[RECRUITMENT THREAD!]Hunters Inc [Urban Dark Fantasy Setting][ALL WELCOME]

Started by Rebelle, March 10, 2020, 01:23:28 AM

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Rebelle

We’ve been taught from an early age that the bogey man doesn’t exist.  That there was nothing that went bump in the night, that you definitely did not see Great Grandma Mildred sitting in that rocking chair, she’s been dead since before you were born.  That there was nothing supernatural in this world – everything that happens has an explanation.  Science has helped us, fantastical flights of fancy have been replaced with growing up and maturing, gaining an understanding of the world around us.  Animal attacks, serial killers, accidents, houses settling, visual apparitions due to lighting or shadows.

But.. how can you be so certain?

Because that’s what Hunter’s Incorporated wants you to believe.  A shadow organization that does not exist on any paperwork in city hall, federal government databases, or tax rolls.  An organization that has been in existence since the ’fabled’ King Arthur lived with his Knights of the Round Table.   Chapter Houses located all over the world, sharing information, and protecting the denizens of humanity from the monsters that go bump in the night that actually exist.  They live in the shadows, the places in between, in the grey so that humanity can continue on without the machinations of supernatural beings that would otherwise rule over them. 

They are the unsung heroes, generations of families and recruits that have carried on this thankless job; and they do it willingly.  That is not to say that their efforts have not gone unrecognized; there are those amongst humanity who are aware of what Hunter’s Inc does, they just do not point it out, but are thankful for their devoted services.  Governmental departments such as the FBI, MI5 and MI6, etc etc are aware of the existence of this cadre, and very very very few members of these departments are aware even then. 

That is the way it has always been.

That is the way it always will be.

Livre dimittis Salva nos

From the Shadows We Protect.





Hey folks!

Hopefully all that writing up there didn’t cause you to go “nah” and keep perusing for a game to catch your fancy.  First off thank you for your interest in this.

And what is this, you might ask?

It’s an original setting that takes inspiration from several different places… Shadowhunters, Supernatural, Hunter the Reckoning just to name a few.  Hunters Incorporated will be a game (if there is enough interest) that is a modern urban fantasy setting.  The defenders of humanity against the supernatural who would rip it asunder.  There will be intrigue, mayhem, fighting some baddies, and who knows what else!

This is a setting created by Regret Not and myself Rebelle [Hiya!]. Currently we’re seeking people who will be playing members of Hunters Incorporated – we might allow some supernatural hijinks as well, but at this time – we’re looking for the main basis.  But if you have an idea feel free to give us a shout.  We’ll be setting up in North Eastern America. 

We’ll be setting this up in the Extreme Groups Section.

LBGTQA+  are welcome!

Sex may very well happen in this game – but it won’t be the sole focus of it.

And it is, of course, free form.

Hope you’ll join us!

Below you'll find the information, if you have any questions or anything of the like don't hesitate to ask!

Also once there's enough interest, we'll toss up a character sheet template.

We are open for recruitment!!!!

OOC

Character Depository



The Info


Since long before books or movies could be written about it humanity has been under siege by the darkness and the supernatural beings that make it up.  When we were still gathered around fires the fear of it drove back the creatures that evolved right along with humanity and continue to plague it.  They are kept at bay by an order, it has gone under many names and changed through the ages but one central mission remains to safeguard all of human kind of the dark.  This is the story of Hunters Incorporated.

Informal Timeline
Knight's of the Round Table - First recorded gathering of what would be known in common parlanace as Soldiers, Agents, and Conduits.  The history has become solely oral - and the stories of King Arthur have greatly been exaggerated.  But this is the founding of what is now known as Hunter's Inc. 

Knights Templar - 1119 BC - 1312 BC As the Knights of the Round Table aged, the Holy See began to envelope the realms protectors, absorbing them as well as funding the wars against what was termed as Devil Spawn, but is now known simply as the Supernatural or 'Otherworlders'

The Scottish Highlanders/Jacobites - The Jacobites were formed from Scotsmen who wished to see the rise of a Catholic King [Charles Edward Stuart], instead of a Protestant.  The truth, though, was that while the mortal man was ken to the political battles being fought, with blood being shed - the Jacobites, the Highlanders, and their trusted Druids were fighting a battle of darkness.  The Red Coats and British forces were being bankrolled by darker malevolent powers, Vampires from Europe mainly.  It is said that Charles Edward Stuart was only intent on taking the throne to save England from the Supernatural.

Musketeers of the Guard - 1622 -176 [Reactivated in 1814] The Musketeers were well known in France, however the battalion of soldiers were all over the known world at the time.  There did not seem to be any connection between these battalions, but it is detailed in the history of Hunter's Inc their ties.  With numerous battalions in multiple areas, these proud warriors and scholars were able to protect the world


The Three Branches
The Three Branches:

Soldier :

Soldiers have had many names but this one cuts right to the point.  Long ago they might be called Templars, Warriors, or Knights but these days they are the front line against those things dark and vile that wish to harm humanity.  The disciplines of combat they choose are varied, it's not just sword and shield.  You have those that prefer the classics like stakes, daggers, swords but others that would rather a good telescopic scope and enhanced rounds for a long distance rifle.  No matter how they fight back they give it their all and just as they are the first ones in most of the time they usually are the ones on the pyre being remembered as what every Hunter hopes to be.  They make up the majority of Hunters Inc but can't do it alone, no matter how much they might try. 


Agent:

Where is the next target?  What are the known weaknesses?  How many could we be dealing with?  How much heat is this going to bring down?  Can you cut the alarm and reroute the cops?  These are all questions asks to Agents that deal with research, support, and technical expertise.  Just as Soldiers can be the hammer and Conduits can be the flame someone has to tell you where to strike and how hard.  Agents live off knowledge and support skills that keep Hunter's Inc running and anyone worth their years in knows a good Agent can keep your team alive and well stocked, doesn't mean they can't hold their own if pressed to bring the fight to the enemy but your team will be in big trouble without their senses and resources to back them up. 


Conduit:

The Supernatural of the world twist and push humanity through their powers so there are some who learn and inherit power and use it right back against those that oppress humanity.  This is what Conduits do and with that deal with the pull and press of magic.  Everything comes at a price but an added punch or power to use against the evils of the world is a price well paid to the those special who find themselves able to channel one of the disciplines of magic.  They are far from uniform and some dabble in things so dark others dark not speak of it but these are the lines they tread across for the hunt.  There have been some that even become the thing they swear to destroy and they become the next target, this leaves many on the outside even with their fellow hunters.


The Hierarchy
Chapter House Hierarchy

Master of Arms - The Master at Arms is the most seasoned of Soldiers. 

Tactician - The Tactician is the highest ranking Agent within the Chapter House, consider this the brain behind the nerve center.

Seer - The Seer is the venerable Conduit, who's ability in precognition assists the Chapter House in all things.

These are the upper echelon, they are the chosen who will help steer the Chapter House in the proper direction, and oversee it's day to day activities.  They have proven themselves honorable and just, and incorruptible.  They serve as beacons of order in a world that can be cast into chaos.  They say that a tree is as strong as it's roots, and they are the roots of Hunter's Inc.  The Trifecta report to the Pendragon in charge of their continent. 

The Pendragon - as a nod to Arthur Pendragon, the Pendragon is overseer of the continent in which they reside.  The Pendragon may be male or female, from any of the three branches.  However, more often than not the Pendragon has been borne into the Order, and can trace their lineage far within it's confines. 


The Supernatural

Vampires - Vampires are as old as the earth itself.  Some say that Judas was the very first vampire, others say that it is Caine.  It is unknown what the true story is, but the truth is Vampires only care about three things.  Power, Blood, and more Power.  They see Hunters Inc as a Scourge, as well as most humanity.  They wish for humans to live, of course - but simply as cattle and slaves.  Vampires do not age, from the time they are turned they stop aging, and they will never die from a sickness.  They heal quickly, they move fast, and they are strong.  They feed off of humans, the younger ones unable to contain their blood lust tend to kill their victims - the older ones... They can keep their victims alive for a long time.  Vampires are known to have Dark Arts Practitioners in their retinue.  They also have been known to fuel and fund various government groups, militants, and others.  Their weaknesses include sunlight, fire, and beheadings.

Werewolves - There are two types of werewolves that roam the Earth.  Those who are born and those who are made.  Those who are born find themselves able to control their inner wolf far easier.  Then there are those who are made - usually in a pique of madness, bitten by the Borne.  They find the transition difficult, and find it hard to control themselves.  The full moon takes it's hold on them and does not let go.  There is no cure for the Bite.  Both Borne and Bitten are weak against Silver.  There is a belief that the Vampires and the Borne are natural enemies.

Black Arts Practitioners - These are the counterparts to the Conduits.  Those that have crossed the lines one too many times and there is no redeeming them any longer.  The darkness has taken hold of them, and will not let go.  Blood sacrifices are typically key, the bloodier the better.  They traffic in magicks so dark that they can even cause vampires to be unsettled by them.  Many are known to give themselves up to greater demons for more power.  Those who dabble far too often without even realizing what it is they are doing tend to burn out quite quickly, quite literally.  There has been tales of dark arts practitioners finding ways to extend their mortality so much that they themselves may seem immortal. 

Ghosts - There are many many many different types of specters that walk this plane of existence.  Those who have not passed over yet, but will soon.  Those who CANNOT pass over for some reason.  Those who choose NOT to pass over.  They range from slight annoyances to absolute phantoms and malevolent spirits.  While they are incorporeal they can most assuredly be very dangerous.  Very few things can harm Ghosts and remove them entirely.   

Demons - Those that have come through the hellscapes Their weakness' include holy artifacts, silver, and pure souls.  They try their hardest to corrupt these souls in whatever way they can.

  • Lesser Demons - These Demons are servants to greater demons.  They carry telltale signs of their 'other worldness' glowing eyes, ashen skin, smell of sulfur.  The 'youngest' that have crossed over from hellscapes cannot hide these signs and symptoms of their possession.  Others who have been on the earth for longer have learned ways to disguise themselves.
  • Greater Demons - Greater Demons rarely come through to the earthen plane, finding it far easier to do their work from Hell.  Those that do come forth are almost impossible to discern from humans. 


The Location




Minneapolis a city over over a half a million that is partner with it's Twin City, St. Paul and the surrounding areas making it a swelling metropolis of 3.5 million.  Known for its harsh winters around the large urban downtown of the two cities are more rural areas of lakes, forest, and the antithesis of the metal and glass of the city.  Inside the city all manner of supernatural toil away pulling strings just like into the more natural areas one can hear the roars and snarls of werewolves and other supernatural that go bump in the night.  The Hunters Inc have set up base in an old warehouse in north downtown near the river as many reside there but others chose to live independently. 
There are other smaller safehouses dotted around the city and surronding areas as one might never know when they need to regroup from a hunt and not risk the homebase and lead bad things back to headquarters.


Sample Sheet and Sheet Code

Sample Sheet

Name:
Branch: Soldier/Agent/Conduit
Legacy/Recruit: Legacy or Recruit
Years Active:
Age:
Position:
Physical Description: What do they look like?
Skill Set: A few skills that they excel in
Special Equipment: Any specials items or weapons they carry and short description
Personality: What are they like with other hunters and in their own journey
Strengths: A few adjectives that describe the best things about you
Weaknesses: A few adjectives that make you less than perfect
Biography: Where and what shaped your hunter.
On's and off's:

[float=left][img height=250]https://cdn.pixabay.com/photo/2016/08/08/09/17/avatar-1577909_960_720.png[/img][/float]
[b]Name:[/b]
[b]Branch:[/b] Soldier/Agent/Conduit
[b]Legacy/Recruit:[/b] Legacy or Recruit
[b]Years Active:[/b]
[b]Age:[/b]
[b]Position:[/b]
[b]Physical Description:[/b] What do they look like?
[b]Skill Set:[/b] A few skills that they excel in
[b]Special Equipment:[/b] Any specials items or weapons they carry and short description
[b]Personality:[/b] What are they like with other hunters and in their own journey
[b]Strengths:[/b] A few adjectives that describe the best things about you
[b]Weaknesses:[/b] A few adjectives that make you less than perfect
[b]Biography:[/b] Where and what shaped your hunter.
[b]On's and off's:[/b]


Hazy Sky

Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

lexikov


I am definitely, 110% super interested in this game. It sounds amazing!
Lexi’s Likes and Dislikes (On/Offs)

https://elliquiy.com/forums/index.php?topic=313751.0

Rebelle

Awesome guys!

Happy to have piqued your interest.

If you have any questions, don't hesitate to ask.

Rebelle

Hey Guys, I got a PM asking if we have family lines set up for those who are part of Hunters Inc.  We currently do not have any created - and if you would like a lineage/legacy character, feel free to do so.  These do not have to be American Citizens, they can come from anywhere in the world.  Also, if you wish to create a character that is directly related to the Master of Arms, Tactician, Seer, or even The Pendragon you are more than welcome to, just give us a heads up and we'll get the NPC created.  And if you have any input you'd like to see for this NPC, by all means, let us know.

The NPC's will be left for the GMs, of course.

Also while I am thinking about it - the Hunters themselves are not supernatural per se.  They do  have amulets and items that are created by Hunter Inc Conduits and their allies.  But they themselves are not inherently supernatural.  (And if there are those who are, well.. usually that's something that only those who need to know.. know. 

Kuroneko

Ons & Offs//Requests//Where is the Black Cat?
Current Posting Time - Once a Week or More

"One should either be a work of art, or wear a work of art" ~ Oscar Wilde
"I dream of painting and then I paint my dream" ~ Vincent Van Gogh

AndyZ

Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.

greypsychman


Rebelle

Loving seeing all the interest

Kuroneko - that's awesome :) and was hoping that they would catch an eye or two.

Okay so we have five so far who are interested

Also this is going to be a Sandboxy-ish game with GM led events, so that way it can go at a nice and easy pace for everyone.


Kuroneko

Quote from: Rebelle on March 10, 2020, 09:49:00 PM

Kuroneko - that's awesome :) and was hoping that they would catch an eye or two.

Also this is going to be a Sandboxy-ish game with GM led events, so that way it can go at a nice and easy pace for everyone.

Happy to be welcomed. It's the kind of character I've been itching to play lately ;)

And yay for an easy pace :-)
Ons & Offs//Requests//Where is the Black Cat?
Current Posting Time - Once a Week or More

"One should either be a work of art, or wear a work of art" ~ Oscar Wilde
"I dream of painting and then I paint my dream" ~ Vincent Van Gogh


CurvyKitten


RegretNot

Sample Sheet

Name:
Branch: Soldier/Agent/Conduit
Legacy/Recruit: Legacy or Recruit
Years Active:
Age:
Position:
Physical Description: What do they look like?
Skill Set: A few skills that they excel in
Special Equipment: Any specials items or weapons they carry and short description
Personality: What are they like with other hunters and in their own journey
Strengths: A few adjectives that describe the best things about you
Weaknesses: A few adjectives that make you less than perfect
Biography: Where and what shaped your hunter.
On's and off's:

[float=left][img height=250]https://cdn.pixabay.com/photo/2016/08/08/09/17/avatar-1577909_960_720.png[/img][/float]
[b]Name:[/b]
[b]Branch:[/b] Soldier/Agent/Conduit
[b]Legacy/Recruit:[/b] Legacy or Recruit
[b]Years Active:[/b]
[b]Age:[/b]
[b]Position:[/b]
[b]Physical Description:[/b] What do they look like?
[b]Skill Set:[/b] A few skills that they excel in
[b]Special Equipment:[/b] Any specials items or weapons they carry and short description
[b]Personality:[/b] What are they like with other hunters and in their own journey
[b]Strengths:[/b] A few adjectives that describe the best things about you
[b]Weaknesses:[/b] A few adjectives that make you less than perfect
[b]Biography:[/b] Where and what shaped your hunter.
[b]On's and off's:[/b]

Rebelle

Okay!

So it's super friggin' awesome to see all of the interest :) I am stoked, went to work, it was kinda crappy, come home and boom, so I'm a happy Rebbie!

Some further clarifications

So how does my character get recruited?:  That's a good question and this is something I was thinking of whilst at work.

Recruitment into Hunters Inc happens as thus:  Recruits are sought after and found - after all lineage and bloodlines die off, falter, or fall.  While there are many legacy members of Hunters Inc - there are also plenty of recruits.  They are found several ways, perhaps they were rescued before something dark and malevolent could happen to them and the group that rescued them, saw promise.  They wouldn't be immediately brought into the fold - they would be watched and to see how they reacted on their own.  After all, strong Hunters are those who can overcome even shit they don't understand.  They can be found by the Seer and other Conduits working in harmony to seek out those who have potential.  They can also be nudged there by... some other force [And by this I am talking about would be Agents for those governmental departments who see they have potential but... that potential goes beyond the day to day terrorist or bad guy.]  The main draw is.. The Order seeks... The Order is not sought after.

You say that there are government departments that know?  How is that possible?[/b]: 

Easy peasy lemon squeezy.  The governmental departments are vast, with eyes in a lot of places.  It just so happens that the Order was already part of government offices right from the very start.  So.. there are departments that know.. and.. what it usually is is one or two agents, no more than two, who are aware of Hunters Inc.  Their titles are ambiguous, and on paper they.. well they don't really seem all that interesting, and that is by design.  They are aware, because they have to be.  Those agents who are part of this department inherit it; sought after, just like Hunters Inc.  Usually some form and fashion information dealers, retired spies if you will; but trusted. 

I can't think of any other things that need to be fleshed out, let us know if you can think of anything else.


Hazy Sky

I'm going to throw this out there as a draft work in progress for my character:

Kodai Okami


Name: Unknown. He insists on being referred to by his formal title; Kodai Okami.

Branch: Soldier

Legacy/Recruit: Legacy

Years Active: Unknown. Kodai do not take note of such irrelevant things.

Age: Old enough to have gone grey. Age is irrelevant until you lack the strength of will to complete a hunt.

Position:

Physical Description: Kodai is of average height for a Japanese man, so round about 170 centimetres in height. He is lightly built, but carries no weight that is not solid muscle. He dresses in the field in a set of ornate battle armour, that features his badge of rank, which a grey wolf pelt, more particularly a grey werewolf pelt. Out of the field he is typically dressed in a simple black kimono or ugata in less formal situations. At all times he will be carrying his ko-wakizashi in its simple black lacquered scabbard. His back and arms are heavily and ornately tattooed. His back with the Tiger and a Dragon coiled around the length of his right arm almost to the tips of his fingers. He endured the tattoos in a single sitting without any pain relief other than his own strength of will and focus. They are a necessary part of walking the paths that he has chosen to follow and a sign of his abilities to other Okami. Although the tattoos are clearly many decades old, they show no sign of blurring or fading.

Skill Set: Inhuman agility. Kodai's reaction times are unnaturally fast and his senses are extremely sharp, honed by years of practice, training. He is evasive in close combat and can use his reflexes to quickly scale almost any building, tree, etc.

Master bowman. Kodai wields a huge and ancient bow of great power. He carries a quiver full of black, barbed arrows and will not hesitate to use them. He is a very good shot indeed.

Master swordsman. Kodai is a master with his short sword. Its reach is limited and he uses it mostly as a last resort should an enemy close in on him and for striking ritual final blows.

Special Equipment: Kodai is armed with an ancient longbow, a quiver of cruelly barbed arrows, a curved Japanese short sword and he wears ornate, hand crafted ceremonial armour. Its practical value is questionable, but Kodai would never enter combat without it.

Personality: Exacting, severe and uncompromising, but with a rye sense of humour at times. The Hunt however is a deadly serious business and he expects total dedication and sacrifice from those he has chosen to work with. He is aware of his own faults, flaws and the corruption that he has taken into himself in order to become a more perfect warrior. He meditates on these frequently to maintain his focus and clarity of purpose.

Strengths: Honourable in his own way. Reliable. Kind, in a distant and vague sort of a way. Disciplined and focused.

Weaknesses: Unforgiving, proud, intolerant of weakness or failure. Distant and emotionally withdrawn. His anger is terrible and he holds grudges to his very soul.

Mortal. Other than his incredible reflexes and sharpened senses, Kodai is a relatively small and squishy human being, with all the natural vulnerabilities that entails. He is hard to actually pin down and hurt, but once hurt he is going to be in a lot of trouble. His strength is peak for a normal human, but no more.

War wounds. Kodai has suffered his fair share of near misses and injuries over many years of the Hunt. These continue to cause him considerable pain even though they are long healed. Any injury he may suffer will slow him more than it should as a result.

Unfamiliar. Kodai is unfamiliar with Western society, culture and weaponry. He considers them intrinsically inferior to his own. This is likely to result in him misreading situations and underestimating his enemies.

Utterly focused. Kodai is focused on the Hunt and honing his skills for it and nothing else.

Biography: Kodai Okami is not a name. It is a title. Hunters in Japan give themselves over completely to their chosen life. Names are given up. Family and friends left behind. Even relationships between fellow hunters are frowned upon as an unnecessary distraction from the task of the Hunt. Absolute dedication to the cause is expected. Hunters who survive long enough to truly master the path of the Seer become Okami; Wolves. Those who survive as Okami for long enough chose a mortal foe, a monster of truly terrible power and seek to slay it in a ritualized hunt and duel. Should they survive, they claim its pelt for their own, incorporating it into their armour. From then on they are known as Kodai Okami; the ancient wolf. Who he was and where he came from before he was Kodai Okami is irrelevant. He has cleansed his mind of such weaknesses.
He has allied himself with the Western Hunters after receiving a vision during an extended period of meditation. Exactly what he saw or why he followed it halfway around the world is unclear, as he will not speak of it to anyone.

On's and off's:
Likes: The Hunt. Training. Meditation. Preparing for the hunt. Making and ritually preparing arrows. Sharpening his sword. The satisfaction of the kill and the ritual of cleansing the corrupted soul. Not much else.

Dislikes: Everything that he doesn't like in a disinterested, culturally superior sort of way.

Ons: I'll fill this in if it is needed. He's not an overly sexual character to be honest. His mind is firmly on other things.

Offs: Please see above.

Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Kuroneko

Ons & Offs//Requests//Where is the Black Cat?
Current Posting Time - Once a Week or More

"One should either be a work of art, or wear a work of art" ~ Oscar Wilde
"I dream of painting and then I paint my dream" ~ Vincent Van Gogh

greypsychman

Here is a draft of my character. I know I still have to work out Ons and Off. Let me know of anything else that might need tweaking.



Name: Jasper MacGrath
Branch: Soldier
Legacy/Recruit Recruit
Years Active: 3
Age: 33
Position:

Physical Description: Jasper stands 6’1” tall and weighs 210 pounds. He has an athletic build like an American Football tight end (which he happened to play in high school and college). He has short dark brown hair, and a van dyke beard. Jasper has blue eyes. He as a diagonal scar running from his right side beltline to just below his sternum from a war wound. He also has a scar on his right shoulder from another war wound.

Skill Set: Jasper has training in military small unit tactics and combat vehicle operations. He is skilled in the use of small arms (pistols, submachine guns, shotguns, and automatic rifles), crew served weapons (medium and heavy caliber machine guns and mortars), and hand to hand combat. Jasper is skilled at orienteering (navigating with a map and compass).

Special Equipment:Jasper carries twin .44 caliber automag pistols in shoulder holsters. He has special ammunition for different creatures (usually one magazine of each) that include silver bullets for werewolves; ultraviolet bullets for vampires; incendiary bullets for creatures hurt by fire; armor piercing for large, tough creatures; and finally, of course, standard ammunition.

Personality: Some of his best qualities are his ability to remain fairly impartial and see both sides of an issue (which helps in his diplomatic skills), intelligence (especially his memory), his optimistic viewpoint (tends to see the best in people), and his happy go lucky friendly attitude.  Probably his worst qualities are his self-doubt (always feeling he could have done something better) and naivety (because he sees good in people, he can be easily conned). Jasper loves a good “hearty” meal and having more than his share of a good ale to drink.  He enjoys athletic activities, especially team sports, reading military history, and also reading about myths and legends in his spare time

Strengths: Jasper is athletic, diplomatic, intelligent with a good memory, and humorous.

Weaknesses: His self-doubt and naivety

Biography:
Jasper was born in 1987 and grew up in Minnesota.  His parents were middle class, his father owned a butcher shop and his mother was a seamstress. He had two significantly older sisters (Kari was 11 years older and Dana was 9 years older).  Jasper was not very close to his sisters because they were married and had started their own families by the time he was in his middle teens. 
   Jasper was able to get an ROTC scholarship so he could attend college. While in college he majored in psychology, hoping to become a psychiatrist at a later date.  His military training was in the cavalry (mounted vehicle combat).  When he graduated college in 2009, he was commissioned a second lieutenant and went off to his initial officer training which was finished in late 2009.
In 2009 he was assigned to be the leader of the 1st platoon, A Troop, 2-1 Cavalry in the 4th Brigade of the 2nd Infantry Division. The unit was deployed in Iraq in 2009 and Jasper was replacing the previous platoon leader who had been wounded. In March of 2010 while his platoon was out on a reconnaissance mission, the platoon became engaged in a firefight. His Stryker was hit with a rocket propelled grenade and he was severely injured with shrapnel in his abdomen. None of the rest of the crew survived. His unit rotated back to the US in 2010.
In 2012, Jasper was now a first lieutenant and his unit, 4th Brigade of the 2nd Infantry Division was deployed to Afghanistan. While stationed in Afghanistan, Jasper was shot in the right shoulder by a sniper. The unit remained in Afghanistan until 2013 and was rotated home. Then the unit was de-activated in 2014 Jasper chose to leave the military and pursue another career.
   Jasper served as a security contractor for a private military company for three years from 2014 to 2017. His performance was noted and followed by Hunters Inc. for the possibility of recruitment as a soldier. Finally, in 2017 it was determined he was skilled enough as “warrior” to be recruited by the organization as one of their soldiers. He has served in Hunters Inc. since then.

Rebelle

Okay folks  two things

1) Actively changed Interest Check to Recruitment Thread!

2) We will be glancing over sheets and the like - and giving feedback to them as we can. 

We'll also be posting NPC's and the like. 

Kuroneko

Here's a first draft. I'm not sure what we're supposed to put down for 'position.'




Name: Adrianna Carrigan, Drianna, Dri.
Branch: Conduit
Legacy/Recruit: Recruit
Years Active: 10
Age: 28
Position:

Physical Description: Tall and lithe, Dri is leanly built, edging past willowy to slight emaciation. Dark wavy hair surrounds a face covered with freckles, but it’s her pale blue eyes that garner the most attention. Her ears are both pierced several times and her nose is also pierced. Her body is covered with tattoos of arcane runes, sigils and self-inflicted scars of other symbols used in her rituals and work.

Skill Set: Dri is a highly skilled psychopomp, able to make contact with the souls of the dead, human or otherwise, as well as guide them from this plane to the next. She is constantly in contact with the dead around her and has had to learn how to block out their voices. This ability carries over into warding and binding magics, protective and offensive charms and the summoning and banishing of supernatural creatures. The later skill requires intense concentration and a huge amount of energy on her part. She has some abilities when it comes to stealth but has few combative skills.

Special Equipment: Graveyard dirt, iron shavings, a small ritual knife, a small brazier and charcoal, herbs as required for rituals, a lighter, amulets and charms; the usual basic magical gear.

Personality: Somewhat distracted by the things around her that constantly seek her attention, Dri can be somewhat reserved and quiet when not out working an assignment. She spends a lot of time honing her skills, memorizing spells, reading obscure esoteric texts and tracking down strange websites. She has, however, seen terrible things and is not afraid to share those experiences should anyone ask or be foolish enough to make light of what Hunters Inc. does. In the field she’s all business, setting aside any fear or misgivings to accomplish the task at hand, protective of her colleagues and willing to step in the line of magical fire if need be.

Strengths: Incredible concentration and focus, encyclopedic knowledge of arcane lore, tremendous determination to accomplish a task once its started, photographic memory and the ability to memorize obscure and cryptic rituals.

Weaknesses: Generally lacking in physical strength. Dri isn’t much of a physical combatant, but she is limber and tricksy. Constantly bombarded by the voices of the dead, Dri is always under attack by the supernatural and must constantly maintain her shields and awareness. It is wearing her down and undermining her mental stability. Her blood is one of the conduits of her spell work and she is becoming physically drained by using it. Forgetting to eat doesn’t help.

Biography: Growing up in Ireland exposed young Adrianna to a host of myths and legends that were all too real to her. Always a sensitive child, she constantly had a host of ‘imaginary friends’ that no one else could see or hear, but which she knew were perfectly real. Her childhood was filled with fairy rings, selkies, the ghosts of ancestors, and nature spirits. As she grew older, her parents admonished her to leave her make believe world behind. Dri paid lip service to their desires and kept her continued interactions with the supernatural to herself. Things began to happen around her parents’ house as she got older. China broke; books fell off shelves. Things went missing – and the voices of her ‘friends’ grew louder and more insistent. They started whispering bad things. Dri found it hard to concentrate. She grew withdrawn and distracted, and lost friends. She couldn’t sleep, because the voices kept her up all night. Her schoolwork suffered. Her parents constantly had to remind her to eat. Finally, they took her to a psychiatrist, who diagnosed her as schizophrenic and put her on medication that Dri hid instead of taking. She’d been doing her own research. She knew she wasn’t sick. She was afraid it was far worse than that. She was worried she was possessed.

She was almost 18 when she heard that loud, shrill cry that rang out through the hills behind her parents’ house in the northern countryside. The hills filled with sidhe mounds and fairy forts, scattered ruins and circles of trees. The sun was just sinking below the horizon as she walked along the pebbled path that lead through the trees and brush back to her house, but she took off at run when she heard the thing, recognizing it for what it was. The Bean Sidhe was crying out, and she knew that it keened for her parents. She knew that it was tied to the voices she heard all day and night.

By the time she arrived back to the house her mother and father were surrounded by the shadowy figures Dri was all too familiar with. Only now, her parents could see them as well. They called out to her to leave as she pushed her way into the house, through the crowd of ghostly figures with handfuls of herbs balled into her fists. As the life was taken from her family, Dri cried out; unknowingly pushing with raw, unfocused energy at the hungry spirits, binding some to the very wood and stone of the house and sending others off to the next world … but leaving others behind, significantly depowered, but still able to grumble their displeasure in her ear. It was then that Agents swooped in, sent by the Seer who had been watching her for some time, and brought her back to Hunters, Inc. There, she was given time to recover from her parents’ death and what she’d suspected all along was confirmed. She began intense training with other Conduits, learning the lore and knowledge she needed to focus her power and be an asset in the field.

On's and off's: Same as player’s.
Ons & Offs//Requests//Where is the Black Cat?
Current Posting Time - Once a Week or More

"One should either be a work of art, or wear a work of art" ~ Oscar Wilde
"I dream of painting and then I paint my dream" ~ Vincent Van Gogh

RegretNot

Should be building threads in the Extreme section in the next day and approving character sheets, keep them coming. 

Rebelle

Hey party people!!

We have the an OOC listing and a character depository up and ready to roll.

Please please please please do not post character sheets in the depository until given the nod by Regret Not or myself - and if you wanna PM them too that's cool. 

We'll be posting IC threads once we have some characters approved.

OOC

Character Depository

Rebelle

Also as an addendum, the Master of Arms, Tactician, and Seer have been posted as NPCs, for those who are considering  characters and seeking inspiration or created connections those three npcs can be used.  (Auntie or Uncles, parents, and or siblings, etc etc)

The question of position, I do believe is for like in the hierarchy.  Lemme get clarification from RegretNot (he works in retail so he might be super busy)

CurvyKitten

So those spots cant be played by someone else right? Making sure I'm reading the right. Sorry stupid question lol

Caela

This most definitely looks fun! The sort of game I've been looking for recently.

Rebelle

Quote from: CurvyKitten on March 15, 2020, 04:31:45 PM
So those spots cant be played by someone else right? Making sure I'm reading the right. Sorry stupid question lol

Right.

Tactician,  Master of Arms, and Seer are npcs, along with the Pendragon.  They are, however,  open for familial connections or the like.

And there are no stupid questions, I promise.

Quote from: Caela on March 15, 2020, 04:52:05 PM
This most definitely looks fun! The sort of game I've been looking for recently.

We would be so happy to have you.