Ixidor92
Game master
(The original idea and structure for this rp were created by ForgeKeeper. I have recreated the basic setting with some of my own tweaks for roleplay with a few friends) Edit: This is a CLOSED rp between me and a few friends I know
Setting:
Many dismiss the dark corners of the world. The things that hang in the corner of your vision or haunt your nightmares. They are nothing but fantasies, an irrational fear that we should ignore. But these things are very much alive and real. The things that go bump in the night, the eldritch horrors of fiction, are all a very real and very dangerous existence. It falls to the Paranormal Defense Agency to protect society against these supernatural happenings. The PDA is an elite force, comprised of the greatest talent and training the human race has to offer. They also have assets that are considered . . . less than human. However, new talent is needed. Over the years, the officers trusted with the secret and duty of the supernatural have lost their lives, while others have been rendered disabled. Older members simply cannot continue to serve, and must retire. The force is painfully small now, and now the new generation must be brought in against the darkness . . .
The forces of the PDA are generally labelled into three different types of officers.
Agents:
Agents are highly skilled and well-trained humans that are the cream of the crop. These individuals often have a significant degree of innate talent, combined with years of training. Agents are often the most varied as to what they can do, being able to take on a modicum of different tasks depending on their training and skills.
Unknowns:
Also simply known as "Power-users", these are people who seem and appear human, but hold some special power. From something as harmless as the ability to understand all languages to something as deadly as toxin manipulation. While many of these unknowns consider themselves human, others are tentative to trust them or call them as such.
Assets:
Some call them "monsters", some "mutants". Assets hold human characteristics or a human form, but they are at their cores something different. A werewolf. A disembodied spirit. Creatures that tread the line between the humans they are protecting and the monsters they fight against. While people are generally skittish around the unknowns, they at least accept them into their midst. Assets are blatantly mistrusted by most humans, and sometimes are seen as no better than the horrors that the PDA fights against. Still, these assets remain loyal, usually because the PDA is giving them shelter from the outside world.
---------------------------------------------------------
Skelly Structure
-Name:
-Nicknames/titles: (anything your character will answer to besides their given name)
-Gender:
-Age:
-Officer: (Agent, unkown, or asset)
-Abilities: (Supernatural powers. Agents do not have any, Assets have one, Unknowns may have either one, or two as long as they are linked. Example: -manipulate water in it's liquid form, -transfer water between its three states of vapor, liquid, and ice)
-Mutation: (For assets only. Describe how your body is different from a human's, as well as any supernatural traits it grants you. Some assets are able to change between a human form and their mutated form, while others are stuck in a single form)
-Skills: (Traits that are not of the supernatural variety. Agents have four of these. Power users may have two if they have one power, or one if they have two powers. Assets may have two, but could be limited to one depending on the strength of their mutation.)
-Weakness(es): (What makes life difficult for your character. Things to put here include fears and physical disabilities. If you are an asset or unknown, things that shut-down your abilities or even make them backfire should be included here.)
-Weapons: (Whatever weaponry your character holds on a REGULAR BASIS. Do not include everything they can possibly use, additional items can be provided by the PDA when necessary)
-Tools: (Other items that aren't weapons your character carries on a regular basis)
-Personality:
-History: (Please be sure to include how they have come to join the PDA, as well as how/if they know about the supernatural world)
-Theme song(s): (Optional)
-Other: (Anything about your character you would like to include that doesn't neatly fall into the other sections)
Rules:
-No god-modding
-Maximum of three characters (though multiple characters are encouraged)
-Have fun
Character Guidlines:
-Not every character needs to be combat-focused
-Try to keep the ratio of Agent/Unknown/Asset officers reasonably balanced
----------------------------
Name: Vralik Shepard
Nicknames/titles: Shepard, Commander
Gender: Male
Age: 43
Officer: Agent (Director)
Skills:
-Battle Veteran: Shepard has a keen sense of the flow of a fight. He can sense the tempo and the turns it will take, as well as everything he must do to avoid the worst outcome.
-Pistol Training: Shepard is well versed in how to use just about any caliber of pistol. He never goes anywhere without at least two on him.
-Investigative presence: Shepard has had to investigate many times before, as well as deal with politicians. When talking professionally, others often feel intimidated or even outright afraid of his presence and knowledge. In general, when he is serious he gives of a very clear "Not to be fucked with" aura.
-Known thine enemy: Shepard has spent 20 years of his life fighting the supernatural. As a result of his experience, he often knows how to counter an enemy of supernatural tendencies. This is utilized well with the amount of gear he keeps hidden in his trenchoat, and he can generally offer advice as to what equipment should be used against a certain type of foe.
Weaknesses: Despite having kept himself in great shape, Shepard cannot change the fact that he is over 40 years old. He often has to leave extended fieldwork to other people now, being more helpful in investigation as well as negotiation, or commanding the unit from afar. This is compounded by a knee injury that he suffered at age 37. While six years old and well healed, he still cannot utilize his right leg as much as he would normally be able to (he usually walks with a cane to rest his leg, though he can certainly function without it). Shepard also is occasionally known to lose his temper. It doesn't happen often, but he has seen a lot in his life, and if he loses patience with someone who doesn't understand that then it is not pretty.
Weapons: Shepard generally keeps four high-calibur pistols within him. Each one has different specifications for the ammo he uses with them.
Tools: Shepard keeps a modicum of different tools on him at all times. These serve different functions, from locating to finding the supernatural world.
Personality: Shepard is gruff, and generally impersonal with those he works with. He definitely cares about those who work for him, but maintains a barrier of professionalism. This has become something of a defense mechanism, after seeing so many of his colleagues die. He has very little patience when dealing with the government, and especially politicians. These people often are very hesitant to meet with the PDA, as Shepard has a habit of basically saying "Give me what we need and fuck off". He leaves pretty much no time to himself, and completely consumes himself with his job.
History:
Both of Vralik's parents were agents within the PDA. It was where the two of them met, as well as where the two of them decided to live the rest of their lives together. His childhood was cut short at age 13, when both of his parents were killed in action. Vralik knew nothing about what his parents did for a living, only that they worked for the government. To give him the truth, the director of the PDA at the time took him in and told him everything. Vralik started training for the horrors of the supernatural without a look back. He has watched as the forces dwindled from the entourage that was recruited, even the director. He was named as successor, due to his experience and unrelenting attitude when dealing with those who dismiss the importance of the PDA. Now as the force dwindles to an unacceptable level, he is bringing in new members, his entire being dedicated to ensuring that the PDA continues to do its job.
Theme Song: "This is War" 30 Seconds to Mars
(Wears black trenchcoat and wide-brimmed cowboy hat usually)
Name: None. He was never given one
Nicknames/titles: Muerte
Gender: Male
Age: 22
Officer: Asset
Mutation: Muerte's body is in a half-living, half-dead stasis of sorts. While he is most certainly alive and kicking, one would not believe it from a regular medical exam. Quite a bit of the tissue in his body registers as being dead. This seems to have some odd effects on his functions. For one, he seems completely impervious to pain. It's not even that he tolerates it, he legitimately does not seem to feel pain in the same way a human does. His body also seems to function normally even in the face of grievous injury. If he has a gaping hole in his abdomen, he is perfectly capable of walking and performing tasks as if nothing was wrong. This lack of living tissue also has rendered him completely immune to every germ and pathogen in existence, as they die whenever they try to use his cells.
Ability:
-Universal Recipient: Muerte has the unique ability to take any organ, bone, or tissue from a deceased (or still alive) body, and implant it into his own. The intake will be altered into the composition of his body, eventually becoming truly a part of him as if it had been a part of him for his entire life. This is more of a fine-tuning however, IE: he cannot take the bone from a child and expect it to grow into a full-sized one. Also, the intake must be relatively fresh, or it will not partake in the process. Best he can tell, his body utilizes the remaining vitality of the intake to perform the alteration, as it occurs more quickly with an intake that is fresher.
Skills:
-Anatomical knowledge: Muerte holds an impressive knowledge of the human body, being able to identify fractures and injuries at a glance or feel. He can use needle and thread with his knowledge to sew shut several different types of injuries, most often his own.
-Pistol training: Muerte holds a great deal of skill dual-wielding pistols, trained from his days in the mob.
Weaknesses: While initially many would see Muerte as immortal, he is most certainly not. While his body does not feel pain or react to injuries that would debilitate a normal person, his body functionally is quite human apart from "Universal Recipient". If you were to snap both of his legs, he would be unable to walk, just like a normal person. If you were to destroy his heart, he could probably survive for a few minutes, but would die without a replacement. If his body was utterly destroyed, by something like an explosive or crushing, then he would not be able to replace anything. He also has never replaced his brain, a feat which he is rather certain would be impossible, even if another were to do it. In addition to this, his body heals naturally significantly slower than a normal human. What takes hours to heal takes days. What takes days to heal takes weeks. This is why he usually sews shut his injuries, even small ones, as they cannot heal in a timely fashion on their own. His liver cannot produce blood as fast as a fully alive one, so transfusions may be required should he lose too much. In short, without replacement body parts, Muerte would fall to pieces just like any normal human under enough duress.
Weapons: A pair of desert eagles, kept in holsters on the back of his belt, as well as a combat knife.
Tools: A strong needle along with very thick (almost wire-like) thread. He uses this to sew shut wounds.
Personality: Muerte is, above all, apathetic. He doesn't care about what his job is, only that it gets done. He doesn't care what other people think about him, only that they don't get in his way. It's not like he's secretive either. If someone were to ask him about his past, he would give them his story without a single untruth, he simply doesn't care.
History: Muerte never met his parents, or more accurately it was impossible for him to do so. Only a few months after his conception, his father (a cop) was killed in action. His mother struggled to support herself and her unborn child, but shortly before she was due, she could not hold back the grip of death any longer. Imagine the mortician's shock and horror when a young boy burst from her womb . . . a week AFTER her death. The paramedics could not explain how the child had survived, or why medical tests seemed to be saying that he in fact had not, but they sent him to an orphanage. Muerte grew up with a very cold look on the world. The pleasures of life seemed to not give him anything, and the other children avoided him. He slowly learned how different he was from the other children as they played. When they so much as scraped their knee, they ran crying for one of the caretakers. Muerte, never cried once, even when a dog attacked him and tore up his shin to the point where there was more blood than skin. Once he realized this was not normal, he sought after his origins. The caretakers could not deny the eight-year old this one question, after not asking a single one beforehand. He took to calling himself "Muerte" after learning the truth, as he had no name given by his parents, and he now understood that death hung closer to him than others. At age 14 he was adopted into family that belonged to the mob. He did not care whether others knew of his unique state of being, and soon the mob was toting around their "immortal" fighter. Throughout his years in the mob, Muerte did what was asked of him, but didn't really care about it. He was constantly besieged by the question, "Why do I live?" After eight years, the mob was taken down by the government, and Muerte's unique case was found. He was offered pardon by the PDA in exchange for his service. Muerte agreed without incident. The mob had just been a job, as now the PDA would just be a job. He is still haunted by the question "Why do I live?"
Theme Song: "I Don't Care" Apocalyptica
Other: Has an unusual craving for spicy food when he eats
Name: Leceel Auditore
Nicknames/Titles: Hermit
Gender: Male
Age: 31
Officer: Asset
Mutation: Leceel's left arm is a monstrous aberration. It hangs all the way down just past his knee and its girth is twice that of his other arm. It is covered in very thick, corse black fur, with random patches of violet scales. The arm ends in a massive set of claws, with the nails black as obsidian. This is usually kept in a massive cast, the bind his forearm to its base, and straps it to the side of his chest. Despite its massive size irregularity, it causes no trouble for him in physical activity. This arm is seemingly indestructible, and its strength is far beyond mortal limits. Some of this passes off to the rest of Leceel's body, at significantly reduced effect.
Ability: Leceel may let his arm "take control" of his body. When this happens, he becomes an unrelenting monster of death. Practically nothing can stop him in this form, and he will continually rampage for a six to eight hour period.
Skills:
-Don't worry, I'm a doctor: Leceel has studied both humans and suprahuman beings quite in-depth. Despite no true formal training, he has studied to the point where he is an acceptable doctor for the PDA. He wouldn't trust himself with a major operation (such as heart surgery), but is perfectly capable for lesser surgeries and more advanced procedures.
-Let it not be forgotten: Leceel has a vast knowledge of history and mythos. He can bring up knowledge of most known creatures of the darkness from memory, or at least what book it is contained in. The more common something is in ancient mythos, the more knowledge he has on it.
Weaknesses: Leceel has no combat training to speak of. He has survived fights before, but that is more due to his ability to avoid a fight than participate. His strength may be great, but he lacks the reflexes and skills to utilize it properly in battle. In addition, he has a bloodlust within him, related to his arm. When he is around people, it starts to hunger. The more people that are present, the harder it is for him to resist. It is also more difficult in the presence of blood. Should he lose control, he goes into his "Taken over" state, and becomes a rampaging monster. However, while in this state he is completely unable to differentiate between friend and foe. He is as much a danger to the PDA as he is to their enemies.
Weapons: None
Tools: None on his person. When in base, he has access to an entire library of information, while in the field he is often in a tech van and helping coordinate the team. (though he usually does not go on missions)
Personality: Leceel is almost fatherly in a number of his actions. It may seem childish, but he legitimately likes people. However, he keeps his meetings brief, out of concern for others.
History: Leceel's earliest memories are that of pain. He was alone in a ruined building, five years old. Whenever he went outside, others would think him a monster, and he would go back to hiding himself. As he grew older, he learned to hide his deformity . . . and that was when he learned of his bloodlust. He would quickly remove himself from society, hiding away. Despite his rejection, he legitimately loved people. They had shown kindness when he was hidden, and he saw much beauty in their arts. Whenever he found a book, he would read it all the way through, children's or 500 page novel. The PDA found him at the age of 14, where he begged them to hide him away from society, so that he might never hurt another again. For the last 17 years, he has been locked in the basement of the PDA headquarters. This is essentially a large vault, that can withstand several tons of explosives. Inside is a rather lavish library, complete with a number of amenities for him to live comfortably. The door can only be opened from the inside, by means of a simple puzzle that Leceel must solve.
Theme Song:
-Battle: "The Curse" Disturbed
-Normal: "Nemo" Nightwish
-Other: Can often be seen reading a book, and will often give reading material to others.
Setting:
Many dismiss the dark corners of the world. The things that hang in the corner of your vision or haunt your nightmares. They are nothing but fantasies, an irrational fear that we should ignore. But these things are very much alive and real. The things that go bump in the night, the eldritch horrors of fiction, are all a very real and very dangerous existence. It falls to the Paranormal Defense Agency to protect society against these supernatural happenings. The PDA is an elite force, comprised of the greatest talent and training the human race has to offer. They also have assets that are considered . . . less than human. However, new talent is needed. Over the years, the officers trusted with the secret and duty of the supernatural have lost their lives, while others have been rendered disabled. Older members simply cannot continue to serve, and must retire. The force is painfully small now, and now the new generation must be brought in against the darkness . . .
The forces of the PDA are generally labelled into three different types of officers.
Agents:
Agents are highly skilled and well-trained humans that are the cream of the crop. These individuals often have a significant degree of innate talent, combined with years of training. Agents are often the most varied as to what they can do, being able to take on a modicum of different tasks depending on their training and skills.
Unknowns:
Also simply known as "Power-users", these are people who seem and appear human, but hold some special power. From something as harmless as the ability to understand all languages to something as deadly as toxin manipulation. While many of these unknowns consider themselves human, others are tentative to trust them or call them as such.
Assets:
Some call them "monsters", some "mutants". Assets hold human characteristics or a human form, but they are at their cores something different. A werewolf. A disembodied spirit. Creatures that tread the line between the humans they are protecting and the monsters they fight against. While people are generally skittish around the unknowns, they at least accept them into their midst. Assets are blatantly mistrusted by most humans, and sometimes are seen as no better than the horrors that the PDA fights against. Still, these assets remain loyal, usually because the PDA is giving them shelter from the outside world.
---------------------------------------------------------
Skelly Structure
-Name:
-Nicknames/titles: (anything your character will answer to besides their given name)
-Gender:
-Age:
-Officer: (Agent, unkown, or asset)
-Abilities: (Supernatural powers. Agents do not have any, Assets have one, Unknowns may have either one, or two as long as they are linked. Example: -manipulate water in it's liquid form, -transfer water between its three states of vapor, liquid, and ice)
-Mutation: (For assets only. Describe how your body is different from a human's, as well as any supernatural traits it grants you. Some assets are able to change between a human form and their mutated form, while others are stuck in a single form)
-Skills: (Traits that are not of the supernatural variety. Agents have four of these. Power users may have two if they have one power, or one if they have two powers. Assets may have two, but could be limited to one depending on the strength of their mutation.)
-Weakness(es): (What makes life difficult for your character. Things to put here include fears and physical disabilities. If you are an asset or unknown, things that shut-down your abilities or even make them backfire should be included here.)
-Weapons: (Whatever weaponry your character holds on a REGULAR BASIS. Do not include everything they can possibly use, additional items can be provided by the PDA when necessary)
-Tools: (Other items that aren't weapons your character carries on a regular basis)
-Personality:
-History: (Please be sure to include how they have come to join the PDA, as well as how/if they know about the supernatural world)
-Theme song(s): (Optional)
-Other: (Anything about your character you would like to include that doesn't neatly fall into the other sections)
Rules:
-No god-modding
-Maximum of three characters (though multiple characters are encouraged)
-Have fun
Character Guidlines:
-Not every character needs to be combat-focused
-Try to keep the ratio of Agent/Unknown/Asset officers reasonably balanced
----------------------------
Name: Vralik Shepard
Nicknames/titles: Shepard, Commander
Gender: Male
Age: 43
Officer: Agent (Director)
Skills:
-Battle Veteran: Shepard has a keen sense of the flow of a fight. He can sense the tempo and the turns it will take, as well as everything he must do to avoid the worst outcome.
-Pistol Training: Shepard is well versed in how to use just about any caliber of pistol. He never goes anywhere without at least two on him.
-Investigative presence: Shepard has had to investigate many times before, as well as deal with politicians. When talking professionally, others often feel intimidated or even outright afraid of his presence and knowledge. In general, when he is serious he gives of a very clear "Not to be fucked with" aura.
-Known thine enemy: Shepard has spent 20 years of his life fighting the supernatural. As a result of his experience, he often knows how to counter an enemy of supernatural tendencies. This is utilized well with the amount of gear he keeps hidden in his trenchoat, and he can generally offer advice as to what equipment should be used against a certain type of foe.
Weaknesses: Despite having kept himself in great shape, Shepard cannot change the fact that he is over 40 years old. He often has to leave extended fieldwork to other people now, being more helpful in investigation as well as negotiation, or commanding the unit from afar. This is compounded by a knee injury that he suffered at age 37. While six years old and well healed, he still cannot utilize his right leg as much as he would normally be able to (he usually walks with a cane to rest his leg, though he can certainly function without it). Shepard also is occasionally known to lose his temper. It doesn't happen often, but he has seen a lot in his life, and if he loses patience with someone who doesn't understand that then it is not pretty.
Weapons: Shepard generally keeps four high-calibur pistols within him. Each one has different specifications for the ammo he uses with them.
Tools: Shepard keeps a modicum of different tools on him at all times. These serve different functions, from locating to finding the supernatural world.
Personality: Shepard is gruff, and generally impersonal with those he works with. He definitely cares about those who work for him, but maintains a barrier of professionalism. This has become something of a defense mechanism, after seeing so many of his colleagues die. He has very little patience when dealing with the government, and especially politicians. These people often are very hesitant to meet with the PDA, as Shepard has a habit of basically saying "Give me what we need and fuck off". He leaves pretty much no time to himself, and completely consumes himself with his job.
History:
Both of Vralik's parents were agents within the PDA. It was where the two of them met, as well as where the two of them decided to live the rest of their lives together. His childhood was cut short at age 13, when both of his parents were killed in action. Vralik knew nothing about what his parents did for a living, only that they worked for the government. To give him the truth, the director of the PDA at the time took him in and told him everything. Vralik started training for the horrors of the supernatural without a look back. He has watched as the forces dwindled from the entourage that was recruited, even the director. He was named as successor, due to his experience and unrelenting attitude when dealing with those who dismiss the importance of the PDA. Now as the force dwindles to an unacceptable level, he is bringing in new members, his entire being dedicated to ensuring that the PDA continues to do its job.
Theme Song: "This is War" 30 Seconds to Mars
Name: None. He was never given one
Nicknames/titles: Muerte
Gender: Male
Age: 22
Officer: Asset
Mutation: Muerte's body is in a half-living, half-dead stasis of sorts. While he is most certainly alive and kicking, one would not believe it from a regular medical exam. Quite a bit of the tissue in his body registers as being dead. This seems to have some odd effects on his functions. For one, he seems completely impervious to pain. It's not even that he tolerates it, he legitimately does not seem to feel pain in the same way a human does. His body also seems to function normally even in the face of grievous injury. If he has a gaping hole in his abdomen, he is perfectly capable of walking and performing tasks as if nothing was wrong. This lack of living tissue also has rendered him completely immune to every germ and pathogen in existence, as they die whenever they try to use his cells.
Ability:
-Universal Recipient: Muerte has the unique ability to take any organ, bone, or tissue from a deceased (or still alive) body, and implant it into his own. The intake will be altered into the composition of his body, eventually becoming truly a part of him as if it had been a part of him for his entire life. This is more of a fine-tuning however, IE: he cannot take the bone from a child and expect it to grow into a full-sized one. Also, the intake must be relatively fresh, or it will not partake in the process. Best he can tell, his body utilizes the remaining vitality of the intake to perform the alteration, as it occurs more quickly with an intake that is fresher.
Skills:
-Anatomical knowledge: Muerte holds an impressive knowledge of the human body, being able to identify fractures and injuries at a glance or feel. He can use needle and thread with his knowledge to sew shut several different types of injuries, most often his own.
-Pistol training: Muerte holds a great deal of skill dual-wielding pistols, trained from his days in the mob.
Weaknesses: While initially many would see Muerte as immortal, he is most certainly not. While his body does not feel pain or react to injuries that would debilitate a normal person, his body functionally is quite human apart from "Universal Recipient". If you were to snap both of his legs, he would be unable to walk, just like a normal person. If you were to destroy his heart, he could probably survive for a few minutes, but would die without a replacement. If his body was utterly destroyed, by something like an explosive or crushing, then he would not be able to replace anything. He also has never replaced his brain, a feat which he is rather certain would be impossible, even if another were to do it. In addition to this, his body heals naturally significantly slower than a normal human. What takes hours to heal takes days. What takes days to heal takes weeks. This is why he usually sews shut his injuries, even small ones, as they cannot heal in a timely fashion on their own. His liver cannot produce blood as fast as a fully alive one, so transfusions may be required should he lose too much. In short, without replacement body parts, Muerte would fall to pieces just like any normal human under enough duress.
Weapons: A pair of desert eagles, kept in holsters on the back of his belt, as well as a combat knife.
Tools: A strong needle along with very thick (almost wire-like) thread. He uses this to sew shut wounds.
Personality: Muerte is, above all, apathetic. He doesn't care about what his job is, only that it gets done. He doesn't care what other people think about him, only that they don't get in his way. It's not like he's secretive either. If someone were to ask him about his past, he would give them his story without a single untruth, he simply doesn't care.
History: Muerte never met his parents, or more accurately it was impossible for him to do so. Only a few months after his conception, his father (a cop) was killed in action. His mother struggled to support herself and her unborn child, but shortly before she was due, she could not hold back the grip of death any longer. Imagine the mortician's shock and horror when a young boy burst from her womb . . . a week AFTER her death. The paramedics could not explain how the child had survived, or why medical tests seemed to be saying that he in fact had not, but they sent him to an orphanage. Muerte grew up with a very cold look on the world. The pleasures of life seemed to not give him anything, and the other children avoided him. He slowly learned how different he was from the other children as they played. When they so much as scraped their knee, they ran crying for one of the caretakers. Muerte, never cried once, even when a dog attacked him and tore up his shin to the point where there was more blood than skin. Once he realized this was not normal, he sought after his origins. The caretakers could not deny the eight-year old this one question, after not asking a single one beforehand. He took to calling himself "Muerte" after learning the truth, as he had no name given by his parents, and he now understood that death hung closer to him than others. At age 14 he was adopted into family that belonged to the mob. He did not care whether others knew of his unique state of being, and soon the mob was toting around their "immortal" fighter. Throughout his years in the mob, Muerte did what was asked of him, but didn't really care about it. He was constantly besieged by the question, "Why do I live?" After eight years, the mob was taken down by the government, and Muerte's unique case was found. He was offered pardon by the PDA in exchange for his service. Muerte agreed without incident. The mob had just been a job, as now the PDA would just be a job. He is still haunted by the question "Why do I live?"
Theme Song: "I Don't Care" Apocalyptica
Other: Has an unusual craving for spicy food when he eats
Name: Leceel Auditore
Nicknames/Titles: Hermit
Gender: Male
Age: 31
Officer: Asset
Mutation: Leceel's left arm is a monstrous aberration. It hangs all the way down just past his knee and its girth is twice that of his other arm. It is covered in very thick, corse black fur, with random patches of violet scales. The arm ends in a massive set of claws, with the nails black as obsidian. This is usually kept in a massive cast, the bind his forearm to its base, and straps it to the side of his chest. Despite its massive size irregularity, it causes no trouble for him in physical activity. This arm is seemingly indestructible, and its strength is far beyond mortal limits. Some of this passes off to the rest of Leceel's body, at significantly reduced effect.
Ability: Leceel may let his arm "take control" of his body. When this happens, he becomes an unrelenting monster of death. Practically nothing can stop him in this form, and he will continually rampage for a six to eight hour period.
Skills:
-Don't worry, I'm a doctor: Leceel has studied both humans and suprahuman beings quite in-depth. Despite no true formal training, he has studied to the point where he is an acceptable doctor for the PDA. He wouldn't trust himself with a major operation (such as heart surgery), but is perfectly capable for lesser surgeries and more advanced procedures.
-Let it not be forgotten: Leceel has a vast knowledge of history and mythos. He can bring up knowledge of most known creatures of the darkness from memory, or at least what book it is contained in. The more common something is in ancient mythos, the more knowledge he has on it.
Weaknesses: Leceel has no combat training to speak of. He has survived fights before, but that is more due to his ability to avoid a fight than participate. His strength may be great, but he lacks the reflexes and skills to utilize it properly in battle. In addition, he has a bloodlust within him, related to his arm. When he is around people, it starts to hunger. The more people that are present, the harder it is for him to resist. It is also more difficult in the presence of blood. Should he lose control, he goes into his "Taken over" state, and becomes a rampaging monster. However, while in this state he is completely unable to differentiate between friend and foe. He is as much a danger to the PDA as he is to their enemies.
Weapons: None
Tools: None on his person. When in base, he has access to an entire library of information, while in the field he is often in a tech van and helping coordinate the team. (though he usually does not go on missions)
Personality: Leceel is almost fatherly in a number of his actions. It may seem childish, but he legitimately likes people. However, he keeps his meetings brief, out of concern for others.
History: Leceel's earliest memories are that of pain. He was alone in a ruined building, five years old. Whenever he went outside, others would think him a monster, and he would go back to hiding himself. As he grew older, he learned to hide his deformity . . . and that was when he learned of his bloodlust. He would quickly remove himself from society, hiding away. Despite his rejection, he legitimately loved people. They had shown kindness when he was hidden, and he saw much beauty in their arts. Whenever he found a book, he would read it all the way through, children's or 500 page novel. The PDA found him at the age of 14, where he begged them to hide him away from society, so that he might never hurt another again. For the last 17 years, he has been locked in the basement of the PDA headquarters. This is essentially a large vault, that can withstand several tons of explosives. Inside is a rather lavish library, complete with a number of amenities for him to live comfortably. The door can only be opened from the inside, by means of a simple puzzle that Leceel must solve.
Theme Song:
-Battle: "The Curse" Disturbed
-Normal: "Nemo" Nightwish
-Other: Can often be seen reading a book, and will often give reading material to others.