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Realistic or Modern Character Creation & Sheet (OLD!)

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Character Creation Information

Fable

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1towDHy[/MEDIA]') fixed;]
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Character Creation
Before you start creating a character, please understand that while this setting is fairly open in terms of allowing creative characters, there are still limitations in order to keep characters from being overpowered. This isn’t to say your character can’t be powerful, but they must be powerful within reason.

Characters are all subject to be reviewed and may require changes before being accepted into the RP.

Note: You can have your allotted abilities placed where you wish. Your character can now either focus/specialized in magic, physical, or balance them both.

If I rate your post with a cookie/heart it's accepted.


Rules

  • Characters must be at least physically and mentally 21 years of age.
  • Characters are agents. No agency is going to accept someone who is mentally unstable or without basic combat skill.
  • Characters cannot be a 'ruler' type character (king, queen, etc), but they can be nobles.
  • Characters must be a 'rookie' in the agency (except v1 members).
  • Rookies can be rank F-D and Veterans F-C.
  • You can move around your abilities as long as you do not exceed the total allowed for your rank.
  • Characters cannot have certain powers due to the over-powered nature of them.
    • Omniscient
    • Omnipotent
    • Precognition
    • Mind Control
    • Warping Reality
    • Invulnerability
    • Intangibility
    • Magic Immunity
    • Magic Nullification
    • Time Manipulation
    • True Immortality
    • Weather Manipulation
    • Power Copying
    • One-hit Kill
    • Infinites (Ammo, Mana, Endurance, etc)
  • Some powers are restricted due to possible abuse.
    These are powers that are an option, but due to their potential to be abused, they are restricted. Characters who have these powers and abuse them may have them removed at the GM's discretion. If you opt for these listed here, they will need to be restricted greatly in how they are used and what they can do exactly.
    • Matter Manipulation
    • Teleportation
    • Shapeshifting (Non-Shifter Race)
    • Super Speed
    • Telepathy
    • Regen
  • Unapproved characteristics.
    This is a small list, but needed as some characteristics will not be allowed.

    If a race or creature is:
    • An unreasonable size (example; the size of a 4 story building)
    • Inherently ‘evil’
    • Are a deity or god-like

    Then it is best to avoid making them as they will more than likely be declined.
  • Hybrids are not allowed.
    Hybrids are beings that would be born as the offspring of two supernatural races. This means that characters cannot be half-vampire/half-elf, half-shifter/half-demon, etc. Why are hybrids like this not allowed?
    • It’s a cheap way to try and make overly powerful characters.
    • It complicates the character age system.
    • There are those who would try and throw in every single race possible into their character’s lineage.
    • It’s a slippery slope down Mary-Sue/Gary-Stu lane.
    Now, before you consider asking questions about this because you are interested in creating a hybrid character, let me stop you. The answer is an automatic no. Yes, technically hybrids could exist, but they are not going to be allowed as a playable character. This is not open for debate.
  • Please only post your finished CS.
  • Face claims should be illustrated.
  • Magical items and curses do exist in this world and you are free to inquire with the GM what would and wouldn't be allowed for your character.

Contradictory Lore

Due to players being able to create their own races and racial lore, in order to avoid lore conflict should players have a similar race the player who created the racial lore first is considered the canon lore. This means that once a custom race and lore has been established and accepted, any other players wanting a similar race or to be of the same race must go off the original lore.

Playable Races & Lore

You can review the following listed links to read more about the playable races and their lore. In addition to this, an agent always has the option to play as a human or their own custom race.

Have questions?

There is a FAQ. Also please seek assistance on the Discord Server.
 

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Character Sheet
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Last Name, First Name

Alias:
Physical Age:
True Age:
Race:
Gender:
Rank: D
Personality


Personality aspects here. Aspects are simplified traits. Example: Sucker for a pretty face, protective of friends, no fucks given to danger, if it's shiny I want it. Remember that personality is not backstory.

Magical Abilities


Ability One
Expanded Information Here
Ability One Limitations
Expanded Information Here

Ability Two
Expanded Information Here
Ability Two Limitations
Expanded Information Here

Physical Abilities & Skills


Ability One
Expanded Information Here
Ability One Limitations
Expanded Information Here

Ability Two
Expanded Information Here
Ability Two Limitations
Expanded Information Here

Additional Weakness/Limitations

(Optional. Add/Remove as needed.)







Inventory

(You can add more slots if you wish. This section meant for weapons, tools, and gear your character uses. Weight is a factor so don't overburden yourself. Also you can remove the text in the parentheses.)







History


Write at least 2 paragraphs about your character's background. Things you can include can answer questions like:
  • Why did they become an agent of SMITED? Remember to not assume control of the agency!
  • How is their relationship with their family?
  • How do they feel about the supernatural world being made public knowledge?


Code:
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[div=padding:10px;][div=display:inline;font-weight:bold;text-transform:uppercase;border-bottom:1px solid #ccc;][font=Coda]Last Name, First Name[/font][/div]
[div=line-height:40px;]Alias: 
Physical Age: 
True Age: 
Race: 
Gender:
Rank: D[/div] [/div][/div][div=float:left;max-width:540px;background-color:#313131;text-align:justify;padding:10px;color:#ccc;][div=display:inline;font-size:20px;text-transform:uppercase;][font=Coda]Personality[/font][/div]

Personality aspects here.  Aspects are simplified traits.  Example: Sucker for a pretty face, protective of friends, no fucks given to danger, if it's shiny I want it.  Remember that personality is not backstory.

[div=display:inline;font-size:20px;text-transform:uppercase;][font=Coda]Magical Abilities[/font][/div]

[indent][fa]fa-chevron-circle-right [/fa] Ability One
Expanded Information Here
[fa]fa-minus-circle[/fa] Ability One Limitations
Expanded Information Here

[fa]fa-chevron-circle-right [/fa] Ability Two
Expanded Information Here
[fa]fa-minus-circle[/fa] Ability Two Limitations
Expanded Information Here
[/indent]

[div=display:inline;font-size:20px;text-transform:uppercase;][font=Coda]Physical Abilities & Skills[/font][/div]

[indent][fa]fa-chevron-circle-right [/fa] Ability One
Expanded Information Here
[fa]fa-minus-circle[/fa] Ability One Limitations
Expanded Information Here

[fa]fa-chevron-circle-right [/fa] Ability Two
Expanded Information Here
[fa]fa-minus-circle[/fa] Ability Two Limitations
Expanded Information Here
[/indent]

[div=display:inline;font-size:20px;text-transform:uppercase;][font=Coda]Additional Weakness/Limitations[/font][/div]
(Optional.  Add/Remove as needed.)

[indent][fa]fa-chevron-circle-right [/fa] 

[fa]fa-chevron-circle-right [/fa] 

[fa]fa-chevron-circle-right [/fa] 
[/indent]

[div=display:inline;font-size:20px;text-transform:uppercase;][font=Coda]Inventory[/font][/div]
(You can add more slots if you wish.  This section meant for weapons, tools, and gear your character uses.  Weight is a factor so don't overburden yourself.  Also you can remove the text in the parentheses.)

[indent][fa]fa-chevron-circle-right [/fa]

[fa]fa-chevron-circle-right [/fa]

[fa]fa-chevron-circle-right [/fa][/indent]


[div=display:inline;font-size:20px;text-transform:uppercase;][font=Coda]History[/font][/div]

Write at least 2 paragraphs about your character's background.  Things you can include can answer questions like:
[list][*]Why did they become an agent of SMITED?  Remember to not assume control of the agency!
[*]How is their relationship with their family?
[*]How do they feel about the supernatural world being made public knowledge?[/list][/div][div=clear:both;][/div][/div][/div][comment]This code was design by [USER=39545]@Fyuri[/USER].  This is not a free-to-use code, please do not take it.[/url][/comment]
 
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RU, CALLIEA
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Ru, Calliea

Alias: Ru
Physical Age: 24
True Age: 60
Race: Woodland Elf
Gender: Female
Rank: C
Personality


Calliea is a headstrong girl. She was taught that nothing was earned without hard work, and that to be something in this world. You had to have power and money. She wasn't like those other elves who believed that everyone who wasn't them was scum. No, she was kind and sweet to others. To the ones who treated others like that she was cold and uncaring. She hated people who thought that the ground they walked on was golden. She is fiercely protective and stubborn. Once she had her mind on something, she wouldn't change it for anything. Not even her father. She was smart though, exceptionally so. Due to her upbringing, and her father strict rules about education. She wasn't allowed to skip out on homework even if she wasn't restricted to a proper school. Also homeschooled, she was expected to do her best.

She was very observant and watchful of others. Calliea liked to watch others and their personality before interacting with them. It shows her which attitude to lead with. If an obeying one or a watchful one but sometimes her attitude would be a scorching temper one. Especially if she was dealing with someone, she didn't like. She was also very adaptable, due to her father's job, she moved around a lot. So she learned how to adjust quickly and easily.

Magical Abilities


Ecological Empathy

She can sense the overall well-being and conditions of their immediate environment and natural setting stemming from a psychic sensitivity to nature

Ecological Empathy Limitations

She can't control it. She feels it. She knows when the temperature changing or weather is going to change. It was something she used to predict what to wear to training or what her father should bring to big dinners or late nights. Calliea can sometimes connect to nature, feeling what they feel, she cannot control that also, and it could have happened in the weirdest time or just out of nowhere.
Zoolingualism

She is able to understand the speech or emotions of animal life forms.

Zoolingualism Limitations

She cannot control this power. She can't shut it off. She always hears what the animals are saying even when they are going about their daily day. It's tiring of having to listen that all day so she usually wear headphones with music or try to block it out.

Physical Abilities & Skills


Bōjutsu

Her father brought her up to understand that not everyone would be kind and be caring for her. So she learned Bōjutsu and learned to defend, and attack. She is a skilled user of it since she's been training under it since she was a child. Calliea loves it deep and even has a custom bo staff given to her by her father.

Bōjutsu Limitations

Calliea is exceptionally skilled, yes, but she lacks in the actual fighting. She only did play battle, and the last year she's been stationed at a desk. Or somewhere there was barely any reason for a fight at all. So it's a lack of experience.

Archer

Calliea is also skilled in being an Archer. This was later as she grew older, due to an old friend of her father's giving her, his old arrow set. This was also an excellent skill to have since her Bojustsu was mainly close combat and not far away. She needed something that she could use for far away from fighting. Calliea likes being an archer, but she primarily keeps to her bo.

Archer Limitations

She is not well skilled in Archery like she is in Bojustu. So she mainly keeps to her bo, and only uses her arrows when needed. This may change as she gets better at archery.

Enhanced Durability

Calliea, due to her training and her power can take multiple hits from weapons without seeming to weaken or hurt. She doesn't notice the pain until adrenaline subsides from her body. She tries not to get hit too much cause of this. Cause if she does, she wouldn't know if it was serious or not. Cause her father a lot of headaches.

Enhanced Durability Limitations

She improved this skill. She was born with it, as it was discovered when she didn't cry after getting clipped by a car when she was 6. Her training later improved it. Calliea trained long and hard to develop this skill further. Due to her intense training, she also grew the problem of not noticing severe injuries. This was later shown when she broke one of her ribs and did not see until someone else did.

Endurance

Calliea has a right amount of energy that she seems to never run out of. She doesn't get tired quickly and seems bored out of her mind when she isn't training or reading or doing something to expelled that energy. She also can go over 72 hours without sleeping.

Endurance Limitations

Again she can go 72 hours without sleep, but if she doesn't get sleep immediately after that mark. She will faint and will be out for days at a time. Even as far as a week, which has happened a couple of times before. Her energy has a limit, and it will show by her acting sluggish and just slow.


Weaknesses/Limitations

(You can add more slots if you wish.)

Experience, Calliea doesn't have much experience out in the field. Due to her father being like her and extremely overprotective. She almost always had some bodyguards around her. She doesn't have the experience she wants to have. Her father has let her go to matches and fight, but that was under careful watch. It was not real. All she has done is train and fake fight.

Her pain tolerance, Calliea due to those matches and the type of intense training she puts herself through. Has a high pain tolerance but also due to this, she doesn't notice if she has bruises or a severe injury. There was once a time when she was training and accidentally broken one of her ribs. She didn't even notice until her father saw her bruises and sent her to the doctor.

Stubbornness, Calliea is extremely stubborn. She would not change her mind unless someone smacks some sense into her. She hates being told she is stubborn, but she is. Once she has her mind set on something, or she wants something. She will not change it for anything unless she has to. She will also work hard for it and not let anyone stop her.​

Inventory

(You can add more slots if you wish.)

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History


Calliea was born under a noble diplomatic father and a mother who was just a common woodland elf. They got together against her father's family wishes since her mother was a lower rank elf then him but he didn't care. He loved her. When Calliea was born, everything was perfect. Her father was off, being diplomatic. Meeting other elves and speaking with them. Visiting forests which had been mistreating and animals also. It was his job. Her mother and her stay in their kingdom. Safe and sound.

Until when Calliea was 2, and her mother became gravely ill. Her father rushed home to help, but it was nothing that could be done. She died that year and Calliea never really got to know her. Her father didn't want her to be raised by his family. Scared that she might be taught to be stupidly prideful and think that everyone is lower to her. So he took her on his travels. Maybe sure to keep her around bodyguards at all times. Calliea never really had a stable place to call home. Different people and places raised her. People who weren't even related to her, taught her different things, places taught her about how to live in different ways. She was close to her father. She loved her father deeply. His family...not so much. She hated them all. They treated her different for being the daughter of a typical elf. She distanced herself from them, barely speaking with them even when she was forced to go to family meetings or reunions.

Calliea grew up happy and safe. Loved most of all. She stayed with her father until now. When the supernatural world was made every one knows. She, of course, was able to blend in with humans due to only her ears being different. She would easily hide them and spend hours with humans. Learning about them, and eventually caring about them. So when things started to become uneasy, she thought maybe becoming one of SMITED agents would help calm things down and make everyone be able to coexist. So she left her father and joined SMITED. To help humans, and maybe kick some butt too.​
 
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TIEGS, JASPER
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Tiegs, Jasper

Alias: JT
Physical Age: 28
True Age: 28
Race: Human (Magician)
Gender: Male
Rank: C
Personality


Most people would call Jasper a smart-ass if they were feeling charitable, and he goes out of his way to cultivate that appearance. Snarky comments, wisecracks, and odd commentary are part and parcel to Jasper, but they are actually a camouflage for a keen mind that remains focused on the task at hand, no matter how trivial.

Magical Abilities


Body Manipulation​
Jasper has mystic tattoos on his body that when energized, provide a temporary boost to selected senses or abilities. Sight, hearing, sense of smell, strength, and speed are the current tattoos.​
Body Manipulation Limitations​
Only a single sense or ability can be boosted at any time, and the act of boosting requires large amounts of magical energy to maintain. Strength boosting lasts the shortest time, maybe one or two punches at Olympic levels. Speed boosting lasts slightly longer, enough for maybe a two hundred yard sprint. Sensory boosting can be maintained for nearly five minutes, but all other senses will be muted during this period. If a tattoo is damaged, Jasper loses access to whichever sense or ability boost it represents until it is repaired. Jasper's reserves allow for three 'uses' of this ability, and his reserves recharge at the rate of one 'use' every hour.​
Magic Channeling​
Jasper can channel his magical energy into an item that has been engraved with the appropriate runes to improve its function. He currently carries a Jo staff with an added blade engraved with runes for sharpness and explosive strikes. Unlike Body Manipulation, channeling into non-living items requires power in direct relation to the desired effect. Jasper can adjust the level of the explosive strike from a love tap to the equivalent of getting hit by a sledgehammer depending on how much power he pushes into the runes.​
Magic Channeling Limitations​
As with Body Manipulation, only a single effect can be triggered at once. Also, only the effects that have been engraved onto the weapon/item can be triggered. If a new effect is desired, Jasper must take the time to engrave the runes fully describing the desired effect upon the object in question. This is a time consuming and painstaking process, since the accuracy and clarity of the engraving greatly effects the overall function. If the runes are damaged, Jasper can no longer trigger the effects they describe until they have been repaired.​
Runic Manipulations​
Jasper can draw temporary Runic spells to cause minor physical effects to occur, such as unlocking a lock.​
Runic Manipulations Limitations​
Jasper must have physical access to whatever he is trying to influence. There must be sufficient surface area for him to write the appropriate runes to cause the desired effect, and the surface must retain the pencil/ink/paint that Jasper is using to draw the Runes. The Runes must remain intact until the entire spell is written, and the spell leaves a detectable trace for a long period of time. Note, that if a door was locked with a lock, a deadbolt, and a chain, each lock would require a separate Runic spell to open, though all could be written on the surface of the door itself. If the door was physically blocked, Jasper's spells would not be able to shift the blocking item.​

Physical Abilities & Skills


Jojutsu​
Jasper has devoted significant time and effort into mastering the use of the Jo staff.​
Jojutsu Limitations​
Many different martial arts utilize the Jo staff, and Jasper has studied and practiced them all, but only as they relate to the Jo staff. As a result, he has a smattering of many different styles, but is a master of none. A black belt/master of any of the styles would find him easy to defeat, though he might get in a lucky shot by switching styles in mid-combat. If disarmed, Jasper is competent at best. He knows how to punch and kick, but anyone with above average skill would defeat him.​
Stamina​
Jasper's stamina is significantly above average.​
Stamina Limitations​
Jasper's stamina doesn't only fuel his physical exertions, but also fuels his magical ones. Magical exertions can quickly drain his reserves, even if he is not exerting himself physically.​

Weaknesses/Limitations


Magically limited​
All of Jasper's spell-craft requires a written/carved component. He cannot remotely influence things, or cast 'on the fly' as some Magicians can with spoken words or gestures.​
Focused​
Once he has his sights set on a problem, Jasper tends to focus on it to the exclusion of everything else. This can lead to his missing things that he might otherwise have noticed, and makes it very difficult for him to 'switch gears' and move on to another problem before the first one is solved to his satisfaction.​
Socially limited​
Jasper has spent most of his life as a social 'fringer'. While he can interact with people easily on a professional level, he is awkward and inexperienced when the interactions become more personal.​

Inventory


Modified Jo staff​
Jasper carries a Jo staff that has had a short blade added to one end. The weapon is heavily carved with runes, allowing Jasper to channel his magic into the weapon.​
Messenger bag​
Jasper routinely carries a messenger bag made of Kevlar disguised to look like ordinary nylon. Inside is a wide range of writing implements of various types, a small, powered scribing tool, and an assortment of concentrated food packages. It also contains a small container of henna ink and several small paintbrushes.​

History


Jasper is the son of Karen Simmons and Martin Tiegs. His mother Karen is an accomplished Magician, and his father, while not a member of the supernatural world, is very familiar with it due to a childhood incident and his marriage to Karen. Martin worked at a private security firm whose attitude was shaped by knowledge of the supernatural world dating from before the Revelation. Because of their proven discretion and the general unflappability of their personnel, The Syndicate occasionally employed their services when mundane security was called for. It was on one such detail that Karen and Martin met, resulting in a slowly growing relationship that finally culminated in Karen resigning from active Syndicate business to marry Martin and start a family. Jasper and his sisters Annie and Cassandra, three years and five years his juniors respectively, were the result. Of the three children, only Jasper showed the slightest hint of the Magician's legacy, and despite the power she could detect within him, his mother couldn't puzzle out Jasper's gifts until he was nearly seventeen. It was only when Jasper was writing a research paper in high school, and happened to try his hand at drawing some of the runes he found that things got, interesting. Fortunately, the fire was small and easily contained. Armed with new knowledge, Karen began to train Jasper in the uses of his abilities.
It was during his training period as a Magician that Jasper developed a, dislike for The Syndicate. He wasn't exceptionally strong, and his need to write out his intentions hobbled him, resulting in what little aid his mother received being given grudgingly at best, despite her long and faithful service. There was a 'you left us, so deal with your own problems' attitude that left a sour taste in his mouth. Despite his distaste for The Syndicate, Jasper allowed himself to be registered as required, but has kept his contact to a minimum. His father made arrangements for Jasper to receive physical training once it became obvious that his abilities would never develop past 'adequate', and it was during this training that Jasper discovered his ability to 'enhance' himself and items. Only Jasper and his mother know the exact details of the event, and neither will ever willingly speak of it.
Jasper went to work with his father at 21, quickly earning a reputation as a solid operator and a good man to have at your back. He was bothered by some of the jobs though, especially the ones involving the supernatural world's interaction with the mundane world. As a result, he began to work behind the scenes, trying to minimize the effects of the supernatural on the regular. When the Revelation occurred, Jasper was shocked and then worried, worried badly. He didn't think that the two worlds were ready to meet, but the die had been cast, and not by him. When his mother mentioned that an organization existed to try and keep the peace between the worlds, and to enforce the Accords, Jasper, despite his innate distrust for 'shadow' organizations, asked to be placed in touch with a recruiter. Despite his limited magical powers, Jasper was accepted, and began his tour within SMITED. He is currently active, and though he does have a reputation as a 'smart ass' he also has a reputation for getting the job done.

 
WERVEYN, XAIRA
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Werveyn, Xaira


Alias:

Physical Age: 22

True Age: 27

Race: Dragonkin

Gender: Female

Rank: C

Personality

Most would likely be inclined to describe Xaira as rather friendly and easygoing, with a tendency to be blunt, sarcastic and smug with those she is familiar with, yet kinder and more agreeable with those she has yet to interact with much in any sort of professional or public setting. She more or less tends to treat others the way they treat her. She also tends to be, outside of official Smited business anyway, rather carefree, and a bit of a party animal. However, a softer side of her tends to show when friends, family or anyone she's inclined to respect or like to any degree (and she likes most people) seems to be in danger or going through a rather tough time. Also, she tends to be a rather flirty sort.

She's rather humble overall, however, taking a rather lighthearted stance toward herself whenever possible, and tends to be as respectful as she can to everyone, though her impatience with certain traits sometimes makes doing so rather difficult. She carries a rather rigid view of right and wrong and tries her best to carry through with it. However, her impulsivity and tendency to be carried away by emotion, particularly anger, makes it difficult at times for her to do so.

Xaira also tends to have her head in the clouds, so to speak, rather often. Unless her interests are right in front of her, or she is directly engaged in a deep conversation, she tends to seem, often a reflection of reality, as if her mind is wandering elsewhere, toward any direction including her worries, her hobbies, people and events that have been on her mind for any reason, and more.

On the job, her serious side comes out, and she makes sure to get the job done. If she sees opportunities to safely make little jokes and the like, however, she tends to do so. Xaira is very serious about training herself physically, keeping in shape, and to a lesser degree, looking good. Also, she tends to look out for the health of those she enjoys the company of, often to a degree many find to be intrusive.

Xaira considers herself to always be the one to talk to when others need an ear, and tends to go out of her way to help a friend in any way that comes to mind. Like many things, she tends to act without hesitation in these situations, following her heart and her gut for better or for worse. She is a very loyal friend and lover to have.
Magical Abilities

Dragonfire Manipulation​
In Dragon Form, she is able to shape and control the fire she can breathe, as well as control its heat to an extent. This way, she is able to concentrate or spread her jets of flame, as well as control the direction in which it spreads.​
She can only manipulate her own fire, and there is always a risk in using it of burning someone or something she doesn’t intend to.​
Draconic Runes​
The ability to, using her claws and the Ancient Draconic language, create a rune trap that can hold the one that steps on it in place until dispelled by either Xaira herself with a code word, or by someone skilled in magic that could null such a spell as this.​
It takes a minute or two to set up, making it non-viable if enemies are immediately nearby and visible. Also, there is the possibility of capturing someone Xaira is not intending to capture.​
Feign Danger​
An illusory magic that has a chance, depending on the strength of will and magic ability of the target, to make enemies feel threatened and angered upon looking at the caster. The signature tell of this ability is a particularly deep and angry crimson glare in her eyes. This helps Xaira to draw enemy attention away from the less hardy agents when necessary.​
If an individual is a gifted magic user, they’ll likely be able to see right through this trick.​
Physical Abilities & Skills


Martial Arts​
Through extensive training, she is able to fight hand-to-hand with her claws at a moderate level.​
Versus guns, magic or heavily armored foes, it’s a very weak tactic.​
Draconic Strength​
With the added bonus of her claws and an intensive strength training schedule she’s been on since she became an agent, her physical strength is exceptional. Lifting and moving heavy obstructions, prying open doors and the like is a cinch for her in many situations. Also, carrying one or, depending on the situation and the agents’ weights, two, fellow agents if they are incapacitated or heavily injured would slow her down quite a bit less than most agents.​
There is a possibility that her feats of brute strength could cause more damage than she intended. Also, after performing a particularly forceful feat of strength or carrying another being for a length of time, she will become lower on energy for a while, making another feat like that not possible until she can rest for at least an hour or two.​
Flight​
Xaira can glide short distances using the wings her human form possesses, due to her training to make good use of them. In dragon form, she can fly for a good handful of miles at a time if necessary, and even has the ability to carry another being on her back for easy transportation.In both forms, she can use this to swoop into combat rather easily.​
It tires her out quickly, and she is unable to fight airborne, having to concentrate on keeping herself steady during flight.​

Weaknesses/Limitations

Cold vulnerability​
Any sort of magic that chills the air or is meant to freeze or inflict damage with cold works rather well on cold-blooded dragonkin, slowing their bodies and weakening them considerably.​
Form restriction​
Xaira’s full Dragon form cannot be used indoors or underground.​
Awkward anatomy​
Xaira’s claws are not ideal for tasks requiring great finesse, such as interfacing with human technology.

Inventory

A sturdy metal staff, going along with her martial arts training, for when bluntness and reach is needed in close combat situations.​
A submachine gun for those moments in missions where all subtlety can be thrown out the window, which the Dragoness always cherishes.​
strudy, yet flexible combat armor that is designed to simply slip off of her during the Dragon shifting process.





History


Xaira comes from a long line of Wind-aligned Dragonkin, which had lived in a self-built, hidden, remote abode high in the mountains of western Europe for millennia. Her small tribe of Dragonkin were (and still are) obsessed with keeping their territory and almost utterly detached from the affairs of the world at large. They educated her as she grew only on things they felt as important, mostly relating to dragonkind and their interactions with various other species throughout the millennia. She was content with her very quiet life (minus the occasional challenge dealt to her parents by another dragonkin) throughout her early years, but once she began growing into her teens, she began to long for something else. Anything else, really. She ended up self-teaching herself flight in a bold move that would become her very first of many throughout her life, fueled by her frustrations with the entire small community that surrounded her.


In Xiara’s opinion from first hearing about them. The Revelation was a wonderful opportunity for all benevolent supernatural creatures, and in fact all races of the world that did not mean others harm as a whole. She felt that her people in particular had remained in hiding far too long for their own good.

Her father and mother had fiery spirits, but they were stuck in old ways. She never understood how they lived like that, barely ever interacting with anyone but themselves. Sure, they’d given many reasons for it. They ranged from stories about the things humans had done to paranoias regarding what they “could” or “might” do, all the way through simply stating, over and over, that the supernatural world should’ve always been kept secret. Then, there were the others her age. She was nothing like any of them, who all completely accepted their roles within society, doing the exact same thing their parents were doing and not really making any progress, having nothing to show for the long lives Kin lived. Xaira couldn’t fathom living like dragons did millenia ago, when the world had changed so much since then. So, at 19, she escaped the bleak society she’d been living in. The males trying to court her, the fights to the death over land, the in her opinion idiotic politics of the place as they were… all of it.

She simply ran away, after leaving a note explaining how she felt to her parents. She hadn’t seen them since, because she had a goal when she first joined. This goal was simple: do something that mattered. She’d heard tell of an organization beating back all the greatest evils of the world, and to her it sounded like the most important thing to use her draconic prowess for, something that the others in her village ever fathomed. Journeying out into the world was… jarring, to say the least, but now, since she has reached her goal of being a member of SMITED, she didn’t regret the insane journey she’d just gone through.

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SARIF, MAIA - REMOVED
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Sarif, Maia

Alias: None
Physical Age: 34
True Age: 90 (DOB: March 1st, 1928)
Race: Gorgon
Gender: Female
Rank: D
Personality


Maia is a disciplined, mature woman with a lot of life experience. Growing up in the Middle East during a particularly tumultuous period of history has left her cautious, a bit defensive but also unlikely to worry about smaller things. Raising two children to adulthood has also given her perspective and her default at this point is to project calm and confidence whenever things are stressful and tense.

She presents herself as a professional, composed woman focused on the job. Maia admires others who can engage professionally and is quietly disapproving of those with an excess of emotion or a lack of decorum. Much of her emotional self-control comes from a racial need to not rile her snakes up but it can result in the impression of aloofness or indifference in stressful situations. That said, she warms up easily and genuinely likes people, especially those willing to talk about themselves or their families. She often brings baked goods in to work, in part because she likes baking but mostly as a way to make friends and relax the work environment.

Magical Abilities


Illusions​
Maia was trained by her tribe in their traditional practices of passing among the humans they lived among. She can evoke the illusion of being human by hiding her fangs, changing the color of her eyes and concealing the snakes that are her hair. Such limited efforts typically last the day. As needed, she can create more complex illusions such as appearing to be someone else or even creating the images of other people or things though that's considerably more work and requires some setup time.​
Limitations​
Her illusions are visual only. As such, she can't change the sound of her voice or hide the hissing of her snakes if they get riled. Anyone touching her hair will immediately feel the difference. Creating an illusion around herself requires a minute of concentration and quiet chanting to create an effect that can last for an hour. Elaborate external illusions (like hiding a door or creating the image of a car) take two to three minutes of setup, and rarely last more than thirty minutes at a time.​

Physical Abilities & Skills


Snake Hair​
Where humans have a full head of hair, Maia has scores of snakes. Specific features native to her species include:​
Variable Length: While she typically wears hers down to the middle of her back, the snakes can contract to the classic neck-length halo of snakes around her head, or they can extend up to nearly twenty feet.​
Prehensile Utility: Maia's snakes can wrap or entangle objects or people at will, though managing more than two people at once is as difficult for her as trying to stir a pot with one hand while tossing a ball with the other might be for a human. Her snakes are approximately as strong as she is.​
Venom: The most feared ability of her species, the bite of her snakes can be deadly. A single puncture leaves a victim feeling weak, with two or three leading to paralysis within a matter of a minute. Five bites or more will turn a victim to stone.​
Limitations​
Unconscious Undulation: Maia's hair is entirely under conscious control, but only when she thinks about it. When otherwise preoccupied, her hair is generally quiescent but tends to react when she's in danger, hurt or even simply stressed. The more agitated she is, the more likely they are to move, hiss at nearby prey and even strike.​
Limited Venom: Each snake head only produces enough venom for a single bite. It takes approximately four hours for the reservoirs to recharge to meaningful levels.​
Gorgon Constitution​
Although the texture of Maia's skin isn't much different from human skin, she's much more solid and punching her is like hitting a 300 pound gym bag. Her physical baseline is also higher than a human. While not appreciably quicker, she's roughly as strong as a professional male weightlifter. Maia is also largely immune to human diseases and frailties. Lastly, Maia has fangs which produce the same venom as her hair, though in enough quantity to induce petrification if she chooses. She can deliver partial doses as well, and recharges at the same rate as her snakes do, but generally considers it 'uncouth' to use her fangs for anything but eating.​
Limitations​
Maia in fact weighs 300 pounds, which can be its own limitation in the right circumstances (she's capable of swimming but it's vastly more difficult for her than it is for a human). While resistant to blunt trauma, Maia is not bullet proof nor even blade proof (though the latter will take a lot more strength to inflict comparable wounds on her as on a human). Additionally, she's allergic to excess humidity (moist environments can induce coughing fits and five minutes of exposure to fog or saunas induce flu-like symptoms lasting for a week).​

Basic Training​
Reconnaissance: Maia is both trained and has a decade of experience at reconnaissance work, including direct and indirect observation, passive intelligence gathering and the use of electronic recording devices. She's also had a lot of coaching in creating personas, including the ability to speak and switch accents, invent cover stories and pass as whoever she seems to be.​
Field Training: She's had several years of remedial instruction in the use of basic self-defense techniques as well as the use of a gun. Maia is a good shot and a passable combatant in hand-to-hand. For the most part, though, her primarily skill in combat lies with her tribe's traditional training in the use of her snakes to grapple, bludgeon or bite enemies.​
Multilingual: Speaks Arabic like a native of Palestine. Is also fluent in English and Hebrew. Can speak passable German as well.​
Limitations​
Despite a good grounding in field work, and a comparatively high degree of experience in the human world, Maia has rather obvious gaps. She barely swims well enough to tread water, owing to her natural density. Maia is largely computer illiterate, finding her smartphone about the only piece of technology she can keep up with. She's also never taken a life nor fired a gun in battle.​

Weaknesses/Limitations


Gorgon Constitution & Snake Hair​
Detailed above. In short:​
She weighs 300 pounds, with all of the issues that includes (difficulty swimming, more likely to step through fragile surfaces, has a harder time with mud, etc.)​
Sensitive to humidity (makes her cough and can make her sick if it's thick enough to see)​
Hair is prone to hissing and attacking if she's stressed enough and not paying attention.​
Inexperienced with Action​
Maia has spent most of her 90 years of life teaching and raising children. While she's passionate about carrying on her dead husband's legacy, she was largely sheltered from the specifics of his career while he was alive. When it comes to direct confrontation, gunfights and spell slinging, Maia has no more experience or training than any new agent.​
Prejudice​
A number of factors can complicate her interactions with others, including:​
The Gorgon are feared by many, particularly those who don't like snakes.​
She's lived among humans and has been part of the human world for most of her life. While plainly supernatural herself, Maia doesn't necessarily relate well with the supernatural community, particularly those who know she had a human for a husband.​
Depending on where in the world she is, being from the Middle East doesn't do her any favors.​
Inventory


Standard issue Glock 19M for self defense.​
Smartphone with advanced recording capabilities.​
Two sets of handcuffs, one conventional, one specially warded for supernatural suspects.​

History

Maia was born in Mandatory Palestine in 1928, a few years after the British Mandate created the regional government. Her tribe of Gorgon had 'passed' for humans for generations, based largely out of the city of Gaza, where the local religion (to say nothing of the environment) allowed for concealing clothes that especially permitted the women to pass without direct observation. Maia was educated in British schools established in Palestine and, when the British Mandate ended in 1948, the region descended into civil war and she fled the country to continue her education at the University of Oxford in England. By 1954, she'd received a Masters in Education and promptly returned home to Gaza where she taught English to young Palestinian children until the 1970s.

Around that time, she met Ali Sarif, an American Palestinian who worked for SMITED as a regional contact, monitoring and reporting back on supernatural activity. While her people warned her of falling for a human, Maia's heart became set on the man and they married in 1972. When Ali's mother began ailing in America, they moved to Massachusetts in 1975, whereupon she began teaching Arabic as well as classes on politics and history of the Middle East at Wheaton College. Maia conceived two children, her son Hani in 1976 and her daughter Lamia in 1984. And up to 2004, the Gorgon was perfectly happy prioritizing motherhood and raising her children while teaching an occasional class.

Everything changed in 2004, when Ali was murdered by an elf who used his death to fuel necromantic sorcery meant to exact revenge upon the organization that had cost him a previous conquest. Though the elf was apprehended, Maia found herself heartbroken and bereft of purpose, as both of her children were grown, with Hani running a business and Lamia finishing up college. Still young by the standards of her people, Maia instead turned to the organization that her husband had dedicated his life to. The magical abilities cultivated by her tribe made her more immediately useful as a field resource to gather and provide reconnaissance to actual agents.

Maia might have remained a contracted employee at best if a situation in Virginia in 2013 hadn't put her in the field of fire and forced her to defend herself after a rogue shifter mauled the rest of the agents assigned to apprehend him. Realizing how effective her venom could be, Maia petitioned for formal training. Her unusually broad experience with the human world was an advantage but she knew nothing of self defense or field tactics. After several years of training, she only recently graduated as an agent of SMITED, ready to honor her husband's legacy with her own.
 
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HAWKINS, CAIN [PC Dropped]

Hawkins, Cain

Alias: Scarecrow
Physical Age: 25
True Age: 25
Race: Formerly Human, Present: Doll
Gender: Male
Rank: D
Personality


Prior to his transformation, Cain was a very competitive young mage that revelled in his own success. He was an eager and quick learner, devoting as much time as he could into mastering the art of Magic; often times begging his own mother to train him for longer periods and when she wouldn't or couldn't his head would be buried deep in his father's tome, eagerly rifling through the pages with eyes full of wonder and marvel. However as he got older and puberty took effect, Cain's attention turned towards 'proving himself', blame it on the testosterone or whatever you life, but as Cain transitioned into being a man, he began to grow desperate. Cain felt like he was living in the shadow of his father and felt that once he were to 'break out' into the magical world, he would forever be compared to the man he had heard so much about.

Cain developed a 'devil-may-care' attitude to life, often doing something reckless despite there being a safer albeit longer alternative to handling the situation. His reckless attitude comes from hubris, an arrogance born from his quick mastery of magic basics as well as an ego derived from the glamour of his apparent heritage. The son of two Magicians; one of which he has heard many speak 'wonders' of has given him the belief that he can accomplish anything without repercussions. It is this arrogance that first led him into the fighting arena, the need to show others just how 'good' he thought he was, it was the ego that stopped him from taking caution against the girls 'too good to be true' offer and it was this hubris that led to his downfall.
Cain as an individual was someone who operated in a largely grey area, never fully complying to the standards and rules of today's societies, yet never taking a step too far into the darkness that he could never return. This is evident by how he willingly participated in these illegal underground fight tournaments despite it clearly being against the rules set by the government just so that he could prove to others that he was a 'good mage'.

Now stuck in his current form, Cain's demeanour has changed quite a bit. Not as confident or as pompous as he once might have been, Cain has become more reclusive and sensible, preferring not to do anything that would attract attention to himself. He finds this new body of his to be an embarrassment. A humiliating reminder of how he flew too close to the sun and got burnt. . His greatest fear is that he himself would stop considering himself to be a human being, a fear that is slowly becoming a reality for him.

Recently, he has suffered through mental strains and occasional blackouts, the fractures in the gem that houses his soul causing his own mind to fracture as well, fragments of memories of his life as 'Cain' slowly beginning to vanish leaving only gaps. Things and details that only Cain could have known now lost to the void and it doesn't stop there as every day a little bit more disappears, the building blocks that made him who he was today crumbling; stripping his persona away until there is nothing left but a blank canvas. This fear of losing 'himself' has left Cain mentally fragile, the anxiety of never knowing when it all comes to an end eating away at him during his darkest hours. What happens when all his memories go?, Will he still be the same person?.. Does he simply vanish?.

In the eyes of Cain, this is a fate far worse than death, his essence slowly fading away into thin air and chances are with his memory gone he won't even remember what he has lost when it is all over. Even now he does not recall what happens when he blacks out, only haunting dreams of vivid images, the laughter of a voice seemingly familiar yet so distant echoeing in his ears.



Magical Abilities


"User can create, generate, shape and manipulate darkness and shadows. By itself, darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channelled to a variety of effects, both as an absence of light and a solid substance "
Cain's original preference of magic skills before he became the scarecrow, Cain can manipulate Shadows around him in a variety of ways, creating thick solid masses of shadows to cover a variety of different purposes. His most recent technique of choice is to create a flock of Crows and Ravens of pure shadows to assault his targets from a distance, however should he desire he can also perform feats such as binding his opponent in place through the creation of shadow Tendrils, or blending in with an existing shadow to hide his presence.​
Ability One Limitations​
Light Manipulation and Light Generation are especially effective against this power as they can completely nullify a darkness attack straight on. Cain has a maximum range of 30 yards before any range attack dissipates into nothing.​
"The user can repair and return any broken or damaged non-living object to its optimal state no matter how long it has been broken or how damaged it was"
Due to Cain being in possession of an 'inanimate object' as a body, the scarecrow that encases his gem is able to Physically restore itself back to pristine condition. If a body part was to be severed, strands of straw would extend from the severed portion and re-attach itself to the main body. This ability remains in effect as a side effect of the Ruby Gem that currently imprison's Cain's soul, so as long as the Ruby is unaffected by nullification magic, the 'body' that carries the gem will repair itself over time. Portions that have been completely destroyed will need to be replaced, i.e. A new arm being sewn onto his body.​
Ability Three Limitations​
This ability is limited to himself only. The gem that has imprisoned his soul will protect the new vessel that contains it. Any portion that has been severed off can only reattach itself within a certain distance. If an obstruction were in place or the distance simply too far, the severed portion will remain motionless. Portions that have been completely destroyed will need replacing with a brand new replica. The Gem cannot restore itself, only the vessel it inhabits.​

Physical Abilities & Skills

The user can wield a scythe with tremendous dexterity and skill, accurately and precisely slicing through the enemies without being hindered by the scythe's heavy weight​
Ability Two Limitations​
A Scythe is a rather large weapon and therefore quite useless when it comes to the art of 'surprising' the enemy. Also due to its Size, certain movements are restricted thus its wielder cannot perform more intricate attacks like someone proficient with a smaller blade such as a dagger.​
Experienced Combatant​
Cain is an experienced combatant, having fought in the underground arena for an extended period of time. He has garnered experience fighting a variety of different fighters and species from both watching fights as a spectator and being involved in them as well. He is able to adapt quickly to the ever changing field of battle as he has become accustomed to experiencing the unexpected.​
Ability Three Limitations​
This can make him quite arrogant and short sighted, as when he was first tricked by the girl. The level of fighters in the underground may not come close to the dangers he might face as an Agent of SMITE, thus he could easily underestimate opponents based on the level of experience he has.​

Weaknesses/Limitations

(You can add more slots if you wish.)

Fire Straightforward, due to inhabiting the body of a Scarecrow his body is highly susceptible to fire and will burn with ease. His ability to restore himself will also take longer to come into effect as the fire eats away at him.​
Vessel Dependent Cain is rendered completely useless without a Vessel to encase his gem. Should the Ruby Prison containing his soul ever be ripped out of the Scarecrow he would be at the mercy of whomever has the Gem. He can inhabit a new 'body' as long as the gem is embedded into the vessel however he is unable to do so on his own accord.​
Fractured Mind With the Gem cracking underneath the strain of Salazar's barrier Magic and the death of the one whom trapped his soul, Cain suffers from moments of amnesia as well as split personalities. A new entity has begun to appear, one that disregards everything that Cain once was and embodies the entirety of the Scarecrow Persona; perhaps influenced by the dark magic the Cain wields. At present, Cain still holds the reigns of control, however it is only a matter of time before the Scarecrow overpowers him.​
To reign in the surfacing persona of 'The Scarecrow', Cain has willingly agreed to the terms of a Magical Contract; a pre-requisite of joining the agency. The contract in essence is the same 'type' of magical contract that first got him into this mess, a magic infused binding that seals each party into a contract that if it were to ever be 'broken', the party renegading on the agreed terms would be punished, a punishment of which is also agreed upon by both parties. Cain afraid of what the Scarecrow could do should it ever get control of the reigns had agreed to sign this contract, for his own safety as well as that of the others and to ensure that the chaos brewing within him does not affect those around him.​

Inventory

(You can add more slots if you wish.)

Scythe - Cain's weapon of choice.​
Salazar's Forbidden Tome - The forbidden Tome of Salazar Balefor, many believe it to hold a clue towards the magical art of Transmutation. The book will not open unless touched by one possessing the blood of Salazar and will cast a spell of immolation upon those who dare to pry it open with force.​
Blood Ruby - The prison that holds Cain's Soul. Presently it has merged with the body of the Scarecrow, giving Cain a new body to control.​


History


Originally born as a human, Cain is the bastard son of Salazar Balefor a renowned Magician whom at his peak had reached the upper echelons of 'The Syndicate' attaining the highly sought after and coveted title of 'Sage'. As a great practitioner of the magical arts, Salazar Balefor excelled in many forms of magic, mastering control over the 4 basic elements of Earth, Water, wind and fire... though those were only the precursors for his real field of studies, the art of 'Transmutation', a complex branch of Magical Studies rarely studied due to its innate intricacies that at its very basic level of explanation was designed to alter the core structure of Organic and inorganic matter into anything the caster desired. Of course such a 'marvellous' type of magic required vast reserves of energy as well as the level of expertise that transcended the limitations one could attain through practice. Only those naturally attuned to Magic held any hope of mastering such a valuable skill. Salazars goal was to 'cure' the planet through Transmutation, to rid the blight that presently threatened to doom the world as we knew it. Like the rumoured feats of the gods of old, where water could be turned into wine, Imagine if mankind held the power to turn polluted water into drinkable water for the unprivileged or to transmute a common resource such as stone into a rapidly depleting resource such as oil. Salazar sought to open up these opportunities for the world.. to ensure that there was still a future for those yet to be born.

Many unsavoury types desired the power the Salazar was researching, the ability to transmute inorganic matter of little value to mountains of pure gold was simply too great a profit to be ignored, thus it came as no real surprise that he became the target for many nefarious organisations, many of which proved to be of little threat to the Sage. However those desperate to grasp such power often turn towards more ill favoured means and it soon became frequent occurrence for these seedy groups to target those closest to Salazar, rather then the man himself. Disciples who studied under his guidance began to go missing, disappearing in the dead of night and leaving little to no evidence of what happened to them, yet not even this was enough to force Salazar into revealing the secrets he had learned only causing these organisations to grow even more desperate... yet what else could they target? As it was common knowledge that Salazar had never married and it was for the longest time believed that he had no living relatives or descendants that could be used as leverage against him; that was until one drunken night when Salazar in a moment of rare weakness had succumbed to the grief of losing another disciple; the man in a moment of drunken stupor revealing to his closest confidante the existence of a child; a boy whom he had fathered with the only woman lucky enough to have known his love; Esmeralda Hawkins, a former disciple of his whom he had fallen in love with. However the love between Master and disciple was often frowned upon and deemed unprofessional, thus with great regret Esmeralda left the syndicate, opting to raise her son away from the threats of the supernatural world as well as to save the reputation of the man she loved. Sadly, Salazar never saw his dream come to fruition as it was only a matter of time before the 'enemy' prevailed, the disciple with whom he had confided the secret of his bastard son with betraying him; the allure of wealth beyond his wildest imaginations proving too be stronger then the trust Salazar had in him. For a man who turned to Wine to drown his sorrows, it was a simple task for the disciple to slip a powerful concoction into his favoured bottle.

Born with the gift over Magic, it was clear as day to Esmeralda that Cain had inherited his fathers genes; a worrying thing for the single mother as she often feared that this revelation would rob Cain of his normal livelihood. For many years she had desperately tried to maintain their normal livelihood, never once revealing to Cain the origins of his father, only ever referring to him as a 'great man'. Yet all her efforts were ultimately in vain as by the time Cain had reached puberty he had begun to discover the abilities he was born with; the once un-explainable events that seemed to occur whenever he was around now beginning to make a bit more sense to the young boy. Confronting his mother about the discovery, Cain in a single instance had destroyed all her efforts in shielding him from the supernatural. Unable to quash his curiosity and feeling somewhat guilty towards holding back her son, Esmeralda had given in, reluctantly pulling a book from the attic, an ancient tome inscribed with the art of learning, controlling and ultimately mastering the basics of magic, a book his father had left her with if the time came to pass that their son ever showed signs of being a magician, the last page inscribed with an invitation.

"If you desire more, seek me out at the Syndicate"
- Your Father,
Salazar Balefor

Years passed and under the tutelage of his unwilling mother as well as the guidance of his father's tome, Cain developed a strong mastery over the basics of magic and as his control over the magical grew, so too did the arrogance of man grow within him. As his skill developed, Cain who had never once questioned the origins of his father soon began to grow curious, poking and prodding his mother for answers yet each and every question he had was met with the same mundane reply, "He was a great Mage and an even greater man". Cain like his father had shown a strong affinity for the magical arts, and the swift mastering of the basics as well as the little information he could attain about Salazar helped to fuel his ego.

"What good is it to master an art, if one never gets to display it to the masses?"

As Magic begun to spread, so too did the underground world; illicit supernatural fighting rings appearing within cities across the world, unregulated fighting bouts were money was exchanged on a frequent basis as individuals placed wagers on one another. Fighters entered the ring for various reasons, each desiring different rewards, whether it be wealth, glory or even a means of venting their frustrations to the world; every fighter was motivated by their own goal. For Cain, it was a means of proving himself, a way to display the skills he had honed, to garner experience in the 'real world' and further his own growth as a mage; though to say it wasn't reckless was an understatement. Keeping it a secret from his mother, Cain entered these underground duels, struggling at first against the opponents he was matched with yet quickly finding his feet in the arena, establishing himself quickly as one of the favourites through his own hard work rather than by the benefits of his own heritage.

Months after entering these illegal fights, a newcomer had entered; a visually young pig tailed girl garbed in Gothic clothing and holding a large metallic briefcase in her right hand; the left clasped tightly around what looked to be a plush toy. Whispers among the fighters had assumed that she was some wealthy heiress, bored with the pristine lifestyle that wealth offered and looking for a thrill, the money she carried with her leading many to believe that she was here to 'sponsor' a fighter, though the truth was far from what they could have ever imagine. The girl had come here for one reason. She was looking for someone, a mage whose bloodline linked him to the now deceased Salazar, a mage rumoured to be in possession of the last Tome that Salazar created and a mage who potentially held the key to Salazar's research.

Challenged to a fight; the girl had wagered her large suitcase of cash. More then enough money for one to retire with and live a prosperous life without worry and like the fabled saying went, 'Everyone has their price'. Cain agreed to the fight, signing the contract she had presented him with without even caring to read the fine print hidden towards the bottom. Success in the arena and arrogance born through ego had blinded him to the trap that the girl had placed for him and he was easily defeated. The girl whose youthful appearance betrayed her true age was a master of the dark arts, her mastery of the Taboo magic 'Soul Transferal', allowing her to quickly defeat Cain in combat; wrestling his soul from his body and storing it within one of the many blood rubies she carried. With Cain's soul trapped within the Gem, his life was essentially hers to control and manipulate at will, the young witch opting to sow the gem into the body of the plush toy she carried with her; a miniature Scarecrow. Infused with magic, the innards of the plush Scarecrow began to fuse with the ruby gem, coiling around the body of Cain's prison and merging into one. As the spell worked its magic, the plush body began to grow to the proportion of Cain's original body, mirroring the height and girth that Cain had once had as a man and becoming the new vessel for his soul.

As agreed in the contract he had skimmed over, Cain was now considered her possession and his rights as a 'human' forgone the moment his soul left his body and entered the crimson prison and despite his best efforts, he could not even attempt to harm the girl as the moment any inkling of such thoughts entered his mind his new body would collapse in on itself. Though as mentioned above, Cain was not a mere minion that had caught the girls eye, instead she had specifically searched him out, following the trail of breadcrumbs that ultimately led to the discovery of Salazar's Bastard son and like many before her, she sought the secrets to transmutation; believing that Salazar had left a clue in the tome he had left for his only child. As part of her plan, she held onto Cain's old body, leaving it in a state of suspended animation halting any chances of it decaying and alongside the capture of Esmeralda, she had used his original body as an added incentive for Cain to cooperate with her; the tome for the release of his mother and his body, though whether she had any intention of relinquishing such valuable assets was a whole other matter.

Cain, oblivious to just how grande this whole ordeal was had agreed quickly, seeking to end this nightmarish existence as soon as possible; thus without hesitation he had shown her the Tome of Salazar, handing it over to her, however what happened next, neither could have expected. The tome imbued with a spell to deter those not of Salazar's bloodline had proved too great for the girls own magic, nullifying her attempts to dispel its protective barrier and countering it with a spell of immolation, igniting the witch in a great ball of flames and by extension

the resulting explosion of his 'master' had caused the gem that his soul resided in to crack under the strain as the magic that bounded him place began to go out of control and it was only through the quick wit and sacrifice of his mothers magic that had stopped his soul from shattering completely. Going beyond her own limits, Esmeralda had used the last ounce of her magic to cast a spell designed to repair and restore, focusing on the ruby which bound her sons soul to the mortal realm. Her magic however was not sufficient enough to fully restore the gem to pristine condition and instead several large cracks have appeared on its surface, however had she not done so, Cain's soul would have disappeared into the abyss . With the crack in the ruby, Cain's mind splintered off into fragments, certain memories of his former life now out of reach whilst others remained unaffected. These gaps in his memory and the strain it has taken on him mentally have affected him greatly, causing his demeanour to be quite sporadic ranging from calm and collected to being overly extrovert and occasionally borderline insane. The only thing that keeps his mind from completely shattering are the strands of fabric that have wrapped and fused with his crimson prison, holding the shards in place.

At present, his original body remains 'frozen in time', hidden away from the world in a location unknown to Cain. Without a soul to inhabit the body, it is nothing more then a shell suspended in time... yet possibilities remain open.. after all, the memories seemingly lost to Cain have to end up somewhere... they can't just completely disappear...


The news of Salazar's son soon reached the ears of SMITE and from there it was a simple task of connecting the dots, following the trail of breadcrumbs towards Cain; the young Mage who had lost almost everything... all for a secret that may or may not reside in the Tome of his Bastard Father. With Promise of retrieving his original body and potentially reverting the witch's spell, Cain has agreed to work hand in hand with the Agency, deterring any other potential threats.
 
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POECILIA, MARA
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POECILIA, MARA

Alias: Desk Lady
Physical Age: 23
True Age: 33
Race: Merfolk
Gender: Female
Rank: D
Personality

First and foremost, Mara is an intelligent young woman. Interested in learning and retaining such information is a passion of hers. But, while this is true, this isn't the first thing people would notice as she is incredibly socially awkward even though she doesn't shy away from others' company. Her childhood left her a bit of a pessimist with a bitter outlook on life, even though that has been slowly fading away the past few years.

Physical Abilities & Skills


Ranged Combat​
This is one of the few areas the woman excelled in, being able to use a firearm with decent efficiency.​
Out of Practice​
Due to her lack of time in the field or having any time to train, she is severely out of practice.​
Melee Combat​
Like all other agents, she was trained on how to defend herself without a weapon.​
Bare-minimum training​
With only the basics down, and barely utilizing what she had learned, she is hardly effective when engaging in combat in this manner.​

Weaknesses/Limitations


Part-Fish - If the woman were to really push it, she can remain out of water for around a maximum 12 hours however she doesn't do this often. Along with this, large amounts of water would be able to trigger a transformation instead of normal submerging, which is normally rather inconvenient. This is due to a recessive genetic mutation that her family has carried.​
Physically Inexperienced - Not spending much time (enough to get by) trying to hone her physical form, she doesn't possess much upper body strength. Her tail when transformed, however, is a much different story.​

Inventory


SMITED issued sidearm (Sig Sauer P226)​
Ballpoint Pen​
Random office supplies​


History

Mara was born to a peculiar couple. Her parents were both merfolk although both with vastly different views on the currently changing world. For the most part she lived with her mother within the city outside of a community, going to a public school and doing what and child her age would. But during the summers, she would spend time with her father who was too set in his ways to be forced out of the close-knit group he was apart of. It wasn't a bad thing, per say, but it did make the couple noticeably distant even to the point where her mother secretly had begun dating again.

Throughout her childhood Mara was better off working alone or with anyone but members of her own race. The few times her mother had tried to get her to socialize with them, it had always turned sour seeing as she didn’t hold the same disdain for humans as a large majority of them did, leading to bullying and so on when she did end up visiting her father.

Word about this was quick to reach her father, the man soon feeling surprisingly guilty about not being there for his daughter and as she turned 18, asked her to come join him for a year or so to try and forget everything before she left for college. While it wasn’t the most ideal solution, she did. Yet after visiting him, she left, getting a new perspective and wanting to try something a bit different instead.

This “something different” was none other than becoming a SMITED agent. There really wasn’t much cliche personal motivation, aside from a desire to actually do something with her life. And so she did… not much more to it than that.

She was with them for 3 years when the existence of nonhumans was finally revealed. It was an.. awkward year afterwards although unlike some, Mara understood why they did so. Which is why she remained with them for another 5, still being an agent at this time. How active Mara is is up to debate, however, as having someone on a team with such a limitation isn’t a good thing.

The woman remains with SMITED after the few months of what she would consider a disastrous mission, feeling extremely reluctant to give fieldwork another go.
 
ORION, JAKE [Player Dropped]
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Orion, Jake

Alias: Orion
Physical Age: 23
True Age: 31
Race: Shifter, Griffinkin
Gender: Male
Rank: D
Personality


A soft quiet individual, he likes sweet solitude and calm. He is very go with the flow, until provoked. He is a good friend, but a fierce and unforgiving enemy. His sniff may be sweet but his roar is definitely not.

Magical Abilities


Minor Aerokinesis​
Can manipulate wind to make himself faster or lighter, can also use it to make physical attacks more strong and powerful.​
Aerokinesis Limitations​
He can not manipulate it if it is in an enclosed structure, must have some major ventilation to the outside, like an open door or open windows.​
He can not make tornadoes or tsunamis, so don't worry, your doghouse is safe.​
Animal Empathy/Telepathy​
He has a strong connection to birds and anything of cat-like nature, like tabbies or lions. He is able to talk to these animals and control and tame them a lot easier than a normal being.​
Animal Empathy/Telepathy Limitations​
He can't use this ability on animals that are far too feral.​
He can't completely control an animal, he has to be charismatic as well with them.​
Voice Empowerment (Future)​
Can make his voice much louder, as loud as an eagle's shrill call, or a lions rumbling roar.​
Voice Empowerment Limitations​
Can not obviously go past like 2 miles, and can not be used to attack, but simply as if it's a wolf's howl or something to taunt an enemy.​
Just a quick note, in his griffin form, he has very heightened sight and can "zoom" in on things, as any eagle can, and he also has a minor sense of North East South and West. Also he is a very skilled flier :3
Physical Abilities & Skills


Firearms​
He is fairly adept at firearms, having shooting bottles with his dad his whole life.​
Firearms Limitations​
Well obviously he isn't able to use this when he doesn't have a gun.​
Agile​
He is very light on his feet and fast.​
Agility Limitations​
He obviously can't just appear behind you at super speed or quickly flip you over without the opening for defense.​
Ribbon Battle (Future)​
As stupid as it may seem at first, he can use ribbons or clothes to battle an enemy.​
Ribbon Battle Limitations​
He doesn't always have ribbons or clothes on that he can use for this, but when he does, the easiest thing to do to prevent this being used is to move a lot, as it's hard to lasso a moving enemy.​

Weaknesses/Limitations


As a griffin, his ultimate weakness is a cursed rune on the inside of his leg, all the way at the belly area. Whenever enough pressure is put on it by another individual, it immobilizes him, and he is put in excruciating pain, however it is very hard to find.​
As a human his weakness is getting him to think. He is a very powerful thinker, and he often gets distracted during battle while thinking.​
His other weakness in all forms is the full moon, it weakens him while under the full-moonlight.​

Inventory



Two (2) long black ribbons (When he gets the ribbon skill)​
A handgun​
A bit of salve for aid purposes​


History


As a young child, Jake was always sheltered, his father being very protective about the human world, but nevertheless he was able to go to school, not allowed to show any form of supernatural activity. He had no interest in human activities, such as sports, art, or even their books. He had no friends, spending all of his days alone, however when he came home, he had a welcoming father who would take him far far far out into the wilderness and teach him things like shifting or shooting guns. His father was also a griffinkin, and he was a strong one, so learning from him was the best thing he could imagine. His father was all in all an amazing man. After he got into middle school and hit puberty, he didn't separate himself from his father like he'd heard other kids doing. If anything, it made them closer.

After he graduated high school, he didn't go to college. He stayed home with his father, because he had fallen ill. He was on bed rest almost all of the time, and Jake did his best to try and find someone who could fully help him, but it wasn't working. Nobody knew what was killing him. The thing is, is that year, that's when the supernatural world was revealed. He took his ill father and went far away from any human civilization, and he tried his best to stay happy for his father, but when he left his room, he had tears streaming down his face. He died after a few months of suffering, and it broke him. To this day, it still can affect him, but he always tells himself that his father would want him to be happy. He joined SMITED as an agent because he wanted his father to see him in the afterlife keep the world spinning.
 
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RED, SANGUINE
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Red, Sanguine

Alias: (Old) The Princess of Red, Sang
Physical Age: 26
True Age: 98
Race: Demon
Gender: Female
Rank: D
Personality


Sanguine is, despite her appearance is quite a content and happy person amongst those she has no quarrels with, tending to be somewhat verging on kind, going so far to even maybe offer a cup of tea to those she particularly likes, however, such people are few and far between. Sanguine has a disliking towards almost everyone and everything, and while usually not aggressive to anyone that stays out of her way, like the rest of her species, cannot stand even an insinuated insult and has a temper that likes to show its feathers. Not a chatty type, even in a good mood, and has a somewhat apathetic nature to anything that doesn't involve her or things she likes, yet makes her presence known through her rather glaring attitude that seems to show both her pride and assertiveness, often making others uncomfortable to show that she's the top-dog. Has an intense hatred for magic, yet usually acts at least somewhat rational unless provoked

Magical Abilities


Magical barrier​
Sang has the ability to create a magical barrier around her to defend her from magical attacks in particular​
Magical barrier Limitations​
The barrier has no effect on physical attacks, and is not complete immunity to magic. Particularly strong magical attacks will bypass the barrier entirely​

Physical Abilities & Skills


Demonic Talents​
Sang has sharp black talons that are rumoured to be as tough as stone, along with naturally high strength and agility that developed within the house of Red over time​
Talon Limitations​
These are only on her hands, take longer to recover naturally should they be damaged and are still a part of her body, and thus still feel pain, her increased weight makes throwing her more difficult, yet much more effective should the attempt prove successful. Her tail is a weak point as it is another place to be grabbed from​
Fighting skills​
Sang's physical training has granted her good Close-Quarters Combat capabilities, having trained her strength and endurance and taught her a variety of fighting styles for use in such situations, 6'2" in height, usually giving her an advantage in strength over opponents​
Limitations​
Useless if she cannot reach her opponent, she is well-trained but not a particularly experienced fighter given her lack of skilled opponents​

Weaknesses/Limitations


Bad temper leads to poor and irrational decision-making​
Has no real way of closing a gap aside from running, and no means to fight at range​
No effective way of dealing with large groups of enemies or being outnumbered​
Poor long-distance vision without her glasses​

Inventory


Sang has her glasses to aid with her short-sightedness​
A nail-file she likes to use, keeping those sharp talons of hers nice and pointy​

History


Sanguine of the House Red, a name that had been notable due to the simple fact that out of a family filled with people born with short tempers, she had the shortest, a feat that was laughed about frequently by those she deemed friends, and was never mentioned by others for fear of angering the eldest daughter of the head of Reds. Hot-bloodedness ran through the family like genetics had planned it. Time went by, espionage and shady deals went on as usual amongst the families of demons as they attempted to curry favour with the No’erver Dynasty, as usual, yet one day one of the families, house Soledad, made both a bold decision to attempt sabotage on their rival house, the house of Red. They made an attempt on the life of Ver'theri No’erver, the 4th daughter of the great No'erver Dynasty, ensuring that not only did they fail to kill the person, but planted evidence that the act had been of the house Red's doing.

The house Red was swiftly sought out for such a treasonous act, the emperor heavily considering simply executing each and every one of the house members for attempting such an assassination on one of his own, the Reds of course refused performing such an act, but the evidence had been so clear-cut and well-placed that the evidence merely pointed otherwise. The only means the red could have salvaged their family's name and prevented falling into the depths of poverty was through proving their loyalty to the throne, and to demonstrate this true loyalty of theirs, they elected to sacrifice the one thing all demons were born with and practised throughout their life, magic.

A household ban was placed on magic, and dictated that any under the house's name that attempted to learn such abilities would be exiled without exception. The emperor accepted this as a sufficient display of loyalty and thus, left the family alone, severely weakened, yet trusted once more.

Given their new predicament, the house began rigorous physical training in an attempt to gather their strength back up once more after having to relinquish such a large portion of their power, forcing hours upon hours of training upon each of the members, each of which bubbling with enthusiasm at the idea of finding out who had framed them for such a crime, and to make them pay, none more willing that Sanguine of the Red, daughter of the head of the household himself.

Sanguine began learning the ways of anti-magic, knowing full-well that such a thing would inevitably result in her exile should she be found out, but letting her fury best her judgement and going through with the small sketch of a plan that her fury had drawn up. Find out the family that had framed them and kill them herself, for she knew that nobody other than a demon family would frame them in particular for this crime.

Years passed by as she continued her endless furious search of knowledge, gathering scraps of information about the event that had been noted down, but was slowly being forgotten as people turned to their own, much more important business. Nobody batted an eye at the small-time questioning that had been made by the hooded figure. Yet instead of this hatred and anger dying down, it festered each day, growing in the young demon's mind as time passed until eventually she found out the culprit, and in her fit of almighty fury that would have rivalled a storm's rage itself, charged to the head-quarters of the house of Soledad and began her attack. Needless to say, she wounded several members of the house, but was quickly subdued given the rather irrational decision to charge directly into the family head-first, displaying her deliberate betrayal of her own family through the use of magic in an attempt to defeat the family on her own, and was exiled for flaunting the rule that had been set to show loyalty to the head-family, and for assaulting another family, stripped of her name as one of the Red and left on the streets as a demon without a house, at the bottom of the hierarchy.

Sanguine left the family, heading into the pits of her own mistakes and began taking on small-time body-guard jobs that never usually went well given her temper and inhuman abilities and strength, blaming magic all the while for her own mistakes. Eventually, as options diminished, she put in an application to join the growing organisation known as SMITED, and hoped for the best, holding onto what little pride she had left.
 
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JIANG, YING YUE [Player Dropped]
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(江映月) Jiang, Ying Yue

Alias: Lens
Physical Age: 23
True Age: 23
Race: Magician
Gender: Female
Rank: D
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Personality

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The moon is the mirror to the sun; the yin to its yang. Dark shadows crawl across its silvery surface where light does not reach and where the outsiders gazing upon it cannot see. Agent Ying Yue Jiang, known colloquially as Yue, is much the same way. She is a thoughtful creature, blessed by intellect. Within her mind lay the seeds of a thousand possibilities, each nurtured by the tender hands of her countless years of education. This has led, inevitably, to an exhaustive mental catalogue of knowledge that often offers an impressive series of credentials on her behalf, separating Yue from the masses around her. In more ways than one.

Indeed, her behavior is characterized by a similar isolation from the world. Yue often comes across as having a cool personality, as indifferent yet gracious as a fashion model or celebrity. Yet this is a misdirection, however unintentional, leading away from the truth. The reality is that Yue suffers. While parts of her demeanor is a natural result of her introverted and reserved nature, it is also a disguise to hide the black void within her soul, the all-consuming darkness swallowing her from the inside out.

Is she also a tad melodramatic? Yes, this is so. But is her depression real? Unfortunately, this too has merit. Like the moon, Yue is stranded far from the light she craves; the distance between her and the happiness she seeks stretches as far as the sea, and then some more. It is, she feels, as if there is a glass door which she cannot open no matter how hard she pulls. Her soul sees the world as though it were shades of gray. She may be intelligent, even a genius to some, but why does that matter? There is no point to it all when the world is a cold, quiet hell. One where Yue feels as lonely as a small, floating rock in space; waiting, and reaching out to the sun it orbits, yet never touching the warmth. Hoping to, one day, find an Earth it can truly, earnestly, call friend.


Magical Abilities

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MOON'S EYE [Level 1]
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The eyes are the mirror of the soul, a reflection of the true feeling of their owner. If this is so, then Yue’s lifeless eyes emit both a great power and a dark, hungry void. The former is more real than metaphorical, due to her unique circumstances. Just as her heart sees the world in shades of grey, so too do her eyes physically see the world differently from those around her. She is capable of grasping at the intangible, of seeing the colorful “auras” which surround people. Each is a unique, ever-morphing shape, the product of the ever-changing individual, whose shade and color can alert her to the particular disposition of the individual at any present moment.

This ability is a derived subset from her true power: the eyes that can see magic. Although she is rather untrained in their application, and indeed has not even breached the surface of such a lake of power, Yue is still aided by its most basic functionalities. These primarily include the ability to detect magical effects and runes, with a certain caveat. She is neither able to distinguish between the different schools of magic nor identify the specifics of magical abilities. In other words, her current power merely functions as a cheap version of a simple spell all aspiring magicians know. Nonetheless, it has come in rather useful as an investigative tool.

MOON'S EYE LIMITATIONS
Yue faces many of the same issues which arise from the human reliance on sight. She is unable to identify the magic which she cannot see, nor do her eyes grant her the ability to see through walls. It is almost trivially easy to disguise magical effects from her upon realizing this, supposing she were to rely purely on her eyes. Indeed, sleight of hand and other “magic tricks” are, in fact, quite effective against her. Moreover she can suffer from an overload of sensory input when high quantities of magical energy is present, similar to snow blindness. Therefore one can also stun her with intense flashes of magic, much like a flashbang, and then take advantage of her momentary vulnerability.

Physical Abilities & Skills

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COMBAT TRAINING [Level 1]
Yue has been provided with basic instruction in most combat fundamentals, from strategy and tactics to weapons handling. Her smaller frame has led her trainers to also decide to instruct her in Jeet Kune Do, the style invented by martial artist Bruce Lee.

COMBAT TRAINING LIMITATIONS
While Yue is trained, her physical skills are by no means exceptional. More to the point, compared to the variety of special abilities, racial traits, and expert-level skills of the agents around her, Yue is actually rather weak. She has a small frame and a minimum required level of muscle mass, plus on the scale of supernaturals she is considered fairly fragile. That said, Yue also has little interest in applying herself to physical training either. Or any sort of training, really.

Other Traits

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MOON'S FAVORED [FUTURE - Level 2]
Yue is blessed, and cursed, by her potential. The people around her scheme to exploit and develop her intellect and inherent magical power; they seek to craft a tool, or weapon, of their own design, fit for their needs. Those with an eye of talent see, within her, the makings of a great leader. The phantom image of a hero, looked upon and admired. They are not necessarily wrong; Yue’s learning curve is rather frightening when applied, and there is still no defined measurement on the extent of her eyes’ potential power. As a commonly used example, she has only recently become involved in magical study yet her rate of study far exceeds the average magician. If she were given dedicated training and time for development, there is no doubt that she could become a powerful individual; perhaps even a Mystic, according to some.

MOON'S FAVORED LIMITATIONS
Potential is still only potential. While Yue has the mental capacity and ability for rapid growth, there is no guarantee that it will be exercised fruitfully. In fact, her attention is often jockeyed for between various different departments and studies, which certainly broadens her skillset but does little to focus her efforts. Yue, personally, feels that her potential is like a curse. This is an attitude arising from a significant limitation, which cannot be ignored. That is because Yue has no desire to become great. Her ambitions are rather weak, all things considered, and no amount of prodding or training can be truly effective when the subject has no interest in growing.

Inventory

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Standard-issue uniform and jacket.

Standard-issue sidearm.

Standard-issue lab coat.

—Did I mention standard-issue?—sunglasses.​


History

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The moon’s child set her first sight upon the bright, busy city of Hong Kong. She was born the only child to two middle-class, hardworking, and loving parents. They hardly pushed her, as was the norm, and instead encouraged her to pursue her passions; to be happy, and find success there.

Still, they had decided that she should be given the opportunity for education, and thus put money aside to send her to a top tier international school in the area. This decision turned out to be quite a wise investment. Yue quickly demonstrated her impressive aptitude for academics and soared high in the rankings as a top student. At the same time, her reserved nature and strangely colored eyes, coupled with that juvenile jealousy favored by children, quickly set her apart.

In time, while she strived to please her parents, Yue became empty on the inside. She held onto the seams of her sanity through the sheer love, and compassion of her guardians, who became like her anchor. They did not understand the strange things she saw; the colors and auras which seemed to swim through the world in her eyes. Yet they had believed her, and put all that much love into her because of it.

Then the Revelation came. The news shocked the world, yet it was not quite so strange to her family. Perhaps it was because they already dealt with a supernatural child in their daily lives. Yue can recall, with particular vividness, one comment her parents had made.

“Isn’t that nice, Yue? A place for people like you. Maybe you could work there one day. It would make us happy if you found something like that.”

Those words stuck with her for a long time, because they were some of the last she heard. Midway into her college career she had received news that her parents had passed away under mysterious circumstances. It, at the time, appeared to be an accident.

Devastated did not even begin to describe Yue. It is as if one had cut the rope holding aloft a drowning sailor, and then tied a heavy anchor to their ankle. This was the cruelty of the world, which snuffed out the life within the moon’s gaze. Now there was only darkness, and a faint memory of how it felt to see the light.

Yue graduated from an Ivy League university with high honors, but she was no longer valedictorian. She was no longer anything, really. Just another ship drifting in the sea, following the stars in the sky and the map given by her parents. She could have had any number of jobs; started her career with a position in any number of prestigious and successful companies.

Instead she decided to choose the strangest option, and applied for a position with SMITED. It was a decision that earned her the mockery, disappointment, and derision of her peers. Yet what did she care? The darkness had swallowed the world whole. All that was left was the dying embers of her parent’s legacy. It was all she had left. And so she followed that faint, flickering light; hoping, by some means, that there might be some semblance of happiness at the end of that tunnel.

The agent known as Lens was ready to serve. [/div]
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KERAN, MORRIGANNAME [Player Dropped]
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Keran, MorriganName
Physical Age: 22
True Age: 27
Race: Leech (bestial)
Gender: Female
Rank: D
Personality


When first meeting Morrigan she can come off as a very polite and well-mannered woman. She is proper and elegant. She acts this way as it is normal for anyone of royalty or of a higher class. Though she isn't truly a queen or princess she sees herself as such, because she is the most evolved out of all of the other leeches she was born from.

She can be blunt when describing things and might offend or talk down to someone. Though she will usually notice and try and correct her self, saying that it was improper. She can be especially rude and disrespectful when she is hungry, though she can go a while without food when she is hungry the littlest things can rile her up.

Magical Abilities

Smoke​
She can channel a large amount of thick black smoke in her lungs to be released when she exhales. The channeling takes about as long as she can inhale, and the amount of smoke exhaled is dependent on the amount she inhales. She can quikcly cough up a smoke cloud though it won't cover much of an area compared to if she inhaled a lot of air before releasing.​
Limitations​
The smoke itself isn't lethal or too dangerous and is more so a visual block. If inhaled it may cause one to a cough or some minor annoyance to their throat but even consuming large doses cannot cause physical harm to the throat or lungs.​

Physical Abilities & Skills


Leeches​
Morrigan has a tail in the shape of a horse or freshwater leech. She can control this tail like another arm and it is the main way she goes about attacking or feeding off of someone. It can extend to about 10 feet from her position and has enough suction and strength to lift small objects or pull someone towards her or to pull herself towards something. She also has a tongue that she can extend out of her mouth. It is much smaller compared to her tail but has the same abilities and properties.​
Limitations​
The tail and tongue can be controlled easily, though they are pretty weak to damage. They are sensitive to heat and pressure. If they were to be squeezed, hit, slapped, or attacked in any way they will retract and Morrigan will feel any pain that they have received. Which is why Morrigan usually uses them after someone is defeated or as a method for sneak attacks.​
Secretion​
Morrigan can secrete a mucus of sorts out of her body from any part of her body including her tail, tongue and even her hair. When it comes into contact with another person skin it can cause numbness after a short period of time. If a person limb were to be covered in this mucus they can lose all feeling in their arms, though they still are able to move it, they wouldn't be able to feel anything from said limb. If the mucus were to stay on the limb for a long period of time it could even cause temporary paralyzes.​
Limitation​
The mucus comes out like sweat and Morrigan cannot control this, she can only turn it off or on, she cannot control the amount she secretes at once. She must continuously apply the mucus to her target for the paralyzes to take effect. Though if people were to touch it, it would take only a minute before the part felt numb.​
Combat training​
She has had a few years of both disarming training and a form of hand to hand combat that was a mixture of boxing and grappling. She learned many ways to disarm someone at close range, whether they had a gun, knife, or blunt weapon. She could then follow up with grappling the opponent to pin them down or to put her in a position where she could break a limb. She has found a way to include her tail into this form of combat.​
Limitation​
She mostly focused on this form of combat so if she is unable to drop the person, disarm their weapon, or break a limb. It will be hard for her to hold her own in a fight where she has to go blow for blow.​

Weaknesses/Limitations


Scary to look at and with that it can cause people to be intimidated when approaching her. This also causes people to fear and attack her for being a monster.​
Her eyes are sensitive to bright lights of any sort. She can lose her vision longer then a human would.​
She must feed herself with blood. This, of course, can cause a lot of moral issues with her and others around her.​

Inventory


Fingerless gloves, used for combat.​
Some vials of blood she carries around to feed on when she is hungry.​
Hand cuffs.​


History

Morrigan is one of the first of her kind, her family line was, of course, leeches that slowly grew and adapted from the blood of the prey they drank from. Any form of blood taken would be used to help evolve the next offspring, though this process was slow at the beginning it started to ramp up towards the later evolutionary states. Around the 1920s did the evolution of her race start becoming more apparent. They started to take the blood from supernatural creatures and not just animals found in forests and fresh water. At first, it began with them evolving with limbs to help hold or chase prey that would have previously escaped them. Then they evolved with ways to secrete a paralyzing mucus from their skin, and this evolution continued and leeches began to draw the blood from supernatural creatures. They took the blood from these monsters and supernatural creatures that could use magic. This allowed for a massive jump on the evolutionary chart and with that, Morrigan was born. She was the proud latest evolution to leeches, an almost human-like form that was able to control magic.

She was much different from her parents and her family before them. This made her view herself as a queen of her race. She took this title of queen and began to shape herself into one. Her race often kept themselves in secret and mostly drank the blood of animals and humans that happened to wander into their forest space and the fresh water located close to the area. She and her people mostly kept to themselves not trying to fight any humans and just stuck to the wildlife around them, along with a few supernatural beings. Morrigan was able to spy and watch humans work and build. She was smart and was able to adapt and learn like any normal human. She began to build tools and even help create a small little village for herself and her people, they kept it secret and even put up a few warnings for any humans trying to wander to close. It caused stories of crazy leech people living alone in the woods and Morrigan and her people became a fairytale that parents told their kids, so they wouldn't wander to far into the woods.

Though with the announcement of SMITED people began to see that the stories weren't a myth and Morrigan and her people were real. The humans obviously didn't like those supernatural beings were among them, but what could they do. She was approached by a couple of agents from SMITED to try and keep the peace between her race and the humans, and a treaty was formed to prevent any attack from both parties. This lead Morrigan to look up to the agency and opted to volunteer to be an agent member. She was accepted but only after a few years of training in intelligence and combat. She learned to speak in complete sentences, along with different ways to fight and even found ways to use magic.
 
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RED, RORY [PC Dropped]
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Red, Rory

Alias: N/A
Physical Age: 27
True Age: 138
Race: Demon
Gender: Male
Rank: D
Personality

Rory's personality isn't all that complex, if it had to be summarized he is a headstrong man that doesn't take lip from anyone, almost as if he was a representation of the culture he was born and grew in. Much like the rest of the Red household, he also suffers from a chronic short temper and the tendency to get angry when things go astray, but unlike the rest of his relatives the way he treats his friends, atleast to the casual observer, is much of the same way he treats the average joe, with the same charming vocabulary and banter.

He is also not a great thinker, to say the least, which he helps amend with the experience that comes with living over a century. He still will rush in and avoid any attempt at being stealthy or covert. With that however he is also someone who doesn't lie or manipulate to get his way, he says it how it is no matter if that offends someone. The only people he lets off easy is children, as he doesn't want to "soil them".

Magical Abilities


Invigorating ballad
Rory blows hard into his bagpipe and out it's his pipes resounds a tune will that invigorate any tired brother in arms and mend any light wounds such as scrapes and the sort. Due to literal decades of training, he can extend the reach of his song quite a bit.
Limitations
For the effect to take place it requires him to constantly keep on blowing, which give him his enemy ample time to attack. There are also other inferred weaknesses such as sound defeaning devices, if his teammates cannot hear the hymn the effect shall not take place.

Physical Abilities & Skills


Demonic constitution
Born as a demon, he already had an above average constitution. Being born a member of the Red House that only increased it, just because he left the house that doesn't mean he stopped training, hell that only gave him more freedom. He's conditioned his body to have lungs of steel and legs made out of fucking titanium because he needs his hands to play the pipe.
Limitations
Having a stronger body also poses problems. His larger frame makes him a target and the only way he can pose a threat, other than blowing his opponent's eardrums out, requires him to move in close.

Smashing forehead
Another trait he inherited, unlike his kin he doesn't have stone strong talons. No, he has a stone strong forehead, which only got stronger over the years as he kept using it and breaking it and increasing its density. This allows for his signature combo, kicking someone in the ballsack so they bend over only to headbutt them into the dirt.
Limitations
Other than the range limitations, hitting people with his forehead pose other threats, mainly to his overall physical health. While he has tempered his forehead over a century it's still part of his body and can break which may prove devastating.

Weaknesses/Limitations

(You can add more slots if you wish.)

Lack of a expanded vocabulary may lead to unnecessary altercations.

His need to fight with people on equal terms often means tilting the fight in his enemy's favor.

He currently doesn't have any effective way of closing the distance.

Inventory

(You can add more slots if you wish.)

Specially built bagpipe to accomodate his lungs capabilities.

Flask of alcohol.



History


Rory was born to an ambassador of the Red Household to a clan of Highland Satyrs. The reason for his stay there was to build an alliance that could mediate the great weakness that abandoning magic brought to the house. Due to that Rory spent most of his life with the Satyrs, growing with their culture while his actual family was busy creating alliances, however not busy enough not to put him through rigorous training. Anyhow Rory enjoyed those times, it was the only time when he got to spent the quality time with his often busy father.

Unfortunately due to an accident that resulted with Rory's father dying at the hands of a Satyr clansmen. That turned the previous friendly relations the two people had into hostility. Rory was called back only for him to come back and go straight to the Head of the family, where he told him to nibble on his chode before being dishonored and going back to the clan who welcomed him with open arms as one of their own.

There he spent the next century practicing with their iconic magic while also continuing his rigorous training only this time changed to match his new life. When the revelation happened he was chosen as the representative of the clan to serve as a liaison and an agent.
 
ANDERSON, ADRIAN [Player Dropped]
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Anderson, Adrian

Alias: Agent A.A
Physical Age: 29
True Age: 29
Race: Human
Gender: Male
Rank: D
Personality


Adrian is a liar, simple. He's not guile, he just lies a lot, it has yet to be harmful and it shouldn't be as he has yet to cause any damage lying. Other than his constant lying, he's fairly friendly but not to the point of being there to help all the time, he will not do anything for anybody that is capable of doing it themselves. During conversations, Adrian has been described as cold and mechanical in his speech, most likely due to his serious nature. He's a strict man and keeps himself to a flexible schedule. He's a fan of dark humor as it brings out his "unconventional funny side".

Adrian has proved himself to be fairly useful in diplomatic situations given that he has enough knowledge of the situation. He's not the smartest nor brightest there is, he does keep up with recent news and has taken a liking to researching and delving deep into weird topics, that's the basis that got inspired to even get a job. Adrian isn't the most determined man but he if finds something he wants to do, it's hard to stop him.

Physical Abilities & Skills


Ability One / Physically Fit​
From training almost all the time and being pushed to his limits, Adrian has an extremely fit body and greatly excels at physical tests.​
Ability One Limitations​
Not especially useful in situations where he cannot get into physical proximity of an opponent or a great distance is between him and his opponent.​
Ability Two / Certifications​
Adrian's portfolio and various certifications make him fairly versatile, from vehicular certifications to being an authorized instructor at a university.​
Current certifications are listed as such:​
  • Certified adequate in standard firearms array (pistol, shotgun, scoped and unscoped rifle, submachinegun, light machine gun).
  • Certified proficient in heavy firearms array (heavy machine gun, grenade launcher, shoulder-mounted rocket launcher).
  • Certified expert in demolitions.
  • Advanced Driver certification in Class A, B, and C vehicles.
  • Authorized Instructor at Lanthanide University in Winona, Minnesota (field of expertise: Anomalous Physiology).
Ability Two Limitations​
His license to teach expires in a year.​

Weaknesses/Limitations


Adrian's body often enters a state of shock at the sight of magic, although it fades after a few seconds.​
He cannot stand the winter for various reasons that he hates getting into.​
An irrational fear of the unknown and things that are just [Expletive] creepy.​

Inventory


Standard issue firearms​
History
There's no start to Adrian's history, it's not clouded in mystery but instead the amount of lies he's placed over it. His university life was uneventful when asked about it, his students didn't take kindly to him either, quoting; "That [Expletive] research paper he gave us on "The use of Human [Expletive] to [Section Removed]", that paper caused his expulsion from Lanthanide University's Biology lab, having already been on probation for complaints rising from his psychology study, "On the Comparative Sensitivity of the Human [Section Removed] in Laboratory and Field Conditions, upon Aware and Unaware Subjects."

During his interview to join SMITED, it is not clear how Adrian managed to ingratiate himself with the interviewer enough to convince her to get coffee with him, but it is known that not only is he dating a senior agent but he managed to skip over 2/3's of the interview process except the other interviews after that part and those didn’t include his new favorite senior agent, he still got the job but it was hard. And so, Adrian is just there, riding the waves of time in order to find his part in the world.
 
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PRYCE, CADDIGAN
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Pryce, Caddigan

Alias: Caddy or Agent Pryce
Physical Age: 39
True Age: 201
Race: Dhampir
Gender: Male
Rank: D
Personality

Caddigan Pryce wouldn't call himself a "sleazy old man", but that's not up for him to decide. Most everyone that knows him at SMITED refers to him as such. He's a troublemaker with immoral habits and isn't opposed to playing dirty; if cheating at the game means he'll win, he'll more often than not take that chance. He's cunning, mischievous, and perhaps a bit inappropriate at times.

This doesn't necessarily mean Caddy is a bad guy: he just likes to stir the pot and cause a ruckus. Most agents can attest that he's actually quite level-headed and laid back both in and out of missions. Caddy's the type of guy who would buy you a beer, clap you on the back, and un-ironically call you something like "kiddo" or "sport". He's unapologetically amiable and could talk either with or at you for hours: there's a want to genuinely understand what makes people tick and get closer. If Caddigan had his way, perhaps he would try to redefine himself as "the cool dad you never asked for": partly wanting to annoy you and partly wanting to make sure that you're doing okay.

Magical Abilities


Blood Lust​
Drinking enough blood, be it human or supernatural, can throw Caddigan into a berserker-like wrath. Drinking up to 3-4 pints of a being's blood (nearly killing them) can enhance all of his physical abilities ten-fold. He can carry the strength of 20 men, move at incredible speeds, detect and track from miles away, and is seemingly invincible for all about five minutes of time. After his five minutes are up, he is completely drained and cannot perform for the rest of the mission: more than likely he will fall unconscious after exerting himself.
Limitations​
This ability is incredibly detrimental on Caddigan's mind and body: it is absolutely a last resort. After using this ability he is completely out of the mission. He cannot take any actions, regenerate his wounds, and can barely talk if he can even retain consciousness. Activating Blood Lust is ultimately not healthy for him and can permanently damage his system. Therefore it is only ever put into play if there are no other options.

Physical Abilities & Skills


Enhanced Strength/Speed​
Caddy is a little stronger and faster than the average human. He can jump a little farther, lift a little more, and has a bit more stamina to keep him going.
Ability Limitations​
His speed and strength are by no means superhuman: especially considering his human blood. It may be more comparable to a well-trained athlete or olympian. He may not be able to stop a truck from hitting a bland lover with his bare hands, but he can certainly get there fast enough to pull you out of the way.
Enhanced Senses​
Caddy's senses are far more heightened than the average human:
  • He can see fairly well in the dark and does not need the use of a light source or night vision technology to maneuver.
  • His hearing is similar to that of an animal: he's able to pick up sounds from long distances that a normal human ear could not reach.
  • His strongest sense by far is smell: Like a hound dog, Caddy is able to pick up and identify the scents of others. He is able to track and roughly locate where an individual has been or is going based on the trail they leave behind: this is heightened especially if the scent is of their blood.
Ability Limitations​
Factors such as distance, intensity, and time can limit the accuracy of Caddy's senses:
  • Though he can never be outright blind, the intensity of the darkness can affect how much detail his eyes can pick up.
    • I.e. If in a completely pitch black room, he would be able to see the shape of a man sitting in a chair. Though he could not discern details like the color of the chair or the features of the man's face.
  • Distance and volume can affect the accuracy of Caddy's hearing. Something like a gunshot from a mile away may be easier to discern and trace than, say, a slap to the face.
    • I.e. if two people are whispering 50ft down the road, Caddy may be able to hear them whisper but not understand what they're saying. If these two people start talking at a normal volume, however, he may be able to better understand them.
  • Caddy can lose his scent trail the same way any dog can: like if a person runs through a stream or tries to mask it with a stronger smell. The biggest factor however is time. If enough time has passed, then the scent can fade and the trail turns cold.
    • Caddy must also have rather been given the scent (rather off of clothes, cups, or something frequently touched) or have been close enough to the person at one point to pick up their scent. He is also incapable of picking up the scent of a group and can only track individuals.
Regeneration​
Caddy has the ability to quickly self-heal upon being wounded. Minor wounds take a matter of seconds to heal while stab wounds, gunshots, or broken bones can take anywhere between 45 minutes to a few hours depending on the severity. He is able to grow limbs or body parts back, but this is a much slower process and could take anywhere between a week to a month to fully recover.
Ability Limitations​
He is by no means immortal. If he were to be hit frequently enough then his regeneration could slow and not be able to catch up in time to save him. Full body damage (such as an explosion or fire), could also slow the healing process down significantly. The regeneration process is also not free of pain: growing back bone, muscle and skin can be incredibly painful to Caddy and a grave enough wound may render him useless until it fully heals. And, in traditional vampire fashion, there is no coming back from a decapitation.

Weaknesses/Limitations


Caddy has no concept of "where to draw the line". He mercilessly teases and jokes around rather to break tension or cope with dark subjects, but he really does take it to too far at times. There's rarely any harm meant behind his jests: he just has a hard time reading a room and often pays the price for it.
Caddigan finds himself giving out advice, but very seldom taking it. He's stubborn, stuck in the familiarity of his ways, and has a hard time taking personal feedback. If he ever manages to take up any advice, he typically doesn't follow through with it.
Caddigan has no trouble with opening others up, but has a hard time doing it himself. He doesn't like dwelling on personal issues nor does he feel the need to share them: no one is allowed to know the intimate details about his past, his worries, or his troubles.


Inventory

Long-range hunting crossbow
Tactical combat knife
Large canteen filled with blood (just in case)
Cameo necklace of an unknown woman kept around his wrist
Security anklet: Strapped around Caddigan's left anklet, it can send a convulsive shock through his body if he ever chooses to run away or make a bad move against the agency.


History

Caddigan, since the very beginning, has never belonged. Born of a human mother and vampire father, neither side could fully accept Caddigan's existence. His mother loved him dearly and desperately tried to raise him right, but the rest of her community lived in fear of him. The father wanted nothing to do with him as soon as he received the news: Caddigan has perhaps only met the man once and the experience was none too pleasant. Other vampires have regarded him poorly due to his mixed blood and he has never gained any positive recognition or attention from the community because of it.

The neglect from either sides of his life caused Caddy to act out. He caused trouble, broke rules, and gave no one reason to respect him: not because he did not want to be respected, but because he did not think any one would ever find reason to. As he grew older, he distanced himself from the few who cared for him. He got involved with unsavory groups, ran a few dark jobs, and did what he could to scrape by. When news hit of supernaturals becoming public to the mundane world, Caddigan laughed. The two worlds that he could never find peace in were now colliding with one another: processing, learning, and reacting to the otherness of either side. It was the ultimate irony.

The law eventually caught up to Caddigan and he was cuffed after a particularly rough scrape with law enforcement. SMITED, however, was lucky enough (or perhaps foolish enough) to stand in. With information about both supernatural and mundane crime syndicates and their individuals, Caddigan could be used both as an in-field agent and a mole. The man is by no means free, however, as SMITED elites have equipped him with a security anklet that can be used to incapacitate him if he ever decides to make a wrong move. He has limited access to the outside world and must be accompanied by a SMITED agent or representative at all times. Despite this, Caddy doesn't really seem to mind. To him, it's better than being dead or in a jail cell. Though he seldom thinks it, there is a small hope that he'll find a home in SMITED: that he can, perhaps finally, find a place to belong.
 
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RUUD, BRASS
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Ruud, Brass
Alias: Fang
Physical Age: 21
True Age: 21
Race: Wolffolk(Beastial)
Gender: Male
Rank: D
Personality


Being the youngest of the pack, Brass has always gone at great lengths to impress the elders, going as far as placing his own well being in harms way to impress and/or protect the members. Quite cocky at times due to him being the youngest of the pack leader. Hes more intelligent than the average wolffolk but only due to most of the wolffolk still depending on their primal instincts for survival. Socially Inept to others besides his pack, his words and phrases may not always be correct. Burned at a young age, brass is the type to stay away from any flames.

Magical Abilities


Telepathy vision​
The ability to see through the eyes of other creatures, it has to be something alive and with eyes in order to work.​
Ability One Limitations​
The vision is only possible through the eyes of canines, such as wolfs, coyotes, jackels and dogs.​

Physical Abilities & Skills


Night Vision​
As most creatures of the night, he has the ability to see in the dark where no light is available.​
Ability One Limitations​
In pitch blackness he is only able to see shapes and figures, details and textures are non existential in night vision​
The physical traits and abilities of a canine.​
-Fangs and claws​
-Able to sprint at higher speeds on all fours​
-enhanced sense of smell and auditory sense​
Ability Two Limitations​
fangs and claws are apart of his body so they can easily break and hurt him.​
Limited sprint due to stamina.​
The scent must be strong in order to follow easily, the more the scents and the older the trail/item is the more difficult it is to track or identify the smell.​
Being able to hear lower and higher decibels is a huge risk of pain and auditory damage due to the sound being too powerful(like a dog whistle)​

Weaknesses/Limitations


As a large beast he requires large meals and can only consume meat.​
socially inept, everything must be literal with him.​
He is Pyrophobic, the sight or idea of a flame puts a great fear in his heart and immediately must run.​
The heat puts a great strain on him due to his large coat of fur.​
Like Tradition, silver is toxic, silver bullet or arrow can kill him if not removed immediately.​

Inventory


small jar containing a combination of weeds and plants that clears ones nostrils of any smells​
Large Bowie knife​
Monocular​


History


The world has always known about brass and his kind, but only in rumors, legends, and entertainment. His kind has not know the world, while most are as savage as the stories portray them, there are some that are intelligent enough to form small wandering societies. Brass was born to one of these small packs and is the youngest of 4 sons. His father being the pack leader, its in the packs best interest to make the bloodline a leadership role. With many brothers and all very close to each others ages, Brass may never see his time as pack leader. Once the “The Revelation” happened more and more people flocked to become a "werewolf" which was a term the wolffolk were not familiar with but was similar to a cursed one. They wolffolk were very cautious of humans from from myths and legends of bloodline of humans who kill monsters for a living. The pack was contacted by a SMITED agent to provide information on how to contact them if someone were to attack or threaten the packs way of living. Brass had contacted the agent but not for an emergency, but to join. With a line of brothers who will eventually have children of their own, the leader role will never reach him. Brass believed if he cant help the pack by being a leader, he can protect them by combating the dangers of the world or keep them safe by holding up the new rules of the world.

The pack has never had a member leave by their own accord and was confused to why Brass was leaving. His father and family understood that in order for brass to make some impact he must do something far greater than he would have if he had stayed. His family has always understood his intentions and vise versa, thats why he was allowed to leave. Without Brass the pack would be down one member but his responsibilities can easily be picked up by the other members. The pack was his family, and in that family was his bloodline. With his bloodline, he could help change the world for the better of his family.

 
PEARLA, AQUIELLE - REMOVED
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Hidden beneath her hair, are gills where her ears should be. Her skin also appears oddly scaly in seemingly random areas.
Pearla, Aquielle

Alias: Aqua, Pearl, Aquille, Quill
Physical Age: 21 (.6)
True Age: 24
Race: Kelpiekin
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Gender: Female
Rank: D
Summary: Magical Kelpie Water Knight/Secret Agent Sea Horse (credit to SidTheSkid SidTheSkid )
Personality

Aquielle somewhat embodies the personality traits of a 'mother', or so she is told by her close ones. She has a thoughtful and perceptive nature, particularly with those she has known for longer periods of time, as it doesn't take long for her to be able to point out anothers habits or characteristics. Her sense of responsibility and duty which led her to become a knight, and now a SMITED member, indicates her quiet ambitions to protect her humble kind. She has a sweet yet calm personality, able to pick the nuances hidden within speech or expressions and deal with them accordingly. In some ways, she can seem manipulative in that sense. Rarely, does she anger or reveal her more brash side, but when she does, it tends to be an outburst of all the little annoyances she has absorbed since the last time she unleashed her stressful emotions.

To strangers, she may appear as more of a mellow and quiet character, with little to say unless she deems it neccesary. However, despite her outward demeanor, she genuinely enjoys conversing with people, new and old, and prefers to take her time with idle chit chat rather than rushing into important topics. Despite her kind seemingly-exploitable personality, she is cautious around those she has just met and rarely trusts in others easily. Very few have earned her true trust. Also contrary to her appearance at first, when it comes to hurting one of the few she is close with, she is absolutely merciless.

Magical Abilities


Water Manipulation ('Kelpies can also use their magical powers to summon up a flood in order to sweep a traveller away to a watery grave.')
The ability to manipulate and shape existing bodies of water, as well as pull liquid from her environment. She is able to pull condensed moisture from the air and use it as a weapon, concentrating it into powerful jets or blades. Similarly, she could drain the liquid out of plants and objects, but not animals. She is also able to detect bodies of water nearby and walk on it (Although why would she do that when she can transform into an epic kelpie pfft).​
Limitations
She cannot pull moisture from arid regions or dried objects, particularly in deserts. Moving water about does not take much time or effort, but having to force the moisture out of the air or drain it from her environment is tiresome and can take a while which depends on how much water she needs. For example, a jug of water would take a few minutes. Similarly, attempting to condense liquid into a form powerful enough to be used as a weapon takes at least a few minutes.​
Thunder Clap (The kelpie has a tail that can be smacked on the water with such force that a clap of thunder is emitted.')
By clapping her hands together with great force, she can generate electricity between her two hands to be wielded. This can manifest on her hands and she can use it to electrocute someone through a distance close to direct contact, or she may concentrate the electrical currents into projectiles that can be launched from her palms. This can also be conducted through metal/water, for as long as the source continues to last from her hands, which depends on the force used to clap(At the most, this effect can last for an hour before she would need to initiate the ability again with a clap).​
Limitations
Undoubtedly, this would be the worst ability to use in a stealth/assassination/sneak attack mission, as the amount of force she uses to clap is proportional to the amount of noise produced by it, hence she would draw attention to herself. The electricity has wattage fall-off depending on the distance travelled/concentration, hence it is not possible for her to be able to fully electrocute people through large bodies of water/metal, but she can hit one target with a concentrated voltage of electricity.​

Physical Abilities & Skills


Natural Scales
Her body is naturally covered in a layer of thick scales, in some places more visible than others. Therefore, she has an increased defence against high pressures or physical damage, particularly blunt types.​
Limitations
Due to the weight of the extra layer of protection, she is naturally slower in her movements than others.​
Knights Training
Her years of service as both a knights apprentice and a fully fledged knight has earned her valuable combat skills. She can wield both a bow and a crossbow efficiently, is deadly with her swordsmanship and knows basic hand-to-hand combat. She is able to disarm her opponents, and knock them out if she can land solid blows to the head.​
Limitations
The weapons she had been trained to use are horribly outdated in the modern era, rendering them practically useless. There are few occasions where she will be able to walk around with a sword or bow in her hands, not mentioning how she could just be shot down in an instant by a pistol anyway. Fortunately, she has already spent some time adjusting to the new world around her, and has found ways to alter her techniques for versatility purposes.​

Weaknesses/Limitations


She cannot use her Kelpie Form unless she is in a body of water, or else she will suffocate.​
Does not have full knowledge of the current technological/social state of the world. Although she understands computers, mobiles, public transport and the like, more obscure/vague mentions will confuse her(such as acronyms or the newest flighter jet).​
Her terrible habit of bottling up stress and other negative emotions until she bursts can be exploitable and happen at all the wrong times.​

Inventory


Her equipment from her knighthood: a sword, bow, crossbow, and her plated steel armour.​
Combat knife, specially designed for her who was so used to wielding a far longer blade.​
Hidden wrist crossbow, a weapon she has adjusted and practised with using her past knowledge of the original weapon.​
Combat armour, heavier than most for women, but with higher durability and protection. She was given this due to her prior experience constantly wearing far heavier armour.​


History


Born to an isolated clan of Kelpiekin, on a foreign, supposedly barren island in the Atlantic Ocean, Aquielle was raised to become a knight to battle against the other clans of Kelpiekin for territory and power. Contrary to her parents ambitions to help their clan take over the full extent of the island, Aqua had far less impressive dreams. She simply wanted to be with and cherish her loved ones. But once her parents persuaded her with sweet words about the idealogies of being able to protect her friends and family, taking weapons in hand for them, Aquielle accepted being trained for it. It was only a few years later that she overheard and figured out their true intentions, and how she was a mere tool for their rise to power. Perhaps it was due to this, that her personality grew a little twisted. She had already spent far too much of her life in her training for knighthood; there was no point in turning back now. She was one of their most promising apprentices too. Hence she continued forward with a prick in her heart. It was a few weeks later when she had one of her rare emotional outbreaks, revolving around this incident.

The Revelation, which shook the entire world with its news, did not fail to dramatically alter Aquielles life. Afraid of what would happen to them, the clans of Kelpiekin hurriedly formed a shaky alliance in preparation for what the future may hold. Aquielle herself was amazed and curious about the world she had never step foot in, only told shaky and exaggerated tales by her fellow clan members. But quickly after her intial waves of positive curiousity, she considered the consequences that this revelation may hold for her people. She feared the sheer numbers of the mundane, and the other more powerful supernatural races, and wanted to prevent them from hurting those close to her. Hence, she joined the agency of SMITED, much to her parents dismay and the tears of her close friends. They knew she was doing it for them, but farewells were always heartbreaking. She knew her parents were not sad for her departure, simply that they had lost a great chess piece, causing Aquielle to leave with a mix of bitter emotions.

Aquielle has taken/is taking a few different HUMANITIES courses in order to stay on top of things in the new world she was thrust into.
 
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QERRES
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Qerres

Alias: Q
Physical Age: 31
True Age: 148
Race: Demon
Gender: Female
Rank: D
Personality


Qerres on first impression is a social, easy-going and rather reckless woman. She's often seen wearing a smirk to her plump lips, or at times a toothy grin, revealing her sharp fangs. She doesn't hold back on any challenge. 'Fun' seems to be a major priority for her, whenever not on a mission, or otherwise out of direct danger. Whether 'fun' comes back to bite her, is not high on her list of considerations.

A level of confidence radiates from the bulky woman. Despite some of her physical flaws, she has a high charisma and is comfortable in using it... even into flirtatious territory! She claims however, that any conquest she manages, they will never be a true relationship.

The number one worry SMITED had when employing her, was her dependency on alcohol. Q drinks on a daily basis and more often than not is at least tipsy. Though what was soon found out was despite her general intoxication, she was a functioning alcoholic. She excelled in physical tests, and the only harm really inflicted by her intoxication was onto her own liver- how is there still one left at this point?

Though the woman seems to be an open book and easy to figure out, at moments of specific situations or sounds she can display a rare moment of what seems to be an entirely different demeanor. One gets the feeling that this is a small window into something deeper, perhaps something far more true than what she presents.


Physical Abilities & Skills


Bladed Claws​
Her claws protrude only slightly from her merlot fingertips, forming sharp edges alike those of a cat's. She can pull them in and out at will, but the process is very painful. She's learned to cope with the pain, but it doesn't make it any less present.​
Cracked Skin​
Q is more focused on fighting with her fists and sheer strength whenever possible. One of the smaller reasons for doing so, is because when she does make use of the bladed claws, it takes a toll on her body. Whenever she inflicts damage upon an opponent, a small portion of the pain and injury is also inflicted onto her own hide.​
Raw Power​
The demon has an immense amount of power, which seems to be her most used attribute. She punches and kicks, head-butting with her large horns, and can charge at an enemy like a battering ram.​
Slowed Down​
Due to her bulky and muscle-bound fighting style, she is slow on her feet. This makes her very easily caught by either a swift opponent or a binding ability. Or perhaps, just simply tripping rope.​
Bloodlust​
When driven into a corner, a 'life or death' thought process will overwhelm Qerres. This is a very rare occurrence and has to be triggered by very specific situations and levels of danger done to herself. When in this rare state, she will not stop tearing into opponents until physically unable to. Due to it turning her into a near primal state, her normally slowed speed picks up and makes her a more dangerous foe.​
Rarity​
This happens very rarily, and has to have specifics to occur. One: Bloodspill. Two: Life or death situation. Three: Emotionally overwhelmed. Especially since Q is very emotionally composed, it is hard to achieve this.​

Weaknesses/Limitations


Scars Of The Past​
Q has had a rough life and it shows. Her form is littered with scars of all kinds. But there are deeper injuries that lay beneath, that can make it so new injuries are more intense if inflicted in the same locations.​
Crummy Schooling​
She cannot read or write on a level that would be expected of a middle schooler, let alone a grown woman.​
PTSD​
This most of the time causes her to overreact or freeze, but it can cause her to act in ways that are not logical in the situation, or over-react to seemingly simple situations.​

Inventory


Her casual attire. Whenever not in uniform provided by SMITED, she is seen in a simple black tanktop and loose-fitting cargo pants.​
A pair of black sweatpants and a white tanktop.​
A flask of Rum.​


History


Qerres had the misfortune of being rebellious child from a chaotic home. Once she hit puberty, she gave her parents a hard time. Though this problem was not a one-way street, as her parents were hardly fit to be in their position. She got kicked out of their abode after one of their explosive family arguments, and told to never return.

Being at the fresh age of fourteen, she was ill-equipped to take care of herself. After finding this out the hard way, she had to take whatever action she could to get her stomach filled and a roof over her head. She decided to approach the smaller Houses to ask for work, any work. But that decision would come to ruin a large portion of her life.

One of the Houses, after trying for numerous days, accepted her in as a slave. Between the cold streets and unpaid work, roof and food, the choice was bitter but easy. She started work here, but the type of work has never left the confines of the House. Only she and her master knew. But after several decades it became clear the House engaged in several dark practices to climb up the hierarchical ladder. This earned her Master the opposite of what he wished to achieve; losing his standing and having to start from the bottom he'd worked so hard to lift off from.

He was enraged, but knew he no longer had ways to fill the stomachs of the slaves he had. The man set free most of them, including Qerres. But not without a parting whisper and a knowing glance, as he turned and strode away.

Now 145 years old, Qerres had little option but to, herself, also start anew in finding a way to at least feed herself... and to feed her over the years grown alcohol dependency. With a practiced grin and forced sunny attitude, she looked for work once more- working several odd jobs. But then, her discovery of SMITED would change her life- hopefully for the better...

 
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KIRILL
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Kirill

Alias: Fist
Physical Age: 26
True Age: 58
Race: Half-Demon
Gender: Male
Rank: D
Personality


Brash, crude, impulsive, stubborn. These are but a few of the many words one might use to describe Kirill. A troublemaker in his youth and frankly, difficult to deal with as an adult, he is regarded by most as nothing more but a simple-minded brute.
In stark contrast to his more demonic counterparts, Kirill is someone that seems to appreciate and even somewhat relish in a very particular type of in-your-face, brute honesty. He tells things as they are, or rather, how he sees them almost always without fail, even when such would be to his own detriment.
One to allow his actions to speak for him, with Kirill, what you see is exactly what you get. His is a fierce and independent personality, far from easy to get along with, to call the half-demon prickly would be an understatement.
Yet those that can muster the patience to stick by him, those forced to do so out of necessity, or those unfortunate enough to pique the half-demon's interest, will find him to be a most loyal companion, consistent if nothing else. While Kirill has dreadfully little to offer in the way of booksmarts, one might discover that he can provide a rather unique viewpoint on most any given situation.
Kirill's approach toward problem solving stands in line with the rest of his personality, offering and most often defaulting to the most straightforward and direct approach to any given situation, at times, making one if need be. At the very least, anyone who would claim him to be undetermined or without focus, would be swiftly proven wrong.

Physical Abilities & Skills


Superhuman Strength​
Due to a combination of fortunate genetics in combination with a rather rigorous training regiment, Kirill has attained a physical build capable of feats of superhuman strength. This is apparent in his physical build in the form of large and all around bulging muscles.​
Superhuman Strength Limitations​
While Kirill is in exceptional shape and capable of truly impressive displays of strength and athletic capability, at times able to muster up the strength for feats that one would think even beyond him, a full-blooded demon who has dedicated their life to the same cause will still be able to surpass him in this regard. After all, he is only human, well, half-human.​
Superhuman Endurance​
Kirill's stamina and ability to remain standing after suffering from grievous wounds is yet another testament to his genetic makeup, the efficacy of his training, as well as his willpower. It is not that the half-demon does not become tired, he simply forces himself to push past what most people, even himself would deem to be his limit.​
Superhuman Endurance Limitations​
This does not mean that Kirill is an unending fount of stamina, however, at some point the sheer strain he forces his body to go through will catch up, forcing him to shut down and recover. Unfortunately, when exactly this might occur is something that the half-demon can't accurately measure, if at all.​
Battlefury​
Should Kirill become sufficiently wounded, he will enter a state of frenzied rage, during which he benefits from dramatically heightened strength and endurance while becoming seemingly impervious to pain.​
Battlefury Limitations​
This state of heightened combat prowess comes at a grave cost. In the process of a frenzy, Kirill loses his ability to think clearly and even the simple act of separating friend from foe becomes challenging. And while he might seem immune to pain, his body is still very much damaged throughout his continued fighting. Additionally, as the dust of battle settles, Kirill is likely to lose consciousness almost immediately on account of the strain the berserker rage places on his body.​
Regeneration​
Kirill benefits from a degree of physical regeneration which accelerates the natural healing process of his half-demon body, small wounds and injuries such as cuts and bruises are quicker to close and heal. Injuries are regenerated simultaneously until Kirill is restored to a state that would be considered stable by medical standards. He is also quicker to recover from certain types of illnesses, such as the common cold.​
Regeneration Limitations​
Kirill must be unconscious before the regeneration process can begin, once it does, he cannot be awakened until it is complete, at least not by any mundane means. Injuries that are considered to be beyond repair include: devastating physical trauma (exploding into meaty chunks), dislocated limbs (must be forced back into place with medical assistance), lost limbs (cannot be regenerated however they can be re-attached with the proper medical assistance), decapitation (regeneration cannot function), foreign objects within the body (must also be removed, otherwise the cells regenerate around it, note: VERY PAINFUL). Furthermore, each regenerated injury leaves behind a scar.​

Weaknesses/Limitations


Blind Rage​
Those working with Kirill should be cautioned that should he enter a state of Battlefury, the best thing to do for one's own health and safety would be to steer clear of him and any enemies he might have his eyes set upon at the moment until things clear up once again as the more frenzied the half-demon becomes, the thinner the lines between friend and foe get. Some may wish to prepare anesthetics or tranquilizers as well.​
Heavy Sleeper​
Kirill is at his most vulnerable when his body is regenerating, and will either need to be guarded or moved to a secure area until his body recovers, otherwise he will remain vulnerable and an exceptionally easy target for opportunists.​
Melee Focus​
Kirill has no real means of dealing with magical or ranged attacks, other than to try and make his way to his opponent, which may very well be next to impossible depending on the exact layout of the battlefield in question.​
Street Smarts​
The half-demon's way of phrasing and explaining away the fact that he is not particularly bright, or well-educated. As such, Kirill may need some more complicated and abstract concepts explained to him in layman's terms, or as he'd likely put it: "... and in english?". Oh, and advanced mathematics, that is a no-go.​
Prejudiced​
Kirill, on account of his upbringing and personal experiences, is admittedly somewhat prejudiced against demons. He has sworn that this will not affect his professional performance, or hamper his ability work in a team with them, however.​

Inventory


Standard-issue SMITED uniform.​
His own casual attire, Kirill has a propensity toward wearing tank-tops and sleeveless shirts to "show off the guns", usually worn in combination with jeans, sports pants or shorts.​
History
Kirill faced a rough upbringing, the identity of his parents an utter mystery to him. His earliest days were spent in an orphanage, however this did not last long. Slavery being an accepted tradition among demons secured him a place at one of the many houses, despite his half-blooded nature, in fact, partially because of it.​
From his youth he was kept busy doing all manner of chores around the house, acting as assistance to the many maids and servants when it came to all manner of errands and busywork. This included mostly menial and manual labor, but it allowed him to earn his keep, and for a time, it was simply what he had to do to get by.​
In his years of servitude, Kirill was often the one to be sent out on errands to the local town in order to fetch deliveries, as well as to buy gifts and supplies. More often than not, during the trip to and from town, he'd run into some sort of trouble along the way. Getting into fights became part of the routine, after all, if someone was to shake him down along the way and he were to return to the house empty-handed, he'd be punished for failing to run an errand.​
Puberty is a strange time for most, Kirill had to deal with the same strange developments as any other human, however it was during this time that the demonic half of his heritage began to truly flourish. Formerly short and husky on top of being only half-demon, needless to say Kirill was an easy target for the other children, and some of the less mature adults to tease and otherwise push around.​
Another day, another trip to town, another fight as usual, or so Kirill had figured that morning. Well, the anticipated did come to pass with one unique change. Kirill had fought and for once, despite being outnumbered, he had not only managed to fight back, but to come out on top as a winner. This was the first taste of power the half-demon had ever come to taste during his short life, and it was absolutely intoxicating.​
Things at the house remained largely the same, there he retained his position at the bottom, forced to lick boots and behave. But on the streets? Things had changed. He earned a reputation for himself as a local street thug, the toughest in town. This reputation was something that garnered him not only recognition, but respect among his peers.​
Kirill began heading a gang of his own known simply as the Brawlers, and brawl they did, to their hearts content. Amongst themselves, against other gangs, it didn't really matter to them. Lacking control over their own lives, this was the outlet for their frustration and a place to belong, seemingly separate from the rest of society.​
This wouldn't last, however, the day came that the Brawlers picked a fight with the wrong people and soon after, the Houses got involved. Unsurprisingly the rich kids flaunting their wealth had connections, close ones, some even tied by family to the more important people and word found its way through them to Kirill's superiors.​
It was a tense situation all around and even the law got involved. Thankfully in the end, no one had received permanent injury and it was deemed that this was something the Houses should sort amongst themselves, though Kirill came dangerously close to having to take full responsibility for his actions. Suffice to say, this also marked the end of the gang, seeing as its members had now been brought to answer for their actions.​
From the higher-ups of his own House, Kirill ended up receiving a much graver punishment, the full extent of which was yet to dawn on the half-demon. His House cut all ties with him and kicked him to the curb shortly after the investigation ended with little elaboration, not that he exactly needed one. Lacking a place to stay and fully aware he was too old for the orphanage to take him in, he made his way back into town.​
As someone who'd come to know the small town about as well as the back of his own hand, Kirill felt comfortable making his way through its many dark and small alleys, it was then that he was ambushed by the very same gang of rich punks that the Brawlers had picked a fight with weeks earlier, except this time, they were armed.​
It didn't take a genius to figure out that Kirill had been sold out by his own House to make amends for his perceived crimes against those more influential, and now he was here in this dark alley, in a small town in the middle of nowhere, fighting for his own life. It was during this brawl that Kirill discovered the exact extent of his powers, during the fight, everything had gone blank and the next thing he knew, he was holding the rival gang's leader by their collar, beaten halfway to the grave or at least into a state that appeared very similar.​
Kirill had suffered severe injuries of his own, and after dropping the mewling brat to the street proceeded to drag himself off, passing out in a nearby alley. He came to what felt like days later and while his wounds had treated themselves for the most part, this had been a very sobering experience. If he was to pursue this manner of lifestyle, there was one of two ways of doing it, either on the wrong side of the law or the straight and narrow.​
Kirill didn't really have much in the way of skills, and with what he felt had been a near-death experience, had come to realize he had many questions he still needed answers to, such as his own heritage and why he had grown up to become this creature seemingly built for violence.​
There were only so many organizations that could have a use for his abilities, that might have or develop a web of information vast enough to have information on his parents. Plus, having seen the way the houses operate from within and now having experienced it first-hand, Kirill could safely say that they weren't his kind of scene. Ultimately, this was what lead him into trying to apply to the SMITED, feeling that he had nowhere else to go, and that some good might come out of his unique capabilities, it just felt right.​



 
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ALVERON, DONALD
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Alveron, Donald

Alias: Deepscale
Physical Age: 30
True Age: 52
Race: Ichthyo sapien
Gender: Male
Rank: D

Physical description: In near-human form, Donald has pale skin, deep grey hair that's cut quite short at the sides and back, with the top being pushed backwards over. He has murky green eyes in this form that retain the iris and pupils of his Ichthyo form, not unlike a fish's eyes. His scale pattern is present in this form, the pigment in his skin changing to a stark black on his skin that is in the same locations in each form; along his neck, down his chest, sides, and back, wrapping around his arms like a coiled snake and trailing off down towards his ankles where it fades. His ears are slightly 'pointed', and where his gills should be, are instead two sets of deep looking 'scars' where they open up in his Ichthyo form. His finger and toe nails as well look quite not like actual nails, but instead, scales with a pattern on each, and are significantly harder then actual human nails.

His Ichthyo form is a dramatic change from his near-human one; his body is covered in sleek scales, except for the ones found around his shoulders, arms, and hands. The sleek scales are a deep green colour, and his scale pattern is the same as his human form's 'marks'. His eyes increase in size in this form, but the pupils remain quite small, and he continues to wear the goggles in this form. His teeth are thicker in this form, whiter, and almost semi-fused together like some primitive prehistoric fish. When he charges up a jolt of his bio-electricity, the skin under his scales lights up in a line, where the membrane is thinnest, causing a dramatic 'electric glow' effect on the Ichthyo Agent.
Personality


At a glance, Donald is solitary, quiet, and prefers to keep to himself with a book in hand. Trying to get this sea-born being to open up is as difficult as trying to get blood from a stone which he may as well be, considering his low social interests. A man of few words, he has little fear of danger, be it big or small, and he's remarkably loyal to both his job and his co-workers. He tends to avoid any unneeded interaction with people and enjoys being left alone in the dark. If he spends too long out in bright or even mildly dry weather without some form of shaded glasses or goggles, he becomes irritable and pained as a result.

Despite his anti-social mannerisms, he seems to enjoy watching the other species of people from afar, even going as far as to writing about them in a little book he keeps on his person, almost at all times. He's quite perceptive of other people, even if somewhat unfamiliar with such exuberant emotions as people can display much of the time, and he heartily enjoys watching them interact with one another. He has a deep love for swimming and finds his human form to be uncomfortable at times, even going as far as to hide away in his natural body for hours at a time if he's able to get the free time for it.

Donald, though he'd likely never admit it, is a direct and straight-forward person with a mind to match. He dislikes elaborate schemes and plans, along with general dishonesty without reason. That said, he understands why it can be required to do so. He's certainly very focused on tasks given to him and determined to get them done without fail. He has an indomitable strength of will that can easily be confused with sheer stubbornness, but all he knows himself is that he rarely gives up or gives into the loneliness of life on dry land. He can be hard on himself on accounts of failure, and always feels a need to improve upon himself. He appreciates teamwork and co-operation, but still prefers to be left to his own devices, usually on solo scouting runs or direct combat, and as a result, will just generally go along with orders just to get them out of the way.

He's very proud of his scales and enjoys keeping them strong and clean, a guilty pleasure he will take to his very watery grave.

Magical Abilities


Oceanic Empowerment​
Alveron carries with him a native magical ability to his home, the deep dark depths of the ocean, and it gives him strength. A strange mixture of biological and magical conditioning, Alveron is able to assimilate sea water into his biology trigger the 'shift' between his human form and his natural form without submerging himself entirely in water by performing this ability. By doing so, he merely needs a viable amount of clean ocean water circulating in his body to maintain it on dry land. While doing so, he is unable to use the latter part of this magical ability unless he is submerged. Moreover, this ability maximises the efficiency of the change and the capability of the fishman, seeming to enhance his body; specifically, his natural bodily functions as well as seeming to invigorate his stamina greatly. While submerged, and with this ability active, Alveron steadily gains strength the longer he is within his home. The currents move with him, carrying him at great speeds, giving him the ability to 'push' and 'pull' within the water, and to crush someone with intense amounts of water pressure, at his peak.​
Oceanic Empowerment Limitations​
A direct result of the evolution or creation of this species has made them entirely dependant on sea water for their survival and for this key ability. Fresh water is effectively useless to them for this magical ability and will not allow for it to be used should fresh water be the source. In the event that he uses this magical ability while under sea water, the greater amount of power he takes from the waters, the greater his exhaustion and weakness will be once he leaves the water. In addition, the process is not an instant one, and will take greater amounts of time to accumulate greater depths of power. Indeed, though he may keep the ability 'on' within the waters without gaining further power from it, he must stop to focus his body's functions in order to gain the greater connection he may need; this leaves him quite vulnerable as a direct result of this requirement. Finally, he has no possible way to circulate the clean ocean water in his body without the use of a specific piece of technology. Without it, he is without the ability to maintain his natural, more powerful form on dry land.​

Physical Abilities & Skills


Armoured Scales​
Found around his hands, forearms, and lightly around his shoulders and neck, Alveron has stronger, thicker scales around said areas. Seemingly designed for better scavenging through sand and reefs for food and shelter, they remain effective as blunt weaponry, and even more so for defence against blunt damage, and even against smaller blades. As a whole, all his scales are sleek and smooth with a certain degree of durability as well, but the majority are designed for defence against intense pressures and speed.​
Armoured Scales Limitations​
Though sufficient as a defence mechanism, this was not their intended function. They are breakable, and when and if they do, in fact, break or become damaged, the healing process is a slow and painful one for Alveron to endure and can take as long as several weeks to become as strong as it once was. They are also somewhat heavy and can slow him down should he become exhausted or deeply wounded in a prolonged fight.​
Bio-Electrical Output​
A remarkable biological ability rarely seen in the world, Alveron has a pair of kidney-sized organs, each of which can be found in the area between his shoulder blade and ribs on either side. Connected to his over-developed nervous system, these 'electro sacs' are used through a small surface area of each palm in which he is able to exert an electric shock of up to eight hundred volts into unsuspecting prey. It is best used as a swift and effective method of stunning and rendering someone unconscious, however, there remains the potential for intense amounts of pain and sustained heavy damage, should it be significantly focused enough to become that harmful. A further use of these over-sensitive cells and sensory organs is that they also allow Alveron to sense the bio-electricity in other living beings from afar while they are moving their muscles. Curiously, this shock works both above land and underwater with no capability for conducting a charge through water.​
Bio-Electrical Limitations​
For every action, there is a consequence. Overuse of this ability can lead to a sensation similar to 'side sitch', a sharp stabbing pain that occurs in the side of runners and joggers, occurring in the electro sacs. Continuous use past this point can result in even worse pain, and should it be pushed further into being used excessively, it can result in severe debilitating pain running through the nervous system for a few seconds. Though brief, the lingering effects can carry on for up to a week, including but not limited to nausea, uncontrollable twitching, temporary blindness, and even damaging the nervous system itself. In addition, the ability to sense muscle movement is heavily limited to underwater usage, proving to be severely limited on dry land and effectively useless outside of arm's reach. The target also influences the effectiveness of this ability; a pure blooded demon, for example, may prove to have significant reliance against this ability in comparison to a human.​
Ichthyo Sapien Physiology​
Capable of breathing in the seas of the ocean, Alveron possesses several significant boons to his physiology alone, but come with severe limitations. Despite having barely any fat on his body, Alveron is able to endure freezing temperatures for prolonged periods of time with no ill effects, likely due to his scales offering protection from it. In addition, he's entirely capable of overpowering an adult male human with his dense muscle mass. As a result of his species being deep sea dwellers, Alveron's eyes are better adapted to the dark and he can see in near complete darkness while in his Ichthyo form. His other senses as well are enhanced to some degree in either form, but underwater, they serve better to hear movement and sense positions in the water. His blood, curiously, is a very deep red that borders on purple. However, while within his human form, he is for all intents and purposes, a human; he loses his resistances to water pressure, the cold, and the majority of his enhanced senses, but loses, in turn, the majority of his vulnerability to light and noise. A key point is that he also gains a human-esque body temperature biology; though it still runs below the human standard, he can manage to stay hydrated much more efficiently in this form without the need of special equipment. A small note to bare in mind as well is that, though his dry land form heavily resembles a human being, there are subtle differences that prove otherwise; his eyes, for example, retain the murky moss green colouring of his Ichthyo form as well as having rather small pupils. His scale pattern carries over as well, creating a pattern on his skin as a result of pigmentation, and his hair takes on a deep silvery-grey colour. His nails look more akin to miniature scales as well, each with a small pattern across them.​
Ichthyo Sapien Limitations​
Alveron is only capable of breathing both air and salt/sea water. Any attempts to breathe while in freshwater will result in a similar reaction to a typical human; drowning (ironically) and suffocation. More significantly, however, despite that he is able to hold his breath while in fresh water for up to twenty minutes, freshwater has the effect of damaging his scales and exposed skin, inducing some form of rapid dehydration in the amphibian. Despite his resistance to the cold, sudden drops or spikes can harm him, and remaining at a cold temperature for too long results in him becoming slower, sluggish, and vulnerable. Another result of his species being deep sea dwellers, sudden changes from dark to light can render Alveron in immense pain and temporarily blinded and dazed while his eyes attempt to adjust. Though his senses are sharp as an Ichthyo, and his capabilities impressive for his relatively young age to his people, then comes the greatest weakness he has; without salt water, he is trapped in his human form and unable to access the vast majority of his current abilities without being in Ichthyo form. Still able to call upon greater then average agility, reflexes and strength in his human form, he is unable to do much else; he cannot access his electro sacs to induce a shock, as they enter a sort of semi-hibernation in his human form. His ability to breathe underwater does not carry to his human form either without his four sets of gills, two pairs around his neck, and another two can be found lower down around his hips.​

Additional Weakness/Limitations


The customs and social rules of the Dried World remain elusive to Alveron. He's blunt, direct, and has had very little interaction with humanity outside of fishing boats mistaking him for a large deformed manatee or with what limited peaceful interactions they could manage. This, combined with the pollution that plagues the world, has given Alveron a dim view on humankind and a reluctance to learn of them, or to fully trust them. His venture into SMITED is a gamble on the trustworthiness of humans for both himself and for his people in keeping with the Accords.​
Intense amounts of heat can result in dehydrating the Ichthyo, rendering him trapped to his human form. Further dehydration beyond this point, while not deadly for a human or the majority of other races, could result in severe weakening and lethal circumstances, should he be unable to return to human form to compensate.​
Alveron remains somewhat unfamiliar with the concept of currency. His own people prefer to honour the bonds of trade over using any one singular kind of currency, and such, being limited to only one based on location is an unfamiliar and restricting concept to him. He has mixed thoughts on technology, having grown to both respect it and be very wary of it.​

Inventory


Standard issue SMITED uniform, adjusted for aquatic preference; no gloves, neck and hips uncovered to allow gills room to breathe.​
Inspired by the scuba tanks that humans have used to delve into the ocean for many years now, Alveron has a belt-like construct that wraps around his hips and covers the two pairs of gills found there. By utilising this technology, it allows for him to effectively manage his shift between aquatic and near-human forms via regulation of the sea water into, and out of, his body.​
He wears a pair of water-tight goggles that help his eyes to retain the much required moisture they need to function, even on dry land. In his near-human form, his eyes suffer from this same weakness to a lesser degree, though, eye drops can help to solve this issue along with goggles.​


History


Born at the start of 1960, in a world that can no longer sustain itself, Alveron's early life was plagued with uncertainty and fear. Fear of the humans, fear of their effects on the world's oceans, and it was a fear his family shared, and the rest of his people. Only the deepest and cleanest depths of the ocean sustained his people, for centuries, but with the pollution and deaths of wildlife in the seas, humanity quickly ruined the homes of the waterfolk, Ichthyo and Merfolk alike. The Merfolk lost all of their history, this is known, and the Ichthyo are barely any different; their long history is gone, lost, hidden in the depths of the ocean that they can no longer effectively explore nor sustain themselves in well enough to cater to an entire civilisation; as a result, what few of his people that remain were forced to encroach on human lands; small islands off the coast of the mainland, fishing villages, and most commonly, swampland. In Don's case, he was born in deep waters off the coast of Greece with dark scales, thus named affectionately named 'Deepscale' by his mother.

Growing up on stories of a once mighty empire that made the legends of Atlantis sound like feeble tales of a small city, Alveron grew to long for the deep. For many years, he explored and wandered the depths of the oceans as best as he could find them, exploring vast underwater caverns, seeking out beautiful sights to forever burn into his memories for stories of his own to pass on. His father, however, had never enjoyed such things. Filled to the brim with bitterness and hatred for the surface world, he often took it out on his oldest son; Donald, in the guide of 'training' for him to find a mate, something both of Donald's parents proved to be obsessed with pushing their children to. The younger Alveron had never once understood what was really happening until many years had passed, when his father struck his mother over a simple disagreement. What ensued was a bloody, grim, and destructive fight that was only stopped short of murder when the three youngest children intervened to pull the bloodied and bruised pair apart, at this age being fully grown themselves.

His father was effectively excommunicated from the family, and to this day, Donald has yet to forgive his father for the years of torment and lies under the guise of 'training'. Donald took to travelling not long after, his mother growing bitter over her husband's actions and Donald had no wish to see this consume her. Seeking a solitary life for years, doing all he could to push aside all that he remembered of his family, he could never forget the skills his father had taught him those years ago. As a result, becoming an agent of SMITED felt the only true course for Deepscale, now preferring to use that name in a professional capacity alone, save for a few exceptions. With his skills and mindset, and knowing fully of his own ignorance of humanity and that without something to rely on, he'd end up going mad with no where else to go, he knew he couldn't afford to hide in the oceans any longer, nor could anyone else. Understanding must prove to be the saving grace of the Ichthyo, if nothing else... either way, he still considers it a risky gamble. Just another gift from dear old dad.

As for the supernatural world becoming public... well... he hopes people won't try to harpoon him anymore, but he's more then a little concerned over the more violent members of both worlds that may not take to the change as well as other have.
 
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CALDWEIL, FELICIA
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Caldweil, Felicia

Alias: Fe (Fee)
Physical Age: 22
True Age: 22
Race: Human (Esper)
Esper's are quite similar to Magicians being very much human in appearance and how they age. An esper is born from two humans in which their child inherates the right genetics in which their power can manifest. The esper's origin isn't completely known having suspected of some unknown species entwining with the genetic make-up of mankind. While appearing normal, an Esper's eyes will be an off color from normal. When their powers manifest their eyes glow a strange color and a particular aura forms around them often changing the color appearance of their hair and various other effects with the color unique to each Esper.
Gender: Female
Rank: D
Personality

Felicia comes off emotionless due to the need to suppress her feelings to control her powers. Her lack of expression can make what she says often come off as sarcasm or lacking any care. Felicia does like to occasionally tell a joke coming off as dry humor due to her restraint of showing emotions. She enjoys the company of others over being left alone. She has an innate curiosity about the world around her enjoying seeing new sights. She lacks much self confidence making her very skittish about using her own abilities without restraint. While she enjoys being connected with others she is fearful she might accidentally hurt someone she is near, often making her avoid the idea of finding.

Magical Abilities


Psychokinesis​
Felicia has the ability to lift physical objects and move them around without touch. Her ability manifests visibly as a dim red and orange glow around the object. She is able to manipulate the objects in any direction she so chooses.​
Psychokinesis Limitations​
The power itself is difficult to control requiring both for Felicia to maintain focus as well as being emotionally calm in order to properly use her ability. Should she lose control her power can quickly escalate making objects she picked up move erratically or unintentionally draw other objects up unintentionally. This lack of control can go so far as unintentionally damaging the object being held up often times in that case crushing it. Felicia primarily limits her abilities through special restraints on her in order to help further limit her abilities to a greater extent in order for her to better maintain control even while being focused or emotionally stable. She is limited on the Weight of objects she can lift up, only able to pick up objects weighing up to roughly 495kg​
Psychokinetic Flight​
Utilizing her Psychokinesis and applying it to herself, she is able to effectively levitate in the air. This levitation combined with manipulating it with her powers allows her to achieve flight. Unlike other forms of flight the ability itself doesn't rely upon wings or other means to control her direction giving her great control in the way she is able to move.​
Psychokinetic Flight Limitations​
While given great versatility in her movement not relying or wings or other means to fly, her flight requires the use of her abilities in order to properly control. Should her emotions become erratic or or she loose control it can causing her to lose control over herself. She lacks the speed of others when it comes to her flight, and while effective at controlling herself she does require a constant use of energy to fly unable to simple glide or use physics to her benefit to gain speed.​
Psychokinetic Crush​
While having control over an object, rather then attempting to move the object around Felicia can instead attempt to compress the object into a smaller space. The act of crushing an object generally involves Felicia more directly focusing on a object using her hand in order to direct the motion closing her hand into a fist as the object is compressed. She is able to use Crush without utilizing a hand gesture, though it is something she isn't fully adjusted to do and more so does it unintentionally in moments where she might be more emotionally unstable.​
Psychokinetic Crush Limitations​
While her Psychokinesis can allow her to pick up heavier objects with general ease more so limited by the size of said object, her ability to crush an object relies upon the over-all strength of such an object. A more durable object will be much more difficult to crush requiring more energy put in to be able to crush it. Objects that might already be very dense can be difficult if not impossible for Felicia to crush down to a further point. Living beings have a natural ability to resist the effect. Not quite adjusted to the motion she requires the use of a hand gesture in order to use the power. She tends to unintentionally use this power while not emotionally stable making it a potential danger should she be holding an object she doesn't' want to crush in the first place.​

Physical Abilities & Skills


Emotion Control​
Through particular training Felicia has gained the ability to control her emotions to a greater extent then most people. This is often done by dulling her emotional response and minimizing her reaction to typical emotional stimuli.​
Emotion Control Limitations​
While she has a good grasp of controlling her emotions, it isn't absolute. There is only so much she can hold back her emotions before they manage to slip out. Once she starts to slip from having control it can be quite difficult to calm herself and return back to a calm state. The fact she represses her emotions to such an extent can make her particular outbreaks much more extreme, given her powers making her quite dangerous.​

Additional Weakness/Limitations


Physically Weak​
Felicia is nothing very impressive when it comes to a human. In many ways she is weaker then a typical human being. Having the ability to much more easily control objects with Psychokinesis means she does very little involving the use of her muscles. This means she is rather physically frail to the point of having some trouble doing some basic tasks, and is very easy to get tired out if having to do physical activity even as simple as walking for longer periods of time.​
Glass Canon​
While being able to throw around heavy objects that would make most people panic seeing flying their direction, Felicia is ultimately quite frail. She does not do well when it comes to withstanding damage. This issue is further exacerbated as constant pain or discomfort can also have a negative effect on her making it more difficult for her to retrain control. She can be relatively easy to knock out.​
Not a Close Range Fighter​
Felicia's abilities tend to make her good at long to mid range fighting. In close range she can have a good bit of trouble using her powers without unintentionally hurting herself. While smaller objects can be used to protect herself in close range, it is much more difficult to fully utilize her power in such close proximity. Added in her fragile nature a close range fight is much more risky for her to engage in and something she is far less adapt at dealing iwth.​
Fear of her Own Power​
Felicia is terrified of losing control when it comes to her own power. That fear causes her to be far more cautious about lifting her restraints or taking such risks. Even in the case of training in an enclosed environment it can be very difficult for her to be willing to lesson the restraints afraid it might go out of control and hurt someone even when steps are taken to greatly minimize said risk. This fear is further pushed given the nature of her power constantly growing as she becomes stronger, with her ability to control her powers being unable to keep up as her power continues to expand and become stronger in what is an uphill battle to try and gain full control over her abilities.​

Inventory


Standard Issue SMITED uniform.​
Power Limiter Bracelet/Necklace (Magic)​
Ear Buds​
Phone​


History


Felicia was born into an otherwise normal human family. Around the age of three her powers manifested nearly killing her mother and collapsing a portion of her house in. It wasn't long after that her family went about putting her up for adoption afraid of their own daughter. It was the Syndicate that interfered recognizing the girl as an Esper, a rare case found within humans in which certain powers and traits are noted to manifest. It was through the syndicate she was adopted by a family of mages known as Riley and Jeffry Caldweil. It was larger by their efforts they helped to restrain Felicia's powers and helped in order to get her in better control over them utilizing knowledge found from within the Shadow Archives to gain a better understanding of an Esper. Much of her childhood was spent learning to use her powers and control her abilites as she was home schooled by her adopted father Jeffry.

Having been kept primarily in an enclosed environment in order to avoid risking an accident with her abilities, Felicia had developed a natural desire to see the world. Unfortunately the risk she could present being left out in the world unsupervised was too great causing the Syndicate to want to keep her left contained away from the world. While she was able to join the syndicate and act in part under their control kept away in the underbelly of society she lacked the ability to use magic limiting her prospects to that of much simpler work. For Felicia it only felt as if it was another type of imprisonment one that she wasn't even capable of doing much that might make her feel as if she was serving a real purpose. It had been in this slump for Felicia that she came to learn about SMITED, a organization that to her presented the first real chance for her to be more free. Her adopted parents while a little uneasy ultimately agreed and encouraged her to attempt to join. While they had sheltered her they did care about her and wanted her to have a happy life even if they had to be cautious about her.

Felicia joined SMITED after first receiving permission from the Syndicate to join. She would be able to act more freely though kept under the groups control and watchful gaze to ensure no problems might occur. The group's more open exposure meant Felicia wouldn't have to worry about unintentionally using her powers and she felt it could allow her to find a group of misfits like herself she could connect to, unlike the Syndicate where she felt she was an outside only being given some access to having no other proper place for her to go. The idea of being able to see the world was more then enough motivation with her, while the idea of being able to protect others was a nice extra perk she didn't at all mind. She took the big step preceding with both excitement as well as lingering worry she might mess up and do wrong.


 
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MYRSKY, THEO
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Myrsky, Theo

Alias: Stranger
Physical Age: 25
True Age: 25
Race: Human - Magician
Gender: Male
Rank: D
Personality


Theo is sort of at odds with himself. Perhaps his magic is a good example of this, his power is flashy, bright, and when it comes to his special moves loud and fairly flamboyant. The sort of thing one would use to cause chaos or put in front to forcibly clear the way. But Theo himself is not like this. He avoids being in the spotlight when possible, and finds satisfaction in being in the supportive role. Perhaps he fears what being a front-liner would mean, that he would not be able to live up to the expectations, whether they be his own high ones or others'. And yet he can't help but feel drawn to mastering the abilities he does have, to control them so thoroughly that he could pull forth great power or careful control. To be an indisputable Number 1 and earn the respect of those around him.

In the end the when Theo is unsure about his feelings or motives, he defaults to his beliefs, which is to attempt to be kind and understanding to those around him. He tries not to be forceful, and prefers listening over talking. Unless he feels there's a good reason to do otherwise, he'll always prefer telling the truth even if it isn't the nicest thing to hear.

Theo enjoys music, art, and generally things of craft and beauty. While he himself doesn't believe he has enough patience to master something like painting or an instrument, he is not above dabbling for fun. While he isn't particularly an extroverted person, he enjoys the company of others and generally will go along the energy of whatever situation he might be in. Listening to others, especially if they're telling stories, is a favorite past time of his.

Magical Abilities


Elemental Control: Fire
Like Most Fire mages, the Theo can summon and manipulate flames, as well as the transfer of heat. Fire that is brighter will burn with less heat, while fire that burns hot will be dimmer.
Ability One Limitations
Theo's elemental flame magic carries a signature, which does two things: Identifies his body as the source for the fire's heat, and keeps him from feeling the heat of his own flames. The first means that whenever he is using his flame magic, his body will feel unnaturally cold. While he has never tested the extremities, He believes he could get frostbite or receive other internal cold-related health issues if he were to use the fire magic continuously for a great length or at ridiculously extreme temperatures. The second is usually seen as a good thing, as it means he won't ever burn himself from his flames, but coupled with the first it is a double edges sword. No matter how cold he gets, he will not gain heat from his flames, nor anything his flames catch onto. Even if he were to set a log on fire and let it burn on its own for hours, the initial signature of the lighting would keep him from ever feeling the warmth of the flames.

Metallurgy Manipulation
The ability to manipulate metals. In essence he can "move" metals, which might mean changing the configuration bonds of an alloy, changing the shape of a rod into a key or tool, propelling small pieces of metal at high speeds, or other similar things. As a tangent to manipulating, while trying to control a material, he can sense its shape, as well as the presence of other forces acting on it. So reading a lock to understand the correct key shape, or finding the cameras at the other end of a line of wires is very much possible.
Ability Two Limitations
This ability relies greatly on size. Manipulating a large object takes significantly more time and stamina that manipulating a small object. It also greatly limits that amount of "force" he can apply to a manipulation. For instance, if he came up to a steel wall, its mass and size would limit him to only minor adjustments in its surface. If he had a great amount of time, he'd be able to perform significant manipulations, but that sort of time is very much unreasonable for any kind of mission. Manipulating metal also consumes his stamina. While it is at a lesser rate than if he was bending metal with his own strength and muscle, it can still take a toll on him after manipulating large objects or in objects in great number.

- Side note: Theo's favorite technique combines both of these abilities. He Forcibly over-stores heat and flame into a fairly small metal body (He usually caries Metal balls ranging from a marble to a golf ball in size) By using his flame control and metal manipulation he can keep the excessive force within the ball until its hit with another force (when it comes into contact with something) Meaning that he can essentially create Flash, Flame, Explosive, and shrapnel grenades and propel them at high speeds at any target within range. (the range varies on the size of the metal ball) The propelled "grenades" are not discreet, as they glow with the heat that is stored within them and are quite loud upon detonation.

Physical Abilities & Skills


General Physically fitness, coordination, and fighting skills
Theo keeps himself well fit and with a fair amount of muscle. While he certainly isn't a body builder or a strong brawler, he has the strength stamina to hold his own in general combat. Similarly, he has trained enough in hand-to-hand combat to be able to reasonable hold his own in a fight. While he usually relies on his abilities to give him a boost, he knows he has a good amount of strength to fall back on.
Ability One Limitations
The usual, as a human he only has so much stamina and it doesn't help his magical powers take a toll of his body. As mentioned above he is only reasonably strong and fit, there are plenty of people who work their strength with dedication who are stronger than him.

Sprinter
If there is one thing He can do well without magic, its running. While he does best in sprinting, he's very much accustomed to fast long distance runs. it is a very speed-oriented skill that he does not mind applying to trivial and serious matters alike. Escaping with important objects, running distraction, helping hurt people, he makes sure to move at as quick a pace as possible.
Ability Two Limitations
Extra weight will obviously slow him down, and moving at sprinting speeds generally means he can't use detailed magic abilities. He may be able to use them in a general way, but if wants to perform a specific action it will require him slowing down. Stamina is still an issue, though this is usually only impacts him after having used large amounts of magic first.

Additional Weakness/Limitations

(Optional. Add/Remove as needed.)

Cold is definitely his biggest weakness. Because of the way his fire magic lowers his body heat, using said magic in an already cold setting could be extremely dangerous. Using magic in something simple like an over air-conditioned room will generally be fine, anything that saps his body heat will limit the amount of fire magic he can use. Without his fire magic he only has metallurgy manipulation, which severely limits his combat ability.

Inventory


Metal balls. These are kept in a belt of pockets, and range from the size of a marble to the size of a golf ball. They weigh a quite fair amount, though he makes sure to spread it around him so he doesn't become unbalanced. When there's a need for speed he'll often drop the belt and its weight. With his ability he can creates new metal balls, but he keeps back up belts back at base.

Theo wears a Blue Mana Stone around his neck on a simple chain. This is his most important possession and never takes it off, even when he sleeps. The Mana stone can store magical energy, but its craft is of such low quality that renders it pretty much useless in terms of practical application.

Theo keeps a stash of books at his bunk. Some are magical theory books he uses to study and improve his ability, but most of them are reads for pleasure. Most are fantasy and Science fiction books. He is quite happy to share them if anyone needs a read.​


History


Theo grew up in what to most outsiders to be a simple and good life. He had loving parents -both magicians with some respect to their names- and he grew up encouraged to explore magic to its fullest with other magician kids. But there was just one hole in the picture: Theo wasn't interested in magic. Or, to be more precise, none of the kinds of magic that he encountered interested him. While other kids began to pick up abilities and specialize their magical studies, Theo would wander from one type of magic to another, never really bad at anything but also never with a desire to follow through with the studies. It was lonely, as other magician kids usually grouped up based on their magic. Theo wasn't really an outcast, he was quite friendly with those he met and talked too, but he didn't have any real close friends. That was, until he met Mara.

As he was growing older, Theo took to exploring the lands around his home, something encouraged by his parents who were by that time quite worried by Theo's apparent lack of magical interest. it was on one of these outings that Theo ran into something -someone- quite unexpected: An Elf. Theo's curiosity got the better of him and he approached and talked to the elf girl, who was out on her own like he himself was. Elves and magicians had always had a fairly negative relationship with each other. The was a definite animosity between them, but neither wanted to antagonize the other in a way that might lead to fighting and instead keep to themselves. As such, Theo was quite surprised to find the Elf girl quite willing -even happy- to talk and hang out with him. He learned her name was Mara and she belonged to a nomadic Elf tribe. Theo wouldn't learn much about her beyond this, she was fairly reluctant to delve into details and Theo, who had finally made a real friend, had no intention of pushing it.

They met in secret for about a year. Both knew they would be in trouble if they were found out. But they enjoyed being together, exploring together, learning together. Mara taught Theo her Tribe's magic. Or at least, her part of the tribe's magic. the Tribe was ultra-traditionalist and only ever practiced "pure" elemental magic. This would be Theo's first true magical specialty, though it probably had more to do with being taught by a friend than the magic itself. He'd seen fire magic before after all. That year was, in Theo's mind, the best of his life. It ended however, very suddenly. To Theo it was going to be any other day, but Mara was clearly distressed an close to tears. She told him she couldn't give him any details, but revealed she was the daughter of one of the Tribes Four chiefs and that she had 'obligations' she must fulfill. She was going to be 'out of his life' and they wouldn't see each other again. Theo pressed for an explanation but Mara's only response was to take the rough mana stone she wore and give to him as something to remember her by. And just as she said, he did not see her again from that day.

It wasn't long after this that the existence of magic and magical races was revealed to the world, along with the existence of SMITED. Theo was a young adult by this time, and just hearing about SMITED ignited a flame in his heart. He had always believed that it had been the animosity between the elves and magicians in his area that had removed Mara from his life, and in SMITED he saw a chance to help be a part of removing the barriers between races, magical or not. He also secretly hoped he would one day get the chance to discover the exact identity if the nomadic elf tribe, and even if he couldn't ever find them, he would at least learn what sort of 'obligations' mara had claimed to have to complete. So Theo spent a year or two studying and training in a second, more practical magical ability that would help him gain a position in the ranks of SMITED's agents.
 
ATHITHASOS, CELENA
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Athithasos, Celena

Alias: Celena
Physical Age: 25
True Age: 42
Race: Bestial | Centaur
Gender: Female
Rank: C
Personality

Celena is the arche-typal warrior strong in body and in determination, or that what she believes she is. In reality she's just headstrong and easily provoked, however after spending some time in the outside world she's found that not everyone is trying to challenge her ideals so she's mellowed out some. But she's still is as competitive and as easy going as before, hell even more so.
Magical Abilities


Blessing of Artemis​
As a priestess of Artemis as long as she follows her oath she can invoke her power to assist her in hunting. And by that I mean when she sees a track or a item of someone she wants to find it will show her a magical highlight track of where her target has been.​
Limitations​
Other than being a minor effect she has to continue following the oath of Artemis.​
Potion making​
After spending some time with the FABLE program she has learnt a bit about alchemy, using herbs she finds she can make small healing potions or basically energy drinks.​
Limitations​
She needs to find the herbs and without proper refrigeration their shelf life is very limited.​

Physical Abilities & Skills


Mounted combat​
Due to her body she is effectively always fighting mounted, giving her extra reach and more speed.​
Limitations​
The obvious negatives of mounted combat, she's bad at fighting in closed spaces and quickly turning around is basically impossible. There's also the problem that unlike a knight when the horse is hit she's also hit so she's more susceptible to damage.​
Melee specialist​
As a centaur from a warrior tribe she has been taught from a young age how to effectively use her large size against her opponent and to use many advantages weapons. She's most effective with swords, spears and throwing weapons.​
Limitations​
Being a big target that always rushes into combat makes you more susceptible to longer ranged weapons, like projectiles and pole arms.​
Horse power​
After testing done the S.M.I.T.E.D facilities it was found that Celena shares her DNA with a ancient breed of Greek horses coming from Thessaly. They are descendant of steppe horses so they have increased stamina and do not need horse shoes. They were so widely used that even Alexander the Great had one.​
Limitations​
With stamina and endurance comes lack in speed and strength especially, while not as strong as the shire draft horse but she can comfortably carry up to 80 kilograms of weight and lift about 240 kg.​
Experienced survivalist.​
Due to her past experiences Celena can live comfortably in the wilderness, she even used to prefer it before she got introduced to the wonders of the modern age.​
Limitations​
She's most familiar with temperate forests, if thrown in a environment that she isn't familiar to like a desert or a arctic tundra she might struggle.​

Additional Weakness/Limitations

(Optional. Add/Remove as needed.)

Weak to small animals​
While she may deny it however she wants it's clear that she's easily influenced by fluffy critters.​
Impatient​
Being eager to do something is a good thing, being too eager to do something on the other hand is dangerous.​
Secretive​
Since coming and adapting to the modern world she has... adopted some hobbies she'd rather not be let known to the public.​

Inventory


A satchel with potion flasks​
A pair of swords that can be combined to make a 6 foot spear​
Whatever else everyone dumps on her​


History


Celena comes from a hidden tribe of Centaurs hidden by magic in the forested hills of Greece. The tribe is one of the oldest as shown by their traditions that are dated to be comp temporary with ancient greek customs. In this archaic society every single one of the main gods of the Hellenistic pantheon had their own temple and priest. All but with one exception that is, the temple of Artemis. To symbolize the goddess's domain over nature and hunting her priests may never marry and only are allowed to live outside of the village.

In this world Celena was born as the single daughter of the village's chief. The chief was old and he knew that he couldn't protect his young daughter from those who may try to use her ancestry to gain power in the village, so in a attempt to have her live a happy life she made a deal with the previous priestess of Artemis that she might take the young centaur as her heir. Celena never heard about any of this so to this day she still believes that she was ostracized from her tribe and sent to live in the wilds.

As time passed she learnt from the aging priestess and when she died Celena took her role, ready to spend her lifetime in solitude in service of Artemis. However the gods work in Mysterious ways. When she was patrolling the outskirts of the woods she met a wounded S.M.I.T.E.D agent who was investigating the magic barrier that was keeping the tribe hidden. She healed him over a period of a couple of months, where she also learnt some English.

After being healed the S.M.I.T.E.D agent was brought before the tribe's elders and they decided that since she found him Celena should be sent as a ambassador to the outside world.
 
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PUCKETT, HERMIONE
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Puckett, Hermione

Alias: Hermy, goat
Physical Age: 22
True Age: 26
Race: Satyress
Gender: Female
Rank: D
Personality


Hermione can come across as a self-centred and dishonest jerk to a lot of people due to her tendency to only seeming to care about keeping a steady supply of wine on her person and goofing off. However, past that wall, you are likely to find a sassy but well-meaning creature. Despite her misanthropic tendencies; the Satyr holds a strong sense of both justice and loyalty. A massive flirt, Hermy will relentlessly hit on people mostly as a way to annoy them and not out of real interest. If she was to become interested in someone, she would actively deny it and try not to pursue it in fear of rejection. Her low self-esteem stems from a lifetime of feeling unwanted and pushed away which has caused a deep fear of being abandoned to accumulate within the Saytr. Despite this, she is able to put those feelings aside to help people.

Despite all of her faults, Hermione underneath it all is truly a good person with a sense of justice and will apply herself to see it done, especially after what she had endured herself. While not serious by nature, she has moments of taking in the atmosphere and applying herself accordingly. She has a sense of fun, tending to play pranks on people and has a strong liking for music and dancing. The term "crouching moron, hidden badass" applies the best.

Magical Abilities


Zoolingualism​
Being half-beast herself, Hermione can communicate with other animals with the exception of insects and most kinds of birds.​
Most animals only have the most basic grasp of speech and some may be unlikely to speak or assist so this ability can be very hit and miss.​
Bewilderment Inducement​
Satyrs have a natural ability to confuse and distract people, often with the use of wild antics or playing certain songs which can come in handy in either making an escape or opening an opportunity to retaliate against a crowd.​
Some are more easily effective than others to this ability and it can take a few moments to take effect.​

Physical Abilities & Skills


Enhanced Senses​
Hermione's senses are heightened more than the avarage human which includes smell (ironically), sight and hearing. While not on the same level as dogs or other animals, her more sensitive senses. This is useful for both herself and other people as it makes it easier to locate people, items etc allowing ample time for planning and forward-thinking.​
Despite Hermy's natural resilience, her senses can be overwhelmed by excessive noise or flashing lights which can knock off her focus and cause extreme confusion and disruption.​
Effective climber/runner/endurance​
Hermy’s natural balancing ability and agility (even when completely inebriated) make her an effective climber in most terrains and is an effective free-runner which assists greatly in both combat and getting from A to B; despite her almost habitual inebriation this one of the few things not affected by that.​
Wet terrain or overly smooth surfaces is the biggest offence when it comes to limitations.​

Additional Weakness/Limitations



Alcoholic- As is typical with Satyrs, sobriety only lasts at most an hour.​
Pessimistic- Does not often think the best of situations or people and can take some persuasion to think differently.​
Stubborn- once Hermy has her mind on something, it is near impossible to change her mind.​
Fear of water- following a traumatic experience as a teenager, Hermione has an intense phobia of water.​
Envy- Hermione quickly grows jealous of other women, particularly humans or elves who are by default prettier, seeing herself as lesser than them due to her beast-like assets.​
Big mouth- this Saytr simply cannot shut up, even if it gets her or others into trouble.​
Fright paralysis- An embarrassing part of her biology, when overly startled Hermy goes into a brief state of paralysis (watch any fainting goat video)​
Inventory
Wine skin​
Bow and arrow​
Pan pipes​
Small dagger​

History
Hermione knows virtually nothing about her family or where she even came from. All she had known was learnt from growing up in an orphanage being the only Satyr there. As a child she had little trouble getting along with the other races in the orphanage but as she got older, tensions started to rise between herself and both the other residents and staff as she started partaking in the debauchery that was common among Satyrs, but with being the only one and others having little knowledge of her race, Hermy found herself getting into trouble more often than not. The last few years at the orphanage was a lonely experience despite her constant partake in… nightly “social” activities. The lack of friends in the orphanage and the tension between herself and the staff only fuelled Hermione to act out more. One particular event that eventually influenced Hermy to leave was when she had joined the others on a trip to a pool and one of the other teens, an elf startled Hermy, triggering her fright paralysis and causing her to fall into one of the pools. Unable to swim or even move for a scarily long time, it took the group minutes to realise what had happened and by that point, the satyr had practically drowned. After that, Hermy has had a crippling fear of water.​
After outgrowing the system, Hermione moved around from place to place in search of any kind of work, but with no qualifications or skills, the best she could find was a place at SMITED as an agent. During her time of unemployment, the Satyr found herself becoming more cynical when it came to dealing with humans and other creatures which she realised she would have to do upon joining SMITED. Despite her reluctance, the Satyr is smart enough to know that it was either this or starve- or at least run out of alcohol. Either sounded unfavourable.​
[/list]​



 
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NEVE, ANEIRA
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Neve, Aneira

Codename: White Sapphire
Physical Age: 25
True Age: 70
Race: Vystarian Elf
Gender: Female
Rank: D
Personality


Aneira can come off as insensitive and downright apathetic at times. This doesn't mean she is heartless, it's more of a front than anything. Her stoicism comes from a desire to not burden others. Deep, deep down she's loyal to a fault to those she gives that loyalty to, though it's something not easily earned. She has a bit of elven pride as well which can make her come off as arrogant.

Magical Abilities


Mystical Arts
This type of magic goes by many names. It is not elemental based magic, instead it utilizes one's mana and converts it into magical energy. Without the restriction of elements this allows for a wide range of abilities to be in a user's arsenal; from magic missiles, wards, shields, and more.
Mystical Arts Limitations
It takes a lifetime to gain control over such magic and then you are only know the basics. Aneira it still a novice and has yet to learn the more powerful skills of her craft.

Incantations
Much like runic spell casting, Aneira can use incantations to cast different spells using written symbols and magic circles.
Incantations Limitations
Aneira is only familiar with passive or defensive incantations. These also can take some time to cast because of the requirement to draw them out. Depending on the medium used the spell can be negated, for example; erasing a chalk incantation.

Physical Abilities & Skills


Bladesinger
A form of martial arts where one dual-wields blades which are light and short enough to not hinder one's movement.
Bladesinger
Must be within melee range which comes with natural risks of being harmed. Requires significant agility so any injuries that affect these two things can result in less precision.

Agility
Aneira has honed her agility in order to properly fight as with the bladesinger technique.
Agility Limitations
Eventually stamina does run out or injuries can affect movement.

Additional Weakness/Limitations


Heat
Being a Vystarian Elf means that Aneira has very low tolerance for high temperatures. Anything over 80°F (26°C) and she's lethargic and weak.
90°F - She's at risk of fainting and heat stroke can set in.
100°F+ - She will faint and will need to be taken out of the heat and some place cold and most likely an ER.​

Inventory


Two elven-made short swords.

Standard issue SMITED 9mm semi-automatic handguns.

Insta-Cold Ice packs.​

History


Aneira was born and raised within one of the few remaining Vystarian cities. She had a fairly normal life there for her kind, honing her skills and simply living her life. She gained a position within the court. Nothing extremely important and mostly clerical work at its core. She was more like a personal assistant to the court official she served under and guarded. Somehow her name was offered to serve as a temporary emissary in place of the official she served who was busy with a much different and more important matter.

She was sent to SMITED for the standard exchange of information, trade negotiations, and so forth. When she returned her employer was pissed she had dared to do such a task that they believed Aneira was not only ill-suited for, but insulting to them! She was fired, basically. Getting fired in such an unfair manner didn't matter when searching for other positions. In the end and on a whim she applied to get a job with SMITED and ended up becoming an agent.
 

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