Sentinel:A world divided (Still recruiting in need of women, accepts most races)

Started by Untamed Skies, October 09, 2015, 10:46:37 AM

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Untamed Skies

We're still recruiting and hoping to find interested parties!
We have 3 Assistant Director positions that need to be filled.

Assistant Director of Education
Assistant Director of Mystique
&
Assistant Director of Operations

A Watcher Position
2 Witches which can be either male or female.
3 Investigators
1 for the Task Force


For the Supernatural Community

2 Leaders
2 Guards


For the naughty Anarchy Group

we need 2 more trouble makers.

For the Outsider Sector we have plenty there to just fill for the game and be on who's ever side makes you feel more useful.


Also. We have a interesting position available. This sexy guy right here

Is looking for a person to play his Female Guardian and Secretary while he sleeps during the day being what he is. If you're interested state your claim here.

Thank you for reading and enjoy your day.


The Fracture

Imagine a world of Angels and demons, vampires and werewolves, elves and orcs. Creatures large and small, where both magic and science could thrive at it's strongest. Where creatures of both virtue and vice grew, expanded and developed. Every myth, every legend, everything that has ever been imagined exists in a single world. Once this wasn't an idea one needed to imagine. It was reality, and it was a vicious cruel reality. With so many different creatures prone to so many ideals, so many different cultures, so many that acted as direct mirrors and direct opposites could only lead to conflict. Conflicted turned into skirmishes. Skirmishes turned to war, war turned to prejudice and hatred, and that hatred grew until all of the plane was caught in a constant and continuous state of war, as some civilizations grew powerful and others were decimated almost altogether. Always there was a bigger fish, always the devestation grew. There were no place to hide, those who stood alone were all but wiped away entirely, and still the devestating war machine grew. Grew to the point the world became a wasteland, grew until the point that hope for lush world was all but destroyed, grew until hope for life itself was all but lost.

However instead of the extinction of life, instead of allowing everything to be consumed in a mass of war and conflict, something unexpected happened. A massive wave of magical energy flooded the world. Inside and out everything was encompassed in this flood of magic. The event was so powerful it rejuvenated the world, brought plant life and wild life back into abundance, would mostly rid the world of it's wastelands, and would remove every creature save from humans from the world entirely. When this flood of energy was finished nothing would be left on the world save for the human race, who now had a who new world to explore. More fantastic still the rest of the creatures and races were not destroyed, instead four new planes were created as the creatures and their civilizations washed away. The planes would contain the rest of the creatures in four new worlds capable of handling their difference, and these planes would become known as Gaia, Inferno, Nocturne, and Nirvana.

The event would be called the Fracture, and as powerful and wonderful as it was, it was not absolute and it was not perfect.

The force of the fracture pushed the individual planes away from the original world, but as if they were held by strings they were not entirely separated. The four newly formed planes were still connected to the original world that the humans had inherited as their own. If the intention had been to separate the planes from one another, then it was a plan that wasn't altogether successful.  Small temporary gateways would suddenly form, and at times allow a unsuspecting being passage from their plane to the original world the humans inhabited. As a result throughout human history in the  original world, creatures of all walks of life have found themselves trapped and stranded in a world that may not be capable of facilitating their needs.

Likely it is believed that every myth, every monster, every creature that has been written about in the records of human history was likely a visitor of some sort trying to adapt to a new world. A world that over time long forgot about them, and a world that was every bit as hostile towards them, as they may have been towards the natives they encountered there.  Millions of visitors have become trapped, some of them friendly, some of them hostile, and all of them confused. These events did not go entirely unnoticed either. Originally simply a nomadic group of monsters hunters, skilled at hunting these visitors began to grow curious and began to investigate. Beginning to understand what was happening and what was allowing these monsters to come through. Eventually it would grow into a order, and then into a world wide program that policed and protected the visitors that came from other planes, and the humans on their own. This Organization would first be known as the Sentinel Order, and then eventually as times changed The Sentinel Program.



The Sentinel Initiative

The Sentinel Initiative as it has now grown to be called was original called The Sentinel Order. A group of monster slayers that inhabited the middle eastern areas of the world. They were a roaming band of nomads, traveling from one area to the next. Chasing rumors of fantastic and dangerous creatures and cutting them down. In it's developmental years the idea that the creatures could be reasoned with simply didn't exist. They viewed the visitors as monsters, creatures come to their world to prey upon humans, and they were determined to put a end too it. As the years went by, they began to take on pupils and began to split into smaller bands that little by little grew and expanded. These bands traveled until eventually there were individual cells of slayers from Europe, down towards Africa, and Across Asia. Eventually sailing west to find the new world, and spanning the entire world.

As embarrassing as it would be for the modern organization to exist,  it wasn't until the early A.D. years that the idea of visitors being anything other then monsters begin to form. However it was shortly after the turn of the new Millennium that certain cells began to try to understand why the visitors were coming to the world at all. What their motives were, and began to understand that most of them were capable of cognitive and sentient thinking. Had fears, and were lost on the world, and it wasn't long after that realization, that the Order would shift it's focus. Instead of being simply monster slayers that defended their people from Visitors, they would be guardians that protected both the humans from these creatures, and the creatures from humans. Initially hoping to create a middle ground and allow the two sides to exist, it proved impossible at first. The humans were distrustful and hateful, attacking Sentinel Watchers, and visitors alike and burning many different cells to the ground in rage. Predictably Sentinel was forced to adapt, and as opposed to creating a perfect world they instead focused on concealment. Teaching visitors how to blend in, and helping to disguise their appearances. Sentinel would work to make these creatures, and themselves myth and convince the entire world that monsters were not real. A mission they were mostly successful in.

That is until the early 1900s when cameras and videos became a main stay, and suddenly evidence of these creatures which weren't supposed to be true began to pop up everywhere. While most were contested at first, it wasn't long before cameras became a mainstay that almost everyone had and everyone used. By the 1950s there was no longer any question that there where still creatures that could prey upon humans, and the United Nations of the world were forced to first admit they existed, and then decide how to deal with them. Luckily there was already a massive group of individuals with wealthy backers and a surprising amount of influence in the world that was well versed in working with and protecting these individuals, and for the first time in nearly two thousand years Sentinel revealed itself to the world once again. Preaching the right to life, and working heavily on turning leaders to their side.

In 1960 The Sentinel Order became the Sentinel Program. A platform created by the United Nations and adopted by every country apart of it at the time. The Sentinel Order would become The Sentinel Program, a world wide organization neutral to politics and wars that might take place that would handle, police, and protect the world from these visitors. The first and primary role this organization would take would be protecting civilians from the threat that visitors would represent. Working with local law enforcement across the globe they'd become peace officers. Arresting, and sometimes hunting visitors in the place of officers and ensuring above all else the human race was properly protected. Secondly, they would work to educate the local populations there were assigned too. Educate both sides to reduce tension, and begin to undo 10 thousand years of myth. These creatures included demons, and other various kinds of races that humans had been taught preyed upon them, and begin to integrate visitors into their new communities. The Sentinel Program's overall goal would be to create and maintain peace, at least between civilians and visitors.

Within the 55 years of co-existence, prejudice has begun to fade, though not disappeared entirely. Humans view the new creatures with suspicion and fear. Many have been killed on both sides, and the Sentinel Program serves as the only true defense. This has in some cases been god send, and others only aggravated situations as locals viewed the order full of foreigners as something akin to invaders. In order to better ease tensions each town that has a outreach of the program, possess a gated community which helps separate the Visitors from the whole of the town, and makes it easier to respond and protect them. Still with each passing year, understanding increases, casualties decrease, and tensions begin to die. Hope exists in the far off future that the Sentinel program will become simply a education process, and the Program, as well as world leaders strive to reach that goal. Sluggish as the pass had become.





The Setting of the Game

Welcome to Highlands City. A fairly large town hanging off the west coast of Northern California. Highlands City is typical in most fashions attracting tourists for it's beaches and lush regions. It is also known as the Visitor capital of the world. As a high number of visitors from multiple planes regularly find themselves lost in with surroundings areas city. Because of this it home to one of the largest Visitor communities in the world, as well as boasting one of the most impressive bases for the Sentinel Program. The area's around the city  allow for creatures of all kinds to settle in and find something of comfort. Because of the unusually high amount of visitor traffic, as well as the ideal locations it has become a very important area to the Sentinel Program and perhaps predictably one of the most controversial areas as the world has adapted to accepting visitors as well.

Over the last fifty years the city has seen tensions go from a state of constant conflict. Starting with the unusually high number of visitors, which lead to attacks and deaths on both sides. In response, The Sentinel Program built a massive facility and quickly began trying to intervene, which initially only caused tempers to worsen. The People of Highlands City were not only being attacked by creatures, but outsiders, strangers were marching into their town and telling them how to handle it. The city has seen riots, and brutality of the decades, but little by little the conflicts began to settle down. At least was until Stanley Barret was assigned as the director of the Sentinel HQ in the city. Barret's actions resulted in setting the city and it's relations back nearly three decades as he was involved in extortion, murder, bribery, slave trade, and many other terrible actions against the magical community. Though he was eventually exposed and removed, his actions served to sever trust between the magical community and Sentinel, as well as to reignite hostilities between the townspeople and the community.

Two years after Barret's removal, the chaos and damage he caused is still heavily being felt. With every day life in the town only just barely returning to normal. The town finds itself divided and clashing within itself as the community continues to resist the magical communities desires for more freedom. Brawls and conflict are common ground, and there are areas within the city that Visitors know they aren't to travel unless they wish to welcome danger upon themselves. The magical community continues to demand more freedom and more answers, resisting every compromise sent their way. As conflicts rise the local police force and The Sentinel Program struggle to maintain peace, and adjust to both the demands of the humans and the demands of the magical community. At the heart of it all, a small group has been attracted by the tension and violence, aiming to continue to stoke the unease the town suffers. With all the world looking in, the game will focus on the perspectives of the townspeople, the visitors, the heroes trying to keep the peace, and a group of villains working to create all out anarchy within the city.

Players will take roles placing them within one of four different perspectives happening within the community. The players may accept roles within Sentinel, working to create peace within the city and maintain order. The community itself as residents struggle with the tensions and violence taking place within it. The villains, who are responsible for continuing to stoke the fire afflicting the town. As well as neutral parties within the town that have no true stake on the outcome of the story. The story itself will focus on the city and it's residents rather then any one specific group. As the game progresses, events and side plots, will take place that players may elect to entangle themselves into. How the events unfold, and how the players react to them will ultimately decide whether or not Highlands City manages to maintain it's fragile peace, or collapse into chaos entirely.


Meta Game Info

This game will take place within a sandbox, advancing one month at a time. With each month having  events  taking place involving the overall plot of the story. Underneath the main plot will be several other happenings to give the game some flavor. Sentinel and the Villain groups may have missions players may choose to let their characters participate in. As well as several smaller events that townsfolk can get in on and react too. Of course, Players may also create their own missions and events to allow their own personal flavor into the game.

We are allowing any type of race to be created, and we want to put the emphasis on any. Players will have the freedom to play their favorite race, or make up a race all their own. This means we welcome everything. Whether it's something conventional like elves, something sci-fi like Turians from Mass Effect, or a vampire, or if you want to create a Chesire race of human like creatures who turn into cats that can remove their heads and turn invisible, you're more then welcome to do so. We only ask that you be reasonable, no demi-gods, or gods, or invincible creatures that have no vulnerabilities or weaknesses. Outside of that we invite you to go wild.


What section will the game be played in?

We're returning to our original Big Game area which is in the Non/Con Exotic area

Who is the game open to?

Any member of E!

What is the Plot?

The Overall plot of the will primarily be how the town handles the extremist actions and the resulting fall out of them. Players will be able to push the direction towards anarchy or peace as they react. There will of course be smaller plots, as well as personal plots for characters if they choose to create them.

Can I create multiple characters?

Yes you are free to create multiple characters, though we ask that you don't make more then you're able to handle.

What do I need to play

There is nothing specifically required but your imagination to play

Will there be a tagging system?

Yes, that way we can establish who's talking to who, when and where the scenes are taking place clearly, and avoid confusion or continuity problems.

How will combat be handled?

Our preference is to handle battle in free form. Because there is the possibility of so many different magical abilities, resistances, strengths, etc. We feel a system would limit the creativity that comes with it. Our goal is to allow everyone to use the imagination with as little restrictions as possible.

If we come across a situation in which two players are contesting each other and both feel their character should win and can't work out a compromise, we'll likely resort to the dice bot to settle the tie. Though we will take into account racial weaknesses and such, if the situation obviously over matched such as a mundane human taking on the incredible hulk in a fist fight, or a Vampire fighting another player in sunlight, we may judge and take a side there. But those are extreme circumstances, and that's assuming there is a conflict over who should win that fight.


It Has Begun!
The Game has started up, for those who'd like to look it over and are interest you can find it all right here

Untamed Skies

General Information

Posting Etiquette and Expectation

1.) Every post needs to have the tag information at the top of it.
2.) Please post in third person
3.) Please no dialogue only, or one liner posts.
4.) No Godmoding, meta-gaming, or power gaming, other people's characters. (This includes mind control or compulsion effects without the other player's permission).
5.) There is no expectation posting speeds, we ask that you try to post at least once a week, but we understand life happens.
6.) No killing any characters without both GM Approval, and full player permission.
7.) Follow the Elliquiy TOS at all times.
8.) Please post unapproved character sheets in either the recruitment thread or pm them both Untamed_Skies and Vampire Mistress Sakura
9.) If ever you are feeling frustrated with a scene for any reason. Please do not bring it up in the IC OOC, please tag me and the writer you're having a feud/dispute/frustration/*insert grievance* there, and not need to air dirty laundry for the rest of the game to see.
10.) We're going to allow animated avatars, but we are restricting it too characters. I.E. Avatar Korra, or Ariel from the little mermaid

Play and Creation Rules

The Universe itself: This universe is one of my own creation, and the specific point to it, is that anything is possible to exist within it. So that being said, any ideas, races, magic, abilities, etc. You feel might be cool to add include, feel free to give your gms a poke, we're dying to hear them.

That being said we will not approve gods, or unbeatable invincible magical powers or races. We'll be fairly liberal up to the point where the race is unstoppable, untouchable, and has no limits. We're not against powerful characters or creatures, we simply ask that if you make something amazingly powerful you include some weaknesses to balance it out. Remember there are multiple sides to this story and we want to keep it as fair as possible.

Sentinel Order: Sentinel is a primarily human organization but it allows humanoid races within it's ranks and of course there are multiple mixed bloods of all sorts. There are a limited number of leadership positions available however, so initially it'll be first come first serve, though as the story progresses and players come and go there will most certainly be opportunity for growth within the story.

Cases  and Events: Events and Missions or "Cases" will have their own thread in which will post information that players can get in on. These will include GM or Player plots, and information on what needs to be done in order to get in on it. The various events will be broken down into a few different categories to allow players an idea of what it'll entail.

Event: This will typically be a discovery or reaction to something that has happened prior. Players will be responding to what happened, whether it is discovering the mayor having an affair, or being on a street that suffered a sudden explosion. There are no expectations for events outside of reacting too it.

Bounty: A bounty is just what you'd expect, it is a mission that entails tracking down a specific individual. Bounty's will be missions that involve direct combat with a individual. Bounty's will generally be for Sentinels or Villains, but there is no reason outsiders can't get in on them for rewards and such. Most times bountys involve taking opponent alive, but there are exceptions.

Extermination: Though rare from time to time moments will come along that a threat has arrived that can't be reasoned with because the creature can't coexist. I.E. a Ghoul is discovered within the area. In these situations the goal is to kill the target. These missions can also be placed by Villains as well though for much less noble causes.

-Players are allowed to create and lead their own missions and assignments provided they have gotten gm approval first.

-Events and Cases will be handled by the creators of the event, they'll be expected to handle NPCs and opponents taking place within the plot they created.

Creating a Race of your own

This game features 4 other worlds besides our own. Filled to the brim with other creatures and wonders. The ones I list below are just examples and ideas of what I'm looking for in a race. If you wish to create a creature to play as, or wish to create a creature that your character is descended from you are free to do so, so long as the creature is humanoid. When creating a race or bringing in a race I didn't list please include three details.

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[b]Home Plane[/b]: (Gaia, Nocturne, Inferno, Nirvana)

[b]Special Strengths[/b]: (Is this a magically inclined race? Can they see in the dark? Etc.)

[b]Specific weaknesses or vulnerabilities[/b]:  (Do they have specific weaknesses?I.E. Vampires are weak to sunlight,)

[b]Description:[/b] (List how they exist in the world they come from, and any specific behaviors the race has within it's civilization)


-When discerning strengths and weaknesses just try to keep it balanced. The less supernatural the race is, the less we'll expect weaknesses to exist)

A creature that has improved senses, (see in the dark, strong sense of smell, etc.) Wouldn't be a massive edge and wouldn't require a edge to keep it balance.


For example look at this race we created


Race Name: Phoenix

Home Plane: Nirvana

Special Strengths:

Fire Bending:This race has dominion over fire. Surrounding itself in flames it can lash out with this fire, or it can defend itself.

Born in the Ashes:When a Phoenix dies, it's body is consumed by fire and burns to ashes. If after 72 hours the ashes are not disturbed a Phoenix has the ability to resurrect itself.

(We've listed the abilities of the race clearly, and described any limitations those abilities have)


Specific weaknesses or vulnerabilities:  A Phoenix is vulnerable to water, if struck by water a Phoenix will be unable to use it's fire to attack or defend and will be vulnerable at that point.

If a Phoenix's ashes are scattered after it's body is consumed by it's fire, or the ashes are doused in water it will lose it's ability to resurrect itself and enter true death.


(We've listed vulnerabilities clearly and the consequences if these vulnerabilities are targeted)

Description: Beings that possess the ability to shape shift between a humanoid form adorning feathered arms and beaks, as well as the mythical fire bird from legends. Like most creatures in Nirvana a Phoenix is extremely proud, possessing all the passion and energy of fire. They are often at odds with the angels of nirvana possessing tempers that take offense to any type of disrespect. A Phoenix simply don't have the tolerance for it. Though the incidents are isolated and they aren't specifically berserk creatures. A angry phoenix is generally even the sternest of warriors want to avoid.

Many myths depict the Phoenix as a creature able to reincarnate itself when it's killed burning to ashes and resurrecting through them. However they are not immortal creatures. Should a Phoenix have it's ashes scattered as it dies it will be unable to be reborn and will effectively be killed. Rebirth is also a slow process taking years to reach their full size and regain their abilities. Another core vulnerability to the race is a weakness to water. Should a phoenix be submerged they have just seconds to escape or they will perish. Their phoenix form is more vulnerable then their humanoid form.

Phoenix are very effective against creatures of nocturne, as their fire burns as bright as the sun. Should you seek out to destroy a creature of nocturne, a Phoenix is your greatest ally in the endeavor.


Magic

Magic comes in all different forms. It can be as small and simple as turning someone's shirt pink, or so powerful it fractures the whole of creation. In order to wield magic the creature or character must be born with the ability to do it. Among humans this is a rare gift but not unheard of. Humans with the gift of magic are called witches, yes even if they are males (though they can call themselves whatever they want). Other races have more apt to be able to preform magic, but in general, are magical creatures, rather then creatures that possess the ability to use magic. For example, a dragon naturally has the ability to use fire but wouldn't have the ability to read a spell book and understand how to cast water to douse it.



Magic as it pertains to witches
A witch is a human born with the innate ability to use magic. There magic is wild and untamped, controlled by their will and imagination. The more creative a witch is, generally the greater and wider range of ability. Still magic takes practice to master and be powerful, and while over the corse of a lifetime a witch may find have many varied uses to their magical talent. Most's abilities stem directly from a train of thought or purpose within their work. For example a witch who has focused on healing spells and considers herself a healer will likely spend most of her time focusing on spells the cure the body of injury and disease. While it's not impossible she'd know offensive or hindering spells, likely these spells would not be her most powerful. As a result many witches carry spell books which allow them quick access to understand how to make their abilities work.

If you've played DnD 3.5 or Pathfinder it's the same idea as a wizard, so long as the spell exists and they can access it, they can use it, if it is lost or destroyed they lose that ability until they can find it again somewhere else.

We ask that the most powerful ace in the hole spells be included in the magic section on the character sheet. The most powerful magic, take longer to prepare, are more daunting on the character to use, and may include drawbacks depending on just how powerful it is. Drawbacks can include migranes, blood sacrifice, some kind of curse back on the user, or other hindrances that would encourage the user not to use them.

Spell books
Spell books are a collection of spells and rituals in which witches and their equivalent of other races can use to read and preform magic outside of their specific abilities. Spell books are only useful to that of a witch, a mundane human wouldn't be able to invoke the force and power needed to make the magic work. Spell books are restricted to Sentinel Facilities (legally) and kept under strict guidance. They are also obviously fragile, and if a spell book is burned or destroyed, the witch will typically not be able to use the spells inside. If a Witch knew how instinctively to use those spells and rituals, they wouldn't need the book to do it.

Magical Items
Unlike a textbook of spells, a magical item is a magically enchanted item, usually created by a enchantress. Magical items can be used by anyone so long as they meet the conditions to make use of it. If for example, a ring that allows the wearer to cast fire was created only for use of elves, then nothing but a elf could use it. Beyond those restrictions anyone can use a magical item.

As with everything, any ultra powerful magical item must first be approved by me, before it can be allowed to exist in game.



Face Claim

Males
Jensen Ackles plays Jason Parker reserved for Untamed_Skies
David McIntosh plays Pharos reserved for Untamed_Skies
Julian Edelman plays Kellan Rivera reserved for Untamed_Skies
Lance Gross plays Ian Slade reserved for Untamed_Skies
Idris Elba plays Moses  reserved for Juggtacular
Lee Byung-hun plays Hanzo reserved for Juggtacular
Oliver Bjerrehuus plays Bon Winfield Cassidy reserved for TheBlackThrone
Joe Manganiello plays Damarius reserved for TheBlackThrone
Johhny Depp reserved for Josh Arcanum
Alex Pettyfer plays Bashir Solomon reserved for Crash
Gackt reserved for Vampire Mistress Sakura
Luke Evans reserved for Kargrisaka

Females
Cassie Ventura (Subject to change) plays Raelyn Hellatious reserved for Vampire Mistress Sakura
Jennifer Lawrance plays Annrika Skies (NPC) reserved for Vampire Mistress Sakura
Zoe Saldana plays Nyasha Hellatious(NPC) reserved for Vampire Mistress Sakura
Koda Kumi plays Selena Castavet (NPC) reserved for Vampire Mistress Sakura
Keiko Kitagawa -plays Kanon Castavet reserved for Vampire Mistress Sakura
Meisa Kurok plays plays the director reserved for Vampire Mistress Sakura
Zendaya plays Kyoko and Reika Araceli (NPCS) reserved for Vampire Mistress Sakura
Megan Fox plays Morbid "Moe" Skies (NPC) reserved for Vampire Mistress Sakura
Hillary Duff plays Lyra Skies reserved for Vampire Mistress Sakura
Hanna Edwinson plays Iris Frost reserved for Vampire Mistress Sakura
Ami Lee plays Razi reserved for LimitlessNikkie
Gemma Ward plays Sasski reserved for LimitlessNikkie
Fan Bingbing plays Fei Xifeng reserved for Timeless
Haifa Wehbe plays Yara Solomon reserved for Crash
Alysha Nett plays Alysha Nett resereved for TheBlackThrone


Animated Characters
Skelly/Zeronis reserved for Jefufns




Create a Hot Spot
Players have the ability to create a slice of their own to further immerse themselves into the game if they wish to have it. We simply ask that that PM the GMs with the following information, and we'll include it into a game thread, or potentially make it it's own game thread.

[b]Name[/b]: Name of the Establishment
[Include any images you want to]
[b]Description[/b]:
[b]Any Restrictions[/b]: (doesn't allow visitors, etc)

Untamed Skies

The Factions

The Sentinel Program

The Sentinel Program is directly responsible for handling all supernatural crimes and cases within the city. If at any point in time a incident appears to have a magical touch too it, the cases is transferred to the director who then distributes it to a investigation team who looks into it. Unlike with humans it still remains standard protocol to eliminate a threat that is killing humans. There are a list of creatures which are considered always needed to hunt, and others who are illusive and particularly damage, may have a hunt called on them. The rest are placed either in a quarantine if they are considered unsafe, or into the re-education process. Their responsibility isn't just to protect the supernatural communities interest, it is also to protect human interests, which typically means they are looked at negatively by both parties, unable to take one side or the other.

Re-education: Visitors who are being re-educated are placed within the program, and they are taught why they are on Terra, and how to integrate with human society. They are given a home and a place to live within the gated community, and are looked after and protected to the best of the Program's ability. Once they complete the re-education process, Sentinel helps them find work, and allows them to be independent as possible, but they always keep track of the visitors, and will search for any visitor that falls of the grid.

Quarantine: Visitors who possess a considerable risk and appear to be unreasonable are held in a prison in the basement with tight security until such a time it is deemed safe to let them out. This is at the discretion of the organization, and there are those who remain in Quarantine for decades before they are brought out for re-education. Others might die within it.


The Various Positions within the Program.
There are many positions and roles within the Sentinel Program.

The Director:At the very top there is the Director, who is directly responsible for all the oversight and daily proceedings within the complex. The director works with the police force, to assign and keep their agents in line. The director will also be entirely responsibly for promotions and placing individuals they deem most fit for leadership in leadership positions, as well as deciding whether a visitor needs to be exterminated or quarantined. The director is given a lot of power typically, so those who are given the nod are deeply trusted within the community. While it isn't unheard of, rogue or corrupt directors are rare, because of all the checks they have to go through in order to get the position.

Below the Director are the Managers, which do exactly what their title sounds like it would do. They are assistants to the director specifically are are given run over specific departments of the facility and program. Other operatives answer to the managers before appealing to the director, and they are expected to handle themselves with class and discipline. They are leaders within the facility, and when they sour that reputation they risk losing their rank. If at any point they show any signs of corruption or abuse of their power they are removed and often kicked out of the program altogether.

Manager of Education: This manager could be considered the "principal" of the re-education department. When students act up or there are problems that require discipline this manager handles that directly. If problems persist the Director may assist in the process but it is considered the Manager's station.

Assistant Director of Operations: This manager is responsible for relocating visitors and staff personell as well as welcoming and integrating newcomers to the process. They'll be directly responsible for orientations, and the dairly happenings and communications within the HQ and Dorms.

Assistant Director of Mystique: This manager handles all powerful and dangerous artifacts within the compound, as well as the serves as the commanding officer when it comes to training witches. This manager is always a witch, and is expected to have enough power to reel in overzealous witches that may be going overboard with their training or practices.

Assistant Director of Investigation: This manager directly over sees the investigation unit as it's captain. The manager will assign teams to look into and debrief information and arrests made by the unit. They are also directly responsible for hiring or removing operatives from the investigation force. This manager is expected to come down on operatives who use excessive force.

Assistant Director of Special Ops: This manager directly oversees the task forces which go out specifically to hunt and exterminate individuals as their captain. Any task force members had to go through this manager, and this manager directly debriefs after a successful or failed assignment. They are expected to come down hard on operatives who include damage to bystanders and innocents.

Assistant Director of Visitor Relations and Security: In the Supernatural community there are many guards tasked with defending the area and interior of the area. This manager serves as the captain of those forces, and is responsible for the groups actions. They debrief when incidents break out and are directly responsible for deciding if a visitor has proven too dangerous to remain inside the community, or if they need to be quarantined. They are expected to keep the community under control, and this position in particular has seen a lot of turnover.


Under the managers are the rest of the day to day operations of the sentinel members, which include everything from policing, to investigating, to hunting, to teaching, to training, and to those who are students getting ready to gain promotions and move aorund the country within the programs. These individuals make up the bulk of the program, and generally are the faces that the rest of the public sees. Their successes and failures are what make and break the order in their locations.

Watcher: These individuals are the most basic. Their duty is generally guard duty, they are take posts within the HQ, Dorms, Supernatural community, and protect various locations within the city as well. Such as schools, the mayors office, etc. They work in two ten hour shifts and are then given 24 hours off typically. They are generally given a patrol in which they move around in, unless called to a disturbance. All are trained to be prepared in a attack, and know generally how to defend themselves.

Witch: These individuals consist entirely of witches, and serve as the backbone of the order. Individuals with strong magical power which assist the order in combat, defense, and everything in between. When not on assignments they're generally allowed to study magic from the facilities library, or study and locate magical artifacts with power. A witch's role depends on their strengths, but generally fall into 3 categories.

Combat: Witches assist task forces in hunts, and have strong offensive abilities

Support: Witches capable of creating magical items, which assist operatives. They typically do not see field work, but may assist in investigations depending on their abilities.

Care: Witches who focus on healing, or other spells or powers that protect or heal operatives. They are often on the field with hunts and assignments, there in case of emergencies. They also are heavily involved with the towns local EMS making them critical in keeping victims alive until they can reach a hospital.

Investigative Officer: These would generally be considered the "police" within the force. They respond to incidents in which a supernatural is considered to have done damage. Be it theft, assault, or in some cases murder. If they determine that a visitor is involved and it is decided a hunt isn't necessary, these operatives are directly responsible for bringing the parties in. It is rare but sometimes these individuals are given the ability to use lethal force.

Task Force: These would generally be considered the "special forces" and are called in, during dire situations. In a even where there might be hostages, or a situation in which a visitor is cornered and the situation has turned deadly. They are the only operatives typically allowed to use lethal force, and are the individuals relied upon on a hunt. They do not last long on the force if they are overzealous in their abilities or tactics. Colateral damage is frowned upon. When not called into action they are typically apart of the investigative team or the watcher team.


Open Positions

Note Roles can increase if there is interest in them

Director: Reserved for Vampire Mistress Sakura
Assistant Director of Education:
Assistant Director of Mystique:
Assistant Director of Operations:
Assistant Director of Investigation: Sasski Emmerson played by Limitless Nikkie
Assistant Director of Special Ops: Hanzo Hattori played by Juggtacular
Assistant Director of Visitor Relations and Security: Damarius played by TheBlackThrone
Watcher: Olaf Lokken played by Crash
Watcher:
Witch: Ian Slade played by Untamed_Skies
Witch: Kanon Castavet played by Vampire Mistress Sakura
Witch:
Witch:
Investigator: Jason Parker played by Untamed_Skies
Investigator:
Investigator:
Investigator:
Task Force: Lyra Skies played by Vampire Mistress Sakura
Task Force: Argentina played by EdwardShane
Task Force: Bon played by TheblackThrone
Task Force: Moses played by Juggtacular
Task Force:



Supernatural Community

The Supernatural Community has faced a great deal of hardships over the last decade under Stanley Barret. There are many who have faced brutality, some have lost family members to murder and slave trade, and others were straight up extorted. Their troubles of course didn't end with Barret. In town there are plenty of prejudice townsfolk who are very bit as brutal as Barret's thugs. There are sections of town all of them are warned not to go, and those that were lucky enough to avoid the terror of Barret, may still have found themselves harmed by the twon themselves. Perhaps the treatment would be tolerable, but they are protected by a organization that seems as if their complaints and troubles are a bother rather then a duty, and a organization that insists on babysitting them. There are guards they needed to check in and out with whenever they choose to leave town, and should they present a "danger" they can be quarantined and locked away in a dungeon, or as they discovered under Barret's reign, they can be terminated without a trail. The simply truth is that the visitors are second class citizens, and as it looks there isn't any change on the horizon. This has lead to a rift rippling through the community. Many are banding together, and trying to become independent of the Sentinel Program, and the others are trying to abide by their protectors.

Within the community there are various leaders who have stepped up trying to take care of their neighbors. Some of them are considered leaders do to age and experience, some because of their connections, some simply because they are strong, and others have found  leadership through their connections. Their roles vary, some simply organize guards to look after the community beyond the watchers that can't seem to prevent them from being hurt or taken. Others take it upon themselves to "educate" new visitors to how the world really works. The leaders work as a kind of council, and have taken it upon themselves to police their own community, doing their best to keep Sentinel out of it if someone has turned violent. The group will also commonly decide whether or not they should report a danger to Sentinel. While they abide by their guardians for the most part, a good deal of them are pushing for more independence.

Note Roles can increase if there is enough interest for it

Roles in the community
Leader: Nenielle Redwood played by Untamed_Skies
Leader: Fei Xifeng played by Timeless
Leader: Bjorn played by Skyre
Leader:
Leader:
Community Guard:
Community Guard:
Civilian:
Civilian:



Anarchy Group

Within the city a small band of individuals have started to band together in the aims of spreading anarchy. These individuals don't officially have a leader, they are simply working together to achieve their own ends. This could be simply because they enjoy chaos. Some are working to create revolution, and take away the choice of those too scared too do it. Some might even simply hate humans, or visitors. Whatever their reasoning they have started to conspire to push Highlands City to all out anarchy, keeping the tension as high as possible. The group is mostly independent, though some have decided to work together, and find strength in numbers. For more information please PM Untamed_Skies and Vampire Mistress Sakura

Not roles can increase if there is interest for them
Anarchist: Pharos played by Untamed_Skies
Anarchist: Razi played by Limitless Nikkie
Anarchist: The Doctor played by Vampire Mistress Sakura
Anarchist:
Anarchist:


Outsiders

The problems in the cities have attracted a great deal of attention. Mercenaries who work for free lance and don't have any stakes, various shop owners claiming to have ancient artifacts, as well as information brokers claiming to have information to impair all sides of the conflict. Outside of people looking to entangle themselves, there are also just the civilians within the city trying to live their lives and avoid getting swept up in the chaos and confusion. Even those who have no stake aren't completely free from the danger within the city, and they find themselves drawn in anyway. Maybe these characters are hired to help a cause, maybe these characters get targeted for a terror attack. Maybe they just become attached to other characters caught directly in the conflicts, regardless they all may find themselves eventually drawn into the moment. Not roles can increase if there is enough interest

Neutral Party: Kellan Rivera "Mercenary" played by Untamed_Skies
Neutral Party: Yara Solomon (A.K.A. Bashir Solomon) "Information Broker" played by Crash
Neutral Party:
Neutral Party:
Neutral Party:
Civilian: Leo Levi
Civilian:
Civilian:
Civilian:




Character Sheet Skeleton

Sentinel Faction Character Sheet


[float=right][img]<image file here>[/img][/float]

[b]Player Name:[/b] (E account name)

[b]Character Name:[/b] (Name of the character in play)

[b]Race/Lineage:[/b]  (What race is your character, if human what kind of human, if extraordinary human what is the character descended from?)

[b]Concealment:[/b] (assuming the character wishes too, how does it do so?)

[b]Sex:[/b]  (What gender ist he character?)

[b]Physical Description: [/b] (A physical description of the character, include tattoo's, scars and such)

[b]Age:[/b]  (How old is the character?)

[b]Position:[/b] (What is your position in sentinel? Watcher, Mentor, Rookie, witch, ambassador etc.)

[b]Living Arrangements:[/b] (Does your character live seperate from the living situation in Sentinel?)

[b]Occupation:[/b] (Does your character work to be able to proide for himself outside of Sentinel?)

[b]Sexual Orientation:[/b]  (What attracts your character?)

[b]Ons & Offs:[/b]  (Feel free to provide a link to your own, or list the character's specific ones here, or do both.)

[b]Place of Birth:[/b] (What world, or area of Terra is the character from)

[b]Personality:[/b] (Please describe your character's personality)

[b]History:[/b] (Must be detailed and include at least three paragraphs)

[b]Family:[/b] (Any relevant family to the character)

[b]Special Abilities:[/b] (Special gifts, magics, or abilities the character was born with)

[b]Special artifact/item:[/b] (Any weapon or item that is magicall enchanted)

[b]Martial Skills:[/b] (Does your character fight? And with what?)





Supernatural Community Faction Character Sheet

[float=right][img]<image file here>[/img][/float]

[b]Player Name:[/b] (E account name)

[b]Character Name:[/b] (Name of the character in play)

[b]Race/Lineage:[/b]  (What race is your character, if human what kind of human, if extraordinary human what is the character descended from?)

[b]Concealment:[/b] (assuming the character wishes too, how does it do so?)

[b]Sex:[/b]  (What gender ist he character?)

[b]Physical Description: [/b] (A physical description of the character, include tattoo's, scars and such)

[b]Age:[/b]  (How old is the character?)

[b]Role:[/b] (What does your character do in the community? Is it a leader? Guard? Civillian?)

[b]Occupation:[/b] (Does your character have a paying job?)

[b]Living Arrangements:[/b] (Does your character live within the community, or do they stay in town?)

[b]Sexual Orientation:[/b]  (What attracts your character?)

[b]Ons & Offs:[/b]  (Feel free to provide a link to your own, or list the character's specific ones here, or do both.)

[b]Place of Birth:[/b] (What world, or area of Terra is the character from)

[b]Personality:[/b] (Please describe your character's personality)

[b]History:[/b] (Must be detailed and include at least three paragraphs)

[b]Family:[/b] (Any relevant family to the character)

[b]Special Abilities:[/b] (Special gifts, magics, or abilities the character was born with)

[b]Special artifact/item:[/b] (Any weapon or item that is magicall enchanted)

[b]Martial Skills:[/b] (Does your character fight? And with what?)





Anarchy Faction Character Skeleton

[float=right][img]<image file here>[/img][/float]

[b]Player Name:[/b] (E account name)

[b]Character Name:[/b] (Name of the character in play)

[b]Race/Lineage:[/b]  (What race is your character, if human what kind of human, if extraordinary human what is the character descended from?)

[b]Concealment:[/b] (assuming the character wishes too, how does it do so?)

[b]Sex:[/b]  (What gender ist he character?)

[b]Physical Description: [/b] (A physical description of the character, include tattoo's, scars and such)

[b]Age:[/b]  (How old is the character?)

[b]Goal:[/b] (What is your character hoping to accomplish?)

[b]Occupation:[/b] (Does your character have a paying job?)

[b]Minions:[/b] (Is your character independent or does he/she have minions)

[b]Living Arrangements:[/b] (Does your character live within the community, or do they stay in town?)

[b]Sexual Orientation:[/b]  (What attracts your character?)

[b]Ons & Offs:[/b]  (Feel free to provide a link to your own, or list the character's specific ones here, or do both.)

[b]Place of Birth:[/b] (What world, or area of Terra is the character from)

[b]Personality:[/b] (Please describe your character's personality)

[b]History:[/b] (Must be detailed and include at least three paragraphs)

[b]Family:[/b] (Any relevant family to the character)

[b]Special Abilities:[/b] (Special gifts, magics, or abilities the character was born with)

[b]Special artifact/item:[/b] (Any weapon or item that is magicall enchanted)

[b]Martial Skills:[/b] (Does your character fight? And with what?)





Outsider Faction Character Sheet


[float=right][img]<image file here>[/img][/float]

[b]Player Name:[/b] (E account name)

[b]Character Name:[/b] (Name of the character in play)

[b]Race/Lineage:[/b]  (What race is your character, if human what kind of human, if extraordinary human what is the character descended from?)

[b]Concealment:[/b] (assuming the character wishes too, how does it do so?)

[b]Sex:[/b]  (What gender ist he character?)

[b]Physical Description: [/b] (A physical description of the character, include tattoo's, scars and such)

[b]Age:[/b]  (How old is the character?)

[b]Occupation:[/b] (What does your character do for work?)

[b]Living Arrangements:[/b] (Does your character live within the community, or do they stay in town?)

[b]Sexual Orientation:[/b]  (What attracts your character?)

[b]Ons & Offs:[/b]  (Feel free to provide a link to your own, or list the character's specific ones here, or do both.)

[b]Place of Birth:[/b] (What world, or area of Terra is the character from)

[b]Personality:[/b] (Please describe your character's personality)

[b]History:[/b] (Must be detailed and include at least three paragraphs)

[b]Family:[/b] (Any relevant family to the character)

[b]Special Abilities:[/b] (Special gifts, magics, or abilities the character was born with)

[b]Special artifact/item:[/b] (Any weapon or item that is magical enchanted)

[b]Martial Skills:[/b] (Does your character fight? And with what?)

Untamed Skies

Planes and Races


Terra
Terra is the modern world as we know it. Since every plane of every world considers their home world earth, Sentinel has resorted to calling our home world Terra as it's classification. Terra is unique to the other plane in a couple of different ways. It is the original world rejuvinated and revitalized by The Fracture. It is the only plane that is home to only a single race of creatures. Magic is also at it's rarest on Terra, while there are witches and extraordinary humans who are descended from various visitors. Humans that possess magic are considered 1 in a million, there are less then 6,000 humans in the world with the innate ability to cast magic. It is also the only Plane that seems to be connected to the other ones. What it means is if someone figured out how to Terra open rifts and travel between planes, they'd have to use Terra as a lay over in order to get between the other planes.

Races of Terra
Common Types of creatures born from Terra
Mundane Human: This is the most common type of human, and your every day run of the mill human. No special abilities or magic. These people haven't a ounce of supernatural or magical blood in them, and the majority of the world is made up of them.

Extraordinary Human: This is a human who had a ancestor mate with a creature of another plane and has inherited some abilities from their ancestors. The extent of the inherited abilities always differs, but a general rule is that the further removed from the ancestor they are. The less abilities they inherit.

Witches: These are humans born with magical ability and are not descended from a supernatural force. These beings are extremely rare, the one in a million type of rare. Only about 10% of them are born male, though it isn't altogether unheard of. Witches possess pure magic, and can shape magic to bend to their will. Just as humans tend to be so varied, no two witches are a like, and neither does any one spell typically look the same. Their imagination and mind shape their abilities, and as is always the case, the stronger the will the longer they can cast magic, as well as the power of their spell will be.

Ghost (Created by Dancing Flower)
Home Plane: Can be Any plane
Special Strengths:

  • Rentaghosting: Teleportation ability, capabilities may differ for individual
  • Intangibility: Can pass through solid objects,  capabilities may differ for individual
  • Invincibility: Cannot be physically harmed although there are still ways to kill them
  • Telekinesis: Ability to move objects with their minds,  capabilities may differ for individual
  • Aura-reading: Ability to read auras,  capabilities may differ for individual

Specific weaknesses or vulnerabilities:

  • Ghosts slowly fade away when they have no one who sees them and talks to them.
  • Although it is difficult, there are some methods of destroying Ghosts.
  • More powerful Ghosts can destroy weaker ones
  • Some creatures have the ability to suck Ghosts of their energy or bend/bind them to their will
  • Certain rituals can cause a Ghost to disperse and destroys them
  • Some ghosts need to feed on the energy of others. And without a supply, they simply fade away



Gaia
In the truest sense of the idea Gaia is the plane of magic. Of all the planes it possesses the most races that can simply bend magic to it's will, as well as the highest concentration of magical creatures of any other plane. However Gaia is better known as the Plane of nature. The majority of races found within the plane exist within nature, or nurture and care for it as a human might it's pet. Based on what the teachings of various visitors, it is documented that Gaia of all the planes, is also the plane that most resembles Terra as far as Geography is concerned, many visitors find it easier to travel around Terra because of this. It is a well documented fact, most visitors from Gaia struggle with Terra, as beings that regard nature above all else, they are horrified and sometimes enraged by the pollution and destruction of the various ecosystems. Of all the planes, none work harder to try and get the humans to understand just how devastating their environment have become, and others become eco-terrorists determined to bring a end to the rampant destruction of human expansion.

Common Races of Gaia
Common Races of Gaia

Elves


The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them.

Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves' long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries.

Most elven communities have taken on the duty of looking after a specific aspect of their world.For example, Water elves live near the oceans and lakes and rivers and protect them. Desert elves value the desert. Forest Elves the forest. So on and so forth. Elves usually have magical abilities exclusive to their habitat. A Water elf might be able to manipulate water, while a Forest elf might have the ability to ensare their enemies with vines and roots.

Like humans, there are beings among the elves who have strong magical talent that isn't restricted to simply their environment. Also like with humans these beings are very rare.

Nymphs

Nymphs embody physical beauty, and are the guardians of the sacred places of the wild. They are so unbearably lovely that even a glimpse of is said to blind onlookers (This is a myth but they are supernaturally beautiful). Nymphs hate any who would despoil the wilds for any reason.

A nymph's demeanor is wild and mercurial. Like nature itself, she embodies both great beauty and fearsome danger. She can be kind and graceful to mortals who revere teh wild places of the world, but is also quick to strike against mortals who take more than they need or who treat nature thoughtlessly. Animals of all types flock to a nymph, ignoring the presence of natural enemies; injured beasts know that the nymph will tend their wounds.

Nymph's are always female, as are any kin born from them.

Dwarves


Strong, stocky, and shorter than most humanoid races, the dwarves are skilled builders and boast a long tradition of courage and martial skill. They are unique on Gaia as they are the only race that don't possess innate magical talent, unless of course you believe their race's special talent is their ability to make amazing equipment from metal. Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely territorial. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Dwarves are lovers of history and tradition, and their long lifespan leads to far less in the way of generational shifts in attitudes, styles, fashions, and trends than shorter-lived races exhibit. If a thing is not broken, they do not fix it or change it; and if it is broken, they fix it rather than replace it.  Taken together, these traits create the impression that dwarves are a race frozen in time. Nothing could be further from the truth, however, as dwarves are both thoughtful and imaginative, willing to experiment, if always keen to refine and perfect a new technique or product before moving on to the next one. Dwarves have achieved feats of metallurgy, stonework, and engineering that have consistently outpaced the technological advances of other races.

On Terra Dwarves are the only race from Gaia that seems to have a affinity for understanding and accepting the technology of the world. Often finding ways to combine the mystics and magics of Gaia, with the science and technology of Terra. More then any other race that reguarly visits from Gaia, dwarves appear to be the least horrified.....Possibly eager to take on the challenge of creating the first underground cities on Terra.


Satyr

Satyrs, and Fauns, are lustful creatures from the Fey wild. They have a deep enjoyment of all things pleasurable and have often brought themselves to near self-destruction in the pursuit of them. Still even with this natural flaw they find themselves attuned to the world around them and when the need arises they can be driven by a sense of community and preservation.

Satyrs are typically self-centered, greedy, and decadent creatures that enjoy food, drink, and other pleasures. They use sly trickery to take what they desire from others as it pleases them. If denied the ability to take what pleasure they feel they deserve they will fall into a murderous mood attacking without warning.

Satyrs typically possess cheap magical tricks, but are known to possess mind altering abilities, helping unsuspecting creatures lower their inhibitions around them. Strong wills resist these tricks of course, but it is always dangerous to lower your guard against them.

Elemental Paragons (created by Pentagious_666)

Elemental Paragons are representative of the elements in pure form. Literally a force of nature.  They are native to the gaia realm and live in clans of particular elemental forces. All of the clans have a caste system based on breed,  They have genetic coloration on their arms that marks them as a caste. The typical life span of a paragon is 900 years. Each clan has a typical temperament (there are always outliers) that aligns with the nature of their element. Fire tends to be aggressive water tends to be thoughtful. Earth stalwart to their beliefs and air wild and fickle. Ice is cool calm and collected, where magma tends to be hot tempered but slow to act. Mud Clan tends to be rustic and traditional, where smoke clan is underhanded and sneaky.

The Clans can get along just fine, when necessary, however there is much infighting amongst the 8.  There was once a 9th clan known as spirit but they are either lost or extinct as they held a peace for all nine clans before the fracture.  Without them the peace quickly fell to pieces.

Ice Paragons are cool and level headed, calm yet often opinionated.  They are particularly vulnerable to fire. The are not cruel simply hard to alter their views. The other clans joke about this obstinacy saying changing an ice paragon’s opinion is like trying to talk a glacier into melting


Cheshire Cat (Created by Edwardshane


Special Strengths: Cheshires have short distance teleportation (blinking), the ability to remove and reattach their own body parts without causing themselves harm, the ability to turn invisible by grinning, and an additional ability that varies on a case by case basis.  (examples include but are not limited to the ability to create explosions, dream/nightmare manipulation, and deciding what a specific indivudual will specifically say next.)  They are capable of casting spells, but they tend to be highly specialized.  Furthermore, they can change between two forms, one being the size and shape of a large housecat, and the other being more human...it's just that they still have cat ears and a tail.

Specific weaknesses or vulnerabilities:  Cheshires are vulnerable to a great many things that affect spirits.  Additionally, anyone who finds out their true name can forcibly bend the according cheshire to their will by speaking it.

Cheshires tend to be mischievous creatures, and they love to speak cryptically and be mysterious.  They are spirit creatures, though they have permanent physical forms and are not incorporeal.  Many people think they tend to border on the crazier side of sanity, but they tend to argue that insanity is a matter of pure perspective.  They tend to grin a lot, an unsettling sight for a good many people while they are in cat form.  Cheshire's fur also always comes in two colors, though one or both of these colors are often quite odd.  The ears and tail of the humanoid form consist of both of these colors.


Dragonborn


Born from the mating of a Dragon and that of another race. Dragonborn resemble in many ways what their name suggests: humanoid dragons. Dragonborn exhibit many draconic features, including a scaly hide, a large muscular body, and the capacity to use magical abilities of the dragon they are descended from. The scales a dragonborn wears are scarlet, gold, rust, ocher, bronze, or brown in hue, though there is a obvious difference between the scales of a dragon born and actual dragon(Dragons are MUCH tougher). The scales are typically in their greatest concentration around forearms, lower legs, feet, shoulders, and thighs, with the rest of the body sometimes being covered in a more leathery reptilian skin, or what appears to be more of the other race they are descend from. With the proper training, dragonborn can learn to unlock more of their draconic potential, even to the point of sprouting wings with which to fly, like a dragon.

Like dragons, dragonborn are often mistaken for reptiles, but are in fact warm-blooded draconic creatures. In fact, the internal body temperature of the dragonborn is warmer than that of most similar races, being so hot as to seem feverish to the human touch. These creatures are rarer then dragons, and few and far between. Dragonborns biggest advantages come from their dual bloodlines, gaining the magical abilites of both their dragon ancestors, and that of the race they are born from.

I.E. A Dragonborn Nymph will be unnaturally beautiful, as well as possessing the traits (though less powerful) of the dragon they are descended from.


Qunari


Qunari are taller and considered to be more physically robust than most races on Gaia. They have skin of varying metallic colors (such as gold, bronze, and silver), white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow. Most Qunari have horns, The horn itself has no nerve endings and can be painlessly removed much like human nails or hair, they can still become irritated however so they have several types of balms. But once a horn is cut off, it will not grow back. There is also no specific example of how many horns Qunari may be born with as there are documented cases of Qunari having as many as eight horns, and others born without a single horn at all.

The Qunari are a feirce war like race that are often extremely loyal to the code they call the Qun. A code in which they live by above all else. Every aspect of the Qunari's lives is dictated by the Qun, which they follow unquestioningly, and they see it as their moral duty to forcefully "educate" those who do not comprehend (to Qunari, the Qun is not "believed", it is "understood"). To the Qunari, the Qun is the true source of morality, and all societies that reject it will live in debauchery and suffering. To bring these societies to the Qun is to liberate them from their own self-inflicted torment. Even Qunari attempts at trade with other races and nations are done primarily to assess potential opponents, rather than to amass resources or wealth.

Qunari who have abandoned the Qun are called Tal-Vashoth and live away from the Qunari homelands, often working as mercenaries. All Qunari are defined by their social role, which is supposed to be a defining part of the person's nature, unchangeable and fundamental. Qunari value their tools highly and consider them part of their worthiness, as extensions of their role and duties. For example, a Qunari soldier must never be separated from his weapon; such an individual will likely be shamed and/or executed upon returning to the homeland, as it is considered the object that carries the "soul" of the individual (as opposed to the body, which is only a vessel). Others, like the Ben-Hassrath, are allowed to use whatever tools they see fit to do their job, as most of their duties are more cerebral.

Every Qunari has the ability to infuse paint and enchant it into a substance called Vitar. More or less war paint, it hardens their skin when they wear making it the same as wearing armor. This paint is poisonus to anything other then the Qunari. The Qunari like elves are also capable of producing beings who can bend magic to their will. Just like all others these beings are incredibly rare however.

Other notable creatures: Mermaids, Dragons, Faries, Orcs, Leauprachans, Tellem, Basajaun, Yeiti,


Inferno
Inferno is often depicted in the realm of Terra as hell. Likely the understanding of what hell is and appears to be, was created from the stories of creatures from this plane. This is a world of pure anarchy, demons, devils, oni, and other vile creatures commonly told in the night to scare children exist in Inferno.  There is constant war and constant push for power and struggle within the realms of Inferno. While many believe at one point in time a specific  devils reigned supreme over the region, the time has long since passed and currently the race that holds most of the power are demons. While it might be easy to do so, it would be incorrect to assume the plane is one of pure evil. The realm instead embodies pure freedom and anarchy. The strongest control and shape the world in their image. These beings take what they want from life so long as they have enough strength to grasp it. The rules are simple, the strong rule the weak serve. If you wish to rule find power.


Inferno Races
Changelings


Changelings are subtle shape shifters capable of disguising their appearance. Changelings do not possess the full shapechanging ability of doppelgangers, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to that potential.

In general, changelings are prudent and cautious, preferring to take risks only when they feel that their chances are good or the payoff is worth it. They appreciate the finer things in life and take great pleasure in the comforts of a wealthy lifestyle when they can obtain it. They avoid direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. In conversation, they are soft-spoken but have a gift for drawing out more information than the other party usually plans to reveal.

Most often Changelings are big communities in the world, used as spies from all spies.

Imps


In greater detail, imps are lesser demonic entities, much smaller then their brethren.  always mischievous. Sometimes imps were the attendants of great lords and rulers of the realm. Often having the good sense to know what will be capable of protecting them.

Imps are often small and not very attractive creatures. Their behavior is described as being wild and uncontrollable, much the same as fairies, and in some cultures they were considered the same beings, both sharing the same sense of free spirit and enjoyment of all things they consider as fun and others may consider as mischievous pranks. Most of the time, the pranks were harmless fun, although some could be upsetting and harmful, such as switching babies or leading travelers astray in places with which they were not familiar.

Imps are considered to be invulnerable to most things, only certain objects and enchantments are capable of harming them, but they can easily kept away by wards.



Demons (humanoid)


These demons have become the most numerous in Inferno. Resembling closely that of humans on earth with subtle and animalistic features to their bodies. These demons are generally short lived but reproduce quickly. They are resourceful and intelligent, value numbers every bit as much as they value power and have taken a strong grip on the hierarchy of Inferno. In general these types of demons embody a specific sin they are prone and drawn to more then others. These sins are both a gift and curse, something that helps them and something that can also leave them vulnerable to the right enemies. Demons of Envy, gluttony, sloth, and greed usual feral creatures that lack cognitive thought. Drawn by their basest of instincts. They are little more the ravenous animals. However demons of Lust, Wrath, and Pride are a entirely different matter.

A demon of lust, is generally the most beautiful of creatures in existence. Everything from their shine of their skin, the sparkle in the air, and their sweet scent lures in their prey and victims. In many cases they use such tactics to lure prey into traps, ambush unsuspecting mortals in Terra and have seduced kings and queens into accepting them for the power they might possess. Of course being a creature of lust means they lust for others almost as much as they try to make their prey lust after them. It's a addiction to them, and they sometimes find themselves victims of their own appetite, trapped by their needs and vulnerable to their enemies should they strike when these demons are at their weakest.

A demon of Wrath, is general a tall brute. The demons are built for power and are the most powerful demons around. Often times they have animalistic traits to enhance their already ridiculous amounts of powers. Claws, teeth, tails, etc. These demons are capable of extraordinary feats of power. These beings are berserkers as their rage intensifies so does their strength. A single rage demon may be capable of tearing down the support of a entire building if his rage peaks high enough. The drawback is that as their rage grows, their sense dulls. Reason no longer exists, they lash out at anything and everything. Harming friend and foe alike. Rage demons that lack self control are often short lived. Unable to be calmed and to big a threat to let smash the world around them.

A demon of pride, are demons that have specific powers and abilities that allow them to command the weaker willed around them. Often moving in groups of thralls unable to resist their dominate voices scratching at their minds pride demons are extremely dangerous. Though as ability to dominate the mind of lesser foes is dangerous it is not all powerful. Any who possess strong wills can defeat them, and assuming they are capable of fighting through the hordes of protectors, pride demons are often frail and easily defeated in one on one combat.


Devils


Devils are among the oldest creatures in existence with extremely long life spans and longer memories. Once their kind ruled inferno, but little by little the other races pushed back and hunted them into near extinction. Devils like angels closely resemble humans save for a few features that directly and distinctly show their true form. Often having horns protruding from their skulls, and crimson reptilian like eyes. These beings are believed to be a primary reason why the fracture needed to occur.

In the purest sense Devils represent exactly what Inferno itself has become. Pure freedom and desire. They feed directly on a specific emotion, and will place themselves near beings that give them this feeling. They will do whatever it takes to continue to feed this emotion, until their victim is utterly broken. A devil that feeds off of fear for example, will do whatever it takes to keep their victims in a constant state of fear. A devil that feeds of pain will torture their victims. Though these are examples not all devils feed off miserable emotions, there are many that feed off of love and joy and will keep their victims happy in order to feed.

While like most races they come in all shapes and sizes one recurring theme they all have is a soul binding contract. These contracts are always designed for the Devil's benefit, and while it usually comes with the promise to grant a temptation or desire of their victim it once the devil has fulfilled their part of the bargain the contract forces the agreement out of the victim. Almost always enslaving them to the whims of a Devil. A devil always keeps his word, but in the end, so will you.

Oni


Oni are sometimes confused with demons, but to call them such is a insult too them. Oni are massive and powerful creatures which possess skills in both the arcane and physical. Their magic consists typically of one of the four elements, and can be so powerful that mortals on Terra confused them with terrible gods that created catastrophe on Terra. It should be noted that those are typically the exception with most oni never growing quite that powerful.

Oni vary widely but usually many are hideous, gigantic ogre-like creatures with sharp claws, wild hair, and two long horns growing from their heads.They are humanoid, but occasionally they are born with unnatural features such as odd numbers of eyes or extra fingers and toes. Their skin may be any number of colors, but red and blue are particularly common. There are those that are more human like in appearance but they are rarer and generally weaker then their more animal like cousins.

In Inferno Oni generally work in tribes and their areas are their own. Though they are seclusive and don't generally venture from their territory. Those brave or foolish enough to try and invade Oni lands find themselves quickly overcome and beaten. Outside of wrath demons, there is nothing with as much pure power as a oni.




Nocturne

Nocturne is a world of pure darkness, possessing two moons that follow each other in cycles. Like gaia it is often a world of pure magic and many of the inhabitants are born of it entirely rely on darkness for their strengths. Finding strength in the moon and weakness in the sun. The moon shines likely with the force of magic because there is never any sunlight in this world. These creatures are often represented and placed with the undead, and while there is a great deal of undead among Nocturne's numbers it is not the rule. Creatures that find strength and power in the moonlight reside here. It is also a unique feature of the plane that true almost every creature in Nocturne has the ability to corrupt and curse humans to take on their own forms. Be it the curse of a Vampire, the bite of a werewolf, or the abomination of a Ghoul. More often then any other realm beings of Nocturne almost always harm beings on Terra. It's said Sentinel exists entirely because of the creatures of Nocturne. More often then not, these creatures can physically and magically change humans on Terra. All of them should be greeted with extreme caution.

Nocturne is also unique in having a human population which is entirely enslaved. From time to time humans from this plane fall through a rift and find themselves in a world free of the monsters. Most of the tales of these monsters likely came from humans fortunate to find freedom from their twisted fate and warning their new cousins of the horrors that exist within Nocturne.

Common races of Nocturne
Common Creatures from Nocturne (though there are many more)[/u]

Pure-Blood Vampires


Pure-blood vampires are almost entirely like the vampires humans have in their myth and lore. Creatures of the night that feed on blood in order to survive. In moon light these vampires possess super human speed, super human strength, and a variety of nasty tricks that help them capture their prey. The most notable of which includes mind control, and making their prey addicted to their bite. These creatures are also immortal as they are depicted through mythlore and legends. The more successful of them have ensnared kings and queens and have used puppets to shape the world.

It is rare that a Pure-blood will drink the blood of a victim dry, most will feed from a few individuals in a single night rather then drain one to death. Killing a human simply means they have depleted food and resources. It's a waste, and the ones that do slip and kill humans are most often shunned from their own collectives as they are hunted by Sentinels.

These are true living and breathing creatures, they possess a heart beat, they possess souls. They are able to reproduce and have children. These beings do age, though it is slowly and through the ages. Some refer to Pure-bloods as superior bloods, and consider them the evolution humans aspire to become

The true difference between a pure-blood and the perception humans have of vampires is that these beings do not perish under sunlight. However that isn't to say they aren't affected by sunlight at all. In sunlight a vampire is sapped of all it's strength and supernatural ability. They become frail and weak, so weak that many could be overpowered by a human child in a test of strength.  A vampire is a creature of the night, and find their strength only under moonlight. Even artificially created sunlight or a magic spell will sap them of their strength.

Cursed blood Vampire


These vampires are the vampires we've come to known through myths and legends. There is a split in belief among many scholars on their existence. Some believe Pure-bloods granted them immortality in order to have servants and live in luxury. While others believed these beings were created through perverted magic ages hence and are cursed by their own gluttony and greed. Cursed bloods look slightly less human then Pure bloods, at a glance something is clearly wrong with them.

Cursed bloods are considered scum by most current Pure-bloods, and are more prone to their hunger, lacking restraint when feeding and commonly draining them dry. Most of the time if a human is killed in feeding it's a cursed blood's actions. On top of being less in control of themselves, they are also generally weaker then pure-bloods. A little slower, a little weaker, and the biggest difference being that these creatures are dead. They cannot reproduce naturally, they have sold their souls for immortality. Their numbers only grow by "cursing" mundane humans.

The other major difference is that these vampires do not survive the sunlight. They perish, and just like their pure-blood cousins they are susceptible to artificial and magically created sunlight as well.

Whendigos

A Whendigo is a cannibalistic monster, sometimes known as a ghoul, often thought of as undead. They feed on corpses or living flesh, often abducting young children or luring away unwary people into abandoned places.

They are disgustingly ugly and stink of death. They are immensely strong, but geniuses in a sarcastic way, thus tricking them is always a better way than fighting them. They are often considered are a devilish type of jinn, They also hunt for young children, drink blood and steal unattended coins.

Whendigos like vampires have the ability to infect and curse humans. Feeding them flesh living or dead until the humans begin to turn into Whendigo themselves. These creatures are the only creatures that are not granted a ability to attone. Should a sentinel ever come across a Whendigo, their orders are to terminate it before it infects the area.

Werewolves


Though primarily a true wolf while in wolf form, there is some proof that the werewolf retains enough knowledge to assist his killing; recognition of victims, evasion of traps, and human cunning have all been seen on werewolf cases. Though it is rare, werewolves can exist in packs and seperate clans littering both Terra and Nocturne. The heir achy consisting of a Alpha male and a Alpha female that set the ground rules and order of the tribe. Though due to the nature of their curse it is much more likely a werewolf will move off in seclusion. Either chased out of their packs or preferring the isolation rather then possessing a group mentality.

A werewolf has no control over it's transformations, and when the moon is full it turns into a human/wolf hybrid capable of terrible destruction. Like other creatures from Nocturne a Werewolf has the ability to curse humans and pass on the curse of Lycanthropy to them. A person bitten by a werewolf will become a werewolf not a lycan. A werewolf possess a great deal of physical strength and speed but for all extents and purposes is a berserker. It can't distinguish friend from foe, or what is prey or not. It doesn't matter if there are other werewolves in the area, they will simply attack one another until one or both are dead.

When the full mun hits a pack, most often the pack will split in hopes they don't cross one another. Packs are often destroyed by themselves unable to get far enough away from each other when the full moon hits.

When the sun rises the next day a werewolf reverts into nothing more then a mundane human. Sunlight by it real, artificial, or magical an revert their forms while the light shines on them and silver is a allergy to them.

Lycan

Lycans are very similar to werewolves save for the distinguish between curses. A Lycan is not cursed and therefore cannot pass it's curse to other speciies. A lycan also has the ability to change into a werewolf or a wolf at will so long as they are under the moon's light. Lycans will generally exist within packs, again Alpha male and a Alpha female that set the ground rules and order of the tribe. The Alpha can be challenged in combat for control, but losing such a battle results in the being removed from the tribe entirely.

While a Lycan cannot pass it's abilities to other features, if they were to mate with a human their children may sometimes be born as lycans. However this is not guaranteed, and it's also possible the ability will skip entire generations before resurfacing down the road.

A lycan retains full control over it's forms while it is transformed, making them extra dangerous to face as enemies. All the strength of a werewolf and all the cunning of a human is a extremely deadly combination. When not transformed a Lycan still posses super human abilities to a extent. They are stronger and faster then your average human. Not quite to supernatural levels, (they won't be lifting cars), but still more powerful then mundanes.

There are two direct weakness for a Lycan. Sunlight forces the beast from it's beast form back into it's human form. They may temporarily transform into a state in between their bestial and human forms, granted a temporary increase to strength and speed, however it is temporary, and afterwards leaves them incredibly drained.

They also have the age old myth of a silver allergy, leaving them vulnerable to weapons made of silver. Or enchantments that serve the use of making weapons silver.

other notable creatures: Banshee, Siren, Boogeymen, other were creatures,

Sila Jinn (created by Crash)


Talented shape-shifters who are more tolerant of human society than most beings from other planes. Sila are most often reported as female. Thought to be extremely intelligent, sila are nonetheless the most rarely seen of all the types of jinn, and appear only sporadically throughout the histories of the Sentinel Order.  Sila are extremely rare, and while they are  intelligent and comfortable crossing over to Terra, by their nature they do not usually set out to harm or trick humans. Sila are, however, fond of meddling in an attempt to help. This has given them a reputation for being tricksters, and their name has been compared to the likes of Devils and Imps for their tricks and deeds.

Beyond just their trickster and deceptive habits and tendencies, they also have the ability to possess other beings which has done little to help sway the view of them. The race also has the ability to force themselves into a incorporeal form akin to a puff of smoke. Protecting themselves form harm. Most tend to try to stay Ellusive at first using their incorporeal form as a means of escaping and avoiding danger. However should this option not be enough they have the ability to shapeshift into almost any creature should they need to fight. This gives them a deadly advantage to any creature caught unsuspecting when forced into this position. Finally Sila do have some affinity for Wishcraft, though it is rarely rewarded to anyone, and in rare cases when it does happen. There are almost always a trick at play when it does happen. As the saying goes, be careful what you wish for.



Home Plane: Nocturne

Special Strengths: All gargoyles are born from stone and return to stone every sunrise. They emerge from their stone skin as soon as the sun retires beneath the horizon. Naturally, gargoyles move in packs. They perch upon high towers and peaks like bird flocks taking comfort in each other's presence. They feed on the meat of humans and other creatures that aren't gargoyle, preferring warm-blooded and living entrees rather than the cold and dead. Gargoyles were seen as protectors, keeping the demons at bay and guarding the old gothic churches. When a gargoyle perches upon a person's residence, that person's home is protected throughout the day or as long as the gargoyle remains over one's roof. They are creatures of the night, and thus find no vulnerabilities in the dark. No gargoyle has ever stayed awake long enough to see the day. The gargoyles are put to a cold-stone sleep against their will. A gargoyle's body is resistant to scrapes, bruises, fractures, disease, or afflictions of the blood because they contain no blood or blood vessels. They are made completely out of stone though they resemble living flesh. If a gargoyle is ever smashed, they can be reformed if every piece of birthstone is collected. Advanced technology could melt the birthstone down and mix it with other stones to create a mold. As long as the gargoyle's birthstone is in the mix, then the gargoyle can be reformed.


Specific weaknesses or vulnerabilities: Gargoyles are extremely vulnerable during the day when their statued forms are susceptible to being smashed. Their eyes are not used to the light of day for they have never gazed upon the sun so bright lights are an eyesore to them and could blind or stun them. Although gargoyles are heavy, they are still capable of flight, and so if they ever fall into a deep pool, they could use their wings to fly out. In other cases, wingless gargoyles are stuck at the bottom of the ocean and must crawl out on their own.

Description: The birth of gargoyles are unknown. It is said that the first gargoyle was created by humans to scare away enemies. A sorcerer then brought the stone gargoyle to life, thus the creation of gargoyles began. A gargoyle's form varies. It solely depends on the craft of the gargoyle's original maker and the characteristics of the parent gargoyles. Depending on how the original artisan created the gargoyle can determine the smoothness or roughness of the gargoyle's form. Most gargoyles only know how to take on the forms of beasts but as Damarius has shown, with training, they can adapt to their surroundings, taking on the form of man and possibly, mimic the appearance of other beings.




Nirvana

Nirvana has two constant truth's to his world. The first is that it inhabits creatures that revere the sun, and the second is that it is a plane filled of pure order. The angels have taken steep control of the plane and have laid down laws which are expected to be followed without question. When these laws are broken justice comes swiftly and without mercy. Like the residents of Nocturne are at their strongest at only one time of day, and are much more vulnerable or defenseless when the sun goes down. They exist in a realm of pure daylight, most never knowing what  the shadows of night are. Those that fall to Terra find themselves struggling to adapt the chaos of it. Many are used to rigid and strict order, and the simple truth is that many within Terra break these laws. Those that can't adapt or accept the world are often times violent. Oddly those that visit Terra then return to Nirvana have begun effected the plane greatly. Bringing the new behaviors and habits with them. Nirvana has started to split into two different factions. Those who believe in absolute order, and those who believe in changing the strict behavior, changing cold justice with understanding.

Common races of Nirvana
Angels

There is no other race in existence that so closely resembles humans. Angels are essentially look identical save for wide sprawling wings, and a aura that seems radiate light around them. Many revere angels as the ultimate hand of justice, but just like with the demons it's not exactly quite that simple. Angels are basically split into two types of angels, and in general two different type of factions as a result.

Angels of Mercy, are dedicated to healing the world around them. They are loving and compassionate. Crying for the fallen should they be wicked or not. They firmly believe that mercy is the truest form of justice, and such justice can only be attained by redeeming their enemies not destroying them. A creature should not be punished for living it's nature. It should simply educated and brought to light.

Then there are the Angels of Justice. Warriors and guardians set into strict lines and rules. Unfortunately they are far more the second kind then there are of the merciful sort and has given angels a reputation of being almost as bloodthirsty as demons. The laws have been set for thousands of years, and in a plane where every race is incredibly long lived ignorance simply isn't a excuse that can be allowed. When these beings fall into Terra more often then not they become paragon's of justice and it is almost entirely impossible to reason with them. Much of the time, a angel is harder to reason with then a demon, and more often then not, angels end up having to be terminated then the demons as well.

Celestials

Celestials hail from the plane of nirvana, and are among the rarer types that emerge from it. Often confused with angels, mostly human in appearance with wings (though they have four wings as opposed to two). Celestials in their culture are less devoted to order and more devoted to freedom and have commonly found themselves at odds with the angels and Valkyries of Nirvana. They are also the only race that possess the ability to have "less holy" magical talents.

Much like devils once ruled Inferno, one such tale says the same was true of the celestials in Nirvana. And just like the devils the celestials lost their power when the angels took control of the world. This might explain why there is such a substantial difference between the celestials and the rest of nirvana. Though their numbers aren't so few they are dwindling compared to other races they might almost seem endangered. Many who fall to earth find it very easy to take up home on Terra. The freedom allowing them to act into the best of their abilities. Few races adapt as easily onto the plane as a celestial.

At the core of a celestial power is a series of different types of fires. These fires are said to have the ability to "purify" or to "corrupt" based on the heart of the wielder. A wicked individual will use it's fire to inflict injury and pain upon their victims, while a pure heart will cure ailments with their power. The various fires work as follows.

The Green Flame: The green flame is the fire of the mind in celestials. Only celestials with telepathic abilities possess this fire. This fire at it's purest can cure dementia, amnesia, and other mental disorders and illnesses. Burning away these conditions as if they were never. At worst they can act like such terrible creations, burning away memories, and the ability to control emotions like a lobotomy.

The Blue Flame: The flame of soul or the flame of magic. It attacks magic directly. It has no direct effect on the physical world. In it's purest forms it has the ability to strengthen magical abilities such as empowering a spell as it's taking form, as well as reparing or recharging magical artifacts that have lost their power. At worst it can strip a creature of it's abilities, and consume magic around it.

The Violet Flame: The flame of the body. This fire is the most natural appearing of the fires as it attacks it's opponents physically. At it's purest form it has the ability to heal the body of injuries and ailments and could be considered healing tool. Like the other colors however, a corrupted heart will instead use the flame to destroy the physical body. Burning away flesh, and wielding terribly destructive power.

The White Flame: This flame is by the far the rarest, but those that possess this fire have the ability to utilize the purify and better the mind, body, and the soul. It also serves as a clear example of the beings heart. As they grow corrupt, the flame grows darker, until it is eventually black. When it is corrupted to that point the flame instead embodies all the darker aspects of the other colors and becomes terribly destructive.


Pheonix


Beings that possess the ability to shape-shift between a humanoid form adorning feathered arms and beaks, as well as the mythical fire bird from legends. Like most creatures in Nirvana a Phoenix is extremely proud, possessing all the passion and energy of fire. They are often at odds with the angels of nirvana possessing tempers that take offense to any type of disrespect. A Phoenix simply don't have the tolerance for it. Though the incidents are isolated and they aren't specifically berserk creatures. A angry phoenix is generally even the sternest of warriors want to avoid.

Many myths depict the Phoenix as a creature able to reincarnate itself when it's killed burning to ashes and resurrecting through them. However they are not immortal creatures. Should a Phoenix have it's ashes scattered as it dies it will be unable to be reborn and will effectivly be killed. Rebirth is also a slow process taking years to reach their full size and regain their abilities. Another core vulnerability to the race is a weakness to water. Should a phoenix be submerged they have just seconds to escape or they will perish. Their phoenix form is more vulnerable then their humanoid form.

Phoenix are very effective against creatures of nocturne, as their fire burns as bright as the sun. Should you seek out to destroy a creature of nocturne, a Phoenix is your greatest ally in the endeavor.

Ifrits


Ifrits are a passionate and fickle race. No ifrit is satisfied with a sedentary life; like a wildfire, ifrits must keep moving or burn away into nothingness. Ifrits not only adore flames, but personify multiple aspects of them as well, embodying both fire's dynamic, ever-changing energy and its destructive, pitiless nature.

Even the best-natured ifrits tend to view other individuals as tools to use as they see fit, and as such they get along best with races they can charm or browbeat into submission Strangely, ifrits sometimes form incredibly close bonds with whose calm, aloof nature seems to counterbalance an ifrit's impulsiveness. This has made them a strange but effective partner with many angels in Nirvana.

Ifrits adventure for the sheer thrill of it and for the chance to test their skill against worthy foes, but most of all they adventure in search of power. Once ifrits dedicate themselves to a task, they pursue it unflinchingly, never stopping to consider the dangers ahead of them. When this brashness finally catches up with them, ifrits often rely on sorcery or bardic magic to combat their resulting troubles.

Valkyrie (Created by Dancing Flower)


Home Plane: Nirvana
Special Strengths: Listed Below in Special Abilities Section
Specific weaknesses or vulnerabilities: Not exactly immortal, their confidence can be used against them

Traditional Valkyries, those who still reside in Asgard, were beautiful young women, mounted upon winged horses and armed with their helmets and spears. Their primary task was to scout the battlefields and choose the bravest of those who had been slain to serve Odin in the oncoming battle of Ragnarok. They would escort these warriors to Valhalla. Other tasks has been delegated to them through the millennium such as being Odin's messengers or influencing the outcome of battle.

Led by Sigrdrifa, the first valkyries appeared in Nirvana more than three thousand years ago. It is still unknown why they are present within the realm since they outright refuse to discuss their past with anyone who is not of Valkyrie blood. However, it has been rumored that perhaps those who first arrived were cast out from their place of birth for an unspeakable crime. Their pridefulness is often seen as arrogance did not permit them easy passage into the culture upheld by Nirvana. Within Asgard, they held unbridled respect whereas the angels in their eyes wanted someone to cower before them. Many centuries passed before the Valkyrie's natural ability within battle and unrivalled courage, some might call it foolishness, earned them respect and prominence within the realm, mostly from the angels of justice. That is not to say all is well between the two factions.

The Valkyrie have stayed true to their original traditions, unwilling to be tainted by greed or lustful inhibitions induced by those they consider unworthy. They declined payment of jewels or gold for their deeds and triumphs. Instead, they requested permission to capture and train a dangerous breed of Pegasi which had been declared unfit for contact. Within five years, the Pegasi were ready for combat and only heeded the command of Valkyrie.

Another more pressing issue arose within their ranks despite their slow aging. They needed more women to replace those who had been lost. The choice between allowing other races within their ranks or mating to avoid extinction was a difficult one. It was decided for one week every forty years, the Valkyrie would allow the strongest angels to solve their issue. Only females were accepted and embraced within their lifestyle. Any male children and those with deformities were cleansed from their society and the remaining evidence of their existence is merely ashes. The Valkyrie did not acknowledge their fathers nor angelic backgrounds. To have it acknowledged or brought under discussion is a serious offense.


Kitsune (Created by Curvy Kitten)


Kitsune are believed to possess superior intelligence, long life, and magical powers. The word Kitsune generally translated to mean fox, likely was adopted by their ability to shape shift into, as well as other characteristics of a fox, such as ears, teeth, and of course the fox tails. Kitsune are born with a single tail, and gain more as the grow older (typically one every century or so), adding as many as 9 over the course of their extremely long life spans. Beings with 9 tails are ancient and are among the most powerful beings that walk the plane of Nirvana. Another distinguished of these powerful ancient beings is that their fur will typically turn white or gold upon gaining their 9th tail.

Kitsune are often tricksters, and as such find themselves at odd with the more orderly types in Nirvina with motives that vary from mischief to malevolence. Stories tell of kitsune playing tricks on overly proud angels and valkryies that turned their noses up to them. As well as famously playing tricks on samurai, greedy merchants, and boastful commoners, on Terra. While the crueler Kitsune abuse poor tradesmen and farmers or devout religious monks. Their victims are usually men, though they have been known to play with women. For example, kitsune are thought to employ their kitsunebi to lead travelers astray in the manner of a will o' the wisp. Another tactic is for the kitsune to confuse its target with illusions or visions.Other common goals of trickster kitsune include seduction, theft of food, humiliation of the prideful, or vengeance for a perceived slight.



Home Plane: Nirvana

Special Strengths:
Ability to shift: Kitsunes can shift from female to a male form Victor(though it is rare as shifting sexes to often would draw to much attention) From a half fox for that has, her tails, fangs, claws, ears, and glowing eyes openly displayed. And a smaller fox form.

Longevity: The lifespan of a kitsune has yet to be measured, and Vivian is a long lived 300 years old

(Power from her tails: Over time Kitsune gain more tails and more power, through age, honor, and blessings.)

Illusions: kitsune are about to create illusions of just about anything, the more energy and focus placed within the illusion the realer and more tangible it becomes.

Fox-fire: By rubbing their tails together, a kitsune can make fire. The kitsune can also, to a small range, breathe out fire. Kitsune can also make small 'fox lanterns', by producing small balls of fire to float around them, and guide their way. This fire can be used as a weapon, or as a toy.

Energy feeding: The ability allows the kitsune to draw from the lives energy of a being to heal itself.

Dream walking:User can enter and manipulate the dreams of oneself and others, including modifying, suppressing, fabricating, influencing, manifesting, and observing dreams as well as nightmares, daydreams, etc

Specific weaknesses or vulnerabilities:
Base power of any kitsune Shifting: She is limited to her few forms, and cannot shift or change the looks of her male and female forms.

Base power of any Kitsune Longevity: Simply because the kitsune is long lived does not mean it is undying. And do to the hex that was placed on Vivian she has had to start those years over, with no memory of his past.

Illusions: The illusions do fade quickly without her keeping them active, without proper information there can be flaws(Example this person had tattoo but she didn't know about it so in the illusion its missing.) Can be draining over time.

Fox-fire:Water is its worst enemy, and though she is immune to the flames everything else around is not...including her clothes :P

Energy feeding: The kitsune can at times kill with this, and without someone to draw from they heal at normal rates.

Dream walking: The user can only affect sleeping subjects. Due to this, Users has a limited amount of time while their target is asleep.

-If the tails are cut off the power related to tail is stolen away as well.

-Kitsunes are also a victim of their own feelings. A kitsune's emotions can cause them harm, or distract them. The Sin of Regret can even kill a kitsune outright.

Kitsunes are known to have a great fear and hatred of dogs

other notable creatures: Griffins, Pegasus, Sphinx, Fire elementals, Cupids, hippogriff,

Untamed Skies

This thread is officially open to interest, questions, and characters.

Lady Sakura


Crash

Untamed - Do you still have the characters from the old game?  I wouldn't mind playing my Djinn Bartended/Information broker as an Outsider.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Untamed Skies

Yeah the big game group is still over there, I'll PM you the character if you like, and you can make any necessary changes

EdwardShane


Untamed Skies


Lady Sakura


LimitlessNikkie


Untamed Skies


Crash


Player Name: Crash

Character Name: Yara Solomon (A.K.A. Bashir Solomon)

Race/Lineage: Lebanese in appearance, though in reality she is a Sila Jinn.  She is tight-lipped on from which plane she originated from.

Concealment: Yara (not likely her true name) hides in plain sight as one of the bartenders at the Tailgate Tavern.  Yara’s true form is immaterial and formless, though she much prefers being solid and absolutely adorns her human form.  Yara will take the form of her “brother” Bashir from time to time who also works at the Tailgate, but does so only part time.  There is little that would give Yara away as a visitor unless someone sees her use her powers.

Sex: Female, though she can take a male form and does on occasion.

Physical Description: Yara is a beautiful Lebanese woman with glossy dark brown/black hair and grey-ish eyes.  She does on occasion change her hair color, but that is fairly uncommon with Yara who loves the way she looks.  She is proud of her adopted human culture and takes pride in her “heritage.”  She often incorporates Lebanese and Arabic designs into her clothing, make-up and jewelry.  Yara is curvy without being overweight.  She finds the curves to be the ultimate in femininity and attractiveness.  When she appears as Bashir, her hair is the same dark color though much shorter.  Her form is much more chiseled with wiry muscle.  Bashir has a short beard that is neatly groomed.

Age: Appears to be in her early to mid-thirties.

Occupation: Bartender at the Tailgate Tavern

Living Arrangements: Yara lives in an apartment above the Tailgate Tavern with her “brother.”

Sexual Orientation: Yara likes women in all of her forms, but as she identifies herself as female, lesbian is the closest to appropriate.  She would simply laugh at the label however.

Ons & Offs: 
On’s
Off’s, waif-like girls, prejudice, bland foods.

Place of Birth: As far as anyone knows her family immigrated to San Francisco from Lebanon when she was young.  She moved to Oregon to go to college and has lived in New Frontier City ever since.  In reality Yara was never truly born.  She has always been, as far as she knows, a formless spirit born of invisible smoke that myth would say lays at the boundary of Nocturne and Inferno. 

Personality: Affable and easy to talk to.  Yara knows when to talk, when to flirt and when to listen.  She is the perfect bartender.  The old locals find a kind word and a sharp wit willing to listen to the same old story like she was hearing it for the first time and the new college students find a beautiful flirt that likes to string you along for an ego boost and a good tip.  In reality Yara is all of these things and more. She is an information broker and a good one at that.  She holds a strict neutrality policy among the powers at play in New Frontier and knows enough people and enough dirt that anyone forcing her to break her rules will pay for it.  Word is if you need to know what is going on in and around New Frontier Yara is a good person to go to, but there is always a price for her information.  Yara isn’t stupid.  She isn’t much different away from her job and is always listening for some morsel of interesting gossip or information that she can tuck away for use later.  As much as Yara can be friendly and helpful she can be quite mercenary when it comes down to business, especially when working with people she doesn’t know.

Yara is not a member of the Sentinel.  She sees herself as a neutral party. Yara’s neutrality extends to the Sentinel’s as well and she has exchanged information with Sentinel members as needed.  Nothing is free with Yara, but she runs a reasonable price and has the pulse of the everyday residents of New Frontier City, visitor or mundane.  The Tailgate Tavern is safe ground for both groups and is frequented by old school regulars during the day and college students at night.

History: Yara slipped between worlds approximately 15 years ago.  It wasn’t the first time she had slipped through the veil between worlds for a (mostly) harmless ride on an infidel.  This was not the first time she had visited Terra.  For most Jinn it was a way to break the dreary formless existence that they used to pass the eons in the twilight realms.  Without form a Jinn is instinctual, bound to follow a set of laws that have existed from time immemorial, seeking out those that have forgotten the gods and entering their bodies to torment them until the gods were appeased. 

Unfortunately Yara was drawn to a very important Sentinel in spiritual crises and after a series of unfortunate accidents Yara was discovered within the young Sentinel and exorcised.  Instead of returning to the formless nether of her home plan the ritual bound her forcing her to take shape.  The Sentinel’s determined her worthy of staying on Terra if she so choose.  With human form came reasoning and morals she found interesting and alien.  Yara chose to stay in Terra and learn more of its creatures in the best way she thought possible, as one of them.

She wandered for a while, fascinated with what she saw and learned of other visitors from planes she knew nothing of.  She also learned that this information had value.  Yara settled in New Frontier City.  With her wishcraft she could have easily lived without the need of work, but that would not let her immerse herself in the intriguing entities that called the seaside city home.  Ever the observant Jinn, Yara saw how people opened up to the old human that had rented her the room above his tavern.  It was a simple thing to grant a tiny wish to his only worker and sent her on her way, then convince the old man to hire her instead.

From that point on Yara has been a fixture in New Frontier.  She carved out a pretty little niche for herself dealing information and has been recruited by both Sentinel and Atlas on multiple occasions, but has so far been able to re-buff them both. Sentinel because she has an ingrained aversion to danger and Atlas because she frankly just doesn’t trust the demon.  No she is quite content to gather her information and dole it out in little nibbles to those that need it.  So far she has managed not to get burned by powers greater than her, but what will she do when something gets dropped in her lap that is too hot for anyone to handle? 

Family: Her “brother” Bashir is her only family.  As one of the Jinn she considers all other Jinn to be brothers and sisters.

Bashir

Special Abilities:
Shapeshifting – Yara can change into virtually anything she wants, animate or inanimate.  She has spent years as a man as well as a woman which gives her some interesting insights into each gender. 

Insubstantiality – She can do this at will and even instinctually at any sign of danger.  She just disappears in a puff of smoke, though anything that can bind a spirit can also bind her and in some cases force her to take form.

Possession – Like other Jinn Yara can possess a person.  She would only do so under the most dire of circumstances and she can be exorcised by any devote religious practitioner.  Possession is not a complete take over, but she can nudge with suggestions of what the victim should do.  If the victim of possession dies she is expelled from the body and suffers some severe mental trauma.  It is not a pleasant experience and one that leaves her vulnerable.  (This is not something that I would do in game unless it was very much discussed with the other player way in advance.  I have included it because the myths about Jinn include it.  I will remove if you wish.)

Wishcraft – Her powers of wishcraft are limited.  If you want a small windfall, like a full ride scholarship, she can arrange.  Have a girl fall in love with you?  Okay yeah, but that doesn’t mean she will stay that way.  There is no immortality or lottery winning or earthshattering requests.  Sila are not like other Jinn, they are subtle and tricky, which is why very little is known about them.

Special artifact/item: She has an honest to god Flying Carpet.  She doesn’t often use it, but she does have it for an emergency get away or some really adventurous young lady that wants a romp in the clouds.

Martial Skills: Sila Jinn are not aggressive types.  Their go to tactic in a fight is to become insubstantial and either attack with surprise or run away to plot and plan another day.  That said they can take the form of animals and are not opposed to sucker punching and surprise attacks.  Yara has ended more than one bar fight with a well-placed bottle or chair over someone’s head.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Lady Sakura


EdwardShane

I do have a question though.  Is this new game tied to the old one timelinewise in any way, or is this considered a clean slate?  In either case I might try and have Argent be task force instead of rookie this time around, if that's possible

Untamed Skies

This new game is considered a official "reboot" from the old one. Because we've changed so much about the world and the role Sentinel itself is taking it was impossible to make assumptions on anything.


If you'd like to bring back Argent and make Argent apart of the Task force that's absolutely possible. Some things will be familiar and you'll recognize, but for the most part consider this a "Brand New Game" with a few familiar faces.

EdwardShane

Gotcha!  I'll see about getting a char sheet up sometime today then, will probably copy and paste mainly.  (Of course, I will make changes where needed!  Especially taking a moment to compare the new skeleton with what I have written already.)

Juggtacular

I was so bummed I let this drop the first time.

I'd be interested in bringing Marcus(name change this time) and Hanzo back.

Untamed Skies

We look forward to it EdwardShane!


We'd be interested in having them back Jugg

Lady Sakura

Quote from: Juggtacular on October 09, 2015, 12:48:35 PM
I was so bummed I let this drop the first time.

I'd be interested in bringing Marcus(name change this time) and Hanzo back.

If you want I can PM you your old sheets and you can edit it to fit this new setting?

Juggtacular


Hazy Sky

Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Lady Sakura

#23
Quote from: skyre on October 09, 2015, 12:57:19 PM
I'm in with Bjorn and Leo from the last game. :)

I'll pm you their sheets. :D

Untamed Skies

Added Bashir/Yara as a taken civilian role.

Crash
If you'd prefer to neutral, or part of the Suerpnatural community as a civilian or anything, let me know and I'll get it fixed


edit:
Also if there is anyone interested in reserving a role before you finish your characters, or finishing editing them please let me know, and lastly I'll need face claims again!

Hazy Sky

Quote from: Vampire Mistress Sakura on October 09, 2015, 12:58:23 PM
I'll pm you their sheets. :D

I have both of them somewhere already Sakura, but thank you for the offer. They're two of my favourite characters and I never deleted their sheets.
Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

InnocentSynn

Oh I am so in!!  Give me the weekend and I'll have my character finalized since I already know exactly what I'm gonna do.

Untamed Skies


Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Untamed Skies


Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

TheBlackThrone

A special someone brought this game to my attention. I wouldn't mind bringing Bon back if you'll have me. I'm going to read over the information and see how much I would need to tweak him. I feel the same as Ed. I probably won't have Bon be a rookie this time because of his prior service.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Juggtacular

I plan on having both Moses and Hanzo be Task Force. Can the Assistant Director of Spec Ops go out on field ops?

Moses - Idris Elba
Hanzo - Lee Byung-hun

Untamed Skies

QuoteA special someone brought this game to my attention. I wouldn't mind bringing Bon back if you'll have me. I'm going to read over the information and see how much I would need to tweak him. I feel the same as Ed. I probably won't have Bon be a rookie this time because of his prior service.

Sure, if you'd be interested in playing Bon.


But do remember this isn't a continuation, it's a reboot. So, you're more then welcome to make him a veteran, but unless you decide to include some of the other game in the background this a different timeline and continuation altogether.

The hope is to create a neutral ground for returning players, as well as making it easier for new players (which we'll hopefully get) to start as well.


QuoteI plan on having both Moses and Hanzo be Task Force. Can the Assistant Director of Spec Ops go out on field ops?

Moses - Idris Elba
Hanzo - Lee Byung-hun

Yes, is that a request to reserve a Assistant Director spot I sense?

And consider the faces reserved.

Juggtacular

Quote from: Untamed Skies on October 09, 2015, 01:49:55 PM


Yes, is that a request to reserve a Assistant Director spot I sense?

And consider the faces reserved.

Then yes, Hanzo as Assistant Director of Spec Ops. He'd definitely be a hands-on type of boss.

Untamed Skies


Juggtacular


TheBlackThrone

I just wanted to make him have more control of his demons rather than start all over when he was a newbie. I want to place him on Task Force. But I also have been thinking about him owning a tattoo shop as a second job to go along with him being an investigator when he's off-duty. Work with demons and angels, along with their runes, symbols, etc. I feel that he would be an expert in that only because his demons could identify that stuff.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Untamed Skies

I don't see anything wrong with anything there. As usual, get in a character sheet, and PM'd to me and Sakky and if there are changes that need to be made changed we'll let you know

EdwardShane


Player Name: EdwardShane

Character Name: Goes by Argentina, or Argent; True name is Carmilla (not that anyone knows that)

Race/Lineage:  Half-cheshire, half human

Concealment: When necessary, she will wear a hat of some sort or another (usually a beanie), and she keeps her tail wrapped around her waist to the point that her clothes typically cover it up without any issue.  However, she prefers to not take such action unless it's necessary for whatever reason.

Sex:  Female

Physical Description:   Argent is 5'7" when in human form, and appears to be a quite attractive and nicely curved white female with long, golden hair.  Her tail is a little on the fluffy side, and both it and her ears have orange and purple stripes.  When in cat form, she appears as an orange tabby cat with purple stripes.

Age:  25

Position: Task Force

Living Arrangements: Argent opts to live in the living quarters provided for Sentinel members. 

Occupation: Occasionally bartends...she makes one hell of a Mai Tai.

Sexual Orientation:  Bisexual

Ons & Offs:  O/Os.  She also enjoys watching. 

Place of Birth: Los Angeles, California

Personality: Argent tends to be brash, and rather tomboyish.  She loves a good bar, a good fight, or just any combination thereof.  She also has a secret hobby of sculpting using her own bones as the base material. She is terrible with directions, and she tends to get lost very easily.  Can be somewhat goofy from time to time.  Tends to quickly pick and attach herself to one person, but can also easily brush off a crash from a failed relationship.  Rather perverse minded, and not afraid to speak it.  Can be rather headstrong and stubborn, and occasionally trigger happy.  She is EXTREMELY protective of anyone she gives a damn about, and isn't afraid of bashing the heads of people who mess with her loved ones in.

History: Argent's father was a member of the sentinel forces, and had gotten into a dalliance with a visiting cheshire cat.  While he had quickly fallen in love with her, she was not reciprocative of his feelings.  After a time, the cheshire became pregnant, and carried through with the childbirth.  Once she recovered from Argent being born, her mother gave her the true name that belonged to her, and then promptly requested a return home to Gaia.  While this broke her father's heart, he did get to keep and raise Argentina.  The two grew very close very quickly, and her father soon became to mean everything to the young half cheshire.

Argent was fairly well adored by the sentinel members in that area of California, growing up learning about everything just like any other child of a sentinel member would.  She showed more aptitude in the archery area, and during puberty began manifesting her powers a bit more.  It was tough to learn to control it all, but Argent managed to learn it in the end.  Things seemed to be progressing smoothly for her, both in terms of education and training, even despite the occasional moments that started up involving her going into heat.  She graduated at an average level as compared to the rest of her class, but she had made it through both the sentinel program and managed to get a bartender's license to boot...it was hard to tell which of the two accomplishments she was more proud of.  Nontheless, both were celebrated by her friends and father, who couldn't have been prouder of his little girl.

It was shortly after she graduated from the program at the age of twenty one that her father grew terminally ill with a very aggressive form of cancer.  Argent dropped everything to take care of him once he became unfit to continue serving as a sentinel...her daddy was her world, and it was very rough on her to watch him go through such a slow and painful death.  She did everything she could over the next two years to help him, including giving up her left kidney for him to be in less discomfort for his remaining days.  Even then, however, he eventually succumbed to the illness.  While he had passed away peacefully in his sleep, Argent was torn as to what to do.  While the sentinel members consoled her as best as they could, one of them made probably the most helpful suggestion she could have received.  Transfer to a different sentinel location, one where she didn't have memories that would haunt her.  Go through the rookie screening there, but above all else....keep her chin up, and don't let everything he sought to teach her, go to waste.  He reminded her that her father had loved her very much, and wouldn't want her to wallow in sorrow for the rest of her days.

After spending a few days mourning the passing of her father, she decided that perhaps following the man's advice was her best course of action.  She requested a transfer, and the gears were set in motion.  It wasn't long before she was on a bus heading to Highlands City...once she got there, she quickly headed to contact the sentinel group there, based on the directions she had been given to find them.  After a good seven hours of getting lost and wandering around town, she finally managed to find one of the contacts.  She was welcomed in, and after a brief re-orientation to the sentinel program, she began her rookie trial period, working as a bartender when she could on the side.  While it was a bit rough, she proved to be surprisingly competent and managed to work her way up to getting into the task force, a feat she knew her father would have been proud of.  It was not long after her acceptance into the force that she received a gift, one that had been held in reserve as a part of her late father's will.  It was a magically enchanted bow, one that he had gotten a friend to make shortly before falling ill, and one he had intended to give to her when she hit a certain milestone.  The Sentinel group had been holding on to it, and feeling that she had reached the benchmark he would have looked for, gave it to her.  Now, she continues to serve the Sentinel group to the best of her ability, and still does bartending on the side.

Family: A mother whose location is unknown, a deceased father, and an unknown amount of potential half siblings.

Special Abilities: Argent has two special talents.

Blinking: Argent can perform short distance teleportations, or blinks.  This is limited to an area of roughly thirty feet in any direction of Argent's current position when it is used.  The area of arrival cannot be occupied by anything other than air.  She has a limit to how rapidly she can use this without wearing herself out, and she can bring one person she is touching along for the ride if she chooses...though it tires her out much faster than if she uses it for herself only.

Osteokinesis: Argent can manipulate her own skeletal structure in rather unique ways.  Firstly, she can change the density of her bones, making them tougher and stronger (but heavier) or lighter (but more fragile).  This can be used to alter how quickly she can move or how hard it is to really hurt her, but at the cost of either evasion or toughness.  Secondly, she can alter the shape of her bones, and pull them out of her body.  This is somewhat painful to use, but allows her to use her bones as a variety of tools, such as pulling arrows out of her shoulder, shooting bone bits out of her fingertips like bullets, growing a set of claws out of her hands, or, as her preferred melee weapon of choice, a femur hammer.  While she does have a quite high tolerance for pain, using this ability too rapidly will lead to an inability to do much until some of the pain fades.  This can be especially potent if she makes the bones more dense as part of this process.  Lastly, bones she pulls out of her body regenerate rapidly enough that the only real penalties involved are the pain of ripping the object out of her body.  In addition, where broken bones are concerned, she can recover astonishingly quickly so long as the bones can be set and held in their proper place for a moment through either manual means or manipulation of placement.  She is skilled enough with this ability that she can avoid spilling her own blood in using it.  The downside of this power is that it can take a little bit of time to use this power, dependant on what it is she's trying to do with it.

Special artifact/item: Argent has on her person a ring that is magically attuned to her.  In using this ring, she can call forth a special bow named Reinefleche to her hand from an extradimensional pocket.  This pocket can also store up to thirty arrows that can be called to her other hand at will, regardless of whether they are normal or magical in nature.  Arrows fired from Reinefleche are normally charged with arcane energy, giving a general, all around boost to the damage, piercing capability, range, and speed of the arrow fired.  There are, however, three additional modes of fire.  The first is the only one that does not draw from this well of energy, and it allows her to cause her arrows to inflict nonlethal damage.  When firing in this 'mercy mode' as she calls it, the arrows explode into specialized arcane energy that causes her target to simply fall unconscious whenever they would normally have been killed.  Cumulative shots on the same target add up damage based on where she hits until they fall into the black oblivion of sleep.  The second is that she may forego the arcane enhancement in order to charge the arrow with elemental power, causing the arrow to deal fire, lightning, ice, or acidic damage.  She may only utilize one such element at a time.  The third is able to be combined with any of the other three, being that she is able to fire shots made of pure energy, as opposed to physically needing an arrow to shoot it.  In the case of the second and third modes, each shot draws on the same energy that she utilizes to use her Blink power.

Martial Skills: Argent is decidedly a dirty fighter, using everything usable at her disposal to get an upper hand in a fight.  She is not afraid to hurt herself if it means winning.  She often tries to use the element of surprise when and where she can, between her teleportation and surprise bone based attacks and/or manipulations.  In addition, she has learned some of the martial arts involving pressure points and makes frequent use of this as needed.  She favors a femur hammer for bringing the pain, wielding it in both hands when she's not using one to use dirty tricks with, such as throwing dirt in an opponent's face or aiming at pressure points.  However, her favored form of fighting is archery with a bow and arrows, with which she shows exceptional marksmanship.

Lady Sakura


EdwardShane

XD she is definitely a memorable character, if I do say so myself!  I gave her a few upgrades here and there since she's supposed to be more skilled than her rookie counterpart, hopefully I didn't go too far anywhere

Untamed Skies


EdwardShane

I don't have a name for her playby, sadly.  the image was found without a name via google images.

Untamed Skies

Hmm, we'll see if maybe we can track her down, give you a bigger range to work with

Lady Sakura



Lady Sakura


Untamed Skies

Allow me to introduce you to our first Anarch


Player Name:  Untamed_Skies

Character Name: Pharos (uncertain whether it is his first or last name, or even if it's his true name.)

Race/Lineage: Devil

Age: 1,000

Concealment:  His tattoo's have magic infused in them to make permanatly give him a human form.

Sex: Male

Physical Description: Pharos's human form is in his eyes perfectly carved. Muscles from head to toe, expresseve tattoos, tall and bulky. A form that is powerful, and a form intended to get a reaction. He keeps his head shaved, and enjoys alternating eye colors between his natural golden, and various greens and blues depending on his mood. Isn't incredibly fond of wearing lots of clothes, and generally shows off his forms as often as possible. (Sometimes appears allergic to shirts).

Faction: Anarchists

Goal: To keep Highlands City in the grip of fear so he can feed easier

Occupation: Makes money through odd jobs and information

Minions: Answers to a unknown binding contract, is open to some minions of his own though

Sexual Orientation: Straight

Ons & Offs: 
Ons: People with power, restraints, reluctance (enjoys the seduction), rough play, heavy raw emotion, other devils
Offs: None humanoids, males, easy prey, extreme bodily fluids

Place of Birth: Inferno

Living Arrangements: Moves from place to place around town, typically inns, but he has taken advantage of homes on vacation.

Personality: 
Antagonizing: Pharos has a habit of making assumptions of his guests, accusing them of motives or short comings. He enjoys getting a rise out of them, and enjoys leading them along to either turn them away or give them different information. He enjoys feeling the rise out of emotion, enjoys frustrating them specifically. While frustration and anger aren't emotions he feeds from he enjoys the feel of it, and he is likely to provoke those around him.

Seducer: All work and no play makes Pharos a dull boy, and Pharos makes sure he keeps plenty of time for pleasure. A strong desire and taste for the fairer sex ensures he is a flirt, and a shameless one at that. Just as quick as he is to be antagonistic he is just as quick to try and inspire a feeling of lust and desire. Lust is his favorite emotion (though once more not the one he feeds from), and he enjoys drawing it from women. Enjoys feeling their desire, their hesitation, their need.

Dependable: A devil always keeps his word. Despite a flare for rubbing people the wrong way, and a sometimes easily exploited appetite for women, Pharos has never gone back on a contract nor has he ever failed to produce. Whenever he agrees to a contract of any sort he follows it through to the letter. He is efficient and typically quick, not enjoying being bound to anyone. The work he accepts varies, sometimes it's information, sometimes it's physical, sometimes it's someone's dirty work, but it always gets done.

Meticulous: In work Pharos accounts for every detail from the great to the small. He is as thorough as one would expect to make a machine, every scheme, every action, everything he does has a exact purpose and keeping too his plans perfectly, whether the result he aims for is a success varies, but it is never a failure because of a inability to prepare, or because he got distracted and his timing was off. Pharos is careful and calculating, and plans for variables as he goes.

Illusive: Though Pharos enjoys talking and exchanges information regularly, information on who or what he is, is even harder to find. He drops hints, and bait for people to follow but most of it is misdirection. His answers on himself or his past (unless he's agree on a contract) is never direct and it's always carefully chosen. Pharos like all remaining devils have had to hide in order to survive in order to cover up his tracks, and he is very talented at covering his tracks.


History:

Pharos has lived a very long life, starting in Inferno. He was born to a powerful family of devils that had domain over a section of Inferno. But he didn't get to enjoy that life of luxury very long. Devils had grown arrogant in their power, and had suppressed and beaten down many under their reign. In Inferno, creatures prone to vice and freedom run rampant, to be unable to enjoy their vices, to have laws laid upon them meant to have conflict. Only the powerful rule in Inferno and devils became complacent, let themselves become weak off of comfort, and when the demons rebelled the devils had few among them strong enough to resist. Those that did didn't last long, and those foolish enough to try and cling to their power were destroyed every last one of them.

Pharos was young, and his lack of power was plenty motivation for him to hide instead of fight. He learned to conceal his appearance, and learned how to read emotions to sense aggressive personalities around him. Learned how to read situations to know when to attack or know when to relent. Pharos became a survivor when he was young, and became good at that trade. He was always alone, always working independently. Those who helped were simply tools to his survival. They needed to be, whenever it seemed his kind banded together they were torn apart and destroyed. So Pharos avoided his own kind, but it'd also be incorrect to say he felt hatred. Pharos understood what happened, why it happened, and understood that he needed to be clever, but he also needed power. The life of being a scavenger ended when Pharos slipped through a rift and found himself on Terra instead.

Pharos found the world of Terra fascinating, he was alone again and yet the creatures there were so very different so very naive. He spent centuries never coming into contact with a Sentinel member, simply entangling himself in the culture learning to understand it better. Pharos had deep fascinations with kings and rulers, nobles, cardinals, men of faith, anything that had influence and power. When he had the ability to get close he choose to do so. It was when he got too close to a vatican cardinal in the 1400s that he was finally exposed to Sentinel and was captured. To the surprise of Sentinel and perhaps himself he didn't resist. He was curious, he hadn't heard of these men, but they had influence they had the ability to make him disappear and as such he allowed himself to be their prisoner. Observing and striving to understand he began to speak to what was at the time called a "watcher," named Fatima Caito. For six months Pharos spoke with her, understanding her, and eventually found love with her. It wasn't a connection that went unnoticed, and despite Fatima's assurance that her guardian order was open minded they instead saw their connection as Pharos poisoning her and corrupting her. One night they opened the cell with the intent to kill him, but Fatima inteferred and was killed in the process.

Pharos felt rage for the first time, but he escaped. Choosing to linger within the city he began to focus on Sentinel instead of beings in power. Grew to understand how they hunted, what they looked for, and worked to find ways to conceal himself. Then one by one he laid traps for those that had killed his beloved Fatima, and one by one he killed each of them. It was elation, it was vindication, and while he couldn't admit that it satisfied the emptiness he felt, it did satisfy something else. When he had finished his work with the beings responsible for his pain he left Italy and traveled around Europe. It'd be there that Pharos met the first demon he had in centuries. This devil called himself Argos, and Argos was as interested in Pharos as Pharos was him. Argos was much older, and much more experienced on Terra, and began to teach Pharos how to better protect himself. They traveled together for fifty years before they parted ways, but Pharos learned a great and began to work as a spy, making himself invaluable to local powers, and making it harder during the time for Sentinel to get at him.

Though there was much noise about the new world, Pharos didn't travel overseas until the 1800s. It was a long journey and a dangerous one, Pharos needed a specific emotion to survive and could potentially starve to death on the ship, but eventually his curiosity got the better of him and he found a new home in the Americas. America had great conflict all through it's history with times of peace being far less then times of war. Even then as traveler moved west they faced constant threats, and made it ideal for Pharos to exist, the emotions he needed to survive were everywhere and he simply couldn't get enough of it. Pharos would constantly travel, never sticking around in areas too long. Then something unexpected happened, where as people of his kind of anything other then human had to hide, suddenly their existence was exposed to the world.

A whole new playground began, as fear ran rampant all over the world, but even in the areas he was in. The visitors feared the humans, the humans feared the visitors, the leaders feared losing control. For the first time Pharos had gotten to feel a world that catered to his whims. For the first time in as long as he could remember he didn't need to travel. Then little by little that fear began to fade, as the sides began to accumulate to each other, Pharos lost that sense of comfort and luxury, and the loss was troublesome to him. He had found a home in Highlands City, and then that home stopped being a home. He started needing to search for his necessities to survive. That frustrated him, but despite every stride there was something else growing, this time from the supernatural community. They desired freedom, and that desire lead to anger, lead to impulsive actions, lead to subjectivity. Pharos began to insight anger within the community. It wasn't much but every time a visitor created strife in the community, the community reacted harshly and in panic. Better yet Sentinel managed to select a corrupt monster of a man to serve as the Director of their headquarters in the town, and he made returned the town to the type of fear and animosity that had made it his home in the first place. Pharos got to enjoy another decade of being at home before it was fixed once more, but it seemed within the city the damage had been done.

Even as Sentinel moved to fix their terrible mistakes, a group of extremists desiring freedom took form, not willing to compromise, and willing to create war in order to have it. How could Pharos resist getting information to such a group, and for the two years after Barret being sacked Pharos dedicted himself to helping that group keep the tension within the city. After all the city was his home, and it simply didn't do to have that home destroyed would it? All creatures protected their homes with their lives, and Pharos would be no different.


Family:

None surviving the purge of Inferno

Special Abilities:
Empathy: Pharos can feel and feed off the emotions (fear) of others around them, as if it was a scent or a flavor on the wind. Without magic wards it is impossible to prevent him from feeling.

Soul Contract: Pharos can mark and bind a soul with a contract, meaning that if someone agress to signing the contract they lose the ability to betray their word, but Pharos must sign and can't betray his word either. (A devil always keeps his word....But so will you). At it's most powerful it means he can claim their souls. When that happen if the victim has magic talent (except for witches and their equivilent), Pharos can inehrit that peace of them.

Snare(gained from the soul of a Nymph): Has the ability to minipulate roots commonly used to act as snares and keep victims in place.

Darkness (gained from soul of demon): Has the ability to fill a room with unnatural darkness, that anything but a spell of light can't penetrate

Fire Body (Gained from Soul of Ifrit): Has the ability to adorn his body in flames and use such flames to attack and defend. While in fire body he possess all the weaknesses of the Ifrit race.

Healing Touch (gained from soul of an angel): Pharos can heal moderate wounds at the cost of reducing his immune system.

Strength of the Moon (Gained from soul of Lycan): Under the light of the full moon Pharos's powers and abilities grow, though as a result he has a weakness to silver. 


Special artifact/item:
Wears a ring that suppresses the ability to understand what plane he is from

Has a Bracelet that suppresses his ability to read emotions, (if he could read the emotion it'd be impossible not to react in someway, this is another trick to conceal his identity as a devil).

Martial Skills:
Skilled Martial Artist

Skilled with blades

Skilled with bindings


Lady Sakura


Untamed Skies


Player Name:  Untamed_Skies

Character Name: Kellan Rivera

Race/Lineage: Mundane Human

Concealment: He's a human

Sex: Male

Physical Description: Standing just under six feet, with well groomed hair. His body is kept in atheletic condition, anyone glancing at him on the street would mistake him for a athelete. He tends to dress to the occasion, but will usually gell his hair to the side and keep a stubble. Though is known to grow beards in the winter.

Age: 161

Sexual Orientation: Straight

Ons & Offs: 
Ons: Non humans, super humans, areas where he might get caught, people who are "out of his class", and good girls who can't help but go bad
Offs: really creepy not really human looking creatures, anything ultra extreme, but outside of that is willing to experiment

Place of Birth: Boston, Massachutes

Faction: Outsider

Occupation: Mercenary: Gets contacts through his online website and meets with them on a agreed upon location

Living Arrangements: Has an apartment, business is good in Highlands City

Personality: 
Flashy: Kellan likes to look good, and looks to add a little flare to whatever he does. In a club he'll try to look like the best on the floor, in combat he'll try to look the best there. Where ever he goes, whatever he does he wants to be the focus and center of attention, and he tries to make it look effortless as he does it. His mistakes are taken harshly.

Playful: Kellan is the type of person who enjoys having fun, be it a drink, a party, or just some random game that someone invited him too. He seems to be allergic to being very serious, quick to crack humor or drop a smartass line. He just doesn't get why everyone is so hung up on everything. Life's better when you relax and enjoy it.

Impulsive: Kellan is the type who acts on a whim depsite whatever careful planning or attempt to avoid doing so might be. He's capable of patient, but if something angers him or attracts him, he's not the type to wait and wonder. It's just another minute spent not enjoying himself, and why is that any good?

Rebel:  Kellan has a problem with authority and the moment he's told no is the moment it becomes the object he most desires. He'll charge the "authority" higher prices then he otherwise normally would, and is quicker to accept jobs that would make life difficult for him. What makes them so special anyway?

Professional: Despite how he holds himelf he has proven himself to be a constant professional. Following all his contracts as he needs, and working to the best of his abilities. He doesn't accept money until he's finished his work unless it's a long term job. He's usually not so bold to accept jobs he deems out of his ability.

History:
Kellan was born in Boston Massachusetts in 1834, though he couldn't tell you who his parents were or what his lineage was. He was abandoned or perhaps they were killed and he wound up in a orphanage for a bit. He didn't spend much time as a orphan though, running away and living on the street by the age of eight. He back a urchin, and then he joined one of the gangs in the street to try and make money. He'd be a petty thief and a pedlar for a good deal of time. He was smart, but he also had a chip on his shoulder. Always frustrated with people who had a house, and had a family, and lived a conventional life. They didn't share, they didn't take pity on him, no one wanted to adopt him. What made them so good? What made them special? Why was what he was doing to get by so bad? Cause it took from them a couple of their luxuries? This frustration lead to him taking more risks for bigger prizes to make himself look better. Trouble was, when you weren't supposed to get noticed, it had a habit of getting you noticed.

Whether it was good luck or bad luck he caught the attention of what was the Sentinel Order at the time. They were impressed by his skill and felt they could mold him into a model citizen. So they busted one of his scams and took him into custody at 14. There they exposed him to the way the world really was and started giving him the skills to make him successful within the order. He was a quick study and a quicky learner, but he displayed a obvious problem with a authority. Ignoring commands, and breaking plenty of rules as he went along and did it. By the time he was 21 they had kicked him out of the order, which was fine enough by him. He had gotten what he needed from them, knew how to fight monsters, and suddenly had a totally new lucerative career to get in on.

He'd spend the next few years traveling, taking care of monsters for a price, the order couldn't be everywhere after all, but visitors could be anywhere. What happened between 1800 and 1900 is unclear. It's clear that Kellan is a mundane human, relying on special artifacts to give him advantages he needs to get by, but clearly he clearly didn't age. Kellan claims he found the fountain of youth, but others are certain he found a artifact or had a powerful ritual cast on him to give him eternal life. He was the type of person to take on any job for the right price. Regardless he kept to his freelance way, staying out of the first world war, but getting in on the second one. When the "Order" became the "Program" Kellan stayed out of it. He'd stay freelance, now that there was a new boogieman for the good guys it meant his inside knowledge was useful and he wasn't opposed to taking jobs against them. In fact he enjoyed them, Sentinel thought they could just boss anyone around for centuries, since before Kellan came along.

Naturally a bigger visitor population meant more work and in 1970 Kellan relocated to H.C. He found work of all sorts, helping Sentinel, helping the community, helping a handful of naughty, naughty individuals. Enough so that he decided to make a permanant residence out of the area so long as there was work. Something that eventually looked like he might actually start running out of until Stanley Barret rode into town with all his doom and gloom. Kellan found work on all sides and became a big player briefly as Barret's schemes made good business for freelancers. Then eventually the "Program" wisened up to it's own misuse and abuse of power and got rid of him. Still the damage was done, the people they protected started looking for help outside of them, which meant very good business in the days to come, and Kellan was always open for business.

Family:

None so far as he knows, he's a orphan.

Special Abilities:
None he is a mundane

Special artifact/item:
Sun light left glove: Creates sunlight to weaken creatures from nocturne


Moonlight right glove: Creates moonlight to weakn creatures from Nirvana


Silver blades: For creatures weak to silver

Sunglasses of tracking: Allows him to highlight a specific set of footprints to follow when he wears them during the day.

Paralysis binds: A rope that paralyzes target after they are tied up.

Spring of youth: Claims to have water from the fountain of youth that keeps him young.

Martial Skills:
Kellan knows how to use firearms though he doesn't like using them

Skilled with blades

skilled with various monster hunting techniques (knows to stake vampires and the like)

Lady Sakura


TheBlackThrone

The face claim for Bon is Young Oliver Bjerrehuus.




Player Name: TheBlackThrone

Character Name: Bon Winfield Cassidy

Race/Lineage: Demon Possessed Human

Concealment: Avoids churches, religious/holy artifacts or jewelry, prayer, showing off at the gym, and people who make him angry.

Sex: Male

Physical Description: Bon dresses like any human with a pretty casual fashion sense: jeans, tanks, button-ups, compress T-shirts, long sleeves, etc. Whatever he’s in the mood for, he tends to just throw something on. His hair is black, short and layered and eyes snow-grey. His skin is tan and physique athletic like he spends a few hours at the gym on regular occasion. Upon first inspection, he looks to be a man that can hold his own. There is rarely a wrinkle of fear on his face even when in the most dire of situations. He is seasoned like the hair he at times neglects to shave from his face and the numerous scars that cover his body from stabs, gunshots, burns, etc. When utilizing the powers brought by his possession, odd runes appear on his body in black, depicting an ancient, inhuman language. His eyes can shift from grey to yellow, red or black and his features can take on mild, horrific transformations. Small cone-like horns tend to appear about his hairline and his teeth tend to sharpen. When the Demon of Wrath, Agmadin Selika, settles into his body, Bon’s body often expands to accommodate it, going from 6’3” to nearly 9’, depending on the level of rage. Overall, he’s a good-looking guy. It’s just a shame he’s such a dick.

Age: Appears 28 (True Age: 78)

Position: Member of the Sentinel Task Force

Living Arrangements: Because of his job, he rarely tends to stay in the same place, and so tends to live in a super cheap, crummy apartment.

Occupation: Tattoo Artist

Sexual Orientation: Heterosexual

Ons & Offs: You can refer to my O/Os in my signature.
Character Ons: Bon likes a woman who is just as much of a smart-ass as him. One who is strong (doesn’t have to be physically), beautiful, and has a good head on her shoulders. Flirty, clever, out-going, and who has a sense of humor. He is also a sucker for the good girls. The sweet and innocent girls who are his complete opposite.
Character Offs: An overly-sensitive woman, whiner, and attention-whore. Religious people, weaklings, and holy objects.

Place of Birth: The Bronx, NY

Personality: Bon is a lone wolf by nurture. He’s used to being unable to rely on others to get shit done and so has taken it upon himself to always solve problems whether his own or apart of his job. He is reckless when it comes to teamwork. If a decision isn’t made quick enough, then he’ll go and handle it, and he’s pretty damn good at improvising. The man is known to be fearless, and you would be too if you were possessed by demons. This makes him pretty handy when it comes to taking on dirty jobs or delivering unsavory news. He’s cocky, can be a smart-ass, and believes that there isn’t a chump out there whose face he can’t punch in. On the other hand, Bon is a somewhat good listener, it just depends if: a) he likes you, b) you’re hot, and c) you got something important to say. One can always expect an honest critique or opinion from him—honesty is one of his best assets. He’s stubborn, and he’s never wrong. Don’t argue, it’s a waste of time.

Now, what you’ve been waiting for. The man has anger issues. Being a harbinger of wrath isn’t easy for the demon feeds off of his anger and has made him quite the tripwire. Bon when pushed the wrong way will attack. He is that guy who when in a bar chooses to punch the face of the largest and scariest guy there. If there’s a bar fight, there’s a high chance Bon is involved. To help him with his problems, he goes to therapy and learns “calming mechanisms” to lower his anger level before it gets too high. He also goes to Anger Management for shits and giggles (eh, it’s mandatory). Over the years, he has learned to control his temper and has learned to recognize when he’s getting irritable and will make an effort to take a step back.

Alone is what he has been for quite some time. It wasn’t until he joined The Sentinels that he found beings that he could somewhat call friends. He was never good with relationships. Women can’t stand his temper for it scares them and makes him quite the liability at times when in situations of provocation. Bon, no matter how angry he gets, will never lay a hand on a woman. That ethic is stronger than even the demon that controls him. He keeps women at a distance so that they don’t have to suffer such a sensitive relationship. He’ll fuck you, but refuse to be your boyfriend. Bon’s hypothetical summary of a relationship is: “If I wasta’ go wit’ you, I would love ye’ with all of my heart, and den if I see anoter man lookin’ at ye, I’d kill’im, and den you’d be mad, and I’d be mad at ye; and we’d fight, ‘an argue, and then I’d wind up cursin’, and your feelins’ would get hurt, and I’ll say things I didn’t mean, and ye’ll break up wit’ me.” Almost sounds like it’s happened before. Oh, and did I mention he’s Irish?

Quirks: Right eye tends to twitch when he’s secretly angry, but doesn’t want to make it known. At that point, he’s using the mechanisms he learned from his psychiatrist to calm down. He has many of them, and sometimes people think he’s crazy when he’s reciting them. Hey, it’s for your benefit! When asleep after a night of drinking, he tends to snore louder than a subway—not exactly a good cuddle partner. Alcohol tends to be a problem, often times making his temper worse, which is why he never drinks before a mission if he can help it. Eh... maybe one quick shot depending on the difficulty and if there’s a high chance that he’s not going to like it. Besides booze, he’ll smoke cigarettes to calm his nerves, and unfortunately, there aren’t enough cigarettes in the world to stop him from rippin’ some guy a new one.

History: Bon grew up in a dysfunctional family. His father left his mother long ago when he was an infant, and as he grew, his mother raised him along with her many boyfriends down the line. The one she wound up marrying was Steve Thomas, a so-far successful drug dealer and mechanic. He, however, never told his mother about his drug dealer occupation and as long as he brought home money from his supposed mechanic job, then nobody asked questions. One day, a failed deal attracted some ugly attention from the gang he was working for. The gang came to Bon’s house hoping to find the man who hadn’t showed up to work that day. They found only a boy and his babysitter watching toons on the TV and took them hostage. His mother’s and stepfather’s failure to answer their phones cost the two their lives. They put a bullet in them both. The babysitter died instantly, but Bon wasn’t so lucky. Scared and growing cold, he was left to bleed out, and as he died, something came to him and spoke to him: Boy, how badly do you want to live? It was a question he would never forget.

Bon’s mother and stepfather both went missing after that night. Police had him placed under foster care. He moved to live with his grandparents in Wicklow, Ireland and they took custody over him unaware of the menace they had let in. As Bon grew up, he got into fights at school, and even went as far as to kill a kid on accident. He was sentenced to a Catholic Children Detention Center, and it was there he faced much torture. The priests were quick to notice the evil that had made nest in his body and were determined to get it out of him. It hurt. It hurt, it hurt, to be there, to pray. He was forced to do so, and as a boy, he was gullible enough to believe that the priest’s actually could free him. They made promises to him that if he cooperated with them, then they would let him go outside and play with the other boys and girls. It had taken years for the priests to fulfill their promise for he had spent many as their guinea pig. When Bon was 13, as a birthday gift, the priests allowed him to finally go outside. He joined a group in a game of rugby and had a blast. He was an excellent player and his team fell in love with his enthusiasm. Jealousy, however, is an ugly beast. One of the boy’s had grown envious and didn’t like the fact that his team was losing. They had to take out the star player, and in one play, the entire enemy team sacked Bon. It was supposed to be a harmless display of aggression, but they had broken the boy’s wrist. The accident triggered his rage, and the wrath Bon unleashed on the boy was so strong that no one could stop him from pummeling his face into a bloody pile of brain matter. His strength was extraordinary. He had resisted priests and law enforcement. It didn’t help that he was angry at himself and everyone for believing that he could be saved. He fled the detention center, his grandparents, and Ireland all together, and for many years, the Catholics lost track of him.

Bon had returned to New York and over the years, he worked at restaurants, getting paid under the table, and even worked at a tattoo shop. When he grew older, he became a bouncer at a strip club until one fight led him to kill a man. He was sentenced to prison, and while in prison there were many thugs who fed his demon. His behavior got him placed in solitary confinement, and it was there he stayed for many years. During those years, Bon had lost a piece of himself, which turned him into the cold asshole he is known as to this day. A secret group of sentinels visited him one day and with their strange gifts broke him out of prison. His record and existence were erased from the minds and books of the law. Bon moved from New York to Highland City where he was able to start over. He works for The Sentinels on their task force, and as a civilian makes a living owning a tattoo parlor called Pirate Bay.

Family:
Actual Father: Arthur Cassidy (Alive) – Elderly
Mother: Julia Warrener (Alive) – Elderly
Step Father: Steve Thomas (Alive-maybe) – if alive Elderly
Grandparents: Ethan and Olivia Warrener (Now deceased)

Special Abilities: (In summary) Bon’s possession grants him enhanced physical and mental abilities. He has inhuman strength, can leap great heights, and run up to recorded speeds of 45mph, and faster depending on his level of rage. He knows when someone’s around without needing to see, smell, or hear them, a trick mostly due to his ability to detect souls. Mentally, he isn’t easy to control by those with psychic abilities due to the fact that other entities inhabit his body, and incapacitating Bon makes him unable to control it. He can detect beings both celestial and demonic as well as sacred objects. His demons allow him to communicate with other demons, devils, and angels.

Demon Count: 2

Malevolence: It is the evil presence that naturally envelopes him. Animals, spiritual creatures, the arcane, and beings of holy affinity can sense it and usually find it suffocating. Priests and nuns fear and avoid him, and most tend to steer clear of him—well, until they get to know him. Sometimes his frank personality is enough alone to keep someone at bay.

Telekinesis: Levitating objects, rearranging of furniture, walking on walls, and body contortion; on a good day, he can do all of that crazy shit.

Exorcism: Bon can use his demons to force other demons to leave the bodies of others. His demons are violence and fear and their aggression can be used in The Sentinel’s favor to force other demons to flee.

Immortality: As far as Bon’s age is concerned, his demons have slowed, if not stopped his aging process so that their host can remain young and in peak shape. Bon is unable to die by natural means or by normal methods. The bond his demons have with his spirit is so strong that exorcising them would kill him, and not exactly put his soul to proper rest. As long as the demons have his soul, he’ll never know peace in the afterlife only torment.

Multiple Possession: Recently, Bon has shown the ability to be possessed by more than one demon. This has made the mystics of The Order curious, and they wonder if there is a limit to how many demons he can possess before they drive him to madness.

The Sentinel’s have classified Bon’s anger into levels after countless observations. Below are the levels in detail along with percentages of Bon’s susceptibility to holy magic as decided by the GM:

Agmadin Selika

Irritation – Level 1: The most harmless of levels, but enough to get his heart vigorously pumping. By that point, Bon is trying to use a mechanism to calm himself down or escape the source that is making him feel such a way. Loose objects tend to vibrate in his presence as though a small earthquake was near, and it’s mostly a reaction to when Bon is trying to fight the demon that is pumping anger into his system. The longer it takes him to calm down, the more vigorous the tremors become. [20%]

Anger – Level 2: In this state, Bon is physically in a brawl or cursing someone out. He is seconds from getting violent if not already. His face is flushed red, and if he’s still resisting the urge to ascend onto the next level, objects are flying everywhere. In this state, he is still capable of being calmed, whether with soothing magic or words. It takes a lot for him to come down once he’s started to climb, which is why he can’t do it alone. Level 2; he’s a threat and level 2 usually doesn’t even exist for if left to his own devices, he’ll instantly scale to level 3. [35%]

Rage – Level 3: At this point, Bon’s eyes have changed and the demonic language has wrapped his body. His muscles have increased in size and lo’ the one in his line of sight. Lo’ the one who has pushed him to this point for he won’t stop until the afflicter is dead. Like a wild animal, Bon lunges into combat and his strikes are swift and wild. He’ll claw, he’ll use his teeth, he’ll deal dirty shots to the groin. He’ll spit, kick dirt, whatever leads to him inevitably taking down his opponent. If he manages to get his hands on you, you’re done. His strength allows him to rip a man to bloody pieces and his demon pulls his every string. He will have Bon ruthlessly attack no matter how many bullets are fired, stabs are delivered, and magic thrown. Whatever damage is done to Bon is not happening to the demon, so it could care less. In this state, it’s difficult to restrain him, but it can be done. Restraining him is encouraged and sleeping magic, soothing magic, exceptionally strong tranquilizers, holy magic or a psychic breach of his conscience to find Bon’s consciousness are the best methods to draw him back to the front and regain control. [50%]

Wrath – Level 4: After the ritual that turned the tables on wrath demon Agmadin Selika, the bond between demon and host were reversed. No longer having control of his host, the demon could no longer harm or threaten him as it saw fit. With the removal of the phoenix amulet, Bon can willingly allow his demon to become one with him and both demon and host become a threat. No longer human in this state, Bon is transformed into the demon Agmadin Selika, a nine-foot horned giant of fiery destruction. Level 4 is achieved through life-threatening, traumatic situations. [100%]

Agmidio Simun

Terror: With the Agmidio Simun in his possession, Bon can send the demon to torment his enemies. The demon will latch onto its victim like a parasite and force emotions of fear to overwhelm the victim’s body. The demon feeds best on mentally disturbed and unstable victims. Only one with mental fortitude and self-discipline will be able to shake off the demon’s assault. If the victim doesn’t shake the demon soon enough, then the victim will become either paralyzed with dread or hysterical with terror. The end result will then be Agmidio Simun devouring the victim.

Special artifact/item: Handcuffs – there’s nothing literally special about them. He wears his broken cuffs as a reminder of the life he left behind. He doesn’t intend to ever go back to it if he can help it.

Martial Skills: Bon is a ruthless fighter as well as killer. His every strike seeks to fatally incapacitate a person, which is why when he trains or spars, he doesn’t do so seriously, and shouldn’t be provoked. Agmadin will gladly force him to render harm to friends or foes alike. It bears no discrimination. His favorite weapons are guns and knives, whatever weapon that can allow him to kill swiftly and demon-preferred MASCAL. However, Bon doesn’t need a conventional weapon to kill someone. He’s been doing it for a long time and can be quite creative when unarmed. The Task Force has taught him to better control his violent fighting style in the form of various techniques taught to all members of the Task Force.

Weaknesses: Bon never goes to church, avoids them, and often avoids clergy for their presence annoys his demon. He cannot handle holy objects; holy water burns like acid; and he can’t stand the muttering of prayer. You want to see him mad? Just do those things. An exorcism will kill him, and when Agmadin relinquishes its control over him, Bon will have to deal with the consequences. Even though he is human, Bon is susceptible to holy magic. Instead of affecting him, it assaults his demon, which can aid in pulling him out of a fit. Invoking the name of his demons can be used to banish them and inevitably end Bon’s life. Only Bon knows the names of his demons, and he tells them to no one.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

EdwardShane

*an orange and purple cat appears from thin air on Bon's head, curled up like a hat*  "Hey, you.  Good to see you again!  Miss me?"  *Argent then playfully bops his nose with one of her paws before blinking away again*

As an aside, if anyone wants to work out if and how they know Argent, feel free to let me know!

Lady Sakura

I'll definitely be sending you a pm. Cause the story line with Nyasha has changed significantly.

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

TheBlackThrone

The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

LimitlessNikkie


Player Name: LimitlessNikkie

Character Name: Sasski Emerson

Race/Lineage:  Nymph mother, Father is a Demon of Lust

Concealment: Bad make up, wigs and ill fitting clothing when required

Sex:  Female

Physical Description: Sasski is the type of person that like Helen of Troy could bring the world to it's knees with little more then a twist of her lips. She has a flawless cream complexion that is without blemish or mark. With delicate features, bright blue eyes and full plump lips, a mere smile could be devastating. She has long white blond hair that just can't be achieved by the best hair colorist. Standing 5'9 she has a long, delicate, willowy build with just enough curve in all the right places though she only weights about 122lbs in all.

Age:  25

Position: Assistant Director of Investigation

Living Arrangements: Sasski lives with the sentinels.

Occupation: Models occationally

Sexual Orientation:  Heterosexual

Ons & Offs: O and Os

Place of Birth: Somewhere on the ground in the Mendocino National Forest

Personality: Sasski is practically the walking definition of mercurial. It isn't that she is indecisive because she's not once she makes up her mind then it's done but she has mood swings that can go from one extreme to the next in a matter of moments, this of course is worst when she doesn't feed. The only calm she gets is when she's well fed. Sasski is one of those people who is just intense, everything is a matter of life or death, nothing is minor or little, everything, ever moment, every action matters.
When she is in a good mood she is quick to laugh, she's affectionate and bright. There's no hiding that in another time another place she would have been a creature of pleasure and indulgence, that it was fate and circumstance that changer her nature so drastically.
When Sasski's mad and I mean really mad she turns inward only to lash out. Sometimes she'll act out sexually using her allure to take a man to bed knowing the 'high' she gets off feeding will burn off the turmoil of her emotions. Sasski is not what one would call happy ever but she has for the most part learned how to keep herself even for all appearance though it has taken a great deal of work and quite a few friends to be able to do so. She sometimes is perceived as distant because in truth she is needing that distance to maintain her hard won control.

History: To understand Sasski one must understand her mother first. Sasski's mother a full blooded Nymph was in Terra for one reason, to try to save it. She lived in the forests, a vengeful being hurting those that hurt what she loved. It was only chance, horrible horrible change that the thing found her while he was in heat. The thing was a demon of lust who it seemed had been denying himself for a while because as soon as he laid eyes on Sasski's mother he fell on her and raped her savagely leaving Sasski's mother broken in more ways then would ever be visible.

Until The day Sasski was born her mother denied the fact that she was pregnant. She gave birth on the forest floor surrounded by the animals she loved howling in agony not from the physical pain but because it felt as if her soul was being shredded. The very last thing she would ever want was a child, an innocent that would only serve to remind her of the most horrific moment of her life.

Every time her mother looked at her she hated Sasski. She didn't want to but she did. She hated the dewy glow to her child skin, the color of her hair that was that of her father, the sparkle of her eyes. For 6 years she tried to raise the child but she knew she was failing when Sasski driven mad with her own hungers tried to walk onto the highway that bordered the forest and tried to die.

Broken by her inability to love her own child Sasski's mother gave her up to an orphanage knowing even if they were neglectful that they would do better by the child then a mother that could barely stand to look at her. In the orphanage Sasski learned to cope with the things she could barely understand. Contact with others soothed the wild desires within her and calmed her mood swings to a degree. She learned to deal with things though she was scarred by her childhood in ways she could never guess. She was perpetually angry, the emotion living just under the skin in everything she did. She could never sit still and couldn't believe anyone could actually care for her.

As a young girl people seemed to care for her but she learned quickly few cared for the things she said instead enjoying the movement of her mouth rather then the words coming from it. She came to resent those around her for pretending when all they wanted was to possess her. she acted out hurting those around her as much as herself. She was nine when she first started using her compulsion and learned what a heavy cost it came with.

Sasski lived with the skin hunger her whole life but up until she started using the compulsion she rarely noticed it. It was an itch under her skin, an un-named desire but it was fleeting. People were always touching her, stroking her hair, hugging her, holding her hand, sitting too close, it was as if they were drawn to her so she was always well fed, until she started using her powers and started learning about all the things being different entailed.

Her teenage years were the worst for her. Sasski's beauty already devastating went into full bloom as did her skin hunger and if it hadn't been for the Sentinels she might have hurt someone. They took her in as a student and she learned about herself, the things she was too young to learn from her mother and with that control. She learned to temper her beauty both outside and in. She learned how to feed her skin hunger without hurting those around her but it was her own mentor that was the biggest influence in her life. Besides teaching her how to fight and put all that anger to good use he was someone who cared about her and that was something she needed more then anything in her life.

He was a rock to her, the first person in her life who wanted to know her and help her and he did greatly. She learned from him it was possible for people to care about her truly care not because of her beauty but in spite of it. Through him she came to accept herself and love herself as she never had been able to before. She was far from cured but he tempered her enough that she could function without being a danger to others. It was him that made her want to be a mentor. She knew how much that relationship could help others and the nurturing part of her wanted to protect another child from the childhood she'd experienced and help them grow into and accept themselves no matter what they were.

Family: None

Special Abilities: Allure (intensified attraction and or lust can be turned on and off at will), Skin Hunger (Addiction to physical contact), Grace (physically mastery of her body) and Compulsion (Ability to compel others to do as she pleases though it intensifies her skin hunger greatly to use it)

Special artifact/item: A silver dagger that when in contact with anothers skin enhances her Compulsion without draining her so severely

Martial Skills: Sasski is an exceptionally skilled fighter. She knows how to use a number of weapons but is most skilled in unarmed combat and knife fighting. Other skills she has are fencing, using a hand gun, and wielding a whip with precision.


More On Special Abilities

Allure - a mental ability to increase the reaction some one has to her beauty weather it be to admire her or to lust after her.

Skin Hunger - This is an addiction to physical contact. Beyond just an addiction she can not live without it. Denial comes with severe mood swings, weight loss, nausea, fatigue and eventual death though the withdraw is so painful that Sasski has never gone past the mood swings stage.

Grace - A passive ability honed with exercise, an innate awareness of ones body, their strengths and abilities.

Compulsion -  The ability to compel another to do as the compeller desires though comes with a high cost in Sasski's case an spiked increase in skin hunger
[/quote]

LimitlessNikkie



     


Player Name: LimitlessNikkie

Character Name: Razi

Race/Lineage:  Devil

Concealment: A mild glamour to hide her vivid coloring, the red eyes and patches of scales that cover her body

Sex:  Female

Physical Description: In her unconcealed form Razi stands at 6'2 with incredibly long legs and a slender build she flaunts with pride. She has all the curves a woman could want with a trim waist and nice hips with a high firm ass and a modest c cup. She has pale skin and dark midnight black hair but most eye grabbing about her is her vivid markings. With bright orange eyes and purple and black marking around her eyes and the bright red orange and yellow scale patches that cover her body from the patch on her cheek bones and neck to the line running down her back and around her waist covering a measure of her hips.
Concealed she sports bright blue eyes and a pale completion only hiding the vivid marks of her race.

Age:  409

Goal: The complete fall of the sentinel organization.

Occupation: Lawyer

Minions: A live in maid with chronic Fibromyalgia

Living Arrangements: A large upscale house

Sexual Orientation: Bisexual

Ons & Offs: OAndOs

Place of Birth: Inferno

Personality: You won't meet anyone with such complete and unwavering self confidence. Razi is one of those rare people who is completely and utterly comfortable in her skin and honestly cares very little for the opinions of well anyone. That's not to says she's not nice she can be but most of the time her lack of care for what anyone thinks does one of two things, draws them in or pushes them away. Razi is very much the master of her own universe.

History: Razi was born to Inferno after the fall of the devils reign. It was too bad really she would have done well as a ruler. As it was she didn't do too badly. As a young child she was simply in-containable, so wild and free spirited and so completely selfish she was reckless lacking any kind of sophistication in her manipulations. Her class and suave was slowly learned but it was a lesson she learned well.

Very much a daddy's little girl she grew up under his tutelage. Learning how to keep a pet, how to twist them and turn them to feel just what she needed so she could feed. Of course these poor beings didn't choose to her her pray but they signed their name on the dotted line without reading the fine print so blinded by their own desire. Too bad for them.

Years passed and Razi went from being the demonic little girl, to a woman who was both feared and respected. She was not a cuddly demon who fed off joy or bliss or lust, she fed off pain and with a father who fed on fear the two of them together could make even the most hardened demon second guess himself. Razi might not have been a ruler but in her mind this was better, all the fun of being in charge and none of the responsibility.

For three hundred years she lived quiet contently in Inferno. She had no desire to leave, it was an accident that she ended up here. One wrong step and poof she's stumbling into a barren dessert with no idea where she was. She almost starved that first year reduced to torturing small animals as she tried to learn this new world where she had to hid and run, where she felt weaker just for being here.

She was found by a sentinel. She was found because she's finally in desperation after 2 years of being on the edge of starving took a human and enslaved them. She'd promised that pretty little thing timeless beauty for five years of servitude that she wouldn't remember.The girl had agreed without a blink of an eye, The ink wasn't yet dry on the page when Razi strung her up and started wiping her.

Razi had that girl 3 weeks when the team of Sentinels came for her. I guess the screams had upset the neighbors. They probably would have killed her then and there if the leader hadn't been a greedy little shit. In her he saw he thought he saw a weak woman he could exploit for his own gains. How great would it be he thought if they could tame a devil to work with them. Except she was too dangerous to let roam free. So while the sentinels let her live it wasn't free. They kept her locked up in a box for over fifty years. On the edge of starving Razi used the only tools open to her they couldn't take away, her mind.

Razi learned everything should could about this new world about them people that now surrounded her. She learned and with every day her resentment towards them grew until it was like a living beast inside her clawing to get free. After years and years and years of playing nice they finally let her out of the box and tried trusting her but it was a mistake on their part and an opportunity Razi took full advantage of. She broke out and fled, but she didn't go far. Across the country found her a nice little home where the sentinels were already in disarray and she could start doing what she'd dreamed about doing all those long nights locked up in that cold glass box, taking them down little by little, destroying them the way they wanted to destroy her.

Family: Thermosis -Father - Alive - In Inferno; Miae - Mother - Deceased - In Inferno

Special Abilities:  Razi has a few wonderful little talents. She has wish granting ability though most of the time it is an illusion she had limited ability to grant wishes though it comes at the greatest cost to both herself and the wisher in the binding of her soul to theirs to actually create anything. breaking a contract is more difficult the more complex the deal and will often kill one or both of those involved.

She is exceptionally charming with a silver tongue. she could charm almost anyone, her words like the sweetest honey in your ear.

Illusionary powers, the ability to create and sustain completely realistic illusions, you'd walk off a cliff thinking there was a bridge there if she really wanted you to.

She also like every other of her race feeds off of and can read the emotions of others. Razi feeds off of pain and fear. She lives off of this not needing to eat traditional food in the least.
Special artifact/item: A pendent of memories. A pendent past down by her fathers family storing all the memories of her family line, though the pendent has a mind of it's own showing you what it wants you to see rather then what you ask for. It's rather temperamental at the best of times.

Martial Skills: Knives, needles, whips, and switches were her favorites. She can wield all with exceptional skill having and an extensive knowledge of anatomy of may different types of creatures.
She also can do hand to hand combat enjoying it a great deal.
Passably she can use a sword though she doesn't care for it, the same with a bow.
Guns are too impersonal for her taste but she knows how to use one and like anything else she has learned to use it passably well.
Since coming to Terra she's developed a like to tasers having a long ranger taser gun she favors along with a dagger and a whip she brought from Inferno the day she fell here.

Hazy Sky


Player Name: Skyre

Character Name: Bjorn Jarn

Race/Lineage:  Human/Seggr-bjorn dar
.

Concealment: He hides in plain sight at times. He is equally comfortable in his animal form as his human and his animal form is well known locally as a particularly large and apparently tame bear. In human form he claims to be a skilled hunter, fisherman and to be trained in tracking. All of these things are true and they are how he makes a living in the human world.

Sex: Male.

Physical Description: His human form reflects something of his background and his nature. He is tall at six foot and eight inches with long blonde hair that he wears loose or at best tied back in a loose plait, a full beard and cool, hard blue eyes. He is heavily muscled with a few faded tattoos of such varied design as to suggest he has been to quite a few corners of the world at one time or another. His animal form is a huge brown Kodiak bear. He seldom assumes an in between form as he believes his animal form is both more powerful and more useful. He's probably right. He tends to wear linen and cotton and he doesn't notice the cold.

Age: Indeterminate. He appears to be in his thirties.

Sexual Orientation: Straight.

Ons & Offs:  I'll fill this in when I've made my mind up about them...

Place of Birth: A village in Sweden that no longer exists.

Role: Bjorn has been known to serve as a Watcher, but he isn't formally a member of Sentinel. He has a great deal of influence in the Supernatural community and puts a great deal of effort and time in with new members, but he wouldn't say that he was a leader either, although in practical terms he certainly is.

Living Arrangements: He lives in a large timber house that he built with his own hands or paws near the beach on the edge of the woods. Although strictly speaking he doesn't need a house, he keeps one to give people a place to find him if they need him. It's not exactly luxurious. In fact it doesn't even have electricity, but there's hot and cold water, the beds are very comfortable and there's always something warm on the stove though and those are the things that really matter right? He owns an old pick up truck and an even more ancient fishing boat.

Occupation: He is a hunter, fisherman and tracker. It's just he isn't always human when he does these things...

Personality:  His personality reflects his dual nature. He's calm and quiet. He's welcoming to those he knows, but slower to accept and trust strangers. Those who he comes to think of as friends he would do just about anything for. His temper is slow to start, but fierce once awakened. He's perfectly happy on his own or with company. He tends to be a bit vague on social niceties. Like not wandering around naked after changing his form for instance. This has more to to with the fact that he's comfortable with what he is and who he is than not actually knowing the rules. He either takes an interest in people or none at all. There is seldom an in between with him. People can be interesting for a variety of reasons though.  His animal form mirror his human personality closely although he is then even less interested in most people. He can be quite territorial in both forms, but once he decides to allow you into his territory there will be no further issues. He speaks the truth always. He has no time for deceipt or deception. Whilst he believes in right and wrong, his attitude to what he sees as the unnecessary complexities of human laws is more ambivalent. Whilst he is capable of killing he generally will only do so as a last resort or in self defence. He has killed before. Extended periods of cold weather tend to make him sleepy and lethargic. Hot weather makes him want to swim and lie about in the shade.

History: Bjorn was born many years ago. He's lost track of exactly when. Certainly it was long before motorcars roamed the roads. Knowing exactly how old he is doesn't matter to him. It's a human trait he has no need of. He was born in a village deep in the heart of a forest that has since slipped off the map. His mother and father were both changers and he has been slipping between forms since he was old enough to crawl. He has alway preferred to be in the wilds than in a city. By nature he strongly believes in right and wrong and in exploration and learning through discovery. It is this Creed that has driven his wanderings around the world, never settling in one place for too long. He has been known by many names and called many places home. At this moment in his life he has settled in one place, primarily to stop the Sentinels from constantly nagging at him for moving around and for personal reasons he has agreed to offer refuge and council to those who need it.
His attitude is generally to offer instruction and advice. Whether or not the recipient chooses to listen or act upon it is entirely up to them. Those who do not listen will not receive further help from him. Those who do may learn something.
He is not formally a member of the Sentinels as such, but he has given his word to support their cause and to assist them in any way that he can. He had not revealed to anyone the circumstances as to why he gave this personal oath.

Family: None that he's in contact with. He has a brother, but he hasn't seen him in decades. His brother has gone feral in the wilds of Canada avoiding all contact with humans. His parents have both changed their identities and separated. This is not unusual within his culture and it doesn't unduly trouble him.

Special Abilities: He can transform to animal form at will day or night. Returning to his human form requires that he be out of direct sunlight though and sunlight slows his healing considerably from its normally high rate. Deep shadows or being inside a building or cave is enough to allow him to return to his human form and speed up his healing, but it's still not as swift as during the hours of darkness. When he transforms, he appears fully naked, which can in itself be problematic. In his animal form he has a inhumanely keen sense of smell and hearing, sharper even than a bloodhound. This is not unusual for a bear. He retains his full human intelligence in animal form, but may or may not choose to reveal that. His animal form is both significantly larger and stronger than even a powerful wild Kodiak bear and he is capable giving an intimidating bellow that strikes fear in the heart of mortals. When he is angered his animal form increases in size and strength.  There doesn't seem to be an upper limit to his size or strength, but he has no direct control over the increase. He heals all none fatal injuries incredibly quickly.

Special artifact/item: He wears a leather thong with a small bronze Mjolnir hammer on it round his neck. It's the only piece of jewellery that he wears. It has an uncomplicated enchantment bound to it that is able to recreate a simple set of linen trousers and a shirt at will. This might not seem like a terribly useful enchantment to most people, but to Bjorn it comes in quite handy at times.

Martial Skills: In human form he is skilled with an axe, bolt action rifle and his fists. He's not formally trained in any of them as such, but he has years of experience with all of them and that counts for something.
In animal form he uses his claws and jaws to deadly effect. Should he so choose he's equally capable of cuffing or striking people with his paws without leaving so much as a bruise, or carrying an egg in his mouth without breaking it.
Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Hazy Sky


Player Name: Skyre

Character Name: Leo Levi

Race/Lineage:  Human with a touch of elf blood from his great, great grandmother. He is currently unaware of this though.

Concealment: Leo hides in plain sight. Other than the colour of his eyes and his obvious and near complete blindness Leo appears to be a normal human.

Sex: Male.

Physical Description: Leo cuts an odd appearance in modern society. He wears a black top hat, dress coat, waistcoat with a watch chain, a white shirt and dress trousers and black leather shoes or boots.
His straight black hair is neatly cut short and his face is clean shaven every morning without fail, a task he still performs unaided. He doesn't not wear aftershave as his heightened sense of smell does not cope well with it. His hearing and sense of touch have also sharpened noticeably in the past few months.
His eyes are quite striking being a vivid violet, tinged deeply with Octarine, the colour of magic. They were originally brown, but their colour was instantly rewritten when Leo read a previously unknown True Word, an incantation that binds the various planes together. His tinted eyes stare unseeing at the world as Leo was, in a conventional sense, rendered completely blind the moment that he read the True Word some six months ago.
His hands are light and slender, with dextrous fingers that he uses to help explore and find his way around the world. On cold days he wears close fitting, silk lined black leather gloves. On warm days he may or may not wear white kid gloves depending on his mood.
There is a livid rune like brand seared into the flesh of his right upper arm. It is a physical symbol of the bond that controls his elemental Pyra. It turns him into a living talisman that (mostly) forces her obedience to him. It is always noticeably warm to the touch and Leo does not like it to be touched.
He's tall and slender, not at all heavily built. Lightly muscled, but he doesn't work out much if at all. Being blind doesn't help with that.

Age: 24

Sexual Orientation: straight

Ons & Offs:  Leo dislikes violence, blood, stuff like that. Beyond that he's probably game for most things.

Place of Birth: Cambridge, the United Kingdom.

Role: Chief mischief maker. Expert for hire and purveyor of wondrous talismans and amulets. Sellsword, but without the whole sword thing. Thief. Con man. Magician. Liar.

Living Arrangements: Leo appears without warning and disappears with even less. He has no permanent living arrangements at the moment. There are rumours that someone has been living in the abandoned funfair.

Occupation: Magician. Sort of. Con man. Sort of. Trickster. Definitely.

Personality: Leo is an extrovert and he enjoys being the centre of attention. He makes acquaintances easily, but currently has no actual friends. He is polite, confident and self assured. He's also a liar, a cheat and a thief at times if he chooses to be. He is capable of being selfless and generous, but he's also capable of being selfish and devious. He is a man of sharp and pronounced contrasts. He has recently developed a strong instinct for self preservation and under pressure that is likely to show.

History: Leo's family were well known for their scholarly endeavours. His mother held a doctorate in mythology and sociology and his father in ancient religions. His childhood was happy and carefree in an untroubled home. It was at an early age that Leo became obsessed with illusions and magic tricks. For a while it seemed that both he and his sister were both going to follow their parents into academia. All that changed the day he came home and saw Pyra.
His sister had acquired a black book of incantations and spells and out of pure curiosity she attempted to perform the ritual. Unfortunately for her it turned out there was Gaian blood in the family, so rather than nothing happening, an enraged fire elemental was summoned right into the living room. By chance Leo was out of the house at the time at a gathering of the Magic Circle in London otherwise he would doubtless have been killed by the elemental who had rampaged through the house killing his parents and his sister and setting fire to everything. When he returned home Leo was horror struck at the ruins of his home, but through the flames Leo saw an otherworldly creature dancing in the fire before abruptly vanishing.
From the burnt embers he retrieved the undamaged book and two charred blacked dice. For weeks he resisted the urge to read the book, to recreate the ritual that he was sure had lead to his family's demise. Ultimately the temptation was too much though and intending only to attempt to summon the elemental to speak with it, Leo prepared the ritual and cast the dice. To his own great surprise the ritual not only worked, but the elemental did not attack him, instead bowing before him acknowledging him as her master. However he didn't learn a thing as Pyra is incapable of speaking or has shown no inclination to do so thus far. So to ensure that the elemental never ran free again he bound her to his will using another ritual from the black book. At times she may rail against her imprisonment, but the power of her binding is absolute and she will fall back under Leo's sway.
That first ritual revealed to Leo a previously hidden world and he became obsessed with real magic and talismans in particular. Whilst he had no talent for magic itself, his ability to craft talismans and focus amulets was impressive. He began to combine the use of talismans into a magic show, abandoning his academic studies to become a successful illusionist. In secret he continued his studies from the black book and other illicit grimoires that he acquired. It was an unusual coincidence that properties associated with organised crime in towns where he performed tended to suffer unexplained fires that destroyed them completely whilst he was in town.
His life changed catastrophically six months ago when Leo obtained a locked tome from a contact and upon opening it he found that it contained a True Word. That is one of the binding spells of the realms given a physical form, something mortal eyes were never intended to read. Such was the power of the True Word that it scorched itself into his very being. His vision was vision seared away by the incalculable awe and power of what he had just seen, even as his now blind eyes turned violet and Octarine.
Leo disappeared the same night, abandoning almost all of his worldly possessions in the process. Where he has been living and how is a mystery, but there are rumours that a blind magician has been performing street theatre in the city for the past few weeks.

Family: Parents and sister all deceased. Pyra's doing before she was bound. He does not discuss them, so their names are irrelevant.

Special Abilities: Seer's Sight. Leo is in the conventional sense completely blind. However he sees the world through the ebb and flow of the winds of magic. He can see enough to know where people are and to find his way into and out of a room unaided. Detail is quite beyond his ability to see though and his vision can be affected by disruption to the flow of magic or by magical spells. He doesn't rely on his vision, but he would most likely lose track of people and become disorientated if he were to be affected.

Special artifacts/items: Leo calls himself a Enchanter, that is he is an expert at creating talismans. He is also very good at understanding and divining amulets and magical artifacts to understand their true powers or abilities.
A talisman is an ordinary object that has an enchantment, incantation or spell bound to it to to make it magical. He relies upon these enchanted objects for his personal protection and offensive abilities. Unfortunately the talismans he possesses are somewhat unreliable in their use.


Joker's Deck.

Leo always carries two decks of playing cards that have been enchanted with a kinetic spell and an elemental force spell so that the cards slice through the air like blades, crackling with raw elemental energy. The cards are homing, but do not always identify the correct target...
Roll a D6 for every card that Leo draws and throws.
1. Elemental effect is enhanced. The card explodes violently on impact, but its elemental charge is selected at random. Roll a D4 to determine it.
2. Leo picks the wrong card. The elemental charge is selected at random. Roll a D4 to determine it.
3-5. Leo picks the elemental effect that he intended.
6. Elemental effect is enhanced. The card explodes on impact. Leo picks the elemental effect he intended.

Roll a 2D6 every time the cards are used. On a 1 the cards target a random friendly character as the homing enchantment goes haywire. On a 12 the cards miss their target completely. Leo will recreate the decks in between encounters.

Obsidian Marbles.

A leather pouch containing a number of cold jet black marbles which Leo keeps in his pocket at all times. When Leo opens the pouch and scatters them on the floor they multiply with each bounce and skitter to become a sliding, shifting sea underfoot.
Roll a D6 everytime the marbles are used.
1. Chaos reigns. The marbles go everywhere affecting everyone. The effect lasts for one turn of posts.
2-5. The marbles affect only the intended target or targets normally. The effect lasts for one post.
6. The target or targets fall heavily, injuring themselves and leaving themselves wide open for attack. The effect lasts for two posts.

Deadtime Hunter's Silver Fob Watch.

Once per encounter Leo can use his deadtime watch to slow time. The effect lasts for about thirty seconds and only affect Leo himself. The watch recharges at midnight of every day. Leo may use the watch twice in an encounter only if it takes place on two days over midnight.

Rogue's Top Hat.

By touching the brim of his hat in just the right spot Leo can blink himself away from danger.
Roll a D6 everytime the top hat is used.
1. Enchantment exhausted. The hat works one last time and then will no longer function for the rest of the assignment.
2-4. The enchantment works as planned.
5. The enchantment goes haywire. Leo teleports in a random direction. Roll a D8 to determine the direction.
6. The enchantment works too well. Leo's attacker or the nearest enemy to him also disappears, but mysteriously fails to reappear when he does.

Trickster's Crutch.

Leo leans upon an ornate black silver topped cane. If he brings the steel tip down heavily on the floor a blast of energy will send anyone close by flying. There will be a loud thunderclap and a flash of light accompanying the concussive blast.
Roll a D6 everytime the cane is used.
1. The blast sends Leo tumbling too. His vision is affected and it will take him a few seconds to scramble to his feet and work everything out again.
2-5. The blast functions normally.
6. The tip strikes the target directly causing a contact explosion resulting in additional serious injuries.

Demon Dice.

Leo carries a pair of charred, blacked dice. Tossing them to the ground will summon is his bound fire elemental Pyra. Pyra herself is actually bound toand controlled by a sigil seared into Leo's right arm.
Roll 2D6 whenever Leo uses the dice to summon Pyra.
2. Pyra is angered. She attacks Leo directly. This post and does not return to his control until the next.
3. Pyra is angered. She attacks a random friendly character including Leo. She returns to Leo's control in the next post.
4-10. Pyra is summoned as normal.
11. Pyra's abilities are enhanced. Her attacks cause additional explosive damage.
12. Double Trouble. Pyra emerges with a playmate. For the duration of the summoning Leo has two elementals to control.

Martial Skills:
Leo is not a trained fighter. He will use his talismans to fight and defend himself from a distance. Up close he stands no chance of defending himself due his lack of training and blindness.
He's not great at taking cover or avoiding things, simply because he cannot clearly see the perils around him.
If an enemy gets too close to him he will either attempt to evade, use his blink enchantment or set Pyra on them.
His blindness makes him a highly ineffective character in hand to hand combat. I would expect him to be overpowered to the point of his life being in peril in two posts at most. He is also likely to loose his cool and become decidedly panicky in this situation.

Anything else:
This is Pyra. She is smoking hot. Literally.
Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Lady Sakura


Untamed Skies

Wow busy morning, Me and Sakky are looking them over, (between work and everything it's a slow process) we'll be processing through the characters, and will get answers to everyone as the day goes along.


It is great to see some new imaginings of old faces, and the changes made so far are really fantastic. Great to see those imaginations in full swing  ;D

Crash


Player Name: Crash

Character Name: Olaf “Ollie” Lokken

Race/Lineage: Human

Concealment: None at all.  Ollie is human in almost every way.

Sex: Male

Physical Description: Ollie keeps himself in shape.  He runs and works out and enjoys surfing, even in the cold waters off the coast of Oregon.  He had shaggy blonde hair that is mid length and pale eyes.  Ollie dresses business casual at work as it common when at the lab be it for the order or for his new position as New Frontiers resident Forensic Pathologist. 

Age: Appears to be in his early to mid twenties.

Position: Watcher/Rookie

Living Arrangements: Old ass beach house that is he fixing up on the weekends.

Occupation: Forensic Anthropologist

Sexual Orientation: Hetero

Ons & Offs: 
On’s
Off’s

Place of Birth: Santa Barbara, California 

Personality: Ollie is an introspective kind of guy.  He prefers to think things through instead of rushing head long into the unknown.  He did that once with a friend and it got his friend killed.  As introspective as Ollie can be he is extremely curious, a trait that is part of the reason he caught the orders eye when he was in college.  At work he can be overly serious for someone so young, but he takes he work to heart and is a stickler for professional ethics regardless of how others might feel about the victim or potential suspect.  He is soft spoken when away from work and loves to spend time on the beach or surfing.  He says it helps him get perspective whatever that means.

History: Ollie was a normal kid.   He got interested in archeology when he got introduced to Indiana Jones movies and it just stuck with him all the way through college.  He applied to Oregon State University for college and received his bachelor’s degree in Anthropology with a specialization in Archaeology. 

During his time in college he had a run in with a ghost. It was a relatively harmless encounter, but one the curious young man couldn’t get out of his head so he founded his own ghost hunting club on campus.  For many of his friends it was just an excuse to tell fun stories about their adventures to girls at parties, but for Ollie and his buddy James it was more than that.  He bought or made their own EMF detectors and spirit boxes and did their best to document what they found.  It was on one case late his Senior year that he and James encountered more than a lost worried specter.  They unknowingly disturbed the site of a demon, long locked away by the local Chinook Native Americans and forgotten to legend.  The demon toyed with them that night letting them think they were tracking real evidence of ghostly activity, possessing James and nearly killing Ollie.  The local police choked it up to drugs and put an ABP out for James who was later found hanging from a tree near campus.  It was ruled a suicide, but Ollie knew better.  He finished his undergrad that spring and left Oregon to pursue his Doctorate in Physical Anthropology at Johns Hopkins University. 

Ollie continued his studies into the paranormal and broadened his research to include cryptids and began to focus on abnormal remains at school as a focus.  When he graduated he was already making a name for himself as an expert in abnormal cases that stumped your average anthropologist.  This was because Ollie knew about these creatures, though no one would believe him and he had already begun cataloging them when he was contacted by members of the Sentinels.  His recruitment was swift and before he knew it he was back in Oregon and all of those memories of his friend James.  It hasn’t been easy, but Ollie wants to do the memory of his friend proud and works extremely hard.

Family:
Ollie’s parents Helga and Joseph are still alive and live in California.  His younger sister Ingrid is currently a student at Oregon State University too and he tries to see her often.
Ragnar:  As much of a family member as him own blood.  Ragnar was Ollie’s mentor and trainer during his first year as part of the Order, until he was sent to New Frontier to finish his training.

Special Abilities:
Doctorate in Physical Anthropology – Hard work and lots of study got Ollie where his is today and opened the door to his chosen field at such a young age.  He is certified through the American Board of Forensic Anthropology and works often with New Frontier City on criminal cases as well as for the Order.

Special artifact/item:

Ollie has been training in kendo and with small arms.  He has surprised himself with his talent.  While he was in training he became friends with an old Dwarf, Ragnar, who is a Runesmith in the Order and controls the Armory.  As a graduation gift he gave Ollie a rune inscribed kevlar vest that affords him protection against blows that would kill an ordinary human, a rune-crafted .44 auto and the broadsword Balmung, used by Sigurd to kill the dragon Fafnir.  Obviously the old dwarf knew that Ollie’s curiosity was going to get the better of him again.

Martial Skills: Ollie has been training in kendo and other sword techniques befitting his current choice of armaments.  He has been improving his target shooting as well.  He is far from threatening any of the older agents or even some of the rookies as a talented combatant, but he won’t embarrass himself in the field and knows his limitations, which is important.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

TheBlackThrone

Damarius's face claim is Joe Manganiello.





Player Name: TheBlackThrone

Character Name: Damarius

Race/Lineage: Gargoyle

Concealment: He stays in his human form.

Sex: Male

Physical Description: Damarius in either his stone or gargoyle form is quite the behemoth. As a gargoyle, he stands 12’ from his three-taloned feet to the tips of his bull-like horns. Between his horns and down his spine is thick, black hair that stops at the base of his five-foot, whip-like tail. The gargoyle has massive bat-like wings with claws at the elbows for grabbing things. His fore and hind claws are extremely sharp to allow him to latch onto the most solid of surfaces and dig through the earth. As a human, Damarius has a rugged appearance and his hair tends to grow to various lengths. It will be whatever he awakens with. He is fit and his grey eyes are cold like the stone he was crafted from. His demeanor is seasoned; a man well-experienced with the world.


Age: 919

Position: Assistant Director of Visitor Relations and Security

Living Arrangements: He sleeps on the highest tower or building in the city. Preferably, he sleeps on top of Sentinel HQ.

Occupation: He makes enough money being assistant director that having an outside job is unnecessary.

Sexual Orientation: Heterosexual

Ons & Offs: He can appreciate a fearless woman or one just as hard and dangerous as him. A beautiful woman who can understand that gargoyles need to sleep!

Place of Birth: Montreal Castle, Jordan

Personality:

Arrogant: Damarius has grown arrogant over the years. He prides himself to be an expert when it comes to those skills he excels at. Having spent his beginning years as a trophy of war for kings, he feels that his time and expertise are worth more than those of most people. He does not like to waste his time on people who he feels are inferior physically or mentally.

Perfectionist: He is slightly OCD. When he commits to something, such as cleaning his guns, he has to finish the job. He can’t let something go unfinished such as an uncompleted assignment, dishes that he didn’t finish cleaning, etc. So if you’re waiting on him, you’re going to be waiting on him until he’s done. Impatient people will suffer in his presence. He also must do the job at the best of his ability, such as making sure to not leave a speck on a dish.

Sophisticated: Despite coming off as insensitive or rude, Damarius is pretty wise. He’s had many years to learn from his mistakes, and he feels that he knows the world quite well, especially human behavior.

Approachable: Contrary to his mannerisms, he’s approachable. He is a listener and he will give advice whether it be frank with truth or actually beneficial.

Deceitful: Damarius can be slightly deceiving. You never know what he’s thinking, and thinking is what he’s always doing. It’s just hard to determine if he’s thinking about harming someone or not.

Reliable: If you got a job that he won’t mind carrying out for you, make sure that it is exactly what you want him to do because if you have second thoughts later, it won’t be easy to stop him. He has to finish the job.


History:

1095 AD – 1192 AD The Crusades

Damarius was apart of a family of gargoyles that made their home upon the walls of Montreal Castle in Jordan. The rock fae lived in peace, using the cover of night to hunt for human food. They were a pack that shared what they killed and moved as a unit to ensure each other’s safe return. It wasn’t long before their methods began to spook the humans and in retaliation many of his brothers and sisters were smashed while in their still form. Damarius was soon alone and still clinging to the pack mentality that no longer existed. He had to learn how to survive on his own and at times, he failed to find a safe hiding place come dawn. His wandering led him to Anatolia where he lived among the Turks, feeding upon their bodies. One day, his statue was discovered and the Turks threatened to smash him for his demonic appearance. His saviors arrived bearing shields with a crimson cross on the front. They swept the capital in a wave of death and took him as a prize. Damarius’s devilish appearance was exactly how the crusaders envisioned their enemies to be. He was taken to France, and he resided there throughout the second and third crusade until he was given as a gift to the English king Richard I, or “Richard the Lionheart” for taking back Jerusalem.

1286-1328 AD The Scottish Wars of Independence

It was during the reign of King Alexander III of Scotland. King Henry III of England wed his daughter Margaret to the Scottish king, and as one of the wedding gifts, the English king granted them an heirloom that had watched the castle halls for centuries. Damarius aided young King Alexander III during the Battle of Largs against the Viking king Haakon IV of Norway.

Several wars followed with the eventual occupation by English king Edward I. He recalled Damarius having once been in English possession and greedily took him back. He resided at Stirling, and there, he indiscriminately took the lives of English and Scot during the night. He watched many great warriors rise and fall over the struggle for Scottish independence until it finally came in 1328 with the Treaty of Edinburgh.

The following wars and struggles for power soured Damarius’s view of humans and monsters. The gargoyle thought that they differed from humans in ethics, but they were all the same. Creatures battle for dominion, ideal peace and survival. To conquer meant survival. To own everything brought the power to control. Having grown tired of being passed along as the object he was , Damarius learned how to blend in amongst his food.

The ability had been a hidden gift granted to him by an old mentor. He was trained on Orkney Island by an old trow (see Scottish mythology) named Bran the Raven Beard. He and the trow had been similar, being unable to function during the day. Though “big and hairy” Damarius’s training was shorter than most. He was a fast learner and had come to Bran with skills polished by years of conflict. When he completed his training, Damarius thought that his reward had been nothing until come the Age of Enlightenment.

1400-1700 AD The Renaissance.

It was during The Renaissance that Damarius uncovered his new ability. He was discovered in Naples, Italy by a sculptor named Gian Lorenzo Bernini. The archaic hunk of rock had caught his interest, and he was moved to his villa where he was renovated into a smooth and detailed masterpiece. No longer was Damarius a deformed monstrosity. He became symmetrical and though still bearing the horrific chill of a devil, he was beautiful. When he emerged from stone at night, his gargoyle frame was changed. He was better and more capable than before, and the transformation had led to him experimenting with his metamorphosis. When he emerged from the stone again, by will, he emerged as a man. Now able to blend into society as a silent predator, as a pseudohuman, he submitted to his new life.

During the Napoleonic wars up until World War I, Damarius resided in several places throughout Europe. He lived in Italy, Germany, and France. He had lived as a farmer, aristocrat, lover, mercenary, and hunter in the African safari. No matter what life he lived, his nocturnal limitations kept him from retaining its success. His lovers eventually lost interest in him, unable to wait for him to awaken every night. His crops needed constant maintenance for vermin and escaped pigs would diminish his yields. As an aristocrat, his nocturnal manifestations brought unwanted attention and prying eyes into his secret life. He found himself slowly returning to his life as a mere cathedral decoration, and it was during World War I that he encountered a change of scenery.

1914-1918 AD World War I.

In World War I, Damarius had fought alongside Italy under the Triple Alliance until Austria-Hungary’s aggression resorted in Italy allying with the Triple Entente. When the United States entered the battle, the Americans that he had fought alongside had peaked his interest about the country. North America had been a mysterious continent to him and it wasn’t until the war’s conclusion that Damarius went on a journey to the melting pot. He arrived in the United States as an Italian immigrant and acquired his citizenship.

He resided in New York, working the night shift as a security officer for the Bank of New York.

1939-1949 AD World War II

Damarius joined the draft in World War II under his pseudonym PVT Ezzio Ferraro. He found himself going to war with the one country he had been most partial to (Italy) in the Battle of Sicily, Salerno, and Monte Cassino. He assisted in Operation Overlord, advancing in rank from private to sergeant. He might had advanced further in rank if it wasn’t for his questionable disappearances during daylight hours. Regardless, the numerous trenches and bunkers that he had mysteriously taken earned him several distinguished awards. Sergeant Ferraro died by the end of the war, his body believed to have been uncovered in a mortar strike. With the war having been won, Damarius shed his alias and returned to his relaxed life in New York. World War II had been his last war for a while.

The crime that had been drastically rising in the city brought by the emergence of Charles “Lucky” Luciano and the five families had been enough drama to get Damarius more involved with the community. He became an enforcer under the New York City Police Department until the establishment of the Sentinel Program.


Family: All deceased.

Special Abilities:

Shapeshift – Damarius can shapeshift from gargoyle to human form on whim. When he’s angry, his fae features can manifest at times such as red eyes, jagged rows of teeth, and horn and claw growth.

Stone Skin – Damarius does not bleed. Therefore, scrapes, bruises, cuts, and scratches don’t exist to him. His skin is cold to the touch like stone and just as sturdy. Serious injury such as gunshots, blunt or high impact strikes can cause his skin or body to crack if not shatter.

Regeneration – Damarius regenerates when he sleeps. He can regenerate missing limbs by absorbing the minerals from the earth or stone he’s perched on.

Protection – Damarius has the power to grant full protection to the domicile he chooses to sleep on. The protection lasts for as long as the gargoyle sleeps, and it will allow no harm to come to the building whether by vandalism, arson, or B&E. The building will be impervious and those within safe for as long as they don’t welcome the threat inside.

Strengths:

Flight & Other – He can fly, climb, and burrow underground. Damarius will opt to sleep underground if ever he feels threatened. The end of his tail resembles the tip of a spear for a reason. It can be just as deadly a weapon as his hard skull and the horns that grow from it.

Inhuman Capabilities – being a gargoyle gives him some natural advantages. He is stronger than a normal human capable of lifting both small and diesel machinery. His endurance is higher and his durability makes him one hard mofo to kill. Being an entity of stone makes him heavier, but sturdier so that trips or leg sweeps won't be a wise move for his opponent.

Combat Experience – he’s well-versed in weaponry from ancient to current modern weaponry. He likes collecting new toys to try out and he’s quite the professional when using them.

Covert Operations – Damarius is an expert at stealth and infiltration. He knows how to blend into the crowd, adapt to the situation, and infect it from the inside out.

Odorless – he bears no distinct odor. He smells of the earth, specifically, rock.

Immunities – Petrification/Poisons/Toxins/Disease – Damarius, if turned to stone, is barely affected. He can reemerge from the stone unharmed just as he does every night. The gargoyle also doesn’t have blood or veins. He doesn’t bleed. He cracks and breaks.

Foreign Language – Damarius is fluent in several European languages, specifically: French, German, Italian, and Latin. He also knows Gaelic, Turkish, and Greek.

Weaknesses: His greatest weakness is during the day where he surrenders to a cold, hard slumber. When it comes time to rest, Damarius will either choose a location where he can blend in such as the roof of old cathedrals or museums, or burrow underground. As a statue, he is vulnerable to smashing. If smashed, the gargoyle can be rebuilt if any of the fragments are retained or replaced. There has to be enough birthstone—the stone he was born from—to be able to rebuild him. If too much is missing or fragmented beyond repair, then he cannot be brought back. Even if so, if the builder is not a skilled artisan, then Damarius’s rebirth could be paved in horror and disfigurement.

Being a product of stone makes him a heavy guy. He doesn't look heavy, but appearances can be deceiving. This makes him slower than others, but speed is well-compensated by his sturdiness and immovability.

Special artifact/item: None

Martial Skills: Refer to combat experience in strengths.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Untamed Skies

Face claimed

Would you mind writing up a racial description for him, and we'll add Gargoyles to the Gaia section of creatures?

TheBlackThrone

Quote from: Untamed Skies on October 10, 2015, 02:22:40 PM
Face claimed

Would you mind writing up a racial description for him, and we'll add Gargoyles to the Gaia section of creatures?

What do you mean racial description? I wrote him a description, but I have a feeling that's not what you were looking for?
The gates are open
Current Time Zone: US MST
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Untamed Skies

There is a lot of information on the first page. For New Races we ask that you use the template below so we can add it to the "database"


[img][/img]

[b]Home Plane[/b]: (Gaia, Nocturne, Inferno, Nirvana)

[b]Special Strengths[/b]: (Is this a magically inclined race? Can they see in the dark? Etc.)

[b]Specific weaknesses or vulnerabilities[/b]:  (Do they have specific weaknesses?I.E. Vampires are weak to sunlight,)

[b]Description:[/b] (List how they exist in the world they come from, and any specific behaviors the race has within it's civilization)

Juggtacular

Quote from: TheBlackThrone on October 10, 2015, 03:45:45 PM
What do you mean racial description? I wrote him a description, but I have a feeling that's not what you were looking for?

Basically a quick write-up on Gargoyles, since that's a race that while everyone assumed existed, you made a character for.

TheBlackThrone

I see gargoyles being Nocturne, but then I see them also being Terra only because they were created by humans in origin. I can see them being crafted by humans and brought to life by sorcerers, and thus began their existence.
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Untamed Skies

Nocturne could make sense, but from what I've seen they don't revolve around the moonlight.


Keeping within the ideals of the universe, Gaia is a plane born heavily in magic, so at the Fracture point magical creatures would find themselves on Gaia. Gaia has many sorcerers there as well. They could have been created by elves or drow, or something akin to their equivalent.

TheBlackThrone

Quote from: Untamed Skies on October 10, 2015, 04:20:40 PM
Nocturne could make sense, but from what I've seen they don't revolve around the moonlight.


Keeping within the ideals of the universe, Gaia is a plane born heavily in magic, so at the Fracture point magical creatures would find themselves on Gaia. Gaia has many sorcerers there as well. They could have been created by elves or drow, or something akin to their equivalent.

I only leaned more toward Nocturne because they come out at night, eat people, and sleep during the day. They also aren't heavy tree huggers. They would like the high towers and skyscrapers of the industrial city.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Untamed Skies

Then Nocturne would make sense, I wasn't positive how traditional you were looking to make them.

Timeless

>___> I shouldn't be doing this, but... *tosses her sheet up* ;3; Couldn't resist wanting to play this bad-arse but elegant chick again. Faceclaim is Fan Bingbing, by the way.





Player Name: Timeless

Character Name: Fei Xifeng

Race/Lineage: Phoenix

Concealment: None, she uses her transformation magic to alter between her three forms

Sex: Female

Physical Description: Standing at a height of 5'9", Fei is a very fine example of feminine elegance in a curvaceous body; from high and ample breasts to her slim waist and then to her round and firm derriere, and then down to her long legs. Even in her half humanoid form with her feathered arms, Fei still retain so much elegance, added with quite an allure of her. She managed to keep herself in shape by doing quite a lot of yoga and some martial arts at her free time and leisure, but her body still has a lot of supple softness and not much of toned muscles within her form. Fei usually dress very well into fashion, though at times, wouldn't mind wearing more down-to-earth clothes for comfort-wise.

Half Humanoid Form


Full Phoenix Form


Age: Looked like in her early to mid-twenties (but technically, she's reaching a millennium)

Role: Leader of the Nirvana Community

Occupation: Musician, Part-Time Lounge Singer

Living Arrangements: Having a small private home as she stays close with the community

Sexual Orientation: Bisexual but prefers men

Ons & Offs: Link

Place of Birth: Nirvana

Personality: Fei has so much of mysterious allure within her. A woman who is soft spoken, yet her voice somehow managed to sound very seductive whenever she speaks to someone — from a man and even to a woman. She knows she's beautiful, and she knows very well on her allure and her attractiveness, and Fei is not one to be shy to flaunt that at times — sometimes even dressing in slightly provocative yet elegant clothes. A person with so much self-confidence, especially in her abilities, along with her appearance, she might come off as a tad too proud at times.

Though as a phoenix, her temper is legendary, of course. She absolutely abhor disrespect towards her and the people who she considers as friends. Towards beings from Inferno and Nocturne, Fei may come as bit offish and be rather wary of them, but she would treat them with respect — until they do her any wrong, that is. But nevertheless, she's a very wise being, especially going through so much in her long life. Nevertheless, if any of the beings manage to gain her trust, she would tolerate their presence and might forgive their nature.

Other than that, Fei is very friendly and kind towards others, from acquaintances to newcomers. To friends, she's very loyal and faithful towards them; as befitting of her species. If necessary though, Fei is not one to fool around and would take her responsibility as one of the leaders seriously. One who values lives, she would always try to do the right thing — even if it means to sacrifice one life, or even her own.

History: She couldn't really remember on how she came to be, but she somehow felt that it was just meant to be. Being born in Nirvana though, Fei had always followed the strict rules of the Angels in Nirvana and never really question them. She had believed that creatures from Nocturne and Inferno were vermins as she was told and taught, and she mostly had followed the strict Angels without a second thought.

Throughout her life in there, Fei had led a rather peaceful life, though her interest of the other planes was perked one day as she grew older and more wiser, and became quite interested in the plane of Terra. The creatures in Terra somehow fascinated her, and then, she managed to find a way to end up in Terra because of her peaked curiosity. It took her a while really, but she managed to settle herself quite well at first in Terra. From there, Fei had gained more knowledge and more of a sense in where, she felt that the strict rules in Nirvana wasn't really truly perfect after all.

After spent many years in Terra, Fei had tried to return to Nirvana and try to convey on what she had learned back in Terra. Of course, there were angelic and holy beings who felt the same as she does, and many who refused the sense of mercy and understanding. Eventually, Fei decided to make Terra her home and so she did. That was many years ago then.

She managed to make a living within Terra and in disguise; doing some jobs here and there, but she was happy, being able to live more freely and without many restraints on her. One day though, a pack of werewolves were attacking the town she was living and unable to contain herself, especially seeing deaths around her, Fei had revealed her true identity then and had managed to extinguish and burned the werewolves to ashes with her fire. It was then that the incident had reached to the ears of the Sentinels. They soon approached her, wanting her to join them but she declined.

Instead, she was more contented in remaining as part of the community after her initial move to the Highlands City and wanted a more quiet life for herself. That, however, didn't went accordingly, especially when she realized on how the community within the city needed guidance and some sort of leadership. Mention of her powers came to be, along with her making rather powerful connections here and there especially the lingering ones she made with those remaining in Nirvana. It was by her kindness, courage and her positiveness did people elected her as a leader and Fei had taken the mantle rather well with some slight pride.

Nowadays she's mostly can be seen making music in her music studio and sometimes performing in their local tavern.

Family: None

Special Abilities:

Fire Manipulation: Fei, being a phoenix, is able to create and manipulate fire with her own will and mind. She's able to create flames as small as a candle-light to creating a large fire ring around her and other offensive fire magic, if she wanted to. Her magic is more powerful when used during the daylight.

Longevity: Fei could live for a very long time; even for centuries, but still retain her beauty and youthfulness.

Resurrection: Even after being seriously injured, which then led to death, Fei could resurrect herself from her ashes; unless the ashes were scattered, which would ultimately eradicate her.

Shapeshifting: Fei could shapeshift from her humanoid form, to her beastial form and then back with just a flick of a thought. She rarely do so, especially with humans around, but she would only change to her phoenix form if she felt there wasn't any other choice.

Special artifact/item: An enchanted ruby ring and a katana imbued with her magical properties.

Martial Skills: Fei has extensive knowledge of kungfu especially, and is able to wield a sword with masterful skill. She wields a katana, in where she would have the blade engulf in flames.

Lady Sakura


TheBlackThrone


Home Plane: Nocturne and Inferno

Special Strengths: All gargoyles are born from stone and return to stone every sunrise. They emerge from their stone skin as soon as the sun retires beneath the horizon. Naturally, gargoyles move in packs. They perch upon high towers and peaks like bird flocks taking comfort in each other's presence. They feed on the meat of humans and other creatures that aren't gargoyle, preferring warm-blooded and living entrees rather than the cold and dead. Gargoyles were seen as protectors, keeping the demons at bay and guarding the old gothic churches. When a gargoyle perches upon a person's residence, that person's home is protected throughout the day or as long as the gargoyle remains over one's roof. They are creatures of the night, and thus find no vulnerabilities in the dark. No gargoyle has ever stayed awake long enough to see the day. The gargoyles are put to a cold-stone sleep against their will. A gargoyle's body is resistant to scrapes, bruises, fractures, disease, or afflictions of the blood because they contain no blood or blood vessels. They are made completely out of stone though they resemble living flesh. If a gargoyle is ever smashed, they can be reformed if every piece of birthstone is collected. Advanced technology could melt the birthstone down and mix it with other stones to create a mold. As long as the gargoyle's birthstone is in the mix, then the gargoyle can be reformed.


Specific weaknesses or vulnerabilities: Gargoyles are extremely vulnerable during the day when their statued forms are susceptible to being smashed. Their eyes are not used to the light of day for they have never gazed upon the sun so bright lights are an eyesore to them and could blind or stun them. Although gargoyles are heavy, they are still capable of flight, and so if they ever fall into a deep pool, they could use their wings to fly out. In other cases, wingless gargoyles are stuck at the bottom of the ocean and must crawl out on their own.

Description: The birth of gargoyles are unknown. It is said that the first gargoyle was created by humans to scare away enemies. A sorcerer then brought the stone gargoyle to life, thus the creation of gargoyles began. A gargoyle's form varies. It solely depends on the craft of the gargoyle's original maker and the characteristics of the parent gargoyles. Depending on how the original artisan created the gargoyle can determine the smoothness or roughness of the gargoyle's form. Most gargoyles only know how to take on the forms of beasts but as Damarius has shown, with training, they can adapt to their surroundings, taking on the form of man and possibly, mimic the appearance of other beings.




I can see gargoyles being a species found in both Nocturne and Inferno or all worlds actually because they can be created by anyone or anything. Except Nirvana.
The gates are open
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Untamed Skies

Awesome to see you again Timeless

Quote from: TheBlackThrone on October 10, 2015, 04:56:11 PM

Home Plane: Nocturne

Special Strengths: All gargoyles are born from stone and return to stone every sunrise. They emerge from their stone skin as soon as the sun retires beneath the horizon. Naturally, gargoyles move in packs. They perch upon high towers and peaks like bird flocks taking comfort in each other's presence. They feed on the meat of humans and other creatures that aren't gargoyle, preferring warm-blooded and living entrees rather than the cold and dead. Gargoyles were seen as protectors, keeping the demons at bay and guarding the old gothic churches. When a gargoyle perches upon a person's residence, that person's home is protected throughout the day or as long as the gargoyle remains over one's roof. They are creatures of the night, and thus find no vulnerabilities in the dark. No gargoyle has ever stayed awake long enough to see the day. The gargoyles are put to a cold-stone sleep against their will. A gargoyle's body is resistant to scrapes, bruises, fractures, disease, or afflictions of the blood because they contain no blood or blood vessels. They are made completely out of stone though they resemble living flesh. If a gargoyle is ever smashed, they can be reformed if every piece of birthstone is collected. Advanced technology could melt the birthstone down and mix it with other stones to create a mold. As long as the gargoyle's birthstone is in the mix, then the gargoyle can be reformed.


Specific weaknesses or vulnerabilities: Gargoyles are extremely vulnerable during the day when their statued forms are susceptible to being smashed. Their eyes are not used to the light of day for they have never gazed upon the sun so bright lights are an eyesore to them and could blind or stun them. Although gargoyles are heavy, they are still capable of flight, and so if they ever fall into a deep pool, they could use their wings to fly out. In other cases, wingless gargoyles are stuck at the bottom of the ocean and must crawl out on their own.

Description: The birth of gargoyles are unknown. It is said that the first gargoyle was created by humans to scare away enemies. A sorcerer then brought the stone gargoyle to life, thus the creation of gargoyles began. A gargoyle's form varies. It solely depends on the craft of the gargoyle's original maker and the characteristics of the parent gargoyles. Depending on how the original artisan created the gargoyle can determine the smoothness or roughness of the gargoyle's form. Most gargoyles only know how to take on the forms of beasts but as Damarius has shown, with training, they can adapt to their surroundings, taking on the form of man and possibly, mimic the appearance of other beings.


Great work! Adding them to the database

TheBlackThrone

They can be found in all planes but Nirvana because they are created. I can imagine there being different types of gargoyles depending on the plane they come from. The only place I can't imagine them ever being from is Nirvana unless they are like the oriental heaven types but nah.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Lady Sakura

Sorry for the long work sucked, but we've finally gotten everything looked over and checked, and thus far

TheBlackThrone: Bon and Darmarious fully accepted and welcomed to the game!

LimitlessNikkie: Sasski and Razi are fully accepted and welcomed to the game!

Crash: Ollie is fully accepted and welcomed to the game!

Timeless: Fei is fully accepted and welcomed to the game!


It's nice to be able to play with familiar faces in a different life.  Hopefully we still have some more to come as we continue our recruiting process. Untamed has tried to catch every role and fill it in on the main page, if he missed anyone please let him know know and it'll be fixed.

bubby

*Blinks and peeks*

I am intrigued and interested, even if one of the GM's likes the Patriots.  ::)   ;D 

I'm waffling between Anarchist and Task Force.

Untamed Skies

Quote from: bubby on October 10, 2015, 05:31:20 PM
*Blinks and peeks*

I am intrigued and interested, even if one of the GM's likes the Patriots.  ::)   ;D 

I'm waffling between Anarchist and Task Force.


And the other is a die hard Broncos Fan match made in heaven right?

We're happy to have you, if you have any questions at all let us know and we'll be happy to help


Lady Sakura

I have only one thing to say before I welcome you to the thread.




Looking at your sig, I'm wondering if you're a seahawk fan, perhaps? Must be. :p

bubby

Quote from: Untamed Skies on October 10, 2015, 05:43:33 PM

And the other is a die hard Broncos Fan match made in heaven right?

We're happy to have you, if you have any questions at all let us know and we'll be happy to help

LOL! YAY FOOTBALL!  Thanks hun, I'll be reading through stuff in between yelling at my current football game, and indeed I'm sure you'll be getting a PM at some point!

Quote from: Vampire Mistress Sakura on October 10, 2015, 05:45:22 PM
I have only one thing to say before I welcome you to the thread.



Looking at your sig, I'm wondering if you're a seahawk fan, perhaps? Must be. :p

Just a bit! ;) And thank you!

EdwardShane

...go Astros, dribble the puck into the goal for a birdy?  *about sums up his knowledge of the world of sports*

bubby

Quote from: EdwardShane on October 10, 2015, 05:48:37 PM
...go Astros, dribble the puck into the goal for a birdy?  *about sums up his knowledge of the world of sports*

*Falls over laughing* Awesome.

Untamed Skies

Quote from: EdwardShane on October 10, 2015, 05:48:37 PM
...go Astros, dribble the puck into the goal for a birdy?  *about sums up his knowledge of the world of sports*

Probably good, there are some games where I lose my appetite afterwards :p

You'll never need to experience that pain

Lady Sakura

Quote from: Untamed Skies on October 10, 2015, 05:57:59 PM
Probably good, there are some games where I lose my appetite afterwards :p

You'll never need to experience that pain

As he lost to my team last year :D

EdwardShane

Sadly I have experienced the pain, just not in relation to football.  You may or may not realize how toxic the community in League of Legends is, (ESPECIALLY the competitive ranked community) of which I gave some decent effort to.  There's a reason why I no longer play that game, shall we say, despite that I feel I was (am?) a competent player.

bubby


Crash

Quote from: bubby on October 10, 2015, 05:31:20 PM
*Blinks and peeks*

I am intrigued and interested, even if one of the GM's likes the Patriots.  ::)   ;D 

I'm waffling between Anarchist and Task Force.

You know you are an Anarchist. ;)

Quote from: bubby on October 10, 2015, 06:02:23 PM
I <3 FOOTBALL!!!

This is known. *Sagenod*

Just another reason why you are awesome!

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Lady Sakura

Quote from: Crash on October 10, 2015, 06:05:38 PM
Just another reason why you are awesome!

I +1 this. :D


Quote from: bubby on October 10, 2015, 06:02:23 PM
I <3 FOOTBALL!!!

This is known. *Sagenod*

Then me and you will get a long swimmingly! Minus the fact you're a Hawks fan. ^,^  Is that also Oregon State in your sig too by chance? Or something else?

Untamed Skies

Quote from: Vampire Mistress Sakura on October 10, 2015, 05:59:52 PM
As he lost to my team last year :D

Actually it was the Ravens in 2012 that has hurt the most of any of the losses so far. 72 yard touchdown pass with no time left *sighs*

QuoteI <3 FOOTBALL!!!

This is known. *Sagenod*

Can't say I don't like what I'm hearing

QuoteSadly I have experienced the pain, just not in relation to football.  You may or may not realize how toxic the community in League of Legends is, (ESPECIALLY the competitive ranked community) of which I gave some decent effort to.  There's a reason why I no longer play that game, shall we say, despite that I feel I was (am?) a competent player.

Yeah it has that reputation, wouldn't want to put up with that either.


bubby

Quote from: Crash on October 10, 2015, 06:05:38 PM
You know you are an Anarchist. ;)

Just another reason why you are awesome!

*BEAMS and hugs*

I shall return later when this football game is done pissing me off, so I can actually concentrate on figuring out this game, and indeed possibly run with the Anarchist angle, because you are quite correct Sir.  >:)

Crash

Quote from: Vampire Mistress Sakura on October 10, 2015, 06:08:47 PM
I +1 this. :D


Then me and you will get a long swimmingly! Minus the fact you're a Hawks fan. ^,^  Is that also Oregon State in your sig too by chance? Or something else?

I am a Viking's Fan so I can't talk any shit when it comes to football.  I believe bubby is a Ducks fan when it comes to the Oregon schools. 

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Untamed Skies

Quote from: Crash on October 10, 2015, 06:14:44 PM
I am a Viking's Fan so I can't talk any shit when it comes to football.  I believe bubby is a Ducks fan when it comes to the Oregon schools.


Could be worse, could be Lions fan

Lady Sakura


Crash

Quote from: Vampire Mistress Sakura on October 10, 2015, 06:25:40 PM
Or Raiders.

Least you have Peterson and Teddy isn't half bad as a QB

Yeah I think Teddy could be really good if they could put a line around him that doesn't leak like a old boat.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Lady Sakura


Crash


"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

bubby

Quote from: Crash on October 10, 2015, 06:14:44 PM
I am a Viking's Fan so I can't talk any shit when it comes to football.  I believe bubby is a Ducks fan when it comes to the Oregon schools.

WE FUCKIN' LOST!!!!!!!!!!

*Rages around*

Lady Sakura


Crash

Quote from: bubby on October 10, 2015, 09:18:52 PM
WE FUCKIN' LOST!!!!!!!!!!

*Rages around*

Yeah, a am certain half of my former colleagues in Eugene are looking for rooftops to jump off of.  Oregon football kinda sucks right now.

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

Untamed Skies


bubby

Quote from: Crash on October 10, 2015, 09:21:09 PM
Yeah, a am certain half of my former colleagues in Eugene are looking for rooftops to jump off of.  Oregon football kinda sucks right now.

NO!  Nnoooo... we don't suck... we're just rebuilding. BUT it was a hard loss.

bubby


Crash

Quote from: bubby on October 10, 2015, 09:27:51 PM
NO!  Nnoooo... we don't suck... we're just rebuilding. BUT it was a hard loss.

This year suckage.  Hey I loved watching Ducks football but the defense is non-existent this year. 

"Sorry, you must survive at least 3 games with me before we can chat like this."
Congratulations, you've unlocked Flirtatious Crash! - Envious

bubby

Quote from: Crash on October 10, 2015, 09:34:49 PM
This year suckage.  Hey I loved watching Ducks football but the defense is non-existent this year.

uuughhh... INORITE??!!!

InnocentSynn


Player Name: Josh Arcanum

Character Name: Oenomaus Carter

Race/Lineage:  Human

Concealment: Black Trench Coat and Hat, but that's all for style

Sex:  Male

Physical Description:   Oenomaus is 6'1" tall with mid-length black hair that sometimes falls over his dark eyes. 

Age:  29

Occupation:  Private Detective/Part-time Spy

Living Arrangements: He has a small flat in town.

Sexual Orientation:  Straight

Ons & Offs:  O/Os

Place of Birth: Chicago, Illinois

Personality:  Oenomaus is very secretive, preferring not to talk about himself or anything of real importance, but rather make small talk and see what he can learn from other people's slip-ups.  He's developed a sharp sense of humor that he used to try and direct people away from being too serious.  Being in a serious relationship makes him uncomfortable since he has a hard time trusting people and as a result, he prefers not to get too involved with someone, although he is perfectly fine with a friends with benefits type relationship provided that his partner doesn't get too clingy.  Despite all this, when pressed into a corner, he can become very dangerous and isn't afraid of getting his hands dirty if he has to.

History: Growing up in Chicago, Oenomaus was always picked on.  Whether it was because of his unusual name or because of how small he was for his age, or due to his poor financial situation, he was always getting picked on for something.  Being too small to really fight back, Oenomaus realized that he would need to find a different way to get his revenge.  At a very young age, he learned that if he was quiet and stayed out of sight, people would do things that they normally wouldn't do around him and that sometimes those things were things that they wouldn't want people to know about.  Instinctively knowing the value of such a thing, he started to use these discoveries to blackmail those that picked on him, eventually leading to a point where he no longer had to deal with being picked on.  As a small child, this was really all he wanted, but as he started to get older, he started to see that he could use this to a greater advantage and started to use his blackmail material for financial gain, whether it was for a new pair of shoes that he liked or a video game that interested him.

After graduating high school, Oenomaus continued to use his blackmailing ways to try and get ahead.  But one day, things went bad and he found himself in jail.  Though he ultimately was acquitted of the charges against him, it led to him realizing that he had to find a better way to use the skills that he'd developed as a child.  While reading the paper one day, he came upon an ad for a private detective and he knew that that's what he was looking for.  Going to the address in the ad, he met with the detective and after some persuading, managed to convince the man to take him on as an apprentice and teach him the trade.  Oenomaus learned quickly, his children experiences going hand in hand with his new job.  While there, he learned the value of researching his targets and learning about them without having to confront them directly.  By the time he had left the agency five years later, Oenomaus had assisted in the capture of numerous criminals, outed dozens of cheating spouses, and uncovered a handful of frauds that were eventually turned over to the police.  But he wanted more than to stay there and work.  He wanted adventure, excitement, and exploration.  And he was given the opportunity six months after leaving the agency.

He never knew the name of the man that paid him to spy on the other business man, but he didn't really care.  All he knew was that the money was good and that was all he was concerned about.  It was his first taste of using his skills like this and the thrill was undeniable.  He soon acquired a taste of this sort of work and took several jobs over the course of a few years.  It was on one of these jobs that he had his first encounter with something not of this world.  While hiding between several cars in a parking garage one night, he was all set to start taking photos of his target when the man suddenly changed before his very eyes, shifting from a well dressed businessman in his late 50s to a young man in his early 20s.  Shocked at this, he immediately started to do research and discovered the world that lay beneath the one that he knew.  With this knowledge, he continued to work and grow his skills, mindful that things were not always what they appeared.

Once he saved up enough money, he decided that it was time to settle down and open up his own Detective Agency.  Having learned of Highland City during his research, he decided that it would be the perfect place to set up shop.  That in mind, he purchased a small flat in town and is now in the process of seeking out a good spot to set up shop.

Family: None.  He's an only child and his parents died several years ago.

Special Abilities: While he possesses no special abilities, he's a gifted researcher and spy.

Special artifact/item: None

Martial Skills: Oenomaus prefers to avoid fighting if at all possible, but if he's forced to do so, he has some training in Karate and is an excellent shot with his Beretta 9mm

bubby

.....

well damn... now I really need to make an Anarchist just to mess with Josh's char....

  ::)

InnocentSynn

Quote from: bubby on October 10, 2015, 10:22:14 PM
.....

well damn... now I really need to make an Anarchist just to mess with Josh's char....

  ::)

Looking forward to it.   >:)

Untamed Skies


bubby


LimitlessNikkie


Hazy Sky

Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Lady Sakura

I have a lot of profiles myself to work on. I hope to get them done by today but seeing as it's Sunday and Game day. So probably Monday.

Go Patriots!

Juggtacular


Player Name: Juggtacular

Character Name:  Hattori Hanzō

Race/Lineage:  Dragoon

Concealment:  Dragoon's like all races that can shapeshift only need to stay in their human form to remain concealed.

Sex:  Male

Physical Description: Hanzo was massive back in Feudal Era Japan, standing at 6'3, and is still pretty tall by today's standards. He is covered in muscle built from long years of constant fighting and training. He's very handsome and has an old world charm to him. His race is immortal, so while he is nearly 475, he appears to be in the prime of his life.

Age:  472

Position: Assistant Director of Special Ops

Living Arrangements: Hanzo lives in a feudal era style mansion on the outskirts of town.

Occupation: He teaches martial arts, weapon combat, and other things out of the Dojo attached to his home. However he is wealthy from inheriting treasure from his father and his actions in ancient Japan.

Sexual Orientation:  Heterosexual

Ons & Offs:  Oral, Anal, Seduction, Rough Sex, Teasing, Public Sex

Blood, Gore, Watersports, etc...

Place of Birth:  Mikawa Province, Japan(Modern Day is the Eastern half of Aichi Prefecture)

Personality: As a person who has lived long and seen much, Hanzo tends to let his actions speak louder than his words. If he says something, he'll do it, and if he does something, there's a very good reason behind him doing it in the first place. He truly seems to have embraced the role of the enlightened sensei that has become popularized in media these past few decades.

He is wise, patient, firm, yet caring, etc... He truly cares for the well being of those around him, especially the ones he cares about. While he is business first, he's not above having a little fun now and then. He is a Dragoon, an offshoot of true Dragons. As such, he has a few similar tendencies. He likes shiny things(mainly gold, silver, jewelry, etc...) He can be prideful at times though he tries to stay above that.

History: Hattori Hanzo was born to Hattori Yasunaga and Oshi, a minor samurai and his wife in service of the Matsudaira Clan in the year 1542. He was born and raised int he Mikawa Province, but Iga was his familial home. What no one knew aside from Yasunaga himself and his wife, was that he was a powerful dragon parading around in human form to alleviate a bout of boredom. And during his attempts, he'd bedded a human woman.

She gave birth to Hanzo, who from birth was a Dragoon; the result of a high amount of dragon blood in a human. Dragon father, Human mother, bingo. Coming up, his life was about as normal as could be expected. However due to intense training from his father and the Iga-Ryu(Iga Ninja Clan), along with his natural abilities, he became known as a prodigy even at a young age.

His father was a Samurai, so it was only natural that Hanzo follow in his footsteps. He fought his first battle in 1558 at the age 16; a night raid on Udo Castle. He killed his first man that night, and his efforts helped secure the castle for the Tokugawa Clan.  From then on, he took to combat like a fish to watcher. He terrorized battlefields far and wide, and has left his mark on many famous battles. And after making his mark and distinguishing himself for ruthless, fearless, and highly efficient military tactics that saw a high degree of success, people began to call him Oni no Hanzō(Devil Hanzo).

Also, the men who'd see him in combat on the battlefield swore he was possessed by a demon. Some say he even looked like an Oni or a vengeful dragon trying to break through a human shell...if only they knew. Due to his powers, people often spoke of him doing impossible things on the battlefield, which only helped to increase his legend. He was instrumental laying siege to Kakegawa Castle in 1569, and helped win the day in the battles of Anegawa(1570) and Mitagahara(1572). In 1582 he helped Tokugawa Ieyasu to safety through the Mikawa Province; going so far as to save his family as well. Ieyasu went on to become the next Shogun after the death of Oda Nobunaga.

Due to his service to the throne, Hanzo was given his own clan and also given control over the entirety of the Iga-Ryu. Using his shapeshifting abilities, he appeared to grow old in his golden years. In 1596, Hanzo "died", and his son took his place as leader and face of the  Hattori clan and the Iga-Ryu. From then on, he thought he'd live his life. Despite his many accolades, his true identity was never discovered, and he kept his distance from the organization known as the Sentinel Order. He killed a few who investigated him, but he covered his tracks well.  Several decades later, when the Sentinel Order became the Sentinel Initiative, the newly reformed group approached him and asked for his help.

It was impossible for him to escape their notice,  and they felt a man so dedicated to justice would make a perfect fit. He agreed, as it gave him a chance to fight once more. He worked his way up to Assistant Director of Spec Ops over the years, but declined further promotion as it would take him away from the battlefield. He has remained loyal to the order for 416 years and doesn't plan on changing.

Family:
Hattori Yasunaga - Father(Alive)
Hattori Oshi - Mother(Deceased)
Hattor Tenro - Younger Brother(Alive)
Hattori Miwa - Younger Sister(Alive)
Hattori Masanari - Oldest Son(Deceased)
Hattori Masahige - Middle Son(Alive)
Hattori Masahiro - Youngest Son(Alive)
(Many grandchildren, great grandchildren and descendants)

Special Abilities:

Shapeshifting: As a Dragoon, Hanzo is gifted with the ability to change his form. From human all the way up to a full sized Dragon and stages in between. Other shapes as well. He can even alter his human form to look like other people or change his apparent age.

Elemental Magic: Hanzo's father is a Lightning Dragon, so Hanzo is a Lightning Dragoon. He can generate, absorb, and manipulate electricity. His main use is directing it with his hands, but every Dragon and Dragoon can expel their element from their mouth in a devastating blast, and Hanzo can flood his body with electricity to increase his speed and strength even further.

Physical Attributes: Even in human form, Hattori is far superior to normal humans and several creatures as well, and as he transforms, his strength, durability, etc... increase with him. Also he can stick to most surfaces like a gecko(something which helped him enormously during his days as a Shinobi)

Dragon Magic: This is a primordial force that to this day defies logic and explanation. Even the oldest and most powerful Dragons can barely control this power and only manifest it in times of need or great want. Even then, the results are often unpredictable.

Special artifact/item:

Ryū no kiba(Dragon Fang) - The Dragon Fang is a weapon forged by Hanzo's father, Yasunaga. It is forged from a metal found only on Gaia, and as it was forged from Dragonfire, it is incredibly sharp and for all intents and purposes indestructible. What truly make this weapon unique however are the enchantments placed on it. First and foremost, it can change form between a katana and a spear(Hanzo was famous as a spear fighter).  It can serve as a conduit, allowing it's wielder to channel energy through it. It's also capable of being disguised as a simple pendant he wears around his neck.

Oni Reflector - Hanzo possesses a circular mirror made from the stomach of a mirror demon. With it, anyone who has great need of him can talk to him from anywhere, through almost any enchantment, as long as they have access to something with a reflective surface.

Martial Skills: Hanzo has been fighting for nearly 500 years. He is a master of most forms of martial art at this point, and isn't too shabby with guns either, although he mainly uses melee weapons.




Player Name: Juggtacular

Character Name: Moses Price

Race/Lineage:  Pureblood Ancient Lycan

Concealment: He is human until he changes to his lycan form.

Sex:  Male

Physical Description:   Marcus is an impressive physical specimen to say the least. He stands at 6'6, and weighs in around 450lbs in his human form(solid muscle). And while he is three centuries old, due to his race's biology, he looks like a young man in his twenties. He usually keeps his hair cut close, and he's got a peppering of gray hairs that show up from time to time due to a very stressful life.

Although it works for him. His eyes are a sharp hazel in his human form, but when he shifts they turn a golden-yellow. When he shifts into his Lycan form, he grows from 6'6 to roughly 9 feet tall, with thick black fur over his body, as well as long claws and longer fangs. His Wolf form stands taller than seven feet at the shoulder, and is wider than most people. His fur is as dark as night. He has a fourth form as all Lycans do, restricted to it only when in the sunlight. In this form he grows slightly more physically intimidating, his nails become claws and his teeth turn into fangs. The hair on his body becomes thicker, but doesn't quite transition to fur. His fifth form resembles his normal lycan form, except on a larger scale.

Age:  350

Position: Task Force

Living Arrangements: Moses has a two bedroom apartment

Occupation: Police Detective 1st Class

Sexual Orientation:  Heterosexual

Ons & Offs: 
Ons: Oral, Anal, Seduction, Rough Sex, Teasing, Public Sex, etc..
Offs: Violence, Watersports, Scat, Blood, etc...

Place of Birth: Warring Woods, Nocturne

Personality: As a Lycan, there are a few personality traits embedded into Marcus' DNA. He is loyal to a fault. If you gain his loyalty, you have it until the day he dies or you do something to betray his trust. He is also a man who likes to see justice done, which is one of the reasons he joined Sentinel in the first place. He's a little rough around the edges, but who isn't? At first he seems off putting, but that's if he doesn't know a person. Once he gets to know them he's very friendly and kind. Even likes to joke and play around a bit.(Yes I described a dog  XD )

History: Moses was born 350 years ago in the Dimension of Nocturne. He was born under a different name that he has since left behind, as well as his mother, father, and sister doing the same. His parents were the Alphas of one of the most powerful Lycan packs in Nocturne, known as the Children of the Moon. They are an ancient lineage that can trace heritage directly back to the original lycan. Moses is actually directly descended from him. His father had run the pack for centuries after fighting his father for control when the old wolf felt it was time to stand down. And Dorian being next in line was trained from birth to take over when it was his father's time to retire.

However, Valicus, Dorian's brother had always been jealous of his older brother as he felt neglected and passed over in all aspects of his life. He was a devious and jealous man, and even in their skirmishes against the werewolves, he tried to let his brother die. But Dorian was too strong. Too good of a warrior. So one day, Valicus hatched a plan with a nearby vampire lord. He poisoned Dorian with a slow acting chemical, and by the time Valicus challenged his brother for leadership of the Children, the poison had done it's part.

It wasn't noticeable to the naked eye or nose, but it worked. It dulled his senses, slowed his reflexes just enough. Valicus defeated his brother, and in an act of "mercy", let him live. Dorian and his family were banished from the Children of the Moon that day, and while they knew of Valicus' deceit, they had no proof to convince others. One of the few possessions they'd managed to take with them was a family heirloom called the Mother Tooth.

Legend had it that an ancient Lycan had a child by a Witch. The union was a male Lycan with Witch powers, and he used those powers to enchant one of his own fangs lost in battle. Now it could tear a veil from Nocturne to another realm. They were descended from these grand creatures, so they always kept the tooth in reverence. But this time it was the only thing that saved them from Valicus eventually hunting them down. They ended up in Terra, where they were forced to settle and live away from their own kind. When they arrived, Dorian found Sentinel and offered his services in return for sanctuary for his family.

Moses would eventually join as well, but as time moved forward, he and his family were forced to act more covertly as to not draw attention to themselves and the fact that they didn't seem to age. So when the time came, Marcus joined the police force and quickly worked his way up to detective through skill and his natural abilities. It's not the best job in the world, but it certainly has it's privileges, and with them he can help Sentinel even further.

Family:
Dorian Sirhan - Father
Monica Sirhan - Mother
Janelle Sirhan - Younger Sister
Valicus - Uncle back in Nocturne

Special Abilities:

Lycanthropy - As a Lycan, Marcus can shapeshift into a variety of different forms, five in fact. Each form comes with highly enhanced physical attributes such as strength, durability, speed, and agility.

Homid(Human) - This is Moses' natural state when out of Nocturne. Even as a homid, he is far more powerful than any human, and can even tangle with some types of monsters without the need to transform.

Crinos(Lycan Form) - The form that has been popularized in the media, and is actually Moses' true form. Moses can become a roughly nine foot tall, bipedal wolf-man who retains his full intelligence and faculties. His claws can shear through metal and stone as well as his fangs, and he is incredibly strong and fast.

Hispo(Wolf Form) - Moses' full wolf form, where he takes the shape of a gigantic wolf instead of a half wolf humanoid. Due to his lineage, his wolf form resembles more a dire wolf, the massive canine predator from ancient times than modern day wolves.

Glabro(Sunlight Form) - Due to being from Nocturne, sunlight is not Moses' friend. It doesn't hurt him, but it limits his power and the only form he can normally take under sunlight is one that resembles a hairy, feral man more than an actual lycan. Fingers and toes turn to claws and talons. His musculature is visibly changed and he gains a bit of height as well, and he gets very hairy, but he doesn't transition into a true lycan.

Uber Lycan - Moses most powerful form is that of a towering giant. Due to his blood tracing directly back to the first born of the Lycans, he has access to a primal form that appears to be what the lycan's originally looked like. In this form he is a furry Juggernaut and is essentially a tank on legs.

Aside from Lycanthropy, Marcus has the ability to communicate with canines of all shapes and sizes as if he were speaking to a person.  Also due to a mix of training and natural skill, he can move quickly and quietly through his environment with ease. And like most creatures of Nocturne, he is capable of bursts of speed that make it seem like he's teleporting. He can use this skill in any form.

Every form possesses enhanced senses that Moses uses to great effect; it's how he advanced so rapidly through the police force. Also his healing is incredibly fast, and Moses can heal from most injuries in a very short amount of time.

Special artifact/item:

The Mother Tooth - A pendant in the shape of a wolf's fang, that has been magically enchanted to allow travel to the dimension of Nocturne from Terra, and to Terra from Nocturne.

Moon Amulet - This amulet is a family heirloom, enchanted to absorb the moon's energies at all times. As long as he wears it, Moses can ignore the sun and transform into whatever form he wishes. However it has a finite charge until it needs to absorb energy again.

Martial Skills: He's been fighting for almost four centuries. Moses knows how to fight pretty well and knows several forms of fighting native to Nocturne. Also due to his natural abilities, he quickly picked up how to use a gun and is a crack shot when he resorts to firearms.

Untamed Skies

Task spot reserved.

Edit: Never mind already had the faces claimed

Auctor

Definitely interested would like to reserve luke Evans as a face claim

Untamed Skies


Untamed Skies

With all our task force operatives, figured it'd be as good a time as any to introduce you to your healer



Player Name:  Untamed_Skies

Character Name: Ian Slade

Race/Lineage: Human/Witch

Concealment:  He's a human

Sex: Male

Physical Description: Ian is tall and lean, standing around 6'4" he appears in some ways to be a bit lanky from time to time. He keeps himself in good shape, as a sound soul rests inside a sound mind and a sound body. He likes to dress nice, in classy outfits. The first impression is the most important one, and he likes to leave people thinking of him, so he is well groomed and well taken care of at all times.

Age: 25

Sexual Orientation: Straight

Ons & Offs: 
Ons: New people and experiences, magic, fancy or classy establishments.
Offs: anything ultra extreme, but outside of that is willing to experiment

Place of Birth: Springfield Missouri

Faction: Sentinel

Occupation: Healer and mentor within the Sentinel Program

Living Arrangements: Lives in one of the arranged dorms for witches. Sentinel doesn't like to let him get to far.

Personality: 
Calm: Ian has a very easy going attitude. His voice isn't often raise, and when it is, it's rare to here a great deal of emotion in his voice. He keeps a calm demeanour even when under pressure, Ian tries to slow everything down and think before he acts.

Experimental: Ian likes to try new things, usually with magic but he is open to trying anything once for experiences sake. Be it laying with a new creature, or trying a new drink or adventure. He is always trying to broaden his perspectives and will say yes to about anything that doesn't strike him as fatal, near fatal, or illegal.

Friendly: Coming from a family of witches and growing up in Sentinel Ian has seen all walks of life, and all different sorts of people from it. There isn't a visitor outside of murderers that he isn't willing to talk to our work with. Everyone is equal in his eyes and he's happy to be anyone's friend.

Dilligent: About the only thing Ian won't compromise to some extent on is his work. Be it his one on one time with students, or his own research through spells and rituals himself. When tasked with a dangerous assignment he'll spend the lead up, researching and making sure he and his squad are as prepared as possible. This also follows through on his healing magic. Ian has the patience and dilligence to sit next to a bed sign forcing the body to mend itself for days if necessary.

Hesitant: Ian has a habit of being in his own mind a lot, he doesn't like to act impulsivly and often hesitates in the heat of the moment to act. Instead trying to imagine all possible outcomes and desiring to pick the most favorable one. In critical moments this can take him out of the game altogether.


History:
Ian is the middle child of the Slade family, a long lived bloodline that produces a unusualy high number of witches. They've been apart of the program since it was the order in the 1800s, targeted for their mastery over magic and spells. Ian was born to great expectations, both because of his family and because of the example his older brother left before him the pressure from the moment he was old enough to reason was on. The Slade family was the example of excellence and he was expected to be molded into it just like ever Slade before him had been. Moreover, since the Slade had become prominent in the order they had begun a rivalry with another family that produced a unusually high number of witches in the Castavets. The expectation was that they needed to outshine not only their predecessors but the family that was constantly trying to outdo them. Expectations that Ian mostly lived up to, but that was because instead of focusing on combat and really flashy magic, he instead focused on the line of work that wasn't all about explosions and power. Ian decided to mold himself in the fashion of a healer, which was just as important as everything else, and yet was never the line of work someone aspiring to be the greatest magic user of all time worked on. So Ian aspired to be the best healer, because the competition would be far less fierce and he wouldn't need to work as hard.

When he was six his father took the family down to Colorado Springs to work closly with a man named Leon Skies, a half angel with a very long lifespan. Leon had been responsible for bringing the Slade clan into the order, and had recently been promoted to Director. Ian's father explained that Director Skies wanted individuals he knew he could trust and work with, and that meant the Slade family. Ian's father and the director made close friends, along with the Parker Family, and the Redwood family, Ian soon found himself being sent to the same baby sitter as the other families and quickly began to make friends. First with Jason Parker, but very soon he had his own little group as he grew close to the director's daughter Lyra, and a terrain elf that was supposedly blessed by the elven gods named Nenielle. Ian was a quick fit with them, becoming the calm and even mind in a group filled with passionate and impulsive, Ian would often be the one speaking from a logical stand point, and healing any wounds after Jason jumped into a fight impulsively.

Going through high school was rough for each of his friends in different ways. Lyra had lust demon blood in her, and needed physical release, this lead to awkward and sometimes vulnerable. Ian helped work as both a judge and outlet for the needs, never making anything weird and making sure he was there for her. When Jason Parker's father died, Jason took it hard and began lashing out. Ian didn't try to talk him out of it, simply took care of his wounds and made sure Jason knew he had his back. Nenielle found trouble constantly as she strived to have human rights and left her vulnerable. Ian protested with her happily. Ian was the fit all in the group, looking out for them, while never really having many episodes himself. Broke up with a girlfriend here, can't live up to his brother there, but otherwise he was always steady.

As the group finished high school they decided together to go ahead and enroll into a Sentinel Program so that they might be able to follow in the parent's footsteps. They had planned to stay in Colorado Springs to train, but they discovered that visitors have less control where they are sent and Nenielle was sent to Highlands City California. It wasn't a big deal, they'd just transfer after they finished their training and the group would reunite, but it didn't take long for Nenielle to start mentioning a problem. She claimed she was attacked, she was extorted, and that a group of Sentinel operatives had tried to kidnap her. Of course they brought it to their parents and too Lyra's father directly, but work to get help was slow. Apparently the higher ups were chalking up the reports as spooked visitors, but after enough pressures, specifically from Director Skies as well as other directors in California revealed that Barret to be corrupt and he was removed. But Nenielle's trust had been irrevocably  shattered by three under Barret and when Ian and his friends transferred to be able to work with her again, the found they'd be working with each other and only visiting her because Nenielle wasn't budging. Still the group was reunited, and Ian took on the practice of working withing, if anyone could restore her faith and get her back on track it was them. If not well, at least the group was all in town, what was there to lose?

Ian became assistant mentor to young witches teaching them how to harness their powers. Being younger and just going through it, it was felt he could relate easier, officially though he had no real position or power, just an assistant. During the rest of the time he'd serve as a healer in the group, as well as research powerful artifacts and rituals, alongside the other witches in the program. Sometimes joining task forces in hunting down dangerous visitors to make sure they could have immidiate healing. Ian also joined as a volunteer fire fighter, his healing skills proved to serve him and his victims well and he saw too it he was always available. Of course as fate would have it, a Castavet was assigned to the same city, so it was expected of him to outshine her. Ian never really took the rivalry seriously and still didn't, but he did make it a point to try and be a little flashier whenever they were assigned to the same project, for his family's honor and everything.[/b]

Family:

Mother: deceased
Father: Isaiah Slade, a witch within the Sentinel order. Isaiah works to mentor young witches and to harness their power. While their relationship isn't strained he doesn't talk to his father very often, and rarely visits on holiday.

Brother: Isaac Slade, yet another Slade witch male, Isaac's skills were honed for battle and is currently off in New England helping the task force help dangerous individuals. The two keep up through Facebook.

Sister: Natalie Slade, the final witch in the Slade family. Natalie is the youngest of the trio, and has just entered the training program and requested to move out to the east coast. She's very fond of Boston.

Special Abilities:
Healer Focus: Ian's magical focus outside of using his spell books are healing spells. He cures viruses, infections, minor wounds, and with enough time and preparation is capable of healing heavy wounds as well.

Good night's sleep: Acts as a full nights sleep but can't be used on himself.

Lightning Bolt (spellbook signature spell): After reading incantations from spellbook can shoot a lightning bolt from his fingers.

Rock First (spellbook signature spell): Creates a fist of rock he launched at opponents.

Rock Skin (spellbook signature spell): Skin is hardened making it harder to be pierce (though not invulnerable too it)

Samson's strength (spellbook signature spell): Cast on a ally grants them twice their normal strength.

Astral Shield (Spellbook signature spell): Creates a incorpreal shield that protects from other magical spells unless the opponents will is stronger.

Enhanced Senses (Spellbook signature spell): Doubles the target's senses (touch, taste, smell and or hearing)

Special artifact/item:
Spell book he keeps on a utility belt in combat situations or his backpack or briefcase in all other situations. (Guards with his life)

Martial Skills:
Sticks to magic, not very good with physical attacks

InnocentSynn


Player Name: Josh Arcanum

Character Name: Grigori Ansem

Race/Lineage:  Half-human, Half-Wrath Demon

Concealment: None needed unless he's enraged as his human blood makes him appear mostly normal aside from his larger than average stature

Sex:  Male

Physical Description: Standing 6'8" tall and weighing almost three hundred pounds in his normal form, the first thing that stands out about him is his size.  Get past that and the next thing you notice is that he is in excellent shape physically, with a solid six pack, large bulging biceps, narrow hips, and powerful legs.  Once you get past THAT, he has short blonde hair and cobalt blue eyes and a stern looking face that doesn't seem to smile easily.  But when he does smile, his stern features soften a great deal and he looks like the young man that he is.  When enraged to a sufficient degree, his muscles bulge, his eyes turn black, and his skin takes on a dark red hue that is covered in scales that act as a type of armor against most knives and sharp objects, but doesn't do much good against gunfire.

Age:  25

Position: Task Force Member

Living Arrangements: He lives with the Sentinels.

Occupation: Currently Unemployed, but seeking employment opportunities.

Sexual Orientation:  Straight

Ons & Offs:  O/Os

Place of Birth: Somewhere outside of Las Vegas, Nevada

Personality: Grigori is extremely serious.  Very rarely does he smile or laugh and any humor on his part is usually in the form of comments about fights he's had and their outcomes.  He doesn't talk very much aside from when he's asked a direct question and even then he only speaks enough to answer the question.  Most of the time, this is because he's focused on making sure that he has a handle on his anger as the biggest thing he fears is losing control and hurting those around him.  As a result of this, he has very few close friends and has never had a serious girlfriend before.  Indeed, he tends to get very flustered when a woman hits on him, though given time he can warm up to it.  For the most part, those seeking friendship in the young man will find that he's seemingly very cold and difficult to reach, but once reached, he's extremely loyal and protective of those he holds dear

History: Grigori was born outside of Las Vegas, Nevada, the son of Martha Lawerence, a human, and her husband, Azarath Ansem, a Wrath demon from Inferno.  Sadly, his mother died during childbirth and it was just him and his father.  Living near Los Vegas, his father, who could mostly pass for human, worked for Caesars Palace as a security guard at night while staying home during the day with Grigori until he was only enough to attend school.  Most of those early years were spent teaching Grigori how to control his temper to prevent him from losing himself to a rage and exposing them both or hurting an innocent.  Between that and his father's work schedule, the two of them rarely had time to really go out and do anything fun, not that either one was really inclined to do something like that as Grigori had inherited his father's intense nature.  By the time Grigori was getting ready to go to school, he was already a head taller than most children his age.

As he finally went to school, he quickly established himself as a quiet child, very rarely laughing and just focusing intently on the teachers when they spoke.  Because of this, he didn't have many friends and several kids would pick on him for being so big and quiet, calling him stupid.  But he was far from stupid as he was a solid A and B student in class, although most of his teachers were a little unnerved by the way he didn't talk much or seem to possess a sense of humor.  Everything was fine until one day when he was in fifth grade, one of the kids pushed him too far.  Grigori had taken a liking to vampire books, knowing the truth about the creatures thanks to his father's teachings, and during recess one day, he was reading his book and one of the bullies grabbed his book and threw it into a mud puddle.  Angered, Grigori jumped up and attacked the bully, driving him down to the pavement and beat on him until he was pulled off, not realizing that his skin was changing color or that his eyes had turned black.  Fortunately a Sentinel that was posing as a teacher there saw him and was able to pull Grigori away and into a unused classroom before getting him to calm down.  He was suspended for a week and people were convinced that his changing appearance had been a figment of their imaginations.

After that, most kids steered clear of him as he was labeled as dangerous and having a violent temper.  This suited him just fine and as he got into High School, he remained a bit of a loner aside from taking an interest in playing football.  At first, his father and the Sentinel, who had kept a close eye on him after the incident, were nervous about the idea, but it seemed like it was a good way for him to relieve stress and they allowed it.  He played nose tackle and his side, speed, and strength allowed him to be one of the best in Nevada.  With his father and the Sentinel continuing to work with him on controlling his anger until he was almost impossible to anger, although they did figure out that there were some things that no matter what they did were going to set him off.  And one of those things was messing with the few friends that he did actually have.

Sadly, that happened during his Senior year.  He had become very close with a kid that he'd met in shop class whose name was David.  David was strong, heavy, and didn't quite fit in with the crowd.  Mostly it was his friendship with Grigori that kept kids from picking on him, but eventually that wasn't enough.  When Grigori was out of town at an Away game, some of the kids decided that it would be fun to toss David in a trash can and roll it down a hill.  What they didn't plan on was David hitting a tree at the bottom and putting him into a coma.  When Grigori returned home to the news, nothing his father or the Sentinel did could stop him from flying into a fury.  He quickly found the kids who did it and brutalized them in his demon form, nearly killing two of them before he was able to gain just enough control of himself to realize what he was doing and flee, horrified at what he'd just done.

He ran until he didn't know what he was going to do, that was until his father and the Sentinel finally caught up to him in Reno.  When that happened, he was given a choice.  Since he hadn't been seen in his normal form, no one knew that he had attacked the kids and could return back to school, but he would be watched closely and the next time there was an incident, he and his father would be forced to return to Inferno if he wasn't killed outright.  Or he could go to to train with the Sentinels and put his strength and rage to good use.  After a long and hard conversation with his father, he made the decision to join the Sentinels and was sent to the nearest cell to be trained where he was taught how to focus and channel his strength into combat, quickly becoming one of the top students until he finally graduated six months ago.

At the time of his graduation, he was sent to work and train with a group outside of Las Vegas where he would occasionally run packages to other Sentinel groups.  However after a few months, he grew restless and decided that he needed to get away from Vegas.  Hearing that the Sentinels in Highlands City were looking for members to fill openings in their Task Force, he requested and was granted a transfer.

Family: The only family he has is his father, Azarath, who still lives in Las Vegas and works as security at Caesars Palace.  The two speak on the phone once in a while, but other than that have no contact.

Special Abilities: Berserker:  Once he becomes enraged, Grigori's Wrath Demon heritage reveals itself.  His skin toughens and becomes resistant to blunt force and edged weaponry, although a concentrated impact, such as a bullet, can still pierce it.  His strength is also enhanced with tests showing that he is able to move a fully loaded eighteen wheeler when in this form.  While in Berserker mode, he also develops intense tunnel vision to the point that he is able to ignore all but the most grievous of injuries, making him a nearly unstoppable force.

Special artifact/item: None

Martial Skills: Unarmed, he just a brawler, using his strength and speed to overwhelm his opponents.  When armed, he prefers to use a two-handed sword.

TheBlackThrone

I plan on making a medical specialist. I can write up the CS, but it'll be a minute before I find a face claim for her.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Lady Sakura

Quote from: TheBlackThrone on October 13, 2015, 07:19:15 AM
I plan on making a medical specialist. I can write up the CS, but it'll be a minute before I find a face claim for her.

Do you know what kind of specialist?

Untamed Skies

Also, were you planning on making the specialist apart of Sentinel in any specific role?

Untamed Skies

IC OOC

Character Thread



Are both up. Feel free to post your approved characters in the approved character section, and otherwise feel free to post in the OOC


Edit: Discovered thanks to crash I can use the old big group area.

Untamed Skies

Added Create a hot spot so players can create their own personal little slices of heaven in town to share with everyone.

TheBlackThrone

I was hoping for her to be a nurse or physician assistant. She could work for Sentinel if you need one there. I intended for her to. I don't see her being too physical. She can always learn self-defense from another team member.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
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Current group request: Strings

Lady Sakura


Untamed Skies

We do have a Healer within Sentinel,


But we don't have anything like that for any other group, would you maybe like to make her a outsider?

TheBlackThrone

The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Untamed Skies

It was an idea, one you're in no way bound too if you'd prefer not too.

Though if you're looking for ideas a Neutral doctor that all factions utilize could open lots of opportunities as that type of role is always highly valued, in any kind of civilization.

TheBlackThrone

Quote from: Untamed Skies on October 13, 2015, 06:35:52 PM
It was an idea, one you're in no way bound too if you'd prefer not too.

Though if you're looking for ideas a Neutral doctor that all factions utilize could open lots of opportunities as that type of role is always highly valued, in any kind of civilization.

I'm actually glad that you brought that to my attention so I'll happily make her one. I'll have a profile up for her soon.
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

TheBlackThrone

Face Claim for Zoe is Alysha Nett.




Player Name: TheBlackThrone

Character Name: Zoe Chyldes

Race/Lineage: Secretly a unicorn from Nirvana.

Concealment: She uses elusion magic to hide her true form from all other races.

Sex: Female

Physical Description: Zoe has short, stark-blonde hair, a lithe frame, and B-cup breasts. She is 5’3” and wears casual comfy clothes that vary in taste but mostly she wears tom-boyish clothes from long-sleeved shirts with rock bands, skulls, butterflies—whatever is on them—jeans , t-shirts, sweatpants. Just comfy. Her skin is a flawless white much like how her pelt is in her unicorn form and her eyes are a hazel-brown. Pink bowed lips, large doe-like eyes, she is as beautiful and fragile as a porcelain doll. Her presence is that of innocence, but she is not so much maybe a little. She is regularly found in human form and rarely ever in unicorn form. When she is casting her magic, her white horn appears on her forehead, protruding with a six-inch half-moon curve. It glows like a fragment of the moon and gives her the ability to conjure powerful spells. Her unicorn appearance is a hybrid of a horse and a deer. She is thinner than a horse and her tail resembles a lion’s tail with a white tuft on the end. Her hooves are large like horseshoe-hooves but cloven with long, hanging hair about them.

Age: Immortal; she appears 21.

Occupation: Zoe is an Outsider who has a secret hovel in the city where she tends to the sick and injured with her magic and healing remedies. When she isn’t healing those in need, she’s out in the city window-shopping and scouting out objects to pilfer that she uses in her mystical medicine. She can be quite the thief when money is tight.

Living Arrangements: She lives in a small hovel in the ghetto of the city.

Sexual Orientation: Undecided; she has to be a virgin so it doesn’t really matter. It’s the only way she’ll stay a unicorn and not become a simple horse.

Ons & Offs: Her ONs are unknown for she may be just too naïve or oblivious. Her OFFs are unwanted sexual advances, toilet play, and anything pathogenic.

Place of Birth: Nirvana

Personality: Zoe for being the unicorn she is is quite the tomboy. She has a very independent attitude for she’s been growing up all by herself and she can be just as elusive as a…well, a unicorn. She is aware of her frailty and she tends to hide it behind her bold, up-front behavior. She isn’t afraid to stick up for others (without cursing of course), and she can’t ever turn away from someone who may need her help. Zoe doesn’t like seeing death. She will panic and breakdown if ever she sees someone brutally killed in front of her. Her nature is rather careful and so if she feels endangered, she will flee and the girl is quite the agile escape artist.

She tends to buy and sometimes steal odd objects or things that she uses in her healing products. It is easy for her to use her horn, but she doesn’t unless she has to. She keeps her identity as a unicorn a secret from others—even nonhumans—and her magic grants her true form a veil of concealment against even the most powerful minds and wizards. It is believed that only infants and pure-hearted children can see her true form.

Zoe is a little naïve and sometimes gullible in certain situations. Her time spent in Highland City has taught her a few things but she’s still learning. She loves trying new cool things!

History: There is nothing really known or amazing about Zoe’s background. In Nirvana, she was an adventurer, exploring its vast reaches until her journey led her to new lands. Terra was one new land that fascinated her for she had never seen a world that was basically a melting pot for all creatures to inhabit. She has met all kinds of creatures since arriving, although, she tends to prefer the company of Gaians, Nirvanans, and Humans for Inferno and Nocturnians are just creepy sometimes.

Alas, Terra is full of sickness and conflict. Why do the humans harm themselves? Why can’t they live in harmony? Because she cares for the humans (and certain otherworldly creatures), she chose to live amongst them pretending to be a Wiccan and she offers to them her healing remedies (since healthcare is so expensive!). A misnomer that the humans call her is The White Witch. Because of her healing potions, salves, and strange trinkets (usually made out of aluminum foil—money is tight for a non-profit business!), the poor have remained loyal to her secrecy and keep her whereabouts a secret even from authorities, but if one listens carefully they just might hear whispers of a White Witch.

The unicorn has lived amongst the humans under the noses of Anarchists, Sentinels, and local authorities. When money is tight, she will steal to make a living and sell what she steals for money so that she can buy food for herself and acquire more healing products. She has made a living this way for several years and so she feels that she is a professional thief!

Family: Unknown; unicorns are solitary creatures unlike the horse.

Special Abilities:

Unicorn Magic: (certain plot-related magic use will be GM decided) A unicorn’s most powerful weapon is its horn. Zoe’s horn produces magic powerful enough to hide her true form from even the most powerful psychics and wizards. Her horn is a holy instrument said to be capable of resurrecting the dead as well as healing and protecting those from dark evil magic. This magic doesn’t just mean actual dark magic, but any magic that is used violently to harm another. It is a protector from malicious and evil intent. Zoe has always known that her horn is “pretty amazing” but she is unaware of the true extent of its power for she has never had to use it to such magnitudes. She can use it to detect curses, disease, and other ailments as well as cure earthly and unearthly afflictions. She hardly uses it in her practice for to invoke its power would reveal her true identity. Her horn, although powerful, is a weakness when exposed. If ever a unicorn's horn is severed, the unicorn instantly dies. A unicorn won't die unless the horn is separated from the unicorn's skull.

Holy Enchantments: She can enchant objects with holy properties to guard those against bewitchment, possession, curses, and even bad luck. It depends on the blessing for she can only enchant an object with one blessing at a time. She can perform this magic without the use of her horn.

Concealment: Her unicorn magic (specifically her horn) guards her true form from discovery from even the most powerful of beings. Psychics won’t be able to find any memories of her ever being a unicorn. Her unicorn existence is completely incognito! It is believed that only infants and pure-hearted children can see her as a unicorn rather than as a human.

Swift: Zoe can move as though gravity can’t hold a candle to her. When she runs it is as though she is gliding. She is rather graceful, agile, and can leap great heights. When she is caught stealing, this ability allows her to give the cops the slip!

Unicorn: She can take on the form of a majestic unicorn, but she hasn’t done it in years!

Special Artifact/Item: She wears her unicorn horn as a cool necklace that is strung about her neck on a leather thread. The necklace never breaks and oddly it is always found around her neck. It is actually an illusion, concealing its true location. No one is allowed to touch it!

Martial Skills: She can fake knowing kung fu and karate to discourage people from messing with her. You can’t handle this! Actually, she couldn’t fight her way out of a wet paper bag, but she can slap the ugly off a potato!
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Untamed Skies


Lady Sakura

TBT.

She looks great, thanks for waiting. You can move her to the Accepted Character Thread when you're ready.

Untamed Skies

Alright, we have officially start, but there are plenty of roles still available within the game and will continue to remain for those who are interested.

Any questions don't hesitate to forward them to myself or Vampire Mistress Sakura

Jeufufns

This is amazing and the character thread absolutely terrifies me, good job in making me feel mediocre XD

Gonna make a creature if noone minds, it'll just take some time until I look at it and say, "Yes, I can post this without making myself look like an idiot."

Also, Hanzo Hattori? really? reaaaaaaaaaaaaaly? reeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaly?
Spoiler: Click to Show/Hide

Lady Sakura


Jeufufns

Just going to ask:

"We're going to allow animated avatars, but we are restricting it too characters. I.E. Avatar Korra, or Ariel from the little mermaid"

Does this mean we aren't allowed to use gif pictures or that we're allowed to do so, or does it mean that were not allowed to use non-real-life pictures for our character descriptions, or that we're allowed to do that?

Untamed Skies

Quote from: Jeufufns on October 18, 2015, 03:36:04 PM
Just going to ask:

"We're going to allow animated avatars, but we are restricting it too characters. I.E. Avatar Korra, or Ariel from the little mermaid"

Does this mean we aren't allowed to use gif pictures or that we're allowed to do so, or does it mean that were not allowed to use non-real-life pictures for our character descriptions, or that we're allowed to do that?

You can use gifs that is fine.

What we're requesting is you select a actor or specific anime/cartoon character that we can reserve.

So say you want to use a redhead for your character. We prefer you select to reserve Jessica Rabbit and not just any random redhead picture out there.

Jeufufns

Ok, fair enough

But what if I use a one-time picture, so no permanent character, do I then name the artist.

Like for example if I use skelly's picture (my dream waifu :3 ) do I then take Skelly or Zeronis as faceclaim?
Spoiler: Click to Show/Hide

Lady Sakura


Jeufufns


Lady Sakura

Do you have a human concealment for her?  I'm thinking in terms of the story where supernaturals are still new and not trusted in the world. So they go around acting human.

Jeufufns

Still looking over candidates. Just asking whether to use Skelly or Zeronis as faceclaim.

Going to bed now and I'll write the sheets tomorrow. Got idea for 2 of nocturne so far.

Lady Sakura

Ah okay; I guess you could write the artist's name and the artwork piece as a claim.

Will look forward to what you bring to the table.

LimitlessNikkie

Reminds me I face claim Gemma Ward for Sasski and Amy Lee for Razi.

Lady Sakura


Untamed Skies


Jeufufns

Finished one. i don't know whether I was genius or just plain lazy but I like the idea of having a beautiful girl suffering from suppressed personality who meets her special someone in the program who manages to free her mind from the curse. Just seemed so romantic XD I hope the story isn't too lackluster though, I wasn't wuite happy with it.

Mind you the flaw in my logic is that someone would have to be willing to have a character go into a relationship with her which is stupid for a first character so I tried to at least ease that process a little by making her bisexual.

If you're wondering who I'm referring to as Medus in her history the Medus were another species I was going to create but creating two species at once becomes so obnoxious after a while (been sitting here for seven hours straight thinking of concepts, going through my da picture collection etc.). For a quick reference, Medus look like this:
Spoiler: Click to Show/Hide



Player Name: Jeufufns

Character Name: Sirbia

Race/Lineage:  Moonlight Golem



Home Plane: Nocturne

Special Strengths:

- enhanced speed and flexibility

- doesn't need food to survive

Specific weaknesses or vulnerabilities

- Moonlight golems are composed of a soul and a body made of compatible relics, as such any powers that sever magical connections or devour souls become lethal to them.

- get along badly with others originating from nocturne (fear - see description)

- needs moonlight every other day to survive.

Description:

Moonlight Golems are creatures created through a human soul fusing with magical artifacts during full-moon, igniting a flame that allows the soul to live with the relics as a body created to resemble a humanoid form as closely as possible. Golems are mindless as long as their personality hasn't been freed, killing every living thing in their path and eating it to fuel their fire. The stronger the fire the stronger the golem becomes, but the fire is only kept alight when the moon shines so excessive periods without moonlight can become lethal.

The soul is only needed to awaken the golem, it does not retain memories and stays suppressed as long as it hasn't been freed in a way that varies from soul to soul. In their suppressed state a golem will use it's often combat-focused body, to go on a mindless rampage on everything living, making it a feared sight for weaker inhabitants or humans of Nocturne. The fire of a golem is what keeps a golem together, and while the fire burns brightest in full moon, it's dangerously weak during sunlight. Thanks to the protective metal her body is made of she is mostly safe, but things like swimming are impossible. Only the head is to some part organic. Because of that the head can't be there in the first place so the golem has to retrieve one. It searches until it kills it's first victim and assimilates it's head. As the golem's endless walk continues, it searches for parts that look like her human form, assimilating them until her face resembles that of her human form, or an idealized version of it depending on the soul's personality. The headless stage is the most dangerous one for a golem as other predators see them as weak when they have no head and destroy them. The headless stage is only a day to a maximum of a week but their nature of simply walking forwards endlessly dooms them to run across someone at some point, making the amount of golems that survive the headless phase only about 60%. Due to their rarity this number might vary greatly from area to area but when they passed the headless phase most species hide from them, allowing their lifespan to reach an average of 100 years until a higher ranked creature or a gang of half-competent creatures destroy them.

Only about 3% of golems awake from their mindless slaughter, often not living long because other predators see their awakening as weakness they can use. When awakened the golems still don't retain memory but are able to speak and think, unlocking the human senses one by one. They're often confused or horrified by their path of slaughter, those that aren't killed by other predators committing suicide during the first few hours of their awakening.

Concealment: no concealment (due to quarantine)

Sex:  female

Age: 21(human - conscious), 13 (golem - instinct-guided), total 34

Role: none (surveillance)

Occupation: none (due to protective surveillance)

Living Arrangements: Sentinel Program - Protective Surveillance

Sexual Orientation:  Bisexual

Ons & Offs:  https://elliquiy.com/forums/index.php?topic=238312.0

Place of Birth: homeless (due to nature of birth)

Personality:

When in normal state (beginning of rp): -mindless (attacks on sight)

After awakening:

- Affectionate - Glad she has someone to take care of her during her awakened state, she almost reactively decided to make up her gruesome past.

- Intelligent - Even with her lacking life experience she learns quickly, her intelligence above average.

- Charismatic - With her awakening she gained a certain charm unique to her, combining with her appearance to make her seem unique and precious.

- Discouraged - Remembering what she did during her mindless state makes her depressed and makes her question her right to live under the humans.

- Forgiving - She commited so many horrific deeds that no small mistake shocks or bothers her anymore. In her mind there's more important things than hacking around on small mistakes.

- pretty- I dare you to say no to that face

- Sensitive - any kind of rejection makes her connect it to her heritage, resulting in depression and social anxiety

History:

The story begins with her human form. A young woman, forced to work long shifts for the Medus, a snake folk living under ground. The work served as tribute to the Medus, securing their safety. People who failed to pay were transformed into a Medus. It wasn't a glorious life but she and others managed to keep themselves alive, at least until they became ill. While the Medus were keen on keeping their slaves healthy and fed, exhaustion was a completely different factor. A woman as young as she was, she was doomed to collapse at some point. Her illness wasn't severe but with her constant state of exhaustion it was easy for the bacteria to take over her body and kill her.

A soul desperate for a better life, resenting it's years of slavery traveled, resisting the temptation of the afterlife. It took a while, flying past the castles and cities of Nocturne until it found a few weapons and parts of debris scattered through a small area. Not caring how it got there or even able to comprehend such information, the soul began to collect the parts under the full moon, entranced by the process. Once the soul arranged the parts to fit it's picture of itself. The light of the moon fused the parts together, the soul sacrificing consciousness to live again. Once the body ignited in it's greenish blue flames, signaling it's completion, it stood up, devoid of thought.

The headless phase began. A boar crossed her path, scared at her sudden appearance. Her claw ended it's life quickly, stealing it's eyes to look for prey. Over the years it collected more and more different pieces to form one face, meant to resemble the souls deepest wishes and ideals. She was one of those not killed during her headless phase and she survived for 13 years until a rift suddenly grabbed her and thrusted her through a thread that connected Terra and Nocturne, making her reemerge in the wildlands of California. Her rampage was dealt with quickly, though difficult to stop. After a very difficult capture she was brought to protective for studying.

Family: none

Special Abilities: none

Special artifact/item: none (theoretically her entire body is an artifact)

Martial Skills: Uses increased speed and flexibility combined with the saw on her left arm and the claw on her right arm to fight and cut her prey apart.

Faceclaim: Skelly by zeronis

Untamed Skies

We're looking it over and discussing the history, but our first concern is that by placing her in quarantine it significantly reduces your options with her, to the extent you won't be able to do almost anything with the character of your own initiative.

If you take a look at the information in Sentinel HQ, you'll get a better idea for it.

Juggtacular

I'm not a GM, so feel free to ignore this as I'm not trying to overstep my bounds. Maybe when Sentinel finds her, instead of quarantining her, they just put her under "protective surveillance"? Which is basically a nice way of saying they get a person or two to keep their eyes on her while she acclimates to the new environment, and they double as enforcers to sort of wrestle her back into behavior if she acts up

. As Sentinel has dealt with multitudes of magical creatures for centuries, and it's obvious many are often not in their right mind for one reason or another, but since she is intelligent, they just try and get her used to the life she has found herself in.

Untamed Skies

Quote from: Juggtacular on October 19, 2015, 03:01:32 PM
I'm not a GM, so feel free to ignore this as I'm not trying to overstep my bounds. Maybe when Sentinel finds her, instead of quarantining her, they just put her under "protective surveillance"? Which is basically a nice way of saying they get a person or two to keep their eyes on her while she acclimates to the new environment, and they double as enforcers to sort of wrestle her back into behavior if she acts up

. As Sentinel has dealt with multitudes of magical creatures for centuries, and it's obvious many are often not in their right mind for one reason or another, but since she is intelligent, they just try and get her used to the life she has found herself in.

Like we said, quarantine is very limiting, so we were basically suggesting maybe take a different approach to her relationship with Sentinel ourselves, so if Jefufns likes that idea, then we can roll with it.


Jeufufns

The "protective surveillance" idea sounds good enough. Maybe they heard of the golems through other Nocturnal species so they know about the awakejing state but still keep her under lock because she's currently still dangerous. I like that idea. Might just be cause everything sounds better in quotation marks but I think that idea has something to it. Protective surveillance would also make more sense since she can't really gather moonlight to survive in quarantine.

Juggtacular

And Moses as well as parents work for Sentinel(they're all Lycans), so there's a good chance they'd know about her.

Untamed Skies

*Nods* that's sounds doable, why don't you do some editing to fit that a bit more?

Jeufufns


TheBlackThrone

Damarius would have probably been the one to meet her when she first came through the rift as he is the Assistant Director of Visitor Relations and Security. ;)
The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

Lady Sakura


TheBlackThrone

The gates are open
Current Time Zone: US MST
Delays: School 20 Feb - 9 May
Current solo request: None.
Current group request: Strings

EdwardShane


Lady Sakura

She looks good jeufufns. Welcome to the group. You can place your character in the Character Thread.

LimitlessNikkie


Lady Sakura


Untamed Skies


LimitlessNikkie


Lady Sakura

#169
So we are still accepting people for the various roles that have yet to be filled.

We have 3 Assistant Director positions that need to be filled.

Assistant Director of Education
Assistant Director of Mystique
&
Assistant Director of Operations

A Watcher Position
2 Witches which can be either male or female.
3 Investigators
1 for the Task Force


For the Supernatural Community

1 Leaders
2 Guards


For the naughty Anarchy Group

we need 2 more trouble makers.

For the Outsider Sector we have plenty there to just fill for the game and be on who's ever side makes you feel more useful.


Also. We have a interesting position available. This sexy guy right here

Is looking for a person to play his Female Guardian and Secretary while he sleeps during the day being what he is. If you're interested state your claim here.

Thank you for reading and enjoy your day.

Auctor

Player Name: Kargrisaka

Character Name: Berusor Ferreth Druemal, though for simplicity those who know him call him Berus

Race/Lineage:  Oni

Concealment: His true for is restrained to a more human form via ritual. He does have a human appearance that he uses only when necessary, he received his human face from sentinel long before the current “acceptance” of strangers.

Sex: Male

Physical Description: Blue skin, silver wild hair and red-amber eyes. He walks around shirtless, unlike the picture above he can be found in grease stained jeans, with a sword hilt; the blade broken off attached to his large leather belt along with tool bags.
In his true form metal like sheets cover his body like armor, spikes and horns adorn him, he grows to a massive size, and his eyes glow a demonic red.
His human form is much like his normal form just with a “normalcy” added to it with human like skin and features
Age:  120

Role: Community leader

Occupation: He scraps metal and is the communities local mechanic.

Living Arrangements: Has a house in the community, simple living arrangements. It has a large garage however.

Sexual Orientation:  He is heterosexual, however few things can catch his eye much less turn his head.

Ons & Offs:

Place of Birth: Inferno, on the southern end of the brimstone mountains

Personality: Berus is a strong willed and vocal individual, his screams for freedom and equality have earned him a great deal of respect among the community, eventually taking leadership and continues to this day of voicing his opinions, as well as those of the community. Though this differs from the usual norm of the secluded Oni, he feels as though if he does not step up no one will.
He is very fond of his work as a mechanic for the community, feeling as though when working on the machines it is his time for peace, the people around him no not to bother him when he is working, he becomes entranced and becomes frustrated if taken away from his work without reasonable cause.
He is untrusting of sentinel, and the human world. Feeling as though their goal is to control and use “strangers” rather than actually support them. They contain them in small areas where they can keep order. There is merit in order, to an extent. Laws exist for a reason; however, those laws should not outweigh the ability to exist how an individual sees fit.
Sentinel has failed, they tried to hide us, that didn’t work. They tried to protect us, they failed. They wanted us to trust them, their own leaders abused and extorted us. It is time for the strangers of this world to carve their own fate.

History: Berus was born in inferno to a clan of Oni, he was the eldest child of the Druemal family. As such responsibility was thrown on him at the young age of 14, mostly protecting the borders of their territory from invaders. He was good at it so good that when he turned twenty his father passed down their family sword to him, it is said the sword is as old as inferno itself. He fought hard with the sword and his arcane practices, for him earth.
He defended the clan for twenty more years past when he received the sword and when he was forty his world fell from under him. He was on a normal patrol and when it happened, he spotted a group of greed demons wandering the perimeter. They were nothing impressive and were quickly defeated, he was heading back to the clan when he tripped on something. He felt as though he was falling through all of space, he can explain it no other way, and it hurt.
When he came to he was in a new place, his sword was shattered, and with small pink creatures surrounding him he would later learn as humans. They chased him with fire and weapons, he scarred them away with his ferocity. He found a cave and held himself up inside of it. It wasn’t long before an organization called sentinel found him. They were different, at least he thought so at the time, they understood his language and culture. They treated him with respect as they explained to him what happened. He fell through a fault and crashed on a new plane on a country called Scotland year 1935. Apparently it is an anomaly for an Oni to fall outside of Japan. He learned the ways of this new earth and how to use his earth bending to create weapons on his hilt.
He was given training working on machines he actually loved the work and he felt as though he was repaying Sentinel. He worked with sentinel for most of that time until recently with Barret’s betrayal and sentinel’s refusal to do anything about it until it was too late. This was a deep insult to Berus, he put his faith in them and Sentinel betrayed them. He rallied with several others, deciding that if Sentinel is fallen then it is time for the community to have its own path.


Family: none on Terra

Special Abilities:
Supernatural strength
Supernatural endurance/stamina
Earth arcane magic
Transformation: Sentinel taught him to control his form, though the more human he appears the less of his Oni physical strengths he has.
Natural armor/ weapons: in his true form his skin becomes metal like growing horns and claws along with metal like armor.

Special artifact/item
His hilt: His hilt is from his family blade which shattered when he fell, the hilt itself is indestructible and he uses his earth arcane to morph weapons and tools on it.

Martial Skills: He is proficient in many types of fighting. His weapon of choice varies depending on the situation however it is almost always stone attached to his hilt.
He will also use his arcane to attack directly, he prefers restraining techniques using his powers to entrap enemies only resorting to lethal maneuvers when necessary
Claws, teeth, spikes, and horns in his true form which he uses to fight along with his hilt weapon and arcane.

Untamed Skies


LimitlessNikkie

My intention to drop her into the world shiny and new.







     

Player Name: LimitlessNikke

Character Name: Zahra

Race/Lineage: High Elf

Concealment: None

Sex:  Female

Physical Description: Fair skinned with blond hair Zahra had bright blue eyes and a perfect cupid bow mouth. Standing 5'7 she has a slender build with long legs and a soft curving body.

Age: 732

Occupation: Unknown

Living Arrangements: None of yet

Sexual Orientation:  Hetero

Ons & Offs:  OAndOs

Place of Birth: Gaia

Personality: Zarha is a product of a hard life. She is guarded, putting out a false front and hiding her true self from everyone. She can be utterly charming and carefree but those traits are often hidden behind a wall of caution. One can't be too careful after all. Theres a sense of loss about her, as if she'd been wondering for too long and is just tired and looking for home, a place where she belongs. A sadness clings to her like a second skin even when she laughs or smiles. It's been too long since she was truly happy or settled that she herself doesn't know what it's like to feel safe anymore.

History: Zarha was born into a family of very old elves. She had no stunning blood line but her family was well respected and she had a happy enough childhood learning to be in one with nature and all of that but sometimes someone is born who just doesn't quite fit the mold of things. In her generation that person was Zarha. While everyone else could live in harmony with the world around them Zarha just couldn't seem to make that connection like everyone else could. She tried, she tried so hard and while there was tolerance for years for her many mistakes as she grew up the tolerance of other wore thin. It wasn't that she lacked talent or intelligence because that wasn't true, she in fact was very talented but she just didn't connect in a way that made others feel connected to her.

As she reached the age where her friends were starting to pair off and settle down Zarha was overtaken with an urge like nothing else she'd ever known. She just knew deep in her being that there was something else for her waiting out there. The idea of settling down near made her sick but the idea of leaving was unheard of. No one left. So what choice did she have? None as far as she was concerned. So she let herself be courted and got to the night before her wedding was to be thrown when her mother came to her. She had been sitting up in the branches of her favorite tree, her bow lying across her lap, a quiver slung across her back and watching the stars dance across the sky, silent tears glittering on her lashes as she tried to come to terms with the life she would lead with a man she didn't love.

She didn't move as her mother climbed up beside her settling into the branches beside her. "You've never been meant for this place." Her mother said in a tone so soft and kind it near broke Zarha's heart. "You have a soul as young and wild as the new spring. Your meant to experiance the world not hear about it from those so old there bones threaten to crumble into dust." And with that her mother feathered her fingertips through her only daughters hair. "Go and find your happiness my daughter, and never come back." And with that she pressed something into Zarha's hand and disappeared.

Her mothers last gift was freedom in the form of a compass that pointed her in the direction she needed to go and when needed could take her to lands she needed to see. In her youth she learned strength when the compass took her to nocturne and everything saw her as prey. She learned the strength of the magic that was so much a part of her and honed her skills with a bow and the sword she'd used for display since she was a child.

In Inferno she learned how to use her mind, how emotions could rule a mind and a heart and how to curb her own if mastery was beyond her ability at that young age. She learned the strength of her will and freedom for one could be a prison for another all depending on your perspective. Most importantly she learned that the world did not operate in black and white but in fact had so many shades of grey it was often hard to figure out where you fit into things.

Most startling of all the places she saw was Nirvana. It showed her the basic truth that all that glitters is not gold. The place was pure beauty but it was cold and stern, harsh in its structure and like stone completely immobile. If she could say she hated any place she'd seen it would be Nirvana. She chaffed st the absolute rules that knew no bend. she almost lost her life there a couple times and it was pure luck she escaped with her life.

From Nirvana she found Terra.

Family: Disowned

Special Abilities:

Absorb: The ability through careful observation and years of study to master new abilities.

Minor healing: The ability to heal minor wounds and or infection though it causes fatigue.

Light: The ability to wield light as a weapon if desired or do as little as light an area around her to see better.

Flame: Less taxing then using light though has the same effects with the risk of causing fires.

Minor enchantment: Can cast minor enchantments that are rather short lived but useful in a pinch.

Soft Step: The ability to move completely undetected threw her environment.

Grace: The complete mastery for her body and her movements with perfect balance, even at a flat run over uneven ground she'd never fall or trip.

Sharp Sight: The ability to see in great detail at extreme lengths (think the equivalent of an eagle).

Special artifact/item: Compass that leads her in the direction she is meant to go.

Martial Skills: Highly gifted with her bow and slender swords that she uses in both hands duel wielding. She can use heavier blades or daggers but only does so when required.

Untamed Skies

Hey sorry for the delay, it was a busy weekend.

There isn't specifically a problem with the character or abilities. However it is usually impossible to travel between planes regularly and with accuracy.

Was your plan to say her artifact leads her to rifts?

LimitlessNikkie

Basically the idea was that she follows the compass near blindly and yes it leads her to rifts though she isn't necessarily aware of it specifically. She does not know where the compass will lead her only that up until this plane it has.

Untamed Skies

Okay, I think we can leave with that. You can go ahead and post her in the character thread

Xanatos

I'm going to state tentative interest for now. Perhaps in a Task Force, at the very least. Depends on if I can come up with anything. And I got a three day work week coming up, so timing is kind of bad for me unless I get a stroke of inspiration. Also don't know what the following week's schedule looks like yet. So, shall see.

Lady Sakura

Quote from: Xanatos on October 30, 2015, 02:44:19 AM
I'm going to state tentative interest for now. Perhaps in a Task Force, at the very least. Depends on if I can come up with anything. And I got a three day work week coming up, so timing is kind of bad for me unless I get a stroke of inspiration. Also don't know what the following week's schedule looks like yet. So, shall see.

Thank you for your interest.

No worries we'll still be here. The game is still in the beginning phase and everyone is posting at their own pace. We know how busy life gets for everyone as it is. So if when you get a profile together just send it our way. We'll be able to get you acclimated into the game.