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Unread 04-10-2007, 08:53 PM   #1
Toastburner B
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Default Evil's Return: The Sign-Up Thread

They said that they wanted her to have as normal of life as possible.

Malarkey.

If they wanted her to lead a normal life, then she never would of heard of the prophesy of the Mother of Hell, never would have been told that her firstborn would decide the fate of the world, never would of known that from birth she was hunted by demons.

And she sure as heck wouldn’t of ended up with a bunch of people like us as her guardians. I mean, let’s face it, I don’t think even the most densest person in the world would label as “normal”.

She didn’t deserve to be the at the center of this…but she was.

And it was our job to make sure that nothing happened to her.



First off (and to scare everyone away...), the important information!!

Groups Important to the RP

The Council: With so many organizations, old and new, fighting to keep mankind from being consumed by the dark, it was only a matter of time before they started talking to one another. The Council is made up of S.E.C.A., the Society, several of the major religious organizations, even the Sealers. The Wardens and the Vigilante hunters, not being organized beyond the sharing of information, are not seated on the Council officially, well respected Wardens and Hunters are members of the council to voice the opinion of the more “common man.” It was the council who decreed that the Mother of Hell should be protected, and began to gather protectors for her. However, the Council is unable to force any of the organizations to do anything, and as such, even though the Council has promised to protect the Chosen, Sealers and some religious groups are out to kill her.

The Protectors: A.k.a.: The Characters. Those chosen from within their organizations to keep the Mother of Hell out of the hands of the supernatural, and to protect her from the more “overzealous” organizations out to kill her.

The Other Side/ The Dark / The Enemy / The Demons: The prophesy of the Mother of Hell is directly tied to the realm that most humans refer to as Hell. Despite the efforts of the “good guys”, Hell Cults are spread out all over the place. Once word gets out that the Mother of Hell is manifest, these cults will be drawn to her location. See the “Demons” entry for more information.

The Mother of Hell / The Chosen: The centerpiece of this little adventure. A young woman is manifest as this every so often (no pattern has emerged throughout history), and her birth is easily divined by mages or others with the ability to scry the future. The long and the short of it is that the children of this women will either open the Gates of Hell, allowing a full scale demonic invasion of Earth, of will forever seal the Gates closed, making it all out impossible for demons to manifest in this plane at all. It is generally believed if the child is part demon, or is raised by demons, it will be the destroyer rather than the savior. As such, the primary purpose of the Protectors is to keep the Mother of Hell out of the hands of the Dark at all costs.

In every case on history, the Mother of Hell was killed before she could bear children, retaining the current status quo.


Major Organizations:

The Supernatural Elimination and Containment Agency (S.E.C.A.): The government agency in charge of handling supernatural phenomena/outbreaks/whatever. They generally rely heavily on technology, with very few magic adepts in their ranks. Very few people know about this organization…only a handful of people at the Pentagon and a few long-timers in the Senate. S.E.C.A. agents range from investigators to the highly skilled “Strike Teams”, and are armed basically armed with every weapon on the planet…including access to nuclear weapons as a final option to prevent an “outbreak” scenario. And if you not sure what an outbreak scenario is, you need watch Night of the Living Dead, and that will give you a general idea.

Most personnel in the organization were recruited after they had an experience with the supernatural…it is standard operating procedure for the organization to extend those who they rescue/help/come across an invitation to join the organization. This keeps the number of available agents high, and has the added bonus of cutting down on “vigilante monster hunters” who tend to not be as secretive or careful in their dealings with the “other side”.


As to the Mother of Hell, S.E.C.A. is firmly in on the side of protecting her.

Characters from S.E.C.A. will be skilled in firearms and other such weapons, but will tend to shy away from anything magical.


The Society: Perhaps the oldest known counter-supernatural organization on the planet, The Society has been fighting monsters and demons for well over a thousand years. Due to it’s age, the Society relies heavily on magic, as it has for centuries. This is not to say that the Society doesn’t use modern technology, but compared to many other organizations out there, it is definitely one that specializes in the use of magic to combat the supernatural. The Society is funded by its own members…many of which come from long lines of aristocracy and as such, have deep pockets.

The Society is one of the organizations trying to protect the Chosen.

Characters from The Society will tend to be magic users. See my description on magic for details.

The Wardens: The Wardens are not an organization as much as they are a group of free-lance monster hunters that share information. The Wardens are different from other such groups in that most of the players in this organization have some sort of special ability that make it easier for them to hunt demons (see the bio for Nat Jackson for an example). However, other than the occasional gathering to take down a large group of monsters, the Wardens are an organization in name only, not in practice. Each “member” is responsible for his own gear, and as such, there is a healthy mishmash of magic and technology.

The Wardens are deeply split on the matter of the Mother of Hell. Some members believe that it’s a myth, some believe that she should be protected, many are out to kill her. Because of this, the information network of the Wardens is currently in shambles, as the members don’t want to tip their hands to opposing factions.

Characters who are Wardens will be allowed to have a single special ability, at the price of not having as good of equipment as a character from S.E.C.A. and other such groups would have.


Religious Organizations: Many of the major religious organizations have an anti-monster task force, a la Section XIII and the Hellsing organization from the anime/manga Hellsing. For the sake of ease (and to avoid insulting anyone), I’ll just say that these organizations tend to favor technology over magic, but also have access to holy weapons that are not available to other organizations.

Their outlook on the Mother of Hell depends on the faction. Some are neutral, some for protecting her, others believe it is for the best that she dies.

You are free to make up your own religious organization if you wish…just avoid insulting other people’s religions, please.


The Sealers: Another ancient group, not as old or powerful as The Society, but definitely powerful. The Sealers are very much in favor of the term “shoot first and ask questions later” when it comes to dealing with the supernatural. Members of the Sealers are believed to be behind many historical witch hunts, including the infamous Salem Witch Trails. While they do get the job done, they tend to worry less about collateral damage than the other organizations.

Sealers often work with “vigilante” hunter groups, which gives them access to local expertise (and cheap cannon fodder) in many places. They use both magic and technology, but are not as skilled in it as the more exclusive groups (i.e., don’t have the gear of S.E.C.A. or the magical firepower of the Society, or the relics of the Religious Organizations).

The Sealers believe that allowing the Mother of Hell to live is to invite the destruction of mankind, and are actively hunting her.

Unless you can give me a really, really, really, really good reason, your character can’t be a Sealer. They’re just your token baddie group.

Vigilante Hunters: The small-time groups take are almost exclusively local organizations, lacking even the information sharing of the Wardens. These range from groups of concerned citizens who hunt to keep their families safe to rednecks looking for a good time to sadists who figured out its easier to get away with torturing things that aren’t human. Armed with the knowledge they’ve uncovered in old book or online, and armed with whatever they can afford, Vigilante Hunters are often seen as the grass roots of the battle against The Other Side...whether they are better or worst than the monsters they hunt depends on the person.

Chances are that the player characters won’t be Vigilante Hunters…most probably aren’t even aware of the prophesy of the Mother of Hell. However, if you can think up a good way from them to be including in the Protectors, I’ll allow you to be a Vigilante.

Magic

I’ve tried to develop this system for magic in the attempt to keep it from being “uber”, if you catch my drift. I’d like for magic and technology to basically be on the same level so that the people who decided they’d rather be a gunslinger than a mage don’t fell like their just there as meatshields.

Anyways…

For the purpose of this RP, magic will come in two classes:

Sigil Magic: This is also known as “lower magic”. Sigil magic is the simpler of the two classes of magic, as it uses a symbol to channel the power of the incantation to produced the desired effect. The obvious downside is, of course, that you need a sigil, not just the incantation, to produce the intended result. Sigils can be put on any medium, such as discs, cards, or even Post-It Notes (always the popular option for up and coming mages).

For sigil magic to work, the sigil has to be touching the intended target. Want to blow up a wall? Put a sigil on it. Want to throw a fireball?, well…that’s trickier. More often than not, for attacks like that, you throw the sigil right after you complete the spell, preferably before it turns into a fireball or what have you. This is one of the greatest limitations of sigil magic. However, the advantage to sigil magic is that you can affect several sigils with one incantation. For example, if you have three sigils in hand, you can use a single incantation to turn all three into fireballs.

Incantation Magic: Also known as “higher magic”. This is used by those who can cast magic without a sigil. It takes much more focus to be able to channel power with a sigil, but the upside is that you can cast it anywhere, anytime since you don’t have to take time to make the sigil, or need to have a sigil on hand. Not everyone is able to graduate to higher magic, and most people who can are members of The Society. The only limit to incantation magic is how fast the caster can speak. Also, unless the spell is specific for a multiple effect, only one reaction is produced per spell (for example, the incantation to throw a fireball would be different than the incantation to throw three).

The average incantation can be spoken in 2-3 seconds. More complex spells can require anywhere from 10 seconds to hours, depending on the desired result. Long term spells, such as a permanent ward of protection or whatnot, may require a sigil to serve as the focus for the spell, even if it is a higher level spell.

I won’t spell out what isn’t or is allow as far as magic goes…just remember to keep it under control…this isn’t an Avatar RP.

Sidenote: The combination of magic and technology:

Outside of a few basic things, magic and technology don’t really jive that well. One of the more popular combinations that do work is to add a magic effect to bullets. However, this tends to be outrageously expensive as each bullet must be individually crafted, and the incantation must be crafted to not go off until the bullet is fired, which is a labor intensive process. Your average magic bullet will cost hundreds of dollars, and is a single use item.

However, that is not the only use of combining magic and technology. If you have an idea that isn’t over the top, tell me about it, and I’ll dis/approve it on a case by case basis.

Demons

Why is the Mother of Hell so important in the first place?

Because, with things as they are, demons (or most divine beings, for that matter), cannot freely move between their realm (Hell), and the human realm (Earth, for those of you not paying attention). There are ways, but outside of the Gates of Hell being opened, it takes a rather drastic event for a demonic entity to appear on the mortal plane with it’s powers fully intact.


Least Demons (Possessing spirits): The least powerful demons on Earth are those who cannot manifest themselves in any way. They can control the mind of a human for a limited time, however. While possessed, the body of the human will feel no pain, and as such will continue on even if fatally damaged. However, once the possessing spirit is cast out, or leaves of it’s own free will, the host will bear the full brunt of any damage done to his body. The first skill that the majority of monster hunters learn is to shield their minds from possessing demons, so only the unskilled are in danger of being possessed.

Lesser Demon: Lesser demons are those demons powerful enough to manifest themselves on the mortal plane, but with greatly reduced power. Often summoned by Hell Cults, lesser demons are usually what monster hunters go up against. Though more powerful than humans, any human with the right knowledge and equipment is more than a match for a lesser demon.

Lesser Demon Subtype: Demonic Hybrid: In some cases, a lesser demon has been known to make a “pact” with a willing human. This allows the demon to use the body of the human to manifest itself, allow it to retain more of it’s power, more often than not at the price of the human’s life, for once the demon is manifests itself, the body is changed beyond repair. Demonic Hybrids are much more powerful than lesser demons since they require less of their power to remain manifest, since they draw on the lifeforce of their willing host. Hybrids are often more than a match for any single hunter.

Lesser Demon Subtype: Blood Summoned: One of the more horrific ways to summon demons is by the way of animal or human sacrifice. Depending on what was used, the demon will be more powerful (for example, a rat won’t grant too much more power, but a bull would increase it’s power quite a bit…and a human sacrifice even more). This is because the demon will use the matter of the sacrifice to manifest it’s new body. Not as powerful as the demonic hybrid, but still a threat compared to lesser demons summoned without a sacrifice.

Greater Demon: Only a handful of times in history has a greater demon been summoned successfully. To summon a greater demon, a blood ritual that requires the life of dozens, if not hundreds, of sacrifices must be performed. Due to the complexity of these rituals, they are extremely hard to plan, and even harder to keep secret. The various hunter organizations have kept the number of greater demons being summoned to a bare minimum…the last known case was in San Francisco in 1906. A number of “natural disasters” were in fact the aftermath of a greater demon being summoned. Once summoned, a greater demon is a terrible foe indeed. While not immortal, they can take an amazing amount of punishment, and have access to magic far beyond the abilities of humans. In every known case, the demon was destroyed soon after summoning, but always at a high cost in human lives. It should be noted that, even with the complex ritual, the greater demon retains only part of his true power.

Outcasts / Fallen : The most rare case for a demon to become manifest on the mortal plane is for it be an “outcast” demon or a “fallen” angel. Outcasts are demons who have broken free of the thrall of a demon lord and have escaped, one way or another from the dark realms and into the mortal plane. A fallen is an divine being who has been exiled from the high planes for high crimes against the order there. Only 3 confirmed cases of this kind of demonic entity appearing exist on the record of all the organizations. The most terrifying aspect of this that these being have access to their full power, since they are physically in this plane, not just manifesting from another dimension. The power of the demon depends varies, of course. Should the Gates of Hell be opened, all demonic entities would rate in this category, having full access to their power in the mortal realm.


::waves at the few people that made it::

Yeah, I know...I'm long winded when you give me a chance.

Now, for the part you've been waiting for, the Character Sheet Portion:


Character Name: Obvious, no?

Gender: Another category I hope is rather self-explanatory.

Age: Again, duh. Given the young age of the Chosen, a number of the protectors should be the same age so that someone is with her, even at school or whatever. Don’t worry, you don’t have to be a high school kid if you don’t want to be.

Organization: What organization are you with. Feel free to use one of the ones I made up, or make up your own. If you make up your own, post a description of them. I retain my right as GM to veto, of course. If you want to be a vigilante, give me a good reason why you’re numbered with the Protectors.

Class: Are you a mage? A gunslinger? A priest who specializes in the use of anti-demonic relics? A Buddhist monk that can kick unholy amounts of can? You get the point.

Special Abilities: Also rather self-explanatory. If you must have a special ability, please try to limit yourself to one or two, and don’t go overboard with the power. I will veto anything I think is too uber…such as splitting planets with swords or whatever the heck it was Pyros and Raiden were talking about in the interest thread.

Bio: Ah…everyone loves a good character backstory…with the keyword on that part being good. :p.

Equipment/Belonging: If you’re a gunslinger, what the heck do you sling? If you’re a sigil mage, what are your sigils on? If you’re a relic user, what the heck is your relic? Stuff like that, along with any personal touches you want to throw in.


Armored Bishoujo: If you are still interested in playing the Mother of Hell, I'll need to send you an PM. For the sake of plot, I'll need a handful of things about that character to remain as I originally intended, so you won't have complete control over the creation of your character. If this is alright with you, I'll give you as much breathing space as I can, but, like I said, for the sake of plot, I need a few things to be pre-defined.
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Unread 04-10-2007, 09:09 PM   #2
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My characters in this:

Character Name: Nathaniel “Nat” Jackson, aka “Red Eye” Jackson.

Gender: Male

Age: 53

Organization: Wardens.

Class: Gunfighter.

Special Abilities: Red Eye: Nat has the ability to see through demon disguises, such as those who are possessing someone, or hybrids who haven’t fully manifested.

Bio: It was Nathaniel who, 18 years ago, saved a young baby girl from being taken by the demons who killed her parents. It was also shortly there after than he killed his then partner who believe that it would be better for humankind to kill the girl. Nathaniel has since watched over the Chosen, and is sort of an adopted uncle of sorts.

Nathaniel is a tough old dog that has long years of experience fighting demons. He looks like your stereotypical middle aged biker, right down to the graying goat-tee and longish hair. He is tallish at 6'2",

Equipment/Belonging: M1 Garand rifle, with various and assorted bullet types you would expect form a monster hunter (silver, iron, etc), M1911 Colt pistol, high quality machete, motorcycle (for the sake of the gearheads out there…lets just say it’s a cruiser style) with your standard leathers. He has about six magic bullets, all for the Garand (2 anti-magic, 1 "firebullet", 2 "thunder bullets", and an "ice bullet"...pretty standard fare). He also has a laptop with a wireless modem, so he can access the Warden's network on the go.


Character Name: Duncan McCragge

[u[Gender[/u]: Male

Age: 32

Organization: Society

Class: Low Level Incantation Mage

Special Abilities: Just to the point where he can cast spells without sigils. Specializes earth element spells. His most noteworthy spell is the ability to create a stone golem (the McCragge specialty).

Bio: Duncan is the last of the McCragges.

Man…that just drips with cliché, doesn’t it?

Anyways, a very young, very inexperienced Duncan was with Nat Jackson was there 18 years ago when he, Jackson, and Duncan’s trainer, Mortachi Wright, saved a 3 month old baby girl from demons.

Which means, of course, that Duncan was there when Nat gunned down Mortachi to protect infant Mother of Hell.

It took a while for Duncan to get over that, but in time, he came to believe that Jackson was right, and over the years, the two because Laurella’s unofficial uncles…and they also spent those 18 years hitting Hell Cults and demons in the area before they caught wind of the Mother of Hell’s presence. However, the older she got, the harder it was to hide her.

Duncan is well to do…mostly due to the fact that the McCragges are a very old, very well off family. He tends to dress in good suits, even when he expects to get his hands dirty. He has red hair, green eyes, and stands about six feet tall, and despite the fact he wasn’t born there, he has a hint of a Scottish accent, thanks to his family.

Equipment/Belonging: McCragge Manor: The (somewhat) ancestral home of the McCragges, been in the family since the early 1800s when the McCragges moved to the states. This is also the place where many of the characters (at least those who want free room and board) will be put up for the RP.

McCragge Manor is one of the better protected places in the world. The place was built by members of the Society, and as such, the place is covered by warding sigils and circles of protection. The kept out any demon short of a hybrid, and keeps people from teleporting in/out at will (it wouldn’t do to have a Hell Cultist teleport in, snag the Chosen, and teleport out, now would it?). It is a large house, and can easily accommodate very character…unless they’d rather have their own lodging.

Cliché red sports car: Hey, he’s rich…he can have his little vices.

Other standard stuff…nice suits…spell books, 9mm pistol for those little emergencies.


Name: Tessa Scott[/b]

Gender: Female

Age: 27

Organization: S.E.C.A.

Class: Investigator. She serves as the go-between for the Protectors and the Council.

Special Abilities: None…unless you can count being able to put up with all the weirdoes in the Protectors.

Bio: Nine years ago, Tessa had just moved out of college and was working as a bank teller, not knowing anything about the Other Side, until it quite literally came out of the dark and bit her.

If it hadn’t been by the purest chance that a S.E.C.A. agent member saw the signs of being turned, Tessa would likely be a vampire at this point. However, due to the quick actions of this agent, Tessa was saved from a fate worst than death. Due to standard S.E.C.A. operating procedures, she was offered a position in the organization. For the last five years (a few years of training, of course) she’s been serving as an investigator attached to the Mother of Hell case.

While Tessa is more of a talker than a fighter, she is able to hold her own in a fight, thanks to the S.E.C.A. version of boot camp. She’s very easy to get along with, has brown hair usually tied back in a pony tail, and is 5’7”.

Equipment: Remington Model 870 with the standard monster-hunting rounds (no magic bullets), Smith & Wesson 910 handgun (9mm). Has access to police-style body armor if needed.

Armored SUV: The one perk in her job is this SUV that has the same armor package as those used by high-level diplomats in danger zones. The SUV had bullet-proof glass, and armored plating inside the standard body. This increase the weight of the vehicle quite a bit, but adds a lot of protection.

------------

This is my last character, I swear...I just needed someone with the high schoolers.

Character Name: Jared Greyhall

Gender: Male

Age: 17

Organization: The Shepards, a religious organization. They’re a comparatively small group, and as such usually wouldn’t have a voice on the Council, but due to the fact they have a headquarters in the area the Chosen lives, they’ve been brought in as local guides/experts for the larger organizations.

Class: Exorcist

Special Abilities: Cast Out: Jared has the ability to free people from demonic possession, and at the same time, send the demon back to Hell. Time it takes depends on the number of demons he is trying to excise at once. Only works on least demons.

Spiritual Shield: Often used in conjunction with Cast Out to keep from being possessed while he is busy with the ritual. Spiritual Shield will repel least demons, but is less effective against others. Lesser demons trying to break through will feel like they’re trying to walk through a wall of string…it’s hard at first, but once there is break, it goes down fast. Hybrids and Blood Summoned are even less bothered by it. It also offered limited protection against magic (can take about a fireball or two before it shatters).

Sense Possession: Like any good exorcist, Jared can tell if someone is possessed or not. Not really usefully for detecting demons as a whole, however. He can also sense the presence of least demons outside of a host, since they are the kind that an exorcist specializes in handling. (Yes, I did throw that in after the RP started...I needed it for a plot point.)

Jared also has some martial arts training…nothing overly impressive though.

Bio: Jared is a victim of circumstance. He was asked to join the Shepards about when he turned sixteen, since he was the same age as the Mother of Hell. About a year of training later, Jared finds himself with the other Protectors, more as a guide than anything, since he grew up in the area. He’s been in Laurella’s class a few times over the years, but they don’t really know each other. Despite his inexperience, Jared is a skilled exorcist, and is a great help against least demons…but against anything that has manifested, he’s not really that useful.

Equipment: Staff of the Shepard: A holy relic of the Shepards, entrusted to Jared for the protection of the Chosen. Normally, it looks like a foot long grayish rod, but grows to the size of a quarterstaff when needed. The staff serves as a focus for Jared’s skills, and he’d be hard pressed to use any of them without the staff. It has a hidden blade in the bottom for melee combat, but the staff itself is basically unbreakable.
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Unread 04-10-2007, 09:42 PM   #3
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Well, I'm calling a spot, though it'll take me a while to read through all of that and throw together a character.
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Fifth and Krylo made me do it.


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Unread 04-10-2007, 09:57 PM   #4
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Lazy asses.

Character Name: Jimmy St Claire

Gender: Male

Age: 17

Organization: None? Vigilante?

Class: Punk ass kid.

Special Abilities: I HAVE NO FANCY SHMANCY NAME: Jimmy is closely connected to his 'spiritual energy', or Ki, or what the hell ever, and can move supernaturally fast as well as being supernaturally strong. ...Supernaturally.

Bio: Jimmy doesn't care much about demons or the fate of the world or hunting. Truth of the matter is that he's just a punk kid who grew up on the wrong side of the tracks.

Fact of the matter is that he'd probably be dead by now thanks to the gang violence, drug violence, and violence that doesn't claim affiliation with other criminal activities if not for his particular ability, which--thanks to his pleasant and easy going life--was discovered quite early.

His father died shortly after he was born living him to be raised by his mother, who was less than responsible--drinking, partying, and bringing strange men home. Jimmy never had any kind of real moral compass growing up, other than the streets of the ghetto. He learned fast and hard that only the strong survived, and he happened to be one of the strongest.

Currently a senior in high school (you did say high school drama), he happens to be in a few classes with the 'mother of hell', and decided that he liked her 'swing'. Thanks to a few advances, he ended up fighting some of those demons that are after her.

It's not love, by any means, and Jimmy knows that... but, his violent nature and street morals make beating the living crap out of demons a pretty decent pass time for him, anyway. (I'll leave it up to AB whether the mother is annoyed by his advances or whatever.)

...It's not like he's really even a protector.

As for appearances, he's just under six feet tall and thin. He has a face that looks like it could have been pretty had he not been punched quite so many times, but now his nose has a strange bend in it where it's been broken a few times, and his left cheek sports a fun scar. Generally wearing leather and chains with a cigarette hanging from his lips (when he can get away with it). He looks like nothing more than your average street punk, but he's got a bit of a reputation on the streets and around school, as well, that occasionally scares people into doing what he wants, while other times brings down gangs of punks bent on revenge, or just proving how tough they are by bringing down Jimmy St Claire.

Equipment/Belonging: A can of whoop-ass.
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Unread 04-10-2007, 10:14 PM   #5
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I'm interested, just wanting to get something approved first.
Edit:
To whoever is interested, I'm working on a character from a religious organization who specializes in melee.
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Last edited by Myst; 04-11-2007 at 01:09 AM.
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Unread 04-10-2007, 10:21 PM   #6
Ex. 68471
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Okay, let's give this a shot(in the dark).

Character Name: Tyler "Ty" Locke

Gender: Male

Age: Currently 16

Organization: Society

Class: Pistol-wielder. Uses bullets with sigils and incantations on them.

Special Abilities: Can change his physical age every week(Mentally is 14).

Bio: At the age of 10, wishing to be older so he could hunt monsters like his daddy, Tyler discovered he could change how old he looked, but only once a week, or else he got violently ill. He is now 14, and is on the side of the Society.

Equipment/Belonging: One pair .44 Magnums, necklace given to him by his father which repels minor demons and deflects a little magic, bullet-proof vest which never leaves his sight. Wears baggy blue jeans, ammo/gun belt, loose dark-colored t-shirt, long black overcoat, steel-toed hiking boots. Has five magic bullets.

Please respond as if he's too powerful(or not enough, I could pump him up to the point of insanity!). I would like to get this edited to both of our likings so as not to piss each other off too much.
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"Hi, we're America! We built monster trucks for fun! We developed top-fuel dragsters that go from 0 to 330 miles per hour in 5 seconds 'cause, well, we were bored! Piss us off, and see what we build!"

Last edited by Ex. 68471; 04-12-2007 at 06:33 PM.
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Unread 04-10-2007, 10:31 PM   #7
Steel Shadow
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Character Name: Airan Sicer (Eye-run Siy-s-er)

Gender: Male

Age: 20 (but passes for younger most of the time)

Organization: The society

Class: Gunslinger (“And a damn good one”)

Special Abilities: Danger sense: No one’s one hundred percent sure where or when the ability originated, perhaps some lingering magic from generations of working with it, or maybe some ancient curse gone wrong, but all heirs to the Sicer line for at least the past few generations have been blessed with an inherent ‘sense’ which warns them of impending danger a few seconds ahead of time. Whilst it does little good against subtle attacks, it does give Airan enough warning to prepare him for an ambush.

Bio: The Sicer family has been fighting The Dark as part of the society for centuries, and almost all heirs to the line have gone on to be at least notable demon hunters, endowing it with a reputation for strength and battle prowess. The fact that each generation has managed to survive long enough to sire the next is a testament to how well deserved this reputation is.

The current head of the family, Sir. Carlton Sicer, a remarkable demon hunter himself in his younger days, who now holds a fair amount of sway within the society, had three children. The first was the noble son, the born demon hunter, the first born, you know the type. He was named Adam, because his father thought the name fitting, and his mother had no objections. The second was also a son, who his mother, declaring it was her turn to pick a name, called Airan, a name she had picked up on her travels with Sir Sicer so long ago. The final child was a daughter, who was named Sophia by both her parents agreement (something reached by hours of research and many more hours of arguing).

As the years went on, Adam took to magic as a fish takes to water, and proved to be every bit the heroic demon hunter he seemed destined to be. Legends began circulating that he saved damsels in distress, villages haunted by ancient evils, and misunderstood street urchins by the boat load. Many a time was the single deciding factor holding the tide against a deranged warlord seeking to conquer the world. And he managed it all in time for tea. All of this was an exaggeration, of course, but not by very much. He was, in every aspect, a hero.

Airan... was to magic what a lit match was to a dry forest on a hot sunny day. That is to say, a disaster. Some of the best teachers the society could offer attempted to teach him the simplest of sigils for years before giving it up as hopeless. In all that time he learned only one Sigel. Angered by his lack of progress and his parents clear disappointment with him, especially in comparison to his brother (and to a lesser extent his sister, who was displaying the same competency with magic as her oldest brother had), Airan devoted himself to another method of fighting. Namely, he abandoned magic for technology. He began to seek out the best training he could find outside of military service in the art of gun fighting.

And to his happy surprise he found that he was good at it. Within months he was an ace shot with a pistol. A few more and he was an ace with two. And he continued to train harder and harder, until he could hit a target dead center 90 yards away dead center with one eye closed 4 times out of 5.

And then, something tragic happened. Adam, ever the hero, gave his life in a noble strike at a powerful demon, killing it with his final breath. The memorial service was held a week later, the body sadly unrecoverable. And privately other families of the society began to talk of how weak the Sicer house had become with the loss of their main heir. Oh, it would probably rise again in a generation or two, and the girl was certainly good at magic, if not quite the hero Adam had been, but it had certainly suffered a great loss. Very little was said of Airan, and almost none of it was positive. And though they never voiced such thoughts aloud in his company, it showed in their eyes none the less.

It would not have been so bad if he didn’t see the same thoughts echoed in his parents. His admittedly large number of success against the dark meant little in the shadow of his brothers legacy. And so he volunteered to guard the chosen, a mission that was certain to be nearly as dangerous as hell itself, and potentialy morally challenging to an extreme. He's been doing so for a few months now, pretending to be a few years younger than he actualy is to be in the same classes as the chosen.
Should he succeed, perhaps his brothers ghost will stop haunting him.

He has black hair and reddish-brown eyes that are easy to mistake for pure red. He generaly wears standard clothes for a teenager, though he does wear baggy clothes to hide his gunbelt in public. He knows the basics of Hand to hand combat, plus a few major weapon forms, like sword and bow staff, thingss that any demon hunter family would train in, but only the basics. He's better than a drunken bar braler, but against anyone with decent skill in combat, he's not going to do so well.

Equipment/Belonging: 2 pistols strapped to his ammo belt around his waist, with one loaded backup hidden inconspicuously between his shoulder blades. In a container around his neck he carries 3 magic bullets his father provided him for luck on his mission, only to be used in the most dire of circumstances. He also carries a few written sigils of the one spell he was able to learn (which he has since practiced enough to do in his sleep) which creates a loud booming noise when used.
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Last edited by Steel Shadow; 04-13-2007 at 03:34 PM.
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Unread 04-10-2007, 11:06 PM   #8
TheBlindMime
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If I wasn't already in so much stuff I would sign up as a Society allied teacher whom had not revealed himself yet to the mother of hell in the hopes of protecting her 'innocence' from knowing the truth of her situation. He would have practiced sigil magic regularly with one or two cool Incantation spells.

Alas I'm on the verge of GMing two of the four games I'm involved with. Also college stuff I've been ignoring.

Do me proud on this rp NPFers.
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Unread 04-10-2007, 11:31 PM   #9
Loki, The Fallen
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Name: Rick McCarthy (Alias in school: Rob Smith)

Gender: Male

Age: 16

Organization: The Society

Class: Support: (Sigil Support Magic with some Offensive capability, Precision Physical Attacks, Adequate ranged combat)

Special Abilities: Light and Sound manipulation: Through years of training as a child and being given the Amulet of Silent Darkness, Rick is able to manipulate Light and Sound very well, able to reduce, eliminate or amplify available light, and reduce, eliminate, amplify, or even mimic sounds. He is still working on ‘bending’ light, which seems above him right now.
Blind Sense (able to see normally in absence of light and sound out to 30 feet, powered by years of training and the sigil carved in his back). He is still unable to see through any physical/metaphysical barrier. This is more to navigate in darkness he creates himself. This ability does not allow him to use any Precision Attacks, as he only sees shapes, not detail.

Bio: Rick’s Training began almost at birth. His parents giving him up to The Society, who decided he would master the secrets of an ancient artifact they discovered. Almost immediately, they carved a permanent sigil in his back, and used it to force a kind of blindness/deafness on him. He lived in this void for the first 7 years of his life, learning how to live, how to use magic, how to fight.

Upon reaching age 7, The Society ‘cured’ Rick of his blindness by inverting the power of the sigil inscribed on his back. Rick spent a year growing accustom to his new senses, and learning a little of the Amulet’s power. He was soon after enrolled in a normal school, just for appearances sake.

When the Mother of Hell was discovered, he was immediately transferred to her school, even her class. His mission: his Life before the Mother of Hell’s. He is supposed to be completely unnoticed by any. He is to keep the lowest profile possible, and interact with the Mother of Hell as little as possible. (Should the inconceivable happen, Rick must be able and willing to eliminate the threat of an outbreak, so emotional attachment is a no-no.)

Rick adopted the alias ‘Rob Smith’, believing it to be the most un-noteworthy and inconspicuous name possible. He spent most of his years in High School entirely unnoticed. (Even by teachers, who nearly failed him several semesters swearing he never showed up to class.) Only one person noticed, a girl in this year’s class. He had never seen her before, and was half scared, half annoyed that someone actually noticed him. She does interest him though, but he knows his Mission comes first.

Now that Rick lives on his own, he has had more time to be more of a kid. His early years were spent in intensive training, he has now been kind of cut loose from the strict life he once had. The training has burned into him the need for a structured schedule, but Rick now takes more time to smell the roses (Or see them). Even though he regained his sight almost 9 years ago, he does not take it for granted. When he isn't concentrating on his mission, Rick will occasionally stop and stare at the city skyline, or observe an interesting texture in pavement. This goes for his hearing also, when not on task, he can be easily distracted by interesting sounds or music.

While he was young, he spent alot of time reading books (Braile, because of blindness/deafness), and was fascinated by many subjects, such as philosophy, and stories of faraway places. He didn't usually have a problem with thinking about such things while training, but once his sight and hearing returned, he found that when relaxed, if he were thinking about any subjects while performing simple or complex physical activity, he would sometimes make mistakes.

Long and the short of it: Rick can be quite clumsy. Mainly during his morning routines. Rob does not share this problem.

Equipment: 8 Inch Tanto knife, hidden inside his sweatshirt, a brace of throwing knifes (in the sleeve of his sweatshirt), hooded sweatshirt, A Re-curve Longbow (At school. Excuse: Archery Club), Kendo Sword (At school. Excuse: Kendo Club) A 200lb Pull Compound Bow (Should things get hairy outside school), Katana (See Compound Bow) A Handful of Chem-Lights, a deck of playing cards (With a variety of Sigils written on the face sides), 2 pads of sticky notes (1 with many premade sigils, other blank), a pen, a grease pencil, a Sharpie brand Industrial Strength Marker, Normal Kid accessorys, Pad of blank hall passes, can of spray-on bandage, oh, and Arrows, assorted, almost forgot those, a bandage roll (I get hurt alot, and am not durable enough to be a tank), a small spool of thread, a needle, 1 Roll of Duct Tape, a Blindfold kept in his back pocket.

Appearance: Rob looks completely normal for a high-school kid. Average build, average clothes, almost completely vanilla, save for the scar on his back (sigil) which looks ‘kind of cool’. People mistake him for ‘The new kid’ every day, but dismiss him as too normal. He tends to wear long-sleeved shirts.
Specifics: 5'9", 185 Lbs, Average Looking Build, Brown Hair, Brown Eyes.

Home: Rick legally has a small apartment near the industrial district (financed by the Society) under the name Rob Smith, but spends most of his waking (and non-waking moments) in an abandoned warehouse near his apartment. He uses this place as a make-shift training ground. When he's not there, save for possible remains of destroyed objects in the warehouse, both locations appear uninhabited. His only possession that is not relevent to his mission: His Palmtop Computer, because it serves no other function then as a makeshift journal for him, where he keeps notes of daily life, both pertaining to the mission and just random thoughts and ideas he has. He keeps this under his pillow, whereever that may be.

Typical Magic used(Sigils memorized): Knock (Opens non-magically sealed doors, bypassing simple mechanical/electronic locks. May or May not suppress alarms.) Create Fire, Feather Fall, Dark Vision (Mostly for ally's), Message, Call Weapon (Sigils etched on Compund Bow and Katana), Invisibility (Because I can't bend light yet), Searing Light (only truely offensive spell, too powerful for the amulet to manifest as of now), Create Water, Return Object: 50ft (For easily collecting fired/thrown objects. This returns the object directly to the source at the rate thrown/fired...okay, not that good for collecting fired/thrown objects...).
-Edited
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Last edited by Loki, The Fallen; 04-14-2007 at 07:15 AM. Reason: Added a few things for character flavor...(mmm, Garlic-y)
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Unread 04-11-2007, 12:26 AM   #10
PyrosNine
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currently working on mine, will have it ready in the morning.
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