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CS Details:
Link To Writing: (Link me your best writing work)
Name:
Age: (22-50, all human races age the same way as normal humans. Remember, your age affects your characters abilities. Nobody is born extraordinary, but everyone can make themselves extraordinary through effort and experience.)
Gender:
Race: (Human: No limit, Sanguineus: limit 2 minimum 1, Vampire: limit 3, Werewolf: limit 3, Witch: Limit 3 minimum 2)
Physical Desc.: (Height, body built, hair colour, eye colour and any other distinguishing features)
Face-claim: (Include picture. Real person or realistic art)
Profession: (Recommended: Division 13 Specialist)
Capabilities: (If non-base human, detail your character's experience with their racial traits. If Witch, detail roughly their most proficient spells (2-3, you are not limited to this. But I just want to make sure everyone is on the same power level page).)
Equipment:
Hand-Hand Combat: (Standard police training and any extra details etc. etc. don't need to be detailed)
Firearm Proficiency: (how good are you with a gun)
Additional Skills:
Personality: (at least 2 negative and 2 positive)
Background:
Likes:
Dislikes:
Theme Song:
NOTE: Currently thinking of having a maximum of 8 approved profiles.
The Cast
Sanguineus
Alpheus Xie Yi Cheng - Vagabond
Damien C. Harte - Wilder28
Brown eyes with with weathered hardened lines around the edges. A perpetual pall seems to shadow his otherwise striking apperance, akin to one who is burdened by his memories. A light fuzz of five o'clock shadow frames his jawline while his raven black hair is often slicked back neatly. A werewolf who is still very much in his physical prime, Lars' body framing is that of a keenly honed weapon. Muscular yet with rippling tone of one not unfamiliar with speed and agility even before his transformation. Several jagged scars criss-cross his back, mementos of his time in service, deep enough that even his regenerative powers cannot fully heal. On his right forearm, with inky blackness peaking out under the edges of his sleeves is a tattoo of an owl
faceclaim
Luke Evans
Pushing On
2WEI ft. Pandora J.
"our greatest weapon, is that we are human"
grit, nothing else
Profession
Squad Captain, Division 13
skills & capabilities
Brawn with brains. Lars greatest asset, is his ability to combine the brilliant adaptability of his mind with his natural prowess. His iron will and steely self control is second to none, even while in were form; many rookies have remarked the unnerving intelligence in his eyes despite the transformation. To know that a man is in full reign behind the indominatable power of the beast. Lars has almost never entered a blood rage, except for one bitter incident.
Martial Prowess: Lars embraces his heritage, but tempers it with steely self-control. While he is an adept shot with a firearm, he prefers to stand on the frontline taking the brunt of aggression for his team and is extremely good at it. But while a werewolf has more than enough natural weapons at his disposal, Lars prefers to fight with a Gospel-grade heavy broadsword. When asked about it, he often shrugs and says it helps him be in control.
equipment
Before Doomsday: Modded A-M20 submachine gun (silverjacket rounds), Retribution (Gospel-Grade etched heavy broadsword). Retribution was a gift from the Order of Saint Michael for Lars extraordinary efforts, display of valour and length of service. It is a relic of the Order, and once belonged to the Sanguineus Slayer Anya Olsen.
After Doomsday: Travelling supplies, Glock 22 handgun, a couple of daggers, crumpled box of ciggarettes, his sword Retribution.
Others
Survivalist skills, wood whittling
tab three contents
Weaknesses:
❖ Proud - As a leader, and arguably one of the few who has extensive experience Lars knows what he is good at and is proud of it. Although it can get to his head, preventing him from easily accepting other viewpoints even if they have merit.
❖ Confrontational - While this can be a good thing, Lars will still take this route even if sometimes a subtler approach to a problem is the better judgement. This could result in him being rather abrasive and blunt when it comes to interpersonal relationships.
Finer Qualities:
❖ Astute & poised - Lars is a well-read and experienced law enforcer who is no stranger to situations of extreme physical and mental pressure. As such, he is able to weigh pros and cons and make decisions efficiently.
❖ Unrelenting- When he gives his word or makes up his mind, he will stick to it even if it drives him to the ground.
Blurb:
A once bright-eyed open-hearted man who is haunted by his loss. A deep wound of grief which he can't seem to let go of.
Background:
Lars Erikson was born to werewolf parents, though they were the furthest from a beast as anyone could expect. Both his parents were university professors, allowing him a pretty ordinary and comfortable life. Nevertheless, as werewolves, they weren't exempted from discrimination despite their status and much of it moulded a young Lars into choosing a career path in law and later joining Division 13. His father was the epitome of tough love, and with the crack of a belt, taught Lars everything he knew about self-control and to dominate his emotions. Though they never rejected their heritage, they were adamant about proving society wrong that werewolves were so much more than they seemed.
It was at Division 13 were Lars met the love of his life, Anya Olsen. She was the daughter of the then Division 13 chief. They were married at 30 and experienced a love like none other for ten years, that was until Anya's untimely death; he later found out that she was pregnant with their first child. During what was supposed to be a routine feral vampire hunt, they were led into a trap by a false informant which resulted in Lars and Anya's squad trapped in enemy territory and ambushed from all sides by untold horrors. As they were cut down one by one, Lars repeatedly called for backup knowing that there was another squad assigned to the mission though it was mainly comprised of base humans. Base humans who were so afraid of the carnage they heard over the radio that their Captain refused to jump to Lars' aid until more reinforcements arrived.
By the time it did, and they pushed the advance, there was nothing left but a lone werewolf. Lars knelt amidst the carnage, fur matted by blood, cradling the broken body of his wife. It was the first and last time he entered the blood rage. He grew bitter from that day onwards, torn in his grief and disillusioned by those around him who swore to protect mankind, yet they abandoned their oath when it was needed the most.
[ physical description - ] Quill stands at exactly six foot and don't you forget it. It's tough to decide if he's lanky and awkward or just lean; whatever the case, he's certainly not overly muscular. His job requires that he keep up his physical strength, but he can't seem to put on any more weight. Don't underestimate Quill, though, because he's a tougher nut to crack than he might seem. Maybe it's the eyes, the dark almond-shapes eyes that never seem to stop staring and analyzing; maybe it's the not-quite-black hair that's just a little too unruly. He keep it just above his shoulders, and usually it just goes in whichever direction it wants to because frankly Quill has given up. You might say, just cut it short, and Quill might laugh and say you're right, I should, but he wouldn't do it.
[ profession - ] Division 13 Specialist.
[ capabilities - ] As a distant descendant of the first Elder Vampire, Quill is "blessed" with all the peculiar abilities that his vampire kin possess. This includes acute sensitivity to direct sunlight and enhanced physical capacity, especially at night. His daily diet regimen consists of plenty of red meats, although he actually prefers fish to any kind of steak. He has never been sent into a blood rage -- well, there was one time, when he was a child, but we don't talk about that and he certainly doesn't remember it.
[ equipment - ] A 9mm pistol and thigh holster, two electric-tipped batons, wip
[ hand-hand combat - ] Prefers to use his batons over his bare fists, but he can make do. His fighting style was formed by standard police training, but he isn't afraid to go a little rougher if the situation calls for it.
[ firearm proficiency - ] Not amazing, he'd prefer to fight hand-to-hand. Seeing as how that's not always a possibility or practical, Quill will just get as close to the target as possible. That's not to say he's a bad shot; he's just a little too competitive and hates missing.
[ additional skills - ] Quill's real skill lies in tactical analysis, which is what takes place before the actual action. Given any circumstances, Quill can come up with a solid plan with whatever is at his disposal.
B A C K G R O U N D.
In Quill's case, vampirism had skipped a generation and left his mother completely unaffected. As a result, his grandparents on his mother's side played a large part in his upbringing, just because they insisted on it. That wasn't to say his parents weren't neglectful; they were just fine and brought him up proper. The Hamerstadt's are an upper-middle class family, and his maternal grandfather was actually in attendance during the signing of the 1989 Somnium Accords. It's not really a surprise, then, that Quill found a place in Division 13. Although he insists that he rose to his position the same as anyone else, his connections certainly didn't hurt.
Although vampirism has done little to influence Quill's life, there was a certain episode during his child that left an unseen mark. When he was a toddler, he threw a rather intense temper tantrum and bit his older sister, his only sibling. It took his parents everything they had to calm him down, because as a child, he had no self-control over the subsequent blood-rage. Although Quill has never admitted it, it's his earliest, most vivid memory. He hates that it ever happened and is terrified of losing control like that again, even if he was only a kid at the time.
Quill didn't always want to work where he does now; his father is a lawyer, and he found interest in that field. Although he had the brains for it, Quill dropped out of school after a year, feeling as though he really wasn't getting anywhere. He wanted something more hands-on, which is when he started to work in his local police force as an intelligence analyst. It was then that he set his sights on Division 13, seeing it as a chance to actually make a change and do something impactful. Sure, he could protect people in the courts, but wouldn't it make more sense to literally protect people? Like in real life?
Unfortunately, you can't just submit your resume on Division 13's LinkedIn. If that even exists. His chance came after a particularly tricky case which was just outside Division 13's jurisdiction, in which a team of officers was tasked with infiltration of a suspected Aether manufacturing center. The mission went sour and extraction was imperative. It was Quill that organized his team's escape, and although they had failed, the fact that no officers had been lost was enough for Quill's father's friend, who worked in Division 13, to recommend him. After a brief examination period with the force, Quill joined its ranks as a technical specialist.
P E R S O N A L I T Y.
- h a r d w o r k i n g -
Once Quill puts his mind to something, he'll get it done. This also applies to things he doesn't want to do, but knows he needs to do. Although he might be reluctant, he'll never leave a job half-finished.
- e m p a t h i c -
Quill has always had the talent of putting himself in other people's shoes. Once he knows how someone sees something, he can easily transpose himself into that situation to understand just how they feel. As a result, Quill comes off as very understanding and supportive.
- u n o r g a n i z e d -
So he kind of is and he kind of isn't. Quill doesn't see himself as a mess. In his own mind, everything has its place; in real life, it really doesn't seem like that. His apartment is a mess, and yet he insists that it's an organized mess. He is easily distracted and often finds it difficult to prioritize. He occasionally comes off as flighty, but that's only the result of his, ah, unique mind. However, when it comes to his work, Quill will seem like the most methodized, control freak-y person you've ever met. He never leaves a stone unturned in his research, and his tactical plans are practically flawless. Unless they aren't, in which case he'll just take it out in himself.
- e n e r v a t e d -
Despite his heightened speed, Quill is lethargic and, quite frankly, lazy when he doesn't see a job as important. To put it another way; is laundry really that important? Wouldn't it make more sense to just not take an umbrella next time it rains? This isn't true all the time, but again, if Quill isn't committed enough, people might just consider him a burden.
- e m o p h i l i a -
This one's a little embarrassing. Quill has a complicated relationship history, and he'll admit that it's mostly his fault. He tends to rush into relationships without serious thought and only realizes his mistake when the breakup will be a messy one. It's just too easy for him to give his heart away; he gives his all to others and expects nothing back. And yet he wonders why nothing has ever worked out. You could probably say that Quill always has a crush on someone or another.
L I K E S.
rain, tea with milk and two spoons of sugar, new moons, stargazing, wet hair, 80's r&b, detective stories, colorful prints, white shoes, attractive people wearing glasses, candlelight, perfumed shampoo
D I S L I K E S.
cold metal, vegetables, the smell of nail polish, sci-fi genre, humidity, temperatures over 70° f, the taste of bottled water, hotels, the smell of hospital rooms, waiting rooms, complete silence, people who just don't talk
Cocoa brown hair that falls in soft languid waves. Shoulder blade length. Usually tied back in a high ponytail. Hazel almond shaped eyes and fair skinned. Facial features include high cheekbones, with a faint sprinkling of freckles across the nose and cheeks. Willowy elegant limbs with just enough curves and decent musculature as to still appear fit and feminine.
faceclaim
Phoebe Tonkin
send me your love
Mia Wray
"world's full of shit already, shit just decided to rise to the surface"
luck, that's how I get by
Profession
Sous chef and freelance jazz bar singer
skills & capabilities
Spells: Brielle's knowledge of White Magic is considerably large, however, as a mundane her spells almost never work. She has a better grasp on alchemy, and can make very simple practical potions or elixirs. Examples include morning after brews and luck potions though the effectiveness of the latter is dubious.
Martial Prowess: Yoga and jogs on a regular basis. Also watched five reruns of Kungfu Panda so she has pretty adept knowledge of tiger stance kungfu. As for guns, you just got to point and pull the trigger. . . right?
equipment
Before Doomsday: Worn but sturdy leather handbag. Lipstick and moisturizer. Small bottle of water. Pepperspray. Some moists wipes. Keys.
After Doomsday: Brielle carries a well worn backpack with her. Other than the usual travelling supplies, she carries a pen knife, carefully secured bottles of alchemy reagents, and a revolver (which she doesn't know how to use other than to squeeze the trigger and reload).
Others
A pretty good cook. Knows how to hotwire some vehicles. Can ride motorbikes.
tab three contents
Weaknesses:
❖ Selfish - Don't expect Brielle to put her life on the line to save yours. Especially if she has nothing to gain from it. She would be the last person you'd pick to play a superhero.
❖ Fickle Loyalty - While she can readily put on a friendly front and warm up to you quickly enough, it's better for you to watch your own six. She's used to sticking it out on her own, and kinda expects you to do the same for yourself. Relationships to her are temporary conveniences. The warm company of another fellow human being, the shared experiences, stimulating banter. She appreciates those moments, and would even write you a 'thank you' note for it, but you might find her gone in the morning for no apparent reason.
❖ Appears Apathetic/Cerebral - Rarely moved by emotion. It does not mean she is incapable of feeling. In fact, she can appear to be very responsive in general situations. But her smiling eyes and smirking lips can quickly be replaced by a blank facade devoid of any pity to those unfortunate enough to be on the receiving end of her lack of empathy.
Finer Qualities:
❖ Hardened - For an ordinary citizen, Brielle has gone through some pretty rough shit. So you can expect her to work to survive with cold determination.
❖ Resourceful - Those who live modestly often have to make do with less. Which results in a rather resourceful character.
❖ Pragmatic - Best way to survive is to deal with things as they are.
Blurb:
In general, Brielle can be an open and friendly individual. Quick to laugh at your jokes, flashing random grins that would brighten the dreariest of days and exclaim over your epic tales of survival. During these initial moments, you might catch her eyeing you out of the corner of her eye, half-smile curling at corners of her lips, eyes staring intently as if searching for something that lay beneath your skin; judging. Then you, like so many others, might one morning find the enigmatic brunette gone without a trace. Her spot by the kindling embers void with cold emptiness as you wonder what it was about you that made her leave.
Background:
Brielle Andzelika Glengarry had been the lovechild of Countess Sophia Bialowiez and Victor Glengarry, Earl of Inverness-shire, in the UK. Shortly after Brielle was born, the two tied the knot. To the unassuming public, the joining of both Sophia and Victor was nothing more than a marriage between relatively obscure European nobles. But beneath the surface, in the shadowed alcoves of the Glengarry Manor, a ritual was underway, marking the end of a rivalry between two powerful witching covens with a feud that ran far into ancient times; a time so long passed that even both families kept no accounts of when and why the feud started, only that they had once shared a common ancestor. The Bialowiez's drew their roots from the grounds of the Białowieża Forest. Oldest forest in the European continent. They were a coven of very powerful White Mages. And until that day, were bitter rivals of the Glengarrys, hugely powerful alchemists in their own right and guardians of the Glengarry Forests of Scotland. Perhaps it was due to the very nature of magic that both families drew upon that allowed their rivalry to last through the ages, for White Witches drew no strength from evil intent. Nevertheless, fate or perhaps simple chance drew them together, ending the squabble for a time.
Brielle grew up under the care of a doting mother, and an austere father. While her father was never openly hostile, he often never showed much warmth. So much so that she often turned to his brother, her uncle. William Glengarry was a sanguineus of Division 13, having no child of his own, he loved Brielle as his own. Even so, due to the nature of his job he was rarely around.
Brielle's early life was much as anyone could expect for a child of noble birth; except for the extra lessons behind closed doors. Sophia did much to remind her daughter about her heritage, even that of her husband's, schooling her in the witching craft of white magic and alchemy. Despite the potent blood that coursed through young Brielle's veins, she could never really find her footing in her parent's craft for she was mundane. Her powers seemed sporadic and uncontrollable to the point of being negligible, no matter how much she affirmed that she understood what was being taught. Nevertheless, she found alchemy reasonably easier and her mother resigned to the fact that perhaps Brielle had more of her father's blood in her; it wasn't much of an issue to Sophia despite how her own family thought about it. To her, just seeing Brielle being happy with who she is, was good enough.
But Brielle's idyllic life would not last forever. One cold November morning, eight-year-old Brielle was awoken to the frantic cries of the servants and the strained and concerned voice of her father. It had been a blood moon on the previous night, and one of the groundskeepers thought he had seen the Countess head out of the manor into the woods. But when he went to check, she was nowhere to be found; so he had dismissed it as his imagination. But come morning, Sophia was truly nowhere to be seen. Gone without a trace or a farewell word. Much of what happened then Brielle had blocked from her memory. She only remembered that her father dove further into the deep end. He'd become colder, an apathetic man obsessed with ensuring that Brielle be groomed to one day take over his large estates. He removed all traces of her mother from the house, and set tasks and demands on the young girl with the sole act of making sure she was a Glengarry through and through. Brielle began to resent him, and all her relatives on either side who seemed to care for nothing other than their abstract heritage. Brielle cried and screamed for her mother to return, strangely enough, never once blaming her for her unexplained disappearance. She was surrounded by servants and 'family' from all sides, but she felt so alone. She wanted no part of it all.
Thus, not long after finishing her senior year at school, she gathered her most personal belongings and some savings from part-time jobs (she resolved that she wanted nothing to do with her father's inexhaustible riches) and left for the continent across the Atlantic ocean. She took up her mother's maiden name and began a new life for herself. It was very difficult at first, as she came to the realization that she had lived a very sheltered life back at the Glengarry manor. She'd hit rock bottom on more than one occasion, and sold her dignity and swallowed her pride all in an effort to prove to her father and herself that she was her own person, and could make it in the world. She'd learned the darkness of people's hearts, knew not to trust less you let yourself become vulnerable to their selfish intentions. She learned the hard way. The days were a drag, waiting on tables and the nights even longer, waiting on even more tables in shady parts of town bringing piss tasting liquor to disgusting pigs who couldn't keep their hands to themselves. And when they couldn't keep their pants up... well, at least they usually didn't last very long and the tips were considerable.
It was the first time she was truly thankful for her meagre witchcraft. Potions and a simple spell (triple cast to make sure at least one worked) made sure she contracted nothing and had no unwanted surprises. Visits to local apothecaries were also warranted. Whatever free time she could glean, Brielle devoured volumes after volumes of books from the public libraries and bookstores, taking comfort in their offerings of precious liberating knowledge that reminded her ever so often, that there was so much more in life to hope for.
Her modest break came in the form of a well-groomed man in a dapper suit almost two years in. She'd recognized the logo on the name tag he had forgotten to stash away, as he stepped into the bar late one night. Judging from his dressing, perhaps a manager at the upper-class restaurant uptown. He took a liking to her (well, there were many like that of course) but unlike all of the others, was enough of a gentleman to not take advantage of the situation. She had only been doing her job, refilling his glass, nodding and smiling while he cried about his latest heartbreak. She later suspected that he might have mistaken her warm smile for genuine interest. When her shift was up in the wee hours of the morning, Brielle stepped out into the dingy wet alleyway only to find out that Desmond had been waiting for her, insisting that he take her back to her place. She hesitated but relented. By the time they reached her apartment, she'd landed a new job at a snazzy restaurant in the finer parts of New York. She woke up the next day, wrapped in nothing but her stained sheets, Desmond snoring loudly by the side. He'd harboured the motive after all, but at least, had also something more lucrative to offer than bodily fluids and dirty bills. She'd appreciated that at least, anything to move on up the ladder. Besides, he didn't complain about the fact that she had just laid there like an inanimate doll. Fast forward a couple of months, she found herself in the kitchens of a chic fine dining place in New York as a sous chef, while she freelanced some nights as a jazz bar singer.
Just when she thought she was finally getting the hang of life, the universe decided it had other ideas.
Physical Description: Short brown hair with facial hair to make him a little older than he already is. Standing at 5'11 weighing about 140 lbs, Stan has a lean build and compared to a his colleagues, he's a twig compared to them, especially his younger sister who's lifted him on multiple occasions. Don't let his size fool you though. He's very quick on his feet and highly agile. His skin is light as cream with scars dawning his body marking his feats of combat against lycans. His intense and stoic look are a symptom of his no nonsense attitude when it comes to doing his job.
Hand-Hand Combat: Specialized combat techniques when dealing with were wolves | Special forces Hand-to-Hand combat
Firearm Proficiency: Growing up with a tactical background, Stan knows the ins and outs of most small arms. He's a fairly good shot and at his best with long range combat, but he isn't afraid to throw his rifle down and throw fists if he needs to.
Additional Skills: Besides knowing how to shoot a gun, Stan can use a knife like it's no ones business and can take on man or were beast if he was put into that situation. He has first aid and combat medic training, wouldn't dare let anyone die on his watch. Also had survival training and knows how to survive in the wild or an urban environment should he resort to survival.
Weaknesses:
Asocial - For not receiving much attention as a child, Stan never knew what it was like to feel the love of his parents and lost a lot of friends who were werewolf hunters like he was, thus he finds incredibly difficult to connect with others based on his past misfortunes.
Sadistic - Stan was raised to be a killer. To not show empathy to those he was ordered to kill, thus when he is put in danger by someone or when someone decides to inflict mortal scars on someone he's suppossed to protect he will not hesitate to respond with that pain a thousand-fold, giving him a lack of empathy when it comes to him.
Strengths:
Improvisor - Plans never survive contact with the enemy, which has always been Stan's mentality when approaching obstacles. Personally he prefers to deal with problems as they come along, as a result he never cracks under pressure and can think of any solution to whatever problem he finds himself in.
Agile - Very quick on his feet, he moves like a mouse. He startles people unintentionally and uses this to advantage to get the jump on others, which is mainly why his friends hate him every time he surprises them as a joke for whatever reason.
Biography: Stan is descendant of a family of were hunters dating back to the viking age when werewolves and other beasts scowling Scandinavia. Raised into the "De Sølvdommere" the Norwegian translation of a Scandinavian organization of were hunters, "The Silver Judges." Stan was brought into this world knowing of his past and his families contributions to De Sølvdommere, and were some of the best warriors who fought and killed many werewolves in their day. His parents bragged that he could use a knife faster than he knew how to use the toilet to jokingly refer to his more than perfect knife skills during training. But as the middle child of an older brother and younger sister, Stan felt distant from his parents who pampered his brother and sister for their raw strength and combat prowess, but that never stopped him from being attached to his family. Stan was the best at hand to hand combat and self defense and bonded with them over their time training together. The three of them became silver judges around the same time and as a team began hunting werewolves across Northern Europe.
Throughout his travels, Stan spent his years dealing with the deaths of innocents at the hands of werewolves and saw no distinction between those were feral and those who weren't. He lost many friends to werewolves on various operations when raiding packs and isolated dwellings,
Stan's contributions were noteworthy and he outshined his siblings when he killed a serial killer who turned out to be sigma werewolf. Division 13 was astonished by this feet that they requested that they take him to be one of their specialists. Receiving investigative training under the organization, Stan lead various sting operations against feral werewolves and developed a reputation amongst werewolves as someone to be hated and feared.
Likes: snow, rain jackets, warm milk, jasmine tea, brutalist and modernist architecture, when the subway train is empty, a good burger, wind chill, hiking, carpentry, hot springs.
I want glory to surrender to me.
I'll conquer the world without turning back.
APPEARANCE
physical
HEIGHT
5’11” | 180.6cm
WEIGHT
163lbs | 73.9kg
BLOOD TYPE
O-
HAIR COLOR
Black
EYE COLOR
Green
DESCRIPTION
An eyecatching figure from a distance, Alpheus stands at a taller than average height with a deceivingly slim build underneath his favored soot grey coat. He has a fairly well muscled physique with strongly built arms that pack quite a punch. His hair is generally kept with a low fade and it's almost borderline unnatural how there never seems to be a hair out of place. His green eyes are a light jade-like shade and he has a relatively warm tan complexion. His body is heavily scarred though it's hard to catch a glimpse of them underneath his layers save for the rather eyecatching scar running down the left side of his face starting from just above his temple to down at the curve of his jaw. In addition to that, just under the cuff of his sleeves and at the collar of his fine pressed shirt, there are visible glimpses of elegant white tattoos curving in a design that is near impossible to recognize without him taking off his shirt.
He's often seen in a neatly pressed dress shirt, vest, slacks, and dress shoes. Whether or not it works out for him with all the physical activity he has to do doesn't seem to be something of note since he never seems to be too ruffled after a scuffle. Alpheus also never seems to be without his signature goatee and a cigarette held loosely between his lips.
PERSONALITY
And if I cannot bend heaven's will then
I'll make sure the earth will quiver at my wrath.
Exalted.
From a young age, Alpheus was taught many things. He was to protect humanity with his life. He was chosen to watch over and guide those around him. And he was blessed to be given such an opportunity. It comes as no surprise then that Alpheus has something of an ego. Certainly, he doesn't look down upon others, but he thinks very highly of himself. Irrefutable, the pinnacle of just and strong, Alpheus doesn't take too kindly to being told he's wrong when he believes otherwise. He's headstrong, willing to take advice but rarely acting upon it.
After all, he was born and raised humanity's defender. Though he's a bit of a black sheep when compared to the others in his family. He's viciously independent, believing himself to be more capable than he is. He has a tendency to bite off more than he can chew. The only saving grace Alpheus has is that, despite his rather stubborn disposition, he is calm and observant. He is capable of seeing more than letting on to which generally has gotten him out of a fair number of close calls. He thinks quickly on his feet and nothing fazes him anymore these days. There's an air of callousness to the self-proclaimed sentinel of justice in the face of utter moral decay, an apathy that could push him towards the fine line of being immoral.
However, this apathy makes him a perfect neutral party. He takes no sides. He acts upon what he views as just, though his own concept of righteousness may be skewed.
vocational
inventory
tonfas
made of silver
Glock 17
standard issued pistol
gospel rounds
full mag. use sparingly.
cigarette case
Full of Dunhill Fine Cut Golds
Notebook
Near impossible to read
Skills
CQC- A heavy hitter, he was trained to fight since he turned six. He's got a background in sanda blended with sambo, kickboxing, and krav maga in terms of his striking style. His groundgame is raw bjj which he has a purple belt in. Not exceptional, but certainly capable of not making basic mistakes like giving up his back when he's forced to the ground. His preferred weapon of choice is his trusty pair of tonfas, though a standard-issued baton is right up his alley with something he knows how to use and he knows how to use it well. Metal pipes, bats, wrenches, and other blunt objects are decent substitutes. Firearms Proficiency - Standard shot at an average range, field-tested. Knows how to use a variety of handguns, assault rifles, and shotguns. Prefers cqc, but if he had to choose he'll go for a pistol. Additional Skills -
Criminal Profiling. With a bachelor's in Criminal Justice and a lifetime spent in the slums with the worst of them, Alpheus has an intuitive sixth sense when it comes to sniffing out a lie and sorting out the guilty from the innocent.
Identification of Narcotics. A former abuser, he knows fairly well a number of drugs from their appearance and touch alone. He doesn't like to handle them though.
Urban Warfare. Well-versed in fighting in tight spots in cityscapes and slums, Alpheus is a veteran of urban warfare and guerilla techniques. He's got a good eye for spotting cover.
Tactical Driving. Passing his defensive driving class with flying colors, Alpheus is the guy you want behind the wheel in the case of a chase or a getaway. He's got a mean streak of recklessness though, so hold onto something.
Problem Solving. With a keen mind and endless drills being forced upon him by his father at a young age, Alpheus excels at thinking outside of the box whether it comes to how to tackle a case or handle a firefight.
Capabilities
Hailing from a distinguished family of sanguines, it comes as no surprise he is capable of what the exalted bloodline is known for. With the expected enhanced strength and speed, increased durability, and enhanced self-healing capabilities expected of his kind, Alpheus has also been no stranger to using these abilities. However, due to his highly growing apathy, he's been recommended to stave off the abilities if possible. Not that he's one to take a suggestion such as that laying down.
biography
We laid our names to rest along the dotted line.
We left our date of birth and our history behind.
With a lineage that could be traced directly back to Saint George and a family known to be the sanguineus equivalent of gentry, Alpheus was always expected to follow in the footsteps of his parents and siblings before him. A family of Slayers, the Xie family was the physical embodiment of justice - or so his father had claimed when he was but a child.
So it came as no surprise he ended up cleaning the streets of those that defiled the rightful order. Those that abused their authority. Those that pushed the limits as to what was acceptable and what was not. He was judgment and he was retribution. Raised like a soldier, he was taught how to fight and how to kill before socialization and the importance of relationships was considered by his parents. There was little to him outside of the next objective - the newest mission. It placed in him a sense of self-righteousness that became irreversible as he got older, the proverbial moral high ground he stood upon something that simply could not be contested. Even when he broke away from his family to seek out his own challenges - his own concept of right and wrong - he could never concede that perhaps his parents were right to rein him in.
Alpheus was, for all intents and purposes, a loose cannon in his early twenties, finding a self of freedom after falling with the wrong folk. He was a modern-day miscreant, living it up with the folks that his parents would have scoffed at at one point in his life. It was a far cry from the politicians, military commanders, and police commissioners they were laying in with, that was for certain. He earned himself something of a reputation in those circles as an equalizer. The criminal world's very own mediator armed with a pair of tonfas that have been soaked with blood more than once.
He found himself at his lowest, casted out by the Xie family and unwanted by higher society. A sanguineus with a pedigree that was envious but unwilling to put it to good use. He had barely slid on by in college studying what he loved in criminal justice for law enforcement. He had had a bright future ahead of him, the proverbial red carpet rolled out for him to find a place of reputable standing regardless of what he chose due to his parents' connection and Alpheus had thrown that all away.
It was only when he was in his late twenties pushing his early thirties and showcasing an alarmingly frightening amount of apathy and reliance on substance abuse that his best friend - Nikau - and his younger sister - Eliane - decided enough was enough. Dragging him out of his own self-indulgent high on a cocktail of authority, raw physical force, and narcotics that served as a gateway drug to aether, Alpheus found himself at an impasse. Until he was clean, there was no future for him. That was the ultimatum.
At thirty-four, he had to restart from square one. Though there were many raised eyebrows and far too many skeptics regarding his presence in Division 13, he earned his keep in due time. Now forty-one, he's served as a Division 13 Specialist for nine years and he's been clean for just as many. He's by no means the authority, but his seniority has earned him the affectionate title "Chenge Ge" or "Brother Cheng" among his fellow veterans in the Division.
RELATIONSHIPS
Lars Erikson
Captain.
tbd
Kobayashi Masaru
Coworker. Help From Above.
Quiet and composed, Alpheus thinks Masaru is a good presence on the team. Though they have nothing more than a superficial relationship built upon mutual respect, Alpheus is glad to have the sniper on the Division's side. He's as good a shot as any he's ever seen and he's a calm, collected professional who is good at taking orders and working with others despite his rather silent demeanor. He's a steady presence that makes every job feel that much safer.
extra
Here's my confession I've got a death wish.
I'm in the fast lane addicted to excess.
Likes
High end cigarettes, cheap beer, good whiskey, karaoke, fast cars, motorbikes, tailored suits, puzzles, complex individuals, being right, chicken, division 13, black coffee, his coat.
Dislikes
Loud mouths, know it alls, technobabble, complicated solutions to easy problems, illogical events, anxious individuals, backseat drivers, busybodies, shrimp, his family, lizards, narcotics.
Khaled would nearly be impossible to identify in normal circumstances, if he was ever singled out in the first place. Typically, someone who gave Khaled more than a passing glance would see that he is, in fact, nearly entirely covered up most of the time. A red and white checkered shemagh is his head covering and face wrap of choice, barely leaving his dark eyes exposed. Along with his unusual headgear he sports an ash colored plate carrier, which is covered in various magazine pouches, explosive ordinance, and equipment designed to see him through the day. While his outfit varies every once in a while, he generally wears tan combat boots and brown pants, along with a brown button up shirt. As for the body of the insurgent himself, he has a (surprisingly) clean shave, dark brown hair and a relatively slim build. His height is approximately 6’1“, and is complimented by unusual tattoos that depict a mix of English and Arabic. His weight is estimated to be around 170 lbs, and his eye and hair color was reported to be dark brown.
Before the fall, he could be seen wearing a relatively similar outfit, albeit without the militaristic equipment and face covering.
-Weapons of War-
(Pre Fall) Caracal Enhanced 9mm, Kukri, Plastic Explosives, Chemical Explosives.
-Skills-
CQC Potential- Khaled endured extensive training from unknown benefactors before he ended up in his current circumstances. While he isn’t an expert at the craft, and prefers to avoid the act altogether, he is capable of holding his own against other trained combatants. Luckily, he has been able to avoid utilizing this portion of his training for the majority of his life by convincing his enemies to keep their distance. He suspects that it has something to do with wearing grenades and plastic explosives on his chest.
Small Arms and Explosive Weapons- The insurgent is familiar with a multitude of weapons, regardless if he willingly learned them or picked them off of dead enemies during emergencies. At intermediate ranges to extended distances, he is highly effective at dispatching his enemies through use of fire superiority. His preferred choice of firearms involve high capacity assault carbines or large caliber squad automatic weapons. During his time as an insurgent, Khaled also became something of an expert on designing ferocious weapons of destruction, such as CBRN related explosives and numerous IED variants.
Munitions Knowledge- Khaled has extensive experience in the production of explosives and resupplying of ammunition from spent casings. With enough time and materials, he can construct enough ammunition to sustain himself and others, along with improvised explosives that are more than capable of turning a small building into a parking lot. Replicating all but the most complex types of munitions are within his capabilities, to include incendiary rounds and average quality silver tipped bullets.
Territorial Imperative- Any entity that is not welcomed by Khaled or his allies will quickly learn that they are due to leave. Refusing to give even an inch worth of his territory, he will fiercely defend his space through the use of overwhelming amounts of pinpoint suppressive fire, explosive traps, and unconventional flanking routes to ensure his victory. What Khaled lacks in subtly and agility, he can easily make up for in terms of an unrelenting defense. When everyone else is surging forward to meet the enemy, the insurgent can be seen mounting his weapon and locking himself in place. Should his allies retreat, they may find relief in knowing that he will hold the line until they are once again ready to fight.
Radio Operator- Before his downfall into insurgency, a time where Khaled worked for a more formal cause, he operated in a more supportive manner. Rather than wandering off on his own, he remained close to his superiors and operated long range communication systems that were either mounted to vehicles or worn on his back. He is competent with radio dialogue, in that he knows most tactical acronyms and is able to consistently communicate with his team and his commander to accomplish the task at hand.
سوف نتغلب
-Strengths-
Enduring- Years of toting around heavy ordinance or munitions has granted Al-Assad with an increased tolerance for traveling long distances with large amounts of gear. He is also able to consistently detonate explosives without knocking himself into his back. Usually.
Siege Engineer- Not everything can be solved by explosives. Well, that’s not true but it’s not too far off. As much as Khaled likes destruction, he can also use his mechanical knowhow to manufacture basic amenities and keep them running for extended periods of time when not on the move. Continuous maintenance and careful practice on Khaled's part can reward himself and others around him with a somewhat functioning area of operations.
Inshallah- Khaled firmly believes that through sheer force of will and unwavering conviction, anything can be accomplished. If enough people are devoted to a cause, and have enough unity to work through any obstacles they may encounter, victory will be swiftly achieved. Al-Assad will never give up on himself, and fully expects others to stand tall with him in the face of adversity.
-Disadvantages-
Short Tempered- True to his nature, the insurgent doesn’t have much patience for complicated matters. He’d rather just blast his way through a confusing solution rather than contemplate on ways to find another solution.
Unnerving Stillness- Environments that are otherwise devoid of activity or noise unsettle the insurgent to a degree. He’d rather be surrounded by loud noises than a shroud of silence.
Gas, Gas, Gas- Having witnessed atrocities that were the result of chemical weapons, Khaled is heavily attached to his chemical resistant gear. Particularly his S10 CBRN respirator. He usually isn’t willing to stray far without it, unless forced to. At gunpoint.
سوف نتغلب
The Unknown
“Vulture Main, this is Buzzard Main, what is the status of the payload?”
——
“Buzzard Main, this is Vulture Two. Vulture Main says that the device has been successfully connected and rigged. We are still waiting for hostile forces to arrive.”
——
“Roger OpFor. Have you and your team cleared the hot zone?”
——
“Uh, negative. We are holding within the two klick radius for the time being. We had to slow down for some unusual activity. We will be moving again s...”
——
“... Repeat, Vulture Two.”
——
“Buzzard Main, we’ve... <Gas them, just gas the fuckers and we’ll start running! We will let the chemicals take them all to hell!> ... Buzzard did you catch that? We took contact and have to retreat. Hostile are within blast radius, we are gonna try to hoof it to safety. Danger close.”
——
“Understood. Were civilian populations able to completely evacuate?”
——
“Negative. Intel was wrong, hostiles arrived too early. <Go! Go! Go! Danger Close!> Civvies will be caught in the chems, no choice.”
——
“Roger, send it.”
It’s difficult to ascertain exactly where Khaled Al-Assad was from, and what he did prior to the fall. He doesn’t discuss it much, and for good reason, but putting the puzzle together isn’t challenging if all the pieces are identified one by one.
There are a few facts that he cannot keep hidden, or has no interest in hiding, however. Namely that he participated in civil wars on a few occasions, that his family was nearly entirely deceased before the fall, and that he did serve in the military at one point. Which military, he won’t say, but his service didn’t last very long. Judging by his mannerisms, clothes, and weapons, he most likely took up another cause. Most unusual perhaps is his unwavering indifference to everything in the big new world. Witches, Humans, Werewolves, Vampires, and anything that dares to walk the same earth as him does not seem to bother or elicit a strong response from the insurgent. Perhaps he hates everything equally? That observation is far fetched however, in part because he’s made a slip of the tongue once or twice when speaking about unnatural beings. Particularly werewolves. He occasionally refers to them as “weapons,” or “tools.”
All in all, the past is irrelevant for the time being. What matters is the future, and Al- Assad is more than prepared for what is about to come. Well, so he thought.
Years of meticulous planning, acquisition of supplies, and preparation were dedicated solely to the purpose of completing a singular task. That task involved the anticipated chemical detonation that would rock the west for generations to come. By the time Khaled was at the point in his life where he would be chosen to undertake such a tremendously difficult mission, he had already attracted the attention of foreign governments throughout the world. He was labeled a terrorist, and for good reason. The acts of insurrection he participated in were heinous enough to elicit denouncements from other insurgent organizations that were once thought to be among the most brutal and horrendous paramilitary organizations within existence. Needless to say, his transition to the United States was not without stress.
His flight to the United States went without a hitch, and his attempts at smuggling illegal contraband were not discovered. On the night of his arrival, he stepped off the plane, departed the airport, and immediately got to work. Within hours, volatile chemicals were planted along key city infrastructure and hotspots.
euanthe is of medium height. her body favors lean muscles and she is built for endurance. her face is tanned and freckled. both her eyes and curly hair are a dark brown. she has a variety of scars, ranging from dark scratch marks on her legs from hiking to fading wounds on her forearms from working with animals.
euanthe works as a freelancer, picking up random jobs here and there. she often is called upon by private investigators and division 13 for her specialty spells. she has a main gig as a specialist for zoos and conservation programs who often fly her out to their locales to consult about certain fauna and flora. she sometimes works with the police for missing persons cases who have vanished into nature.
euanthe's magic allows for her to commune with the fauna and flora around her in great detail. with great concentration, she may exchange primitive thoughts and feelings with certain animals which is of great use to zoos and conservation programs. with flora, she cannot interact with them in the same way as with fauna but instead can feel what they feel and access their previous memories and experiences. this allows for euanthe to have a great sense of tracking and direction.
euanthe is not the best at combat. she is far more suited to reconnaisance rather than head-on combat. with a bag of seeds that would be used for blooming thorny vines, euanthe instead uses them to keep track of who walks on top of them. however, in a pinch, she can use to them constrict her opponents' movements , allowing for a safe get-away.
EQUIPMENT
- a leather bag that can be changed from a cross-body bag to a backpack
- a bag of seeds that can be attached to her belt
- a green swiss army knife
- a compass
- a nalgene bottle covered in free stickers from the zoos and conservation programs she's worked for
- sturdy leather hiking boots
- warm comfortable wool socks
- an oversized chore coat
VIRTUES
- MELLOW : euanthe was taught by her father not to be too quick with her emotions and to be calm no matter what.
- ORGANIZED : euanthe values organization and feels at ease when things are in their places.
- THOUGHTFUL : euanthe likes to take time to think about her decisions especially when they are important.
VICES
- APATHETIC : euanthe tends to be apathetic to things that don't affect her.
- EASILY OVERWHELMED : when euanthe is confronted with a mess or disorganized, she tends to become overwhelmed by the lack of order.
- INDECISIVE : when euanthe is forced to make a decision, she often dithers around, trying to figure out the best decision to make.
soon after euanthe was born in upstate new york, her mother of unknown origin disappeared, leaving her now single father in the lurch. her father, nikon greenfinch, brought her to his coven of green witches. surrounded by loving aunts and uncles, euanthe grew up happily. when euanthe was eleven, nikon decided to open a flower shop in new york city and euanthe decided to stay upstate with her two aunts to be homeschooled and to study her magic closer.
when euanthe was fourteen and in better control of her powers, she visited her father in the city and spent time in visiting the local zoos and gardens. she eventually made a name for herself when she approached a zookeeper about the discomfort of an animal. she then would spend the school year upstate and then spend her summers interning at zoos and conservation programs. she continued this trend until age eighteen, where her name spread through the conservatory world and she was flying around the world as a consultant.
once, while in washington state, she happened to be hiking and ran into a search for a missing child. with her powers and abilities, euanthe soon found the child huddled in a cave. it was then that she was put on speed dial for any missing persons case.
LIKES
- chinese tea ceremonies
- bookshelves organized by author
- oversized knit sweaters
DISLIKES
- unwashed dishes
- damp caves
- light pollution
RELATIONSHIPS
- TBA
PLAYLIST
1. deep green by marika hackman
2. in our talons by bowerbirds
3. season of the witch by lana del rey
4. cornflake girl by florence and the machine
5. river by ibeyi
6. the flower garden by joe hisaishi
7. confidence by said the whale
8. in a week by hozier
coded by weldherwings.
NAME - euanthe greenfinch
AGE - twenty-eight
GENDER - female
RACE - green witch
SEXUALITY - pansexual
PHYSICAL
euanthe is of medium height. her body favors lean muscles and she is built for endurance. her face is tanned and freckled. both her eyes and curly hair are a dark brown. she has a variety of scars, ranging from dark scratch marks on her legs from hiking to fading wounds on her forearms from working with animals.
ABILITIES
euanthe's magic allows for her to commune with the fauna and flora around her in great detail. with great concentration, she may talk with certain animals which is of great use to zoos and conservation programs. with flora, she cannot interact with them in the same way as with fauna but instead can feel what they feel and access their previous memories and experiences. this allows for euanthe to have a great sense of tracking and direction.
euanthe is not the best at combat. she is far more suited to reconnaissance rather than head-on combat. with a bag of seeds that would be used for blooming thorny vines, euanthe instead uses them to keep track of who walks on top of them. however, in a pinch, she can use to them constrict her opponents' movements , allowing for a safe get-away.
EQUIPMENT
- a leather bag that can be changed from a cross-body bag to a backpack
- a bag of seeds that can be attached to her belt
- a green swiss army knife
- a compass
- a nalgene bottle covered in free stickers from the zoos and conservation programs she's worked for
- sturdy leather hiking boots
- warm comfortable wool socks
- an oversized chore coat
VIRTUES
- MELLOW : euanthe was taught by her father not to be too quick with her emotions and to be calm no matter what.
- ORGANIZED : euanthe values organization and feels at ease when things are in their places.
- THOUGHTFUL : euanthe likes to take time to think about her decisions especially when they are important.
VICES
- APATHETIC : euanthe tends to be apathetic to things that don't affect her.
- EASILY OVERWHELMED : when euanthe is confronted with a mess or disorganized, she tends to become overwhelmed by the lack of order.
- INDECISIVE : when euanthe is forced to make a decision, she often dithers around, trying to figure out the best decision to make.
HISTORY:
soon after euanthe was born in upstate new york, her mother of unknown origin disappeared, leaving her now single father in the lurch. her father, nikon greenfinch, brought her to his coven of green witches. surrounded by loving aunts and uncles, euanthe grew up happily. when euanthe was eleven, nikon decided to open a flower shop in new york city and euanthe decided to stay upstate with her two aunts to be homeschooled and to study her magic closer.
when euanthe was fourteen and in better control of her powers, she visited her father in the city and spent time in visiting the local zoos and gardens. she eventually made a name for herself when she approached a zookeeper about the discomfort of an animal. she then would spend the school year upstate and then spend her summers interning at zoos and conservation programs. she continued this trend until age eighteen, where her name spread through the conservatory world and she was flying around the world as a consultant.
once, while in washington state, she happened to be hiking and ran into a search for a missing child. with her powers and abilities, euanthe soon found the child huddled in a cave. it was then that she was put on speed dial for any missing persons case.
LIKES
- chinese tea ceremonies
- bookshelves organized by author
- oversized knit sweaters
PLAYLIST
1. deep green by marika hackman
2. in our talons by bowerbirds
3. season of the witch by lana del rey
4. cornflake girl by florence and the machine
5. river by ibeyi
6. the flower garden by joe hisaishi
7. confidence by said the whale
8. in a week by hozier
Anaïs looked unsettled, and Levy reveled in it. The young woman exuded confidence in every area. The cement on the sidewalk seemed to bow under her heels, sending ripples of murmurs and gossip through the working-class Manhattan crowds. But no one could tame the ocean. Not Christopher Columbus or Queen Elizabeth or the Spanish Armada. Nobody. That was why Levy liked it. If the sea so desired it, you could lose control and spiral into a low-lying sandbar at high tide and get stranded until some poor bloke had to come out and help you, perhaps also getting stuck in the process. It was nice, the lack of control.
“The wind’s changing directions, I’m gonna swing the sail,” he said, nonchalant. The low metal boom at the bottom of the sail rotated toward Anaïs with a rusty groan of protest. It didn’t hit her, but it sure came close. Levy ducked under the boom so he could sit next to her again, just to catch a glimpse of her white-blonde hair all wild and billowing in the sea breeze like a wedding veil. He heard her talking, but the words were swallowed by the wind and she mimicked the appearance of a fish out of water, mouth gaping randomly without any sound coming out. His slender lips curled back in amusement at the thought, but then he caught the words “luxury ship” and immediately snapped to attention. “That’s what they’re called, then? A luxury ship,” he repeated at a mumble. Then Anaïs continued, about the lavish furniture and the illustrious parties. Her mother and father had danced? By her tender tone, he could almost imagine their elegant movements in the ballroom in his head.
Levy had seen Anaïs’ father only in glimpses. It was like he’d seen the man in a distant, forgettable dream, and for some reason the most memorable thing about him was that he recalled the man’s extremely pointy nose. You could jab through a deer’s heart with that nose. He looked very European in the photos Levy had seen of him, the ones scattered around the house in unsuspecting places that Lucius would probably never stumble across. In the window of the kitchen that Lucius never entered, in the washing room that Lucius would not dare look in the direction of for fear of losing some aspect of his masculinity. He couldn’t imagine his father dancing with anybody, especially not with his delicate dormouse of a wife. His feet were too clumsy and heavyset. Anaïs sounded upset now, but Levy couldn’t see her expression because he was sitting behind her, so he just waited like a dead anchor, watching her on the hull. Before he knew it, in one swift movement she’d pulled a slim pistol from her pocket. The gunmetal gleamed brighter than any sailor’s star in the dying sunlight. It was an older model, but the quality, as always, was exquisite. He imagined a ten year-old Anaïs receiving, of all things, an M1911 for her birthday. He wondered if she treasured it then as much as she did now. She was the kind of female devil to feign delight at an underwhelming gift, then toss it out as soon as the giver’s back had turned. Sometimes they didn’t know what their gifts were worth until it almost slipped between their fingers.
Lost in this reverie, it took him a moment to realize that the cold thing pressed against his forehead was not actually his long hair dripping with sweat, but the mouth of a pistol. An M1911.
“That’s not funny, Anaïs, I—“ he stumbled back as the pistol clicked, but there was nowhere to stumble back to. By the time he realized the gun wasn’t loaded, he was already falling off of The Nightingale. Moments later he landed in the water with a resounding splash. A flock of bubbles took flight from his nose and mouth like white cranes. When he emerged to the surface, trying to stir up as much water as possible to splash Anaïs, he gave her a pout. His finer clothes weighed heavy on his back, and despite the cold shock of the ocean, he fumbled to unbutton his shirt and toss it upon the sailboat. “That was cruel, you know.”
Name: Ven Gomez
Age: 32
Gender: Male
Race: Human
Physical Desc.: With a crooked nose and jutting teeth, Ven is far from attractive, but what he lacks in appearances, he compensates for in bitter, poor-natured humor. His hair reaches his shoulder and is dark, matted and greasy, and his skin tone is a tanned olive, and his eyes are a similar color. He has long, gangly limbs and no muscle to speak of, and although he may not be able to lift much with his scrawny arms, he can run like the prairie thunder.
— distinguishing features: He has burn marks on his palms from a stove when he was a child.
Face-claim: Kirk Hammett
Profession: Division 13 Specialist
Capabilities: Not exactly a super soldier, I was thinking Ven is one of the weaker members of the team, which is something he struggles to reconcile with.
Equipment: Two pistols filled with silverjackets and various salts and iron items, including two chain iron necklaces.
Hand-Hand Combat: On the poorer side; he isn't well-built for combat.
Firearm Proficiency: Extremely high, as he is rather proficient with his pistols.
Additional Skills: Ven has a stunning navigational sense and always knows which way is north. Some call it intuition. He calls it luck.
Personality:
— traits: Gullible, quiet, kind-hearted, serious, and honest.
— flaws: Annoying, stupid, individualistic, impatient a bit slow.
— strengths: Positive, determined, open-minded, cool-headed, and resourceful.
Ven is a man who tells it like it is. He has a blatant disregard for social norms or politeness and is not a stickler for formality. He openly expresses his judgements and advice when asked, but rarely speaks when spoken to, assuming an almost superior attitude toward anyone he deems incompetent. He can be emotionally broken but does his best to hide this fact through facial expressions that are more stoic than a brick. He is extremely impatient and approaches nearly everything with a businesslike attitude. As he is easily upset and aggravated, he can be stubborn and difficult to work with. He always chooses the winning side or the one where he believes he will obtain the most profit. He is quite independent and hardworking and rejects anyone who may try to aide him. He is easily confused by what others consider moral and ethical and very seriously considers what they say to simply be hogwash, preferring to create his own code of ideals instead. He may seem bitter or serious most of the time, but he does have a dry, tasteless, and sarcastic kind of humor that often just comes off as mean or just goes underneath most people's humor radar.
Serious and devoid of humor most of the time, Ven rarely laughs or jokes. He has a cold attitude and loses his patience easily over those he deems not useful or lacking in any way, making him a very picky person who has difficulties getting along with others. He is very straightforward and individualistic, never accepting what others say and remaining stubborn even after his points have been struck down. This adamant personality gives him an unapproachable air but, when approached, he quickly becomes unsettled and easily embarrassed. Fiercely independent, he protects those who are important to him with reckless abandon, going so far as to even sacrifice his life for them. He is his own man, not a product of his upbringing, economic and social standings, or religion, but of his own thoughts, decisions, and free will. He does not believe his fate can be controlled by external forces and because of this is a perfectionist who sees everything as being able to be altered and improved, often to the offense of those whom he corrects. He has a devotion to autonomous thinking and may even be viewed as cruel by others because of this.
Background: Ven was raised by a man who treated him like a machine. He was raised to do things almost robotically, with a sense of organization and order in mind. This man mysteriously disappeared in Ven's youth and he was sent away to a boarding school and trained vigorously for most of his life. At first he was an architect with a hobby for air-pistol, but on a whim he tried the police academy's regimen and things only seemed to be looking up from there.
Likes:
Sleeping
* Sailing
* Rowing
* Nighttime or the early morning hours
* Modern architecture
* Politics
* Orchestral music
* Black metal/doom metal
* Animals
* Gardening
* He has a peculiar talent for knitting
* Swimming in the ocean
* Fishing
* Debating
* Competence
* Good weather - better for boats!
* Bicycles and trains
Dislikes:
* Those who disagree with him
* Uncivilized people
* Uncleanliness
* College
* Worms, despite enjoying fishing...
* Chaotic situations
* Long distance running/swimming
* Birds
* Windy/rainy/stormy days
* Cell phones
* Automobiles
Shayla's natural hair color is a sandy blonde; however, her use of witch craft has altered her hair color to be a shade of pink that varies based on her emotional state. A dark pink implies that Shayla is feeling heavy emotions such as dread, hate, or fear. On the other hand, a light pink implies she is feeling much more whimsical, light-hearted, friendly, or might be having feelings of affection. If her magic, by some chance, was disabled or nullified, then her hair would return to its natural color. Her hair falls in a wavy fashion that is prone to knotting up, so she spends much of her time combing it, or having someone else comb her hair. It has a silky, light, feeling to it and a persistent sweet smell. It does not appear that this texture and smell are the result of grooming due to its constant persistence. The sweet odor that emanates from her hair is enough for a human to smell within 6 feet of her, while creatures with finer senses, such as werewolves and vampires, can smell this distinct scent from several hundred feet away potentially.
She has fine, balanced, facial features. However, her lips are slightly unproportionate with the rest of her doll-like features. Her eyes are a deep emerald green, but sometimes seem to flicker to a yellow when she is utilizing her witch craft. Furthermore, it seems that her eyes in some ways relate to the shade of pink in her hair. When her hair becomes a dark-pink, Shayla's eyes become slit, akin to a serpentine form. Furthermore, her voice alters as-well. Typically, Shayla has a light voice, sweet, with a standard American accent (with a bit of a valley girl streak); however, when she experiences deep emotions her voice has a peculiar, underlying, quality of something unnatural at play. This underlying voice is neither deep, level, or high. It is both understood and not understood. This hints at some sort of other-worldly force at play.
Despite her in-human appetite, Shayla's body suggests a steady diet of cardio. She has tight, finely tuned, refined muscles - although, her body is in no way strong. Shayla is more-so a master of her own body, capable of lifting it and leaping with ease, but remains physically weak in comparison to others. She has soft, unblemished, skin - almost relaxing and therapeutic to the touch, with the exception of her left hand. She always keeps a glove on her left hand for some reason. Touching the leathery glove covering her small hand generates feelings akin to touching a prickly, grating, unpleasant surface.
Face-claim:
Profession:
Shayla has held many professions. Initially, she worked as an unremarkable cashier at a fast food joint when she turned eighteen. Oddly enough, this was when she began to realize her supernatural abilities, but also suffered a terrible fate. When that fate, a horrible one at that, had passed - Shayla used her magical talent in round-about ways to become a renown magician, story-teller, and performer within her respective Arcologie. One performance went awry, now known as the "floor 13 incident", which saw her having a confrontation with Division 13. Shayla was nearly killed in this confrontation, but narrowly escaped with her life upon surrendering. She was monitored for about a years time before being inducted as a Division 13 Specialist.
Capabilities:
Despite her status as a mundane, Shayla shares several traits in common with black witches, but lacks the control over her patron, sheer power output, and telekinesis (with an exception). Furthermore, half of her capabilities are her own natural magic affinity, while the other half come from an other-worldly source. Her mental state, desperation, and needs determine what set of abilities she will have. These abilities fall into two sets: Glamour & Gorge.
Glamour:
This is Shayla's default state. This set of spells is her natural affinities learned from innate skill which would have manifested regardless of her patron. These abilities are tame, but have a lot of utility. Furthermore, these abilities pull from her patron's energies, so they can be utilized without straining her body. If somehow, she was cut off from her patron, then she would draw from her own energy reserves, which are quite small (and would have to be developed). This comes with the danger of overusing her powers and then being forced into her gorge set of powers, which comes with volatile and dangerous side-effects.
Love me - Shayla has a persistent aura, which manifests physically as a sweet smell originating from her hair, which makes her more agreeable. This does not need to be activated. However, if she is trying to charm an individual into following her orders, calming down, or something else, then she must activate this power. This ability must be used within a 20ft radius. It can be used on more than one person at once, but requires more energy expenditure, which involves more risk. Furthermore, the targets must be able to smell and must be able to have feelings of adoration and affection. The spell itself creates a set of powerful, supernatural pheromones that can enamor many individuals.
Peculiar pocket - Shayla can pull items from the nape of her neck and insert them. These items reside in a pocket dimension and can be manifested out of her right hand, or pulled from the nape of her neck. There is no hard limit on the size of the object - it must be static and able to make contact with the nape of her neck, and then be completely inserted into it. However, holding large objects consumes a persistent amount of energy which might trigger her gorge power set. If she changes into her other ability set with items inside her, then these items are either forcibly ejected from her right hand, or consumed by her patron.
Fabulous flight - Despite the name, it's more akin to a teleport. Shayla can teleport up to 30ft in rapid succession which makes her very hard to hit. Additionally, she can choose to enhance each teleport with the flash of bright light (of any color), which enough to temporarily blind an individual who does not have special resistances. This light can also weaken creatures who are weak to light. Finally, this light can be sustained if she elects to sustain it. Rapid use of this power, enhancing it with flash, and sustaining the light runs the increasing chance of Shayla flipping her power set.
Gorge:
Shayla, upon entering this state, undergoes physical and mental changes. Her voice still sounds the same, but possesses an unnerving underlying quality. She looks the same, but her weight increases to nearly 1000 pounds. Her lithe, thin, muscles remain the same form but become blood-gorged and swollen, and also grant her supernatural levels of strength. She can, if triggered voluntarily, maintain some of her normal personality. However, if triggered by accident, then she cannot discern between friend and foe. Finally, in this form she becomes hungry... very... very... hungry.
Famine - All individuals within a 30 foot radius begin to feel intense hunger pains, or strong desires for something they currently lack. The longer Shayla remains in this form the more powerful this ability becomes.
Unseen Hands - Acting as a proxy to telekinesis, her patron can reach out with unseen hands, eight in total, a distance of thirty feet in any direction around her. These hands can lift with in-human strength, hurl object, and have mouths on them to consume food, people, or both.
Implacable - Shayla within this form can only walk, but becomes nearly impossible to knock over, or move. She also becomes nigh-impervious to damage from most conventional weapons. She remains vulnerable to Silverjackets and Gospels. Furthermore, fire will damage her over time, eventually killing her.
Equipment:
She has no equipment issued to her yet.
Hand-Hand Combat: She has been given some basic hand to hand combat training since becoming a District 13 Specialist.
Firearm Proficiency: Does not even know where the safety is.
Additional Skills:
Magic tricks, singing, persuading, dancing, cooking, and drawing.
Personality:
+Friendly to a fault
+Open minded
-Gullible
-Not very intelligent
Background:
Shayla grew up without parents, like many people who suffer terrible fates, and left the orphanage at eighteen. She went on to work at a fast-food joint ready to become an unremarkable member of society. Shayla did a great job at the front counter and had natural charisma, but she was a bit of a bad worker - she had the habit of picking through the fries and food to eat bits of it. One day, a demonic entity of gluttony infected the food within the joint. Shayla consumed an infected fry, along with many of the customers. The customers were consumed by an unseen force, but Shayla awoke her magical affinity in this moment and contained the creature inside her. She fled her Arcologie to another and found a new identity as a magician/singer and found an abundance of local success. Unfortunatly, she lost control of her powers during one performance and began to consume the audience with her patrons unseen hands. This was when she was forcibly captured by District 13 Specialists.
Likes:
- Food
- Showing off
- Magic
- Hearing about other people
Dislikes:
- Eating
- Being ignored
- Demons
- Pain
((I don't have a writing sample, but I hope my character sheet demonstrates my talent).
Hey guys! First CS up. Pictures have hidden scrolls and scroll down on the text to read the rest. It's supposed to be mobile friendly but let me know if it doesn't work!
BASIC INFO
Name: Katrina Aliandra Aliases: Kat, Kathy, Kitty Age: 24 Date of Birth: 04/17/1996 Place of Birth: New York City, USA Gender: Female Sexual Orientation: Heterosexual Race/Ethnicity: Human, Caucasian Status: Single
APPEARANCE
Height: 5’7” Weight: 125lb Eye color: Blue Hair color: Dark brown Identifiable traits: The Agent bears platinum medium-length, wavy hair, seems to like the soft grunge/gothic style, right-handed, sometimes can be seen with reading glasses.
PROFESSIONAL
Current Position: Analysis and Intelligence Agent Employed since: February/2020 Skills:
• Intellectual: The agent is a behavioral scientist, possesses a deep knowledge of psychology, some knowledge of general folklore and mythology, some knowledge of Latin.
• Hand-Hand Combat: Is not proficient in any form of combat, however has moderate knowledge of krav maga.
• Firearm Proficiency: Has proficiency with guns, having been trained by the agency, by Ian, and by Caron. She has never fired one against a person or creature, but she knows how to use it and is a good shot.
Equipment: Camping backpack, thermos, a small first aid kit and some medications, notebook, small pencil case with pens and pencils, a semi-automatic pistol, some ammo.
CHARACTER
Strengths: The Agent is an organized, independent and proactive person. She's passionate about her Applied Behavioral Science research and shows great interest in the supernatural, and is dedicated to her work on Division 13. The Agent is a team player and gets along well with her co-workers. She's always trying to improve herself, by attending seminars and reading on several subjects that can be helpful to her work at the Agency. Takes constructive criticism well. Weaknesses: The Agent seems to believe she makes good coffee, which is not correct. Her co-workers have filed numerous complaints about her coffee, asking Agent Aliandra to be forbidden from using the coffee machine; that is, however, not possible.
The same determination that makes her motivated to do her job sometimes turns into self-neglect. In addition, the Agent shows an inability or unwillingness to speak about her feelings. Hobbies: The Agent self-reports reading, practicing yoga and visiting parks, gardens and flower conservatories as her hobbies.
PSYCHOLOGICAL AND BEHAVIORAL PROFILE
The psychological evaluation of Agent Aliandra was composed of tests to assess the Agent’s reasoning and cognition and a formal interview. On the day of the interview, she arrived fifteen minutes early, dressed in casual office attire. Her nails and hair were clean and well-groomed and she was wearing slacks, a light blue dress shirt, and a grey sweater. The interview was an easy process and Agent Aliandra was cooperative and at ease, in spite of being dealing with Agent Jennings’ recent death at the time, only occasionally deviating from the subject. The Agent was assessed twice, once right after her fiancé's death and another during the employment process.
Katrina Aliandra is a 24-year-old, single female, with in-depth knowledge in Behavioral Science. She obtained her Bachelor’s Degree in Behavioral Science in 2018 and is currently pursuing a Master’s Degree in History and Folklore. From a young age she has demonstrated interest in the supernatural, resulting from an “odd experience [she] cannot fully recount.” When asked about her relationship with her parents she stated being “lucky for having such loving parents” and “how grateful [she was] for everything they taught [her].”
The Agent appears to be a calm and patient person both inside and outside the office. She’s a quiet person and avoids arguments whenever possible. Previously to Agent Jennings' death, Agent Aliandra already started working on her Applied Behavioral Science research, where she analyzed the behavior and reasoning of supernatural creatures. After Agent Jennings' death, however, she decided to dedicate all of her work to that and asked to work directly for Division 13. She seldom speaks of the incident, but has stated voluntarily that she “[doesn’t] wish for anyone else to die if it can be avoided, and [her] research is precisely for that; by understanding [the supernatural creatures’] behaviors, instead of merely knowing how to harm or kill them, we can work in a more efficient manner.”
Overall, Agent Aliandra is a person who desires to help people in any way she can. She quickly establishes a harmonious relationship with most people and her co-workers seem to like her. Even before working at Division 13, she had a close relationship with Agent Caron John Whirt, who she identifies as “one of [her] best friends.”
It’s important to note her inability to speak about her feelings in general, but especially regarding Agent Jennings' death. The psychologist who performed the interview believes the Agent thinks she can deal with it herself, perhaps due to her own knowledge in psychology.
The Agent's tests to assess cognition and reasoning were all above average.
BIOGRAPHICAL OVERVIEW
Biographical information was obtained from a self-report made by Agent Aliandra and during a formal interview with the board of recruitment.
Agent Katrina Aliandra was born on April 17th of 1996 in London. Daughter of high school teacher Linda Aliandra and accomplished writer Emil Aliandra, author of several academic books and researches and best-selling dystopian book Lizards Are Food (2010). The Aliandra family lived in New York City until 1998 when they moved to a country house primarily so Emil Aliandra could work on his writing. The Agent attended a school in the closest town during her infancy. The Agent is not aware, but it is possible Linda Aliandra had been sick at the time and moving to the countryside was one of the treatment options the couple made. She expressed several times during formal and informal conversations how much she loves the country house, even providing a detailed description of the house's yard and how she "used to read under a tree or by the pond, by far [her] favorite place in the world."
The Aliandra family lived at the country house until 2010. Emil finished his book and the family returned to New York, where Agent Aliandra then attended a prestigious school (the same her mother used to teach at). It was there she met deceased Agent Ian Jennings. Although the Agents studied at the same school, their age and interests prevented them from studying the same classes and socializing.
In 2011, at an English Folklore Exhibition, they first engaged in a conversation. Agent Aliandra reported spending the day with Agent Jennings at the Exhibition after discovering they, in fact, shared a lot in common, one of those things a deep interest in the supernatural. Agents Jennings and Aliandra became quick friends and were soon in a romantic relationship.
In 2013, as she finished her last year in High School, Agent Jennings went to college to pursue a History Major with an emphasis in Folklore. In 2014 they moved in together and Agent Aliandra started pursuing a degree in Behavioral Science. In 2017 Agent Jennings was contacted by Division 13 after some Agency scouts discovered his research and showed interest in recruiting him. Both had a tour in July of 2017, where they showed great suspicion and skepticism; however, by the end of that day, Agent Jennings agreed to work for the Agency as a Field Agent and manifested enthusiasm.
Although Agent Aliandra was not recruited at the time, by September of 2017 she requested to use the Agency's assets to study the supernatural. Her interest was in studying their behavior, applying her Behavioral Science studies to supernatural creatures. The couple got officially engaged on October 12th of 2019. During the years Agent Jennings worked at the Agency he became close to one of the members of his team, Agent Caron John Whirt, who became a great friend of the couple and was asked to be Agent Jennings’ best man.
On December 9th of 2019, Agent Jennings went on a mission with Agent Whirt that ultimately caused Jennings’ death. The creature did not escape at the time and was executed by Agent Whirt.
On February 3rd of 2020 Agent Aliandra was employed by Division 13 at her own request. The Agency analyzed the case and decided that her request should be met.
ADDITIONAL INFO
Since the employment of Agent Aliandra as an Analysis and Intelligence Agent, her research has helped understand the modus operandi of several creatures and in multiple cases, aided by formal and informal researches she consults, her work has helped to prevent or minimize the extension of damages inflicted.
It is of the utmost importance to stress that Agent Aliandra requires psychological evaluations on a bimonthly basis. Although her mental state appears to not have been detrimented by Agent Jennings' death, she seldom speaks of the experience, which could lead to a severe emotional breakdown in the future.
You're nobody till somebody wants you dead
And the list it grows and grows and grows and grows
.
APPEARANCE
physical
HEIGHT
4’9” | 144.7 cm
WEIGHT
93lbs | 42.1 kg
BLOOD TYPE
B-
HAIR COLOR
White
EYE COLOR
Grey
DESCRIPTION
Small and unassuming, it's not hard to count Masaru out when it comes to a fight but that would be that individual's first and last mistake. Standing at a meager height of 4'9", Masaru has lean muscled build with strong but willowy-looking arms and toned legs. His build is rather reminiscent of a swimmer, easily hidden under the billowing fabric of his signature poncho and loose military fatigues-esque clothes of choice. It's hard to see where his hands are for a reason - it makes it easy for him to grab his sidearm without so much as a rustle and he's quick on a trigger.
His features are striking though when they're not hidden by his hood. He has white hair styled in some messy imitation of a wavy top with fancy bursts, though his sideburns are black as well as his full beard and brows. His eyes are captivating, appearing like a wolf's with black scleras. They're a light shade of grey - almost mistaken for white at times in contrast to his scleras. His right eye, however, is always covered by a cyber visor relaying him information.
PERSONALITY
Stand tall, don't look down
You will fall.
Lone Wolf.
A man of few words, Masaru has a presence that puts others' on edge - watchful eyes drifting over every individual from a safe corner in the back of the room. There's something about him that makes the hairs on the back of one's neck stand right up, the unshakable feeling of always being watched following them. It might just be his rather expressionless features and his way with - or lack thereof - words. He's not sociable, preferring to keep to his own devices. There's a careful coldness in the way he holds himself, oftentimes choosing to turn down open invitations in favor of spending his time alone at home. Masaru is also notably jaded and cynical, often assuming the worst is yet to come. He seems apathetic to the discrimination thrown his way and callous to scenes of tragedy.
Masaru is also well known for his calm demeanor. Hard to get a rise out of and even harder to push to the brink, Masaru tends to hold his tongue in the face of jeers and insults. He's not a fan of senseless violence, surprisingly more just than his attitude would suggest. He's a bleeding heart under the surface, jaded by time and cold by necessity. He's a pack animal deep down and protective of those he considers pack mates. He treats them tenderly with quiet concern - often offering his company to those who need it. He never seems to be without a tissue for a crying individual and will leave cold medicine on the desk of somebody whose been having a persistent cough all day without letting anyone know he did it.
Though perhaps one day he'll be willing to share his softer side with someone.
vocational
inventory
AT AWM
Sniper Rifle
MK23
sidearm of choice
gospel rounds
full mag. use sparingly.
Knives
A multitool and KA-BAR.
Drag Bag
filled with sniping essentials
Skills
CQC- Feral would be the best word for Masaru in a close-quarters engagement without his guns. He's nothing short of a brutal and dirty fighter, aiming for vulnerable spots like the groin, eyes, throat, and temple. He fights to survive - nothing more and nothing less. Karate is his base of martial arts though he's never without a knife to use to disable limbs. He has no background in grappling. Firearms Proficiency - Praised for his deadeye precision, Masaru is a marksman who is quick on the draw and accurate. Both a participant in the WFDA and International Sniper Competition, he's won a fair share of awards in both. This has also translated to his ability to identify the location of an enemy sniper. His unerring calm allows him to shoot with remarkable accuracy even when under fire or duress. With the use of his visor, he has no need for a spotter and works as a lone sniper. Additional Skills -
Reconaissance and Intelligence. As a sniper, he's no stranger to staking out for hours for the perfect opportunity for a shot. This has also translated to his ability to watch targets and record their daily activities, habits, and routines.
Parkour. Lightweight with strong arms, his ability to hang off of ledges and pull up bars for ridiculous amounts of time has been an asset to his job. He can climb to perches unused by most urban snipers as well as a getaway. He's fast and chooses to flee rather than confront others in a head-on fight.
Survival. Used to undertaking jobs in grueling conditions, he's more than well versed with handling conditions in the forest and jungle not to mention an urban jungle full of resources to take advantage of.
Stealth. An essential skill for any sniper, Masaru is a master of getting into places unseen and getting out unnoticed. Stalking is made easier due to his small and rather forgettable frame, his drag bag oftentimes appearing more like a backpack than anything else.
Navigation. He can work a map and compass like nobody's business. He never seems to get lost with a great knack for telling which direction is north and the time of day by the shadows on the ground.
Capabilities
A rather unnotable werewolf, Masaru's small frame translates to his wolf form. A pure white wolf on the smaller side it's easy to assume - and rightfully so - he's the runt of his litter. He has something of a hate-love relationship with his werewolf form, able to control it but not when he has no way to escape - reverting to how he fights, feral. He rarely relies on it and has gone into a blood rage two times when backed into a corner. Even now he fears returning to that state of being and chooses to avoid using that form unless in a bind.
biography
No more heroes left to save you
Just the keepers of the bleeding sun.
Born in Hokkaido, Japan to werewolf parents, Masaru was one of three children - fondly referred to as the Kobayashi pack. The middle child sandwiched between his elder sister, Hotaru, and his younger brother, Takeru. They were, for all intents and purposes, just that. A family of werewolves that inherited Lycanthropy as a nuclear unit. Though luckily for them, Japan was far more lenient in its reception of werewolves due to Shinto and Buddhism. It was a rather uneventful upbringing until opportunity struck and his mother, Kobayashi Amaya, was offered a position of esteem as a researcher for an upstart engineering company quickly gaining renown. At the age of 7, the family relocated to New York where the young werewolf faced discrimination for the first time.
It was a new and unwelcome change for the Kobayashi pack, the trio was rather unaccustomed to the coldness and isolation they faced as a result of their heritage - something they were proud of. Without anyone to turn to, Hotaru, Takeru, and Masaru became closer and closer, oftentimes stepping in to defend one another. They became practically attached at the hip, where one went, the other two were not far behind. They didn't have many friends outside an unlikely human they befriended - Anton - and a vampire that seemed to prefer wolves over their own kind - Octavian.
New York was a land of opportunity to the group, relying on one another in both schooling and daily activities. Masaru, though, took after his father Tadaaki - a Japanese special forces sharpshooter who taught his children to shoot as a bonding activity. Masaru was like a fish in water compared to his siblings, oftentimes spending extra time with Tadaaki to sharpen his skills. In time, he chose to enlist and follow in Tadaaki's footsteps. First as a law enforcement member then promoted to the special forces. It was a time of growth and prestige for Masaru who believed firmly that if he kept his head held high, others would come to respect him for who he was rather than what he was.
That didn't hold true for long. Time had caused the siblings to drift apart, Takeru and Octavian now involved with less than savory individuals and Hotaru a simple baker by profession. In what was supposed to be a rather cut and dry run off the mill job to capture and detain the organization Takeru and Octavian were apart of, the team in charge of the mission left a bloodbath where the only ones slaughtered were weres who had surrendered. The same NYPD he had worked for at the time.
With a bitter taste in his mouth, he quit and took his trusty rifle with him. If the law wasn't just, then who was he to uphold it? Turning to a life of vigilantism, Masaru decided to clean the streets of actual criminals and ferals catching Division 13's attention. Considered too dangerous a sniper to allow to be left up to his own devices but too valuable an asset to simply eliminate, he was recruited.
Masaru took the offer begrudgingly but the structure and work of Division 13 sat better with him than his original job in the NYPD. He's been working for the Division for a little over seven years.
RELATIONSHIPS
Lars Erikson
Captain.
tbd
Alpheus Xie
Lieutenant. Al.
Arrogant and fastidious, Masaru vacillates between respect and disdain for Al. The sanguines was handed everything to him on a silver platter while Masaru had to clamor for an ounce of the respect given to him. Though the man has questionable principles, he makes the right call more often than not and Masaru can't quite place him.
Stanley Jansson
Coworker.
He hates everything about Stanley from what he stands for to his demeanor to his presence in the team. If he wasn't being paid to work with Stanley, Masaru simply wouldn't. He's colder to Stanley than the others, often ignoring him completely. There are times when his crosshairs linger a bit too long over the specialist before moving on. Nobody would know.
extra
All you've got and all you'll ever need is one bullet in the chamber.
Physical Description:
Standing at 5 foot 3 inches, Katya has very dark ebony hair in which she usually leaves down. She has a quite rounded face with soft facial features and a pointed chin. A particularly notable feature are her eyes, an extremely light hazel in which she inherited the color from her father. Her skin is almost colorless aside from her tinted lips and light red cheeks.
Katya wouldn't call herself lean, but she is extremely healthy and fit, with narrow shoulders and arms, Katya boasts a lean torso, a narrow waist, plump hips, and legs. Katya is not built for endurance, as she tires quickly. Her strength is her greatest asset.
Katya adorns her ears with a multitude of piercings, as well as scars from a troubled and confusing childhood.
She usually wears dark, fashionable clothes that are mostly black and white and tight-fitting, and she wears multiple bronze rings on one hand.
001 Profession : Division 13 Specialist Newbie Capabilities Strength-Being a descendent from the long line of Lycanthropy, Katya is capable of physical strength not many have the dream of achieving. Even in her human form Katya is incredibly powerful , capable of breaking doors off its hinges with ease and having no issue throwing people across rooms if needed.
Reflexes- Katya's reaction speed makes it easier for her to avoid danger, regardless of what comes at her, whether it's dodging a bullet or fast-paced melee combat. Work skills
Hand to Hand Combat-Doing patrol work, Katya has learned how to perform control tactics to subdue someone if need be and more defensive maneuvers if it is against a human. As well as more extensive, albeit offensive melee tactics on the other sub-human races. She'd rather beat someone down if it comes to it, although she can get carried away.
Firearm Proficiency- Katya is not the best gun-woman. Even more so when it comes to guns such as assault rifles and shotguns. She does carry around a pistol, but only uses it if she needs to, no guarantee she will be able to hit whatever she is supposed to, however. Equipment A police duty belt which has a handgun holster, a handheld receiver as well as handcuffs, flashlights, a magazine holder which has silver bullets, and one drop point knife. Additional skills Problem solver -Working in a job such as this, Katya is very skilled at problem-solving. Being able to analyze complex problems regarding any case, and having to make sound decisions that would help either pursuing a lead or outright solving a case.
Personality
Negative -
Aggressive - A proneness to anger and hostility, Katya is not afraid of conflict. She would rather ignore the rights of others to get her point across.
Insecure - Katya has no value in herself and lacks confidence in her capabilities. She criticizes others to uplift herself. However it usually only makes the situation between peers worse.
Positive-
Ambitious - She is driven to succeed and has a strong desire to achieve her goals.
Adaptable - Katya is very flexible, whenever the situation changes, so does she. You could almost call her a good team player.
Background-
Born in the woods of Mordovia, Russia, Katya was raised by her single mother, Anya. Her mother was a werewolf, her father unknown. Her mother, after giving birth to Katya experienced postpartum psychosis. Something which would change the course of both of their lives forever.
Although Katya does not know much of her birth mother, What had been disclosed to her was horrific. For the first six months of her life, Anya and Katya had lived off the grid due to Anyas continuing mental decline. As well as discrimination from village members who also contributed to Anya's increasing paranoia.
After the birth of Katya, Anya had difficulty transforming into a werewolf. Anya was the sole provider of her small family, And thus she hunted the local wildlife to keep herself healthy. With every transformation, her instability transpired into an almost rabid version of herself. Anya did not believe in mental health and viewed her delusions as signs from descendants of the first Silverfang.
One night she had exerted herself to the point of no return. She had become a feral beast. Leaving poor Katya alone and defenseless. The towns people had no other choice but to join arms and slay Anya. The process of tracking and killing down Anya led to there cabin where Katya resided , for some reason she was still alive. Some think that Anyas maternal instinct never left and kept Katya alive long enough for her to be recovered.
She was adopted soon after by an American human couple. Her life from there on out was considerably hard for a middle class life. Her human parents couldn't understand and cope with Katyas aggressive behaviors as she aged. Her first transformation into a werewolf destroyed their home. She couldn't suppress the rage she felt in her human form , and when she transformed she displayed anger just like her birth mother.
She hated herself , she hated her adoptive family who was just trying to understand how to help her. Her depression set in and resulted in a lifelong struggle with self harm and unhealthy coping mechanisms. She distanced herself from people who cared about her because she felt as if her identity was destroyed . She didn't know how to focus , how to control herself. No one in her life could understand. Katya felt as if something was wrong with her , if the reason her mother was killed was because of the same feeling. Maybe she was following in her footsteps.
Once Katya had graduated highschool at the age of 18, she spent a gap year and got heavily involved with drugs. She was arrested multiple times on minor charges , but a recruiter from Division 13 became interested in her. Maybe it was due to her constant ambition to get into trouble , or the many times she had picked up fellow officers who where in her way. Instead of pressing charges she was paroled and made to go to an officer academy and intern as a student trainee at a regular police department.
She only interned for about a year before being hired in the division 13 forces at the age of 20.
Likes - cucumber face masks
weighted blankets
rubber bands
sashimi
carpacio
space
Standing at 5 foot 3 inches, Katya has very dark ebony hair in which she usually leaves down. She has a quite rounded face with soft facial features and a pointed chin. A particularly notable feature are her eyes, an extremely light hazel in which she inherited the color from her father. Her skin is almost colorless aside from her tinted lips and light red cheeks.
Katya wouldn't call herself lean, but she is extremely healthy and fit, with narrow shoulders and arms, Katya boasts a lean torso, a narrow waist, plump hips, and legs. Katya is not built for endurance, as she tires quickly. Her strength is her greatest asset.
Katya adorns her ears with a multitude of piercings, as well as scars from a troubled and confusing childhood.
She usually wears dark, fashionable clothes that are mostly black and white and tight-fitting, and she wears multiple bronze rings on one hand.
Skills
001 Profession: Division 13 Specialist Newbie
Capabilities Strength-Being a descendent from the long line of Lycanthropy, Katya is capable of physical strength not many have the dream of achieving. Even in her human form, Katya is incredibly powerful, capable of breaking doors off its hinges with ease and having no issue throwing people across rooms if needed.
Reflexes- Katya's reaction speed makes it easier for her to avoid danger, regardless of what comes at her, whether it's dodging a bullet or fast-paced melee combat.
Work skills
Hand to Hand Combat-Doing patrol work, Katya has learned how to perform control tactics to subdue someone if need be and more defensive maneuvers if it is against a human. As well as more extensive, albeit offensive melee tactics on the other sub-human races. She'd rather beat someone down if it comes to it, although she can get carried away.
Firearm Proficiency- Katya is not the best gun-woman. Even more so when it comes to guns such as assault rifles and shotguns. She does carry around a pistol, but only uses it if she needs to, no guarantee she will be able to hit whatever she is supposed to, however.
Equipment A police duty belt which has a handgun holster, a handheld receiver as well as handcuffs, flashlights, a magazine holder which has silver bullets, and one drop point knife.
Additional skills Problem solver -Working in a job such as this, Katya is very skilled at problem-solving. Being able to analyze complex problems regarding any case, and having to make sound decisions that would help either pursuing a lead or outright solving a case.
Personality
Negative -
Aggressive - A proneness to anger and hostility, Katya is not afraid of conflict. She would rather ignore the rights of others to get her point across.
Insecure - Katya has no value in herself and lacks confidence in her capabilities. She criticizes others to uplift herself. However it usually only makes the situation between peers worse.
Positive-
Ambitious - She is driven to succeed and has a strong desire to achieve her goals.
Adaptable - Katya is very flexible, whenever the situation changes, so does she. You could almost call her a good team player.
Background -
Born in the woods of Mordovia, Russia, Katya was raised by her single mother, Anya. Her mother was a werewolf, her father unknown. Her mother, after giving birth to Katya experienced postpartum psychosis. Something which would change the course of both of their lives forever.
Although Katya does not know much of her birth mother, What had been disclosed to her was horrific. For the first six months of her life, Anya and Katya had lived off the grid due to Anyas continuing mental decline. As well as discrimination from village members who also contributed to Anya's increasing paranoia.
After the birth of Katya, Anya had difficulty transforming into a werewolf. Anya was the sole provider of her small family, And thus she hunted the local wildlife to keep herself healthy. With every transformation, her instability transpired into an almost rabid version of herself. Anya did not believe in mental health and viewed her delusions as signs from descendants of the first Silverfang.
One night she had exerted herself to the point of no return. She had become a feral beast. Leaving poor Katya alone and defenseless. The towns people had no other choice but to join arms and slay Anya. The process of tracking and killing down Anya led to there cabin where Katya resided , for some reason she was still alive. Some think that Anyas maternal instinct never left and kept Katya alive long enough for her to be recovered.
She was adopted soon after by an American human couple. Her life from there on out was considerably hard for a middle class life. Her human parents couldn't understand and cope with Katyas aggressive behaviors as she aged. Her first transformation into a werewolf destroyed their home. She couldn't suppress the rage she felt in her human form , and when she transformed she displayed anger just like her birth mother.
She hated herself , she hated her adoptive family who was just trying to understand how to help her. Her depression set in and resulted in a lifelong struggle with self harm and unhealthy coping mechanisms. She distanced herself from people who cared about her because she felt as if her identity was destroyed . She didn't know how to focus , how to control herself. No one in her life could understand. Katya felt as if something was wrong with her , if the reason her mother was killed was because of the same feeling. Maybe she was following in her footsteps.
Once Katya had graduated highschool at the age of 18, she spent a gap year and got heavily involved with drugs. She was arrested multiple times on minor charges , but a recruiter from Division 13 became interested in her. Maybe it was due to her constant ambition to get into trouble , or the many times she had picked up fellow officers who where in her way. Instead of pressing charges she was paroled and made to go to an officer academy and intern as a student trainee at a regular police department.
She only interned for about a year before being hired in the division 13 forces at the age of 20.
The days that led up to the Black court made Seldanna extremely nervous, it was not because she was in any sort of danger, but more so the fact of seeing a bunch of bootlickers crammed into one area always made the poor, dark elf tire quickly. Peering out of a towering arch window, she could see an abundance of carriges, each and every one of them over dressed.
Seldanna always heard of the term fashionably late, but with the long lines of horse drawn vehicles trailing all the way out of view, she could not imagine how many more people would arrive.
The "fashionably late ones."
"Do you ever wonder what the point of us being here is Asherah?" The woman asked , but still looking outside. "Honestly, with the amount of Blood guards patrolling we could host a party just for them!" She exhaled rather annoyed with the thought.
Although she would not say that in front of the Cainhurst children , or even Ulfric himself. But Seldanna knew the odds of them having to protect any of them where very slim. However, an upside was Seldanna gorging herself on food and drink.
Asherah's laugh was light, and laced with a drop of amusement at the matter. Her red eyes glanced at Seldanna through a mirror as she checked her appearance for the fifth time, body turning to the side to admire herself. The black maid's dress hugged her curves a bit too tightly, enough that certain noblemen would likely pause to look a second too long. It was a game for her, almost. She relished in being able to root out the weak-willed ones--the ones that were disloyal, even to their wives. It was how she vetted people and determined who needed more of her attention.
"I try not to wonder," the dragoness replied. Her voice was sultry yet pleasant to the ears, as though she'd trained herself to speak in such an alluring manner for years. "Wonder leads to disappointment, and I've already experienced far too many disappointments in my life."
"But if I must answer your question-" Asherah moved to adjust Seldanna's collar and apron, "-we're here because Lucrezia says so." Her plump lips curved upwards at her own teasing remark and she hummed. "Now come, my dear Selly. We have guests to greet and nobles to keep separated."
Upon hearing Asherah call her Selly , Seldanna eased up a bit. Whenever Seldanna thought about her usefulness in any sort of context it made her tense.
"Oh hooray us." Seldanna said sarcastically, in a joking tone.
She looked at herself one last time , just to make her she did not have any stray hairs or even a wrinkled sleeve, Seldanna was prone to not making sure she looked well enough to be the face of Blackrock.
Her and Asherah walked some distance to the main enterance door, the hallways as always were spotless, when one servant finished sweeping another one would inspect it just to make sure. Blackrock court especially must of been extremely nerve-wracking for all lower residents , any mistakes could be their last.
"Well" Seldanna said pausing for a moment as they reached the main door. "Anyone you may be expecting today Ash?"
"Yes, actually." Asherah was humming again, a twinkle in her eye as she thought of a very specific person. He was a tall and built man, and though no one had ever really seen his face, he was probably handsome beneath that bone mask of his. "Aside from Lord Sepulcher X, no one in particular. I find most of the nobles to be... quite boring."
The woman's posture seemed to change slightly once they arrived at the entrance, a familiar face emerging through the doorway. Asherah turned to Seldanna slightly, lips still curved even though her words were hollow and cold. "I almost forgot Lord Havelock. A pedophile. Ensure he stays far away from Lady Noire."
Seldanna nodded, she should of felt appalled that such a man was even allowed to step within miles of Blackrock castle , however she knew he would get his comeuppance. There where so many nobles who attended these events with records upon records of crimes they have committed, she should not of felt so surprised.
"I suppose this is going to be the last time we can converse to each so thoroughly. Seldanna said as she looked threw her head back and groaned, she ran her fingers through her hair and exhaled before looking at Asherah.
The dark elf placed her hand on the door, as if in a feeble attempt to barricade it. At times like these she could feel her introvertism screaming for the sweet release of death.
"Well, I do wish you luck Asherah, I know I am going to need it."
Asherah's grin was wolfish, a dainty hand on the other door handle before both women opened them to allow some of the first guests to pass through. "Have fun, Seldanna. That's what I do."
Name: Damien C. Harte Age: 24 Gender: Male Race: Sanguineus Physical Desc.: Fairly tall, standing at around 5'10, with a lean, athletic bodybuild and an olive complexion marred with scars all over. Has long, black, curly hair and deep, soulful blue eyes, which can turn hard and steely in an instant. Outfit is usually casual, and often consists of dark colors. Rarely smiles, but when he does, it tends to be genuine.
Personality: Perhaps the first thing that Damien would like people to know, is that while he may be descended from a saint, he sure ain't one. Having never been brought up with the values of his family line in mind, he's grown up to be a fairly chaotic individual who, while certainly having a strong sense of morals, doesn't seem to have much honor or discipline to match. This is due in part to spending years fending for himself on the streets, bouncing about from place to place, city to city; such a lifestyle has allowed him to develop a mentality centered largely around survival and self-preservation. He's learned to think pragmatically above all else - to travel light, eat little, to sleep when and wherever he can, and most importantly, to defend himself when the time comes for it. Because if there's one thing he's learned out here, it's that the world is hardly a safe place.
Now, one might be forgiven for thinking him to be of the level-headed sort. After all, with how little he speaks, and how often he observes, he often does come off that way to come off that way. However, this isn't exactly the case; he's far from the most hot-headed guy you'll ever meet, but when things get intense, then usually, so does he. In any battle, he'll fight viciously and unpredictably, thinking on his feet and doing whatever he can to put his opponent down. In any argument, he'll stand his ground and push back against his opponent with equal force, sometimes even when he knows he's in the wrong. And in any situation in which it seems like his freedom, his personal safety, or his individuality is being well and truly compromised, then you'd better believe that he'll resist with every ounce of fury he has in him.
That being said, he isn't all rough-and-tumble. Towards most people, he's fairly closed off, and hardly personable; but towards those he's more familiar with, he's at least somewhat more inclined to open up, slowly but surely. Those who get to witness this side to him come to find that while it may seem on the surface that he doesn't care for others, it's actually quite the opposite, at least to an extent. If someone's in danger, he'll usually be compelled to go and help out, and he does have a soft spot for young children, as well as the generally disadvantaged. Such people are the sort he's most likely to make friends with, if only in the short term.
Background: It doesn't take much to figure out that Damien's had a pretty rough life thus far, even if he prefers to keep some of the exact details under wraps. However, what most don't know is that while he was born and raised in the city of Chicago, Illinois, his early life actually wasn't so bad. In fact, as the son of a pure human mother and a Sanguineus father - a librarian and a doctor, respectively - his household turned out to be fairly safe and stable, which in turn allowed for a bright and joyful childhood in a city where such a thing probably wasn't very common. In those days, he was a far cry from the person he is now, having been so much friendlier with an idealistic, even whimsical outlook on the wide and wondrous world he lived in.
And then reality hit. Like a damn truck.
It's been about twelve years now, but he can still remember the exact date, clear as crystal. November 26th, 2028. It started out as a day like any other: He got up, ate breakfast, went to school, and returned home to spend the rest of the night doing homework and playing around with friends. The usual routine, in other words.
Then, at around 10:30, just as he was drifting off to sleep, he was startled by sounds of chaos outside his room. As if someone had broken in and started tearing the whole house apart. Perhaps against his better judgment, he went to check it out... and he came upon the sight of a pack of hellhounds ravaging his home. They were on the hunt.
Now, exactly who sent them was a mystery, and remains so even to this day; but it's worth reiterating here that his father was a Sanguineus himself, with some experience in fighting dark creatures, leaving Damien to theorize later on that it was some adversary from his past. Either way, since he was hardly much of a fighter anymore, he had never chosen to pass down the 'family business', meaning that although Damien knew of the existence of monsters and demons, he'd never actually come face-to-face with them. Not until now. So when those hounds turned and locked their gazes on him, there really wasn't much else he could do but piss his pants.
It was only thanks to his inherent abilities that he wasn't just ripped apart on the spot. Physically enhanced by the presence of hostile forces, Damien was able to make a very narrow escape, leading to a brief chase throughout the house as he bolted with the entire pack right on his heels. And they might've caught up to him, too, had his parents not intervened in time. His father was hardly any sort of Slayer, but he did happen to have some combat experience - just enough to hold off the pack while Damien's mother attempted to whisk their son off to safety.
That wasn't the end of it, though. While his father was able to take out one or two of the hounds, by some miracle, he wasn't able to last much longer than that. Once they were done with him, those that remained went on to pursue his wife and child, who were forced to flee on foot after seeing that their car had somehow been torn apart. Realizing that they probably wouldn't make it to safety before they were caught, too, Damien's mom decided to send him forward to his aunt's house, which was thankfully close by. She would devise a way to at least keep the hounds busy, and in the meantime, he was to contact Division 13 and let them know what was going on. If all went well, she promised, she would meet him there.
Of course, he objected at first, but being that he didn't have any better idea, he ultimately had no choice but to go with it. For minutes afterward, he sprinted through the dark and cold, still amped on adrenaline and Sanguineus enhancement, until he finally arrived at his destination. There, after being quickly taken in, he explained the situation to his aunt and had him phone a call to Division 13. After that, he would wait for hours, staring out the window into the night. In the end, he never saw those Hellhounds again. But that was the last time he'd ever see his mother, too.
As desired, Division 13 arrived on the scene shortly, but by then it was already much too late. With both his parents gone and his house torn apart, the damage was done, and Damien had no choice but to move in with his aunt on a more permanent basis.
Now, that may have been for the best, but it was by no means an ideal situation for him. Being a Sanguineus herself much like his father was, she was neither neglectful nor abusive, but she was exceedingly strict. She believed that her father was partially at fault for what had happened, having failed to take even a few precautions in case something like this were to happen, and she taught to rectify that by training his son the way he should've been trained. But for a kid who was just making a very sudden shift from a much more lax household, with little emphasis on combat, her expectations were a lot to deal with. Previously an easy-going child, he became much more rebellious and troubled, which contributed to a growing rift in their already poor relationship. He'd never much liked her before, and he really wasn't starting to now.
Fortunately for him, she wasn't all he had. Over the years thus far, Damien had made many friends, and while most wouldn't stick around for long after this point, there were a few that held tight. The most notable of these was a young Werewolf named Luke, who, rather unlike Damien himself, came from a lower-class family who lived in one of the worse parts of the city. With the tendency of his kind to group up and form 'packs', he had long been part of a gang in that area, and since those who were a part of it looked out for one another, he took notice of Damien's situation figured he could at least try and take him in as well.
Of course, with him being what he was, that wasn't exactly easy. The endeavor was met with staunch resistance right from the get-go, on both ends, and Luke had to work his ass off in order for the others to even consider letting Damien join. At that point, it was up to Damien himself, who, knowing his aunt wouldn't approve of him running off to live with a bunch of wolves, decided to slip out under the cover of midnight instead. When the time came for it the next day, he was forced to go through a rather violent hazing in order to prove himself worthy of living among them. He managed it, in the end, but he barely came out in one piece.
Even after all that, life was hardly easy. On top of taking part in the harsh lifestyle that the Pack was more accustomed to, him being the odd one out amongst them meant that not only would they support him a lot less than the others, but he would also be singled out a lot more. Only Luke and a couple of others were any real help, and even they couldn't do much to change the situation. As a result, Damien had to learn very, very quickly to toughen up and harden himself to the world around him. His innocence now well and truly shattered, it became clearer than ever that the kid he used to be wasn't the sort who would thrive out here. If he didn't adapt, he'd be eaten alive.
He lived this life for around three or four years before finally breaking off. As much as he tried, he could never properly connect with the rest of the Pack as a whole, even as some of the others individually began to warm up to him a little more. He decided that enough was enough, and that it was time to strike it out on his own. Thus, at age 16, Damien parted ways with the rest of the Pack (and not exactly on good terms), and proceeded to leave the city entirely. From there, he went on to spend the next few years traveling the country, jumping from town to town and state to state, experiencing all sorts of encounters with dark creatures and other supernaturals like himself.
Eventually, years later, he wound up in New York City, during what was meant to be a brief visit. However, during his time there, he got caught up in a terrible incident involving a gathering of Obsidian Demons who were wreaking havoc in the Bronx. While Division 13 was already on the case, and Damien was well aware that it was probably best he stay out of it, he chose to join the fray regardless, mainly to aid in the defense and evacuation of civilians caught in the crossfire. His role in the event was hardly a major one, but it nonetheless caught the eye of the organization; and so, when he attempted later on to disappear back into anonymity, it didn't work out so well.
Long story short, he got pulled into an interrogation, being quizzed first on his involvement in the case, and then - drawing on his previous encounters with the Division - on previous escapades he had been through in the past. Not all of which were exactly legal. And so, with this, he was provided an ultimatum: Either he could join the organization as one of their own, since he clearly had the potential to become a great asset; or, if he didn't fancy that, he could be arrested delivered right to jail. Damien never exactly say himself as a law enforcement type, like at all, but for him, this was a no-brainer.
Nowadays, he serves as one of the newer members on the team, being almost constantly active and on the field. While it was difficult for him to adjust at first, he's grown into the role he's been given at least in part, and now enjoys the work he does. It's perhaps the very sort of role in life that his father didn't want him taking, but it nonetheless seems to fit him like a glove.
Likes:
*Small children. Sure, they can be annoying at times, and even a pain to deal with, but he's usually willing to put up with it; after all, their natural innocence tends to brighten up his day. Reminds him of better times.
*Chocolate. Milk chocolate, to be more specific. Chocolate milk also works.
*Hard rock and various forms of metal. He just can't help but love the sheer intensity of it sometimes.
*Sleeping. You'd be wrong to call him lazy, but you'd be right to say that he finds it nice.
*Reading. It's not something he gets to do all that much, but he finds that it's a nice way to relax.
*Light, gentle rains, particularly when they serve as a backdrop and contribute to the ambiance.
*Werewolves who aren't assholes. He finds he tends to click with their kind more than any other, even his own.
*Some of his coworkers in Division 13. Those are his peeps.
*Unicorns. Yes, really.
Dislikes:
*Demons. This might be a given, but he happens to loathe them more than just about anything else he fights.
*His own nature as a Sanguineus. Not because of the powers themselves, because they're both cool and handy; but because of the expectations set upon him for it. The fact that using his abilities gradually and irrecoverably pushes him towards apathy also isn't too neat.
*Strict rules and regulations, and generally just being told what to do, so long as he feels it's not properly justified. (This is, of course, largely accepted in the context of the Division, but even then he has a sort of tendency to stray from the rulebook on occasion)
*People who are domineering and overly bossy. He doesn't mix too well with them.
*Being vulnerable, whether physically or otherwise.
*On that note: Emotionally-charged situations. They usually leave him feeling awkward as all hell.
*People making fun of him for liking unicorns.
*People telling other people that he likes unicorns. If he shares this with you, or if you find out some other way, have some decency and keep it to yourself. He'd appreciate it.
*"Oh, so you do have a heart!" Whenever someone sees him smile or do something soft.
*Bonus points if it's also a pun on his last name. Don't do this.
*Candy corn. How do people eat that shit?
Profession: Division 13 Specialist Capabilities: As a Sanguineus, Damien is, by nature, immune to the effects of corruption, vampirism, and lycanthropy. On top of this, when in the presence of hostile entities, his eyes take on a glittering gold hue, and he receives a twofold boost in both speed and strength as well as a substantial increase in toughness and pain tolerance. Lastly, he has a natural healing factor that is about thrice the rate of a normal person's. Altogether, this allows him to fight on par with other empowered races when he needs to, and is no doubt half the reason he's survived for as long as he has.
That said, repeated use of his abilities also seems to trigger a shift towards a more apathetic mindset, and with it comes the spread of white tattoos all over his body - the beginnings of which can already be seen on his chest. Equipment: The standard equipment of a Division 13 Officer, at least before the apocalypse. This includes (but may not be limited to):
*Gloves
*A radio
*A multi-tool
*A flashlight
*A handgun, with a load of silver jackets for ammo
*Two combat knives: One forged of silver, the other of iron.
*A good supply of salt
*Considering how many monsters out there are weak to fire, a flamethrower would nice. But, y'know, no room for that, so he just settles for smaller incendiary devices instead. If nothing else, he can at least whip up a Molotov cocktail on the fly.
*And obviously, a cell phone.
Hand-Hand Combat: Very proficient, picked up on the streets due to necessity, then later honed through proper training. He can fight bare-handed just fine, but often seems to prefer the use of a knife, or really any improvised weapon failing that.
Firearm Proficiency: Decently proficient. Kind of a similar case to the above, except he hasn't had to use a gun nearly as often prior to his induction into Division 13. Additional Skills:
*Thinking on his feet; he's no strategist, but he can improvise like nobody's business.
*Scavenging for food and water
*Resourceful thinking
*Cooperation, especially when he actually likes the people he's working with
*Survival, when out on his own. Especially in an urban area.
*Swimming. He's not exactly an Olympic swimmer, but he knows how to not drown.
*First-aid. He knows how to treat an injury, mainly because he's had to do it to himself many times over; but on the field, he generally leaves that to the actual medics unless they aren't available.
Link To Writing:
The date is now October 1st, and it is the beginning of the spookiest time of year. While the world grows cold and undergoes its transition into darkness, the veil between both realms begins to thin, and the forces from Beyond grow bold as they start to seep through into ours. Witches congregate, demons resurface, skeletons dance, and the souls of the departed return to walk once more amongst the living. But while the line between life and death blurs and wicked creatures begin to stir, so too do the Children of Samhain rise to deal with it.
Such is the case with the Lair. While there may indeed be trouble all throughout the year, it isn't until now that things truly begin to pick up, and at a time like this, communion between Hallows is nothing short of vital. So it should come as no surprise that in this lovely afternoon, the cabin's usually low-key environment has now become one of bustling activity.It's something of an open-house situation. Hallows come in from all over the country, and a few beyond that, hailing from other hideouts or lone pursuits in order to exchange information, garner aid for their (sometimes literal) undertakings, and sometimes, to simply catch up with old friends and connect with new ones. Many can be found hanging around in, underneath, or even around the building, chatting or snacking or planning out their next move.
To this end, one may find at least a handful of people clustered around the Missions Board, which now housed far more notes and notices than it had in the previous weeks. With people constantly claiming old missions and putting up new ones, it pretty much never looked the same from one day to the next.
Today, after coming in from his most recent outing, Cole intended to add to it. When the door swung open and he stepped in, he took only a single, sweeping glance of the place before making a beeline for the board. On the way, he exchanged greetings with various other Hallows new and old, including a girl who was trying (and comically failing) to chat up Alastor.
When he reached the board, the half-a-dozen people already there parted for him, as was usually done with seniors, allowing him to walk right up and take a look. The board was half-full today, or close to it, giving him plenty of space to put in the notice he had in hand. As he looked, he caught sight of a brown sticky note on the right, which he picked off to inspect more closely. Then, he wrinkled his nose and promptly burned the thing in contempt, letting its ashes fall to the floor. Hardly any effort was put into the damn thing. No one was going to take it.In its place, he put up his own notice - half a sheet of paper with the following written upon it:
"Trouble in the Northwest. Powerful necromancer causing issues around Portland. Seems to be building up an army. Don't know why yet, but it's not good. Looking for 3-4 Hallows to help investigate. Hit me up within a couple days if you're down."
As always, the paper was signed with his initials on the bottom right: C. J. A.
Once that was up, he looked over it one last time, then turned and headed off without another word.