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Mitternacht (OOC) (Open)

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Imperialisium
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Founded: Apr 17, 2011
Democratic Socialists

Mitternacht (OOC) (Open)

Postby Imperialisium » Thu Mar 07, 2024 12:31 am

Mitternacht


Image


The World as we know it is gone. Devoured in the fires of an atomic mistake. Thermonuclear Armageddon enveloped the world for reasons unclear. Returning Mankind to rock and stone. Our global and budding solar civilization withering on the vine. Humanity's spark died that day and for a long night the candle of our destiny lay unlit...till the dawn cometh again.

The year among Human scholars of the Capital is speculated to be between 10,165 and 13,182 Anno Domini. Though no one can be completely sure thanks to the meddling of the Midnight Aristocracy and their previous dominion over the Earth and Solar system for several millennia. What is known from well-kept archives in the Capital and corroborated by excavated datacrons beneath the ancient city of Rome is that in 2099, after colonizing portions of the Sol system and even learning a primitive method of FTL through experimental Alcubierre drives to reach nearby star systems within ten light years, a massive thermonuclear exchange occurred between the then super-states that dominated Earth's geopolitical arena. Earth was devastated and the superstates collapsed overnight from the exchange and resultant EMP pulses blanketing across the surface of the planet. The foundling colonies such as those on Mars and Europa were bereft of the infrastructure and manufacturing capabilities of their homeworld and accordingly many died out shortly or hung on in semi-barbaric states as the few surviving humans regressed into a techno-tribal state of existence.

It is shortly after this time, approximately a decade after the nuclear exchange is suspected to have occurred, that surviving humans on Mars unearthed a strange structure and from there the first recorded use of the term Midnight Aristocracy comes into parlance. Vampires emerged and took control of the scraps of barely surviving colonists on Mars and then moved to Earth. Swiftly dominating the few techno-barbarian tribes and wandering scavenger bands and centralizing them in few places of significance. New York, Rome, London, Paris, Hong Kong and Macau, Tokyo, Sydney, and others. The Vampires as they became known for their sustenance was clearly to drink the blood of the living shepherded mankind as their underclass. Slowly rebuilding a civilization in their image over the centuries. Rebuilding cities and then innovating rapidly with technological marvels. Various diseases were cured, genetic disorders erased, and mankind led by the Aristocracy recolonized the Sol system with better technologies and even improved on their FTL with the Shadow-Light Drive. Allowing advanced space-folding to travel across a dozen light years instantly. Mankind eventually reached beyond the abandoned dead colonies of surrounding star systems to expand further under their fanged masters. Colonizing dozens of star systems in a rough sphere one hundred light years across. The super-science of the Aristocracy Civilization did not end there and across the Earth they built many marvels. Weather control machines, self-repairing highways, teleportation chambers, levitating cities, and even artificial intelligences capable of actively predicting the course of history based on mathematical models.

But the Midnight Aristocracy themselves were flawed by eventual social stagnation and infighting. Eventually, the Midnight Aristocracy's feudal class structure broke down as younger Vampires chaffed at the immortality and immobility of their Elders. Internecine wars in which mankind ultimately suffered became increasingly common until the Great Uprising. When in the turn of the 11th or 14th millennium mankind rose up in revolt and a devastating civil war ripped across settled space. All manner of weapons were used save on the Earth itself which was thankfully spared from much of the atomic and radiological devastation far flung colonies suffered under. But that respite was replaced by bio-engineered plagues, genetically modified abominations like Werewolves, Ghouls, Dragons, and cybernetic hunter-killers, laser weapons and neutron bombardment.

Eventually, after fifty years of struggle a truce was signed by various surviving Elders and Mankind. The former voluntarily removing themselves off-Earth. The deal was simple. Earth would be dominated by Humanity in-exchange for peace. But it is a domination in-name only for Mankind had gained control of a world dangerous and wild. Now, a century has passed...

Image

The Earth of this dark far future is a world of danger and wilderness. Humanity has proclaimed the former New York City as its Capital, with the metropolis and several other cities forming the core of Human civilization on Earth. Each one of these cities is vast and home to tens of millions. Sheltered behind great concentric walls and fortifications and shielded from above in-vase of orbital attack. While outside the world is divided into the Inner and Outer Frontier. The Inner Frontier represents regions that more or less could be considered safe enough to live and travel outside of the cities. These regions are home to quiet towns, farming communities, and walled hamlets which provide crucial foodstuffs and resources to their major metropole that they surround. Indeed, these regions are more or less suburbs and patrolled by armed forces of the cities they supply. Each city is in turn a self-governing entity, but all have representatives in The Capital and thus Mankind is politically unified in this sense.

The Outer Frontier is a vague term for basically everywhere else and are essentially vast tracts of lawless, danger ridden, and oft sparsely inhabited. Home to dank fishing villages, fortified towns wary of newcomers, and dark homesteads were a bullet instead of a greeting is equally as likely for a passerby. Indeed, inheriting a world full of such Human dangers let alone wandering chimeric beasts, mutants' bands, or fiends wrought from arcane genetic science, has led to Mankind founding the Society of Huntsmen. Based out of the Huntsmen Lodge in the mountains to North of the Capital the Society is for better or worse terms an organization of sanctioned monster-hunters. Given remit to pursue public and private contracts at risk of their own life to vanquish any and all roaming threat plaguing Humanity as it slowly reclaims a largely unrecognizable home world.

The Society of Huntsmen

The Society of Huntsmen was first organized and convened in the wake of the truce between Mankind and the Midnight Aristocracy's surviving leadership. Their task and remit to pursue everything from rogue vampires to mutants to beasts. As such every Huntsman carries a rosary bearing a conjoined golden sun and silver moon. A badge and symbol of their membership. The Huntsmen operate as a collective of agents and eschew a hierarchical structure. Instead, each Huntsmen acts either as a team member or on their own in completion of their contracts. The lodge itself is rather opulent and was once the site of a Vampire's summer retreat before being taken over and claimed by the initial members of the Lodge. As such it is a structure built in the distinct gothic style favored by the Vampires during their reign over Mankind.

Image
Image


Humanity & Mutants

Humanity has managed to recover some population figures over the previous century with about a billion Humans living on Earth. Primarily clustered in the mega-cities and surrounding Inner Frontier zones. But there are still millions scattered across the surface of the Earth in various desperate Outer Frontier regions. While baseline Humanity has laid claim to Earth once more there are still a host of Mutants that dwell in the Outer Frontier. Outcasts and forsaken tribes from previous ages that have adapted to the harsh realities of the world they now reside in. Many retain the intellect of baseline Humanity but have mutated physiological or anatomically. The Salu of India have mutated a third eye that sees in the dark. While the Vallejos of the American Wasteland have adapted auditory organs in their throat to induce a variety of high-pitched screams and calls for communications over long distances. While the Wendigo of the American West has managed to adapt a photo-reactive skin and elongated limbs to survive in the vast mountainous forests. Others have devolved into near bestial savagery: cannibal clans, savage raiders and enslavers alike.

Vampires

The Midnight Aristocracy, though that sobriquet is best reserved for those who embody the at least superficial virtues of noblesse and haut couture. The Vampires emerged from Mars and were the undisputed masters of Earth and settled space for millennia before their own civilization stagnated and began to decline. A species which while capable of partaking in human food and drink required blood to sustain themselves. Their physical feats varied from vampire to vampire but generally were at least as strong as three men and swifter than the eye could track when striking their prey. Capable of echo location and seeing in even pitch blackness. The Vampire was very much a creature of the night, and the Sun was intolerable to them. To stand in direct Sunlight was to soon feel their very cells breakdown and their body alight in fire. The exact reasoning for this is poorly understood even by the Vampires themselves who tried various methods to remove this weakness but to no avail. While being awake during daylight hours is most uncomfortable to them. Further, many have an innate fear of running water and while a stake to the heart may grievously wound them the only way to be completely sure a Vampire will not regenerate from even decapitation strikes is to burn their remains. Vampires while biologically immortal can bear children, though it is a rare event, and thus one's station in vampiric society is often determined by whether one was born a vampire or turned. Vampires can also breed with Humans and produce Dhampirs who can operate in sunlight.

Werewolves & Shapechangers

Werewolves and other Shapeshifters were initially experiments by the Vampires to produce their own shock troops and spies capable of freely operating among Human society. Since the truce many Werewolves and other Shapechangers were left behind on Earth and their children and grandchildren now prowl the periphery of Human civilization.

Beasts and Creatures

Many beasts such as basilisks, dragons, yetis, giant spiders, and so forth were experiments of the Vampire civilization and largely left to their own devices after or before the truce with Mankind. As such they are a common threat to many Outer Frontier settlements.

Zombies

Hijacked, reanimated, corpses by the Ziccara Fungal Virus. An organism of unclear origin but embodying both fungal and viral qualities when it erupted out of central Africa at least a thousand years before the present. The Ziccara Fungal Virus is noted to spread through spores or by bite from an infected individual. The virus gradually destroying and reforming parts of the hosts brain not in a dissimilar fashion to Rabies. Eventually, after a few weeks, the host perishes in agony, but the disease does not end there. The Fungal Virus will then take over the nerve centers of the host and infect the muscle tissues. Puppeting the hosts recently deceased body for several weeks, even staving off most decay, until it either infects another humanoid creature or burns itself out. A Ziccaran outbreak is extremely dangerous in areas with a clustered population due to the fact the virus seems to operate on a pheromone-based hive-mind when around other infected individuals. Allowing infected hosts to coordinate their efforts in spreading the infection.

The RP

Players will work as part of a team of Huntsmen traveling around the world and fulfilling various contracts. Thematically, the world is very much a mixture of American westerns, Victorian gothic literature, and various global folklore interwoven with science fiction technologies like body shields, laser weaponry, cybernetic horses, and space travel. So various archetypes like a gunslinger, swordsman, technical expert, or even spiritual like a priest fit the mold.

Character Name:
Age:
Image/Description:
Personality:
Skills:
Unique Gear:
Biography:


Character Name: Jonathan van den Crow; "The Old Man;" Doctor Van Crow
Age: 57
Image/Description: Bearing faint scars on his face, nearly blending in with his age lines, and glassy blue-grey eyes. Stands at 5'9 and while still physically capable sports an aged physique.
Image
Personality: Witty and prone to off the cuff jokes when bemused or annoyed. Jonathan is a bookish man and values the written word as much as the verbal statements in an interview. A man of science over the occult he is a Hunter of a past era when Mankind was only now striking out into what became the Inner Frontier Zones. As such he takes a rather serious and sardonic approach to the duties of the Huntsmen Lodge.

Skills: Jonathan is foremost a Capital trained physician and literary baccalaureate from such esteemed places of learning like the Vatican and London. A pupil of Tokyo's Kensei and a decent shot with a pistol. However, given his age and refusal to use the leftover sciences of the Midnight Aristocracy in the Capital to stay his senescence he finds himself increasingly confined to the Lodge and its protected grounds. Often keeping in communication with Huntsmen abroad via satellite communication devices and long-range multi-spectrum transceivers. Acting as a repository of information for the missions of those abroad in the Frontiers.

In his private time, which is little, he finds himself an astute vintner and maintains the lodges small vineyard patch on the Easterly quarter of the grounds.

Unique Gear:
In his possession are a multitude of trinkets that he has collected over the years. But primarily, now he sports a cane made out of Alpha Centauri Tuskwood, strong as steel and light as a feather, bought from a pawnshop in London by a proprietor who clearly had no idea as to the origin of the cane. Also in his possession are:

-A pair of revolvers:
An ornate black with gold decoration and name plate Smith & Wesson dated to the 22nd Century. Capable of single shot high powered lasers capable of piercing meters of rebar reinforced concrete.

The second being more of an antique is a preserved 20th century Smith & Wesson 357mm Magnum revolver.

-Death Claw
A vampiric blade retrieved from one of Jonathan's previous kills when he still did much field work. The blade is seemingly sentient and speaks to the wielder while sporting some form of telekinesis with its 'owner'. Able to levitate and move on its own accord. Its midnight black blade sports a crimson fuller and golden edges indicting an alloyed material of unspecified make. What Jonathan knows is the blade never seems to dull and damage to the blade slowly goes away with regeneration of the material if given fresh blood.

Biography:

Jonathan van der Crow was born to a cobbler and a seamstress in the Capital in the 64th Year Post-Truce. As such he spent his early childhood in the Capital and was enrolled in the 16th Ward Primary and Secondary School in what ancient apocryphal sources called 'Brooklyn'. There he excelled at physiology and anatomy and initially wanted to go into Zoological studies before his family abruptly relocated when he was sixteen. His father, Marko van der Crow, had accrued substantial gambling debts and his family relocated to the Inner Frontier, beyond the high fortified bastions of the Capital Walls, and settled in the sleepy agricultural and mining town of Saratoga, named after an ancient Human town of the same name that had sat on the Western side of an eponymous lake, while the new colony was on the Eastern shore.

Saratoga was a sleepy, quiet town, sandwiched between the ancient wildernesses of the northern mountain chains of the ancient Appalachians. Settled by thirty households from the Capital twenty years prior it was just remote enough for Jonathan's father to avoid debtors yet not officially in the Outer Frontier even in those days. Though the winters were harsher without the heating services of Capital homes and Jonathan's mother Martha was often ill in those months. While Jonathan himself chaffed at what he saw as an exile into the barbaric wilderness away from his studies and friends. As such when he turned eighteen, he applied for entrance into the Capital University and was accepted except with no means to really get there given the disproval of his parents to leave the homestead. So, Jonathan walked over the course of several days to the Capital and the journey was his first to traverse outside the protection of a settlement. One in which he learned the fears of the night and got little sleep. Arriving in the Capital disheveled and thoroughly exhausted but alive.

There he completed his studies and entered the Medical College and graduated with a Doctorate in Medicine. But shortly after he received a distressing transmission. Capital Authorities had lost contact with the town of Saratoga and initial aerial reconnaissance by the Capital's security forces yielded no signs of Human life. Jonathan tried to leave the Capital but such an event this close to the city itself, something that had not happened in over half a century, had spooked the central government enough to bar travel. Quarantining the town and surrounding area. Jonathan's appeals to search for his parents went unanswered until a curious letter in a white envelope embossed with a seal in the form of a red woodsman's axe arrived at his dormitory. Bidding him arrive at Transport Helicopter Pad 7. A public transport area for transit to and from Inner Frontier towns, often used by those who could afford such expeditious and relatively safe modes of transport and perked his interest immediately.

It was there that he met members of a shadowy organization known as The Huntsmen Lodge and the diligence of the young man in wishing to find his parents, and his academic background, caught their interest. Taking the young man with them they arrived at the town, led by Michael Horn who inferred himself as the 'Master of the Hunt'. The then seniormost member of the Lodge. This first mission, and the eventual uncovering of a plot by Werewolves who had used a Ziccara Fungal Virus infected fur trapper to infiltrate and infect the town, and deal with the loss of his parents whose shambling corpses he helped burn, had a profound impact on the young Jonathan. Immediately, signing up to be a Huntsman and flown to the Vatican and London to begin training in all matters of that which go bump in the night.

Jonathan would serve in the Lodge without pause and eventually, now at the age of 57, he is deemed 'Master of the Hunt' and one of its most senior members. Having seen much in his life from hunting various creatures and beasts. Having had his run ins with Vampires and Shapeshifters. Travel to all seven continents. Now, he primarily serves as a researcher and information specialist to the Lodge's field teams.


Character Name: Selene Beatrix Vallencourt
Age: 26
Image/Description: Standing at 5'7 and athletic build.
Image
Personality: Generally reserved but possessing a large sense of humor. Selene was largely raised by the Lodge and a pupil of its senior members. Not bookish like her seniors such as Dr. Van der Crow but astute enough to pay attention. Has a quirk of double blinking when annoyed.
Skills:
She is an expert tracker and trained in the use of firearms and melee weapons. But she prefers the sword and pistol compared to heavier weapons.

Unique Gear:
Currently, she carries only standard issued weapons found in the arsenal of the lodge:
Swords, maces, knives, handguns, longarm, grenades of various types depending on the mission.
Biography:
Selene is first and foremost a Dhampir. A product of a Vampire and Human union. The mother, a Human, however died in childbirth and her pregnancy was the reason the Lodge had been present in the town of Hollow, an Outer Frontier settlement two weeks ride from the Capital. A town of a few hardy individuals that had ignored Capital authority warnings and settled in a pleasant valley in the southern Appalachians. Only for it to be in the shadow of the ruins of a Vampire's castle and midway through the villages first winter all communications ceased. The Lodge, expecting trouble, deployed a rapid response team of eight field members to the site in advance of a Capital gunship and platoon of ground troops. The Lodge unlike the Capital authorities knew full well that by the time they'd arrive just about everyone would be dead, turned, or worse.

Needless to say the Lodge was mostly correct. Save for a single pregnant woman found hiding in a wine cellar below a remote cottage in the outskirts of town. Cold and barely alive. The Lodge realized she had been bitten and fed upon by the vampire and even worse was pregnant. Likely, she was an initial victim that the Vampire had taken a fancy too and having realized that the villagers would kill the child should it be born decided to strike first. Slaying all save for the mother which for some unclear reason was abandoned. Or perhaps the Vampire knew help was coming and fled before it could be caught in the crossfire of the Lodge's incoming response team.

Selene, however, was spared by the Lodge after her birth and taken in as a pupil of theirs. Something that had been done before with other individuals of less than human dispositions but loyal to the cause.
Last edited by Imperialisium on Thu Mar 07, 2024 9:38 pm, edited 3 times in total.
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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Thu Mar 07, 2024 12:32 am

Last edited by Imperialisium on Thu Mar 14, 2024 3:48 pm, edited 1 time in total.
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Parcia
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Founded: Feb 11, 2016
Democratic Socialists

Postby Parcia » Thu Mar 07, 2024 3:05 pm

Tagged
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
Right leaning Centrist from Florida No I am not The Floridaman...hes my uncle. Other then that dont @ me about politics, im leaving that
hell hole behind until I leave Uni.
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Imperialisium
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Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Thu Mar 07, 2024 9:39 pm

open
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Antimersia
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Posts: 665
Founded: Mar 04, 2020
Father Knows Best State

Postby Antimersia » Thu Mar 07, 2024 9:43 pm

very cool. will likely app as a gunslinger of some sort.

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Antimersia
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Posts: 665
Founded: Mar 04, 2020
Father Knows Best State

Postby Antimersia » Fri Mar 08, 2024 4:58 pm

Character Name: Cole Boucher
Age: 25
Image/Description:

Image

Personality: Haughty, playful, and dedicated. Cole is a man that will smooth talk his way through every conversation. And he won't ever forget to compliment himself along the way. Yet he has the skill and the will to back his words up. most of the time.

Skills: Cole is near masterful at the quick draw, even with his heavier revolvers. Able to quick draw at a personal record of .5 seconds. And both in part to his Cybernetic eye and his skill, he has stellar accuracy. Often attributing his few missed shots to a bug in his eye, or an issue with his gun. He is competent at hand to hand combat, and able to generally brawl. But would not be considered above basically proficient. And is often referred to as "shockingly literate". having knowledge of literary works that many presume he would be too self consumed to even read. Let alone absorb.

Unique Gear:

Holy light & Hellfire - Two revolvers. one triple barrel, 18 round/6 shot, break action revolver that fires high penetration lasers (hellfire), and one standard six shot .500 Magnum that fires silver bullets tipped with magnesium hydride (Holy light).

The jacket - (vampire) hide duster that is stab proof and looks damn cool. (Don't touch the Jacket).

The Peeper - Cybernetic eye with an enhanced targeting system that aids Cole's aim.

Biography: Cole was born in the dead of night to a bovine farmer and a nun who vows were forsaken. The news of their child got them ostracized from their small village. Forced to build a life on their lonesome, just on the edge between the inner frontier of the Capitol, and the outer frontiers. Growing up destitute they rarely had anything beyond what they grew and hunted themselves to eat. Being so close to the outer frontier, Cole's father Aymard Boucher, taught Cole how to shoot the moment he was old enough to hold a gun. They hunted together, and fought off more than their fair share of bumps in the night. However, when he was only nine years old, his mother Mathilde was slain in their home whole the men were out hunting. And a few short years after, in a fit of grief, his father took his own life. At only 14 Cole was on his own. He decided to make his way back to the village that his parents had told him that they came from. Hoping to find some respite. Some work, somewhere to call home. But he was shunned. The moment he told the people of the town his name, he was berated, and insulted. Called a living sin and an abomination as they forced him to leave.

Cole went further towards the Capitol. Knowing that the opposite direction would likely get him killed. He spent five years as an outlaw. Joining up with a small gang known as the 'Pocono Pride'. Here he hones his skills, and learned from his many mistakes. Losing an eye, killing a vampire, and building his two pistols over his five years with the gang. However, after the death of the gang's leader, Leon Bastille, they went their separate ways. It was at this moment that Cole found himself alone again. He understood the impermanence of life, truly for the first time. And has a moment of vengeful clarity. He returned to the old village that his parents came from, once more. He walked to the center of town, and couldn't help but laugh as he went completely unrecognized. A preacher, the man who had excommunicated his mother, tried to speak with him. Inquire about his appearance in the village. Cole did not bother with pleasantries. Cole spent only four hours that day. But as he walked away from it for the last time, there was no village to return to. Every soul, taken. Every building, burnt. And every single person he deemed responsible for his parent's deaths, served penance.

Cole traveled for only one day before he was stopped by several enigmatic people. Members of the Lodge offering him a spot among them. Cole had few better options, and agreed to join. Happy to have spent the last six years among what he considers to be his "second gang".

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Fri Mar 08, 2024 7:21 pm

Antimersia wrote:Character Name: Cole Boucher
Age: 25
Image/Description:

(Image)

Personality: Haughty, playful, and dedicated. Cole is a man that will smooth talk his way through every conversation. And he won't ever forget to compliment himself along the way. Yet he has the skill and the will to back his words up. most of the time.

Skills: Cole is near masterful at the quick draw, even with his heavier revolvers. Able to quick draw at a personal record of .5 seconds. And both in part to his Cybernetic eye and his skill, he has stellar accuracy. Often attributing his few missed shots to a bug in his eye, or an issue with his gun. He is competent at hand to hand combat, and able to generally brawl. But would not be considered above basically proficient. And is often referred to as "shockingly literate". having knowledge of literary works that many presume he would be too self consumed to even read. Let alone absorb.

Unique Gear:

Holy light & Hellfire - Two revolvers. one triple barrel, 18 round/6 shot, break action revolver that fires high penetration lasers (hellfire), and one standard six shot .500 Magnum that fires silver bullets tipped with magnesium hydride (Holy light).

The jacket - (vampire) hide duster that is stab proof and looks damn cool. (Don't touch the Jacket).

The Peeper - Cybernetic eye with an enhanced targeting system that aids Cole's aim.

Biography: Cole was born in the dead of night to a bovine farmer and a nun who vows were forsaken. The news of their child got them ostracized from their small village. Forced to build a life on their lonesome, just on the edge between the inner frontier of the Capitol, and the outer frontiers. Growing up destitute they rarely had anything beyond what they grew and hunted themselves to eat. Being so close to the outer frontier, Cole's father Aymard Boucher, taught Cole how to shoot the moment he was old enough to hold a gun. They hunted together, and fought off more than their fair share of bumps in the night. However, when he was only nine years old, his mother Mathilde was slain in their home whole the men were out hunting. And a few short years after, in a fit of grief, his father took his own life. At only 14 Cole was on his own. He decided to make his way back to the village that his parents had told him that they came from. Hoping to find some respite. Some work, somewhere to call home. But he was shunned. The moment he told the people of the town his name, he was berated, and insulted. Called a living sin and an abomination as they forced him to leave.

Cole went further towards the Capitol. Knowing that the opposite direction would likely get him killed. He spent five years as an outlaw. Joining up with a small gang known as the 'Pocono Pride'. Here he hones his skills, and learned from his many mistakes. Losing an eye, killing a vampire, and building his two pistols over his five years with the gang. However, after the death of the gang's leader, Leon Bastille, they went their separate ways. It was at this moment that Cole found himself alone again. He understood the impermanence of life, truly for the first time. And has a moment of vengeful clarity. He returned to the old village that his parents came from, once more. He walked to the center of town, and couldn't help but laugh as he went completely unrecognized. A preacher, the man who had excommunicated his mother, tried to speak with him. Inquire about his appearance in the village. Cole did not bother with pleasantries. Cole spent only four hours that day. But as he walked away from it for the last time, there was no village to return to. Every soul, taken. Every building, burnt. And every single person he deemed responsible for his parent's deaths, served penance.

Cole traveled for only one day before he was stopped by several enigmatic people. Members of the Lodge offering him a spot among them. Cole had few better options, and agreed to join. Happy to have spent the last six years among what he considers to be his "second gang".


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Honghai
Diplomat
 
Posts: 906
Founded: Dec 31, 2021
Moralistic Democracy

Postby Honghai » Sun Mar 10, 2024 4:37 am

Character Name: Altarissa
Age: 24
Image/Description: Image
Personality:
  • Childish
  • Vain
  • Girl's girl, very feminine
  • Silvertongued
Skills:
  • Radiate - although Altarissa is very childish, she possesses an aura around her that draws people towards her and while she is silvertongued, this aura is moreso unrelated to that and a part of her magical power. People are mostly lured to her though as she is an Amazon, it usually isn't men as her energy still hasn't had a chance to sync to "mans' world." This aura is blue usually though can also turn green or black at times also.
  • Expel - Altarissas' aura can also refract, mostly around "dark" or "impure" energy. She is naturally repulsed to demonic, vampiric and ghastly energy. And, although she is a sorceress, Altarissa employs white magic and purification spells which would ensicken and disgust dark magic users.
  • Bloom - As a wielder of white magic, Bloom doesn't wither or rust, only healing and growing affected things around her. She mainly uses it to overgrow plantlife around her to use it as a weapon though.
  • Beautify - White magics' effect on the Amazonian sorceress has kept her beauty, though also extended it naturally and "turned her into a muse."
Unique Gear:
  • Pacify - Altarissa, being a sorceress though of the white magic variety, uses a lance which is an Amazonian artifact, though Pacify is charmed to her, meaning that she alone has a special link to it.
  • Sear - A ruby ring, and Chaos artifact that she had quelled and tamed into passivity with her white magic so that the chaotic energy couldn't corrupt her. Some say it was already attracted to her, as she was already possessing Disturbance energy within her deep down and in her legs. She uses it to create red armor around herself whenever she needs it, though as she is childish, she just makes red slippers and throws them at people who annoy her.
  • Pluck - Bows and ribbons that Altarissa wears in her hair. They are not a magical artifact yet they hold sentimental value to her, and whenever someone gets close to her head or touches her hair - she gets ticked-off.
Biography:

Altarissa is an Amazonian sorceress, unused to living in "mans' world," especially as how it is technologically-advanced and she is used to the matriarchical ways of her people.

Altarissa, unlike most Amazons, wasn't made from the clay sand or ash around her - but was animated out of Garnite, Marble and Mythril. It is said, because she was cast out of atypical materials - especially Mythril, that Chaos was naturally attracted to her, well, enough that in her later years that she had Disturbance energy in her which pulled Sear to her and allowed her to make use of it.

Her Amazonian sisters, as usual, were putting her to the blade and the bow - but Altarissa felt disgusted by such unmagics, and had went the opposite way and into sorcery. She, though, startling for a sorceress - pored her time and energy into White magic instead of Black magic or any "typical" sorcerous force. She was interested into the denotations of White magic, that it could repel and purify - that all sorts of evil and madness would be cleansed out and that, generally speaking, Altarissa could cleanse at all instead of adding more "dirt" to a world already unclean - well, she did like Amazonia and her fellow Sisters - but, she had sensed something awful outside awaiting her.

And, when she had curiously left the safety and mystery of Amazonia - she felt it. She felt what she'd called "mans' corruption" on the world, and had to use her sorcery to fight it lest it'd took her and filled her soul with Unrest. Altarissa had known, already, from her short time in her first wanders, that she didn't blend with vampires all that well - and that she was going to devote herself to curing vampirism; how they sucked blood from the innocent, Altarissa would do the reverse and return the lifeforce back into them.

But, feeling wronged and disturbed from the dark presences of the outside world, she'd returned to Amazonia. When she'd got back home, she had passed out from the fact that, her sorcery - her white magic - wasn't truly warding off evils yet, she'd had more studying and learning to do firstly to amplify her skills with it.

She had to recuperate, grow, learn, and take in all the advice she could from her fellow Amazons to harden herself against "mans' corruption," and gain more of an ability to fight off evil.

She remembered when she'd left - it'd inspired her to keep on going and pushing herself to overcome the vile evil, that if she was both innocent and a wouldbe-protector of the innocent - if she indeed had a pure heart or a heart of gold - she would be strong enough to be able to fight off "mans' corruption" and all of the things lurking in the outside world.

Some time had passed, and her skill had built-up to where her sisters allowed her to make the decision of staying in Amazonia or leaving off - and Altarissa chose to leave off. But, when she was setting out to make a new life for herself - several odd women had approached her with an offer.

She automatically accepted, wanting to use the time possible to fight evil - and to use those interesting women as allies against said "threats."

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Parcia
Powerbroker
 
Posts: 7830
Founded: Feb 11, 2016
Democratic Socialists

Postby Parcia » Sun Mar 10, 2024 10:17 am

Honghai wrote:Character Name: Altarissa
Age: 24
Image/Description: (Image)
Personality:
  • Childish
  • Vain
  • Girl's girl, very feminine
  • Silvertongued
Skills:
  • Radiate - although Altarissa is very childish, she possesses an aura around her that draws people towards her and while she is silvertongued, this aura is moreso unrelated to that and a part of her magical power. People are mostly lured to her though as she is an Amazon, it usually isn't men as her energy still hasn't had a chance to sync to "mans' world." This aura is blue usually though can also turn green or black at times also.
  • Expel - Altarissas' aura can also refract, mostly around "dark" or "impure" energy. She is naturally repulsed to demonic, vampiric and ghastly energy. And, although she is a sorceress, Altarissa employs white magic and purification spells which would ensicken and disgust dark magic users.
  • Bloom - As a wielder of white magic, Bloom doesn't wither or rust, only healing and growing affected things around her. She mainly uses it to overgrow plantlife around her to use it as a weapon though.
  • Beautify - White magics' effect on the Amazonian sorceress has kept her beauty, though also extended it naturally and "turned her into a muse."
Unique Gear:
  • Pacify - Altarissa, being a sorceress though of the white magic variety, uses a lance which is an Amazonian artifact, though Pacify is charmed to her, meaning that she alone has a special link to it.
  • Sear - A ruby ring, and Chaos artifact that she had quelled and tamed into passivity with her white magic so that the chaotic energy couldn't corrupt her. Some say it was already attracted to her, as she was already possessing Disturbance energy within her deep down and in her legs. She uses it to create red armor around herself whenever she needs it, though as she is childish, she just makes red slippers and throws them at people who annoy her.
  • Pluck - Bows and ribbons that Altarissa wears in her hair. They are not a magical artifact yet they hold sentimental value to her, and whenever someone gets close to her head or touches her hair - she gets ticked-off.
Biography:

Altarissa is an Amazonian sorceress, unused to living in "mans' world," especially as how it is technologically-advanced and she is used to the matriarchical ways of her people.

Altarissa, unlike most Amazons, wasn't made from the clay sand or ash around her - but was animated out of Garnite, Marble and Mythril. It is said, because she was cast out of atypical materials - especially Mythril, that Chaos was naturally attracted to her, well, enough that in her later years that she had Disturbance energy in her which pulled Sear to her and allowed her to make use of it.

Her Amazonian sisters, as usual, were putting her to the blade and the bow - but Altarissa felt disgusted by such unmagics, and had went the opposite way and into sorcery. She, though, startling for a sorceress - pored her time and energy into White magic instead of Black magic or any "typical" sorcerous force. She was interested into the denotations of White magic, that it could repel and purify - that all sorts of evil and madness would be cleansed out and that, generally speaking, Altarissa could cleanse at all instead of adding more "dirt" to a world already unclean - well, she did like Amazonia and her fellow Sisters - but, she had sensed something awful outside awaiting her.

And, when she had curiously left the safety and mystery of Amazonia - she felt it. She felt what she'd called "mans' corruption" on the world, and had to use her sorcery to fight it lest it'd took her and filled her soul with Unrest. Altarissa had known, already, from her short time in her first wanders, that she didn't blend with vampires all that well - and that she was going to devote herself to curing vampirism; how they sucked blood from the innocent, Altarissa would do the reverse and return the lifeforce back into them.

But, feeling wronged and disturbed from the dark presences of the outside world, she'd returned to Amazonia. When she'd got back home, she had passed out from the fact that, her sorcery - her white magic - wasn't truly warding off evils yet, she'd had more studying and learning to do firstly to amplify her skills with it.

She had to recuperate, grow, learn, and take in all the advice she could from her fellow Amazons to harden herself against "mans' corruption," and gain more of an ability to fight off evil.

She remembered when she'd left - it'd inspired her to keep on going and pushing herself to overcome the vile evil, that if she was both innocent and a wouldbe-protector of the innocent - if she indeed had a pure heart or a heart of gold - she would be strong enough to be able to fight off "mans' corruption" and all of the things lurking in the outside world.

Some time had passed, and her skill had built-up to where her sisters allowed her to make the decision of staying in Amazonia or leaving off - and Altarissa chose to leave off. But, when she was setting out to make a new life for herself - several odd women had approached her with an offer.

She automatically accepted, wanting to use the time possible to fight evil - and to use those interesting women as allies against said "threats."


You uh...you sure you posted in the right RP? This isn't really a magical affair.
So apparently Cobalt has named me a Cyber terrorist, I honestly don't know to be Honored or offended.
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Honghai
Diplomat
 
Posts: 906
Founded: Dec 31, 2021
Moralistic Democracy

Postby Honghai » Sun Mar 10, 2024 5:03 pm

Parcia wrote:
Honghai wrote:Character Name: Altarissa
Age: 24
Image/Description: (Image)
Personality:
  • Childish
  • Vain
  • Girl's girl, very feminine
  • Silvertongued
Skills:
  • Radiate - although Altarissa is very childish, she possesses an aura around her that draws people towards her and while she is silvertongued, this aura is moreso unrelated to that and a part of her magical power. People are mostly lured to her though as she is an Amazon, it usually isn't men as her energy still hasn't had a chance to sync to "mans' world." This aura is blue usually though can also turn green or black at times also.
  • Expel - Altarissas' aura can also refract, mostly around "dark" or "impure" energy. She is naturally repulsed to demonic, vampiric and ghastly energy. And, although she is a sorceress, Altarissa employs white magic and purification spells which would ensicken and disgust dark magic users.
  • Bloom - As a wielder of white magic, Bloom doesn't wither or rust, only healing and growing affected things around her. She mainly uses it to overgrow plantlife around her to use it as a weapon though.
  • Beautify - White magics' effect on the Amazonian sorceress has kept her beauty, though also extended it naturally and "turned her into a muse."
Unique Gear:
  • Pacify - Altarissa, being a sorceress though of the white magic variety, uses a lance which is an Amazonian artifact, though Pacify is charmed to her, meaning that she alone has a special link to it.
  • Sear - A ruby ring, and Chaos artifact that she had quelled and tamed into passivity with her white magic so that the chaotic energy couldn't corrupt her. Some say it was already attracted to her, as she was already possessing Disturbance energy within her deep down and in her legs. She uses it to create red armor around herself whenever she needs it, though as she is childish, she just makes red slippers and throws them at people who annoy her.
  • Pluck - Bows and ribbons that Altarissa wears in her hair. They are not a magical artifact yet they hold sentimental value to her, and whenever someone gets close to her head or touches her hair - she gets ticked-off.
Biography:

Altarissa is an Amazonian sorceress, unused to living in "mans' world," especially as how it is technologically-advanced and she is used to the matriarchical ways of her people.

Altarissa, unlike most Amazons, wasn't made from the clay sand or ash around her - but was animated out of Garnite, Marble and Mythril. It is said, because she was cast out of atypical materials - especially Mythril, that Chaos was naturally attracted to her, well, enough that in her later years that she had Disturbance energy in her which pulled Sear to her and allowed her to make use of it.

Her Amazonian sisters, as usual, were putting her to the blade and the bow - but Altarissa felt disgusted by such unmagics, and had went the opposite way and into sorcery. She, though, startling for a sorceress - pored her time and energy into White magic instead of Black magic or any "typical" sorcerous force. She was interested into the denotations of White magic, that it could repel and purify - that all sorts of evil and madness would be cleansed out and that, generally speaking, Altarissa could cleanse at all instead of adding more "dirt" to a world already unclean - well, she did like Amazonia and her fellow Sisters - but, she had sensed something awful outside awaiting her.

And, when she had curiously left the safety and mystery of Amazonia - she felt it. She felt what she'd called "mans' corruption" on the world, and had to use her sorcery to fight it lest it'd took her and filled her soul with Unrest. Altarissa had known, already, from her short time in her first wanders, that she didn't blend with vampires all that well - and that she was going to devote herself to curing vampirism; how they sucked blood from the innocent, Altarissa would do the reverse and return the lifeforce back into them.

But, feeling wronged and disturbed from the dark presences of the outside world, she'd returned to Amazonia. When she'd got back home, she had passed out from the fact that, her sorcery - her white magic - wasn't truly warding off evils yet, she'd had more studying and learning to do firstly to amplify her skills with it.

She had to recuperate, grow, learn, and take in all the advice she could from her fellow Amazons to harden herself against "mans' corruption," and gain more of an ability to fight off evil.

She remembered when she'd left - it'd inspired her to keep on going and pushing herself to overcome the vile evil, that if she was both innocent and a wouldbe-protector of the innocent - if she indeed had a pure heart or a heart of gold - she would be strong enough to be able to fight off "mans' corruption" and all of the things lurking in the outside world.

Some time had passed, and her skill had built-up to where her sisters allowed her to make the decision of staying in Amazonia or leaving off - and Altarissa chose to leave off. But, when she was setting out to make a new life for herself - several odd women had approached her with an offer.

She automatically accepted, wanting to use the time possible to fight evil - and to use those interesting women as allies against said "threats."


You uh...you sure you posted in the right RP? This isn't really a magical affair.


Yes, I'm sure - Imp said something about Thematically, the world is very much a mixture of American westerns, Victorian gothic literature, and various global folklore interwoven with science fiction technologies like body shields, laser weaponry, cybernetic horses, and space travel. So various archetypes like a gunslinger, swordsman, technical expert, or even spiritual like a priest fit the mold.


I went moreso Amazon, as I wasn't really interested in roleplaying like - straight-up Wild Wild West or Sci-Fi; I kinda wanted some elbowroom still - but, she had said various archetypes could work.

She is something spiritual, even if magic is kinda-sorta dicey - but honestly, I'd liked the idea of not doing a conventional fighter/battler-type character even for an Amazon. So, that's why she's a sorceress or user of white magic. I like the idea, that, for the most part - she would come into conflict with vampires and that sort of thing. Yeah, she kinda is the "contentious" type of character but I wanted to shake things up.

And without going pure "evil witch" or whatever, I made her use white magic. w/ the picture I'd used, I just thought moreso a "purifier"-type character could work; that she is totally at-odds with vampires and things of that nature as she sees them as evil.

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Remnants
Attaché
 
Posts: 82
Founded: Jan 30, 2024
Corporate Police State

Postby Remnants » Mon Mar 11, 2024 10:10 am

would a Werewolf be okay for this? I did notice (In your IC) how it talked about the lodge taking less than human members who are loyal to the cause. Don't worry if you say yes I'll be responsible for it.

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Mon Mar 11, 2024 4:00 pm

Remnants wrote:would a Werewolf be okay for this? I did notice (In your IC) how it talked about the lodge taking less than human members who are loyal to the cause. Don't worry if you say yes I'll be responsible for it.


Yes
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G-Tech Corporation
Khan of Spam
 
Posts: 64008
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 11, 2024 5:52 pm

This is a lovely setting, Imp. Let me percolate a character.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Mon Mar 11, 2024 6:06 pm

G-Tech Corporation wrote:This is a lovely setting, Imp. Let me percolate a character.


Percolate…core memory unlocked…Mary J Blige intensifies
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If you don't hear from me for a while...I'm inna woods.
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G-Tech Corporation
Khan of Spam
 
Posts: 64008
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Mar 12, 2024 8:39 am

Jarn Martell

Age: 118
Biography: The story of the man named Jarn is a sordid one - it begins in a desperate act by the Resistance on Mars during the Great Uprising, an aim to kill one of the most despicable Elders who then ruled much of the northern reaches of the Bloodstained Planet, Gregori Il-Thurwas. The once-great vampire was a lynchpin of the Aristocracy's attempts to crush the human uprising on Mars - an ancient being utterly without morals, it was Gregori, a scientific genius, who first unleashed the Scarlet Death upon the rebels, the forerunner of the various Scourges which would see humanity's numbers decimated by targeted genetic warfare during the Uprising.

Secure in his fortress, the Spire of Twilight, multiple conventional attempts at infiltration and assassination were complete failures, and the attempts of the human rebels to gain a foothold on Mars dwindled. However, nearly a decade after the beginning of the revolt, an ingenious scheme was hatched; a retroviral plague, the Black Blood, was devised by human geneticists, and the sole weakness of the Spire of Twilight was exploited. Like all of his lineage, even the vaunted Gregori needed to feed. Volunteers willingly contaminated with the lethal pathogen were surreptitiously inserted into the cattle-villages upon which the Martian Aristocracy relied, and eventually one was butchered by the ancient Duke in the heart of his sanctum. As the infected blood entered his veins, Gregori was damned to the mortal coil like his servants, unable to properly digest the sustenance of his race, and with a gradually accumulating weakness to light which, eventually, would have seen the vampire perish even under the glow of a single candle.

The strike was gruesomely effective. Though the vampire reprisals were cataclysmic, the deaths of most of the higher-ranking members of the Martian Aristocracy over the next decade lead to a reversal of the fortunes of the uprising on the red planet, and the internal power struggles of the vampires to replace their deceased leaders tore apart what remained of the ruling forces bit by bit. Though the Midnight Aristocracy eventually learned how to screen thralls for the Black Blood, limiting the effectiveness of further attacks to the truly desperate or low-ranking vampires, no cure has ever been found. So it was that Gregori Il-Thurwas, immortal Necrarch, blood-stained tyrant and insane artificer, was doomed to die.

Doomed, yes, but not resigned. So it is that Jarn enters the story - or rather, the man who he will one day become. The heights of the Midnight Aristocracy's technology during those era can only be guessed at, in truth, so advanced as to be indistinguishable from sorcery. With the pressing grip of mortality tightening about his throat, the scientist-ruler Gregori threw himself into a program of boundary-pushing innovation which was starkly hideous in its brutality. As the security situation on Mars deteriorated with successful human advances, the Necrarch herded millions of the thralls still under his control into the labs beneath the Spire of Twilight, his minions abducting even hundreds of lesser vampires to use in his twisted experiments. None of them ever emerged again. The Elder built for himself, like the Pharaohs of old, a tomb littered with the corpses of his servants as he struggled to prepare for his imminent death. The leaders of the human resistance presumed he was devising some last final plague, or doomsday device, and so their efforts to break through to his fortress became increasingly uncaring of the human cost, and desperate.

But when the doors of the Spire were finally breached, over a sea of bodies of vampire soldiers and human fighters alike, what was found in the depths of the twisted labyrinth of prisons, torture chambers, forges, gene-vats, and sacrificial chambers was not what they expected; no spinning bomb set to split the world, no bubbling vials of apocalyptic plague. Only the figure of a young man, glistening with sweat, reclining in an obsidian coffin - and the withered figure of the once-great Elder Gregori slumped next to him, very firmly dead. A cemetery of vast proportions in growth-vats and test-tube soldiers, all dead, lay about the chamber where the figure of the man who would be Jarn was found, but nothing more. With Gregori's death the last of the great Elders of Mars had perished, but eventually the tides of war left Mars in the grip of the Aristocracy once more, the last survivors of the Uprising fleeing to Earth not long before the Great Removal and the truce.

With them, they took the young man who had awoken in that chamber of blood and death, who had been raised in their ranks and had taken a distinctly inhuman hatred for vampires.

At the time, few resources could be spared for the interrogation of such an oddity. As the years of peace passed, though, tribunals were convened, and councils formed, to ferret out the secrets of the last days of the Aristocracy's hold on humankind. One of these tribunals, in time, became very interested in the figure of Gregori Il-Thurwas, and the exact provenance of Jarn Martell, decorated veteran who, it seemed, was showing very few signs of age.

Through biological and physiological testing confirmed a black suspicion which had haunted the hearts of his fellow soldiers for decades - the very human seeming young man, bright and approachable, was anything but human. Oh, he had a genetic code, and all the appearance of a man of his late twenties of mixed Caucasian descent. But past his skin, hell, even slightly before, the appearances stopped.

It was soon clear that the genetic mastermind of Elder Gregori had been attempting, in face of his own mortality, to create a new host for his mind to flee to as his own body was breaking down in the grip of the Black Blood. Into this host he poured strange and seemingly impossible science, the likes of which it is hoped shall never be replicated, to make a vampire without the inexplicable weakness from which the other members of the Midnight Aristocracy suffered; a form which could walk at ease during the day, and recover from almost any wound, while maintaining much of the advantages of immortal over mere mankind in strength, speed, and ability.

Moreover, the tribunal discovered a series of unexplained massacres linked to the deployment of Jarn's commando unit during the close of the Martian campaigns, civilian bloodbaths, the disappearance of entire units, with the veteran being the only survivor. Without more evidence, pinning these slaughterhouses to the seemingly innocent man was not viable, but it was enough circumstantial necessity for the not-entirely concerned with justice government of the New Earth to mandate the veteran's deployment to the Society of Huntsmen on penal stricture. Ostensibly Jarn joined up with the Society to continue his work, of cleansing mankind of the ghosts that haunt her world - at a very deep level of back-channels, the Society's leaders know he is a dangerous man indeed, and that they are the best equipped to contain whatever the Scion actually is.

Description: Jarn is a tall man, genetically engineered to be formidable even for the clone-soldiers of the Aristocracy, standing nearly 1.93 meters, and very broad through the chest - nearly 145 kg of largely rock-hard muscle. A very physical presence, a warrior born and bred. His hair is worn nearly bald, close-cropped in the military fashion, a sandy red-blonde, one of the several features he shares unknowingly with the late Elder Gregori. A thick but short beard covers most of his face, kept neat, of a strawberry-blonde aspect, over which two large bushy eyebrows of the same color frame deep remarkably piercing emerald eyes. His hands, remarkably despite his extensive military career, bear no signs of damage, and indeed he has no scars at all save a single large slash down his sternum.

Personality: The Martell's personality is a complicated thing, shifting languidly between jovial and contemplative melancholy, though not exactly mercurial - he may spend days in rambunctious carousing, before gradually lapsing over the following month into a spartan depression wherein he does little except for read, think, and practice with his weapons. He speaks little about the past and what he has accomplished, though his nominal list of military achievements is extensive, and prefers to dwell in the present. During his more taciturn periods it is not uncommon for the veteran to barely speak for days at a time, or take trips out into the wilderness to be alone.

Skills:
Abomination: Jarn is, to put it lightly, very much not human. His 'cells' are plenipotent artificial neuro-metallocytes, bearing nearly four times the information density of a baseline human, and immensely resilient to harm due to their density and internal composition - he can and does recover from even grievous injuries within a matter of hours, and less powerful weaponry might even fail to make a dent in the tough near-impervious surface of his body. Though nominally in possession of all the human organs and normal functions, his internal physiology is best understood as a facsimile designed to evade immediate detection, for the Abomination is capable of digesting and utilizing most forms of energy, and has shown no particular need for any of his vital organs up to and including his brain stem when dissected, though he did not especially enjoy that process. Tribunal experimentation with the properties of the Abomination also indicates a strong potential for shapeshifting and identity concealment, though Jarn has not shown any inclinations to utilize these abilities.

Blooded Veteran: The Scion fought in the brutal closing phases of the Great Uprising, and has survived multiple battles where casualty ratios approached 95%. His speed with most weapons comfortably exceeds that of even augmented humans, approaching the ability of a experienced vampire warrior, and he is capable of lifting burdens in excess of half a ton when required, though he usually goes to significant pains to conceal this capability. He is, however, only a competent marksman.

Innate Technomancer: Jarn's command of the near-magical constructs and creatures left in the wake of the Midnight Aristocracy is both instinctive and well-practiced, a natural inclination which he has carefully cultivated. There are few archaic mechanisms or rites which he cannot at the very least comprehend, given time, and if that time is formidable indeed his ability to master them is nearly guaranteed. There is, however, a rather disconcerting voice that whispers in the back of his mind as he contemplates such matters...

Sanguinary Beserker: The Scion's mind is not entirely his own. The black dossier delivered to the Society indicates that he has, at various times throughout the preceding decades, been unaccounted for at contemporaneous instances to massacres of various colonies, military formations, and even minor settlements across the globe. Psychological profiling has found no immediate explanation for such homicidal behavior, but the fact that Jarn appears to be under significant stress when questioned about these incidents, or when particularly hungry... does not bode well for those to whom he grows close. Especially if he is forced to deplete his internal power reserves, such as during significant combat events or when starving.

Unique Gear:
Starmetal Blades: Vampiric weapons forged from vibrationally-locked spatio-temporal alloys in the regions of eternal night of the Red Planet, Jarn's paired blades are a trophy taken from the closing conflict of the Uprising on that world, some of the only weapons which can sustain the heavy use he puts on them. Though in possession of no particularly exotic qualities, they are pre-eminently serviceable, do not dull, and are tuned to a monomolecular thickness which gives them the ability to cut through most defenses, even those designed for military service or the resilient hides of gene-soldiers like werewolves and shapeshifters. One of the functions of these weapons is to trammel the 'life-energy' of their dying victims and channel it invisibly into the wielder through the hilt of the swords, a means originally devised to help vampires in the field avoid dangerous feeding rituals, but this function is one Jarn carefully conceals.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Tue Mar 12, 2024 4:26 pm

G-Tech Corporation wrote:
Jarn Martell

Age: 118
Biography: The story of the man named Jarn is a sordid one - it begins in a desperate act by the Resistance on Mars during the Great Uprising, an aim to kill one of the most despicable Elders who then ruled much of the northern reaches of the Bloodstained Planet, Gregori Il-Thurwas. The once-great vampire was a lynchpin of the Aristocracy's attempts to crush the human uprising on Mars - an ancient being utterly without morals, it was Gregori, a scientific genius, who first unleashed the Scarlet Death upon the rebels, the forerunner of the various Scourges which would see humanity's numbers decimated by targeted genetic warfare during the Uprising.

Secure in his fortress, the Spire of Twilight, multiple conventional attempts at infiltration and assassination were complete failures, and the attempts of the human rebels to gain a foothold on Mars dwindled. However, nearly a decade after the beginning of the revolt, an ingenious scheme was hatched; a retroviral plague, the Black Blood, was devised by human geneticists, and the sole weakness of the Spire of Twilight was exploited. Like all of his lineage, even the vaunted Gregori needed to feed. Volunteers willingly contaminated with the lethal pathogen were surreptitiously inserted into the cattle-villages upon which the Martian Aristocracy relied, and eventually one was butchered by the ancient Duke in the heart of his sanctum. As the infected blood entered his veins, Gregori was damned to the mortal coil like his servants, unable to properly digest the sustenance of his race, and with a gradually accumulating weakness to light which, eventually, would have seen the vampire perish even under the glow of a single candle.

The strike was gruesomely effective. Though the vampire reprisals were cataclysmic, the deaths of most of the higher-ranking members of the Martian Aristocracy over the next decade lead to a reversal of the fortunes of the uprising on the red planet, and the internal power struggles of the vampires to replace their deceased leaders tore apart what remained of the ruling forces bit by bit. Though the Midnight Aristocracy eventually learned how to screen thralls for the Black Blood, limiting the effectiveness of further attacks to the truly desperate or low-ranking vampires, no cure has ever been found. So it was that Gregori Il-Thurwas, immortal Necrarch, blood-stained tyrant and insane artificer, was doomed to die.

Doomed, yes, but not resigned. So it is that Jarn enters the story - or rather, the man who he will one day become. The heights of the Midnight Aristocracy's technology during those era can only be guessed at, in truth, so advanced as to be indistinguishable from sorcery. With the pressing grip of mortality tightening about his throat, the scientist-ruler Gregori threw himself into a program of boundary-pushing innovation which was starkly hideous in its brutality. As the security situation on Mars deteriorated with successful human advances, the Necrarch herded millions of the thralls still under his control into the labs beneath the Spire of Twilight, his minions abducting even hundreds of lesser vampires to use in his twisted experiments. None of them ever emerged again. The Elder built for himself, like the Pharaohs of old, a tomb littered with the corpses of his servants as he struggled to prepare for his imminent death. The leaders of the human resistance presumed he was devising some last final plague, or doomsday device, and so their efforts to break through to his fortress became increasingly uncaring of the human cost, and desperate.

But when the doors of the Spire were finally breached, over a sea of bodies of vampire soldiers and human fighters alike, what was found in the depths of the twisted labyrinth of prisons, torture chambers, forges, gene-vats, and sacrificial chambers was not what they expected; no spinning bomb set to split the world, no bubbling vials of apocalyptic plague. Only the figure of a young man, glistening with sweat, reclining in an obsidian coffin - and the withered figure of the once-great Elder Gregori slumped next to him, very firmly dead. A cemetery of vast proportions in growth-vats and test-tube soldiers, all dead, lay about the chamber where the figure of the man who would be Jarn was found, but nothing more. With Gregori's death the last of the great Elders of Mars had perished, but eventually the tides of war left Mars in the grip of the Aristocracy once more, the last survivors of the Uprising fleeing to Earth not long before the Great Removal and the truce.

With them, they took the young man who had awoken in that chamber of blood and death, who had been raised in their ranks and had taken a distinctly inhuman hatred for vampires.

At the time, few resources could be spared for the interrogation of such an oddity. As the years of peace passed, though, tribunals were convened, and councils formed, to ferret out the secrets of the last days of the Aristocracy's hold on humankind. One of these tribunals, in time, became very interested in the figure of Gregori Il-Thurwas, and the exact provenance of Jarn Martell, decorated veteran who, it seemed, was showing very few signs of age.

Through biological and physiological testing confirmed a black suspicion which had haunted the hearts of his fellow soldiers for decades - the very human seeming young man, bright and approachable, was anything but human. Oh, he had a genetic code, and all the appearance of a man of his late twenties of mixed Caucasian descent. But past his skin, hell, even slightly before, the appearances stopped.

It was soon clear that the genetic mastermind of Elder Gregori had been attempting, in face of his own mortality, to create a new host for his mind to flee to as his own body was breaking down in the grip of the Black Blood. Into this host he poured strange and seemingly impossible science, the likes of which it is hoped shall never be replicated, to make a vampire without the inexplicable weakness from which the other members of the Midnight Aristocracy suffered; a form which could walk at ease during the day, and recover from almost any wound, while maintaining much of the advantages of immortal over mere mankind in strength, speed, and ability.

Moreover, the tribunal discovered a series of unexplained massacres linked to the deployment of Jarn's commando unit during the close of the Martian campaigns, civilian bloodbaths, the disappearance of entire units, with the veteran being the only survivor. Without more evidence, pinning these slaughterhouses to the seemingly innocent man was not viable, but it was enough circumstantial necessity for the not-entirely concerned with justice government of the New Earth to mandate the veteran's deployment to the Society of Huntsmen on penal stricture. Ostensibly Jarn joined up with the Society to continue his work, of cleansing mankind of the ghosts that haunt her world - at a very deep level of back-channels, the Society's leaders know he is a dangerous man indeed, and that they are the best equipped to contain whatever the Scion actually is.

Description: Jarn is a tall man, genetically engineered to be formidable even for the clone-soldiers of the Aristocracy, standing nearly 1.93 meters, and very broad through the chest - nearly 145 kg of largely rock-hard muscle. A very physical presence, a warrior born and bred. His hair is worn nearly bald, close-cropped in the military fashion, a sandy red-blonde, one of the several features he shares unknowingly with the late Elder Gregori. A thick but short beard covers most of his face, kept neat, of a strawberry-blonde aspect, over which two large bushy eyebrows of the same color frame deep remarkably piercing emerald eyes. His hands, remarkably despite his extensive military career, bear no signs of damage, and indeed he has no scars at all save a single large slash down his sternum.

Personality: The Martell's personality is a complicated thing, shifting languidly between jovial and contemplative melancholy, though not exactly mercurial - he may spend days in rambunctious carousing, before gradually lapsing over the following month into a spartan depression wherein he does little except for read, think, and practice with his weapons. He speaks little about the past and what he has accomplished, though his nominal list of military achievements is extensive, and prefers to dwell in the present. During his more taciturn periods it is not uncommon for the veteran to barely speak for days at a time, or take trips out into the wilderness to be alone.

Skills:
Abomination: Jarn is, to put it lightly, very much not human. His 'cells' are plenipotent artificial neuro-metallocytes, bearing nearly four times the information density of a baseline human, and immensely resilient to harm due to their density and internal composition - he can and does recover from even grievous injuries within a matter of hours, and less powerful weaponry might even fail to make a dent in the tough near-impervious surface of his body. Though nominally in possession of all the human organs and normal functions, his internal physiology is best understood as a facsimile designed to evade immediate detection, for the Abomination is capable of digesting and utilizing most forms of energy, and has shown no particular need for any of his vital organs up to and including his brain stem when dissected, though he did not especially enjoy that process. Tribunal experimentation with the properties of the Abomination also indicates a strong potential for shapeshifting and identity concealment, though Jarn has not shown any inclinations to utilize these abilities.

Blooded Veteran: The Scion fought in the brutal closing phases of the Great Uprising, and has survived multiple battles where casualty ratios approached 95%. His speed with most weapons comfortably exceeds that of even augmented humans, approaching the ability of a experienced vampire warrior, and he is capable of lifting burdens in excess of half a ton when required, though he usually goes to significant pains to conceal this capability. He is, however, only a competent marksman.

Innate Technomancer: Jarn's command of the near-magical constructs and creatures left in the wake of the Midnight Aristocracy is both instinctive and well-practiced, a natural inclination which he has carefully cultivated. There are few archaic mechanisms or rites which he cannot at the very least comprehend, given time, and if that time is formidable indeed his ability to master them is nearly guaranteed. There is, however, a rather disconcerting voice that whispers in the back of his mind as he contemplates such matters...

Sanguinary Beserker: The Scion's mind is not entirely his own. The black dossier delivered to the Society indicates that he has, at various times throughout the preceding decades, been unaccounted for at contemporaneous instances to massacres of various colonies, military formations, and even minor settlements across the globe. Psychological profiling has found no immediate explanation for such homicidal behavior, but the fact that Jarn appears to be under significant stress when questioned about these incidents, or when particularly hungry... does not bode well for those to whom he grows close. Especially if he is forced to deplete his internal power reserves, such as during significant combat events or when starving.

Unique Gear:
Starmetal Blades: Vampiric weapons forged from vibrationally-locked spatio-temporal alloys in the regions of eternal night of the Red Planet, Jarn's paired blades are a trophy taken from the closing conflict of the Uprising on that world, some of the only weapons which can sustain the heavy use he puts on them. Though in possession of no particularly exotic qualities, they are pre-eminently serviceable, do not dull, and are tuned to a monomolecular thickness which gives them the ability to cut through most defenses, even those designed for military service or the resilient hides of gene-soldiers like werewolves and shapeshifters. One of the functions of these weapons is to trammel the 'life-energy' of their dying victims and channel it invisibly into the wielder through the hilt of the swords, a means originally devised to help vampires in the field avoid dangerous feeding rituals, but this function is one Jarn carefully conceals.


Accepted
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G-Tech Corporation
Khan of Spam
 
Posts: 64008
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Mar 12, 2024 5:43 pm

Imperialisium wrote:Accepted


My thanks! I look forward to seeing what other wonderful and wacky characters inhabit the shadowy mires of the far-future.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Mar 13, 2024 12:38 am

G-Tech Corporation wrote:
Imperialisium wrote:Accepted


My thanks! I look forward to seeing what other wonderful and wacky characters inhabit the shadowy mires of the far-future.


Indeed,

Hurrah Man has reclaimed the Earth*

*=kinda a shitshow
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If you don't hear from me for a while...I'm inna woods.
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Antimersia
Diplomat
 
Posts: 665
Founded: Mar 04, 2020
Father Knows Best State

Postby Antimersia » Wed Mar 13, 2024 1:26 pm

better a shit show than a no show. can't wait to pop off against the things that go bump in the night tho.

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Thu Mar 14, 2024 3:48 pm

Resident Fox lover
If you don't hear from me for a while...I'm inna woods.
NS' Unofficial Adult Actress.

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Antimersia
Diplomat
 
Posts: 665
Founded: Mar 04, 2020
Father Knows Best State

Postby Antimersia » Thu Mar 14, 2024 11:47 pm

this disappeared from my "your posts" list. writing a new message to see if it fixes that.

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Bikerpha
Secretary
 
Posts: 28
Founded: Mar 02, 2024
Ex-Nation

Postby Bikerpha » Fri Mar 15, 2024 3:34 am

Character Name:Rad Mak-kag
Age:41
Image/Description: over 2 meters tall and muscular. He wears a metal mask that covers his face, and has flaxen hair.
Personality:laconic in speech and grim in out look, he tends to be a loner. However, he sees the need to work with others and sees his isolation as a fault. He tends to be task oriented and miss social cues.
Skills:An expert swordsman, he only recently became a hunter. He is also capable of reading some ancient languages.
Unique Gear:He uses primary a Kriegsmesser and a modern lantern shield. He also wears armour designed to protect him from vampires and other monsters.
Biography: The son of scholars, Rad grew up in a sheltered enclave and spent a good portion of his time reading. As a teenager he joined a fencing club, and began his journey to become a swordsman. For reasons unknown he left behind his safety of his home town and all that he knew, to venture into the wider world. After getting a reputation as a killer of man and beast, he was recruited as a Huntsman.

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Remnants
Attaché
 
Posts: 82
Founded: Jan 30, 2024
Corporate Police State

Postby Remnants » Fri Mar 15, 2024 6:21 am

Character Name: Trooper Rag
Age: 36
Image/Description:
Image
Hight: 7'0
Personality: At best, he could be described as simple-minded, and at worst, a raging beast of hunger and greed. As a Werewolf, his instincts run supreme, including a pack mentality that is ingrained in his mind, making him follow orders from those he deems his "Superior Officer." However, it is uncommon for his fellow Werewolves to have the intelligence to choose their Superior Officer.

Skills:
Werewolf Biology: Werewolves were designed for war, which makes them formidable in battle, and they are almost 9 times stronger, faster, and more resilient than humans. They also possess an incredible sense of smell, which allows them to track their prey from miles away. Their stealthy large bodies make them particularly terrifying creatures of the night. Another interesting fact is that Werewolves have a deadly reaction to silver. Despite numerous attempts to study why this is the case, researchers have been unable to find a conclusive answer.
Heavy Weapons specialization: Trooper Rag is highly skilled in utilizing heavy ranged and melee weapons, demonstrating expertise in hitting, shooting, and hand-to-hand combat.
Martial Arts, Way of the Trooper: The Way of the Trooper is a formidable combination of various Martial Arts techniques, known for its brutal effectiveness. It heavily relies on the immense power of the Werewolf, utilizing fast and heavy blows along with grabbing tosses to quickly dispatch the enemy fighter before they can retaliate.

Unique Gear:
Trooper's Passing:
Description: Looks to be a boxy clunky Bolt Machine gun with a large dram mag. It's the original color of the gun was long lost instead its metal chasee was covered in crude oil paint. It also has some scratching on it here and there.
The Old Heavily Modified Bolt Machine Gun has been passed down through Rag's Trooper Clan. Its origin is unknown, but it was discovered in the ruins of an Armary, located in the Outer Frontier. The weapon was modified to help the Trooper Clan maintain control over their territory and establish supremacy.

Scrap-plate Armor:Made from scrap from ruins of past battlefields this armor is surprisingly provided to do to its nature of origin.

Trooper Clan Mark: All that were or are with the Trooper tribe are given this mark to make them become a part of the bigger pack.

Biography:Rag's childhood memories are hazy, but he has vivid flashbacks and feelings. When he was around 12 years old, he learned to control his instincts and transform into a true werewolf. He was finally allowed to join the pack hunts in the Outer Founter towns, where he showed his intelligence by attacking at random times instead of recklessly smashing into the fortified town walls. He became known as "Trooper" after several successful raids on more Outer Founter Towns.

However, the Trooper Clan's raiding eventually caught up with them. Almost everyone was wiped out by Huntmen in the middle of the day, while Trooper Rag was out hunting wild game. When he returned home, he saw the devastation and vowed revenge on the huntsmen who did this. He grabbed Trooper's Passing and some Scrap-plate Armor and set off on a mission to hunt down his clan's killers.

It took several years for Rag to finally find the Huntsmen who had killed his clan. The fight didn't last long and Rag was defeated within 10 minutes. However, instead of killing him, the Huntsman spared his life and gave him a new mission: to protect humanity. Failure to do so would result in death. Now, Trooper Rag is on a new mission - to protect humanity and seek revenge against the Huntsmen who destroyed his clan.

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Remnants
Attaché
 
Posts: 82
Founded: Jan 30, 2024
Corporate Police State

Postby Remnants » Fri Mar 15, 2024 6:22 am

Sorry for the crappy ending of the Bio. Kindo was rushing to finish it since the IC went up

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Imperialisium
Postmaster-General
 
Posts: 13572
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Fri Mar 15, 2024 10:52 am

I don’t think the Huntsmen would have let Rags join them given the context of knowing he’s killed likely dozens of people.
Resident Fox lover
If you don't hear from me for a while...I'm inna woods.
NS' Unofficial Adult Actress.

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