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Innocent Monsters (Fantasy, Neo-Noir, OOC)

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Rupudska
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Innocent Monsters (Fantasy, Neo-Noir, OOC)

Postby Rupudska » Sat Apr 18, 2020 7:28 pm

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What strange phenomena we find in a great city. All we need do is stroll about with our eyes open. Life swarms with innocent monsters.
Charles Baudelaire


ADAM SCHERMER

Ours was a world of science. A world of reason, of logic, where every 'supernatural' story, every ghost, every monster, every thing that went bump in the night could be explained away by the cold, safe blanket of science and mathematics - a bad camera, a trick of the light, auditory hallucinations and sleep deprivation.

"Was" being the operative word here. Some time in the late 80s, Gorbachev decided that "glasnost" applied to documents the Soviet Union had on the supernatural. He didn't release all of them, of course, and the ones he did release he didn't release all at once, but even the single starter paper that announced and proved that magic was very much A Real Thing caused one hell of a shock to the world. That first shock was only eclipsed when the British, Chinese, Japanese, and American governments - in that order - released evidence to the same, all on the same day. Then the Vatican, and the Orthodox Church in Istanbul - as well as the Turks. Israel followed a few weeks later, which made merry hell out of Middle Eastern relations for a while, even when Saudi Arabia pulled some documents confirming it out of Mecca and what I can only assume was a damn fine hat. Other papers came out - stuff like elves, vampires, fairies, orcs, you know the usual basic-level fantasy fare, came out over the course of the 90s before tapering off by the turn of the millennium, but they just didn't have the same impact.

Of course, that's all ancient history now in the year of Our Lord 2 thousand and twenty. Wars were fought, the Soviet Union narrowly dodged imploding in a fiery civil war, as did Yugoslavia. China did not, and most of the Warsaw Pact followed Poland into deciding that communism wasn't all it had cracked up to be. The Middle East rose up in war, cooled off, rose up again as external forces tried to democratize or communize it, and eventually people started to lose interest in it like a pizza reheated a few too many times. Africa and Latin America, thanks to their lively magic scenes and lack of big powers, are the new playgrounds to test out shiny new guns.

And even
that's just side story to us here, in Portocielo. God's own country, claimed Hunter S. Thompson, which should give you an idea of what kind of place this is. God dropped a chunk of Hell while making the three realms of the universe and it landed sixty miles off the coast of Cuba. Has been since the Spaniards managed to pry it out of Carib hands back in 1551. The lifting of the Masquerade only changed the lyrics, not the tune. Only big thing of note is that the only people using magic, the real shit, are mostly good guys. Mostly. The White Council, the group that "leads" mages, tends to frown on shit like killing, necromancy, time fuckery, ripping info out of people's heads, brainwashing, that sort of thing. Much in the same way Pol Pot frowned on being a capitalist. You can kill in "self-defense", though, or just kill them with something besides magic. Like dropping a piano on their head. I've seen it happen.

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Anything can happen on this island, especially in New Leiden, the one city that at least pretends to be ruled by law and order. You wake up to the sound of gunshots, maybe the occasional blast of magic, step out your front door, fall flat on your ass because someone stole your porch. Go out, buy some dope - perfectly legal here, because of course it is - find the dealer is pissed because some crackhead werewolf ate his horse. Go to work, do whatever the fuck normal people do on this island, if there are any, get jumped on your lunch break by an orc with a sawn-off, or some strung-out elf. He takes your wallet, maybe roughs you up a bit, you go home and listen to some conspiracy theorist rant about how aliens control the government.

Meanwhile, Governor Cuypers (it's always a Cuypers) gets blitzed on wine with the Lanzas and some vampire from one of the Courts, usually the Red Court since we're closest to their base of ops out in Mexico, while taking in blood and crack from the more mundane cartels, both of whom also slum up with the Fronte Nacional out in the mountains from time to time. What few dwarves can stand the heat hang out making anything from guns to swords to the old reliable hammer to beat someone's face in, the gremlins and goblins and what-ever give everyone but the FN the finger when the FN doesn't feel like using humans, the state politicians and businessmen from more important parts of the US talk with things you're not supposed to know about, and the people who really keep the world turning talk with things
I'm not supposed to know about.

But maybe, one day, you get into a situation. Or a problem. Possibly even a crime, or something bad that happened to you that genuinely isn't your fault. Now in most parts of the US, you go over to Special or Paranormal Investigations, or whatever they call it, because they have the money or patience to have one. Maybe the state police or FBI if you're desperate or it's messy enough, or something you've never seen before except on the crazier parts of the internet. But, well, Portocielo TP doesn't have one. Or if they do, all it does is suck up money and sit on its ass, because I've never seen anything but SO or CI working anything like that.

That's where we come in. Black Dog Investigations, we're out in the Eindhoven neighborhood within walking distance of the Blue Moon if you're armed and brave, or unarmed and stupid. Private wizard, et cetera investigators of the sort you gonna call when you have issues of a supernatural sort. We're right there in the yellow pages, because New Leiden still uses them, under "Wizards" between wizards and more wizards. Now I don't actually do the cases - I'm just the desk guy - but I like to think the big thing that separates us from the rest of them is that, well, we've got principles. The boss does, at least - Claire Woolf, that's her name - 'course, she's got blood on her hands, possibly innocent blood. Everyone does on this island. She's fine with framing scumbags, but not some random guy. She's fine with letting loose with magic, but avoids innocent bystanders whenever possible. She takes protection money, from time to time, but only when we really need it, and usually it means she's already got a reason to have you whacked. And she prefers to run an operation with people who think at least somewhat likewise, or are willing to play along. In her own words, "Black Dog... is a loose collection of delusional idiots who have lived on this island for years and still think on some level Rosseau was right."

Of course, maybe you're not that kind of person. Maybe you're in it for the money. Maybe you just like the puzzles that come with private detective work. Maybe the TPs ditched or refused to hire you because you don't like to crack skulls enough - or a little too much. Either way, you're working here, or planning on it. Let me just give you some advice - walk. The. Line. Listen, like I said, maybe not everybody here's clean as some PIs in the mainland, hell, there are some who probably aren't as clean as the ones in the really dark noir stories. And we're not necessarily here to make Portocielo a nice place to live, or even better, really - it'd take the Air Force and a gratuitous application of firebombs to do that.

We're just here to make it suck less.


  • Angelwood: An extremely expensive residential and suburban district of New Leiden, filled with mansions, gardens, gated estates, and limousines. North of Truman Square. The White Court maintains a presence here by means of a mansion bordering on scandalous for the area which is little more than a front, as any serious White Court activities are held in Gomorrah.

  • Beth El: The major synagogue in New Leiden, located in Marrano Heights in Eindhoven. A large conservative establishment. Frequently vandalized. Also, the prestigious day school run by the synagogue and attached to it.

  • The Blue Moon Diner: A twenty-four-hour diner in Eindhoven run by Duke Joncker and Maddie Joncker. A favorite spot for cops, crooks, and insomniacs. Creatures of the night are also seen at late hours, but they tend to prefer .

  • Black Dog Investigations: A paranormal private investigation firm headquartered in a building in Eindhoven, a Colonial two-story one-basement building with a red roof and yellow paint that may at one point have been described as "cheery". Its backyard has been turned into a lot for the company's fleet of vehicles, an eclectic mix of station wagons and panel vans from the 50s to the 90s - the issue with magic and electronics has long since been fixed, but it's cheaper to just slap aftermarket parts into used cars.

  • Brammertown: A mostly abandoned area of factories and meatpacking plants in the Port District of New Leiden.

  • Cafe Artemisa: A Cuban restaurant in downtown New Leiden, a third-generation family business run by Ricardo and Celia Flores. Serves homemade sandwiches and coffee for rock-bottom prices. Also sells authentic Cuban cigars and Jamaican cannabis.

  • Camp Kimberly: A rumored CIA black site in the Laagveldt, where the Agency supposedly trained right-wing paramilitaries and tortured and killed detainees.

  • Camp Stoughton: A sister site to Camp Kimberly, designed to serve the same function, but replacing paramilitaries with rampaging werewolves, Courtless vampires, and other ex-humans. Unlike Kimberly, the CIA has confirmed its existence but insists that it is no longer operational, and it's so deep in the Laagveldt that few are willing to prove them wrong if it isn't.

  • Ciudad Cielo: The old Spanish fort on the waterfront in downtown New Leiden. A major tourist attraction.

  • Claes Beach: One of two beaches in downtown New Leiden. Frequented by locals. There is a boardwalk with drug dealers and a run-down carnival.

  • Cuypers Hall: An opera house and art museum in Truman Square, well-known for its respect for the cultural traditions of Portocielo's non-white population. Founded by an ancestor of Wayne Cuypers.

  • Don Lanza's Men: The Portocielo theater company: based in the Admiral Theater in Plezier, sponsored by Don Carlos Lanza. A functional successor to the Meer Men, a well-known stage troupe that counted Robert LuPone, F. Murray Abraham, and William Devane amongst its members. Currently performing Arthur Miller's The Crucible, directed by Adam Streifert and featuring Jim Broadbent as Reverend Samuel Parris.

  • Downtown: A central, waterfront, mostly commercial area of New Leiden. Contested between various street gangs, all of which pay protection money to the PTPD. West of Eindhoven, east of Port District, south of Truman Square.

  • Echo Canyon: A deep, steep-sided gorge in the middle of Little Rio. Filled with discarded garbage. The best place in New Leiden to look for a dead body.

  • Eindhoven: A mostly residential neighborhood dotted with mom-and-pop businesses. Mostly white and once mostly middle-class, but now economically depressed. South of Monteflores and east of Downtown.

  • Gomorrah: A pleasure resort and casino operated by the White Court, located about five miles outside Plezier city limits due to agreements with the Lanzas. Also the name of the small town growing around it, current population just under one thousand.

  • Laagveldt: Deep jungle, or more generally a scary dark place that you should stay away from. Dutch slang used by almost everyone. Allegedly has a number of werewolf packs running about.

  • Lanza Stadium: Carlo Giovanni Lanza Stadium. A FIFA-certified soccer stadium capable of seating up to 30,000 spectators, located in downtown New Leiden, with a press box, concessions, restrooms, an infirmary, locker rooms for the home and away teams, a press room, and a private box with a bar for the high-rollers, among other facilities.

  • Larksburg: Joint Forces Base Larksburg, a federal military installation on the western coast of Portocielo. Population 90,000, mostly from the Navy, Air Force, and Marine Corps. A no-go area for non-military personnel.

  • Little Rio: The Brazilian quarter of New Leiden: a maze of half-paved roads and cinderblock shacks that is split by Echo Canyon. Mostly unpoliced and barely connected to municipal power and sewage systems. North of the Port District and west of Truman Square.

  • Marrano Heights: An prosperous area of Eindhoven almost entirely inhabited by Jews; the center of the Portocielan Jewish community.

  • Madelena’s: A Brazilian dive bar on Wilson Boulevard. Run by João Pedro, last name unknown. Bad booze, worse food, terrible crowd. Everyone in New Leiden ends up there sooner or later, usually on the worst night of their life. Gets shot to hell none too infrequently.

  • Meer Boulevard: The main street of downtown New Leiden. The New Leiden mall is here, and so are a lot of cheap restaurants.

  • Monteflores: A neighborhood of New Leiden, mostly black, dominated by housing projects and poverty. A ghetto built on the site of Spanish slave barracks. North of Eindhoven and east of Truman Square.

  • Moctezuma Resort and Casino: A more family-friendly alternative to Gomorrah, run by the Red Court and well within Plezier city limits. A giant stepped pyramid made of stone and glass, it is the tallest building in Plezier and the third-tallest on the island.

  • New Leiden: The capital and largest city of Portocielo. Located on the island’s southeastern corner. Population approximately 500,000, half of Portocielo’s total.

  • The Orange Arms: An Ulster pub on Seacrest Avenue in West Downtown, with a Mexican cook and Brazilian cocktails, owned by Teddy Larkin and used by Liam Mackenzie and the Goon Squad as an unofficial headquarters. It is New Leiden’s cop bar par excellence, and is filled with bluesuits at all hours of the day and night.

  • Orange Park: A recent urban-renewal project intended to separate Little Rio and Truman Square. A rectangle of five hundred acres of greenery that runs north-south between the two districts. At the center of the park is a high wall with one gate. A good place to bury bodies or meet creatures of the night.

  • Ortolan Restaurant: A French restaurant in Truman Square, in New Leiden. Every meal costs three figures. A gourmet place for the island’s elite to meet, eat, scheme, and make deals.

  • Plezier: A beach resort town on Portocielo’s northern coast. Permanent population: 75,000. A tourist haven that brings in millions in revenue. Formerly controlled entirely by the Lanza family, a Red Court family has muscled its way in ever since the Big Reveal, and has an uneasy alliance with the Lanzas.

  • Pope Tower: The headquarters of Pope Enterprises and the tallest building in Portocielo. Located next to the Governor’s Mansion in Truman Square.

  • Pope Enterprises: Henry Pope’s corporate conglomerate, responsible for most of the banking, hotels, and construction contracts on Portocielo.

  • Port District: A waterfront area in New Leiden, dominated by cargo ships, shipping infrastructure, warehouses, and Brammertown. The 2nd Precinct, the Goon Squad’s base of operations, is here. West of Downtown, south of Little Rio.

  • Portocielo Herald: The main newspaper on Portocielo, published in English, Spanish, and Dutch. Characterized by a heady mix of actual news and tabloid sensationalism. Headquartered in downtown New Leiden on Meer Boulevard.

  • Portocielo Judicial Complex: A compound on Truman Square in New Leiden that houses the Portocielo Territorial Court, the island’s federal district court, and the headquarters of the PTPD. A massive pile of brutalist concrete that is slowly falling apart.

  • Pritchard’s Garage and Auto Shop: A car mechanic shop in Eindhoven, run by Ed Pritchard. Specializes in fixing up classic cars and in building secret compartments for hiding drugs.

  • PC1: The major highway connecting New Leiden, Plezier, and Larksburg.

  • PC2: A southern highway connecting New Leiden and Larksburg. Nearing completion, despite regular attacks by natives and less human inhabitants.

  • Precinct 6: The PTPD Precinct that oversees police operations in Downtown New Leiden, specifically the Webb Beach area. A number of the officers in this precinct are involved in less-than-legal activities.

  • Precinct 13: The PTPD Precint that oversees police operations in Eindhoven, specifically the area around the Blue Moon Diner and Black Dog Investigations.

  • Quatorzes: The fourteen largest plantations on the island of Portocielo; also, by metonymy, the fourteen elite Spanish families that own them.

  • Raamgracht Expressway: A four-lane highway, running north to south, that separates Truman Square from Monteflores.

  • Rojas Square: A large plaza in downtown New Leiden. There is a flea market here on Saturdays.

  • San Joaquin de Villarey: An enormous hacienda owned by Sebastien Carilla, sprawling across fifteen miles of the southern coastal plain of Portocielo. Also a well-regarded brand of rum distilled from the sugarcane produced on the hacienda of the same name.

  • Seacrest Avenue: The main east-west thoroughfare in New Leiden, running along the coast from Eindhoven, through Downtown, to the Port District.

  • St. Benedict's Orphanage: A Roman Catholic orphanage situated on the border between Eindhoven and Monteflores. Notorious for its stringent administration (and possibly child abuse) by the Sisters of Charity of New Leiden. Closed in 2004 due to bankruptcy. Now abandoned and frequented by drug peddlers.

  • Territorial Assembly: The legislature of Portocielo. Also refers to the actual building where the Assembly meets, on Truman Square.

  • Truman Square: A large cobblestone plaza dotted with statues and fountains, on which stand Pope Tower, the Territorial Assembly, the Governor’s Mansion, and the Portocielo Judicial Complex. Also: a district surrounding the square and named after it, dominated by office buildings, corporate headquarters, and government centers. North of Downtown, south of Angelwood, west of Monteflores, east of Little Rio.

  • Webb Beach: One of two beaches in downtown New Leiden. Aimed at tourists, and filled with pickpockets and peddlers of fake Rolexes.

  • Webb Street: Alongside Meer Boulevard, one of downtown New Leiden’s two primary streets. Slightly smaller and slightly higher-end than Meer. The Yellow Rose brothel is on Webb Street.

  • Wilson Boulevard: A major east-west road in New Leiden that divides the Port District from Little Rio. Non-Brazilians don’t go north of Wilson without permission.

  • The Yellow Rose: A brothel and call-girl service on Webb Street in downtown New Leiden, run by Clara Ramirez. Known for its varied services and for treating its girls humanely.
  • Abber: Abhuman, any non-human magical sentient that is not native to the Otherplace. A slur.

  • Autoridad Está Desmoronando: A racist and authoritarian political tract by Basilio Rojas de Bolivar, a seventeenth-century Spanish Portocielan ancestor of Det. de Jaager.

  • Blampire: Short for "Black Court" vampires, also a slur against black vampires.

  • Cachaça: Brazilian sugarcane liquor. The drink of choice for the Portocielan everyman since the turn of the millennium.

  • Encomenderos: Traditionally, landowners in possession of encomiendas: fiefs held from the Spanish crown and worked by slave labor. Today, the residual class of elite Spanish landowners.

  • Fin del Triano: An immensely destructive Afro-Carib slave revolt against Spanish rule in 1646-1647. Ultimately crushed, but it weakened the Spanish and facilitated the Dutch takeover of Portocielo. A potent historical symbol of resistance for the Fronte Nacional.

  • The Guzman Riot: An immense riot of Monteflores residents in New Leiden. Followed the shooting of New Leiden Troopers team captain Adriano Guzman by a PTPD officer, supposedly on the orders of the Bewaker Voorzijde, and the indifferent political response. Lasted three days, and left dozens of homes and businesses damaged. Ended with the Morning Raid. Occasionally (and satirically) also refers to a brief movement, led by Steve Buscemi, to effect the release of Adriano Guzman after an earlier arrest for indecent exposure.

  • Hacienda: A plantation owned by Spaniards and worked by blacks, Caribs, and other dark-skinned Portocielans. Still common in rural coastal areas of the island.

  • Indios: A slur for mixed-blood and Carib people, used by everyone. When used by Caribs themselves, it indicates defiant pride rather than scorn.

  • "Jewing Someone Up": To raise prices unfairly. An anti-Semitic slur.

  • Macacos: Lit. “Monkeys.” A Spanish racial slur for Brazilians.

  • Morenos: A Spanish racial slur for black people.

  • The Morning Raid: A major PTPD operation, using hundreds of combat-equipped officers, Bewaker Voorzijde paramilitaries, armored trucks, and helicopters, that attacked Monteflores in order to arrest the ringleaders of the Guzman Riot. Left twenty-five people dead and fifteen missing, widely presumed dead.

  • Rapaz: Brazilian slang, neither profane nor formal, meaning “Man,” or “Dude.”

  • Reveal: Any of the official papers, documents, or videos revealing facts to the general public about the moonlit world of magic, nonhumans, and abhumans. When used on its own, usually refers to the "Big Reveal", or the paper published by the Soviet Union in the late 1980s that officially confirmed the existence of magic. Also refers to the dates they were released/announced on.

  • Rojas Insurrection: An abortive Spanish Catholic revolt against Dutch rule of Portocielo in 1653.

  • Spoorweg Rangers: A Dutch-Hispanic mercenary force, active 1899-1920, that defended rural infrastructure against attacks by Carib insurgents. Excoriated by the Fronte Nacional as the prototype of military/capitalist exploitation of the Portocielan interior.

  • Troopers: The New Leiden Troopers, Portocielo's premier soccer team. Extremely popular across all sectors of society, but the players are drawn disproportionately from Little Rio and Monteflores. Funded almost entirely by the Lanzas, but nevertheless considered a force for good by almost everyone.

  • The Vamp War: A gang war between the Aranas and the Lanzas lasting over the course of most of the summer and fall of 1992, causing extensive damage to Plezier. Ended when the Red Court itself stepped in and effectively forced both sides to form a truce.

  • Zat: Any single-purpose magical weapon, usually resembling a wooden wand but handguns and even rifles are also common.
  • Arana Family: Formerly a medium-sized gang operating under the wing of the Lanzas as "mere" immigrants from the Dominican Republic. After the vampire Reveal in the early 90s, they revealed themselves to be one of the mid-ranked families in the Red Court and swiftly tore a massive chunk out Plezier that ended in something resembling a cold war.

  • Bewaker Voorzijde: Also known as the Guardian Front, the Bewakers, or the Voorzijde. A right-wing political and paramilitary organization. White supremacist and Dutch chauvinist in ideology. Divided into the Staatslieden, a legal political party, and the Zelfverdediging, a paramilitary organization with close ties to police. Runs protection rackets in New Leiden. Feuds with the Comanda Paraiso. Members wear black paramilitary uniforms and orange armbands. Known to be one of the few criminal organizations left to exclude non-humans entirely, with the exception of certain types of werewolf.

  • Comanda Paraiso: A Brazilian street gang with military-grade equipment that controls Little Rio in New Leiden. Focused on local protection rackets and drug trafficking. Controls much of New Leiden city politics. Feuds with Bewaker Voorzijde. Relatively close ties to the White Court.

  • Familia Libre: An Afro-Portocielan street gang that controls most of Monteflores. Dysfunctional and prone to infighting.

  • Fronte Nacional: Also known as the National Liberation Front of Portocielo. Supposedly a Marxist insurgency calling for Portocielan independence. Actually a cocaine syndicate that grows coca in the deep laagveldt at the island’s center. Essentially all-Carib, and prone to extorting support from local Carib villages, attacking haciendas, and blowing up infrastructure. Close ties to the Russians. Feuding with the Lanza Family. Known to employ just about any sort of abhuman as long as they're Carib.

  • Gangster Disciples: A mostly African-American gang with a strong presence in the US Marine Corps units stationed at JFB Larksburg. Occasionally provide muscle for the Lanzas.

  • Green Cobras: A small street gang operating around High Street in Truman Square. Known for their insolence to the PTPD and their brutality. Rumored to include a disproportionate number of hexenwolves.

  • Lanza Family: An Italian-American mafia family that has been the most powerful force on Portocielo since the 1960s. Controls the town of Plezier, and most of the gambling and prostitution on the island. Runs blackmail and protection rackets, import-export fraud, heroin, and pills. Strong ties to the Gangster Disciples in JFB Larksburg. Feuding with the Fronte Nacional. Uneasy peace with the Arana Family.

  • ”The Russians”: A mysterious group of Russian criminals operating out of the New Leiden Port District. They appear to be trying to find a way to smuggle Fronte Nacional cocaine out of the country. Few in number, unengaged in politics, and hostile to virtually everyone. Rumored to have some connection to the Black Court.
  • Angels: Angels are (allegedly) spirit beings that serve the Abrahamic God, are in charge of granting faith power to the weapons to the Vatican's various modern-day Knightly Orders (and what few Islamic faith weapons exist). Monstrously powerful, but a wide variety of rules (allegedly) restrict their ability to act for or against mortals. No Reveal has ever been made for them, so there is only the word of the Vatican, Istanbul, and Mecca to base their existence on. No actual relation to demons, oddly enough.

  • Black Court Vampires: The 'classic' vampire, with the Court's power formerly centered in Târgoviște, now believed to be located somewhere in central Russia. Resemble and smell like old corpses, however, in terms of raw strength and magical power they are by far the strongest of the Courts. On the other hand, if you know even a little about Bram Stoker's Dracula, you know how to deal with a Black Court vampire. They create thralls via mind control, and a Renfield is a nearly-mindless thrall used as a berserker.

  • Boggle: A shapeshifting wyldfae that feeds on fear, and transforms physically into whatever the viewer's worst fear is. Hides in closets, cupboards, wardrobes, and mirrors. Otherwise fairly harmless unless it shows up in a retirement home, or if someone's stupid enough to give it a weapon. Often confused for boggarts, which are just another name for gremlins. If it ever kills, it quickly learns that killing is fun and becomes a fetch. Fetches almost always serve the Winter Court.

  • Brownies: A household spirit, best described as magical hosuecleaning/chef/maidservice. Providing milk, cream, or some other dairy product is the only payment or food they really need. Other food is a good substitute, money is not, and attempting to pay them or tell others (except fae) that you have them will offend them and cause them to leave. Dress like Victorian-era homeservants and otherwise look like brown-haired gnomes with pointier ears.

  • Centaurs: A Summer Court faerie with the upper body of a human and the lower body of a horse. Centaurs have limited shapeshifting ability, being able to glamour themselves into resembling anything sufficiently equine.

  • Changelings: A human/fae hybrid, a changeling becomes more and more like their fae parent the more they tap into said parent's power. If they ever side with one of the Fae Courts, they fully transform into the same species as their fae parent, permanently.

  • Darkhounds: A dog infused with the power of the Black Court. Faster, stronger, more intelligent, and with better senses than regular dogs. Imagine an idealized, skinless guard dog made out of Vantablack but with milky white eyes and teeth.

  • Demons: A being other than a spirit or faerie that inhabits the Otherplace. Without any sense of moraity, nor do they really change - a demon that wants to eat your face now will probably still want to eat your face a hundred years from now, unless you have changed. Being spirits thus, their True Names do not change, either. They know precisely if and how much you've been good or evil, and can offer services ranging from muscle to information for a price. Like angels, they have rules and regulations they have to follow, though they're not nearly as restrictive - they have to resist the calls of any mortals who call them, and they have to try and kill any wizards who summon them, that sort of thing.

  • Dragons: Near-perfect shapeshifters who can appear as anything they want, not just huge lizards. Capital D Dragons are practically natural forces embodied, and equal in terms of power to the Fae Queens. Lowercase d dragons are little more than servitors and generally can't change form to anything besides "huge lizard".

  • Dryads: Dryads are fae resembling elves made of wood with hair in varying colors of green, though they can hide this with glamour. Usually, but not always, serve the Summer Court, and always female. Do not appear to age, other than growing antler-like branches. Rarely wear more than is required by law and/or environmental conditions, by their standards.

  • Elves: A type of wyldfae, elves originated from humanoid fae born in the mortal realm instead of the Otherplace, but they can reproduce on their own. Invariably blond (from dirty blond to almost-white) and white, but with a myriad of eye colors, and ears of varying degrees of pointiness. They also have brownish horns and four digits instead of a human's five. Vastly superior eyesight and an average lifespan closer to a wizard's even without being wizards themselves. However, they are not truly superior at humans at magic, there are simply more elves capable of using magic per capita. They do, however, share the usual weaknesses of fae - steel is toxic to them, and running water cuts their magic off entirely instead of simply weakening it like human wizards.

  • Fae Hounds: Also known as black dogs or garms, Fae Hounds are ghostly black dogs with glowing eyes, ambush predators that feed on the magical energy of anything they can get their mouths on. For wizards, this is an inconvenience, for non-wizards and purely magical beings, this is often lethal.

  • Faeries: Faeries encompass a wide variety of creatures that live or originate in Tir na nOg, one of the more easily accessible sections of Otherplace. Their nobility is called the Sidhe. Most belong to either the Summer or Winter Court, the remainder are Wyldfae. Faeries cannot tell lies, but the stronger ones have gotten very good at telling political truths. The concept of debt is central to faerie logic, and they never give away anything for free. Steel is toxic to faeries, and if any faerie, from the weakest Wee Folk to one of the Queen Mothers, is asked a question three times, they must answer - logically, doing so to a Sidhe is usually considered a serious insult. Promises and oaths with a faerie are never broken by the faerie by the letter. "Faerie" usually refers to smaller examples, while "fae" refers to anything dog-sized or larger. Faeries, from the lowest pixie to the Queen Mothers, can only be killed permanently on Halloween.

  • Fae Queens: The tripartite leaders of the two Sidhe Courts, Summer and Winter. Consist of the Queen Who Was (Mother Summer/Winter), The Queen Who Is (just the Queen), and the Queen Who Will Be (The Summer/Winter Lady). They are not the top dogs of Tir na nOg for no reason: Comparing a particularly powerful wizard to a Lady is like comparing a spark plug to a bonfire. Comparing said wizard to a Queen is like comparing a spark plug to a hydrogen bomb. Comparing said wizard to a Queen Mother is like comparing a spark plug to the total Russian nuclear stockpile - good thing they never leave their cottage deep in the Otherplace! Ever since the Reveal, the Sidhe Courts have held permanent positions on the UNSEC council.

  • Forest People: AKA Bigfoots. Usually have names like stereotypical Native Americans but longer. Very patient, and rarely capable of magic besides a bit of glamour.

  • Genius Loci: A spirit tied to a specific location, which it cannot leave. Within that location, it is effectively omniscient and omnipresent. A wizard can, with the loci's permission, tap into its power for a substantial boost.

  • Ghosts: The 'psychic/magical footprint' left behind by a human who died with 'something left to do' or who had substantial willpower. Can teleport, walk through walls, and possess objects. Cannot interact with those they do not acknowledge the existence of, roam the mortal world between sunrise and sunset, or enter hallowed ground, barring cemeteries and mausoleums. They can be trapped in magic circles and harmed by fire, salt, or iron. A Spectre is a ghost with enough energy to become semi-corporeal.

  • Gnomes: A fae almost exclusively tied to the Winter Court. Resemble humans, though they never grow more than 4 feet tall or so and have hair and eyes in various shades of greys and grey-blues. Not as skilled smiths as the svarthalves (it doesn't bother them since they can't work with steel anyway), they're still better than most humans.

  • Ghouls: Ghouls are bat-faced, green-skinned humanoid wyldfae with razor-sharp teeth and a hunger for flesh. Any flesh will do, but human is preferred, and they can go through up to fifty pounds per day. They typically live in clans if they're not affiliated with a Court whether fae or vampire. They have substantial skill with glamour, far more than goblins.

  • Gods: Being nebulous concepts in and of themselves, and having various domains, a god can really be anything - in simple terms, a "god" is any sufficiently powerful immortal life form of the Otherplace that is not a dragon, demon, Outsider, angel, or fae.

  • Goblins: Goblins are almost exclusively Winter Court fae, and resemble green-skinned, lantern-jawed humanoids with bat-like ears, too-long limbs, emaciated bodies, and mismatched parts.

  • Golems: A golem is any automaton made of inanimate matter and animated by magic. Contrary to popular belief, does not have to be anthropomorphic, but only ethnic Jews can make such golems, for whatever reason.

  • Gremlins: Wyldfae that seem to exist solely to cause chaos and mischeif. If you can picture a D&D goblin, you know what a gremlin looks like. Especially good at damaging electronics, even ones shielded against magical interference.

  • Gruffs: Summer Court allied fae. Resemble goatmen with claws and fur all over their body, smell like a combination of skunk and rotting eggs. Older gruffs can use magic and often wear clothes, younger gruffs can and usually do neither - though they're hairy enough that it doesn't really matter. Very good at killing trolls. Refer to all males as "brothers" and all females as "sisters", unless you piss them off.

  • Harpies: An abhuman with birdlike limbs - wings for arms, bird's feet for legs, and a bird's tail. Capable of flight and magic, though unlike sirens (which look about the same but more aquatic), harpies have no more specialties in it than humans.

  • Hexenwolves: A hexenwolf is a werewolf that uses a magical item, usually a wolf-hide belt obtained from a sorceror, demon, or fae, to transform into a large wolf-like creature. They are also connected to a 'spirit of rage' that removes the user's inhibitions and protects their mind from the damage that comes with most magical forms of physically transforming into an animal. The transformation is addictive, and over time the protection provided by the spirit of rage wears off.

  • Hobs: Fae allied with the Winter Court. Imagine a fusion of a gremlin and a baboon. Sharp teeth, no eyes (though they can sense light and dark), black skin, they love the taste of human flesh - especially children. Light and iron or steel sets them on fire. To protect themselves, they emit myrk, a sort of glamour that suppresses light.

  • Jade Court Vampires: A line of vampires (known also as jiangshi) originating from China, though their means of vampirism is closer to the White Court's than other types of vampires. Superhuman reaction time and speed even by a vampire's standards, though their strength is merely average for vamps. Masters of martial arts, they feed and reproduce by draining the life energy of their victims; if they drain them completely, they become a Jade Court vampire themselves. The concept of 'reducing one's power level' in Dragon Ball is from a jiangshi's ability to reduce its own strength, done for training young jiangshis in martial arts, allegedly. A jiangshi's movements are mechanical, and their skin is pale but not corpse-like, though their hair and nails often are. Jiangshi are repulsed by their reflections and the sound of a rooster's crow to the point of violent nausea, can be repelled with religious objects/iconography/Faith-filled items, and can be killed with weapons made of silver or peach wood, ideally both. Highly secretive. Their headquarters are in Nanjing.

  • Lemurs: A lemur is a ghost that has given into rage and/or hatred, and know neither pity or restraint. They appear as slithering masses of whatever wearing black robes. Frequently seen using wraiths as attack dogs - wraiths being ghosts that have lost all memory and sense of self, thus they feed on the memories and ego of other life (or unlife) forms.

  • Loup-Garou: The most dangerous type of werewolf, a loup-garou is a human cursed to transform into a wolf-like demon the size of a Volkswagen near the full moon. Spreads via the bloodline.

  • Malkins: A cat-like faerie with claws sharp enough to rend steel armor like it was made of wet paper. Hunts in packs, and speaks with a deeply unsettling voice.

  • Naagolishi: Also known as a Skinwalker. Contrary to posts on /k/ or /x/, a skinwalker does not transform into an animal, rather, it changes its shape to that of an animal - a skinwalker won't turn into a gorilla, but it can become gorilla-shaped. They are capable with magic, grow stronger the more they are feared, and have a nauseating psychic stench. They feed on magical energy and can live for centuries.

  • Nixies: A nixie is a fae of the Winter Court. A water-borne spirit, nixies have hypnotic voices and can shapeshift into equine forms - kelpies, technically, are just the equine forms of nixies. Nymphs are their female equivalent.

  • Ogres: An ogre is a type of humanoid wyldfae - eight feet tall on average and built like a less flabby sumo wrestler, with unnaturally-colored skin. Their personalities range from jovial to malicious, but are always at least a little violent.

  • Orcs: A wyldfae, born in a similar/same way as an elf but from wyldfae instead of Sidhe parentage if not of Orcish parentage. Like elves, there are plenty who live both in the mortal realm and Otherplace, though they tend more towards crafstmanry and footsoldiering. Comments about their lack of intelligence are greatly exaggerated, they are simply very blunt. Their skin is greenish, but not really green, and their hair is typically short and wiry.

  • Outsiders: Outsiders are any non-human lifeform from beyond the Black Wall, an immeasurably tall wall of iron that separates the Otherplace from... whatever is beyond it. Ia Ia ftaghan.

  • Pegasi: A winged horse, and of human-or-greater intelligence like most fae. Almost always serve the Winter Court.

  • Phoenixes: Highly independent-minded wyldfae that rarely if ever serve either court. Does not reproduce, when a phoenix grows old it lays an egg, self-immolates, and from the egg out pops itselve. Phoenixes can see the future, which would be great if they didn't sound like a peacock and have no real inclinations of learning English.

  • Poltergeists: A poltergeist is animated ectoplasm. Unlike golems, however, poltergeists have minds of their own and often go on chaos-causing rampages. However, they can be defeated like any ghost.

  • Rawheads: Winter Court humanoid automatons of dripping flesh and bone, anywhere from the size of a dog to the size of an elephant. The rawhead itself is a spindly, parasitic fae that wears the automaton like a disgusting flesh mecha.

  • Redcaps: A type of wee folk with an urge to kill. They guide travelers (to the wrong place) and kill them, in order to use their blood as a dye or to simply harvest it for the hell of it.

  • Red Court Vampires: Vampires of the Red Court, headquartered in Mexico City. Also known as murcielagos. Instead of glamour, they use a flesh mask to disguise their slimy, hideous, bat-like true forms. Their saliva is a powerful narcotic, giving prey a sense of euphoria. Stronger murcielagos can walk in the sunlight without any negative effects thanks to their flesh masks. Stronger and faster than humans, far less effected by holy objects, capable of crossing thresholds (though it paralyzes all but the strongest), the easiest ways to kill a Red Court vamp are to expose their true forms to direct sunlight and to cut open the sacs they store blood in - mostly their stomachs. "Blood slaves" are completely feral murcielagos without flesh masks that are used as cannon fodder.

  • Satyrs: Servants of the Summer Court, satyrs are horse-legged humanoid fae with limited magical ability. Cursed with eternal ribaldry, satyrs have dirty, scraggly beards, dirty, scraggly hair, and dirty, scraggly minds. That being said, satyrs are quite intelligent and are unusually willing to share information by fae standards, but their prices are usually obscene in the moral sense.

  • Svartalves: Fae that live in Svartalvheim instead of Tir na nOg, commonly known as dwarves. Imagine XCOM 2 Sectoids with external ears and silvery hair and you get the picture. Artisans without equal, they are very private, very territorial, and tolerate no bullshit. They take honor very seriously, and are highly skilled combatants - part of why they are strictly neutral in regards to the Fae Courts. Ironically, they value beauty like dragons value gold, and have been known to use physical intimacy in lieu of payment. The one thing they're not good at making is flesh masks, which make them look like bad wax sculptures.

  • Sylphs: Wee Folk allied to the Winter Court. Give Tinkerbell razor-sharp wings and talons and you're close enough.

  • Trolls: Even uglier, bigger ogres with huge fat noses, long fat hair, and a lust for human flesh. Raw, cooked, doesn't really matter to them. Sound like someone trying to talk with a foghorn, smell like sewage left out in the sun for a few days.

  • Werewolves: Simple werewolves use magic to change their body into that of a wolf, however, their mind stays the same. As werewolves can only perform two spells (change to wolf/change back), they are not truly wizards.

  • White Council: The international organization of old magic bastards wizards, led by a Merlin. Sets the laws of wizardkind and the policies of Council wizards as a whole. Violators of the laws are brought before the White Council for a short trial, which usually ends in a guilty verdict and a beheading. Meetings are typically held in Latin, which is why nobody really uses Latin for magic coding.

  • White Court Vampires: Succubi and incubi, White Court vampires most closely resemble humans and feed on emotions instead of blood; most commonly lust but not necessarily lust. Incubi derive their powers and needs from a symbiotic spirit known as the Hunger. When not using glamour, they have paled skin, silver-white hair, silver-white eyes, and more angular features than humans. When fed up on emotions, they can exert a psychic field around themselves that causes those around them to feel specific emotions; the emotion in question and the strength depends on age, power, and how much of that emotion they've been eating. While physically the weakest of the vampire types, incubi are virtually immune to the weaknesses of all other vampire types; their primary weaknesses are inherited silver (like a loup-garou) and the opposite of the emotion they most commonly feed upon. Incubi and succubi reproduce like normal humans, and their Hunger awakens around puberty. If an incubus or succubus loses their virginity and acts on their Hunger, they will kill their first time partner; if they do not, however, the Hunger dies and they become a normal human. Their base of operations was formerly in Cairo, however after the vampire Reveals they have since moved headquarters to Beverly Hills.
  • Death Curse: The magical suicide vest all wizards wear, though they must be "primed" before death via an incantation. They have a variety of effects, all enormously destructive, as they work by expending all of a wizard's remaining magic.

  • Fields of Magic:
    • Alchemy: The making of potions.
    • Anthropomancy: The act of divination using human entrails. Not to be confused with anthrokinesis, which is basically bloodbending.
    • Ectomancy: The act of calling upon, conversing with, and interacting with the spirits of the dead.
    • Earth magic: Earthbending, but magic. Also applies to magic involving magnetism.
    • Evocation: The most direct form of magic, can be used with any of the five elements but most commonly fire. Simple, easy to do, hard to do safely. Quick and dirty.
    • Kinetomancy: Magic involving the control of kinetic energy, most often storing and releasing it. Telekinesis falls under this branch.
    • Necromancy: The act of manipulating corpses, or forcing the spirits of the dead to do one's bidding.
    • Psychomancy: Mind manipulation.
    • Psychometrics: Sensing residual magical energies of objects. Dangerous because some objects have a lot, especially monuments.
    • Rituals: Rituals are magical call buttons, you perform the ritual, and something much more powerful than you does an effect for you.
    • Summoning: The act of calling upon a spirit, demon, god, or faerie.
    • Thaumaturgy: The use of magic to cause an indirect effect, often through the use of magic circles, poppets, voodoo dolls, etc. Requires an object with a connection to the target. Voodoo dolls and tracking spells are the most common forms of thaumaturgy.
    • Verisimilomancy: The magic of illusions, veils and glamour fall into this category.

  • Faith: A sort of energy similar to but distinct from magic, Faith is essentially "conviction" or "belief in a concept" by someone with some level of magical talent that has grown so strong it can have a physical effect. Faith in the holiness or sanctity of an object can imbube it in Faith energy; this is part of why many magical creatures cannot enter holy ground unless specifically invited, and even then. Ironically, one does not have to be religious to have Faith.

  • Foci: A focus is any tool designed to perform a task of magic when used by a wizard - by itself, a focus can't do much of anything. Staffs, shields, wands, rods, swords, gauntlets, guns, anything goes really, but the more complex/specifically-designed/shaped a focus is, the more it will lend itself to one use or another.

  • Laws of Magic:
    • Thou Shalt Not Kill
    • Thou Shalt Not Transform An Unwilling Other
    • Thou Shalt Not Violate the Mind of Another
    • Thou Shalt Not Enthrall Another
    • Thou Shalt Not Reach Beyond the Veil of Death
    • Thou Shalt Not Travel Against the Currents of Time
    • Thou Shalt Not Cross the Black Wall

  • Magical Coding: As you'd expect, magic spells typically require the use of words, chants, or whatever. Wizards (and most practitioners of the Arts) prefer to use nonsense words that are either utter gibberish or mangled words of a language they do not well understand to 'name' their spells, as otherwise they might accidentally fire one off in normal conversation.

  • Potions: A potion is an alchemical brew made using magic to cause a magical effect when consumed. Typically a potion is composed of eight ingredients - a liquid base, an ingredient for each of the five main senses, something for the mind, and something for the spirit. Some potions have fewer ingredients, as their ingredients cover multiple aspects. Potions don't mix in the body very well, and consuming more than one at once can cause nasty digestive problems.

  • Swords of the Nail/Swords of the Cross: Swords made from the Nails that crucified the Christ, and swords whose hilts were made from the cross itself, respectively. There are four Swords of the Nail - Excalibur, Durandal, Kusanagi-no-Tsurugi, and Nandaka, and over a hundred Swords of the Cross. Using a Sword of the Cross to kill an innocent will merely deprive it of all its Faith energy until it can be wielded by someone worthy, using a Sword of the Nail to do so will make it violently release all its Faith energy at once in an explosion of power.

  • Talismans: Talismans are devices designed to deal magic on their own, either continuously or in response to an action done upon them. While they can be very handy, talismans are usually only good at one thing.

  • True Names: Capital N Names have immense power when used by or against wizards or magical creatures, and can be used to create magical links without the need of the usual clippings, blood, skin, or whatever. Most often used to summon spirits or fae, it's generally a Very Bad idea to use the True Name of the more well-known magical beings for any reason unless you have an established business relationship with them. Especially since, with most spirits, their Names are static - their personalities and motives do not change, thus their Names do not change. The power of Names is part of why wizards tend to have long names.
  1. Thou Shalt Obey OP
    • Thou Shalt Obey Co-OP
  2. Thou Shalt Make Good Posts - Post Length Is Not Too Important, Post Quality Is; Exceptions To Be Made for Dialogue
  3. Thou Shalt Not Godmod
  4. Thou Shalt Get Three Chances Before Getting Kicked.
  5. Thou Shalt Message Me Via TG Or Discord If Thou Wilt Be Unavailable For One Week Or More
  6. Thou Shalt Keep It PG-13.
  7. Thou Shalt Not Make Mary Sues. Thou Shalt Make Characters With Realistic Flaws.
  8. Thou Shalt At Least Try to Read the Lore
⑨ Thou Shalt Have Fun, And Thou Shalt Stay Frosty

It's not a rule, but I highly suggest you at least read the OP and lore of the first RP to use Portocielo as a setting, Likely Lads, which can be found via the link.
Code: Select all
[floatright][size=200][background=black][color=#FFBF00](SURNAME, INITIALS)[/color][/background][/size][/floatright]
[floatleft][box](Image go here, optional, you can also use Appearance below instead if you want, recommend a pic less than 800 pixels tall)[/box][/floatleft][blocktext][b]+++Name:[/b] (Include nicknames and titles)
    [b]+++Age (18 at youngest):[/b]
    [b]+++Species:[/b]
    [b]+++Sex/Gender:[/b]
    [color=grey][b]+++Sexual Orientation:[/b][/color]
    [b]+++Appearance:[/b] (Mostly optional if you have a picture, but put in height and weight regardless)
    [b]+++Identifying Marks:[/b] (Mostly optional if you have a picture, but describe anything hidden in the image, like tattoos)

    [b]+++Psychological Analysis:[/b] (personality)
    [b]+++Weaknesses:[/b]
    [color=grey][b]+++Likes/Dislikes:[/b][/color]
    [color=grey][b]+++Interests:[/b][/color]
    [b]+++Fears:[/b]

    [b]+++Nationality:[/b]
    [color=grey][b]+++Ethnicity:[/b][/color]
    [color=grey][b]+++Languages Spoken:[/b][/color]
    [b]+++Religion:[/b]
    [b]+++Birthplace:[/b]
    [b]+++Permanent Residence:[/b]
    [color=grey][b]+++Criminal History:[/b][/color] (If any)
    [b]+++Skills:[/b] (Don't go overboard)

    [b]+++Equipment:[/b]
    [color=grey][b]+++Magical Abilities:[/b][/color] (if any)
   
    [b]+++Bio:[/b]

    [b]+++RP Example:[/b] (Members of WoF, who have been invited via Discord, or who were in [nation]Reverend Norv[/nation]'s Likely Lads or The Breaking Point RP or [nation]Cylarn[/nation]'s Hands in the Night do not need to provide this, merely a link to their apps, unless they're the OPs in which case DUH.)

[b][color=#FFB300]ROWLING-IS-A-HACK[/color] (DO NOT REMOVE)[/b][/blocktext]
Last edited by Rupudska on Sun Apr 19, 2020 7:48 pm, edited 1 time in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Rupudska
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Scandinavian Liberal Paradise

Postby Rupudska » Sat Apr 18, 2020 7:28 pm

DRAMATIS PERSONAE


Black Dog Investigations

  • Claire WOOLF: Jamaican-born, Jamaican-raised owner and founder of Black Dog Investigations. A wizard. Age 31.

  • Eli DAHAN: Israeli ex-soldier with a literal demon in his past. Age 44.

  • Arsay EVEN-VERED: A mechanical golem built by unknown hands in Shanghai in the Second World War, who has seen much, forgotten more, and learned the art of espionage. Age 79, as much as that matters for a golem.

  • Zanuin Kynwyl WYNNE: A half-elf changeling on the hunt for those who killed his sister, and using Black Dog as a means to an end. Age 23.

  • Holly Josephine WILKINSON: A US Marshall working undercover to seek out fugitives of American Law. Age 29.

  • Leslie SMARTTEN-DA: An Afrikaans White Court vampire with ties to the old White African far right, spurned by the local Dutch nationalists for being non-human. Age 45.

  • Father Fidel Alejandro BRAVO-PERALES: A Catholic priest and an ex-fascist of the human (and Spanish) supremacist variety, who ended up in Portocielo after years of being turned down by the anti-fascist modern world. Age 35.

  • Dustin KNIGHT: A paranormal investigator in Portocielo, of all places, for a new shot at life. Age 36.

  • Roxanne ANAKKRAKATAU: An alchemist, forensic chemist, and mild wizard from the Mainland who fled from her traditionalist family. Age 26.

  • Orlando PAULUS: A hotheaded ex-guard, ex-soldier, and ex-tanker, almost as mundane a mundane as one can get for this kind of job. Age 40.

  • Carlos SALAZAR: An aristocratic, ex-Brazilian federal investigator with a taste for the finer things in life - fine clothes, fine food, and fine explosives. Age 28.
Last edited by Rupudska on Sun Apr 26, 2020 10:24 am, edited 1 time in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Cylarn
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Left-Leaning College State

Postby Cylarn » Sat Apr 18, 2020 8:11 pm

Gonna go ahead and tag for Ronnie Viljoen.
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Khasinkonia
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Posts: 6473
Founded: Feb 02, 2015
Inoffensive Centrist Democracy

Postby Khasinkonia » Sat Apr 18, 2020 9:15 pm

I must remark I'm quite intrigued. I'm going to whip up an app that might be quite interesting indeed.

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Free Empire of the Low Isles
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Posts: 16126
Founded: Oct 20, 2015
Iron Fist Consumerists

Postby Free Empire of the Low Isles » Sat Apr 18, 2020 11:04 pm

Okay, I am entirely unreliable, a horrible person, and a procrastinating, wannabe writer, like most college kids on this fucking site, but this has pulled me from my coronavirus induced haze of anxiety to at least post a tag. I will probably spend the next three days reading the op and the op of the last rp this setting was used with, and then end up not making an app, but I hope you'll forgive me for that.

Overall, fuckin' hyped and I hope people actually notice there's tons more detail in the op than there looks.
"Metaphors have a way of holding the most truth in the least space." - Orson Scott Card

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Free Ward Marchers
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Founded: Oct 31, 2017
Ex-Nation

Postby Free Ward Marchers » Sun Apr 19, 2020 1:17 am

I am very interested, to say the least, now I just have to ponder on what to do with my app
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Free Ward Marchers
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Posts: 1915
Founded: Oct 31, 2017
Ex-Nation

Postby Free Ward Marchers » Sun Apr 19, 2020 1:23 am

Free Empire of the Low Isles wrote:Okay, I am entirely unreliable, a horrible person, and a procrastinating, wannabe writer, like most college kids on this fucking site, but this has pulled me from my coronavirus induced haze of anxiety to at least post a tag. I will probably spend the next three days reading the op and the op of the last rp this setting was used with, and then end up not making an app, but I hope you'll forgive me for that.

Overall, fuckin' hyped and I hope people actually notice there's tons more detail in the op than there looks.


too relatable, procrastination is food for my soul
Senator Julie Littenbaum (D-WA)
Rep. Bobby Markoe (R-IL-15)


FREE THE UYGHURS, STOP CHINA

Social Democrat, Avid Marijuana Enthusiast, Proud Transgender Female, Gimme Healthcare Pls

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Saint Nicholas and the Hussars
Envoy
 
Posts: 242
Founded: Feb 28, 2020
Ex-Nation

Postby Saint Nicholas and the Hussars » Sun Apr 19, 2020 1:31 am

Hmm, interesting. Hope I can do this in the morning when I’m hydrated and clean!
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Wolfenium
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Father Knows Best State

Postby Wolfenium » Sun Apr 19, 2020 2:59 am

I'll think about it.
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Great Confederacy of Commonwealth States
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Posts: 21993
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sun Apr 19, 2020 5:44 am

-Snipped-
Last edited by Great Confederacy of Commonwealth States on Sun Apr 19, 2020 9:29 am, edited 1 time in total.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
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Rupudska
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Scandinavian Liberal Paradise

Postby Rupudska » Sun Apr 19, 2020 7:34 am

Not terribly sure how I feel about having a svartalv as a player character, but I will reserve judgement for when it's finished.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

User avatar
Great Confederacy of Commonwealth States
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Posts: 21993
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Sun Apr 19, 2020 7:46 am

Rupudska wrote:Not terribly sure how I feel about having a svartalv as a player character, but I will reserve judgement for when it's finished.

Ohhh, I can think of something else for sure, if it doesn't fit your idea of the world. In fact, if that's the case, I would rather make someone else, since I would be feeling like I'm stepping on narrative eggshells all the time.
The name's James. James Usari. Well, my name is not actually James Usari, so don't bother actually looking it up, but it'll do for now.
Lack of a real name means compensation through a real face. My debt is settled
Part-time Kebab tycoon in Glasgow.

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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Apr 19, 2020 7:54 am

Great Confederacy of Commonwealth States wrote:
Rupudska wrote:Not terribly sure how I feel about having a svartalv as a player character, but I will reserve judgement for when it's finished.

Ohhh, I can think of something else for sure, if it doesn't fit your idea of the world. In fact, if that's the case, I would rather make someone else, since I would be feeling like I'm stepping on narrative eggshells all the time.


In that case, probably best you make something else.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Reverend Norv
Senator
 
Posts: 3817
Founded: Jun 20, 2014
New York Times Democracy

Postby Reverend Norv » Sun Apr 19, 2020 1:46 pm

(DAHAN, E.)

Image
+++Name: Eli (pronounced in the Hebrew fashion, "Ey-lee") Dahan. Possesses a variety of noms de guerre associated with carefully curated false identities. Dubbed "El Verdugo" by the Arana Family shortly after his arrival on Portocielo.

+++Age: 44

+++Species: Human. Albeit one who has an alarmingly close connection to dark corners of the Otherplace, for reasons that no one can entirely explain.

+++Sex/Gender: Cisgender male.
+++Sexual Orientation: Heterosexual.

+++Appearance: Six feet tall, about 175 pounds: slightly taller and bigger than average, but nowhere near enough to stand out in a crowd. Eli is highly ethnically indeterminate: with the right hair dye and contact lenses (his eyes are an unusual shade of dark blue), he would fit in easily anywhere from Portugal to the Punjab. Likewise, in public, his bearing and movements and clothing are so deliberately normal that he tends to fade into the background of any room. It is only among friends that he appears as he is: in the polo shirt and cargo pants of the off-duty soldier everywhere, moving with the precise grace of a very dangerous man indeed.

+++Identifying Marks: Distinctive scarring on the left arm and hip from reconstructive surgery. Several other, less obvious old scars, mostly due to grazing bullets or shrapnel. And his whole back is covered in writing: half-scar and half-tattoo, engraved into the skin by magical and unknown means. The script is ancient Imperial Aramaic, but the language itself is unknown to history.

* * *


+++Psychological Analysis:
Eli is a survivor. He has repeatedly changed his face, his name, and his country. He has lived much of his life in the interstitial space between identities: between truth and lies, violence and understanding. And so, much of his psychology is mutable: a matter of pragmatic accommodation. He is decisive, unpredictable, and rarely shows his full hand. Ultimately, he can become the man he needs to be in order to survive in a given environment. That, after all, is what survivors do.

If Eli's personality has a foundation, it is his conviction that survival is worth the cost - even when the cost is very high. He has an important capacity to count his own blessings: to sit down to a good meal, or watch a sunrise, or wiggle his toes in the sand, and to know in these moments that it is good to be alive. This extends to his personal relationships: Eli makes friends, and eventually a kind of family, wherever he goes. He is a good listener, gives sound advice, and has a wickedly funny, bone-dry sense of humor. More than any abstract code of ethics, it is these relationships that ground Eli and give him his morality: he is a decent man because he cares for others.

But this inclination toward fellowship and community has its limits. Eli has learned, at a very deep level, that it is necessary at any moment to be able to walk away from his life, his friends, even his name. It is this tension that, in large part, defines him: the push-and-pull between his need for friends and community and stability, and his need to be able to turn his back on all of those things in order to survive. It is the tension between his willingness to wear his own face, and his ability to wear a mask. And it shows itself in a certain quiet, rueful coldness at the heart of his character. He wants to care for others - just not too much.

Since 2015, the trauma of Eli's possession by Adrammelech has wrought lasting but subtle changes in his personality. Beyond the obvious symptoms of a stress disorder, he now feels that he is in some fundamental way unlike other men. A demon has laid its mark on Eli: it has seen all the dark places of his mind, and left its prophecy etched into his flesh in a language not of this world. The unanswered questions of Eli's life - his birth family, his incredible intuition during his years in the mista'arvim, his unexplained ability to banish Adrammelech without outside assistance - now prey upon his mind. He senses how much he does not understand: about the world, and about himself. And so his determined studies of the occult have their root not just in the professional's desire to understand his enemy, but in this deeper need to know the truth - however dark or dangerous it might be.

+++Weaknesses: Demonic possession and years of battlefield trauma make for one hell of a cocktail. Eli struggles with intrusive thoughts, and he cannot be sure whether they reflect the effects of trauma or the lingering presence of Adrammelech. Keeping busy - mentally or physically, whether lifting weights or just focusing on a sunrise - holds the flashbacks at bay, but boredom brings on impossibly vivid memories of Nablus and Gaza, or worst of all the whispering darkness of Jericho. Night presents a choice between insomnia and nightmares, so Eli usually is working on under five hours of sleep. He self-medicates with under-the-table Valium and Adderall - trying to balance out their effects as needed - and with regular visits to a therapeutic psychomancer on Webb Street, who can calm Eli's mental turmoil directly.
+++Likes/Dislikes: Eli likes simple things that remind him that life is good: a beautiful sunrise, a beautiful woman, sand between his toes, good food, great music, a night out with friends or coworkers. He is catholic in his interests and has very good taste; there is nothing specifically Israeli about his preferences in cuisine, music, or almost anything else. He dislikes, primarily, time with nothing to do, which is a trigger for intrusive thoughts and memories. Other than this, he is quite even-tempered and hard to annoy - at least visibly.
+++Interests: Eli is, and has been for many years, an avid student of the occult. Originally, this was motivated by a desire to understand the vampires, demons, and other monsters that he hunted in the Occupied Territories. More recently, and more painfully, it has been born of the need to understand what happened to him in Jericho. Whatever the cause, he has an impressive collection of arcane tomes, and has developed an unusually subtle and sympathetic understanding of the cultural, artistic, political, and religious culture of supernatural creatures. He sees them in context, not merely as monsters to be eliminated; and so his study of the arcane is in large measure a study of history, religion, philosophy, art, and music as well.


+++Fears: Eli really has only one fear left, and it is vast and nameless. He fears that some dark link binds him to the Otherplace, dating to his possession or even before; that the evil he has spent his life hunting can reach out through him to harm others; that it has a plan for him, a purpose inscribed in his very skin; that he is a pawn in the hand of forces beyond his control, unable to see their full purpose for him. Before this fear, all else seems manageable: a challenge to his intellect, or tradecraft, or fighting skills. But the terrible dread of some dark destiny - that is a fear in the face of which resistance and flight are equally useless. It is a doom from which there is no escape.

* * *


+++Nationality: Israeli (EB-2 Visa, fraudulently obtained)
+++Ethnicity: Eli was raised by a Sephardic and Mizrahi Jewish family, and considers this his ethnicity. Since he was abandoned as a baby, it is not known what his ethnic background is in genetic terms.
+++Languages Spoken: Hebrew; Arabic (North and South Levantine, Syrian, Egyptian); English. To a lesser degree of fluency, French and Spanish. Rudimentary Russian and Yiddish.

+++Religion: Jewish - certainly, at least in a cultural sense. Eli's belief in God is profound, but too troubled to conform itself to any specific religious dogma. He believes in cosmic good mostly because he has so clearly seen cosmic evil; he has to believe that there is another side to that coin.
+++Birthplace: Unknown, but he was left as an infant on the doorstep of the Convent of the Sisters of Zion in Jerusalem.
+++Permanent Residence: New Leiden
+++Criminal History: Wanted in Lebanon and by Palestinian authorities for murder, kidnapping, espionage, and other crimes. Wanted in Israel for mass murder and terrorism offenses, and for forbidden daemonology.
+++Skills:
For an ordinary man, Eli's skills are considerable. Years of work with the mista'arvim have left him with a highly developed model for blending in and avoiding notice. He makes detailed observations of people: how they walk, talk, carry themselves. The words they use and the way they say them; their relationships and their politics. He looks without bias or favor or judgment of any kind, and he mimics what he sees. That skill set combines with good training in lockpicking and electronics, surveillance and countersurveillance, and other tradecraft to create a man ideally suited to blend into any crowd until he finds the information - or the individual - that is his objective. His situational awareness is phenomenal, and it is very hard to take him by surprise.

Eli also had extensive combat training, and most of his battlefield experience has been under the most difficult of conditions: point-blank, swirling firefights with small arms in urban areas where nobody on either side wears a uniform. Accordingly, while he is competent with a rifle at medium or long range, he excels with pistols and submachine guns up close, where his fast reflexes and specialized training let him shine. Likewise, Eli remains a confident and aggressive hand-to-hand combatant, with considerable Krav Maga training in both unarmed and knife-fighting techniques. And while he is beginning to slow down with age, and his wounded left arm is not what it once was, Eli remains in outstanding physical condition. He also has all of the miscellaneous skills one would expect of a veteran of one of the IDF's most elite units, from interrogation to explosives to small-unit tactics.

But Unit 291 was not like other mista'arvim: where they hunted Hamas or PIJ or Hezbollah, Unit 291 hunted monsters. And so his service left Eli with an entire additional set of skills: knowledge of the Vampire Courts and their weaknesses, and an understanding of how werewolves hunt, and the knowledge of how to negotiate with lesser demons and the Fair Folk without being deceived and slaughtered. It was in this area, in particular, that Eli applied himself to great effect: studying the world of the occult with the same intense focus with which he studied Palestinian society, and for the same reasons - to ensure that he could blend in, disappear, and survive. Those studies blossomed into a lifelong love of learning that has considerably helped to conceal the fact that Eli never had a college education: his knowledge of history and philosophy, art and music - all is self-taught, but no less impressive for that fact. The end result is that he seems almost as comfortable at an art exhibition as he is talking shop with wizards.

* * *


+++Equipment: Normally, Eli carries relatively little gear: an HK45 pistol, a few magazines (mostly steel-jacketed rounds, but with some silver and hawthorne-wood ball), a Ruger SP101 as a backup, a set of lockpicks, a roll of bandages, and the like. The only item that stands out is a wooden dagger about eight inches long, shaped like an ancient Greek xiphos. In more serious situations, he favors an Uzi Pro or a Tavor TS12 with a variety of specialized ammunition, a small autoloading crossbow useful for launching stakes, a full-size machete, and body armor. He is rarely without a pen, notebook, and digital camera. His most valuable piece of equipment is a talisman: a mundane-looking small flashlight, which - when activated - shines with the light of the sun itself.
+++Magical Abilities: None in the traditional sense. Eli has some talent with alchemy, which the average layman can perform with proper training. Beyond this, his abilities are unexplained, even to him. He has always felt, by some instinct at the back of his mind, where the presence of the Otherworld can be found; however irrational, this sensitivity is very real. And when he was possessed by an extremely powerful demon in 2015, Eli was somehow able after three days to banish the being without any outside exorcism or assistance - a feat that should be well beyond the capabilities of an ordinary human. The attempt to understand these inexplicable abilities is central to Eli's stubborn study of the occult.

* * *


+++Bio:
I have had ten names.

My first name is unknown, even to me. It was the name my birth parents gave me; I assume they gave me one, though perhaps that is far too optimistic. I was already six weeks old when they left me on the doorstep of the Convent of the Sisters of Zion. They must have had some reason for keeping me that long.

I always assumed that they were dirt-poor Yemeni Jews, or local Arabs, or something of the sort. But the truth is, I don't know. I have no idea whose blood flows in my veins. In Jericho, I heard a whisper in my mind, and thought it told me something of them. But I can't remember what it said, and so I imagine that first name is lost to me forever.

My second name was Eli Dahan. It was and was not the same name I have now. My adoptive parents gave it to me: Avital and Shira Dahan. They were married in Aleppo in '47, teenagers in love, and fled after the riots later that year. They could never have children, and by the time they adopted me, they were already in their fifties. I was eighteen months old when they took me from the convent.

That Eli had a good life. His parents were of modest means, and he grew up in public housing in the Jerusalem suburbs, and he worked odd jobs in the summer: lifeguarding pools, selling falafel. He did well in school, but not exceptionally. He loved history, and stories. He did not grow up religious, not by Israeli standards, but he wasn't secular, either. He took the bus into town on weekends and went for long walks in the Old City, and could feel the magic there years before the Reveal.

It is funny, looking back. The eighties were probably the most peaceful time to have been a child in Israel. I was blessed in that much, at least.

The Reveal changed all of that. Things went to hell very quickly. It was a crazy time everywhere, I know, but in Israel, fanatics of all three faiths truly believed that it portended the end of the world. It was the starter's gun for the intifada, and for regional war. So just at the moment when vampires and demons and werewolves started preying on humans as never before, Jewish zealots set off a bomb in al-Aqsa and Palestinian Islamic Jihad shot the Prime Minister, and suddenly there were cafes blowing up on every corner and airstrikes every night on the other side of the Line, and Iraqi SCUDs pounding our neighborhoods in return. Young Eli - when his friends didn't show up to class, he didn't think they were skipping school. He assumed they hadn't run to the shelters fast enough to dodge a rocket. Or, worse yet, that a shadow in the night had stolen them away: to feast on their blood or flesh or bone, or to some worse fate altogether.

So when the time came for his military service, that Eli was ready to do his part. And I received my third name: Lieutenant Eli Dahan. Does that sound like the same name to you? It's not. The rank makes all the difference in the world. It came from working, really working, for the first time in my life; from acing tests, and being recognized by training officers whom I respected, and recommended for Bahad 1. Lieutenant Dahan became an adult all at once, and almost by accident: he worked hard and held nothing back, so Israel put thirty-six lives in his hands when he was twenty years old and the country was at war with Lebanon, Syria, and Iraq. He fought up and down the Bekaa Valley, and called in enough fire support to flatten it two or three times over, and took out a tank with a shoulder-fired Spike missile.

Lieutenant Dahan thought he was a hero - for a few years, at least. Then he saw one time too many what all that fire support did to farmers who were caught under it, and he reconsidered. And when Intelligence told him that a Black Court vampire was stalking a Palestinian refugee camp, he decided to intervene: he laid a trap near the infirmary, and blinded the vampire with a flare, and then blew its legs off with a Claymore mine. Which didn't kill it. But it did mean the vampire couldn't crawl away before the sun came up, and that did the job just fine.

That caught the attention of the brass, and they came to Lieutenant Dahan with an offer. They were setting up a new unit: Unit 291. It would be a
mista'arvim unit: undercover operations. No uniforms, no tanks or helicopters. No goddamn fire support. Its members had to be able to pass flawlessly for Arabs, to go unnoticed on the streets of Nablus or Gaza or Beirut or even Damascus. And they had to be able to hunt not only Hamas leaders and PIJ bombmakers, but vampires and werewolves and demons and fae as well. Lieutenant Dahan had grown up speaking Aleppine Arabic at home, and he had killed a vampire with a landmine. He was a good candidate, and he said yes.

So they trained me: how to observe and mimic, how to blend into the crowd, how pick locks, how to talk my way out of a tight spot, how to keep my mouth shut under interrogation, how to open another man's. And much more besides: everything we knew about those shadows in the night that had carried away young Eli's childhood classmates, everything we'd learned about how to kill them. And then they sent me to Gaza, and gave me my fourth name: Anas Husayn.

I liked Anas Husayn. He sold ice cream. I was only him about half the time; the rest of the time, I was in Israel, and still Lieutenant Dahan. Or I was on operations with my team, and my name was whatever it needed to be. But I was Anas a lot of the time; enough for him to become trusted in his neighborhood in Gaza City, enough that his neighbors covered their children's ears and told him dark stories about black magic and missing persons. It was strange: I knew that if my cover was blown, those same neighbors would kill me themselves in their pain and betrayal. But Anas - Anas felt at home among them anyway. He fit in there. He was like a superhero: he sold ice cream by day, and by night he and his teammates killed the monsters that his neighbors warned him about in hushed voices.

I was Anas, on and off, for almost five years. He had a very good record: four vampires, two werewolves, two demons, and one cult that he never really figured out, but that was definitely up to no good, and no one mourned when they were all mysteriously gunned down. Oh, and a Hamas commander who had gone after one of the same demons and got in the way. Hamas were always the only ones with the guts and discipline to try to take on the monsters themselves. Otherwise, we had killed or marginalized all the Palestinians who could have gotten the situation under control, so we were left to try to clean up the mess ourselves.

Anyway, Anas' cover was blown, eventually. This was - ah - 2002, I think. Someone in Fatah got hold of his identity, a professional courtesy from Shin Bet, and it leaked in under a month. So Anas got pulled out and they gave me my new name and sent me to Beirut.

That name was Abu Maher al-Shemali. It was a war name, obviously. I did not like Abu Maher. He was from the Bourj al-Shemali camp, and that was a stupid mistake, because nobody there remembered him from when he was small, and he kept having to hedge around that every time he talked to anyone, because every third Palestinian in Lebanon was from Bourj al-Shemali. Abu Maher was also a Hezbollah soldier, hence the name, and that was actually useful. It explained why he went missing sometimes; he was doing work for the Movement. And it gave him access to a lot of local intelligence about where people were going missing, and how, and why. But Abu Maher was not a good man: he was distant and cold, because every conversation held a live wire of danger for him. So I was happy when I got to go back to Israel and be Captain Dahan again. I was even happy when I put on my balaclava and went out into the night myself, to hunt the things that hunted there.

Abu Maher was a stupid risk, but a useful one, and he paid off for the better part of seven years - he was almost unmasked once, and they hurt him very badly, but he talked his way out of it. Seven years was long enough for him to fall in love, and then realize how very foolish it was to fall in love with a Lebanese woman, so I was Captain Dahan and drank that pain away for a few weeks. It was also long enough for Abu Maher to learn something about himself. He was very, very good at hunting monsters. Everyone in Unit 291 was, but Abu Maher was different: he could close his eyes, and feel where the fabric of reality was thin, and the Otherplace showed through. In that part of the world, the fabric is thin in a lot of places. And Abu Maher could track down those places like a hound, following some tingle at the back of his brain.

He never told anyone. He knew what it would sound like. But it was true. And the feeling that just maybe there was a little piece of the Otherplace in him - that changed Abu Maher, and Captain Dahan too. He spent more time trying to understand the werewolves and fae the way he understood the Palestinians: with clear eyes, without judgment, seeking to understand and mimic perfectly rather than condemn. He learned a lot that way. He kidnapped a White Court vampire instead of killing him, and supervised the interrogation for weeks, asking about Court politics and culture, literature and society, history and ideals. He took his enemies seriously, as something more than monsters preying on the weak.

They moved me again in 2009, when the situation in the West Bank started to get very bad. They gave me my talisman then, too: the radiance of the sun, bottled in a flashlight. After that, I was in Nablus, mostly. That was my sixth name: Abd el-Qadir Muhammad. He was a fine and decent man, and I liked him a lot. He could recite whole suras of the Qur'an from memory, and he was courteous and gracious, highly educated and vastly dignified, even though he worked as a gardener in Herzliya. People believed that Abd el-Qadir knew a great deal about secret things, which was mostly because he did, and so they came to him with their fears and their reports of unnatural violence, and he listened and gave them good advice. Then he drove to his job in Herzliya - only he drove to an unmarked building in Jerusalem instead, and turned back into Captain Dahan, and led a team of hard men in civilian clothes to kill a monster in the dark of night whose presence he could feel by the tingle in his spine. But in a way, it still felt like it was Abd el-Qadir doing that, somehow: like all he was doing was protecting his community. Israel would have needed fewer men like me, I think, if we hadn't locked up so many men like Abd el-Qadir.

In 2015 I was almost forty and had been with the unit for over fifteen years. They told me that I would have an office job when I made major in a couple more years. I wasn't sure I wanted to be Major Dahan all the time. In the end, it didn't matter, because people started coming to Abd el-Qadir Muhammad and telling him that something very bad was happening in Jericho: dark magic, wizards long since cast out from the White Council, men and women on Hamas's most-wanted list. They intended to summon a demon more powerful than any the world had seen in centuries. Abd el-Qadir tracked them: he got a few answers out of Hamas, a few more out of Fatah, a few more from a witch his team kidnapped and whisked away in an unmarked van. He followed the tingle in his spine. He did everything he could, and got there too late anyway.

My seventh name was Adrammelech.

We found him in the cult's hideout in Jericho. It was bigger on the inside than on the outside, and the veil was not thin there: it was nonexistant, and the Otherplace poured through and metastasized like a cancer. He had killed the cultists who summoned him, and he killed my team, after we shot him with every kind of round we had: silver, wood, steel. Grenades. Everything. He touched my men, and they died. He touched me, and I didn't.

I was Adrammelech for three days. Or, perhaps more accurately, he was me: wearing me like I wore Abd el-Qadir, or Captain Dahan. I do not remember what he did, using me. I remember darkness: an eternity of darkness, far longer than three days. And whispers like the rolling of the sea, wearing me down into individual sandy grains of madness. I don't remember what he told me, but I somehow know that if I did, I would understand everything I've never known. I would know what lies behind all the names.

And then I woke up. I learned, later, that no one had exorcised me. No one had fought the demon and won. So the few I told, and the fewer who believed me - they all assumed that I must have exorcised myself. While possessed. Which is impossible.

The thing is: I don't even remember fighting back at all. I remember darkness, and madness, and then I opened my eyes in a neighborhood of East Jerusalem, and everything around me was on fire.

The Bible says that the Sepharvites burned their children as sacrifices to Adrammelech. He burned down an elementary school. He wore my face to do it. He used my hands. He left his goddamn words all over my back, and I can't even read them.

My government issued a warrant for me: mass murder, terrorism, daemonology. My mother died, I learned later. A stroke; grief. I ran. I put two SWAT cops in the hospital, and hid on a cruise ship going to Palermo. I chose a new name: Eitan Kaspi. He was a small-time history professor, down on his luck, bewildered by a life that had not turned out at all as he had planned. He made a lot of sense to me, at that moment. He existed on paper once I figured out who the Sicilian Mafia used for document forgery. The Israeli passport and the fake work visa were good enough to get Eitan on a plane ahead of the Mossad and the Italian police and the Mafia, who all now wanted his head too. So he did what everyone has always done, in the Old World, when you reach the end of your rope. He went to America.

Eitan arrived in Portocielo toward the start of 2016. He knew almost immediately that he could stop running. You know what this place reminds me of? Gaza. It is its own world; no warrants from the outside reach here, not really. Eitan was flat broke and his English could use a lot of work. He never stopped looking over his shoulder, but he stopped expecting to see a rifle aimed at his head when he did. And so he had time to nurse his other wounds; the memories that forced their way in, irresistibly. The darkness and the whispers that he heard again in the night. The thought, pushing in no matter what he did to stop it, of how oily the flames had smelled when he awoke.

Eitan's English got better fast. He still had all those years of training and practice: observe, mimic, blend in, disappear. He vanished into the background in Plezier for a while, cleaning floors at the Moctezuma, learning to be invisible. Until he saw something he shouldn't have: a leathery creature draining the blood from one of Eitan's coworkers. And Eitan killed it with his hands.

I still don't know why, exactly. Maybe it was just habit, more than anything. But it was pretty much the end for Eitan Kaspi, fugitive. The Lanzas found me the next day, and told me that unless I'd like them to place a call to the Israeli embassy, I was going to want to do some favors for them. So I killed vampires. I was the perfect weapon: a stranger to the island but able to blend in perfectly, with no known connection to the Lanzas and a set of skills that hardly anyone had seen before. Invisible, deniable, inexplicable. The Aranas called me El Verdugo - the executioner. That was my ninth name.

El Verdugo was not a real person, and his life reflected that. He slept, ate, listened to music, but he was not a real person. He had no friends, no family, no purpose but to go out and kill. He started taking Valium to try to sleep, and then Adderall to try to stop sleeping. He was very good at killing vampires: he would step out of a crowd and blast their blood sacs open with a shotgun, and then step back into the crowd and vanish. He always knew exactly where to aim, even through a flesh mask, and he always knew exactly who the vampires were. But El Verdugo was a weapon, not a man. He considered running again, and realized that once you have run all the way to Portocielo, there's nowhere left to go.

So he played the one card he had left. He went to Don Lanza, and explained that if the Don called the Israeli embassy, El Verdugo would call the Aranas - and offer them his services. Then they would see whether the Mossad or El Verdugo reached their target first. The Don proved unwilling to take that risk. I left Plezier that afternoon: left the Aranas, and the Lanzas, and El Verdugo, and the whole damn awful business. I am done with all of it. But from what I hear, the Aranas don't think they're quite done with me.

I went to New Leiden after that. I met Claire when she was just starting the Black Dog. The Aranas hired her - through a front man - to find me. Turns out, I'm very hard to follow undetected. I turned up at Claire's office in Eindhoven and explained the situation, and to my surprise, she dropped the contract once she realized who was really behind it. To my much greater surprise, she offered me a job, which I needed pretty badly by that time. When she asked me my name, I told her it was Eli Dahan: my tenth name.

This Eli - he is not the same as young Eli Dahan, or Captain Dahan. Neither of them would ever have imagined that they'd end up as a gumshoe on a Caribbean island. But he has a team again: a strange circle of friends and coworkers, I admit, but almost a family. He has a basement studio apartment a few blocks from Claes Beach, filled with books on the occult and demonology and ancient languages, where he can try to figure out what happened to him and what to do about it. He can get jerk chicken whenever he wants, and bury his feet in the sand of the beach, and find live music almost any night once he gives up on getting to sleep. I have lived worse lives than Eli Dahan's. I hope to God that whatever these words on my back mean, they don't destroy this life too soon.


ROWLING-IS-A-HACK (DO NOT REMOVE)
Last edited by Reverend Norv on Mon Apr 20, 2020 1:23 pm, edited 6 times in total.
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
Col. Thomas Rainsborough, Putney Debates, 1647

A God who let us prove His existence would be an idol.
Dietrich Bonhoeffer

User avatar
Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Apr 19, 2020 1:56 pm

This stuff is always up my alley so TAG!

User avatar
Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Apr 19, 2020 6:10 pm

Hey OP, are half-breeds allowed? Like if somebody wanted to be half angel or something like that?

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Theyra
Negotiator
 
Posts: 6423
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Apr 19, 2020 6:58 pm

Interested and I have the same question and a half-elf would be a Changeling right?

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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Apr 19, 2020 7:19 pm

Theyra wrote:Interested and I have the same question and a half-elf would be a Changeling right?


Technically, yes.

Ceystile wrote:Hey OP, are half-breeds allowed? Like if somebody wanted to be half angel or something like that?


A half-breed? Yes. A half-angel? Absofuckinglutely not.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
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On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Apr 19, 2020 7:22 pm

Ok, just curious...thank you

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Theyra
Negotiator
 
Posts: 6423
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sun Apr 19, 2020 7:33 pm

Rupudska wrote:
Theyra wrote:Interested and I have the same question and a half-elf would be a Changeling right?


Technically, yes.


Okay, I just wondered whether a half-elf would be a Changeling or not. Expect an app tonight or tomorrow.

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Celritannia
Post Marshal
 
Posts: 18417
Founded: Nov 10, 2010
Left-wing Utopia

Postby Celritannia » Sun Apr 19, 2020 7:50 pm

Mein Gott, Rup, I haven't spoken to you in years :O

Also, I'll put a comment here for interest for the time being :)

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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Sun Apr 19, 2020 7:56 pm

(WOOLF, C.G.)

Image
+++Name: Claire Gwynevere Seymour Charlene Isidora Woolf
+++Age (18 at youngest): 31
+++Species: Human
+++Sex/Gender: F/F
+++Sexual Orientation: Heterosexual
+++Identifying Marks: Always seen with her square-rimmed glasses (that have been chemically treated to be nonreflective), slight scarring around left shoulder blade.

+++Psychological Analysis: Simply put, Claire does not seem the sort of person who should be living in Portocielo, or having this sort of job. She has the sort of joie de vivre, however muted, that one would expect from a tourist or lifelong resident of a far better off Caribbean island, not one of the worst off - though she is by no means stupid, and is well aware of the dangers of life in New Leiden. She is trusting of others, or at least willing to give the benefit of the doubt, and freely admits to both thinking that humans are inherently good, and that Portocielo is probably a good counterexample to that fact - however, she sees no reason to believe that there is any cognitive dissonance at play here.
+++Weaknesses: Too trusting for her own good by Portocielo standards, which admittedly isn't that trusting. Sees nothing wrong with working with nonhuman races, which wouldn't be a weakness if she wasn't so vocal and stubborn about it. Her stubbornness is another weakness, as once she has decided on something she is nearly immovable on the subject - this includes jobs, though if the client is fucked up by even Portocielan standards she may back off. Her moral code is ironclad, and while normally that only goes as far as not working with those that regularly violate it, if she feels she has the advantage she's just as likely to "take action" against them. Freely, happily, and joyfully exploiting the fact that the First Law of Magic only covers using magic to kill.
+++Likes/Dislikes: She likes her food, especially Caribbean and especially especially her native cuisine, the spicier and meatier the better. Beer is another like, though she can barely tolerate Red Stripe and prefers Mexican beers, notably Modelo. Partakes in the sweet leaf, though not to the stereotypical levels of her homeland - prefers smoking to eating, and far prefers cannabis to tobacco, though she will (rarely) smoke. Somewhat ironically dislikes South American cuisine as a rule.
+++Interests: Besides the Art, she has a noted interest in the outdoors, something she would exercise more often if there was anywhere safe to do so in Portocielo - when jobs take her off the island, she makes it a point to go hiking or exploring whenever time allows. Enjoys exploring urban areas as well, including but not limited to window shopping; being a genuine wizard gives her some modicum of protection in all but the worst neighborhoods so at least in that respect she is able to act out her hobbies on the island.
+++Fears: There are many things she as a human and a wizard fears. One is her own power, and growing complacent about it - not so much its presence, but its use. She fears growing so casual with its use that she does something excessive, dangerous, and/or lethal in a fit of emotion or callousness. Despite working with them about as much as any other wizard, Claire is absolutely terrified of fairies and the fae, as she is acutely aware that one false step with them can land you in a whole new dimension of hurt.

+++Nationality: Jamaican
+++Ethnicity: Black Jamaican
+++Languages Spoken: English, Jamaican Patois, Spanish, Haitian French, Latin, some Brazilian, "enough German to order a pizza", uses mangled Hebrew as her magic coding.
+++Religion: Nonreligious
+++Birthplace: Montego Bay, Jamaica
+++Permanent Residence: New Leiden, Portocielo
+++Criminal History: (If any)
+++Skills: (Don't go overboard)

+++Equipment: Uses a carved black walnut cane, resembling an elongated gunstock club sans spike, as her primary foci and crook-whacking stick. For weapons, she uses a UMP45 with a collapsible stock, a silver machete, a second-generation KSG, and for longer ranges a Barrett MRAD with a passive nightvision telescopic sight. Also uses a plate carrier, in addition to a shielding focus in the form of a steel bracelet on her left wrist. Doesn't typically use pistols or shotguns, but when she does, she uses a stainless CZ75B.
+++Magical Abilities: Specializes in thaumaturgy, psychometrics, evocation (though she claims that "everyone knows evocation, so it doesn't count"), and kinetomancy. Average at potions and summoning, mediocre at earth magic.

+++Bio: TBAL

+++RP Example: Quack.

ROWLING-IS-A-HACK (DO NOT REMOVE)
Last edited by Rupudska on Sun Apr 26, 2020 9:48 am, edited 2 times in total.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
THE Strike Witches NationState | Retired King of P2TM
Best thread ever.
MT Factbook/FT Factbook|Embassy|Q&A
On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Sun Apr 19, 2020 9:21 pm

Here she is!

(VALLE, D.I.)

[/floatleft]
+++Name: Diane-Isabelle Louise Giorgiana Valle (pronounced VIE-yay), known among circles as Gato
+++Age (18 at youngest): 23
+++Species: Human
+++Sex/Gender: Cis female
+++Sexual Orientation: Pansexual
+++Appearance: Image 5'4, 115 pounds.
+++Identifying Marks: She has a tattoo of the Seal of the Seven Archangels on the back of her neck, just above her right shoulder-blade
+++Psychological Analysis: Gato is a punkish, mischievous and playful warlock with a somewhat impish nature and a penchant for doing her own thing, her personality is often said to be catlike (which earned her her nickname along with her love of cats). She enjoys her freedom (including magically, you can't experiment under somebody else's thumb after all) but when push comes to shove, she'll do the right thing as she does believe in helping others although she can be somewhat unreliable.
+++Weaknesses: She can be unreliable and flaky, also she's really not the best when it comes to close combat...she's pretty squishy when it comes down to it and depends on her magic. Also her dislike of following the rules have often gotten her into trouble. Like...actual trouble.
+++Likes/Dislikes:Likes: Cats (she has three), magic, naps, spellbooks, edgy clothes. Gato enjoys good food, fun company, the freedom to express herself as she pleases, studying new spells and collecting cool magical artifacts, even the useless ones make good curios. She dislikes more than anything being tied down, and while she doesn't hate the White Council, she does dislike the fact that they're all up in the other mages' biz. She dislikes being bored and having to do anything that goes against her personal code.
+++Interests: Experimenting with and studying spells, jewelry design, illustration.
+++Fears: Her greatest fear is losing her freedom, that would be devastating for her. She also has a fear of the dark, and a fear of wasps.

+++Nationality: American
+++Ethnicity: Black Creole (black with a splash of Native American and European descent)
+++Languages Spoken: Standard French, Louisiana French, Louisiana Creole, English and some Latin and Greek although Creole, French and English are her primary languages. Recently she's taken to studying Welsh.
+++Religion: Catholicism
+++Birthplace: Lafayette, Louisiana
+++Permanent Residence: Southern New Leiden
+++Criminal History:Nothing too bad, she has been booked for tagging, shoplifting and drug possession...pretty minor-ish crimes. (If any)
+++Skills: Drawing, she's very good at drawing. She's also a decent cook, and from her juvenile delinquent days she knows how to pick locks and track prints.
+++Equipment: Her grimoire: Basically a cool-looking book she found at a flea market that she's written down all the spells she knows...also functions as a magical bestiary. She also has a talisman (silver necklace shaped like a cat's head) that allows her to shapeshift into a cat...that's it.
+++Magical Abilities: Her primary specialties are alchemy, thaumaturgy, Verisimilomancy, summoning and rituals. She knows enough evocation to defend herself decently and dabbles in necromancy from time to time (ie: to not completely suck but that's about it.)

+++Bio: Diane was born to Christophe and Giorgiana-Angelique Valle in Lafayette, Louisiana, one of the bustling Acadiana cities. Her mother had lived in the city her whole life, and was immensely proud of her Creole heritage...even claiming to be a descendant of Louis XIV through an illegitimate daughter (Gato always side-eyed her mother for that, because who knows how true that shit is) and her father was born in New Orleans (although his family originated in Baton Rouge) and he moved to Lafayette for a job transfer, meeting her mother there. Diane was the only child of her parents, and she grew up in a large, loving family. She was especially close to her parents and to her grandmother Angelique, who would often teach her about the supernatural and the old Creole legends...Gato had always been a rebellious child however, and grew up to be an even more rebellious teen. There wasn't really anything wrong at home, she had just always been one to see how far she could push the boundaries...she would get in trouble for smoking or graffiti, but surprisingly she was good at school when she applied herself.

One thing she always enjoyed more than pushing boundaries was a chance to show off her skills, and school of course provided her with an opportunity to do that. She'd not really known she was a wizard, but like a lot of teenage girls she thought it was cool to dick around with the occult (the "witch phase" times) but she didn't think that any of it was really real...until her tenth grade history class. She'd had to do a report on a French historical figure, and her mother suggested their "ancestor" Le Roi Soleil himself. Gato agreed, because her mother had researched enough and could help her enough to where this could be an easy A. Of course, there were quite a few gaps and she researched but things eluded her. So she decided to "get the old bastard to answer this himself" and make an attempt to conjure his spirit for laughs. She even gathered ingredients and found a spell for the occasion, so she performed the spell while her parents were gone expecting absolutely nothing to happen...she was wrong. So she's got this ghost in her room and no idea what to do with him...when she came to herself, she got it together enough to finish her report but had no idea how to banish him, so her father did it for her.
Sensing her shock, Christophe explained to his daughter that they came from a line of wizards, but didn't really know how to tell her and now that her powers had awakened he decided to begin her training, which continued until she was supposed to have graduated college but Gato had decided early on that college was not for her. When she saved up enough money from her job, she decided to move out of her parents' house and go to get a fresh start...turn her life around. She had heard about the Black Dog Investigation team from her father and other wizards asking around, and after some thought decided that it was an avenue worth checking out...she's been in New Leiden ever since. Among the chaotic atmosphere. she actually felt quite at home...except for all the crime, a lot worse than anything she'd ever gotten into trouble for but she's actually kind of gotten used to it.

+++RP Example: Haven't been in many RPs, but here's an OP I wrote for one that unfortunately never really got off the ground: viewtopic.php?f=31&t=461085#p35413553

ROWLING-IS-A-HACK (DO NOT REMOVE)
Last edited by Ceystile on Mon Apr 20, 2020 1:39 am, edited 4 times in total.

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The Knockout Gun Gals
Senator
 
Posts: 4927
Founded: Aug 06, 2012
Inoffensive Centrist Democracy

Postby The Knockout Gun Gals » Sun Apr 19, 2020 9:30 pm

This place needs vampires. I will have to see first the lore.
Last edited by The Knockout Gun Gals on Sun Apr 19, 2020 9:30 pm, edited 1 time in total.
The Knockout Gun Gals wrote:
TriStates wrote:Covenant declare a crusade, and wage jihad against the UNSC and Insurrectionists for 30 years.

So Covenant declare a crusade and then wage jihad? :p

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Wolfenium
Postmaster-General
 
Posts: 10593
Founded: Jan 17, 2010
Father Knows Best State

Postby Wolfenium » Sun Apr 19, 2020 9:41 pm

I wasn't sure who to app for, but I guess I'll go for both. Scratch that. I'll go for the paranormal, since we have so many humans on board.

EDIT: Done.

(EVEN-VERED, A)

Image
+++Name: Arsay Even-Vered
+++Age (18 at youngest): "79 years old, if what few written documents I have with me could be trusted. Carbon dating on my oldest parts places the estimate around 60 to 80 years old. Unfortunately, I do not possess any data regarding my exact age, and fragmentary memory data suggests it may have been deliberately purged."
+++Species: Golem
+++Sex/Gender: "Golems don't have proper genders, though it's very obvious from schematics of my very first body that I was intended to be female, as does this one."
+++Sexual Orientation: "I am not programmed for preferences towards any genders, at least not based on present data."
+++Appearance: Height: 165 cm; Weight: 45kg
+++Identifying Marks: None

+++Psychological Analysis: Seemingly emotionless, Arsay acts a lot like a robot, unsurprising due to her nature as a golem. In fact, she often makes a conscious effort to repress any emotions she does feel, calling them 'errors' or 'bugs'. Professional to a fault, she often puts in her best effort to her job, and is unfailingly loyal to any employer. However, she is not immune to showing disdain, often at minor pet peeves from her employer and colleagues, and the disorganized nature of detective work.
+++Weaknesses: Despite numerous augmentations to boost her physical abilities, Arsay's body is clearly not built with combat in mind. While her skills at espionage suited her current form, they are clearly ill-suited for pitched battles. Fortunately for her, replacement parts are plentiful, from motor parts to Gomorrah sex dolls. Unfortunately for her, they are obviously not built with combat in mind either, and are sometimes of dubious quality.
+++Likes/Dislikes: Likes doing her job and adventure, proper organization and arrangement, quality mechanical parts, and guns. Dislikes lax colleagues and employers, her current body, poor quality equipment, and frivolous activities.
+++Interests: Reading suspense novels, training, pimping her gun.
+++Fears: Despite constantly reminding and referring to herself as a mere computer and automation, Arsay cherishes her own memories and experiences more than she would have liked. However, her old line of work - something her herself could no longer remember in vivid detail - almost certainly require that she wipes them from her mind. This resulting emptiness had thus, overtime, developed into a real, crippling fear of her own crumbling sense of self. She knows her current body is not her original, and her eerie familiarity with the seedy underworld tells her of dark deeds done in the empty gaps in her memories. Doubting if her current personality is even her true one, Arsay has growing trouble trying to tell if her 'dreams' were simply mere errors, or past lives 'lost' in her line of duty. Ultimately, it is not her physical death that she truly fears, but her psychological one, a ghost taking the place of previous souls destroyed by her own masters.

+++Nationality: Israeli
+++Ethnicity: Jewish
+++Languages Spoken: Technically, no language is beyond her grasp, with quick learning, but her most-often used languages are English and Hebrew
+++Religion: Judaism
+++Birthplace: "I have few written records of my past, though 'birth' documents belonging to my first known employer, Arseniy Rosenstein, suggests it is the Shanghai Ghetto in Japanese-occupied China. Otherwise, it's just mere conjecture."
+++Permanent Residence: Brammertown, Portocielo, United States
+++Criminal History: "Nothing comes to mind."
+++Skills: Mechanics, specifically gunsmithing, gun training, parkour, CQC

+++Equipment: M16A2, customized with a scope, Norinco M320, modified with Uzi folding stock ("A disgusting sham, but obtaining the real one is difficult and costly."), Walther P38 ("Don't judge me.")
+++Magical Abilities: "I can project others' spells using my guns or in-built transmitters on my palms. Beyond that, I have no natural arcane abilities."

+++Bio: There was not much of a past Arsay could speak of, at least not one she could remember. A Golem specializing in subterfuge and espionage, Arsay's combat skills were almost entirely oriented towards intelligence gathering and assassination. The darkness is her natural environment, breeding a sense of familiarity that seemingly leads nowhere. And while Arsay could not remember why, she could only guess her lost past was part of the price she paid for her job as an 'Israeli government employee', or even a trade required for freedom, something she was not sure she really wanted in the first place. With memories fragmented to the point of fantasy, Arsay could only trust what written records she has in her possession, and even they only provide little scraps of who she was.

From what little she gathered since leaving Israeli service in 1991, Arsay was created in the Shanghai Ghetto during the Second World War, long before the reveal that exposed magic to the wider world. The name and identity of her creator long lost, Arsay was 'adopted' by another Kabbalahic mage, Arseniy Rosenstein, himself a Jewish refugee from Russia. Immigrating with him to Palestine after the end of the Second World War, she and her master fought on the side of the radical Lehi militia against the Arabs in the 1947–1949 Palestine war, often as a courier and scout. Her constant changing of appearances to suit the mission soon became a hallmark of her design, and Arseniy relinquished ownership of her to the Israeli government. What happened during those years would soon put a strain on her mental psyche, a largely blank void stretching up to her decommissioning in response to the reveal. When the time finally came for her to obtain a legal name, the only person that came up was her very first employer. Whether consciously or not, the long unnamed Golem called herself 'Arsay', after the Canaanite goddess of the underworld, adopting the Hebraized surname of Even-Vered, after Rosenstein.

Since then, Arsay had long wandered the world, picking up odd jobs for both legal and shady enterprises. Cut off from the usual high quality parts supplied by her former employers, Arsay had to resort to buying lower quality equipment, even outright discarding entire bodies where necessary. Her latest choice of appearances was especially degrading, usurping control of a Japanese sex doll to escape from a Yakuza clan whose boss she had recently offed. Regardless, she takes her role in her stride, if not grudging resignation. Eventually, she was enticed by Claire to join her detective agency, a line of work Arsay never imagined she would enjoy, despite her love for detective novels and suspense.

Having believed all her life that her sole purpose was to serve, Arsay often considered her newfound freedom disorienting at times. Any desire to probe more into her lost past was often quashed by suspicions of retribution from both her former masters or enemies. However, her new position in Black Dog had begun to make her reassess her priorities, and her choice to uphold an invisible oath that was never her own to make. For now, all she wants for now was to move on and settle down. Whatever life journey to find her true purpose or her true identity would have to wait, lest those take the initiative to find her...
+++RP Example: Here.

ROWLING-IS-A-HACK (DO NOT REMOVE)
Last edited by Wolfenium on Thu Apr 23, 2020 8:40 pm, edited 19 times in total.
Name: Wolfenium| Demonym: Wolfener/Wolfen| Tech Level: MT/PMT/FanTech (main timeline) or FT/FanTech
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