NATION

PASSWORD

We're the Ones Who Bump Back (Paranormal RP Group, Interest)

Where nations come together and discuss matters of varying degrees of importance. [In character]
User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

We're the Ones Who Bump Back (Paranormal RP Group, Interest)

Postby The Fanboyists » Sun Jul 10, 2011 8:02 pm

SO, with the apparent demise of the PIT, I'm airing out an idea for an Allamunnic-based replacement. For those unfamiliar with the PIT role-plays, the PIT (Paranormal Investigation Team) was exactly what it says on the tin: a squad that investigated paranormal and supernatural happenings, generally of a sinister nature. People could contribute cases, and the case-provider would be the host RP'er as the squad would attempt to solve the mystery.

This would be similar. It's coinciding with my attempting to flesh out the supernatural aspects of the Federation, so the creation of the unit would tie into that. Other RP's might nor might not emerge relating to the general goings-on in the Federation, though.

This is to feel for interest; if you're interested, please submit a potential character info sheet. If I'm not familiar with your RPing, I would like an RP sample, preferably linked so I can see the context. Or, y'know, don't, and just tag in saying your interested. Either way. Also, please note that we will need cases...

There are a few characters from the Allamunnic end, complementing or running the organization (still as yet unnamed). Some of them, and the organization's backstory...

The Organization: A Brief History
The Organization that has taken up some of the burden of paranormal dealings in the wake of the PIT isn't exactly shiny and new, nor is it an old, long-standing institution. The Organization's roots lay in the predecessor Organization of Stephen Varricer, who, along with his allies, skirted the line between black magic and white magic to apprehend threats to the balance of power and security within the Federation. Due to the use of black magic to accomplish their aims, several members became corrupt, and the Organization as a whole became a greater instrument of oppression and violence rather than one of security.

Enter Varricer's disillusioned son, Lucian. Following a realization of his father's hand in the violence epidemic in the paranormal community in the Federation, Lucian ran away from home, gathered his own allies, and soon all but declared war on the Organization in 1986. The conflict between Lucian's allies and his father's Organization lasted for eight years, with Lucian apprehending and imprisoning his father in 1993, and with most of the more dangerous remaining operatives being aprehended or killed within the following year; Varricer's Organization had ceased to exist in any real sense by October of 1994.

Unfortunately, problems immediately began presenting themselves to Lucian and his allies. Among them being that, whatever bad the Organization had done, it had also kept some of the nastier things from the paranormal side of the aisle from operating in the open and causing further damage. With the disbanding of the original Organization, vampires stepped back into the open, ghouls prowled dark streets, and necromancy, along with other black magic disciplines, enjoyed a resurgence.

The problems had become so great that in 1998, Varricer was forced to refound the Organization, with notable differences. Black magic would no longer be permissible to operatives, with rare exceptions made in cases of dire need, with those permitted to use it placed under long-term observation. With the dilligent work of Varricer's operatives, and the skill and determination of Artus Milvian, his top lieutenant and new head of the Organization, the situation in the country was brought back under control. Today, the Organization continues its work of suppressing the most dangerous aspects of the paranormal world from interfering with that of the mortal world, and maintaining the balance of power.


Name: Lucian Varricer
Age: 42
Profession/Skill-Set: Wizard (Generalist); Member of the Blue Circle (governing body of Allamunnic wizardry), unofficial head of the Organization.
Physical Description:
Height: 6'1"
Weight: 165 lbs
Other: Neck-length black hair, green eyes, lighter build. Gives off a very strong aura of power. Quite healthy. Usually wears a dark cloak, dark clothes underneath. A life of combat experience means he's got good stamina, speed, and strength, physically and mentally.
Characteristics:
Skills: Magic; generally very talented at both evocation and thaumaturgy, offensive, defensive, warding, or other general use. One of the most powerful wizards in the Federation today, in fact. Not exactly stupid, either.
Traits: Utter devotion to his cause, a no-nonsense attitude. Very focused, intelligent. Balanced in terms of risk-taking behavior. Posesses a high level of tact and diplomatic know-how, which is good, because he's had to deal in politics a lot, lately.
Background: It's anyone's guess as to why Lucian is as absurdly powerful as he is, but whatever the cause, it makes him one of the foremost paranormal figures in the Federation today, and sort of a celebrity in those circles. That said, he's done quite a bit to earn that reputation; starting from the tender age of seventeen, he's run away from home, dismantled an organization of dark magic, formed his own to combat danger and enemies of humanity from the paranormal angle, and arrested his own father, as well as single-handedly capturing or killing several other powerful warlocks. God help you if you become an enemy of his cause.


Name: Artus Milvian
Age: 43
Profession: Wizard (Evocation); Official Head of the Organization; official title is Commander.
Physical Description:
Height: 6'4"
Weight: 194lbs
Other: Light brown hair, kept short, moderate build, hazel eyes. Similar experiences to Lucian have left him fairly fit, as well.
Characteristics:
Skills: Skill with magic, mostly with evocation, not so hot at defensive magic or thaumaturgy. Has interrogative skills, and is good at reading people, in terms of ascertaining intent, emotion, and such.
Traits: Milvian borders on fanatical when it comes to the elimination of black magic and dark forces in the world; having come from a family of dark wizards and having witnessed his father, uncle, and cousins do some rather twisted things, he's not prone to compromise or relenting.
Background: Milvian comes from a family of dark wizards who worked in Stephen Varricer's Organization, and went about as bad as it was possible to go. Milvian, like Lucian, left home at the age of seventeen in an act of rebellion, and the two became close friends and led the fight against the old Organization. When the Organization had to be refounded a few years later, it was clear that there was nobody better for the job and ensuring that the Organization remained an instrument of good than Artus, who was made the official head.


Name: Ryan Guinness
Age: 66
Profession/Skill-Set: Wizard (Evocation); Team Leader
Physical Description:
Height: 6'2"
Weight: 177lbs
Other: Blue eyes, iron-grey hair. Moderate build. Not naturally athletic, but healthy and fit due to life of dangerous profession. Usually wearing a great-coat, light boots, jeans, and a fairly-light shirt. Carries a staff.
Characteristics:
Skills: Magic; skilled at evocation (on the spot, generally combat magic), especially defensive spells. Life of combat experience means he's got plenty of endurance and stamina, physically, mentally, and thaumaturgically, and is rather focused.
Traits: Wry sense of humor, with a devotion to his job and a tendency to ignore danger. His disapproval for politics and tact means that it's anyone's guess as to how he became a team leader. A belief in the use of overwhelming force means he approaches jobs in ways that might seem inadvisable, in general.
Background: Ryan Guinness is one of the more skilled wizards currently active in the Federation in this line of work; most of the older, more experienced ones are in study, or involved in Blue Circle politics.

Guinness got his start with Lucian Verricer roughly twelve years ago, in the fight against Lucian's father, Arthur Verricer, and his organization (with it's original purpose to keep the peace and control black magic more or less falling by the wayside). Guinness was one of the first mages to join Verricer's crusade, and put his knowledge of supernatural beasts and combat to good use, both in helping to train his new leader and in occasionally bailing his new companions out of trouble. By the time Arthur was placed into confinement and his organization disbanded, Guinness was one of Verricer's top lieutenants. Following the end of hostilities, he requested Verricer's second-in-command, Artus Milvian, to create a team to investigate supernatural troubles in the jurisdiction of the Blue Circle and other willing bodies.

Since then (over the last six years), Guinness, along with several other wizards and concerned citizens, has led the push to keep the supernatural and mundane worlds from intersecting too much, and to ensure general safety.


Name: John McNair
Age: 46
Profession/Skill-Set: Wizard (Generalist); Striker
Physical Description:
Height: 6'0"
Weight: 184lbs
Other: Black hair (usually combed over), brown eyes, light beard and mustache. Lean faced. More naturally athletic than Guinness. More muscular.
Characteristics:
Skills: Skills in magic; moderately skilled at evocation and thaumaturgy, and more precise in his spell-work. Prefers wind spells.
Traits: Very much complementary and similar to Guinness. A dry sense of humor is shared between the two, but he is more subtle than the team leader.
Background: McNair, like Guinness, got his start with Verricer's crusade against his father, although his personal history before that point is somewhat hazy. McNair, lacking Guinness's leadership skills and desire to lead a team at all, has been placed into the Organization as a Striker, one of those trained to deal with paranormal threats once the investigation teams have identified them. McNair's specialty happens to be dark magic and its practitioners.


Name: Haanryk Waalturs
Age: 27
Profession/Skill-Set: Wizard (Generalist); Ally of the Organization, Striker
Physical Description:
Height: 6'0"
Weight: 214lbs
Other: Brown shaggy hair, brown eyes. Stocky, more muscular build, but not as much naturally athletic.
Characteristics:
Skills: Skills in magic; moderately skilled at evocation and thaumaturgy, more raw power with less precision. Prefers spells that revolve around kinetic energy or are defensive in nature. Elemental specialties are earth, lightning, and force-based magics. His greatest specialty, however, is his ability to conjure shields.
Traits: Much more independent in nature than either Guinness or McNair; Waalturs is only a sometimes-member of the team, who is at times maintaining a practice as a consultant with the Dunnmaar Police Department. Guinness sees something of himself in the young wizard, though, in his relative lack of subtlety or tact.
Background: Waalturs is a rather young wizard, only recently graduated from his apprenticeship. That said, Waalturs happens to have a certain knack for dealing with inhuman creatures, and a rather unique loathing of ghouls. Due to his lack of official membership in the Organization, Waalturs only joins in at specific times, generally working an investigation business out of an office in Dunnmaar.


=====================


Case List:

Mean Streets CLOSED
Brutal Dawn IN-PROGRESS
Going Down to Dunwich IN-PROGRESS
Last edited by The Fanboyists on Sun Jun 03, 2012 10:00 am, edited 11 times in total.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Wandering Argonians
Ambassador
 
Posts: 1313
Founded: Antiquity
Moralistic Democracy

Postby Wandering Argonians » Mon Jul 11, 2011 8:47 pm

I do enjoy a good paranormal roleplay. I guess I'll just re-submit the character I had from PIT...

Name: Verrick Kreets
Gender: Male
Age: 45 years
Height: 6'1"
Weight: 224 lbs
Affiliation: Argonian Intelligence Service
Assignment: Special Tasks Unit
Rank: Special Agent
Prior Service: Argonian tribal hunter and guerilla unit leader
Eye Color: Blue
Build: Powerful
Biography:

Verrick's tale is an odd one, much like the individual himself. Verrick was born in a small coastal fishing village marked 'Coastal Village 5' on every government map he's come across since he left, but the locals refer to the place as 'Edgewater'. Prior to the last civil war, Edgewater was a peaceful community plagued by the occasional hurricane and slaver raid, but otherwise a fairly standard tribal village in most respects. They held their own against their slaver captors through stealth, cunning, and ferocity; they weathered the hurricanes as much they had for hundreds of years, standing in the thick of it making sure the village itself didn't blow away.

Young males like Verrick either followed the path of the hunter or the fisherman, and despite Verrick's father following the latter path, Verrick himself began prowling the outlying marshes at a young age. Using the ancient tools of his kind, the knife and the bow and arrow, the young Verrick quickly learned that not being seen was a virtue in the tight confines of the deep marsh. This trait was to serve him quite well in the future during the Modernization War, known outside the Argonian Borders as the Second Civil War. Tribal warriors clashed with government troops over a combination of religious and social reasons, but the superior training and firepower of the Modernists eventually won out over tribal ferocity.

During this turbulent time, Verrick led a small band of guerilla warriors on numerous successful raids against Modernist positions, and it was during these operations that he further honed his impressive knife skills and developed his current familiarity with firearms. At war's end, Verrick had fifty-thousand dollar bounty on his head, but this was soon dispelled by the Insurgent Amnesty Act, where former insurgent fighters were given full pardons by the newly-elected president as a show of good faith and to promote unity between Modernist city-dweller and the proud tribal peoples of the marshlands. Impressed by his effectiveness as a guerilla warrior, Verrick was recruited by the Argonian Intelligence Service nearly a year after he recieved his pardon. What landed him his current position was the stories AIS operatives had heard about the marshes around Edgewater, and Verrick's hunts during the past year, including an operation that ended with the death of most of the Argonian ruling body and with Verrick squarely in the government's crosshairs.

Groups of hunters had departed for the marshlands after seeing strange lights floating in the distance. The source of the lights was an elven liche, the corpse of a long-dead slaver corrupted by the dark arts he practiced during his brutally-ended life. Drawn by the death spread in the wake of the Modernization War, the liche had raised a host of fallen soldiers and insurgents to seek out those who had killed him and exact revenge. Not surprisingly, he'd been slain by the hands of a young hunter named Verrick Kreets. After several parties failed to return, Verrick, now a tribal leader in his own right, ventured into the marshes. There, he encountered horrors he'd never thought possible, things only hinted at by the old shamans during dark tales meant to scare young Argonians into staying out of the swamps.

The lesser undead were dispatched easily, bursts of AK-47 fire and strokes from Verrick's hunting knife making short work of their decayed bodies. The liche himself, however, proved to be far more of a problem. The old foes battled for several hours, with Verrick finally prevailing over his enemy a second time to drag the dismembered and still-wriggling corpse to the shamans for proper disposal. Already decorated with the customary tribal tattoos showing birthplace, occupation, tribal leader, and warrior, Verrick was bestowed the greatest honor of his tribal life. A simple tribal pattern was tattooed across his snout and up his left ear-fin, marking him as a great hunter of the undead.

A quick note on Tribal culture: Tattoos are marks of honor, and location and pattern denotes a great many things for the learned observer.

Forearms: Tattoos in this location indicate place of origin. All villages have their own unique pattern.
Chest and Upper Arms: Patterns inked here indicate a warrior, and the more intricate the design the more respect the individual commands
Neck: Tattoos on the neck and larynx mark the individual as a leader, usually a chieftain
Ribcage: Tattoos in this painful area mark an Argonian male as a hunter of prowess, and like the warrior tattoos the more intricate the more respect
Back: Back tattoos usually indicate several things, but often speak of victorious battles the wearer has fought in, and formidable enemies slain
Face: Facial tattoos are reserved for extrememly special occasions. Great warriors who have overcome greater evils are honored such rare designs

The legs and lower back are usually the domain of the Argonian female, denoting such things as marriage (females only recieve origin tattoos on one arm, the other is later inked to match her husband's place of origin), as well as other life events. While uncommon, female Argonians serve as warriors and hunters as well, and recieve similar tattoos to their male counterparts.

Enough of a cultural lesson. With his prior dealings with them, Verrick's induction into the Argonian Intelligence Service was rather simple, and he was assigned to the extremely secretive Special Tasks Unit. The STU dealt primarily with uncouth beings like Verrick had recently squared off against in the marshes, but on a larger scale. During his time with the Special Tasks Unit, Verrick has spent a great deal of time abroad working as part of a multi-national team known as 'PIT'. With PIT's dissolution, Verrick has undertaken a few direct action operations with the STU and attended a few refresher courses, and his skills as a hunter and tracker remain strong. He currently has little else to do.
Last edited by Wandering Argonians on Wed Feb 15, 2012 8:51 am, edited 2 times in total.
-Member; NationStates Private Military Corporation Guild (NSPMCG)
-Member; Galactic Economic and Security Organization (GESO)

User avatar
Siberiak
Chargé d'Affaires
 
Posts: 438
Founded: May 31, 2009
Ex-Nation

Postby Siberiak » Tue Jul 12, 2011 8:24 am

Name: Jasper J. Jackson
Age: 43
Height: 6" 3'
Weight: 157lbs
Hair: Short, Wild, Black.
Eyes: Sharp Icy Blue

Appearance:

Body/Face: Gangly Body Structure. Pale Skin. Vandyke. Teeth in relativity good condition.

Manner: Frequently shows his cunning and biting wit, enjoys picking people apart, and often mocks their weaknesses. Has a 'Rubik's Complex' in which he needs to 'solve the puzzle'. He often criticizes social etiquette for lack of rational purpose and usefulness, and doesn't care what people think of him. From experiences from his childhood he is compulsively honest, unable to lie.

Clothes: Dark Green Trench Coat, Green Suit, Black Dress Shirt, Black Gloves, Purple Tie, Black Loafers, Tinted Sunglasses.

Equipment:

Weapons: A black cane which he uses to support himself because of a limp, however, it hides a sabre that is used as an offensive weapon. He also carries a 9mm silenced pistol for 'unavoidable circumstances'.

Other: In a battered leather briefcase carries note books, pencils, pens, chalk, a Rubik Cube, and his laptop.

Special Abilities:

Genius-Level Intelligence: Supreme problem-solver. He is a genius with brilliant deductive and analytic power. His mind excels with puzzles, minds games, and manipulations.

Escapologist: Since childhood Jasper has been a big fan of the late great Harold Houdini, a master escapist. He skills allow him to easily escape handcuffs and once allowed him to walk into and out of a high security prison in order to question the inmates.

Second Sight: Able to see and indentify magical energies.

Background: Jasper was born into a broken home, his mother was absent and his father was abusive. When Jasper was a young boy he became excited at the idea of winning a puzzle contest at school. To increase his likelihood of winning, he sneaked into school during the night and practiced the puzzle until he could solve it with ease. He ended up winning, and was awarded a riddle book. Since that time, he has mastered puzzles, mind games, and riddles. Jasper was profoundly intelligent, and would pass tests with apparent ease, something his father, out of jealousy, couldn't or wouldn't believe, and therefore attributed his success to cheating and beat on him repeatedly to keep him 'out of trouble,' or to stop him from lying. This act developed his most signature character trait making him unable to lie.

When he was old enough he left home and became a highly valued (as well as priced) private investigator. During one of his investigations into police corruption he was shot in the leg by the man who was assigned to be his liaison between him and the police. He survived, at the cost of having to walk with a limp and a cane.

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Wed Jul 13, 2011 9:06 pm

Awesome! WA, I've RP'ed fairly often with you before, so an RP sample isn't necessary.
Siberiak, I believe I remember you. That said, can you perhaps link to an RP sample, just to be on the safe side? I think it's pretty safe to say y'all are both accepted, though.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Kazomal
Minister
 
Posts: 2892
Founded: Feb 03, 2010
Left-Leaning College State

Postby Kazomal » Thu Jul 14, 2011 9:25 am

Here's my old character from the PIT, who never actually got to do a case:

Name: Nicodemus "Niko" Assam
Age: 32
Height: 5'11''
Weight: 170lbs

Profession: Hashashim (intelligence agency of the Commonwealth of Kazomal) special operator, analyst, handler (ret.)

Reason for Applying to the PIT New Paranormal Investigation Team
Coming from a Greek and Arabic family, "Niko" Assam grew up with the concept of the supernatural as a given. His parents would often pray to, and seem to communicate with, departed ancestors. This ability to imagine beyond the "possible" gave Assam an excellent imagination and lateral thinking skills. His natural and flexible intelligence, combined with his natural athleticism, attracted the attention of his uncle Assam Nassr, a high-ranking Hashashim agent, who recruited Niko into the service. Niko has spent the last 14 years if his life distinguishing himself both in the field and in the office in Ixnay's most effective and feared intelligence agencies. Most recently, Assam has worked as a handler. On a recent mission in unoccupied territories in Ixnay, Assam lost 2 agents, and decided that the situation required personal investigation. In a lonely cave in central Ixnay, Assam was attacked by something. Something he has never been able to identify, or explain. Shortly afterward, his uncle Assam Nassr was killed in an unexplained auto accident. Devastated by his uncle's death, Niko retired from the Hashashim early on the merits of his previous accomplishments, and devoted himself to studying the paranormal full-time.


Experience and Skills:
Hashashim (Kazomal intelligence agency) special operator, analyst, handler (ret.). Niko has spent the last 14 years making a name for himself in Ixnay's most feared and effective intelligence agency. Pre-natal genetic enhancements (which Niko himself is unaware of), as well as his specialized Hashashim training grant him reflexes, strength, stamina, durability, speed, and cunning beyond the range of a normal human (but not so superhuman as to be perceived as supernatural). Though Niko is proficient in all manner of unarmed and armed combat, but his biggest assets as both a special operator and later a desk jockey are his lateral thinking and ability to quickly react in a crisis, born out of an almost preternatural situational awareness. He tends to find unorthodox solutions that others miss. Assam is also a master of disguise, deception, and sleight of hand, and is a near perfect shot. Assam has a cushy bank account to draw on, as well as knowledge of Hashashim contacts and safehouses in various nations, and friends in the Hashashim, and beyond. Assam can also pilot almost any land, sea, or air vehicle, is multilingual, and owns a Braslandish Wolfhound named Monster.


Other Info
Niko does not know this, but his uncle Assam had chosen him for Hashashim service from before birth. Niko's unusual intelligence, reflexes, and athletic ability are no accident, as he was genetically pruned and augmented by Hashashim scientists.
Niko has latent psychic sensitivity, also unbeknownst to him.


Weaknesses
Assam's mind is constantly in wired to fight-or-flight survival mode, and thus when there is no immediate crisis, this manifests as a general unease and self-doubt. This can spiral into indecisiveness and deadlock or derail his progress. Additionally, he may perceive threats in benign situations, and can have a hard time forming connections with colleagues, or with people in general. Since the death of his uncle, Assam has been a borderline alcoholic.

Niko also suffers from joint pain as a result of his many years of spec ops work, specifically in his right knee. Though it has not yet begun to effect his work, this has the potential to become debilitating over time. Niko's chest, abs, back, sides, arms, and legs all bear scars. The only one visible under clothing is a small horizontal scar where a bullet grazed his left cheek, marring his otherwise handsome Mediterranean face.

You can only overpower the human psyche so much before something gives. When not tasked to capacity, Niko cannot power his brain down, resulting in imagined threats and constant second-guessing, as well as insomnia. As time goes by, it is getting harder and harder to command his brain to perform outside of a crisis, as it is busy with tasks of it's own creation. Routine social interactions are fraught with peril, key clues are overlooked, plans miss key details or fail to form, even simple mathematical calculations elude him. Niko is having a harder and harder time discerning how accurate his perceptions are, and feels as though he is losing his grip on both reality, and on his own mind.


Demeanor
Niko tends to play his emotions and thoughts very close to the chest, a habit picked up through years of intelligence work. While he is a friendly and charming man, the unusually perceptive can often feel his mania straining his control. Those who are perceptive but less insightful detect a nervous energy emanating from behind his black glasses. Conversely, in a crisis, Niko is centered and decisive, with physical and mental reflexes beyond those of of a normal human. Even his social intelligence skyrockets in a crisis, when his mind is working in synch.

Niko is frequently stoned on drugs and alcohol, partially as an aspect of the Kazomal culture, and partially because Niko is developing a substance abuse problem to cope with his deteriorating mental control. When drinking, Niko is better able to ride his roiling mental currents, and is more instinctual and impulsive in mindset, more extroverted and social in bearing. He is also more likely to lash out against perceived attacks, and to overreact in the extreme. When on Liao or similar drugs, Niko is better able to organize and listen to his simultaneous trains of thought, and can get lost in them. He becomes somewhat distant and more contemplative.


General Attire
Niko generally dresses professionally, in black slacks, a dark grey silk shirt, a black sports coat, and dark sunglasses. He generally packs casual clothes, as well as Hashashim Urban Ops gear.


General Equipment
On Person:
SIG Sauer P226 .40 S&W (either in under-arm or leg holster)
Hashashim fighting knife
switchblade in calf sheath
cell phone
wallet
lockpicks
flashlight
notebook
rolling tobacco, papers
cigarettes
silver cigarette lighter
ornate flask of Kazomal gin or rye whiskey

In Large Canvas Duffelbag, generally left at whatever is serving as base of operations:
Heckler & Koch MP7 w/back holster
Hashashim Urban Ops ultra-durable dark olive drab cargo pants
Hashashim Urban Ops ultra-drable black jacket
other clothing as appropriate
laptop
earpiece radios
night-vision monocle
make-up disguise kit
prayer rug
liao pipe
liao (herb)
liao (hash)
book of Kazomal prayers and rites
bottle of Kazomal gin
bottle of Kazomal rye whiskey

(liao is a mildly mind altering herb similar to marijuana that has cultural significance to the Kazomal people. Used in many religious rites and rituals, in private meditation and prayer, and recreationally. Niko is always sure to check on the drug laws of the nations he is visiting, even if he does not always abide by them.)

(all equipment is amendable at discretion of GM)


The only RP outside of my region is a currently ongoing New Vegas RP, I come in at like page 31. It's an f7 RP, and everyone is playing it very loose, so it's not totally representative of my play style:
viewtopic.php?f=25&t=112978&start=750

Also, here's a link to my region's RMB, to see my nation's RP within Ixnay, my region:
http://s15.zetaboards.com/ixnay/index/

Only PIT case I started:
viewtopic.php?f=4&t=78047&hilit=Assam

Excited that this is starting back up again, since I never really got to do a PIT case.
Last edited by Kazomal on Thu Jul 14, 2011 10:09 am, edited 1 time in total.
Check out Rabbit Punch, the MMA, Sports, News & Politics blog, now in two great flavors!

Rabbit Punch: Sports (MMA and Sports Blog)- http://www.rabbitpunch1.blogspot.com
Rabbit Punch: Politics (News and Politics, the Ultimate Contact Sports)- http://rabbitpunchpolitics.blogspot.com/

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Fri Jul 15, 2011 10:13 am

Accepted.
So far, the current team is...

Ryan Guinness (team leader)(Fanboy)
Verrick Kreets (Wandering Argonians)
Jasper J. Jackson (Siberiak)
Nicodemus Assam (Kazomal)

So for the current case (which is yet to be submitted; if we turn up nothing, I'll start us off with an Allamunnic case and see if that drums up any people willing to submit the cases), there's room for, let's say, one, two more team members AT MOST.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Kazomal
Minister
 
Posts: 2892
Founded: Feb 03, 2010
Left-Leaning College State

Postby Kazomal » Fri Jul 15, 2011 5:04 pm

The Fanboyists wrote:Accepted.
So far, the current team is...

Ryan Guinness (team leader)(Fanboy)
Verrick Kreets (Wandering Argonians)
Jasper J. Jackson (Siberiak)
Nicodemus Assam (Kazomal)

So for the current case (which is yet to be submitted; if we turn up nothing, I'll start us off with an Allamunnic case and see if that drums up any people willing to submit the cases), there's room for, let's say, one, two more team members AT MOST.


Thanks, glad to be onboard.

Not anytime soon, but I do intend to submit a case, eventually. I take a while to work on these things, I like to get all the details down before moving forward.
Check out Rabbit Punch, the MMA, Sports, News & Politics blog, now in two great flavors!

Rabbit Punch: Sports (MMA and Sports Blog)- http://www.rabbitpunch1.blogspot.com
Rabbit Punch: Politics (News and Politics, the Ultimate Contact Sports)- http://rabbitpunchpolitics.blogspot.com/

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Sun Jul 17, 2011 8:50 am

Bumping; will have the first case file up soon, if nothing else as an example for others.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Tue Jul 19, 2011 8:36 am

The first case, since no others have come forward:

Case Name: Mean Streets

Site: City of Thomasburg, Allamunnic States; Southwest quarter, Neighborhood of Dunbar. Area of greatest number of disappearances is approximately four blocks in every direction, with the greatest number occuring around the 4800 block of Kipmanc Street.

Background Information: Several people in this portion of the city have gone missing while out at night; when missing persons have been found, they have generally been eviscerated, often with some amount of flesh consumed. The source of the disappearances and murders are currently unknown, and the source of much conjecture and theorizing. Some of the bite marks found on the apparently-consumed victims appear to belong to malformed humans, or else something else entirely inhuman.

Other Information and Evidence: Several different bite patterns have been found, suggesting multiple perpetrators; it is likely that they are operating in a gang of some kind. One police patrol observed one of the snatchings; the suspects appeared human, but proved resistant to gunfire. In the light of the this evidence, it is the belief of the Organization that the suspects are non-human, utilizing flesh-masks.

Mission: Ascertain the identity of the suspects in the disappearances and murders. If possible, neutralize them by any means necessary that will not result in harm to innocents. The Organization will have a strike team ready to assist, should it prove necessary.

Projected Hazard Level: Very High; Suspects should be considered dangerous at all times.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Iotor
Envoy
 
Posts: 259
Founded: Nov 21, 2009
Ex-Nation

Postby Iotor » Wed Jul 20, 2011 6:03 pm

EDITED

Name: Benedict Felix Riless

Age: 31 years
Height: 163cm (6"2')
Weight: 76kg (167lbs)
Build: Average (Mesomorph)
Eyes: Green
Hair: Fair (Mouse-Brown)

Physical description: Clean-shaven (Facial hair), buzz-cut. Scar along left wrist. Tattoo on lower right torso (Smiley design).

Mental description: Strong-willed, intelligent. Optimistic, well-adjusted. Ergomaniac, prone to stress.

Service History:

Iotor Army (IDF) - Sergeant - 3 years
Iotor Army Commandos (IDF) - Sergeant - 3 years
Military Liasion and Assistance (SIAD) - Sergeant - 1 years
Paranormal Investigation (SIAD) - Warrant Officer 2nd Class - 4 years

Profile Summary:

Benedict was born into a traditionally culinary family. Not sharing his families interest in cooking, he enlisted as soon as he could to avoid being shunted into the kitchen by his parents. An average achiever in school, Benedict chose to become a rifleman for the adventure and travel. During peacekeeping events in local island chains off Iotor, Benedict was assaulted by a local with a machete (Accounting for the scar on his arm). He recovered fully.

After three years of service, Benedict successfully applied to join the Iotor Army Commandos. During a routine patrol, he was shot in the gut by friendly locals. He recovered fully. In celebration of his survival, he was coaxed into having a tattoo of a traditional smiley face placed over the healed wound (A ritual for many Army Commandos). He often contemplates having it removed, but chooses to keep it as a memento.

His luck continued. His commanding officer elected him for the SIAD Military Liaison and Assistance group (A foreign internal defense branch), for which he was successfully inducted and trained.

After a brief period of working with MLaA, Benedict was accidentally involved in a paranormal outburst in Iotor's port city of Laycon. Information is still classified. Afterwards, Benedict was elected for work with the Paranormal Investigation group. He has worked extensively with the PI group, as a Point of Contact operator. His work involved acting as a blocking element to prevent paranormal threats from expanding, to allow other units to effectively prevent it from developing.
He has also worked with the Paranormal Field Intelligence Group, by interviewing key witnesses and other SIAD members, as well cross-referencing information to ascertain the nature of the threat.

RP example:
http://forum.nationstates.net/viewtopic.php?f=4&t=128673
Last edited by Iotor on Thu Jul 21, 2011 4:52 am, edited 5 times in total.
In only the best of us are the virtues of heroes
In only the regular of our own, are the best

User avatar
Midlonia
Ambassador
 
Posts: 1420
Founded: Dec 24, 2003
Ex-Nation

Postby Midlonia » Thu Jul 21, 2011 10:16 am

I just did not get that great a use out of this guy, and while he is appearing elsewhere, I feel he should roll back out. Admittedly I assisted in PIT's demise by not running "Only the dead" but that was because of some hideous writer's block I am now over.

Quintus' Appearance

Name: Quintus Meskae

Age: 75

Race: Ghoul, Midlonian Naturalized, Herne Rating of 3.

Background:

Served three tours of duty in the Mainland Corps, a Ghoul only regiment “tithed” from the Freethinker Commonwealth. Quintus is an H3 Ghoul under the Herne rating system, meaning he has an Adonis-like physique and stands approximately 7 feet tall.

He is a borne and bred killing machine, an evolutionary pinnacle of Freestian Vampire and Human DNA the Ghouls took on mining and navvy roles and were responsible for the Mainland Super Engineering projects.

After his three tours in the Mainland Corps, he became an outbacker in the Freestian Wilderness, and began hunting. As a survival expert he took on Chaos-god infested Freestians, Orks, Sand dragons and the other various critters which occupy the hellish outback. He became a hunter, a collector of various trinkets and trophies off of the creatures and beings he has hunted.

His clothing is practical and usually covered in pockets filled with various survival gear, sewing kits, morphine, and in some totems and various good luck charms he has taken off of more sentient prey.

For a few years he served as one of Midlonia's most renowned bounty hunters earning enough money for him to live comfortably for a few years. The salary at PIT isn't as much as he had earnt previously, but the opportunity to collect more trophies interests him in the job.

His typical equipment consists of a standard issue 13mm Ghoul Rifle, and a Marine Pattern Cleaver and a Kesswig "G" 13mm revolver.


Strengths:


Strength – As a Ghoul, Quintus possess great strength, comparable to that of several human beings. This permits him to go toe-to-toe with much larger creatures than himself and the training he was given means they often come off the worse.


Freethinker Defence Industries 13mm Rifle – The Current Midlonians choice for outfitting Ghoul units and soldiers it the fearsome 13mm, able to take on anything from a human being [reducing them to near-nothing] or even be able to go one-on-one with soft vehicles such as jeeps and other vehicles, including low flying helicopters. It also has specialist ammunition available for it including a scatter shot round and depleted uranium.

Specialized ammunition - Quintus has a number of different ammunition types to put into the rifle, these include shatter rounds, armour piercing, explosive rounds and scatter-rounds. Of these, the ones Quintus tends to carry with him are two magazines of shatter, and a mag of scatter ammunition.

Size and Presence – As a ghoul, and an H3 one at that, Quintus stands 6 feet 9 inches tall. This makes his mere presence intimidating for lesser creatures and regular human beings. His thick, deep voice also makes his presence felt.

Survival Skills – Having lived for two decades in the Freestian outback, Quintus is a survival expert in harsh environments, and often has ample supplies of medical kits and things such as water purifying tablets.


Weaknesses:

Weaponry Issues – The 13mm rifle is a large, unwieldy weapon, coupled with a high rate of fire. The size of it also means that the amount of ammunition he can carry is limited to just three further magazines. Making stand up fire fights impossible. Ghoul Physiology prevents him from using human weaponry as it is very flimsy in Ghoul hands meaning that he would have to rely on hand-to-hand or close quarters combat, severely limiting his options.

Size and weight - At 6 foot 9 inches, Quintus is hardly the most stealthy of individuals he is loud, noisy and finds it very hard to conceal himself. This can be at a major disadvantage if stealth or hiding is needed. His weight as a Ghoul also means furniture is rarely able to take his weight, and some kinds of walkways.

Doesn't know own strength – As a ghoul Quintus is very strong, the problem is his life has so far revolved around more Ghoul-friendly architecture and equipment, this means it's probably best not to hand him anything you want back in it's original condition.

Brawler - Quintus' rage can sometimes get the better of him, sending him into a frenzied state, this typically means he winds up putting himself in danger and often stops using ranged weapons when in this state, preffering to use fists, swords and other implements at his immediate disposal.

Equipment Listing:

Assorted emergency ration packs- Due to Quintus not always being able to rely on local sources of foodstuffs to be able to sustain him, he typically carries around various emergency rations that he has collected from various sources over the years.

Cigars- Quintus is a prolific smoker and developed a taste for Birchestese Cigars when he first started bounty hunting. As such he always seems to have a limitless supply on him.

First Aid kit. – Quintus has basic first aid knowledge and has some pieces accordingly, gauze, disinfectant alcohol in a small vial, cotton wool swabs and bandages as well as syringes of morphine for more grievous injuries.

Clarence the iPod – Quintus first picked this iPod up from an old curiosity shop that he swears he can't find again, but has never needed to load up a single track or change it's batteries. The musical electronic device itself is actually cursed, and plays music at random apparently suiting the mood and needs of those around him and to Quintus especially. This means that Quintus can sometimes be seen muttering to the errant and sometimes mischievous iPod which has a name engraved on the back, Clarence. Hence Quintus naming the device the same. Typically one ear bud is in Quintus ear as there have been times when the device has saved him from sticky situations. He does have the dock with speakers for more relaxed times.

Travel shirt of Dennis Jenkins – The travel shirt that Quintus normally wears is another acquisition from the strange curiosity shop. The shirt was by a renowned explorer who was lost for several months in the jungles of Akuma, when he emerged he seemed to be fine and well fed, attributing it to careful conservation of his supplies the shirt actually refils whatever is placed in it when removed. Hence the infinite cigars of Quintus' and the seemingly endless ammunition for his pistol in the form of 6 bullets kept in his pocket. This does allow him to resupply himself, but the process is incredibly slow for his rifle as he has to reload each magazine by hand. While wearing it the shirt seems like any other shirt, but in removing it and putting it on, or moving it when not wearing it, the shirt is remarkably heavy, causing even Quintus to struggle to move it.

Gold Plated Lighter – The Curiosity shop struck him three times for purchases, the third being a lighter with the initials “H. Redman” engraved on the bottom. Redman was one of the biggest politicians in Midlonia. Literally. A human eventually weighing 742 pounds he was rarely seen without his Gold plated Lighter, he attributed it to his robust health and long life in spite of his enormous weight and girth and his various vices in drink and smoking. Redman died mere minutes after it was stolen on his birthday from a massive coronary, the flame never actually dies on it even when the cover is closed and it retains quite a bit of warmth. Quintus has attributed it to some very close shaves in the past.

Kesswig 13mm “G” Pistol- Made by the Kesswig Rifle and Pistol company based in Midlonia, this fearsome revolver is very similar to the Kesswig revolvers that the company used to make, showing the age of Quintus off due to it's lower capacity compared to the new 13mm GX Pistol introduced 20 years ago.

Adamantine Arms/Freethinker Defence Industries 13mm Ghoul Battlefield Rifle. – Standard service rifle used by the Mainland Division until a few years ago where it was succeeded by the 20mm Baker-Adamantine/FDI Ghoul Battle Rifle. Quintus' use of the older 13mm shows how long ago it was since he left the Mainland Corps.
Last edited by Midlonia on Thu Jul 21, 2011 10:16 am, edited 1 time in total.
The Greater Kingdom, resurgent.

A Consolidated History of Midlonia

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Thu Jul 21, 2011 10:32 am

Both accepted!
And with that, the team for the current case is complete! I'll try and have the IC thread up either later today or sometime tomorrow morning!
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Justorica
Minister
 
Posts: 3173
Founded: Apr 20, 2009
Ex-Nation

Postby Justorica » Thu Jul 21, 2011 2:42 pm

Name: Xeri'Vi Zyuna
Age: 32
Height: 6" 2'
Weight: 210
Hair: Shaved
Eyes: Green

Appearance:

Image


Manner: Polite to cooperative citizens. Mean against monsters and other hostile paranormals. When with the team, he can be serious, funny, rude, and a bit gun happy. If your nice to him, he'll be nice to you, which excludes the rude part. He also enjoys drinking, but he's no drunk. He could drink a dozen pints of Justorica's Finest and not even be buzzed.

Clothes: Dresses military-casual, although he is no longer in the JIA. Any extra gear varies case-by-case.

Equipment:

Weapons: Do to various military connections, he has his own personal arsenal of guns and combat knives. The guns range from revolvers and handguns, to shotguns, to SMG's, to Assault rifles, to a minigun. He has sufficient ammunition for all of them.

Special Abilities:

Experiance: As a member of the JIA-AID (Abnormal Investigation Division) he has had plenty of experience dealing with the paranormal. He can be scared, but not easily.

Military Training: Due to years of specialized military training, he is strong, fit, incredibly good with any gun he's using, and can run for a mile nonstop. He is also good with a variety of melee weapons.

Resourceful: The JIA teaches all of it's agents, even those in the Abnormal Investigation Division, to be Mcguyvers. Give him some gum and hanger, and you've got yourself a tank. (Exaggeration)

Background: He is currently unemployed, most recent profession was a member of the PIT, and before that, he was a agent for the Justorican Intelligence Agency (Abnormal Event division) Xeri has been out of a job for a long time, but he still wishes to work with the paranormal. He also wishes to help people, and put people's fears to rest.

When he was a child, Xeri was tormented endlessly by a ghost until his family moved when he was 12. His family was later killed in a car crash by which the cause of the crash is still unknown. This drove him to start out in the Unexplained Events Group, a group that looked into unexplained groups. When the JIA got involved in a case, and he saved an agent from sure destruction, he was invited into the JIA and worked there for 17 years before retiring.

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Fri Jul 22, 2011 12:33 am

Justorica wrote:Snip.

Due to the fact that I am unfamiliar with your roleplaying (I do not recall RPing with you, nor did you provide an RP sample), I must, at the current time, reject your character; should you provide a satisfactory RP sample, that may change.

In any event, the team for the current case is already complete, and you would need to wait until the next on.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Tagmatium
Post Marshal
 
Posts: 16600
Founded: Dec 17, 2004
Authoritarian Democracy

Postby Tagmatium » Fri Jul 22, 2011 12:47 am

Could I also repost my character from PIT?

I enjoyed the PIT RPs, but as we all know, it kind of died.

If so -

Name: Dokeianos Ioannes Iasitas

Age: 35

Profession: A member of the Greater Holy Empire’s secret police, the Internal Intelligence Inspectorate.

Reason for applying to the Organization: Tagmatium is keen on starting a government agency with experience of handling paranormal occurrences, and Iasistas is being groomed to become at least high up in this group, if not the leader. Gaining experience and contacts through working with the Organization appears to the Imperial Government one of the best ways of doing this. Iasitas has experience with working with its predecessor organisation, PIT.

Appearance: Iasitas stands just over six foot tall and has a fairly heavy build. His light brown hair is cut fairly short, and he has a short beard and moustache, in the style currently favoured in the Greater Holy Empire. His nose was broken and badly set, giving him a fairly thuggish appearance.

Background Iasitas is a veteran of twelve years in the Internal Intelligence Inspectorate and has proved himself as reliable in the eyes of the Imperial Government. He comes from a middle-class background and joined the III in the late nineties, after completing a modern history and politics degree at a middling university. He was recruited out of university, and passed the III’s training school with flying colours. He worked for several years as a Field Inspector, before working his way up to an Investigative Inspector, the equivalent of a detective within the III.

Several times, Iasitas has been sent to deal with situations which have turned out to involve the supernatural. The case which shunted him onto becoming one of the few in Tagmatium who deal primarily with the occult was a case involving seemingly unexplained murders in a remote farm. A body was found strangled, and the police were called in. Then investigating officers were found throttled as well, leading to the Imperial Government dispatching the III, thinking it was a series of politically motivated attacks. In the end, a mass grave was uncovered and the III team, led by Iasitas and with the help of a local priest, were able to exorcise a vengeful spirit that had been trying to get revenge for its murder. Since then, he has been given his own department, with the Imperial Government interested in building up a cadre of similarly-experienced individuals around him in order to combat any supernatural menace.

Manner Whilst coming across as well-educated and courteous, Iasitas is still a secret policeman. He can be a bully and is usually concerned with the end, rather than the means. He will use intimidation, the threat of violence or actual violence to find out what he wants to know. He has experience with the supernatural, although it tends to unnerve him. The secret policeman isn’t a religious man, although he acknowledges that this might be a flaw when it comes to combating the supernatural.

Out-and-out gunfights are somewhat beyond him, as he’s never been in one, although has been trained in them. Hand-to-hand is where he is most comfortable, although he wouldn’t last long against a skilled martial artist.

Abilities Iasitas is considered to be a decent investigator and interrogator, keenly using psychological and physical methods to get information from his victi- suspects. He is also considered to be passable at crime scene investigation, although he has solved most of his cases through sheer dogged determination, rather than any real insights or revelations.

A government-issue 9mm machine pistol is his usual gun, alongside a telescopic baton. Iasitas isn’t experienced with other firearms, as the rules of the III disallow its operatives from using anything other than their side arms. He carries a small amount of “specialist” ammunition, mainly silver bullets, but trusts his ordinary ammunition a lot more. He is keen to learn about further “esoteric” equipment, but hasn’t got much of his own, bar a couple of bottles of holy water.

The telescopic baton is Iasitas’ primary weapon, with his pistol making a last resort. In many situations, the use of a firearm signifies that it has already gone badly. And with the baton, you can still question them, even after a severe beating.

Equipment:

Glock 18, with two 17-round magazines and two 33-round magazines. A handful of silver bullets loose.
Shoulder hoster and ammunition harness
21” Telescopic Baton
First Aid Kit
CS Spray, refilled with holy water
Handcuffs
Large MagLite, with replacement batteries
Satellite phone
Water bottle
Cigarette Lighter
Swiss Army Knife
III badge
Wallet
Black biro and two replacements
Notebook

Clothing

Iasitas is dressed in a black jacket over a grey t-shirt, along with jeans and boots. A police utility belt is around his waist. He has a change of clothes as well.

Other information

“I’m a secret policeman. Internal Intelligence Inspectorate is what they call it in Tagmatium, and it’s not as bad as it sounds. We’re really just there to put the wind up people. Monitoring demonstrations, making sure our uniforms are seen. It does sound rather totalitarian, but we lack the teeth.

“Anyway, we also get called to the weird things, primarily because the police don’t want to handle it. Superstitious bunch at times. Usually, we just put up tape, work out that it’s a leopard or that the caller’s a drunk, and make it look like the Imperial Government gives a damn. But… I’ve seen a few things which’re a bit more than that.

“One time, the coppers got a call about a murder, one which apparently had been done without anyone else there. They rounded up all the potential suspects, and nothing added up. It was at a farm, a historical attraction, and one of the helpers had been found strangled, and everyone else had a clear alibi. It was a massive mystery, and Plod puzzled over it for ages, until a scene-of-crime officer was found throttled as well.

“We got called in. I'm not sure what they thought we could do, although everyone still thought it was some local crazy. We taped the place off, and lurked around the area. I was trying to make it look like we were doing something. One of the field inspectors under me wandered off for a while… to be found strangled. He’d been out of contact for a handful of minutes and it didn’t look like there’d been a struggle at all.

“I felt the need to withdraw for the time being. One of the local coppers mentioned that a priest nearby knew a way to get rid of it, or at least had more of an idea of what we were dealing with. He sobbed as we booted in the door, thinking we were dragging him off. To be fair, we were in a panic. In the end, he knew a few things, local customs and spells, that banished whatever restless spirit it was. In the end, at least. It turned out he was partially responsible, as a member of our predecessor organisation, the Republic Special Investigators. He’d been hiding as a priest since the Republic was toppled, trying to make amends for it.

“The thing which had been killing was some sort of vengeful spirit, wreaking havoc as a result of its passing. A group of people the RSI had deemed against the Republic were killed and dumped and they were lashing out against this. It was a struggle, but we got rid of it.

“After PIT, the Imperial Government is still interested in gaining more familiarity with the supernatural. I'm considered one of the Imperial Government's best people in this aspect.”


Hope this is ok.

I'll also be more than happy to provide an RP example if so wished. I'm not sure what you'd want at this stage, but I can search through later this morning to find an example that'd be suitable.

EDIT:
The Fanboyists wrote:In any event, the team for the current case is already complete, and you would need to wait until the next on.

Balls.

Oh, well.
Last edited by Tagmatium on Sat Jul 30, 2011 5:43 pm, edited 7 times in total.
The above post may or may not be serious.
"For too long, we have been a passive, tolerant society, saying to our citizens: as long as you obey the law, we will leave you alone."
North Calaveras wrote:Tagmatium, it was never about pie...

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Fri Jul 22, 2011 1:03 am

Tagmatium wrote:EDIT:
The Fanboyists wrote:In any event, the team for the current case is already complete, and you would need to wait until the next on.

Balls.

Oh, well.

If enough other people keep signing up (say, one or two more), if you can come up with a case, there's no reason you can't start one up in this series, and that way once we have a nice-sized pool of people around, people can pick what cases they go on and there can be more than one team leader.

Or, if not, I can TG you to let you know when the next one is. To be honest, if you can't wait, you can probably come on board with this one; I've seen your RPing, and I've always been quite impressed; there should be room for an RP'er like you.

By the way, for all team members, the first case thread is up! The link is here. Let's get cracking!
Last edited by The Fanboyists on Fri Jul 22, 2011 1:04 am, edited 1 time in total.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Lynion
Ambassador
 
Posts: 1621
Founded: Apr 08, 2008
Ex-Nation

Postby Lynion » Fri Jul 22, 2011 6:09 am

NAME: Lucus Longshanks
Age: 24
Profession/Skill-Set: Vampire Arbiter.
Physical Description:
Height: 6'2"
Weight: 65 kilograms

Other: Slightly sun burnt skin, red eyes, dark stain red hair, slim athletic build, supernatural enhanced stamina, speed, endurance, perception and agility. Tattoo's: Left shoulder: Demonic Were-Wolf (same wolf in the flag) as centre, blood dripping from fangs, scimitars cross at the tip together. Blood and Honour are engrave under the picture.

Characteristics: Married at the age of 23, Lucus is better known for his keen sense of digging for the truth in military investigations, he changed from being in the infantry to becoming an Vampire Arbiter to serve as part of the Greater Hand of the Monarch, High King Vamp, being able to serve the Order, the Public and the Monarch at the same time. As part of being an Arbiter he needs to serves in a foreign organisation to gain invaluable experience from older personal. Psychology stable.

Skills: Vampire Powers. Supernatural amount of stamina, speed, endurance, perception (visual) and agility, Lucus lacks strength and is therefore weak in strength. Where he lacks strength, he makes up in what is consider Assassin Traits and therefore has the rare and still developing sight of hearing, smelling, tasting and sensing blood. This allows him to see people's blood veins when he can't visibly see. He's gifted in the use of the scimitar and variety of arm's.

Traits: What he lacks in strength of any kind, he makes up for speed to be used for his advantage. Quiet, religious and devoted to the cause of honour and love for his wife but also shows the same in military capabilities. Has being known to be slightly wise cracking in obvious situations.
Last edited by Lynion on Sun Jul 24, 2011 12:51 am, edited 2 times in total.
"Indeed" Merlin replied, remaining in shadow "Emotions give people more power than they could possibly image. Emotions can turn the tide of battles with a single heroic act, help beat back even the strongest enemy. Emotions are what keeps us going in our hour of need. Hope, and trust in our friends. What Rathma did, he did because he had emotions, not because he had a lack of them"

Merlin, Ustio North - Origins of a Hero

RP's with a population of 5bn

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Fri Jul 22, 2011 6:12 am

Lynion wrote:Snip.

Okay, since we're at seven members on the current assignment, I am going to have to ask if you're okay with waiting till the next mission; I'm worried we're already pushing the number of people in this about as high as it can realistically go.

That said, I look forward to RPing with you again, Lynion. No RP sample necessary, of course.
Last edited by The Fanboyists on Fri Jul 22, 2011 6:13 am, edited 1 time in total.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Lynion
Ambassador
 
Posts: 1621
Founded: Apr 08, 2008
Ex-Nation

Postby Lynion » Fri Jul 22, 2011 6:19 am

I can wait for you guys to finish. Do you need another case? I can write something up if you need another one.
"Indeed" Merlin replied, remaining in shadow "Emotions give people more power than they could possibly image. Emotions can turn the tide of battles with a single heroic act, help beat back even the strongest enemy. Emotions are what keeps us going in our hour of need. Hope, and trust in our friends. What Rathma did, he did because he had emotions, not because he had a lack of them"

Merlin, Ustio North - Origins of a Hero

RP's with a population of 5bn

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Fri Jul 22, 2011 6:22 am

Lynion wrote:I can wait for you guys to finish. Do you need another case? I can write something up if you need another one.

Actually, that would be excellent. Thank you!
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Tagmatium
Post Marshal
 
Posts: 16600
Founded: Dec 17, 2004
Authoritarian Democracy

Postby Tagmatium » Fri Jul 22, 2011 6:45 am

The Fanboyists wrote:
Lynion wrote:Snip.

Okay, since we're at seven members on the current assignment, I am going to have to ask if you're okay with waiting till the next mission; I'm worried we're already pushing the number of people in this about as high as it can realistically go.

It'd be better if I waited for the next one, really. I think it might be pushing it with seven, plus I'm on a dig for two weeks in a week - which kind of slipped my mind earlier. I'd be away from a computer for the best part of that time, which isn't conducive to decent posts :P
The above post may or may not be serious.
"For too long, we have been a passive, tolerant society, saying to our citizens: as long as you obey the law, we will leave you alone."
North Calaveras wrote:Tagmatium, it was never about pie...

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Fri Jul 22, 2011 6:48 am

Tagmatium wrote:
The Fanboyists wrote:Okay, since we're at seven members on the current assignment, I am going to have to ask if you're okay with waiting till the next mission; I'm worried we're already pushing the number of people in this about as high as it can realistically go.

It'd be better if I waited for the next one, really. I think it might be pushing it with seven, plus I'm on a dig for two weeks in a week - which kind of slipped my mind earlier. I'd be away from a computer for the best part of that time, which isn't conducive to decent posts :P

That works quite fine. Whatever works for you.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
Tagmatium
Post Marshal
 
Posts: 16600
Founded: Dec 17, 2004
Authoritarian Democracy

Postby Tagmatium » Fri Jul 22, 2011 5:14 pm

Sorry - quick question.

To what extent is the Organization's true nature known by the wider world?
The above post may or may not be serious.
"For too long, we have been a passive, tolerant society, saying to our citizens: as long as you obey the law, we will leave you alone."
North Calaveras wrote:Tagmatium, it was never about pie...

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Fri Jul 22, 2011 10:04 pm

Tagmatium wrote:Sorry - quick question.

To what extent is the Organization's true nature known by the wider world?


The Organization's nature as a paranormal investigation and defense aperatus is known about as well as the average institution of such a nature is known; it's more or less a secret from the general public, but those moving in those sorts of circles tend to be quite aware of what it is. The Allamunnic government is more or less aware of its existence, and tends to push things of that nature their way for handling, with what amounts to a Don't-Ask-Don't-Tell policy (sorry if the connotation offends anyone; it's the best way to describe it): the Allamunnic government doesn't really want to know what's going on on that end of the spectrum, as long as it's being dealt with. That said, plain, ordinary mortals aren't particularly likely to know of its existance outside of conspiracy theories.

That said, it's original founding and history are not particularly well-known; not because it's particularly a problem, although those that run the Organization aren't terribly proud of its whole history, but because records of the past are so shoddy, and the current leaders don't really make it a point to spread that knowledge.

As for the number of wizards and it's exact strength...those are better-kept secrets.

That said, there's no reason that other such institutions in other nations wouldn't know of its existence.
Last edited by The Fanboyists on Fri Jul 22, 2011 10:08 pm, edited 1 time in total.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

User avatar
The Fanboyists
Senator
 
Posts: 4322
Founded: Sep 21, 2007
Scandinavian Liberal Paradise

Postby The Fanboyists » Mon Jul 25, 2011 6:58 am

Wandering Argonians, unfortunately, to get this thing rolling properly, I'm gonna just have to start without you. If you want, you can have Verrick meeting up with the team en-route or at the destination, or even during the briefing (whenever you actually get around to posting). But I'm gonna have to get this started so the RP doesn't die.
Proud member of the Ajax role-playing community!
Ottonia, Draakur, and Untsangazar in Ajax
Terefuxe, formerly Allamunnic States (NSSport)

"The plans and schemes of tyrants are broken by many things. They shatter against cliffs of heroic struggle. They rupture on reefs of open resistance. And they are slowly eroded, bit by little bit, on the very beaches where they measure triumph, by countless grains of sand. By the stubborn little decencies of humble little men." -Eric Flint, Belisarius II: In The Heart of Darkness

Next

Advertisement

Remove ads

Return to NationStates

Who is online

Users browsing this forum: No registered users

Advertisement

Remove ads