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Realistic or Modern Infernal Intervention [Reboot] - CS Thread

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OOC
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Lore
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ZacksQuest

Indiscriminate Quest Taker
EDIT (01/29/20): We now have a new open slot on the team! Any who want to submit a character feel free to!

The Team So Far1. Rachel Valac (Mr. Hawke)
2. Amelia Quinn (Nastarial)
3. Aziza (Emmadagood)
4. Dr. Johan Petersen (Arzee)
5. Crowfather (Stikes)
6. St. Jacob Stewart (SleepyBuddha)
7. Leo Cadogan (CaptainSully)
8. Melchizedek Mochizuki (Ayama)
9. Razzo (SP3CT3R)
10. Jago Hinzerhaus (TheInsanityofBobSemple)
11. Asher Salah (Lemercer)
12. Emily (Emmadagood)

Dropped/Inactive Characters1. Daemon Black (Grim Wraithe Stjerna)
2. Divan Naude (Arion)

The Job Offer
Are you tired of seeing catastrophes dot the Earth every week and want to do something about it? Do you have what it takes to be a guardian of the balance of good and evil, to preserve the sanctity of both life and death and keep the systems we live by running? Do you have martial prowess, mystical combat experience, or a competence in any skills practical in a wartime or espionage scenario? Then we have a job offer for you!

Founded fifty years ago as a joint task force between international corporations, human governments, mage guilds and pantheons, The Infernal Intervention Task Force is a multiversal organization with the express purpose of maintaining the order put into question in the years following mankind's first face-to-face meeting with the gods. From espionage to search and rescue and from diplomacy to war, the organization recruits the most talented young stock in the magic and magitek communities to assign to teams that get dispatched to take care of global or Multiversal threats. The risks are many but the rewards are great and the lives you will have saved will make the job truly worth it.

First, we need some crucial information about you and your abilities to assess your potential role in the organization. This includes and is limited to in the following form:

Infernal Intervention Application
  • Name: Your character's full name (with whatever name they prefer to go by in parentheses).
  • Species Status: Say what your character is, whether they're human, monster, halfling, demigod, robot, or anything in between.
  • Appearance: Please provide either a detailed description of your character or use a photo reference. Both is fine, too.
  • Prior Affiliation: List factions your character was associated with in their past. Include both factions that they were part of and factions that they were enemies with.
  • History and Personality: Fill in details about your character's motivations, history, and personality. Learning why your character wants to be part of the task force is essential and knowing about personality ahead of time helps placement within the team go a lot smoother.
  • Build Placement: Select up to three entries in parentheses that best suits your character (Combat, Investigation, Stealth, Defense, Engineering, Politics, Survival, Charisma, Leadership, Arcana, Medicine, Enhancement, or Support). Whatever your specialties are, you will be more likely to successfully accomplish on your own, and will have an impact on how you work as part of the group.
  • Non-Magical Skills: List somewhere between two and five non-magical skills your character may have. They should probably be related to your history or build placements, and you'll be far more likely to successfully do anything involving these skills.
  • Magical Skills: If your character is a magic user or has powers of any kind, list up to two disciplines of magic for your character and then up to five sub-skills in that discipline. It can be a specific kind of elemental evocation and a handful of spells, it can be different practices of divination or enchantment or abjuration, or it can be natural powers granted to you by a god or by birth. Giving your character overpowered spells is allowed, but your character is far less likely to hit anything with them early on instead of simple spells, and there's a bonus to hit if there's a drawback or you're sacrificing something in return.
  • Ties and Relationships: Any links your character may have to friends, family, or entire factions and groups of people. They may or may not show up later, and by "may or may not" I mean "almost definitely will."
  • Fun Facts: Anything extra about your character you want to share that you don't mind being known up-front. Does your character speak Swahili, play the trombone, enjoy Neon Genesis Evangelion, have pigs as their favorite animal? Cool, cool, actual angels will probably hate you, and oink.

The Questionnaire
You're almost ready to submit your application, but first there are just a few questions and suggestions that we want to ask you to see what assignment squad you should be placed in. (Answering these is entirely optional but help determine what kind of assignments to send out and what kind of direction the story's gonna go in).

1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?
3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death? (Specify where you draw the line.)

also, by submitting these character sheets you agree to the following if your character is accepted:

1.) My character is going to try to be part of the team and will do their part to stop evil and bond as a team doing it.
2.) I'm going to try not to metagame, godmod, or murderhobo my way through the RP.
3.) Any new factions I create for my character will be canonized and may be used for the larger plot.
4.) I'll try to keep up on posts, at least two-a-week minimum to keep the RP going strong.

I'm Not Sure What to Make
If you're not sure where to take your potential character, and "literally any creature in the multiverse" is a bit daunting, here are some questions and some of the factions in the setting to give you some ideas.

1.) If you want to, start with what you'd prefer to be doing in the RP and work backwards, either from your character's build placement or their skills. Otherwise, if you have an idea for a character who grew up and lived in this setting, start there and work things out. You can go for a decent tactical build, or you can choose an off-the-wall mix of specialties and try to make a character out of that.
2.) Do you want your character to use magic but aren't sure what to do? You can always go to the Superpower Wiki and hit the "random article" button a few times, and if it doesn't click for your character give it another few clicks. Generally, elemental evocation, divination, thaumaturgy, and enchantment are the big four magical disciplines, but necromancy, biomancy, and other forms of "dark magic" could also lead to a neat conflict of interest. Pretty much any of the abilities on that wiki have been used or can be used by someone in the setting.
3.) If you want, think of a story arc idea or goal you want your character to accomplish by the midpoint or end of the RP. Do you want to also inspire kids to learn magic? Do you want to make unite your home country and stop the division between human and monsters? Is there a pantheon you want to topple, or on a smaller scale a god you really, really want to slap in the face? Do you just want your character to undergo some serious suffering character building? PM me, and we can workshop ideas before you come up with your final character sheet.
4.) I said this earlier for magical disciplines, but when in doubt, scour mythology tabs on wikipedia, websites on gods or monsters, and base your character off of whatever piques your interest.

Now here are some examples of factions that your character may have been part of or enemies with.

Infernal Intervention: Being part of this faction goes without saying, and it's very likely you've heard of the great works the organization has done. Some team members are household celebrities, while other teams stay subtly under the radar. You may have had family who was part of Intervention at some point.
The Infernal Empire: The most frequent and deadly faction Intervention faces. Corrupted, rogue gods now referred to as "demons" with no love for humanity that cause widespread panic with their murderous armies. There are more than a dozen demon clans, each one divided even further into families. A surprising number of Intervention recruits are demons or half-demons.
The Nation of the Damned: A sovereign state ruled and populated by the undead. They are ruled by a vicious trio of revenants known as the Triumvirate and their M.O. is to strangle pantheons out of aether in exchange for privileges and power. More than one greater undead has joined the ranks of Intervention, but they're more often foes than friends.
The Faerie Courts: The many political factions Faeries inhabit, embodying different societal castes and manipulating different emotions with effort and grace. They are masters of intrigue and manipulation, and are without compare in the political sphere.
The Demigod Project: Intervention's morally bankrupt business competitors, this group is made up of demigods acting as an illicit mercenary force. It's been rumored that they start incidents to get publicity from stopping them. No demigods from this group have ever switched sides, but it's certainly not impossible.
The Olympians: The modernized version of the Greco-Roman pantheon. After casting out most of the corrupt elite and downsizing heavily, they became very active in the day-to-day operations of both mage guilds and Infernal Intervention. A lot of Intervention's members either come from their territory or are outcasts from their pantheon.
The Heavenly Host: The Semitic and Judeo-Christian pantheon. Despite a lot of the more iffy things their reigning godking Shaddai had been part of, they are still firmly allied with Intervention and aid them in fights against demons or the undead. Despite there being only one reigning "god of gods" for this pantheon, angels, saints, harbingers, and Shaddai's children are also deities.
The Universal Mage's Association: Also called the Mage's Guild informally, they are the governing body of rules and applications for human magic in all parts of life. They have bases all over the world to spread magical education, and have very clear laws on what is and isn't legal magic. A lot of recruits come from here and if you come from a coven of dark mages, your character likely didn't get along well with them.
Treeshapers: One of two non-UMA mage factions that the Mage's Guild respects, most summoners and druids hail from this faction. They make pacts with beings of nature- usually elementals and animal spirits- and let them inhabit their bodies as vessels in exchange for enhanced power. They believe in the sanctity of the environment and wildlife preservation.
The Order of Da'o: One of two non-UMA mage factions that the Mage's Guild considers equals. They are an order of magically empowered, usually pacifistic monks, who focus on mixing a highly specialized form of magic with day-to-day applications. Their abilities to manipulate fundamental forces are commendable, but their pacifism means not many Da'o monks join Intervention.
The Monster Freedom Party: A faction of activist monsters and demi-humans looking for fundamental rights and reparations for their banishment during Shaddai's supremacy over the western world. Most members advocate through diplomacy, civil suits and peaceful protests, but some members have given up on letting bigoted humanity see reason and broke off, determined to show humanity what a real monster is.
The Nine Realms: The current Nordic pantheon, split into nine subfactions that fight regularly and give Intervention a hell of a headache, but when it comes to willing allies it's hard to come by a more reliable group. They supply cavalry support, enchanted arms and weapons, and a lot of applicants hail from this faction- usually part of either Freja's Valkyrie brigade or Thor's Berserker squadron.
Masters of the Du'at: The current Egyptian pantheon, led by Queen Isis following Ammun-Ra's death. Their specialties are wards and enchantments against evil, and they are strict on sinful acts. They make powerful enchanted armor, trade in some of the most pure Aether around, and regularly employ or empower harbingers that seek to get justice for atrocities committed.
Pahiya: This rarely seen but massive faction is actually a collection of pantheons- Hindu, Vedic, Chinese and Shinto- that have adopted the way of the wheel, a method of purifying the human soul through countless tribulations and a cycle of rebirths, only using the soul at its purest form. They rarely interact with the rest of the world, and that works both to their credit and to their detriment.
Guardians of the Passage: A faction of psychopomps and grim reapers who have the heavy, bureaucratic task of trying to ship souls from the Mortal Universe to whatever universe they pledged themselves to. Due to the headaches involved, they try to hunt down and apprehend any who try to regularly return from death or go back in time to save someone. There haven't been a whole lot of recruits from this faction, but they are both Intervention's allies and enemies, depending on the context.
Hecate's Risen: One of the more prominent dark mage cults and one of the few that was still using magic even before the gods descended back to Earth. Founded in the 1870s by Doctor Cormac Jackson to combat aging and inoperable diseases using Greco-Roman witchcraft and Kabbalist magic, the society went from an intellectual institution of doctor families to one of the more infamous and wily necromancer covens following the revitalization of magic. They're too off the grid to reliably hunt, and as their current targets are the Faeries to drain of their power a lot of governments and pantheons simply don't give a damn.

There's a lot more factions that rarely if ever supply any recruits- the Shadow Loa, Elysium Enterprises, The Adjudicators, Ba'al's Redeemers, The Ark Commune, The Knights Templar, The Machine Army, The Council Draconic, The Anti-Monster Alliance, The G.A.A. Project, The Voidwalkers, The House of Concepts, The Bookkeepers, Granny Crone's Goodwytch Pharmaceuticals, The Sarkic Republic, Nilbog's Chosen, The Replacers, The Cool Kid's Supervillainy Group, The Factory, The Circus, you name it.

However, if there's a pantheon you didn't see, or one you did see but don't like the faction for, go ahead and make your own faction of any kind! It'll all be canon.


Conclusion
Congratulations! You have successfully submitted your application to join the Infernal Intervention Task Force. You will receive word of your acceptance or denial into the program within a single business day or less.

Thank you to everyone who submits character sheets and is ready to get involved in this! I only have some final closing rules on character design, and that mainly amounts to ask another member about their character if you plan on connecting your character to theirs and refraining from making your character OP or a jack of all trades, just to embrace the teamwork-based gameplay this RP is hopefully going to center on. Every character should get a chance to shine and has a definite purpose in each mission, even if they're all competent combatants, and it would also embrace the non-combat elements of the RP. Once again, thank you everyone!
 
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Name: Rachel Valac

Species Status: Full Human

Appearance:
rachel valac.jpg

Prior Affiliation: The Unseelie Court do not like her very much due to her tricking them.

History and Personality: Rachel was born to an powerful mage of the UMA, and was raised to follow in her mother's footsteps, but never really had the talent necessary for magic. Her family, as expected, was disappointed in her, and they greatly prefer her little sister, Amy, who is on track to become one of the greats. Due to her inferiority complex, she decided to go to great lengths to gain power, making a deal with the Unseelie Court. In exchange for her firstborn child, she would get a magical choker that would allow her control over water. However, in preparation, she got her tubes tied, and the Court kicked her out, seemingly respecting her enough for tricking them to not just murder her outright.

Putting on the collar, she decided not to go back to her family, as she knew they would most likely not appreciate fairy magic, especially that of Mab's. Instead, she applied for Infernal Intervention. Their greats are household names, and after years of rejection from her family, the sound of becoming famous without their help was incredibly enticing. She could also show off her newfound abilities, which was always a plus. Her end goal is to move up as far in the organization as possible and continue to fuck over the fae.

Personality-wise, she is a high-spirited, cheerful, and carefree person, but one who rarely thinks about the consequences of her actions. While she doesn't force her beliefs onto others, she always act or speak on her whims; so, she can behave disadvantageously in many situations. It is also very easy to taunt her with jeers or lure her with praises. Since she thrives on compliments, she usually performs good deeds, but then immediately ruins her own merits by seeking praise aggressively and persistently. Also, while many of her 'good deeds' turn out fine, she is very short-sighted, and some of these "good deeds" actually turn out to be complete disasters. Most of this is caused by her inferiority complex, as she has a consistent need to be validated, causing her to develop narcissism.

Build Placement: Combat, Arcana, and Charisma. Arcana is mostly knowledge, as she had magic theory jammed into her brain from a young age.

Non-Magical Skills: She has a knowledge of magic and its inner workings, strategy in the new era, trickery, and martial arts.

Magical Skills: She has the power of water manipulation, however that power comes from her magical choker, so if that is destroyed or taken off she's no more powerful than a regular human. The choker specialises in an avatar-esque waterbending style, such as water blades, whips, walls, and jets.

Ties and Relationships: She has a tie to the UMA through her family, but she doesn't enjoy asking them for help. She stayed with the Order of Da'o and the Treeshapers for a couple years each, but could never do anything they could do.

Fun Facts: Her favorite band is Rage Against the Machine, and she absolutely hates Lemon Demon for their incomprehensible music

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1.) She wouldn't be very happy, but she'd do it. Except in the case of asking her family for any favors, in which case she would outright refuse.
2.) Definitely combat, as that's mostly what she's good at.
3.) She's always been sympathetic to the Monster Freedom Party, and she'd fit in almost any tone. Situations where she has to use her childhood knowledge to solve problems would be nice.
4.) I, as a writer, am all for it. However, for her to do any of those willingly, she'd have to undergo some character development.
 
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Name:: Amelia Quinton

Species Status:: Psionic/Psychic Human

Appearance:: Cute and well-made dresses and pantsuits are her general go-tos outfit-wise along with matching jewelry to complete whatever look she's going for. She dyes her hair often, and currently, Amelia is sporting emerald wavy locks and nicely frame her oval shaped face. Dark smokey eyeshadow adorns her honey-brown eyes and accents nicely off her naturally gained and faded tan skin. She's changed up her usual manicures from long coffins to fairly short squovals, which are currently a platinum silver. Her look is subject to change as time moves on. At least she can't change her 5'5" height (without the help of heels), and she's happy enough with her average weight/build.

Prior Affiliation:: The Quinton Family/Academy and the Pahiya

History & Personality:: The Quintons have been possessors of psychic talents for generations. There is a great amount of effort given to those with talents and hardly any on those who don't, so there's a good amount of natural animosity between family members, depending on where they fall. Amelia was a 'lucky' child to the talentless children in the family and just another part of the flock to those who went through the same things she did. For years, there were weekly visits to a full-immersion chamber in the hopes of empowering her gifts. Everything went according to schedule: morning meditation followed by a light breakfast, psionic technique study, lunch, practice sessions followed by an hour of free time, more meditation, general studies, dinner, more meditation, bath or shower (or "self cleansing"), then bed.

It was this strict regime that had many successful Quintons go on to be various icons of the world, from tv celebs to consultants for various agencies. Of course, this also led the family to take rather intriguing views on the world. Superiority complexes are commonly seen as well as just pure ignorance for regular folks as well as a great disdain for many of the world's religions. This naturally led to them taking pity on normal people, so they opened the Quinton Academy. Amelia was made a teacher's aide for introductory students in addition to her home schedule. It caused a nervous breakdown that caused the very incident that closed the Academy - a rather forbidden subject around the family for anyone who has any sense. Since then, she's been eccentric by the family's standards. This quirkiness has extended themselves to her abilities; where at one time she could read a person's past or future with a few minutes of their time, it would be a miracle if that happened within the first few days of knowing that person.

Becoming a black sheep of the family has been completely unacceptable, so Amelia has been looking for a means to get back what she was. From going to a Pahiya guru for psychic enlightenment to joining a group of psyche-enhancer junkies, nothing seemed to help or last. Finally, through a cousin, she heard about Infernal Intervention, and it immediately brought the family motto to mind: "Through effort, anything is possible." Unable to let the opportunity slip, she used family connections to ensure a way in, which wasn't frowned upon by the family. Taking it as a vote of confidence, Amelia's been working hard to guarantee her usefulness (ie, daily regiment of chamber sessions which is not recommended, even for a psionic master), and she's managed to regain a decent enough handle on aspects of her abilities.

As for personality... Amelia is not necessarily playing with a full deck. Sure, she drank the fam's kool-aid, but she spiked it in her own way. She can come off as an ass in the same way a well-meaning overly-judgy aunt might. She won't hesitate to speak her mind, good or bad, which can be quite the event since she's a social butterfly. Oddly, she despises gossip, preferring the truth over anything else. She uses strange euphemisms and metaphors, draws various things that change meanings on herself, and never fails to keep to her meditation schedule.

Build Placement:: Investigation, Enhancement, and Support.

Non-Magical Skills:: Psionic knowledge, knowledge on various mental enhancing drugs (most of which are illegal), Lock Picking since the best drugs are usually pharmaceuticals

Magical Skills:: Clairsentience is the catchall name of what she can do. In a general sense, this means she can feel unnatural things, like magic use or roaming spirits. She's practiced to do fairly well at clairvoyance and clairaudience. She can also, sometimes, 'foresee' events regarding other people, but this is far from reliable since it's usually a foggy haze of an event with no clear timeline.
And then there's the 'Academy Incident' gift she has, Discordant Surge, which can do one of two things: either sow the darkest urges a person has and let chaos ensue, or reap the chaos from another to grant a serene sure-mindedness. She hasn't tested if this power has been affected by her breakdown, so current effectiveness is unknown.

Ties & Relationships:: Her own family is a given, a mildly tangible connection with the Pahiya, and (you guessed it) various groups of street junkies. Money and open mindedness can give you some really random friendly faces.

Fun Facts:: Amelia sings very well... just... don't let her dance. It's not a pretty thing to look at.

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1/Oh, you wouldn't be able to stop her from doing that.

2/Probably espionage, since her powers would make the best use there.

3/Given her background, I'd say that faction-wise she'd be very interesting around the Heavenly Host, Nine Realms, the Olympians and Masters of the Du'at, though that's not something she would enjoy. Otherwise, anything generally pompous and high society.

4/If it's for her own goal, she'd be more than willing. She might have to go through some character development before she does so for the greater good without any personal benefit.
 
  • Name: Aziza
  • Species Status: Djinn
  • Appearance: DE515669-6A52-40C7-AD32-3E19F27CB14A.jpeg
  • Prior Affiliation: Used to serve King Solomon, and has had several masters since then. Most of those masters died due to a combination of malignant wishes and poor phrasing.
  • History and Personality: Aziza was kind of a big deal a few thousand years ago. She was absolutely fascinated with human morality, and enjoyed granting wishes to those that peaked her interest. Unfortunately, the fact that she was so social meant she was easy for a certain mage king to trap in a bottle, and force her to follow his commands. She didn’t particularly mind, honestly. He was fascinating to watch, and skilled enough to keep strong control over multiple djinni, and several demons. As far as masters went, he was great. The issue arose when he died, and she realized that the spell he used was meant to hold her permanently. She kind of assumed that once he no longer needed her, she would be set free. In the minor deific version of a hissy fit, the next few that had her bottle consistently died. She calmed down after a while, but is resentful of Solomon to this day. She is quite glad that the task force found her, as her previous master was using her for magical war crimes. They have agreed to let her have a certain amount of mobility, and work as one of their agents, as long as she obeys the rules they’ve set, and doesn’t behave maliciously. One of the higher ups holds her bottle, just in case. She’s quite happy with this arrangement. Maybe some day they’ll find a way to unravel the spell binding her, and set her free.
  • Build Placement: Arcana, enhancement, support.
  • Non-Magical Skills: Deception by white lies, negotiation, history knowledge (by virtue of being very old and very curious.)
  • Magical Skills: Wish magic (Must have permission, and occasionally life force of others for more powerful abilities). Planar magic (Small demiplane with an entrance inside her lamp. Good for storage, and for her to rest while not active).
  • Ties and Relationships: Several friends and family members of previous owners are angry with her, and many of those aware of her existence want to gain her bottle for themselves.
  • Fun Facts: Speaks all human languages, and a few nonhuman languages. Enjoys psychological horror and philosophy in equal measure.
 
1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?
Willing.
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?
Crisis situations and espionage. Unless someone has specifically angered her, she dislikes violence.
3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
She appreciates the Monster Freedom Party. Other than that, she prefers to focus on individuals rather than factions.
4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death? (Specify where you draw the line.)
She is willing to, for the chance at finally being freed. Anything that can permanently murder or maim a djinn is probably a very significant threat anyway.
 
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Species Status
Silvertongue, a rarer type of humanoid race characterized by a crippling widespread hereditary tobacco addiction and valuable silver-sheened tongues. There is also said to be an almost magical charisma to them, but it's possible that it is hearsay.

Prior Affiliation
Roman Catholic within the Heavenly Host

History and Personality
Born thirty-two years prior to current events, Divan was birthed with multiple congenital heart problems, manifesting from tobacco usage in his mother, those problems eventually treated themselves, but did leave him with chronic hypertension. A childhood with memories of yellow wallpaper and many friends of those who weren't scared by the kid with a chrome tongue.

Divan doesn't recall his parents as much as he'd like, both passing away in their late forties due to heart disease. He was taken in by his uncle around the time that he turned fifteen. A newfound friend was kindled in his cousin, though he considered her more of his sister, up until that point he'd stumbled through school and life, never having found much of a purpose when he knew that his time was short anyway.

A summer with his uncle and cousin left him fulfilled, a new outlook lit within him and he felt a little bit of hope form from it. Finishing high school with a few less friends but far more meaningful ones, he left home never forgetting the lessons he'd been taught there.

Divan spent a decade backpacking mainly, taking three trips across the Appalachian trail over a span of nine years, Divan survived bumming cigarettes from other backpackers and grabbing a week of paid work where he could.

When he heard about Infernal Intervention, Divan had been halfway up Blood Mountain with a candy bar he'd promised for a guy in Blairsville. That Zero bar ended up going to another backpacker who told him about Infernal. This was the first time Divan had known true purpose, and with a horrendous smoker's cough and a ride to Atlanta, Divan found himself in an Infernal recruitment center.

Divan was placed in a surveillance and logistics position as an interviewer, where he learned the workings of other people. He interviewed and manipulated suspects into admission of guilt or offered a conciliatory position to agents and security staff mainly, his curse worming it's way into becoming a blessing.

Divan finely honed his skills in reading people over a few years in that position. A polygraph in the flesh at this point, he asked to be transferred into the field as an agent, now more or less living and breathing Infernal.


Divan is a man with no qualms forcing people to be happy, his own experiences left him with a need for human empathy, and he finds it implausible for someone to choose to be anything but hopeful.

His appearance is nothing short of semi-intimidating, an intermittent cough and baggy eyes leave him looking like a heroin addict, but he prides himself on being a good person, combing every spoken sentence for any sort of ill-meaning and constantly looking for ways to show friendship to other entities.

That's not to say that he can't be exciteable under the right circumstances and can issue a curt temper when he feels its appropriate, Divan can just as easily find himself annoyed as empathetic and it can feel a little random as to when those times are.


Build Placement
Investigation, Charisma, Leadership

Non-Magical Skills
Divan is an investigative soul, scanning conversations with a watchful ear and a cunning mind.

Hes well versed in human body language, hes had to be in the past. When you're in a forest in the middle of nowhere for miles around in Appalachia, you have to keep a watchful eye on the people you come across.

Divan is decently athletic for a smoker of his caliber, lucky to have gotten the exercise from nine years of hiking.

Magical Skills
Divan carries an inherent affinity for speaking, minimal stutters and a smooth voice only occasionally punctuated by a saddening cough. Its almost as if his ability to project himself onto others is magical.

Largely this skill is due to a 'curse' released upon his species centuries ago, a race of smooth talkers doomed to slowly lose their voice via a hereditary need for nicotine. Slowly, Ecigs and other miscellaneous forms of nicotine have started to bring the species numbers back up, but Divan was not born at a time where that would be viable.

Divan has a decade or two left, and its clear that his problems are showing, his rapturing influence breaking away from his subject of choice after a random coughing fit every few minutes.

Ties and Relationships
His cousin, Johanika Naude.
Divan's uncle, Matthys Naude.
Three backpacking partners and former high school friends: Dakota Webb, Sidney Everett, and Drew Everett.

Fun Facts
Divan favors Parliament menthols. Karmically, he possesses an alarming "Stage 4 Lung Cancer" smoker's cough, but seems to be doing OK.

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1.) 100%

2.) General detective-type work, crime scene investigation, menial tip following.

3.) Divan would want to go anywhere at any time, hes joining for the adventure and the ability to do some real good.

4.) I think Divan would allow just about anything to happen if it meant he found a purpose for himself, obviously he doesn't want to die, but with people in this universe knowing for certain that the afterlife exists, he probably wouldn't be very dissapointed if it happened.

 
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Name: Johan Petersen
Species Status: Human
Appearance:
N4li9IaHA1TwXfxoBUeG7dav10nmQVxpHnV5_uVmTvY.jpg


Prior Affiliation: First as a professor at the University of Oslo, then as an agent of the Norwegian Intelligence Service, and later diplomat of the Council of Nine Realm Affairs.

History and Personality: Johan was the last person you'd expect to join the NIS let alone a paranormal task force. He only joined the military in order to help him through college but he had never seen any sort of combat role, he went to the University of Oslo and graduated with a Ph.D in mythological studies and archaeology, he spent all his time teaching at Oslo and even some fieldwork across Scandinavia. He was a well respected academic but his career seemed pretty dull up until he came across an alien artifact during a dig in Northern Sweden. It seemed alien in origin, but upon further study, he had discovered that the artifact was indeed Norse runes. With his skills in translating the runes into Norwegian, he decrypted the runes as a message, or a warning to be specific. Similar to the Gjallarhorn that warned the Æsir of Ragnarok, but for humans. This discovery got a lot of publicity and the NIS took an interest in his work and took this as a threat to national security, ridiculous as it was they weren't going to take any chances. He advised the NIS on everything he knew about Norse mythology and at the same time he refined his combat skills. Eventually, the Nordic countries who closely followed Johan asked him to be a lead adviser into their new paranormal affairs organization, a delegation committee for the Nine Realms. The Nordic Countries are the only mortals with a connection to the Nine Realms and Johan had been working is damned hardest as a member of the Midgard delegation.

Build Placement: Politics, Investigation, Support

Non-Magical Skills:
-Speaks three languages fluently including: Norwegian, English, and Old Norse
-Very adaptable with technology and can use it effectively
-Excellent negotiating skills
-Good with a handgun


Magical Skills: Johan possesses the ability to conjure light from his palm to act as a torch, or a defense mechanism to blind attackers and can adjust the luminosity. He can control water to an extent. He obviously can't control oceans or other large bodies but he can control small amounts of water as well as vapor, ice, hail, snow, and sleet.

Ties and Relationships: Johan is close to Avrid of the Asgardian Delegation and their relationship is what keeps the mortal realm friendly with Asgard who attempts to keep the other realms in line. He has family back home in Oslo, his older brother and his family, younger sister, and his parents.

Fun Facts: He's somewhat of a drummer and loves to collect stationary. Also he has an addiction for lingonberry juice.
 
adrian_ adrian_ I've taken a look! I enjoy it, and the more subdued home life background is a fun change of pace, and there's something to be said of having that kind of forced positive attitude especially when you have to make the most of a cursed situation instead of looking at it as a weight on your shoulders. Now, Infernal Intervention as an organization was formed fifty years prior to the start of the RP, so him joining Intervention when it was formed would be a bit suspect unless Silvertongues are longer lived but just die faster from smoking. However, I would say consider the possibility that he got recruited not as an agent but to do surveillance and interview work for Intervention, and only after some years of that asked to get put on the newest team as a full-fledged agent; not only would it partially fix that little timeline hiccup, but it would also explain why someone who spent time backpacking and living a relatively mundane life would get put on the team for his investigative and charismatic skills. However, that's just food for thought that I might suggest, otherwise I think you've got a heck of a good character and an original nonhuman concept and I approve of both wholeheartedly! I hope as we go along we do get a mostly-humanoid's take on monster-human relations and maybe see more about Silvertongues as a creature and a culture.

Sylvio Sylvio Your character's history and skills magical and nonmagical are definitely well-crafted and fit the lore of the setting, I like it quite a bit! This new runic Gjallarhorn could definitely play a larger plot sometime in the future, and an archaeological background and connection to the Nine Realms add a lot of new angles to explore for the team. I will say that as gods, the Nine Realms aren't wholly isolated to just Nordic Scandinavia; they do have outposts and delegations of worshippers and mages (of the battle-mage variety) across the Western World, like most of the pantheons in the new internet age. However, the Nine Realms probably only politically deal with Nordic countries and Intervention. I like the inclusion of human political interactions with the pantheon, especially the Midgard and Asgard Delegations, there's a lot of potential there. Character approved!
 
Name: Crowfather.

Species Status: Conceptual Deity.

Appearance:
1578678563296.png
Prior Affiliation: Affiliated with the House of Concepts, sometimes worked with the Guardians of the Passage. Has great distaste for Hecate’s Risen.

History and Personality:
Crowfather originated as a personification of tragedy and bad luck, and became recognized as an ill omen, appearing before and after various calamitous events. He did not bring them, however, simply predict them, and eat the dead souls left in the aftermath.

Over the years, he became sympathetic to those effected by these tragedies; the fear, pain, and regret of the souls he consumed; the families, friends, and loved ones stricken by grief. He’d often observe them in the aftermath, though he always remained at a distance.

After the return of the gods and forming of the House of Concepts, he began to interact with other entities on a regular basis. He came to admire the House’s more heroic and benevolent members, and began to wonder if he could prevent tragedies rather than simply heralding their coming and feeding on their aftermath.
Thus, he decided to join Infernal Intervention.

Crowfather is always rather quiet, tending to sink into the sidelines of any conversations, though he’ll chip in with an insightful comment or deadpan remark every so often. For the same reasons, he’s a great listener, able to both simply serve as a target for venting or offer advice. He usually prefers to take a slower and more conservative approach to problems, feeling that unnecessarily rushing is a path to failure.

Build Placement: Investigation, Stealth, Support.

Non-Magical Skills: He has his afore-mentioned listening skills, as well as some skills at disaster relief picked up from observing first responders. He’s also pretty good at intimidating looming.

Magical Skills: Crowfather has a wide variety of abilities related to the superstitions surrounding him.
  • He may disperse his form into a murder of crows, as well as control and percieve through any carrion bird in his viscinity.
  • He may curse anyone in his awareness with bad luck. This effect lasts for several hours, but is significantly weakened by distance and lack of continued awareness.
  • He instinctively senses coming death and injury. In the short-term, this serves him as a sort of danger sense, warning him of impending harm. In a wider scope, this may sometimes predict disasters in advance of the event. This is what allows him to arrive early to tragedies.
  • Crowfather may consume the souls of the recently deceased. The process destroys them, and gives Crowfather an impression of their memories leading up to the time of death. The more recent the death, the better the impression.
  • As a Conceptual Deity, Crowfather doesn’t age, but he can still be killed in combat. He also gains a boost in power in places associated with death and tragedy.
  • His physiology is essentially that of a humanoid raven, similar to a Kenku, with a hollow bone-structure and taloned feet and hands.
Ties and Relationships: Good friends with several other conceptual deities in the House. He’s had a few run-ins with Hecate’s risen and similar occult groups. He’s also worked with the Guardians of the Passage on a few occasions, essentially directing them toward disaster sites ahead of time, allowing them to get ahead of the curve on soul-collection.

Fun Facts: Wherever he goes, Crowfather is followed by a very faint scent of stale blood and… black licorice?
 
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  • Name: Saint (st) Jacob Stewart
  • Species Status: Human
  • Appearance: Attached Below
  • Prior Affiliation: Scion of the Heavenly Host, Civil Engineer , Saint of the Roman Catholic Church, Knight Templar of the Catholic Church.
  • History and Personality:
    Jacob Stewart was born a cradle Catholic and felt that the Heavenly Host was rightly a guiding force in the world. Whenever there was conflict with ‘demons’ he prayer to Shaddai that those involved would be safe. As he grew up he strayed from the faith and opted for a more hands on approach to the problems that demons presented. He graduated top of his class from Tennessee Tech and went on to be a civil engineer for the state. What the demons destroyed he was resolved to rebuild. He didn’t just stay in his home state however. Though a lapsed Catholic he used the church and the Heavenly Host as a platform to help those affected by the evil works of pagan gods and demons around the globe. On one of his trips to an an area at risk of attack he was possessed by a lesser demon and attacked his fellow workers. For the first time in a long time he prayed to Shaddai for help. Pleading with his God to stop him even at the cost of his own life. To his surprise Shaddai answered and in a flash of divine glory the demon was forced out and destroyed. In That moment he heard Shaddai’s voice calling him to something greater. He would redeem himself from the slaughter of his friends and subordinates by working to destroy those who work against the Heavenly Host and upset the balance of the world. So Jacob Stewart entered into the Catholic priesthood and through the power granted him worked to make sure what happened to him would never happen to anyone else. Struggling to channel Shaddai’s power he found he could do many things, but he excelled at binding. Like King Solomon he worked with the Host to expel and bind demons or gods that sought to harm the world. In the Crusade against the pagan gods and malevolent demons Jacob lead his knights defending the faith against heretics and purging the world of any who would defy the will of Shaddai. His abilities and ruthless nature afforded him the title of Saint for his efforts and pulled from the front line to serve Shaddai in a more support role. Now a symbol of the Host’s power and reverence he commanded battalions of knights in the good fight. The older Jacob became the more he found that fighting only begets more fighting. Blood only causes more blood. So he pulled his men back from expanding the influence of Shaddai and focused more on defense and support. Now he has been given a revelation by Shaddai to join the intervention and assist them in their mission
  • Build Placement: Leadership , Enchantment, Engineering
  • Non-Magical Skills:
    Mechanical knowledge, Journeyman maintenance: able to competently repair basic electrical and plumbing issues

  • steady hand: jittery hands is a good way to get cut or shocked in the engineering world.

  • city planner: architectural knowledge of buildings and a good understanding of city infrastructure maintenance.

  • Fearless Leader: As a member of the Elite Inquisitor Jacob lead men into battle and fought side by side with them. When he became a Saint he went from leading 10 men to thousands.

  • Combat Commander: Jacob’s tour of duty during the 5 year war made him battle hardened. Able to keep calm under the harshest conditions and keep those in his command calm as well.
  • Magical Skills:
  • Nullification: through a prayer or ritual Jacob blesses and sanctifies a person , object, or area with Shaddai’s purifying power. Shaddai’s power overwhelms the target.

    Blessing: Jacob blesses a single person or object. The blessing is able to heal sickness and injuries. The worse the injury or sickness the longer the prayer and more components are needed

    Ashes to Ashes: Through prayer Jacob is able to nullify lesser spells or abilities that manipulate Aether

    Dust to Dust: Jacob is able to disrupt more powerful spells and abilities.

    Sanctifying Grace: A defensive prayer that manipulates Aether to form a protective shell around a target.
    Shaddai’s Embrace: As a Saint of Shaddai Jacob has been granted special protection. The Aether around Jacob, roughly 5ft circumference, is blessed by Shaddai making supernatural attacks or abilities dissipate or stop working within that range.
  • Weakness: All of Jacobs abilities take time before they can be activated. And are heavily dependent on location. As it’s basically a spiritual tug of war between Shaddai and anything else that wants to influence the Aether. The further Jacob is from Shaddai’s spheres of influence, places of worship or less worshipers, the less effective binding and nullifi

  • Binding: Shaddai’s power flows through a target and imposes his will. The bound target must follow commands of the binder

    lesser binding: through a small ritual Jacob can bind a Lesser demon or undead to his will. Requires a vessel to bind the being to and reciting prayer.

    Binding: By conducting an long ritual Jacob can bind all but the most powerful enemies to his will . Requires a Vessel, Prayer, and the target must be in a premade magic array.

    Greater Binding: Conducting this ritual allows Jacob to bind even the most powerful of foes. Requires a vessel, prayer, magic array, blood offering, and the target must be sufficiently weakened.

    Shackles of Sin: Shaddai calls on the Aether to bind a target preventing movement or speech. Much like binding the more prep done the stronger the shackles.

  • Heavenly Armory: Jacob can focus a portion of Shaddai’s power into the form of a weapon. Taking immense concentration and prayer to not only construct, but also continue to use the weapon. If his concentration is broken or the weapon hits an anti magic field it will be dispelled. Causing Jacob to need to gather Shaddai’s power once again which would take an amount of time depending on the location. As the weapons are formed from magic power they don’t interact with the material world like actual weapons.
  • Weakness: Jacobs binding rituals are dependent on more factors than just his preparation and the strength of the enemy. Location plays a big factor as well. If the enemy god is closer to say a cathedral of Shaddai than his own worshippers the binding would be more powerful and last longer. If Jacob were to try and bind an enemy god surrounded by that gods follows in their own place of worship the binding would break much more easily if it’s even effective.

  • Ties and Relationships: Student of Archangel Sandolphon Priest of the ArchDiocese of the armed forces,
  • Fun Facts: He is part of the religious order known as the Franciscans.
  • He has heard the voice of Shaddai.
  • When not on mission he helps the community by using his engineering skills
  • Donates his pay to several charities.
  • Due to his scorched earth and ruthless tactics on the battlefield Jacob’s full title is the Wrathful Saint of Slaughter
 

Attachments

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1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?
Willing.
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?
All three St. Jacob goes where he’s needed and can do any amount of work to help.

3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
Jacob prefers his own faction of the Heavenly Host above all others but is tolerant of any faction. Rather than blaming an organization Jacob is more for personal accountability.

4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death?
Jacob will gladly be a Martyr for Shaddai and will suffer any amount of physical and mental pain to uphold the ideals of peace, compassion , and tolerance. Only a direct order from the Heavenly Host or Shaddai himself would make Jacob change his tune.
 
Name: Leo Cadogan
Species Status: Human

Appearance:
f7bee0ac65c92d82e48828f6aa613833.jpg


Prior Affiliation:
• Leo has never been affiliated with any particular faction, often working underground contracts to do the jobs that were often in a grey area.

History and Personality:
For many years Leo operated independent of any faction. He travelled the world taking in the sights on offer while picking up any jobs that came up in the process. A nice way to make money while having fun., at least that's what he says. His parents were taken from him while on a trip to the US and it was only by a miracle that he managed to survive the encounter. A pack of demons had attacked their hotel, inflicting vast casualties. Leo's parents were among the dead and the boy was left alone in the world. Thus began his general distaste to everything anything not human.

His reason for eventually joining the task force stems from two things, the demons who had killed his parents were still alive and the task force would help him find them. No matter how selfish his reasons for joining, he knew that he would be doing good work until the culprits were eventually tracked down. Plus, a regular paycheck was better than just waiting for something to happen.

After his experience he is distrusting of all non-humans and considers himself most fortunate with his ability. Not being able to have his brain invaded by a demon or snapped out of existence by a deity makes brings them down to his level. While he does understand there are benevolent beings out there and that he shouldn't view them all the same way, although it is much easier said than done.

Beyond the above, he is fairly laid back and isn't worried about cracking a joke at the most inopportune time. He is highly sociable and loves a drink of the alcoholic stuff when the opportunity presents itself. He doesn't handle authority well, another reason for operating solo for so long. That said, his motivation to find the demons who killed his parents is enough to get him through any trying situation that may present itself.

Throughout his journey he has sought out ancient texts that deal in the art runes and is forever on the lookout. There is rumour of a master rune, one that can unlock a person's true potential but at present it is lost to all.

Build Placement:
• Combat
• Engineering
• Arcana

Non-Magical Skills:
• Hand to Hand Combat | Technically gifted and powerful, Leo is extremely dangerous in close combat. He utilises rune etched knuckle dusters and single handed swords. His skillset is in mixed martial arts and swordsmanship.

• Firearms | Whether it be maintaining weapons or using them, this is his greatest talent. He is highly accurate with these types of weapons. His skillset lies primarily in pistols and long range rifles.

• Reflexes | While not superhuman in any capacity, Leo does have a high level of reflexes for a standard human.

• Awareness | Great eye sight and hearing gives Leo a very good understanding of what is around him.

• Anti-Deity Information | Leo has a vast knowledge of anti-deity tricks, particularly around the use of runes and inscriptions.

Magical Skills:
• Nullify Magic | Leo has the potential that he could completely nullify magical and supernatural. However at present he is only capable of stopping the powers of lesser demons, weaker mages etc. The power is based on runes tattooed onto his body. If he over charges or tries to stop something too powerful it can cause him great pain. The power of this ability is linked to the strength of his soul, which increases as he kills demons.

• Warding | The bullets and weapons Leo uses are inscribed with special warding meaning they are as efficient against the supernatural as much as humans.

-Bullets

-Trap | Supernatural creatures struck by this are rooted to the spot for an hour. Non-lethal. [One twelve round magazine for pistols]

-Exorciser | These rounds treat basic supernatural creatures as if they were human, piercing their flesh with ease. Lethal. [Four twelve round pistol magazines and two thirty round marksman rifle magazines]

-God Killer | A round that can kill any entity in existence. Only one can be in existence at a time and takes a year to create with a variety of rare ingredients. [One round for marksman rifle]​

-Melee Weapons

-Dick and Head | A pair of rune etched knuckle dusters which allow him to damage supernatural creatures he would otherwise be unable to.

-The Razor | The runes of this sword allow it to penetrate the flesh of supernatural creatures. Prized possession he only takes with him in the most dangerous missions.

Ties and Relationships:
• Al'Hurk and The Ravens | A group of demons responsible for the death of his parents and untold others.

Fun Facts:
• He loves heavy metal.
• He drinks more alcohol than he does water.
• Once killed a greed demon with a pencil he had enscribed a warding onto.

• 1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?

Yes most certainly.

2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?

Everything and anything is fair game for him.

3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?

He just wants to do whatever he can to find the demons who killer his parents and to find more ancient runes to extend his capabilities. In terms of tone he is suited for all types. Darker tones are preferred although he will always make light of situations with poorly timed jokes.

4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death? (Specify where you draw the line.)

He would die if it meant saving the world.
 
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[div class=containerA]
[div class=tagA]NAME:[/div]Melchizedek Mochizuki

[div class=tagA]NICKNAMES:[/div]Dozer, Mel
[div class=img]
6-1.jpg
[/div]
[div class=tagA]ROLE:[/div]The Tank

[div class=tagA]SPECIES:[/div]Half-Demon
[/div][div class="containerB"]

[div class="tagB onebtn"]
one#
Persona
[/div]

[div class="tagB twobtn"]
two#
Abilities
[/div]

[div class="tagB threebtn"]
three#
Relations
[/div]

[div class="containerC"][div class="stab onetab"]


[div class=tagC]Personality

Mel's fiercest trait is his loyalty. He believes in defending his team and his friends, no matter what (in fact, he can sometimes take this to absurd extremes). He can be a little socially awkward, but is always delighted to be included as part of a team and in any group or one-on-one interactions. His background makes him a little insecure and, for a demon, he's surprisingly sensitive. But his true nature also gives him a more ruthless side, and there's no denying that he takes pleasure in being powerful, crushing his enemies, and having the upper hand in a fight.

[div class=tagC]History

As the son of the Greater Demon, Belial, Mel is sort of like demonic royalty, essentially born into the upper echelons of the Infernal Empire. He was expected to do as he was told by his father, and never to question it, so that was what he did. But it always felt to him as if something was... off, or missing. One day, he met a girl- a simple human. She didn't seem to care that he was half-demon, or who his father was; she simply saw him as a boy. The two became friends and, for the first time, Mel understood what it was to be happy. It changed things for him- made him resent the expectations his father had of him. He didn't see the point, or correctness, in the demonic way of doing things, and he realized he had a choice- he didn't have to do as he was expected to, he didn't have to be a 'bad guy'.

Of course, when presented with his son's new point of view, his father became quite furious. He lashed out against Mel but, in spite of the pain and the threats, his son refused to budge. Out of rage, he took his feelings out on Mel's friend, whom he viewed as the source. Enraged and blinded by grief, Mel attacked his father. Belial was so surprised at the attack that Mel was even able to wound him, though he paid for it dearly. He was captured and repeatedly tortured, first as punishment, then to attempt to change his mind back, but he kept the image of his friend close and never gave in. He was eventually released in the course of an Infernal Intervention raid and, after his rescue, chose to join their side. He now fights against those who would do harm, and plans to one day take Belial down as well.

[div class=tagC]Fun Facts[/div]
He really, really loves candy. He's nearly always eating some, and can easily be 'bought' with it.[/div][/div][/div][div class="stab twotab"]


[div class=tagC]Placement

Combat - Defense - Stealth

[div class=tagC]Magical skills

-Demon physiology: Being half-demon gives Mel a few choice traits that are quite useful in combat situations. Funnily enough, his horns, wings and tail are not part of these traits, as they are merely physical representations of his origins, and are only helpful if he needs to command minor demons or imps who will defer to his rank. Far more useful are the traits that result in his having enhanced speed, agility, strength, and durability. He can react twice as fast as normal humans and is naturally gifted with a grace matching a that of a professional circus performer or Olympic gymnast. He's strong enough to lift a car or crush a man's skull in his first (which he quite enjoys), and it takes a whole lot of bullet wounds to bring him down.

-Shadow Magic: He rarely uses this power, as it is unpredictable and his control over it is limited. Since it comes from his father, it also gives Belial a way of tracking him down, so he really only uses it in emergencies. If he does use it, it gives him the ability to control shadows, making them defend or attack for him on command. They can also cloak or transport him, and grant him additional power if he needs it.

[div class=tagC]Mundane skills[/div]
(Most of these are a direct result of his demon half)

-Aggression: Though usually considered a personality trait rather than a skill, it essentially defines Mel's combat style. He's normally a very mellow person but, in a fight, all of his demonic energy surfaces. His teammates call him Dozer (short for 'bulldozer') or 'The Tank', because he charges in headfirst to any fight. His strength, resistance and disposition make him ideally suited to being the front-runner in any offensive move, tearing into enemy forces before they even really know what's hit them.

-Protection: His speed, aggression and resistance also make him an ideal protector or defender, able to take hits for his teammates they might not see coming or be able to withstand. This is especially useful when one of their casters needs time to prepare or cast a spell and is vulnerable while doing so.

-Discretion: Though not necessarily his go-to role, Mel can be quiet and sneaky when called upon to do so. This can make him effective when spying or surveillance is needed, as he's able to get to and stay in places that wouldn't be feasible for most people, such as hanging upside-down from the edge of a rooftop for an extended time, perfectly silent and perfectly still.[/div][/div][/div][div class="stab threetab"]


[div class=tagC]Affiliations

- The Infernal Empire (previously a part of, currently enemy of)
- Infernal Intervention (previously enemy of, currently a part of)

- Nation of the Damned (previously allied with, currently enemy of)
- Hecate's Risen (previously allied with, currently enemy of)

- The Heavenly Host (previously enemy of, currently allied with)
- The Nine Realms (previously enemy of, currently allied with)
- Masters of the Du'at (previously enemy of, currently allied with)

[div class=tagC]Relationships

- Belial: father (not exactly the best connection here)
- Rachel: roommate (friendly, get along well)
- Amelia: teammate (get along just fine)
- Aziza: teammate (conversation partners)
- Divan: teammate (not too sure how they relate)
- Johan: teammates (perceives Mel as childish)
- Crowfeather: teammate (get along fine)
- Jacob: teammate (possibly open hostility)
- Leo: teammate (evident mistrust)
- Razzo: teammate (strictly business)
- Jago: teammate (dislike- withholding judgement)
- Asher: advisor (no issue)
- Zaphan: coworker (starstruck admiration)[/div][/div][/div][/div][/div] [class=containerA] margin-left: 340px; width: 630px; height: 162px; border: 4px solid #000000; background-color: #c8e6c9; text-align: center; font-size: 12px; color: #000000; font: Karla; [/class] [class=tagA] margin-left: 68px; width: 80px; border: 3px solid #000000; background-color: #d7bde2; text-align: center; font-size: 12px; font-weight: bold; color: #000000; font: Karla; [/class] [class=img] margin-left: -10px; width: 170px; height: 100px; border: 4px solid #000000; [/class] [class=containerB] margin-left: 340px; width: 630px; height: 400px; border-left: 4px solid #000000; border-right: 4px solid #000000; border-bottom: 4px solid #000000; background-color: #c8e6c9; [/class] [class name=tagB] width: 80px; border: 3px solid #000000; background-color: #d7bde2; text-align: center; font-size: 10px; font-weight: bold; color: #000000; [/class] [class name=tagB state=hover] transform: scale(1.1); transition: .7s all ease-in-out; [/class] [class name=tagBcurr] width: 80px; border: 3px solid #000000; background-color: #c8e6c9; text-align: center; font-size: 10px; font-weight: bold; color: #000000; transition: all .8s ease-in-out; [/class] [class name=stab] display: block; [/class] [script class=tagB version=2] (hide "stab") [/script] [script class=tagB version=2 on=click] (= currenttab (index (split (getText) "#") 0 )) (hide "stab") (show (+ currenttab "tab")) (removeClass "tagBcurr" "tagB") (addClass "tagBcurr" (+ currenttab "btn")) [/script] [class name=containerC] margin-left: 50px; width: 520px; height: 300px; border: 4px solid #000000; background-color: #d7bde2; text-align: justify; font-size: 10px; front-family: Karla; color: #000000; [/class] [class=tagC] margin-left: 20px; width: 80px; border: 3px solid #000000; text-align: center; font-size: 10px; font-weight: bold; color: #000000; [/class]
1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?
Absolutely! Otherwise, where's the drama? ;P
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?
Combat is definitely primary, though he would also be useful in crisis and can be called upon for espionage.
3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
Fighting the Infernal Empire, the Nation of the Damned, and Hecate's Risen, most likely. He does well in any situation requiring head-on confrontation and direct action.
4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death?
I would say physical scarring/minor mutilation would be likely, considering his fighting style.
 
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Name: Daemon Black
Species Status: Human, with some Fey in the family.
Appearance:
Daemon Black 1.jpg
Prior Affiliation:
-Current association: Infernal Intervention, allied with.
-Previous association: The Faerie Courts, neutral standing.
-Previous association: The Nation of the Damned, enemy of.

History and Personality: Daemon wants to help where he can, if that means fighting he’ll do that. If it means healing, he’ll do that as well. Thanks to his Fey heritage he is able to channel positive energy in a way that is beneficial to most living and divine beings, while being harmful to the undead, dead, and most things of that nature or decent. He grew up in knowing he had this ability and was trained on how to control it. He was not the most gifted at the channeling talents, but good enough to get by. He joined the military when he was of age and quickly and easily fell into a combat medic role. He completed several tours with this squad, having to be send in to deal with undead encroachments in several European cities. That was when he discovered his talents could seriously injure or terminate beings that utilized dark magic/energies. It was this combination that drew the eye of recruiters for the IITF. His personality is generally friendly, but can sometimes be a bit moody and gruff. Which you would expect from someone who has fought in combat against “unnatural” enemies. Daemon wants to see an end to the constant fighting that ends up with so many people being hurt, families ripped apart and communities destroyed.

Build Placement: Combat, Medicine, Support.

Non-Magical Skills: Tactical Combat Casualty Care, Field Medicine(to include expedient limited surgery)/Triage, Close Quarters Combat and some defensive driving.

Magical Skills: Natural ability to channel positive energy. (Like a D&D Paladin) This can be focused into a laser like beam either from his finger tip to act like a scalpel that is extremely precise but limited to a very short distance or from his eyes that can either be dazzling or destructive, but not very accurate as the increased light from the energy blocks his vision. He has also learned to create a limited area blast, like bright concussion wave.

Ties and Relationships: He has well placed extended family members in the Faerie Courts, but he tries to keep himself distant from them and the political arena. His mother and father run a free clinic in his home town, and his brothers and sisters mainly help them out as a way to give back and try to make the world a better place, at least on a small scale.

Fun Facts: He has a favorite oak pipe that he will chew on and toy with from time to time, but rarely ever smokes from it, and he keeps a small silver flask on him at all times, which has been enchanted to always be filled with whisky


1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job? Daemon is willing.
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations? Combat, could probably do well in others.
3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with? He loves traveling through Europe. He is not a dark hero, he does not consider himself a hero.
4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death? (Specify where you draw the line.) For friends, family, and brothers/sisters in arms he is willing to risk everything.
 
Name: Razzo
Species Status: Yeti
Appearance: Razzo is about eight feet tall, and covered head to toe in off-white fur, with the exceptions of his face, the palms of his hands, and the soles of his feet. His skin, where visible, is bluish-gray and tough, as if it were 90% calluses. His head sports a pair of spiraling horns, and his face has a slightly ursine appearance.
Prior Affiliation: Pretty much none
History and Personality: Razzo is from an off-the-grid village high up in the mountains, isolated other than the occasional film crew making documentaries. He suffered from a chronic illness that didn't really mesh well with a hunter-gatherer way of life, and spent most of his time astral projecting through a virtual reality rig he found in an abandoned science outpost. Turned out hunting alpine megafauna didn't need to be his calling, as he was a one-in-a-million talent with computers and lived vicariously through them. He even put himself through college using an online campus program using some quite possibly questionably obtained funds. He joined the IITF only when an even bigger talent from within the team hunted him down through his virtual paper trail and gave him the offer in exchange for not going to prison.
Build Placement: Defense, Engineering, Investigation
Non-Magical Skills: Knows his way around any kind of electronics, whether old-fashioned computers or virtual reality. Also skilled with remote-piloting drones.
Magical Skills: Possible technopath. Otherwise, nothing.
Ties and Relationships: Has friends in lots of online circles, and maybe a few in the dark web.
Fun Facts: Razzo's chronic illness is under control due to modern medicine he previously didn't have access to, but he still doesn't get out much due to warm temperatures.
 
Alright, I like the disparity between eight-foot tall yeti and massive computer nerd with technopathic abilities. There's also maybe some culture shock that could come from joining Infernal Intervention which I'd love to see, so your character is approved! Whenever you decide technopathic powers are confirmed or not, just give me some basic technopathic skills he'd have.
If Razzo is a technopath, his power's primary manifestation would be techno-intuition (which would mean he's not just really good at it). With formal training, he could probably do flashier stuff like controlling robots with his mind.

Also:

1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job? Razzo doesn't have any major ties to important people or ideas, so getting personal is fairly low-risk for him.
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations? He can't do much out in the field, so combat isn't his forte, but Razzo is great at information-gathering and can be useful in crisis management if he's not at ground zero.
3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
Probably a mission-control type, providing backup and information.
4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death? (Specify where you draw the line.) Razzo is a huge coward, so no, not really. Not until he undergoes character development.
 
[Class=Info] Font-Family: Anonymous Pro; color:Black; padding:20px; padding-bottom:10px; background-color:#e1dcc6; width:80%; margin:auto; [/class] [Class=Line] border-bottom: 1px SOLID #000000; [/class] [div class=Info]

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Name: Jago Hinzerhaus
[Div class="Line"][/div]
Age: Unkown
[Div class="Line"][/div]
Gender: Male
[Div class="Line"][/div]
Species: Human
[Div class="Line"][/div]
Height: 1.8 meters
Weight: 83.7 KG
[Div class="Line"][/div]



[Div class="Line" style="border-top: 1px SOLID #000000; height:3px;"][/div]

Appearance: A tall, lean, figure in a grey-red storm coat, wearing a peaked hat with a golden skull on it, and black gloves, Hinzerhaus seems to have the gasmask constantly on his face. Nothing has been ever seen underneath the heavy wheezing and gasping of that gas mask. One shudders to imagine what monstrous mutant is under that mask. When he speaks his voice is raspy and heavily synthesized. The nature of his gasmask makes it seem like he's constantly short of breath and desperately gasping for air. He seems to not hear requests to remove the mask and has even violently resisted. Every inch of his skin is covered.

[Div class="Line"][/div]

Prior Affiliation:

-The People's State of Tarekith: A small backward nation in the middle of nowhere. A dictatorship that rules through fear and oppression. Normally, it would have absorbed by it's more advanced and larger neighbors all around it. Despite their size, they have one of the largest military forces ever created. 50% of its population, nearly twenty million, make up its army. But what really has kept them alive, though a wheezing near-dead nation, has been it's strange and unnatural use of the occult. An entire division of research has created supernatural weapons, mostly created through horrible means. They have been noted as a rogue nation and should be dealt with possibly in the future. Hinzerhaus despises his nation and wishes to return one day and free his people.

[Div class="Line"][/div]

Bio and personality:

Born in the state of Tarekith, Hinzerhaus was made at army cadet at the age of ten as did many children in that god-cursed nation. He became a Trooper in the army by the time he was sixteen and was noted to be skilled in high-intensity combat, politics, and possed an undying loyalty to the state. The occult division of the state took a strong unit and conscripted him and a batch of other soldiers to become test subjects. They were put through the worst conditions to weed out the weakest, those that dropped out died. Near the end of the training, something broke in Hinzerhaus when he was forced to execute the other survivor of the batch, his brother. Hinzerhaus refuses to speak of what they did to him and all records of this experiment were destroyed during the great purge of 2089, along with the men responsible for such things. But what is known is that the occult was involved and the results of the experiments are clear for the face behind that mask has never been seen.

During a massive undead invasion of Tarekith, Hinzerhaus deserted in the chaos of the war, unable to take what they had done to him and what they were forcing him to do. He joined an underground resistance movement shortly after and began to fight back against the people that had done such things to him. It was here he became a religious man, reading the bible and trying to purge the unholiness from his soul. In 2093 an agent from the ITF discovered surviving documentations of the occult division's experiments and rumors of a living nightmare in Tarekith. The agent ventured into that dangerous nation. He pulled Hinzerhaus out, making a deal that if he would work for the ITF, they could possibly interfere in the nation in the future. Since then, he has become an elite footslogger for the ITF, applied where measured force is needed. His style of combat is to move fast with his hard-hitting Volter Pistol that deals out massive firepower, closing the distance, and using his famed Cutter Blade. He is extremely aggressive and can take several hits but he is not invulnerable. Only recently has he joined the team.

Hinzerhaus is a quiet man that keeps to himself. His appearance can be offputting but once one gets to know him he tries his best to be friendly, though through the mask he appears stunted and mumbles up his words. He doesn't like to talk often but wouldn't mind it if you approached him, nicely. Other than that, he's often silent during mess breaks. He can control his powers but he makes everyone a little tense around him, even despite themselves. You can't tell his facial expressions through the lens of the gas mask that seems permanently on his face, so he often makes exaggerated bodily movements, leading to much unintentional humor. He always tries to have an hour a day to pray to his lord and detests interruptions during this time. He has a dislike of what he sees as unholy magic, seeming to encompass anything that seems far too strange, dangerous, or involves rituals. His time in the resistance taught him to value innocent lives but also to be ready to accept their loss to save more.

[Div class="Line"][/div]

Build: Mobile Canon, Assault, CQB.

Non-magical skills: Explosives, Advanced interrogation, Sabotage, Swordsmanship, Counter-Intelligence.

Magical Skills:

Endurance


Hinzerhaus has far stronger biology than most other humans if he even still one, having strengthened bones and more dense muscle structure. Where he seems to excel is that fact he is able to rapidly regenerate whatever wounds he takes, bullet holes sealed and bleeding being stopped in less than a minute. He could even be possibly shot through the head and still recover, though this is not recommended as he would suffer, possibly permanent, metal issues. But this is not without cost as he is often weakened for every regeneration he does weakens him and it still hurts.

Fear

Hinzerhaus causes a great aura of fear and uncomfortableness around him. It affects about a fifty-meter radius around him and he can control who is exempt from this effect but this still creates an aura of tenseness. He can even intensify it to give sheer terror into his opponents that they simply collapse in a puddle of their own making though this is extremely difficult for him and gives him big migraines. His victims have reported feeling like the air was thick when he is around, a feeling of someone being is in the room with them, temperature changing, unfounded fear, whispers from nowhere and like something passed through them. But beings that cannot feel fear or embody fear, or gods are resistant if not immune to the effect. The fact that he is tall, lean inhuman figure stepping out the smoke with a rattling, choking, gasping gasmask probably doesn't help.

[Div class="Line"][/div]
Ties and Affiliation:

Hinzhaus has a strong connection with his home and whishes it with all his heart to return and liberate it. He will not stop and will do anything to see the government's flag torn down by the people. He still retains several ties to the resistance cells though as of late it's getting harder and more contacts are going silent. Other than that, he lost all contact with his family when he was conscripted.

[Div class="Line"][/div]

1.) Hinzerhaus prefers to try to stay silent about his past. But he has his contacts and is willing to use them to get the job done. Because nothing else matters but the job and future liberation.

2.) Combat, Crisis, and Espionage. Hinzerhaus knows how to exert surgical force when needed. If you need something destroyed, an organization overthrown by its members, or someone to talk, he's your guy. Hinzerhaus values innocent life and will typically try to go out of his way to protect it, but he understands that nothing matters more than the mission at hand. But it is not recommended on sending him on PR or missions with heavy press coverage for he is not the best poster boy.

3.) He is a figure designed to invoke fear and destruction. He does not care about what factions he is sent to by the ITF but he has a dislike for those that use the overly occult and those who invoke "satanic" rituals. He seems to have a bit of admiration for the Monster Freedom and sees them as liberators.

4.) He is willing to do anything for the mission as it will lead to future liberation.

[Div class="Line"][/div]

Weapons:

Volter Pistol


Originating from Tarekith itself, the Volter is a large, oversized pistol, that deals out massive damage. It fires massive .65 caliber shells. Standard ammunition utilizes a mass-reactive fuse, designed to penetrate the target before detonating within, maximizing damage to the target and leaving little chance for survival. It is a brutal weapon manufactured in a brutal nation. It has heavy recoil but years of experience with his weapon and his stronger bone structure allows him to fire the weapon on move. Strangely enough, he has all it's rounds blessed by a chaplain and refuses to use "unblessed" rounds. It has a fault in that it lacks poorly in range. He carries ten clips on his person. It has several other ammunition types:

Penetrator Rounds are potent, more power armor-piercing rounds than the standard round. The core is a solid adamantium core and uses a large main charge. Upon impact, the outer casing peels away and the high-velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super-hardened metal further into the wound. These are effective against heavily-armored infantry.

Napalm Rounds are designed to immolate their targets and destroy them with superheated chemical fire. The uranium core is replaced with the oxy-phosphorus gel of Napalm. However, due to the decreased projectile mass, armor-piercing capabilities are compromised. He has this blessed by the chaplain with holy water and only uses it when coming up against "unholy" beasts.

Shotgun Rounds, the mass-reactive fuse of the standard round is replaced with a proximity fuse, and the core is made up of increased high-explosives and a fragmentation casing. This means the round explodes when it nears an enemy, creating a lethal hail of shrapnel. It can also be set to detonate on impact as well. This round is capable of inflicting casualties on multiple lightly-armored targets, but its effectiveness is dramatically reduced against targets with heavy armor.

Smoke Rounds can create large amounts of smoke around their impact zone. It can also be replaced with tear and chlorine gas.

Cutter Blade

The Cutter Blade is a 90 CM long saber that is capable of disrupting the molecular bonds of the matter when it strikes. When its power cell is activated, embedded at the hilt of the blade, the blade is sheathed in a lethal corona of disruptive energy. This energy field allows the blade to carve through flesh, bone and most forms of armor plate alike, making a Power Blade a highly effective close combat weapon. It has a limited battery cell of half an hour but can be recharged. It was taken, again, from the occult division of Tarekith. Hinzhaus has this blade blessed at least once a week if possible but keeps vials of holy water on his person during times he has no access to his faith. This seems to hurt demonic creatures slightly more.


[Div class="Line"][/div]

Fun Facts:

Hinzerhaus sometimes laughs but sometimes his mask's speaker turns into screams for some reason.

Hinzerhaus knows how to play the violin and piano.

Hinzerhaus has a love for Sci-Fi fiction and Philosophical books.

Code by @AgWordSmith

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It looks good, I like the character, I like the history, I like having more vicious human factions to go up against and we can workshop how horrific the faction gets later. Everything seems well-rounded, the aura of fear is an inspired power and enhanced endurance is one of those acceptable powers. I do need you to drop the number of non-magical skills down to five, and specify limits on the number of refills you have on hand for the Volter (I'd say you can only carry ten full refills of Volter ammo at a time just to make things easier). In addition, I'd suggest that the fear power notes the obvious limitations: beings that don't feel fear like gods, beings that also have powers that embody fear, beings that are mind resistant or shielded from fear, and beings that can't feel fear are by default resistant if not immune to the fear effects. Of course that would be true anyway but it's always nice to have it down on the character sheet! Otherwise it's a character I find very easy to accept on board the team!

EDIT: With the changes, your character is now approved! TheInsanityOfBobSemple TheInsanityOfBobSemple
 
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[class=Notes] //So this is an older code that i tried to fix up to look nicer// //Forward slashes are comments // //and do no show up in the final design,// //these are to help you find everything easily// //and explain some code as well // //These comments must be with in a class or script tags// // in order to be hidden, from what I know. // //Long URls are images// //# followed by letter and numbers are Hex codes// //or color codes// //the only color named by its name is White// //DO NOT EDIT THE CODE IN RICH TEXT MODE// //This causes the Accordion title's to be moved down and you will have to move them back up yourself// [/class]

[class=notes] //so above is the background image// [/class]
[class=notes] //above is the white transparent background the "0.8" controls the opacity// [/class]
[class=notes] //The character image as well as the border for it// [/class]

ASHER SALAH

[class=notes] //The Name and the background for it// [/class]
Species: Human

Appearance: Standing at 6' tall, not being particularly broad, muscular, or outstanding in any physical manner, Asher has an average build, though still quite defined. Both his head and face share a similar short stubble which covers his angular face and sharp jaw. In contrast to his olive skin, his eyes are a light blue, not particularly bright though they often glow with a transformative orange when his powers are activated for extended periods of time. Across his frame, Asher typically wears some Tank-top accompanied by cargo pants which end tucked into tan combat boots. While the color pallet changes occasionally between variously muted browns greys and blacks, his closet consists mostly of these articles.

Affiliation: Initially born at a temple dedicated to the Semitic god Elyon in the Kazakh desert, Asher spent several months unaffiliated before being taken into training by Sandalphon via Infernal Intervention team Reda and has spent several years with the organization


[class=notes] //the transparent t box on the left and its border// [/class]
MAGICAL SKILLS
The Flame Of Elyon (Active) - Imbued with the power of Holy Flame via his ties to Elyon, Asher can manipulate an extremely powerful, holy flame via five main forms, none of which can be deployed at the same time and must be concentrated on considerably to be used interchangeably.
i - Barrier creation, a skill which creates up to 5, 6 foot long barriers which can be maneuvered at will.
ii - Weapon enhancement, a skill which allows inextinguishable holy flame to be applied to the edge of sharp weapons, increasing their piercing and slashing ability.
iii - Physical enhancement, a skill which allows the spirit of Elyon's flame to course through Ashers muscles and veins increasing his stamina, strength, and reflexes.
iv - Surface protection, a skill which allows holy flame to cover a 20 square foot area on strictly solid ground which severely burns demons which cross it.
v - Eternal flame, a skill which allows Elyon's flame to subdue and overlap ordinary flame, making it almost entirely inextinguishable save for loss of concentration on its existence.

The All-Consuming fire (Passive) - When gravely threatened, conscience, and pushed to the absolute limit of his physical and mental extent, Asher's emotion connects completely with the personality and power of Elyon imprinted on him, pushing him into a state of apathetic psychosis and extreme power, during which his strength is completely sapped and exhaustion inundates him. Entering this state for longer than a moment can result in Asher requiring week-long mental and physical medical treatment to recover his body and mind from connecting with Elyon.
[class=notes] //the transparent box on the right and its border// [/class]
NON-MAGICAL SKILLS
Combat Skill - Krav Maga and Jiu Jitsu Fighting techniques
Combat Skill - Small Bladed weapons training
Combat Skill - Strategy and military movements
Life Skill - Can speak and read both ancient and modern Hebrew and Arabic
Life Skill - Deep knowledge of inner-workings of the Semitic pantheon and it's politics
Life Skill - Several years of intervention team-based experience on mission of counterterrorism, espionage, and leadership training via Sandalphon
FUN FACTS
Asher loves trying new foods, seeing as he ate matzoh and drank water and wine for much of his life.
BUILD PLACEMNET
Arcana. Leadership. Defense
TIES AND RELATIONSHIPS
Ties to the semetic pantheon, specifically Elyon, his patron god (who he is less than thrilled about). Ties to Infernal intervention, specifically to Sandalphon, his mentor.

[class=notes] //the box around the accordions// //and in the slide title's I put a div around them to add the purple background// [/class]

HISTORY + PERSONALITY




Asher was born in a Jewish village 20 miles from the base of Mount Sinai. He was raised by his mother only for his first 4 years before being taken by away by the rabbis of the village. Claiming to be training him to be a holy levitical priest, he was brought to a training ground of sorts hidden in the base of the mountain. He remembers feeling an intense power emanating from the grounds as he approached, one which his underdeveloped mind could not hope to understand. When the rabbis took Asher into the camp, he was met by a man, dressed as a warrior king. A scimitar by his side, and his face radiant, a crown sitting triumphantly on his head. As Asher stood before him, the man spoke with a voice that shook the ground, the bones and dust around Asher trembling.

"I AM EL ELYON, GOD MOST HIGH. COME TO ME, MY YOUNG HARBINGER"
The voice shook Asher's young soul, and he approached the god. El Elyon stretched out his arm and the jawbone of a donkey that laid on the ground came to his palm. El Elyon clenched his hand around it and the bone fastened itself into a sharp blade. He gave that blade to young Asher, and with it took his freedom.


From that day forth Asher's life was not his own. Every day he would eat only matzoh and grape juice to keep his body pure as El Elyon imbued him with his power. Asher's body grew quickly, his health remained in pinnacle condition. He trained every day under rabbis and warriors, learning the history of his people and their gods, as well as learning many combat techniques. Asher was a disciplined man and never questioned who he was to become, or the methods of becoming it, until one day.
He had finished all of his exercises, he had read all of his Torah. He had prayed to El Elyon and remained in balance with him. He was soon to be bestowed more power, to enter the next phase of his development. However on this day, with the free time he had, he spent it in the courtyard, trying to create a jawbone blade as his master did. However, no matter the number of his attempts, he failed. In frustration, he wailed and threw a jawbone in the sky, and cursed the air. Several rabbis ran out to find out what was going on, including their chief elder, Rabbi Moshe. When the jawbone fell, it impaled Rabbi Moshe, and the screams of his contemporaries overwhelmed Asher. Witnessing his first death, caused by his own hand, with his first weapon, Asher ran out of the camp. He ran in fear, screaming, flames beginning to creep up his spine. El Elyon found him, and promptly stopped him, encouraging him to go back to camp. However, at the sight of El Elyon, Asher's body became engulfed in holy flame and he cursed the being that he had considered his god. "You turned me into this!" Asher yelled, blaming the god. With the raw power of Elyon himself flowing from him, he ran from him, destroying both the village and the camp he was trained in an almost nuclear attack. Asher ran and never looked back, vowing revenge on the being that had cursed him.

Several months passed as the harbinger wandered aimlessly through the middle east, town to town, country to country, taking in the sights sounds and flavors of the world he had missed out on in Elyon's parentage. That is until he found himself in the middle of an altercation between the Infernal Intervention Team Giba and a small group of mid-level demons on the outskirts of Cairo. Instinctively Asher joined the fight, catching the attention of both sides and ultimately being brought back to the intervention headquarters, where he was introduced, or rather brought in custody, to Sandalphon. Sensing the power in the man, the angel took him under his wing as a mentor, placing him on team Reda, where Asher spent a span of 5 years undergoing a variety of crisis and counter-terrorist assignments. When Team Reda's head, a revenant named Artur Demetrescu, began finding problems with Asher's performance, he was transferred to Sandalphon's personal espionage squadrant, going on solo missions around the world to procure information and items for his mentor. Now another transfer comes, an assignment unlike any other he's faced. To help and guide a new team through their very own beginnings.




QUESTIONNAIRE




1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?
- 100% willing, we've already discussed that.

2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?
- Crisis, while he has a head on approach, he's a defensive character power wise.

3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
- Obviously Asher fits in well with the semitic pantheon and anything associated with it, including Egyptian goings on. However if there is one thing Asher is, it's fearless. However Asher will fit well wherever he is needed, whether that be fighting an army of dead, challenging gods, or eating delicious donuts on Venice beach. I'll make it work

4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death?
- Yes.



code by @AgWordSmith
 
The changes are all great and fit the new guidelines, and the new history of the character blends well with the reboot's lore! Welcome aboard, character approved!
 
Someone had to drop out of the RP at least temporarily, so we now once again have an open spot for the team! Anyone who wants to make a character, feel free to!
 
To put it simply: yes, definitely, but only if you’re okay with double the everything that comes with it- that could be either four separate posts for two each or doing what I do and putting both characters’ formats into one post.
 
Name: Emily (she can’t remember her last name)
Species Status: Ghost/Enchanted stone statue
Appearance: B4CE02AD-F9FC-4AFB-AD36-1035D1CAF04D.jpeg
Prior Affiliation: None.
History and Personality: Emily was found after a raid. A necromancer was suspected of having kidnapped several people, and this was concluded after finding their bodies, as well as rough statues of them. One statue, however, had no body near it, and was much more carefully constructed. He had holed up there, hoping his many servants would prohibit entry.

The man seemed manic, desperate, and it was obvious that he wouldn’t come willingly. In fact, upon realizing that he couldn’t win, he stabbed himself hard in the chest, activating a magical array as soon as his blood hit the floor. The necromancer died there, his life force fueling his final spell.

At first, it wasn’t clear exactly what he had done, until one of the agents noticed the statue blink. Whatever entity had been summoned, it didn’t seem hostile. Just confused. She knelt at the side of the dead mage, saying his name softly, his blood making her knees and fingers red.

The team brought her back with them, and she didn’t seem to mind, other than requesting clothes, since she was not created with any. Several interrogations later, it was determined that she was mostly harmless. From what could be gathered from the necromancer’s notes, he had loved her when she was alive, but never got to confess his feelings before she died in a car crash. He wanted to bring her back, but he couldn’t get her body, so all he could do was try and find a way to call her ghost into a substitute body. She was his only success in that experiment. Having nowhere to go, she agreed to help the organization.

Build Placement: Investigation, survival, stealth.
Non-Magical Skills: Martial arts, sculpting, analyzing behavior
Magical Skills: Elemental (stone, Metal, good for sculpting, geo sculpting, finding metal, and repairing damage done to herself), Spirit (basically can leave her body, but can only travel one mile from it. During this time, she is incorporeal, and her record for effecting things physically is knocking over a coffee mug. She’s not a strong ghost.)
Ties and Relationships: Not really. She was part of the UMA in life, but after being dead for so long, she’s not really much of a mage. The guardians of the passage are conflicted about whether or not her continued existence is a problem, and she has as little interaction as possible with the nation of the damned. The necromancer who brought her back is assumed to be one of Hecate’s Risen, but this was never proven.
Fun Facts: Prefers brightly colored clothing, benefits from not having to eat, breathe, or sleep, occasionally tries to paint herself, which never works, speaks English, Italian, and Latin.

1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?
Willing.
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?
Crisis and espionage.
3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
She really would rather avoid necromancers, as well as anything that eats souls. She is useful in overhearing conversations, as long as the people involved aren’t familiar with the decor. She also is useful in cases of poisoned air, creatures that specifically target the living, and anything underground.
4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death?
She would rather avoid mental scarring, she can repair physical damage with magic, and if she has to die (again) for innocent people to live, she’ll do it.
 
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