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Fantasy Echoes of the Night Sign-Ups

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The Shadow Realm

Leader of The Shadow Realm

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-General-


Name:

Alias:

Age:

Gender:

Sexuality:

Nationality:

Species:

Faction:



-Physical Characteristics-

(Pictures are fine, however I still would like for the blanks to be filled.)


Hair Style:

Hair Color:

Eye Color:

Skin Color:

Height:

Weight

Scars

Tattoos

Body Type

Clothing

-Personal Information-

Likes (List them.)

Dislikes (Once again, list them.)

Goal(s) (Either list them or write them out, I won’t dictate how you do it.)

Your Deepest Fear(s) (You know the drill by now. List them my peeps.)

Personality (Actually write this one out please.)

Background (Minimum of 2+ paragraphs.)


-Abilities/Skills/Equipment-
Strengths

Weaknesses

Skillset

Equipment (If any)

Powers/Abilites


 
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-General-

Alias: Azrael "The Fallen Angel", Aluquin "The Twin Sister" (Aluquin is Wynn's sister, not a middle name.)

Age: Their age is thought to be roughly around 25, however due to their isolated upbringing this might not be correct.

Gender: Wynn is presumed to be a male based solely on both their stature and appearance. This topic is actually rather debated however, as they seem to identify by whatever term people throw at them, further confusing the people who attempt to guess. They have been shown on occasion to prefer one or the other though, and often switch it around when addressing themselves.

Sexuality: Who honestly even knows? Wynn probably doesn't even know the answer to this question themselves, as they've been far too busy for such trivial matters.

Nationality: German, if not evident enough by their last names.

Species: Wynn is still technically a human being, however due to demonic possession he now falls into the range dubbed "Daemonic". Daemonic beings are created when a human soul successfully pairs with that of a demon's in a twisted harmony. This enables the two to both benefit from the combined powers of the conjunction, however at the cost of degrading the host's sanity as the years pass on.

Faction: The Corrupted Rose


-Physical Characteristics-
Due to them wearing a full suit in all occasions, nobody knows the exact appearance of Wynn much like their gender. The only leads thus far is that they had an identical twin named Aluquin, who had a sole picture taken of her cannibalizing a group of freshly killed soldiers.
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Hair Style: Wynn's hair is rather long, and it flows freely from underneath his helm in a brazen nature. It is unknown why exactly he keeps it at this length given that it poses a hazard, however maybe it has meaning to him in some odd way.


Hair Color: His hair color is mainly a warm chestnut brown, however at the tips it fades into a light seafoam blue. The unnatural hair color is not of his choosing though, as it only began to show upon his initial possession.

Eye Color: His eyes are a mixture of emerald green and a crisp ocean blue, with the green mainly present in his irises and the blue focused solely on his pupils. In some odd way, Wynn notes it as a form of symbolism. The green of his eyes represents the control he still has over his own body, while the blue is that of his sisters.

Skin Color: Meyer's skin color is pale to the point people often ask if he feels well. It doesn’t matter how much sun he receives, it always remains the same dull color as always. Despite being such a murky color however, he miraculously doesn’t burn in the sun.

Height: 6 feet tall. They're rather tall, to be frank, which makes some doors his heads worse nightmare.

Weight: Around 176Ibs, which is actually pretty light for his height. He should probably eat some more, however he doesn’t really get the munchies all that often.

Scars: Scars adorn Wynn's body like skin-born tattoos. They dance together all around his figure, seemingly rejoicing at the pain they once afflicted upon him. Despite that however, there are major etches among the cracks that show clearly on his body. The most prominent is that of a werewulf bite, which shines brightly with his mutilated right arm as its beacon. Due to his demonic side however, he is yet to be affected by it.

Tattoos: He has none, as why would he cover up the tattoos nature generously gave him?

Body Type: Meyers is what people usually refer to as an endomorph. He is not too skinny, and actually has quite a bit of muscular definition throughout his body. His body is also rather uniform, with each side of his body in near perfect union with the other side. After years of working on the battlefields, Wynn's body has become sculpted to fit his needs.



-Personal Information-

Likes

-Dogs. To be honest, who doesn't love a good boy? Dogs are known as man's best friend for a reason, and that's because they actually care for us unlike those damn cats. Did you know a cat will only wait two days before eating its owner? A dog, on the other hand, will wait up to a week before resorting to eating their master's flesh. Which one seems more loyal now, hm?

-Guns. Now that the age of swords is drawing to a close, guns have begun to fill that void. Why risk your life to get a good stab in when you could just shoot them?

-A little bit of carnage. This might not seem all that odd for a hunter, however the pleasure Wynn takes in mutilation is bordering on the mentally deranged side. Every incision she makes causes her to feel waves of pleasure as it continues onwards. With every tear in the skin, each peeling back of muscular fibers, the dancing nature of severed tendons, it doesn't matter. It all nests the same reaction from her, that of a sickened sense of enjoyment. This is not her true nature however, as she would never derive satisfaction from hurting any creature before her possession. That leads this twisted fantasy to her sister's mind, not her own.

-A bit of solace every once in a while. It helps relax the tension she’s racked up and helps her calm down if a situation is severely bothering her. Due to these occasional acts of solace, Wynn is able to control the vortex of emotions twisting inside her. If it wasn't for these thoughtful breaks, who'd know what would occur?

-Tea. Especially if it has a bit of sweetness to even out the flavors. It helps her relax when she needs to calm down, much akin to being in the dark by herself.

-Jokes. Sure, she might be slightly evil but who doesn’t enjoy a good joke? Ever since her childhood jokes have enabled her to push forwards in moments of darkness. In many ways, even to this day, jokes still play a vital role in her well being.

-Consuming the corpses of the freshly dead. Perhaps it's the cause of her sanity slipping or a bizarre fetish she inherited from her sister being infused with her. Whatever the case was though, that doesn't stop the sickening wash of pleasure that fills her mind when she does consume a corpse. In her mind, the flavors are like fireworks of color going off with the ferocity of dynamite. It's a taste that defies definition and as such, she is addicted to it.

-The tinge of fear as a victim passes on by your hand. As the light of life drains from a fallen foes eyes, you can almost feel their terror entwined within your own mind. This feeling is a twisted display of connection for Wynn, one she lacks with many living people. In her eyes, nothing is more intimate than watching someone fade beside you. It is due to this that she often grasps the hands of the beasts she has slain, seemingly guiding them into the inky darkness of death.

Dislikes (Once again, list them.)

-Kids. It's not that she particularly dislikes kids, it's moreso the fact that she seizes up when confronted by one.

-High and mighty people. Nobody in this world is of importance over another, as the world is already filled with things that rival man. All around us the threat of destruction looms eerily in the distance, yet we have people thinking that nesting power will save them. This couldn't be further from the truth, as nothing can stop the end of days. Instead of trying to save themselves from a fixated fate however, they could instead start bettering the world we live in already. Just improving the world we live in today could make our end of days all the easier to bare.

-Cats. Wynn has never liked cats, the reason being is that they have a bad air around them.

-People who are too serious. These serious types have always kinda annoyed Wynn, as she has always been a sort of jokester herself. In her mind a good joke can be a beacon of light amongst an ever darkened world, and often thanks the creation of them for keeping her alive all this time.

-People who believe all monsters are evil. It is true that some monsters are the vile creatures you read in fairy tales, however not all creatures of the night are bad. Wynn has personally had experiences with both of these Yin and Yang counterparts and has discovered those who are good can be recognized at heart. Despite being monsters, many of these creatures would give up their stake in life for mankind's. The idea that those who'd sacrifice themselves are still criminalized makes her sick.


Goal(s) Wynn currently has no other goal in life but to finally put her twin sister to rest. It is unknown how exactly she'd do it though, as there isn't currently a way to unbind the soul of a demon from that of a human. This factor only powers her ambitions further though, as if it wasn't found out yet it must be possible someday.

Despite that goal; she does want to settle down one day. The idea of little terrors running around one day fills her mind with a warm feeling of ecstasy.


Your Deepest Fear(s)

-Letting her sister take the reigns. If this ever occurred it might spell the end for many innocent people. as her sister's mind is a dark bottomless abyss not softened by human feelings. Aluquin's mentality before dying was already sadistic enough to torture and maim people, so imagine the chaos and bloodletting she could inflict now. Due to this, Wynn has a failsafe built inside her own body for when that day eventually comes. She'd rather it not go off though, as it wouldn't end good for either of them.

-Going insane before she can complete any of his goals. Every passing day, corruption creeps through Wynn's skin with the pain of a hot iron. Although the corruptions spread itself is minuscule at best, the lasting effects of it mingling inside her body are still everlasting. Hallucinations already are commonplace for her, with projections of her among masses of mechanical spires being the most common one. Despite the minor annoyance of the hallucinations however, her mind also confuses reality and the false sense of it. In many ways, this fear is already becoming true.

-Death by falling. Heights have always been a terror for Wynn ever since she saw her sister die from her neck snapping. Something about the height, the state of being looked up at, terrifies her to the very core. Every time she is up on a ledge or even a roof, sour images of the past flicker in her head like ghastly candlelight.


Personality:
In the past, Wynn was a person who secretly hated the world. Growing up without parents left both her and Aluquin without someone to take care of them, which caused Wynn to rise to the occasion. From doing this, she also swore that she'd keep her sister safe. To fulfill that promise Wynn partook in the evils of the world to make sure her sister wouldn't have to do the same. In her eyes, she saw the world for what it truly was, for what humanity truly was. In reality monsters already existed, however humans were the real monsters in her eyes. Nobody batted a single glance as they walked the streets in rags, or when they were crumpled over from starvation. Mankind only cared if you gave them a reason to, which Wynn did to better their lives. Growing up doing vile deeds for mere specks of coin led her down the path of a burning hatred for everything humans stood for. Who could look at children starving to death and walk idly by to buy food at a stall nearby? It made no sense to her, which furthered the fire collecting inside her. This anger is what enabled her to survive though, as with it she learned to survive the sickness mankind actually was.


This feeling of hatred changed one fateful day however, the day they finally were given a home.

After being brought in by a group named Sacred Blood, her hatred boiled down to a low simmer. The people there showed affection to them and treated them as children should be treated. In their eyes was kindness, unlike the dulled glances in the clustered streets below. From there on, Wynn began to change under watchful eyes. As her childhood improved, as did her mentality towards the same people who had forsaken them. In her heart, she learned to forgive the evil people were capable of and found peace in the chapels the Sacred Blood provided. From that change, she sprouted anew and became a person who risked their own life to save others. This is what led her down the path of The Sacred Blood and her personality as a whole.

Upon possession however, her pure attitude curdled. As her mentality went into war with her sister's many aspects of her were replaced by Aluquin's. Although her side mainly prevailed, some aspects of her sister managed to hook into her like a caught fish. As such she gained a sadistic side to her personality - one which enjoyed the suffering of others around her. On top of that, her emotions became fogged - dulled by her sister's apathy towards everything about life. Despite the apathetic changes to herself though, she still harbors love deep inside her. It is just hidden with the rest of her self, locked without a key to pop it open.

Background
If asked to speak about her past, Wynn usually tries to avoid the topic. This was mainly due to how twisted her early life was, and the terrors that still arise from just the remembrance of it. All of her early life was spent shackled in chains by her twin sister, as both were tormented by animals masquerading as her parents. The vile nature that both of the twins suffered over the span of a decade still haunt her to this day, as no form of torture was enough for her fucked up parent's minds. Despite just being children they were often sliced up like pieces of a pig, bathed in a pool of skin melting chemicals and drained of their own life at specific moments in time. Each time one of them was beckoned by the call of death however, they'd somehow always jolt back to life. The only solace for them was death, and her parents wouldn't even allow them that blissful of a pleasure. This living hell went on for months, and as months turned into years, no shred of innocence was left in their bodies. In place of any love was that of hatred and the longing for it to all stop.


One day however, angels descended upon their home and slew the beasts that were her parents, thus releasing them from the hell that was their early life.

As their parent's limp figures were dragged out of their family home, a group known as The Sacred Blood's said that everything would be okay from there on. To the surprise of them both they kept this promise, and under the watchful eyes of the Sacred Blood's they began to live out the lives children were meant to have. In place of all the torment and ill-will they received from their own blood, people of all backgrounds helped make sure they were comfortable with their life. As the years passed, and as the foulness of her early childhood began to fade, Wynn was soon asked if she'd want to slay the same type of beasts her parents were. Without a moment of hesitation, she accepted the offer generously outstretched to her, thus inducting her into the ranks of the Sacred Bloods. With her being the youngest member in their ranks however, her beginnings were quite tough and each day felt as if it'd make her give out from a mixture of physical and mental exhaustion. Despite every aspect of her being screaming for her to quit, she pushed on with every last bit of strength she could harness. It was with this brash nature that she climbed up the ranks of the Sacred Blood's, and into that of a renowned "Tainted Hallow."

With her life going this smooth however, something was bound to break eventually. In place of it being herself however, it was instead that of her sister's neck.

As Wynn's life became ever consumed by that of hunting beasts, her sister Aluquin began to stray from the path the Sacred Blood's had established for her. In her mind it felt as if everyone was forsaking her, just as they did all those years ago when they were being mutilated in the darkness of night. In her head, the fragile amount of sanity that remained was cracking and there seemed to be no stopping it. Due to the ever-increasing gap between her and that of her twin, she began to distance herself little by little. This went on until she finally gave in and fled away from her home, and instead entered the murky streets of London. It was then she began to mess with human life, using the same tactics their parents had used on them as children. As the months went by, murders began to spread like wildfire in the slums of London. In the shroud of night, a serial killer had been killing and maiming woman in a brutal display. There were many killings to be found the whole of London, however the tale-tale sign of it being "The Ripper" was that of the mutilation and cannibalism of the lower female body. Many speculated who exactly this person might be, however the name "Jack the Ripper" was the most common term for them. As fate would have it though, this killer was in fact Wynn's sister Aluquin - one who was eventually caught in the act.

The day of her execution was the same time Wynn received the shocking news. In her mind, everything that mattered to her was gone. The only person she had ever loved, her only sister, was facing the gallows for the suspected murder of an innocent civilian. Upon reading the letter, Wynn rushed to the scheduled place of execution, figuring it all to be a simple mistake that could be righted if acted upon. As she made it to the hanging post however, the snap of a rope echoed throughout the cramped London streets. With tears streaming down her face, she shoved her way to the front of the crowd as gasps of awe trailed behind her. Upon breaching the crowd, she was met by her sister struggling to unhook the rope from her unsnapped neck. The rope failed to kill her instantly, so instead of a painless death, there was only the look of terror in her eyes. As Wynn attempted to clamber onto the stage however, she was promptly tackled by the men who littered the stage, and was instead forced the watch her sister's last gasping breaths as she passed on.

The day following the incident, her sister was laid to rest at an unmarked tombstone. For an entire day, Wynn laid on the freshly packed earth and wept over her loss. Everything she cared for was gone, her entire world vanishing with the snap of an executioners rope. With tears of anguish filling her head she began to curse the world and then began to think of a way to save her sister. Although it was a taboo act, Wynn desecrated the body of her sister in order to attempt her revival. As she completed a blood ritual she had once seen in a long forgotten book on necromancy, she waw Aluquin return to life - only to spew a thick pool of bloodied vomit before collapsing into her hollowed grave once more. With tears of sorrow filling her eyes, she drew the same symbol on her own body and then sealed her sister's soul into her own. As a result Wynn began to change, and many aspects of her disappeared that very night. Following the bonding of their souls, she was also expulsed from the Sacred Blood's, left to fend for herself with her mental state quickly falling.

As her mind was reaching its end, a group known as "The Corrupted Rose" found her and nursed her back to health. Due to the kindness shown in their gesture, Wynn thought it fitting to aid them in return. In her eyes, even to this day, she owes them her very life.



-Nimble nature. Due to his lightweight build, he is actually rather nimble. This graceful movement allows him to quickly escape from danger if he needs too, or dive headfirst into hell if he's required to do so.

-Gunplay. Wynn has used guns for over four entire years now, almost entirely in combative situations. Due to having to practice on living targets, his aim is actually pretty damn great. It isn't the pinnacle of his power yet, however the base he has at the moment can only lead to a stronger frame being brought up by it.

-Strategic mind. This strength is actually due to his sister and not of his own abilities. Despite his sisters twisted view on life, one thing he admires is her strategic nature. Every blow in Wynn's mind is processed by her, which often leads to many successful attacks. Without her intermingled inside his brain, his skills would be drastically diminished in the tactile sense.

-Magic. Being conducted into the guild "The Sacred Blood" at the age of a mere whelp has led to him becoming skilled in the arts of magic. As such, his network of spells is quite vast and he surpasses most who call themselves "Mages".


Weaknesses

-Extended time in the sun. This is brought on by his soul being infused with a demon's, and due to it his life underneath the big ball of fire is pretty shitty. Direct sunlight is actually a major problem for him, as each time it grazes his flesh it sends a wave of nausea into the deepest reaches of his guts. On top of that, his blood flow is also worse when under its exposure, preventing him from using hemomancy on the scale he usually does. To combat these negative aspects of the big bastard, Wynn wears a suit that fully envelops his body.

-Can lose control of his own self. Due to his partially demonic nature sprung from Aluquin, he can become entangled by her influence. When this occurs, Aluquin acquires partial control of his being, often leading him to become a different being as a result. When this occurs, he often loses the majority of his motor functions until his influence is regained. When activated, his mood can be either enraged or that of a complacent being that is empty as a porcelain doll.

-Not the best eyesight. Ever since he was a child, his vision has always had a slight fog in it for distant objects. It was nothing ever as bad for him to acquire glasses, however it still annoys him when he needs to focus off in the distance. This can lead to him misidentifying friend or foe considering how far they are away from him.
-Insanity


-Swordplay. Since he has mainly depended upon distance his entire life, he has neglected the arts of swordplay. He has started acquiring the basics just in case the need arises, however if a monster ever prevented him from using his magic he'd still be in deep shit.

-Typical demonic weaknesses. Iron is one of the major issues for him, as if it touches him it burns with the ferocity of a blazing iron. The other big issue is that of religious objects, as each time someone wields it in defense, it often causes him tremendous amounts of pain.

Skillset
-Hemomancy expertise. Due to his early childhood being spent in the halls of "The Sacred Blood's", his skill in hemomancy rivals that of the ones who lead it. With his base skill alone his access to hemomanic spells is quite vast, and that paired with his mana pool enables him to competently fend off various beasts with the art. His skill is furthered by that of his sister however, as she also was taught under the guidance of them. Instead of following the pure-blooded path though, she instead used corrupted blood for her spells. This intermingling of information has netted him a section of skills previously unknown by many hemomancy members, further collimating his power.


-Gunplay. You've gotta be a master of a few skills to be a skilled hunter. In Wynn's eyes, gunplay was one of those skills you just needed to know. Due to years of actual hunts, his skills with guns has increased exponentially. This has led to him knowing how to properly wield a weapon, and how to execute any being that stands in his path.

Power(s)



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Impurity - Impurity is a power that Elijah typically uses when the need arises, however avoids when other hunters are nearby. The reason he often avoids using it in public is due to the fact that it exposes him as a monster. When activated, the ability causes his body to become cloaked in a blue flame of sort, and with it he can typically use the powers attributed to a demon. This enables him to use various forms of dark magic and the demons strength, however at the costs to his own sanity. If pushed too far, this often leads to him snapping, in which he either passes out or goes mad for a short while.



Bloodlust - More of a passive ability, the more blood Elijah sees and absorbs, the greater his bloodlust becomes. Once bloodlust has reached the pinnacle of its stored power, it can be released in the form of demonic hemomancy. This causes a dense crimson mist to swamp the immediate area around him, which then precedes to consume anything that enters it. Due to its use not excluding allies, he often avoids using this power in its entirety.


Cry of Fear - Just as the name hints, this power deals entirely with fear. As a type of demonic magic, it uses an opponent's worse fears as a weapon in place of actually harming the victim. This leads to the unfortunate creature often giving up on its fighting, as the only thing going through their head is fear. As a user of this magic however, the same thing occurs to the caster. This leads to both sides experiencing the firm grip of terror, and why it is restricted only for capturing the most dangerous of creatures.

Firearms:
1873 Winchester Rifle
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Jarre 10-Shot Pinfire Harmonica Pistol
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Oliver Beckett


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General:

Name: Oliver Beckett

Alias: The Masked Scourge

Age: 78

Gender: Male

Sexuality: Heterosexual

Nationality: British

Species: Vampire

Faction: The Franklin Collective

Physicality and overall appearance:

Hair style: Oliver prefers to keep his hair short, however he'll often neglect grooming himself when busy with several cases at once.

Hair color: His hair color varies, with it being a dark brown when he's fed and healthy. If he goes without drinking blood for a while though it begins to go grey.

Eye Color: Oliver's eyes are orange and noted for glowing at night.

Skin color: Oliver's skin has noted for being rather pale, mostly from being out away from the sun for over fifty years.

Height: 6 feet 7 inches.

Weight: 180 lbs. Not like he really needs to get 'stronger' or put on more muscle. He's a vampire.

Scars: A large scar at his stomach from the bullet wound he obtained as a human. Various small scars litter his body as well.

Body type: If he were a human and wore less concealing clothing, he'd certainly be seen as strange. Long lanky arms and legs, mixed with a slim frame. He certainly doesn't look like someone who could easily throw three times his body weight. Thankfully his clothing makes him seem more muscular than he really is, even if it is just because he wears a coat all the time.

Clothing: Oliver is easily recognizable just by the fact he has a very select wardrobe. A wide brimmed hat, circular framed sunglasses, a scarf which covers the lower half of his face. He typically wears a pea coat or other long coat, with gloves which cover his hands. Simple slacks or trousers with a choice between simple dress shoes or boots. Its the fact he has a fairly consistent wardrobe that he's recognizable. That and his unsettling history.
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Personal Information:

Likes:

Coffee: Sure, it doesn't do anything for him anymore but it's rather nostalgic.

Opium: He used to smoke the stuff when he was human. It doesn't effect him at all now, but it's an old habit.

Cats: They're quiet, and don't run up on you like a dog.

Firearms: Oliver considers himself a firearm enthusiast and spends time collecting old and prototype weaponry.

Cynical Humor:Nothing like a good joke about the human condition.

Peace and quiet: He's had to deal with a lot of loud violence over the course of 50 years. Those moments of silence can really be quite nice.

Dislikes:

Dogs: They make a lot of noise, and can pose a dangerous threat when he has a job to do.

Tea: Absolutely disgusting drink. Stereotypes of the Brits loving tea are stupid.

The snooty rich: Honestly, go drown in your tea. Ponce.

Werewolves: It's nothing personal. They're just hard to take down.

Goals: Oliver was never really able to set a real goal very well. Not even small goals. He just wanders, doing his job in an attempt to keep the world a slightly safer place.

Deepest Fears:
Dying by fire. Not the best way to die.

Being trapped at the bottom of the sea. That sounds honestly even worse.

Personality: Oliver is a bit cynical and certainly one to mutter a few words under his breath if things go sour. Of course things would go that way. Melodramatic people and those who see themselves as some sort of 'tragic hero' or 'supreme being' are the ones he hates the most. He's had to deal with and exterminate more than his fair share of people like that. Monsters of any type are fine, just don't cause trouble. Honestly just don't make his job harder than it needs to be.

Backstory:
Oliver's story up until his transition is rather forgettable. Two loving parents, a decent education. Middle class life, with little financial issues. Not much to talk about, and his file in the Collective would agree with you. He joined the military in 1838 as a way to get some sort of career started, just in time for the start of the First Opium War a few months later. Soon he was shipped off to China to fight, managing to get himself wounded in the process. A large ball of lead right to the stomach ended his career right as it started. He managed to survive, but was stuck in a field hospital where his condition was worsening by the day. One night however, a vampire had found their way into the building, most certainly attracted by the various wounded and dying bodies that were meant to be an easy meal. Oliver just so happened to be that easy meal. The vampire had no intention of turning him into a vampire, just a stroke of bad luck as he was caught by a wandering soldier. Oliver never even knew what the vampire looked like.

Oliver's memory of those next few weeks were hazy. He remembers getting on a boat back to London and hiding in his room for most of the trip. His wounds were healed, but he felt wrong. He found himself in an alley, growing weaker and weaker. Perhaps he was sick? He remembers waking up in a bed, a group of men surrounding him. Then training. It wasn't until later that he learned who had saved him, and what they did. The Franklin Collective, the secret division, desperate for new recruits. Desperate enough to pull a dying vampire off the street and try and train them. Thankfully the effort wasn't in vain. Oliver proved himself an impressive agent of the Collective, thanks in part to the fact he had to learn quickly. Working for the Collective makes starting on the small fry hard because the mission is the big, bad scary wolf currently ravaging a village. Decades of having to fight things bigger, stronger, older, and scarier than you is certainly a way to learn the ropes quick. He's dealt the deaths of more than a couple of creatures that were rumored to be just legends. Working for the Collective for 50 years has led to him becoming one of the top agents, with his name becoming rather well known among the other factions. 'The Pure' seems to hate him in particular.

Abilities/Skills/Equipment:

Strengths:
-Excellent with most kinds of firearms, prefers the use of pistols and shotguns.

-Great knowledge of the various monsters that exist.

-Decent ability with hand to hand combat, mostly due to his strength and reflexes. Hardly because of his technique.

-Vampiric reflexes allow him to be incredibly nimble and move quickly

-Improvising. Being clever is what keeps you alive in a fight, and being able to come up with a solution with little time is a skill all of its own.

Weaknesses:
-The usual vampiric weaknesses

-Overall distrust of most other paranormal entities.

-He isn't charismatic, that's just a rumor about vampires. A very untrue one in Oliver's case.

-Fighting with any sort of melee weapon that requires finesse or training to be good with will prove difficult for him. Why use a sword when you have shotguns anyway?

Skillset:

Dual-wielding: Oliver is capable of holding a pistol in each hand and using them with superb accuracy, able to compensate for the recoil with his vampire strength.

Hemomancy: Oliver has learned a few bits of magic here and there, though he doesn't use it very often.

I'm sure there's a few more I could add, this'll probably be a work in progress.

Equipment:

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This is one of Oliver's weapons of choice, with the ammo becoming easy to locate or purchase as the pistol is widely popular among the police constables and other agents. The break-action mechanism allows him the reload the revolver quickly, as well as allow him to load a sorted variety of rounds. Standard, silver-coated and iron all loaded in a cylinder is more useful than you'd expect. With the creation of moon-clips, this has only made reloading the weapon even quicker.

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If you want a sturdy pistol that looks like an engineering masterpiece, you typically go German. This pistol is quickly becoming popular amongst the British Military officers, and even some of the agents of the Collective. The fact it loads itself makes follow-up shots easier, and the reload is quite fast once one takes the time to practice. A flurry of silver-coated bullets coming from this gun has even staggered a Werewolf before. Staggered it, mind you. Not killed it.

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A shotgun would normally be hard to conceal on your person, even with heavy clothing. In the forests, a Winchester 1897 would be perfect, but when you're in tight-spaces and crowded city streets, you'll find that concealment must also be a factor. The Burgess shotgun combines the firepower of a shotgun, with the concealability of a pistol. Sort of. The 12 gauge shotgun holds 6 rounds, and is cycled through by a interesting design which utilizes the grip of the gun, so as to not infringe on patents. The shortened barrel, as well as the leather holster that is included with the shotgun allows Oliver to carry it with him underneath his coat with no one any wiser. With the advent of slugs, it has proven to be quite useful against younger werewolves as well.

frhn50x.jpg
This is a big gun. Massive. Heavy. It fires a bullet way too large for something so small, and it's only useful against an elephant. This is essentially a pistol elephant gun, and fires the same 2 bore round custom made for the gun. Short enough for the rifling to have an effect on the bullet, but long enough to carry a huge punch behind it. This is an emergency gun, for when..say..a massive werewolf is coming Oliver's way. He's not using the pistol for regular use. The ammo is too expensive for repeated use and it shatters his wrist every time he uses it.



Powers:

WIP

 
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  • fzkz0MK.jpg
    Artwork by Lee Do Kyung



Alathea Nora Elwood

  • Alias: Allie (to friends); Elwood (formal)

    Age: 25

    Gender: Female

    Sexuality: Bisexual

    Nationality: Mongolian

    Species: Human

    Faction: The Corrupted Rose

    LikesDislikes
    Tea; any typeCoffee
    Killing beings of the nightAny being of the night
    LoyaltyBetrayal
    Cleanliness/HygieneDrugs/Smoking

 
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  • fzkz0MK.jpg
    Artwork by Lee Do Kyung



Alathea Nora Elwood

  • Alias: Allie (to friends); Elwood (formal)

    Age: 25

    Gender: Female

    Sexuality: Bisexual

    Nationality: Mongolian

    Species: Human

    Faction: The Corrupted Rose

    LikesDislikes
    Tea; any typeCoffee
    Killing beings of the nightAny being of the night
    LoyaltyBetrayal
    Cleanliness/HygieneDrugs/Smoking

This is a damn good CS. Accepted!
 
-General-

Name: Nikiyev Kovac

Alias: TBD

Age: 18

Gender: Male

Sexuality: Straight

Nationality: Russian

Species: Human

Faction: Franklin’s Collectives

Robotic Arm:
(Couldn’t find anything more steampunk)
7EEE7B2E-7DEC-49BE-B4B0-37DA4A168AD8.jpeg



-Physical Characteristics-

BFFCDE27-CCBC-4173-9AF9-E0DA0818D530.png


Hair Style: Messy

Hair Color: White

Eye Color: Red (left) Black (right)

Skin Color: Pale

Height: 6’0

Weight: 190

Scars: Long scars covering his forearm and upper bicep. Nikiyev doesn’t even attempt to hide these as he thinks they make him look cool.

Tattoos: N/A

Body Type: Mesomorph

Clothing: Black, short sleeved shirt | White dress pants


-Personal Information-

Likes:
•Reading
•Hunting
•Sleeping

Dislikes:
•Loud people
•People who think they’re above others
•Vampires

Goals:
•Kill the monster that took his arm
•Rid the world of night creatures, one by one.

Deepest Fear: Death

Personality: Nikiyev is a kind and gentle individual, except when he’s working. Under normal circumstances, he is a gentle person who is always smiling and other food stuff. But when he’s working, he’s a cold, aggressive individual who’ll stop at nothing to kill who needs to be killed.

Background: Nikiyev was raised in a normal Russian household until he was about 16. At 16, a Vampyre broke into his house and murdered his parents. The sadistic matter of the attack drew him to near madness. As the vampyre made his way toward Nikiyev, he was able to break the chair he was held in and drive it through the pyre’s heart. Driven by adrenaline, his thinking was clouded, making him think of nothing but killing monsters.

After the attack, Nikiyev walked into town covered in the blood of the beast he’d killed. People were naturally fearful as they didn’t know the context of his situation. Nobody expected a 16 year old to take down a monster like that. He was approached by the constable and asked what had happened. He explained to the officer that a Vampyre has killed his parents and he himself had barely survived himself. The he continued to explain his situation until the adrenaline finally wore off. He immediately passed out because of a large gash the Vampyre has given him in exchange for its life. He woke up days later in the hospital with bandages covering his arm.

When he was discharged, he immediately signed up to become a hunter. He quickly made a name for himself in both the human and monster worlds. He was branded as a hero by humans, and a monster by anything else. He had no prejudice or rhythm to his work. He did it, and did it quickly. The only fight he’d been in where he sustained any real injuries was with Louis de Pointe du Lac. The battle resulted in Nikiyev losing an arm and Louis escaping. Nikiyev spent the next 5 months seeking company with the faction Franklin’s Collectives. When he finally was granted contact with them, he was given a new arm in exchange for 15 years of hunting service. His first order of business was to hunt down and capture Louis de Pointe du Lac. When he succeeded, he took his arm as a trophy before turning him in to his faction.

-Abilities/Skills/Equipment-

Strengths-
•Speed
•Fast, unpredictable attacks
•Blitzkreig style fighting
•High Stamina

Weaknesses-
•Nikiyev is ruthless. He doesn’t show emotion and sometimes blurs the line between work and public relationships.

Equipment-

Weapon-
Modernized Short Sword
B8EEAECE-866D-42D5-8AEF-36A838EB138B.png

Colt Revolver
5663B24F-F5C0-4CF7-962C-F06A90D560AE.jpeg
 
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-General-

Name: Nikiyev Kovac

Alias: TBD

Age: 18

Gender: Male

Sexuality: Straight

Nationality: Russian

Species: Human/Vampyre (1/4 Vampyre)

Faction: Franklin’s Collectives



-Physical Characteristics-

View attachment 419831


Hair Style: Messy

Hair Color: White

Eye Color: Red (left) Black (right)

Skin Color: Pale

Height: 6’0

Weight: 190

Scars: Lenghty scars covering his right arm from training and past fights.

Tattoos: N/A

Body Type: Mesomorph

Clothing: Black, short sleeved shirt | White dress pants


-Personal Information-

Likes:
•Reading
•Hunting
•Sleeping

Dislikes:
•Loud people
•People who think they’re above others
•Vampires

Goals:
•Kill the monster that took his arm

Deepest Fear: Death

Personality: Nikiyev is a kind and gentle individual, except when he’s working. Under normal circumstances, he is a gentle person who is always smiling and other food stuff. But when he’s working, he’s a cold, aggressive individual who’ll stop at nothing to kill who needs to be killed.

Background: Nikiyev was raised in a normal Russian household until he was about 16. At 16, a Vampyre broke into his house and murdered his parents. The sadistic matter of the attack drew him to near madness. As the vampyre made his way toward Nikiyev, he was able to break the chair he was held in and drive it through the pyre’s heart. During the skirmish, a small amount of the Vampyre’s blood got into an open wound he had gotten. This gave him weakened attributes of a Vampyre.


-Abilities/Skills/Equipment-

Strengths-
•Speed
•Fast, unpredictable attacks
•Blitzkreig style fighting
•High Stamina

Weaknesses-
•The sun irritates him
•Holy objects make him uncomfortable
•Holy Water makes him naeseous.

Equipment-

Weapon-
Modernized Short Sword

Six Shooter

Abilities-
Enhanced Speed
Enhanced Strength
(just to let you know Res, this rp is gonna be pretty in detail. As such, you're gonna have to really make your CS and posts beefy this time around. Oh, and vampyres that are less than half can only be created from being born one. It cannot happen due to blood entering a wound.)
 
(just to let you know Res, this rp is gonna be pretty in detail. As such, you're gonna have to really make your CS and posts beefy this time around. Oh, and vampyres that are less than half can only be created from being born one. It cannot happen due to blood entering a wound.)
(So what percent would he be? About half?)
 

FAUST DEL MONTE


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-General-

Name: Faust Del Monte

Alias: Seraph (a variation or full title would be 'the Red Seraph'), as he is sometimes called by his fellow Pure. Faust's alias is rarely used, though, and only comes into play in situations where Faust needs to fake his identity for whatever reason. Otherwise, he'll use his regular name.

Age: 27 years old

Gender: Male

Sexuality: Heterosexual

Nationality: Italian

Species: Human

Faction: The Pure


-Physical Characteristics-

Hair Style: Faust's hair is short and trimmed neatly. The edges and sides are usually strictly combed back, indicating a rigorous sort of grooming and care for self image. Even then, when under Faust's hood for long periods of time, his natural curls often spring back up.

Hair Color: A dark brown, often mistaken for black.

Eye Color: Brown, much akin to his hair. Faint specks of hazel can be glimpsed under intense lighting.

Skin Color: A deep olive complexion, medium undertones.

Height: 5'10"

Weight: 156 lbs.

Scars: Due to his profession, several small cuts and blisters often temporarily can be seen on his hands from handling weaponry. They don't so much as go away as show up in different places, and pose no serious threat. Several pale gashes crisscross his back, self-inflicted in a form of penance. His only other significant injury is a long, jagged cut that tears from the side of his pelvis to the bottom of his ribcage. This deep wound was inflicted some time ago, and though sutures are evident, the injury never healed correctly. The area is especially susceptible to physical harm (i.e. a well-placed blunt weapon could re-open the wound and hurt a lot). Faust tries to take protective measures in preventing this by wearing extra padding over that side of his abdomen.

Tattoos: None.

Body Type: A lean, narrow build lending itself to a certain lithe movement, giving him a fair amount of agility and dexterity. He is quick on his feet but does not pack all that much physical power - he is not built very well for hands-on and close quartered fighting, and thus almost always takes a defensive stance when in combat. Has built up some force in his shoulders, if only because of the weapons he fires and carries.

Clothing:
Depending on Faust's location and situation, his clothing often differs in purpose and appearance. Most commonly, combat apparel is kept on - Faust is well aware of the hostility between his own faction and all the rest, and always tries to have at least minimal protection lest he be recognized as a follower of the Faith and be jumped in a more shady area (which has occurred before). Often trying to cover as much skin as possible, he dons leather gloves and knee-high black boots, wherein trousers are tucked. A similar dark brown coat is shrugged on, with straps looping about his waist and shoulders that hold various equipment depending on his situation (specifications in the 'equipment' area of form).


More noticeable in his immediate appearance is the dark cowl wrapped around his shoulders and head, and the plague doctor's mask affixed over his face. A piece dating back to The Veiled Death, the mask gives Faust the options to hide his identity, serve as facial protection (not very much, though - only against a blade or fist), and filter the more vile stenches of blood and flesh. A silver cross is kept on a chain necklace around his neck, but is often kept tucked in the shirt due to the dangers it can pose (eg. enemy can grab onto / choke him with it, it can get tangled, has somewhat sharp edges). Has a habit of touching it when in thought.


-Personal Information-

Likes:

- The fulfillment of duty (eg. carrying out the Pope's orders, killing creatures of the night - both often go hand-in-hand) and the sense of giddy purpose it brings. Being a devout follower, that purpose is almost addictive when taken in account of his abstinence from many other human indulgences.

- London's architecture, especially their church construction. Has always been fond of the sharp-looking, formidable spires and other characteristics Victorian buildings often possess, especially the vaulted and intimidating ceilings of their churches.

- Reading up on scholarly inventions and religious texts. He may not agree with rival factions of The Pure - and condemns many of their practices - but Faust still harbors an interest for information, and how it can be wielded to the advantage of The Pure.

- A more mindless enjoyment is Faust's love of birds - specifically, pigeons and doves, which are both rife in London. He partially likes them (doves especially) due to their religious symbolisms of peace and purity, but most of his affection simply comes from thinking their stout bodies and cooing is cute. Not like he'd ever disclose that information.

- The extents of physical and mental torture on a night creature. Faust's love of information often crosses into more morbid, unethical territory, even when he himself may judge otherwise. Due to holding a somewhat hypocritical belief that monsters are of zero importance rights-wise compared to humans, he believes that excessive torture in the pursuit of further knowledge should be accepted within average society. It is his belief that knowing more on a creature through this gruesome method would assist greatly in efficient killing. These ideals do not stem towards fellow humans, however.

- The company of fellow Pure hunters and those who side with The Pure. Being besieged on many sides in London, a place The Pure should not even be, having a trusted acquaintance is vital when fighting off bouts of self-doubt or feelings of loneliness. Granted, many are heavily religious zealots whose bloodlust can be unsettling for even Faust, but as long as that bloodlust is directed to the creatures of the night, he can tolerate it.

- Visiting the church, whether it be for after-hunt prayer or to meet with other members. There is something about their quiet and peaceful atmosphere that inevitably calms him down and steadies his nerves.


Dislikes:

- Most notably, Faust has an unshakeable hatred towards all things foreign and unnatural, primarily night creatures, magic, and eldritch relics/beings. He considers them oppositions to the Pope's jurisdiction and the Faith itself: false idols created to plague humanity and seduce them into the bowels of unrepentable sin. He feels no remorse towards humans who have fallen into this 'trap' - only disgust.

- Werebeasts especially are topics of vehement anger and discomfort for Faust. The exact reasons to this are not disclosed (yet), and prodding into his reasons are met with avoidance and changes of topic.

- Overly pompous, vain citizens and nobles who succumb to petty human desires like materialistic, expensive items, especially those who do not give back to their society and church. More of a universal belief of the Pope than anything personal to Faust. He does detest addicts, though, and not simply because his religion tells him to.

- Many of the other factions are viewed begrudgingly by Faust, because while many share his motives in killing night creatures, oftentimes they have other beliefs he condemns. He will work with a human hunter from a different faction only if absolutely needed, and even then will do so somewhat scornfully and cold-shouldered. Members who are monsters themselves are not compatible at all and Faust will likely attempt to kill them unless unable to at that time.

- Physical contact. This is rooted in Faust's experiences as a child, but it nevertheless has followed him into adulthood. The type of contact is mostly skin - he doesn't mind as much with gloves on. He's not like to freak out or anything, but will likely flinch away or keep the contact as brief as possible. It's more prolonged experiences that disturb him.

- Cold, dark surroundings. Being a hunter, both are foreboding and tweak him a bit, even when he knows there's no danger. Tries to keep his area well-lit with lanterns and moderately warm.


Goal(s):


- Primary goal is, of course, the Pope's wishes. Faust believes that he is nothing without the guidance of the Pope and the Faith. He believes strongly in eliminating the church's enemies and keeping true to the church's teachings. Due to this, many of his goals are not personal - Faust neglects his own needs and wants in the face of his duties. One of his strongest goals is the eradication of eldritch scourges, monstrous creatures and those who side with them.

- Even then, the most devout of followers cannot entirely ignore their own desires. While somewhat in denial over his thoughts relating to this, Faust hopes against hope that he will one day, once/if the scourge is gone, he will be able to lay down his weapons and subject himself to a somewhat humble life in isolation, away from all the chaos. It is more of an unwelcome daydream than a goal, but it's in his head nevertheless.

- On the flip side, the strongest outcome that he believes to be honorable is to die fighting the creatures of darkness. As long as he continues being steadfast in his devotion, Faust thinks only peace can await him in death. A bleak comfort.

Your Deepest Fear(s):

- A fear stronger than death, Faust is frightened of possibly questioning his own faith in the Pope and God and turning to the scourge's side. Thus, he punishes even the tiniest betrayals with heavy penance, whether it be by confession or self-inflicted harm. Dangerous thoughts are repressed and stowed away in the furthest reaches of his mind where Faust believes they will stay.

- Being killed in a gruesome way, or being transformed (by a werebeast especially) and losing his own humanity.

- Faust fears eldritch knowledge and its effects on the human brain, and wants no part in its research or study. He believes it would be better off destroyed, as its knowledge corrupts its user. This fear also stretches to fear of the unknown and unexplainable, religion being the sole exception.


Personality:
Faust is an overtly religious, devout follower of the Pope. His personality is partially held intact by his bonds with the church and their values, and he finds himself incomplete without their guidance on life and its trials. Due to this, he consults the Faith regularly through biblical study and frequently visits the church for after-hunt prayers. It's safe to say that religion is an immense part of what makes Faust who he is, but it is not the only thing that molds him.


Faust Del Montes is quite the scholar, and its evident that he prides himself in his studies and beliefs. He will take time to explain his position on things and do so very elaborately, demonstrating his educated upbringing with advanced wording and terms alike to what a noble would use. Faust always tries to be at least courteous in his interactions with other humans, and retains a calm (though outwardly cold) demeanor even in the company of humans he knows might despise him. Threats don't really provoke as much as annoy him. This polite behavior, however, does not extend to night creatures, who he will immediately become aggressive and demeaning towards. He will try to kill them unless physically unable.

Despite being a conversational lad in company with other Pure members, he becomes rather quiet around strangers. This is partially due to not seeing eye-to-eye with other beliefs, thus not wanting to talk about them, and partially because he's very cautious not to reveal anything about the inner machinations of The Pure. He'll still be well-mannered, but artificially so.

On the attitude of hunting and killing night creatures: Faust gains deep satisfaction from it, simply-put. It is a profession he is not reluctant to partake in, as it is not at all grueling for him and instead is what he believes to be his 'purpose'.

Background:

Faust Del Monte was born into a family of medical practitioners in Florence, Italy. Faust was born several years after the miasma of chaos that was The Veiled Death, and even though it no longer posed serious threat, its destruction was still evident. Many communities were still in the early stages of recovery, and Florence was no different. Many bodies had to be burned, as there was not enough room for them in the mass graves that had been set up around the city. Settlements had to be cleared out and relocated. Throughout the turmoil, the local churches offered solace and sanctuary. The Del Monte family paid daily visits to aid the sick and injured who flocked there. Little Faust often tagged along, as he was their sole child, and his father wanted to teach him the family trade. Being surrounded so commonly by the miserable and sick, Faust grew up fast.

He was attentive in his studies, however, and took to medicine early on as a subject to make a living out of. It would have likely been the career he pursued - if not for the sudden occupation of the church several years into Faust's adolescence. A new group had seized control of the chapel, with promises of restoration to Florence and food aplenty for its people. All they required in return was the abandonment of the previous church leaders, who they condemned as men and women under the rule of eldritch forces and sympathizers of the night creatures. The group fancied themselves as 'The Pure'. Their mission was to spread the Pope's words to the downtrodden and bring about a new type of religious order. All the townspeople had to do was accept The Pure's doctrines, and they would be aided by the organization.

Faith is a difficult thing to abandon, but the sheer desperation of Florence's people was enough to coax the majority into accepting the new management and their practices. At the time, Faust was nearing age 13, and still attending the church daily with his family. It was around this time Faust first began to be exposed to the subtle indoctrination of Pure customs. He was a valuable target for their training due to being already familiar with blood and death, and not being squeamish around either. Not only that, but he was educated enough on biblical teachings – enough to understand its relevance, but not enough to reject outer influence on how it should be interpreted. He was often pulled aside by the new church leaders and taught small 'truths' that differed from Faust's previous teachings. Individually these tidbits of 'truths' were insignificant, but quickly stacked up to change Faust's entire viewpoint. At the age of 16 Faust was brought to Greece with several of his peers. His parents were informed their son would be brought to a school tailored for medical studies - a lie, of course.

Instead, Faust progressed to his second stage of initiation: the purpose of a hunter, and what they could be expected to do. It was a grueling few years of praise and punishment. His studies on medicine and healing practices were twisted to suit the needs of The Pure: Faust was taught how to recognize vital organs and methods of damaging them, and finding ways to inflict pain rather than lessen it became one of his major goals. The Pure, he was told, only wanted to wield this violence onto monsters, not fellow humans, which Faust had no quarrel with: he had never met a werebeast or vampire, and he was sure they were as terrifying as The Pure described them. Faust's later adolescent years were arguably his darkest ones, and as such he refrains from really ever speaking of them.

To make matters short, Faust eventually passed the many trials The Pure staged and emerged from Greece as a fully-fledged initiate at the age of 22. He swore allegiance to the Pope and devoted himself to his cause. Faust was then sent to London with other experienced hunters and missionaries, much like the situation in Italy – an attempt to extend the faction's power. However, it's proven difficult, as other groups already dominate the scene. Due to the present power struggles within the city, though, The Pure were instructed to lay low and commune only in secret sectors of London where they could talk about plans undisturbed.

As of current, Faust lives in one of the lower districts of London. His living quarters are cramped at best, and wedged between several makeshift shelters. He participates in hunts often, though either alone or with a group of trusted Pure companions. Successful hunts are followed up with Faust visiting one of the shadier, Pure-dominated chapels for after-hunt prayer. In his 'living quarters', he reads up on literary texts, cleans his weaponry, and re-organizes his additional equipment. This has been Faust's daily routine for several years.

-Abilities/Skills/Equipment-

Strengths:

- Swift-footed: Faust is incredibly agile and always ready to strike out at a known enemy if the opportunity presents itself. His rapid mobility assists him greatly with dodging, running, and lashing out with his trusty whip. Faust's swiftness has helped him many times when quick reaction time is needed and/or when a weapon must be drawn quickly. Not only that, but Faust has excellent endurance and stamina and can evade an opponent in pursuit for a good while.

- Unfazed: Very good at keeping his cool in tense or dangerous situations. Any panic is forced inwards and its uncommon for Faust to crack under pressure. This extends to Faust being able to tolerate a great deal of otherwise gruesome experiences while also having enough emotional detachment to partake in these actions himself. It is rare for Faust to become visibly angry, but even then, the anger drains quickly.

- Medical Background: Faust still retains his knowledge on healing and other medical study - he just doesn't utilize it very often, and when he does, it's often used for interrogation and/or pinpointing a certain organ to shoot. His practices are few, and while many are styled for violent intentions, he can still patch someone up if the situation calls for it. He has done so with fellow Pure hunters, and his methods can be described as 'messy, but effectual'. Just don't expect it to be painless – far from it, to be truthful.

- Avid Scholar: Del Monte's extensive research into religion, invention, and the behaviorisms of night creatures allow him to have a fairly well-rounded outlook on both his profession, the professions of others, and how to bend them to his own advantage. He is especially keen on biblical texts and their importance in the world's current situation. He's smart and cannot be fooled easily.

- Liar, Manipulator, and Overall Bastard: Speaking of bending information to his advantage - Faust excels at the deceptive arts, courtesy of his time in Greece. Sometimes, a conflict cannot be won by violence alone and Faust must fall back onto words. His techniques consist of bribery, subtle threats, lying, superficial charm, and many other effective methods of feigning empathy and/or care to reach his or the church's goals. This isn't to say that all Faust's emotions are fake, but he can flip his internal switch with relative ease when needing to appeal to a certain person. It's safe to say that the indoctrination methods inflicted onto him when he was a child not only worked, but are now the very same methods Faust himself uses.

Weaknesses:

- Physical Combat: due to Faust not being all that strong, he is likely to lose a fight without a decent weapon on hand to balance the odds. The only realistic situation in which Faust would be able to overpower an opponent through physical means is if his foe were to be already wounded, sickly, or physically weaker than him.

- Unflinching Faith: Both a weakness and a strength, but can be considered more of a hindrance than anything for many situations. In the light of new information and character introduction, Faust's already present beliefs can cause him to reject or become skeptical over subjects he may not even fully understand (this weakness will likely change and lessen over the story, but as of current, he's very rooted in his faith). This also puts Faust at a disposition where he reacts to these subjects with overwhelming disdain.

- Not Enough Firepower: While Faust is capable of using larger firearms, he finds them difficult to operate during fast-paced combat and thinks they ultimately slow him down. This leaves Faust very vulnerable to monsters that require a powerful rifle or shotgun to take down, namely werebeasts. It also puts him at an immediate inconvenience should he find himself having to take down an opponent at long range.

- Only Human: Not only that, but Faust also doesn't possess any magic, nor overly powerful weapons (with the single exception being his whip, but even then, it's next to nothing in the face of many technological advancements and, well, firearms) like the Collective. He has to be very cautious in his actions - a slip of the mouth or lapse in judgement could render Faust seriously wounded, especially when dealing with rival hunters or monsters. It's partially due to his own mortal fragility that Faust figures he's better off strictly working on his own or with people he trusts.

- Without Purpose, I'm Nothing: Faust's strongest weakness is his also greatest strength: his religion, and the way it gives him purpose in an otherwise bleak existence - that's how Faust sees it, anyway. To be truthful, even Faust himself does not perceive this weakness yet. Without the church - or the Pope, or his Pure companions - without their symbolic strings to bind his spirit, Faust's pre-conceived beliefs and facades of safety and security come crashing down. It's the very reason why Faust punishes himself so greatly for self-doubt in the Holy Church - the resulting consequential magnitude of losing faith could very well drive Faust to suicide.

Skillsets:

- Adept Marksman: With a revolver, at least. Faust is a reliable shot and can track an enemy fairly well, having a steady hand and being fairly conservative with his ammo. He will not waste a shot he knows he'll miss. Faust can draw a revolver quickly, and reload it in a short span of time. Faust's comfort with revolvers does not extend to rifles or the like.

- Pain Connoisseur: Part of the reason the Pure became so interested in Faust in the first place – he knows where and how to push a human to their extremes. This skill has carried over to his current profession and can be applicable to both human and beast. During his time in Greece, Faust also served as an interrogator for the Pure as part of his training, so he has a fair amount of experience to begin with.

- Combat Medic: Briefly mentioned in the 'strengths' category. Not much to add to it – rest of info is present in the 'equipment' category.

Equipment:


Bodeo Italian 1889 Revolver
Faust's primary (and only) firearm, used for a multitude of enemies, human and monster alike. The revolver uses both regular and silver bullets. Despite being of little use against larger enemies such as werebeasts and other powerful entities, the silver bullets are heavily effective against vampires. The Bodeo holds 6 cartridges maximum, which need to be fed one-by-one into the cylinder. Faust is strangely quick at this, though, so it doesn't hinder him all that much. He's a reliable shot and is not one to waste ammo unless confident in his ability.


His revolver is holstered on his right hip, hence Faust is right-handed when using his gun; his two ammo pouches are affixed to his belt, and contain thirty bullets in total (for an average hunt, number can fluctuate).

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Notched Chain Whip
Originally property of the Franklin Collective, Faust discovered this cruel weapon on his first hunt in London, five years ago. He obtained the piece off the body of an unidentifiable member of the Collective who had clearly been the victim of a werewolf attack. While the beast was long gone, the body still remained, with the whip several paces away. Taking the find as an omen, Faust seized the whip - but not before burying its previous owner's bones in a shallow grave, as a sign of respect. Over the course of several months, Faust tested out the whip and its functions, and found he enjoyed the weapon's means of injury and its lasting effects.


The whip is comprised of a handle, followed by a series of chain links that end in a pointed spike. Throughout the chain links are extremely sharp spikes - 'notches' - welded to the metal, which pack most of the weapon's brutal punch. Usually, this is where its characteristics would end, but due to its Collective construction, the whip has a couple more functions.

Most notable is how it can ravel / unravel. Two switches are visible on the side of the handle, and when one is pressed, will cause the whip to either lengthen or coil all the way back into the handle. The maximum length possible is exactly 15 feet. The other function of the whip is its ability to lower or heighten its spikes/notches. This switch is on the opposite side, and will put alternate the whip between two modes: spikes outward, or flattened into less harmful chain links. This comes in handy based on the situation Faust is in - for instance, to spur a horse forwards he'd want to use the flat whip, but to lash a beast across the face, the spiked whip would be much more of a help.

Many of the injuries the whip can inflict come in the form of severe lacerations caused by the notches, which have a habit of tearing jagged chunks of flesh from the skin and leaving significant scarring. Especially deadly near the face, where it's possible to take out an eye and leave permanent disfigurement.

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Medical Supply Bag
Usually slung around his back, this medium-sized bag carries three rolls of gauze, iodine swabs, a suture (stitching) kit, 16 bandages / cloth dressing, scissors, tweezers, and a pocket-sized knife. There are no painkillers in Faust's supply, partially due to Pure religious beliefs that pain must be endured naturally as long as the wounded is in no real danger. (Essentially, Faust would rather have someone pass out from pain first than give them anything to remedy it).


Gutting Knife
Used for, well, gutting, whether it be a beast or common deer. Can be used for self-defense but won't be all that efficient. Attached to the other side of his belt.


Italian Bible
A worn leather bible, fairly small, with the title 'La Sacra Bibbia' on its cracked front. The pages are well-thumbed, bearing marks of frequent handling. A frayed red ribbon serves as its bookmark. Several pages bear bloody thumbprints or red smears that slightly blur the ink. The binding itself is surprisingly sturdy, but creases are still visible. Faust has clearly had this book for a long time, though the exact duration is unknown, and has a deep emotional connection with it.







 
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-General-

Name: Kyrie

Alias: Ticket Puncher

Age: 23

Gender: Male

Sexuality: Heterosexual

Nationality: Unknown

Species: Human

Faction: The Pure (Former)



-Physical Characteristics-

Hair Style: Short and slightly messy, though this is largely alleviated by the constant presence of the conductor's cap he wears.

Hair Color: Stark white hair that perhaps came about as a result of the rigors of his prior occupation.

Eye Color: Eyes as red as rubies - this particular shade combined with his natural glare make his gaze quite intense.

Skin Color: Kyrie's skin is dark, which definitely makes him stand out among most people in London.

Height: 6'0''

Weight: 167 lbs

Scars: There's significant scarring around Kyrie's right stump - a closer inspection would indicate that at least some of it can be attributed to a rushed field treatment. His back is noticeably covered in scars; likely from either lashes or flagellation. Scar tissue positioned where his liver is also seems to be from a penetration wound of sorts.

Tattoos: None.

Body Type: Although he looks rather slim in his uniform, Kyrie is actually quite built - moreso on the lean side, however.


-Personal Information-

Likes:
- Reading. As a part of his training, Kyrie became acquainted with much of the Catholic Church's archives and more or less grew to enjoy scholarly pursuits as a hobby even as he was released from his duty.
- Combat has always been an integral part of Kyrie's life, and the influences brought on by his new arm seem to have amplified his love of the hunt.
- Trains. Kyrie has always had a certain amount of fondness for such mechanical marvels and their aesthetics; it's part of the reason why he ended up becoming a ticket conductor following his early retirement.
- Sweets. In particular, Kyrie enjoys chocolate bonbons from a certain store in London - he views such snacks as a guilty pleasure, however.

Dislikes:
- Magic, a holdover from his prior duties as a part of the Pure. An affront to nature itself, in spite of the fact that he seems to have embroiled himself in something vaguely magical. He's distrustful of magic users, though pragmatism ultimately wins out in
- Dreams. As of late, Kyrie has found himself experiencing the strangest of dreams in incomprehensible and bizarre settings. Sleeping has become more of a chore as a result of these recurring nightmares.
- Daemons. Much of Kyrie's career has been spent dealing with demon-infested humans of all sorts - the time-held truth of a slow descent into insanity for humans who have managed to harness a demons power make them more trouble than they're worth as potential allies. He's seen his fair share of good men going bad after succumbing to the power and temptations of demons.
- Drugs and alcohol. They enfeeble the mind.


Goal(s):
- Perform the duties of a train conductor as best as he can
- Try not to get caught up in some sort of strange, supernatural business.

Your Deepest Fears:
- Losing his mind, either through his constant contact with the creatures of the night or 'that world'.
- Becoming completely unable to fight, let alone perform his job.
- Being branded a heretic by the church.


Personality: Taciturn and strait-laced, Kyrie takes his job as a train conductor seriously. As a former member of the Pure, he's definitely not one to shy away from violence. Compared to some of his former brethren, however, Kyrie can come off as down-right tolerant. He keeps his eyes on the bigger picture - if co-operating with non-human entities will further his goals, he'll gladly come up with flimsy justification on the spot. Even when he was an active member of the Pure, Kyrie came off as slightly rebellious and far less zealous than his compatriots. Time and a more peaceful job has only tempered this side of him.

An interesting contradiction exists within the man - though content with his new station in life and the relative peace, he also misses the danger and excitement of his previous job. It's perhaps because of this that he's been subject to recurring nightmares, but the strange nature of his new arm may also play a part in that. Though his poker face may carefully conceal his bloodlust, it's evident from the way he eagerly rushes forth at the merest hint of a conflict that Kyrie is ultimately someone who enjoys the thrill of the hunt.

Background: Kyrie's story is not a particularly unique one. He was an orphan taken in by a local church. And, after a few years of peace, was subject to a tragedy - a Daemon, perhaps on a whim or a grudge, attacked his home. The church was razed to the ground and Kyrie was among the few who survived. The perpetrator, however, escaped. Thus, the young boy swore an oath of vengeance upon the cross and thrust himself into the Catholic Church's dark side. Years of devotion eventually yielded fruit - the young man was ordained by the Pope as an exorcist of the Pure. His duties sent him across the world and everywhere he went, he left a trail of unclean blood splattered against the wall. Of course, he never once let go of that unyielding revenge nor took pride in the good that his work had done. This all came to a fateful end, however, when he engaged in a final showdown with the Daemon that had turned his life upside down. Though he was the only one who came out of that fight, he paid a heavy price - his right arm. Without it, he could no longer fulfill his duties as a member of the Pure and was released. Both the emptiness of his victory and the loss of his purpose were enough to sink him into the darkest depths of despair...


Fortunately, Kyrie found a new lease on life as a train conductor in London. Though, he's begun distancing himself from any contact with his former allies as of late. After damaging his rudimentary prosthetic arm, the former exorcist stumbled upon a strange, silver arm washed up on a beach - though, even now he can't recall ever visiting such a place. Regardless, it seemed like a perfect fit and functional - it was only when the nightmares began that he had begun to suspect a more eldritch origin to his new prosthetic. Regardless, its strange properties outweigh the possible dangers of relying on the silver arm - and so, he continues to live day-by-day, collecting tickets and throwing stowaways off the Illustrious Lady during transit.

-Abilities/Skills/Equipment-


Strengths:
- Peak Human Performance: Although ostensibly just a human, his training has left him with a body that functions at the utmost limit of human condition. Though it was necessary during his time with the Pure, Kyrie continues to adhere to his training regiment even through his retirement.

- Mental Fortitude: Having been witness to a wide variety of atrocities and horrors over his career, it takes quite a bit to rattle Kyrie's nerves of steel. His desensitization to such things is also the reason why he's managed to endure the night terrors that have plagued him as of late.

- Religious Knowledge: In another life, Kyrie could have instead pursued a career as a scholar of sorts. Relevant psalms and holy words come easy to him even in the heat of battle - along with a good knowledge of the sorts of creatures that lurk in the night.

Weaknesses:
- Human Stamina: Though he may be able to reach the absolute limits of the human condition, Kyrie is still limited by ultimately poor stamina as a human.


- Gun Ineptitude: While he may have excelled in other areas, gunplay was not one of them. Handing him a firearm of any sort is an extreme risk - to both himself and allies. Of course, this also extends to knowledge of firearms - judging a gunslinger's maximum effective range with their weapon of choice is simply impossible for him.

- Recklessness: The term 'Pyrrhic Victory' is lost on Kyrie - so long as the other party is dead and he's not, he's won. This sort of attitude is what led to the loss of his right arm in the first place - and likely would have been avoidable if he had remained patient instead of rushing in for the kill.

Skillset:
- Hand-to-Hand Combat: Thanks to the far-reaching influence of the Catholic Church, Kyrie had the fortune of learning and mastering a variety of martial arts. Whether or not his enemy is armed with a blade matters little to Kyrie - his fists are more than enough to overcome the reach disadvantage.


- Exorcist Training: The power of Holy Words is nothing to be scoffed at. Although he carries a cross, reciting passages and psalms from the bible are enough to cause harm to creatures of the night such as demons and vampires. With Daemons, a particularly lengthy passage can potentially disrupt their fusion with the demon.

Equipment:
- Silver Arm of the Great Abyss: An eldritch artifact obtained through mysterious circumstances, though its mere presence doesn't seem to be mentally damaging. It maintains all the functions of a normal hand in spite of its seemingly ancient age and lack of modern mechanisms. Demons also seem to hold some sort of instinctual fear of the arm, a feat that's likely connected to its origins. The arm also seems to grant a limited resistance to magical effects as well.


-Grappling Hook: A later augmentation to the Silver Arm - a mechanism has been installed within the forearm that allows Kyrie to shoot out a hooked dart connected to a rope strong enough to sustain his weight. Most people don't expect it, and it provides Kyrie with a way to close-distances.

- Throwing Knives: Easily concealed blades emblazoned with crosses. An excellent ranged option that also has the benefit of being far quieter than a gun. Though, in a pinch, they can be wielded much like daggers.


Powers/
Abilities:
- ???: A function of the Silver Arm that Kyrie has not yet discovered.



 
"I am a shell- deathless, yet at the same time, lifeless. A false life-form given form through iron and gear. The girl is long dead, swallowed by the abyss. I am but an imitation, retaining the memories of me and my father."
Doll of Ainsworth

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Name: Arial Ainsworth

Alias: The Doll of Ainsworth

Gender: Female

Age: 66

Sexuality: Heterosexual

Nationality: British

Species: Ghost (Clockwork Doll)

Faction: The Corrupted Rose

Personality: Described as a quiet and distant girl, Arial gives off a cold and emotionless aura. Though it isn't true that Arial cannot feel emotions, it is physically impossible for her to change her facial expression or her vocal tone. She's actually quite loyal to the few people she cares about. Arial doesn't partcularly enjoy killing vampyres and other former humans, though she doesn't exactly have qualms about it either. Arial generally tries to keep a level head, and when travelling in a party, she tries to keep everyone in a bright mood. Of course, she can crack up a few jokes, even a few inappropriate ones... hell, she doesn't even mind saying dirty things every now and then...

  • When viewed from afar, Arial can pass as any normal 15-year old girl. However, when viewed up close, you can easily distinguish her from a human. Her expression is always blank, and her eyes are actually made of stained glass. Her skin is extremely smooth and shiny, and when touched fells exactly like a metal surface. Furthermore, you can see how her fingers are connected segment by segment.

    Hair Style: Arial possesses short hair, neat hair with a few locks of hair that grow down to her waist.

    Hair Color: Her hair is a very light shade of purple, and can be mistaken for pink from a distance.

    Eye Color: The colour of Arial's eyes are a very light brown. Though they may seem real from a distance, here eyes are made of stained glass.

    Skin Color: Her skin is pale, and looks almost like real skin. However, it appears metallic, shiny and very smooth. The surface feels smooth and ice-cold, as her exterior is made of brass and steel.

    Scar: There is a scratch on the right cheek that runs down her face.

    Height: 5'3

    Weight: 56 lbs

    Body Type: Arial has a very slim and delicate appearance. Relatively short, and very light.

    Clothing: Arial wears a beautifully made dress, which is blue with gold accents. It is made of silk and cloth, like a dress on a toy doll. Her boots are made of leather, and she wears a metal brass clip on her head.

    Clockwork Doll: As Arial is a ghost possessing a clockwork doll, if the doll is destroyed, so is the said ghost, as the doll is her anchor. More specifically, her anchor is the gearbox located in the doll's chassis. If limbs are destroyed, they can be replaced. Hell, if her whole body is destroyed, as long as the gearbox is intact, she can be fitted with a new body.
 
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"You're not immortal after all."
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-General-

Name: Adrianus van de Beenhouwer

Alias: Abeltje - Dutch name meaning 'Breath'

Age: 35

Gender: Male

Sexuality: Heterosexual

Nationality: Kingdom of the Netherlands

Species: Human

Faction: The Franklin Collective



-Physical Characteristics-

Hair Style: Hair is often cut short and combed backwards, to keep an air of professionalism. Facial hair has been allowed to grow to a short, rough beard, well-trimmed to show care and maintenance.

Hair Color: Dark brown

Eye Color: Brown

Skin Color: Skin tone is a white typical to the Dutch.

Height: 5'9''

Weight: 165 ib

Scars: Four rough, jagged claw-marks running along the right forearm. They have healed well, and clearly were not too serious. There are others, scattered around the body, but they are a mixture of faint and small. The skin is hard as a result of the long years of soldiering and hunting.

Tattoos: A small but well-detailed tattoo, depicting an anchor over an X-crossed saber and rifle, on the left shoulder.

Body Type: Adrianus is well toned, almost athletic in his build.

Description:
Though short, Adrianus has the air and presence of a soldier. His expressions are hard, his skin is rough and marked, and his build is athletic. In combat, he furthers the aura by wearing the old uniform of his military days - Though the unit number and name have been ripped off, the yellow chevrons proudly remain. The left sleeve is tattered, a remnant from his first encounter with the unnatural, but otherwise the outfit is very well maintained - High-class stitching apparent in some areas of damage. Satchels hang on the sides of the hunter, as well as rigging and a backpack.


Outside of combat, Adrianus dresses rather plainly. Though well payed, he spends most of his earnings on work. He cares about his appearance, sure, but has little ambition towards it - A common man's clothes is good enough for most of the population, so it will be good enough for him. Otherwise, a trimmed short beard, short hair combed back, and a crucifix.


-Personal Information-

Likes:
- Warm food, a good joke, good company.
- The hunt
- A heavy bag of coin


Dislikes:
- Muslims
- Demons
- Werewolves
- Vampires
- Dilemma


Goal(s):
- Do what he loves doing for as long as he can. Adrianus enjoys playing the ultimate game of strategy, and the ultimate test of martial prowess. He has no plans of stopping, no interest of peace or 'settling down.' The money is just a handy addition.
- Keep enjoyable company, which presently is a goal strongly surrounding Bram


Your Deepest Fears:
- Isolation.
- Accidentally inhaling one of his cough drops.
- The Dutch Government.
- Bram's death


Personality: Adrianus' questionable nature is quite apparent to those who know of him, and something he cares little to think of. He hunts for fun, the thrill of competition where the stakes are highest. Protection of the innocent is just a side note that keeps his conscience from nagging at him, and the coin a means to continue his work. He is quite selfish around strangers, though protective and helpful to comrades and friends - Indeed, in fact, very needy and sacrificial towards them. He is blunt and closed-minded, preferring to not trouble himself with moral dilemmas and the like in order to keep things simple. Things are right, or wrong - Effective, or not. Despite such, Adrianus is not an evil man; Merely, he has somewhat of a disconnect to empathetic ideals.

Background:
Adrianus' upbringing was one of the things that prepared him for what was to come. His upbringing was not abusive, nor filled with tragedy - His father was poor, true, but there was enough money to eat when they were hungry and to go to school. However, his family never wanted a child, and the accident that was Adrianus was not taken with enthusiasm. He grew up with a distance between him and his parents, not met with abuse but with little guidance or care from them. It caused him to become strong and independent, but with an unbareable loneliness. Still, he learned to deal with his problems his own way, and largely on his own. He came to rely on friends rather than family to give him a feeling of care and companionship, though he would be known as somewhat needy of them. As Adrianus grows older, he works beside his father as a butcher. Life is... boring, and disappointing. The protections of his childhood dwindle, taking more and more berrations from his equally disgruntled parents, Adrianus becoming an outlet for them to deal with their woes. He slowly finds himself increasingly exhausted, the presence of his parents and the tedium of his life unbareable. Every day the same routine, again and again, for years. In a desperate attempt to find meaning, or joy, or excitement, he enlists with the Dutch Korps Mariniers, the Kingdom's Marines.


Adrianus finds himself deployed to Aceh, during rising tension in the region. Soon after his deployment, the area explodes into war. Major General Johan Harmen Rudolf Köhler moves quickly, bombarding the capital with the intention of a quick victory. But the Aceh were both underestimated, and aided by foreign powers. Kohler dies, along with a quarter of Adrianus' belonging regiment. Units are shifted and merged to accomodate the embarassing losses of the first wave, wherein Adrianus first meets Bram. The two fight together during the Second Dutch Offensive, cutting their teeth under a long seven-year war. Here, Adrianus finds himself. He comes to realize he enjoys- no, loves the experience of combat. Out-maneuvering, out-thinking, out-performing, until the feeling of a morally sanctioned kill. The experience is unique, and special. Though that is not to say his mind is untarnished; friends and comrades die, horrors made and witnessed. Pain is a requirement for achievement, but there are pains aplenty. Adrianus and Bram endure the threats of the Aceh and Cholera both, but they survive. Eventually, the war draws to a close - The Kingdom of the Netherlands is victorious, but the soldiers are just happy to be alive.

There is a three year reprieve, offering a period where Adrianus and Bram could develop their friendship outside of combat. Otherwise, the time is unremarkable; guard duty, drill, patrols. The time is calm, but a storm brews quickly. When the three years end, the war reemerges: A local leader in the Aceh take sailors from the crashed ship Nisero hostage, beating off a Dutch-British assault and receiving ransom. The Kingdom declares war again, though experiences a very different kind of fighter: Guerillas. The Dutch soldiers are ambushed, ensnared, skewered, and worse from traps. In return, the Dutch soldiers exterminate entire villages in retaliation. Adrianus prefers not to think of those times.
Early into the war, Adrianus and Bram are deployed with their unit to 'pacify' a village of issue - A place where patrols are known to go missing, and routes typically hindered which go through the area. The village itself is marked for depopulation. In their route, however, the unit faces a very different type of opposition. Not Aceh rebels, or civilian militia, but... something unnatural. Something that could be shot again, and again, and again, and keep coming at someone. Something that could have the guts spill out over a bayonet and not even notice. Something abominatory. The unit does not return, and all of its members are officially written out as casualties. Little did they know that as the letter home was being written, Adrianus was crawling out from under his sergeant's eviscerated corpse.


Him and Bram desert the rest of their regiment, having no intention to return just to die in a spike-trap. But the encounter, terrifying and traumatic true, aroused an intense interest in the two. Just what was it that they'd encountered? As soon as they were safe from the wrath of military court, they did their research. They started slow at first, with little mind to know where to start, but steadily grew more and more knowledgeable. Eventually they would order books by the pile, scouring every inch of knowledge that they could find on mythologies, folklore, magic, whatever could teach them more. The two do not merely learn from books, however; as they scoured for knowledge, they'd heard of strange rumours and complaints, odd stories and problems in areas too remote or unimportant to expect official attention. It was here that Adrianus and Bram first applies their trade, hunting though the people who hired them rarely knew it. Simply presenting themselves as 'problem solvers,' there were few questions asked or answered when the issue of disappearing townsmen or odd affliction simply disappears - And there were certainly no answers to be given for the strange scratches and wounds that the two sometimes had when they'd returned for their pay. The two had no knowledge of the various guilds, until the Franklin Collective contacted them. They have been in their employ ever since, today some of the guild's experienced Containment Specialists.




-Abilities/Skills/Equipment-


Strengths:
No rest for the wicked: Dedicated, and self-reliant. If he does not know something, he will learn it. If a weapon is unfamiliar, he trains with it. He well and truly loves his work, and has every intention to be the best he is able to be. Thus, he trains, endlessly and constantly, every day of every week.


Unstoppable: Adrianus has an iron will, working for his own sense of accomplishment rather than coin or selfless protection. Hunting is done selfishly, simply because combat is what he loves doing. If he's close to death, he will fight tooth and nail to survive. If he is not, he will obsess over his target until it is dead. In witnessing brutality and gore, he is unfazable. A blood-soaked vampire is unimpressive, a brutal werewolf is nothing new. Death does not stop, and neither does Abeltje.

Improvisation: Adrianus is clever, and quick on his feet. Plans can go wrong, new variables can be thrown into the mix, but this former Marine is able to handle such situations. One to make new plans quickly, react immediately, innovate, etc. Simply, to improvise.

Weaknesses:
- Stubborn: Being 'unstoppable' is not always a good thing; though not one who will back down easily, that goes the same for when one definitely should. If Adrianus has made a decision, he will carry it out. If he has taken a target, he will follow that contract. If he has made up his mind, damn your opinion. Only friends or superiors can hope to change his mind, while the others are better off letting him get himself hurt.


- Addict: A sociopath can still feel pain. The Aceh war had him find a better life, thank god, but the horrors he faced are still very apparent. Some of the memories are harder than others, and drove Adrianus to turn to hard drugs to cope. Cocaine is a continuing favourite of his, and a lack of it will put him into a state of withdrawal.

- Leap before you look: Adrianus' mind runs quickly, and in the heat of battle he rarely thinks before acting. In times where he needs to improvise, he makes the new decision and immediately acts on it, often forgetting to account for something just in his peripheral.

Skillset:
- "Surprise!": The Aceh war was brutal, a mix of conventional and unconventional warfare. War crimes, guerillas, disease, and traps all rolled into one conflict. But it taught valuable lessons - Adrianus learned from the guerillas and the Marines; he knows how to use natural camouflage, how to hide and move quietly, how to mask his scent, where to hide but still fight, how to create an ambush. Combat is abrupt, quick, planned, and lethal - Once the gunfire starts, the marine moves quickly, dispatching enemies under the terrifying doctrine of 'shock and awe.' Targets are beset under a sudden burst of explosives, gunfire, and gas. It makes survivors rare, but those who do exist simply don't see enough to tell a story.


- Jungle fighter: Experienced in close-to-medium ranges. Adrianus can handle himself in melee (though prefers not to engage in it,) or at a distance with his firearm. While no sniper, he is a decent shot with an emphasis on dispatching targets quickly rather than accurately. Should the target close in, Adrianus will try to show them what happens when a butcher becomes a soldier. Still, it is best he keep a distance from the unnaturals.

- Gasrat: The Franklin Collective may be great innovators, but some inventions are better than others. One such invention is their Experimental Chlorine Bomb. Adrianus has used them so extensively that he has become an expert in chemical warfare, combining it closely with his 'shock and awe' style. The device is used in nearly every aspect of his style, from traps to direct assaults. Who said humans can't be scary?

- Trigger to the metal!: Close quarters happen to be the most dangerous situation for a human hunter to be in, and thus they have to find workarounds. For Adrianus, his workaround is his ability to quickly lay down a plethora of gunfire. Switching weapons or preparing grenades, but his abilities are truly shown when rapid-firing his revolver; able to empty the rounds before a beast can clear the distance, and waste barely a second before the next cylinder is slammed in, he can barrage an enemy under instinctual suppression.

Equipment:

- Korps Mariniers uniform: The identificators ripped off the fabric. Unit number, name, and any other specification is no longer there. However, the chevrons indicating the rank remains. Overall, the uniform is worn, with a tattered and damage left sleeve, but otherwise well maintained.

- Pouch of finely broken glass, iron, and silver: Foes who close the distance can enjoy never seeing again, as the user attempts to throw this in a cloud towards the opponent's face.

- Franklin Collective Hand Mortar, 'Diplomacy': Hand mortars are commonly feared for the lethality present for the rare failures, thus their development has been quite restrained over the years. The Franklin Collective had put their minds towards developing the most modern version of this weapon - Break-action, compatible with metal-cased ammunition, single-action, designed to handle very high-caliber ammunition. Typically used to fire high-explosive shells, but can also fit large slugs or massive buckshot rounds. Shortened to handle recoil, and be feasible alongside a rifle.

- Experimental Chlorine Gas Grenades, 'Coughdrops': Known to Bram and Adrianus as 'Coughdrops,' these are an experimental and highly dangerous weapon. Once the pin has been yanked and the grenade primed, the objective is to toss the orb as far as one can - hopefully tossing it into the midst of hostile forces. The grenade detonates six seconds after initial priming, and upon detonation ejects the shell outwards in a blast of shrapnel, and a massive plume of weaponized chlorine gas which quickly envelopes the area. If preferred, the time-delay system can be removed and fitted with a tripwire system, for use as an ambush tool.

- Lee-Enfield 1895 Carbine: Able to load ten .303 bullets, with a new bolt design closer to the hand for a faster pull. The rifle has been customized by the collective for greater maneuverability, and is his favourite primary to date.

- 2 sawn-off double barrel break-action shotguns: Short, powerful, and reliable.

- Gasmask.

- Sawback Bayonet: Utility and combat purposed knife or rifle attachment.

- Franklin modified Remmington 1875: Detachable cylinders are a lovely perk, but the need to import american ammunition is a pain when so far away from the continent. Thankfully, this version is modified for a more common round.

- Miscelaneous collection of traveling necessities, trap building tools, etc.


Powers/Abilities:
- Opposable thumbs and trigger fingers.


- Not a disgusting vampire.


 
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Bram de van Boer


BF1_soldiers_concept.jpg
"Oh God... It stinks- And it BURNS!"



General:

Name: Bram de van Boer

Alias:Boeman

Age: 36

Gender: Male

Sexuality: Heterosexual, Asexual to a degree.

Nationality: Kingdom of the Netherlands (Dutch)

Species: Human,

Faction: The Franklin Collective

Physicality and overall appearance:
Unmasked
394dbc73d6ed98f1d98bf28f5213d0ba.jpg
Bram is rather average in appearance, with very little to his body that assists in helping him stand out from a crowd. His face is lightly wrinkled, and seemingly set in stone; an image of an eternally haggard individual. He is generally well-kept, however, and bathes regularly. He treats his mustache with the utmost respect!


Hair style: Incredibly short, closely cropped to his skull.

Hair color: Brown

Eye Color: Brown

Skin color: Caucasian

Height: 5'10

Weight: 185 lbs

Scars: Bram's body is dotted with occasional pockmarks and scars, reminders of the Aceh War and the hell that accompanies Jungle combat.

Body type: Bram's body is a standard example of a Soldier's physique. He's fit, athletic, and he metabolizes like a freight train.

Clothing: Bram is generally seen clad in a uniform styled as an aesthetic mix of Dutch and French military uniform, and he is generally masked when out in the field - A bad habit formed from baring witness to a rather nasty accident involving the testing phase of a chemical hand grenade. Outside of his 'field' attire, Bram is rarely - if at all - fashion-conscious. He tends to wear a simple grey coat, and trousers, paired with steel-toed worker's boots. His uniform is strapped tight to his body, with the wrists of his sleeves buckled, and his trousers tucked into his boots. His hands are covered with thin leather gloves.

Personal Information:

Likes:

- Being Alive: A given, but one that was reinforced rather harshly with the man's death, resurrection, and his soul's likely corruption. He has an intense fear of death, and any inkling of an afterlife. That is not to say Bram lets this fear rule him- He enjoys living life to its fullest, when his work with the Collective permits.

- Noise: An odd thing to for one to prefer, but something that Bram loathes is silence. It fills him with a sense of unease, and tends to slide Bram into a state of minor paranoia.

- A good meal; Eating - Bram's current situation is one that causes a rather large amount of strain on his body, so much so that he metabolizes at a rate much faster than an average human. As such, He is an absolute sucker for a well cooked meal, and diverts a large amount of his personal funds towards the purchase of hearty broths, freshly baked breads, and the like. Why not enjoy it?

- Technology: Whilst not one of the oddballs himself, Bram is quite fascinated - and easily impressed - by most forms of technology, as such, he frequently makes requests to test, observe, or otherwise assist in the various stages of the Collective's various pieces of field equipment.

- Firearms: Lovely things, guns. Useful for dealing with all sorts of trouble; From Guerilla fighters, to angry Revolutionaries, the odd Ghoul, and even the occasional mugger. Bram takes great pride in his weapons, and he takes great care to ensure they are treated properly, and with respect. He does his best to keep his weapons in top condition, regardless of location, age, or available supplies.

- Honor the Dead: Whilst not raised beneath the banner of one single religion - as his family held to their own, ancestral beliefs - Bram was taught to deeply respect the dead, and ancestral spirits of both stranger, and kin, and to disrespect either was to be considered deeply insulting and disrespectful to both one's self, and others. This system of belief would eventually manifest itself as a code of honor during his time in the Aceh War, where he was regularly seen assisting Priests in burying fellow Dutchmen, and the natives that had been working alongside them. This would become quite the boon during his time in the collective, as Bram found it far easier to work with - and occasionally alongside - Ghosts under the Collective's 'employ'.

Dislikes:

- Vampires: A filthy lot attempting to romanticize a foul existence. Whilst not outright genocidal to the species as a whole, Bram believes the world would be far better off if they were all put to stake, and their ashes cast to the darkest of voids.

- Cultists: Traitors to Family, Home, and Species. Those that would make bargains with corrupted Vampires, or worse, are to be shunned and put to a swift end. No forgiveness, no second chances.

- Werewolves: A hate similar to that of the Vampires, though one with less venom. Bram loathes Werewolves simply due to the damage their ilk tend to cause, and the danger they present to society... and his own well-being.

- Terrible Cooking: Lazy Cooks and Terrible Chefs are better off kicked to the hovels of the unemployed! What more is there to say!?

- Dislikes violent, painful coughing. Oh dear.

--

Goals: Bram has very little to strive for in his current state, despite all that has happened. He is quite content with his life, and is eager to continue soldiering on with his chosen companions, regardless of time or cost. However, he has a strong, overwhelming desire to find some way to atone for the crimes he helped commit in the Aceh War. His life is far from over, so who knows what the future may hold.

Deepest Fears:
- Bram has a deep, gut-wrenching fear of death. He is well aware of the effects of Spiritual resurrection, and is none-to-keen to find out what may happen should his soul be brought back from the brink and into the hands of an Eldritch beast, or a malignant spirit; Or Gods forbid, be allowed to fade into the clutches of the afterlife.


- Becoming corrupted: Bram abhors most - if not all - eldritch powers. The very idea that he may suffer some form of twisted fate, or afterlife, fills him with a constant existential dread, and a violent drive to avoid a loss of self, or conscious.

- Accidentally inhaling one of his 'Coughdrops'.





Personality: Like his friend, and frequent Work-partner Adrianus, Bram is a rather selfish individual. His time in the Aceh War took a large toll on body, mind, and soul; and as to be expected, he returned a changed man. Isolated from his homeland, and nursing the scars of war, Bram caved in on himself; He became a sullen individual, preferring straightforward conversation and simple resolution. Comfort and care began to lie primarily with those he considered close friends, or kin. This is not to say that he shuns those he happens not to know - quite the opposite, as Bram can easily be seen as a rather caring individual- but will rarely, unless prompted, go out of his way to risk life, limb, and friend for those he is poorly acquainted with.

Backstory:
Bram's life was a dull one, but one filled with a grand sense of love and belonging. His mother and father were both wonderful, caring parents and ensured their child wanted for nothing; within reason, that is, for a farmer's life - whilst carrying with it the kind of joy one can only know by working land that one owns - is by no means a profitable, nor luxurious life; Something that young Bram wouldn't quite understand till he was much older, and far wiser of how unfair life and all of it's rocky, rumbling troubles could be.

It was on Bram's Sixteenth birthday that the storm rolled in. A cruel, torrential gale blown in from the sea set about drowning all of his Family's hard work beneath an ocean of water, suffocating every planted seed, churning every sewn field.

They never recovered.

The years drove on, Bram and his family did what they could to salvage the farm, but the damage had been done. An entire year's worth of toil destroyed by a single storm. The family salvaged what they could from the mud and muck, but the damage had been done - without that year's harvest, their economic situation declined rapidly. Eventually, his family was forced to sell what little of the farm remained before shifting to a farm belonging to a long standing friend of the family. It was here that Bram, and his parents, would live out the next
two years, toiling in a state of brutal poverty- kept aloft only through the shear, charitable force of their friends and extended family. By Bram's nineteenth birthday, he had had enough- and soon found himself enlisting for service in the Dutch military.


It was here that Bram found out just how addictive the sensation of finding one's true calling could be. Having been born of hard work and harsh manual labor, Bram excelled in this new Military environment, and quickly found himself a candidate for the Korps Mariniers.

A few months later, with rising turmoil in the Aceh region, Bram found himself deployed to Aceh, and by the time his regiment's transport had arrived, the first battle had been fought with an overwhelming loss of Dutch life. It was here that Bram would meet Adrianus, a man whom would soon become one of Bram's closest friends. Together the two would shoot, crawl, and claw their way together through the disease-strewn hell of Aceh's mighty jungles, forming a unique bond in the crucible of desperate, bloody combat.

Seven years. Seven years of trudging through fight after fight, charge after bloody charge, Bram nearly collapsed upon hearing that - at last - the war was over. Aceh had been taken, and they now stood defeated beneath the might of the Dutch Military.

Three years of peace, those years were bliss to Bram and many others. It was during these years that Bram grew to know the person buried beneath the skin of Adrianus the Soldier, and they became great friends. The peace was short lived, however, when the Second Aceh war reignited the engine of war, and the Korps Mariniers were once again sent into combat, this time against a foe far better prepared.

The initial wave of combat took a heavy toll upon the combined Dutch forces pushing into Aceh, introducing them to the horrors of guerilla combat. Casualties began to climb rapidly, and as time pressed on, the Dutch grew more and more brutal. Each wave of Dutch casualties would be met with horrific retaliation. Soldiers were assigned orders to wipe out entire villages, no matter the occupants. It was here that Bram began to become disillusioned with both the war, and - in general - his homeland. Killing dissidents was one thing, but bring entire villages to the blade was another. Bram prayed for release, anything to make the voices stop and the faces fade away.

Unfortunately, his prayers were answered

Bram's regiment had been redirected to a region of Aceh that had become a well-known killing ground. Dozens of platoons, even full-sized regiments, vanishing into the jungle. Guerilla fighters, good ones, they thought- Lord were they wrong. What the regiment found was much worse than Guerillas, it was unnatural, unholy. It was awful, and it tore them to pieces. Bram isn't quite sure what deigned to spare him from the horrors of that day- He woke up, dazed and bloodied, but alive; and with the help of Adrianus, who too had decided enough was enough, he fled.


It would take them many months, but, eventually they found themselves back in Europe - Forever changed, forever haunted by what they had seen, but filled with a sick sense of curiosity. What had happened?, what in the name of God - or perhaps Gods - had torn their regiment, their friends, to pieces with such ease? Creatures the likes of which had never been seen, or so they first thought. They quickly set about to researching what they had come to witness. Visiting ancient libraries, hunting down outdated tomes, Adrianus and Bram quickly began amassing a large sum of outdated - but still fairly useful - information.


Eventually, their curiosity grew to a fever pitch - and upon mixing with their thirst for retribution, they set about Western and Southern Europe, traveling to isolated regions to search for - and end the existence of - various beasts of the night. It was inevitable that they would, one day, encounter one of the guilds - The Franklin Collective, to be precise, and they quickly found themselves gainfully employed- for despite their rather lopsided efforts, they were deemed to be useful, and Gram embraced this new opportunity wholeheartedly.


Abilities/Skills/Equipment:

Strengths:
- Proficient in the usage of firearms, explosives, and the occasional list of experimental weaponry. If you need something shot, gassed, or blown up- Bram's the man to talk to.


-A weak, although functional knowledge, of how to work with, handle, or hunt Spirits.

- Useful in a scrap: As a veteran of the Aceh War, and a former member of the Korps Mariniers, Bram is more than capable of handling himself in both hand-to-hand, and Close-quarters combat.

- Proficient in Guerilla, Ambush, and Shock warfare. The jungles of Indonesia were a harsh place, occupied by a determined people. He and those he fought with quickly became quite skilled at reducing the daily number of enemy combatants.

- Experimental Resources: As a minor member of the Collective, Bram has low-priority access to a list of materials that, with the right ideas and planning, be put to use in creating new devices for use in combat, all he needs is a rough idea - and the Collective's permission - and he'll be off!

Weaknesses:

- Whilst Bram can handle himself in Melee, or hand to hand, he far from prefers it. As a human going up against the occasional nightmarish beast, Bram prefers to keep his enemies are rifle, or pistol, length. He quickly finds himself becoming frantic during 'Melee' combat with the more terrifying beasts.

- Bram absolutely abhors Vampires. He believes the entire species would be better off extinct, and there is very little one can do to change his mind. This makes it incredibly hard for Vampiric individuals to work with Bram.

- Bram, unsurprisingly, hates Demons more than he hates vampires, and that's saying something. To Bram, Demons are a perfect symbol of all that is wrong with the world- Both physically, and spiritually. They are to be abhorred, hated, avoided, and destroyed if possible.

- He's human.




Skillset:

Pyromaniac: Bram's attempt to cement membership within the Collective - coupled with Ghouls and the occasional Vampire being the subject of Bram and Adrianus' abhorrent ire - resulted in one of Bram's most favored pieces of equipment- A custom-tooled Flamethrower, inspired - much like the Grenades - by a mixture of historical information, and Military innovation. Whilst initial tests were messy, and often quite dangerous, the end results speak for themselves. Bram has become, in a sense, a veritable Pyromaniac; A practitioner of Cleansing flame, torching those creatures that would dare sully the world with their foul existence. Bram is incredibly inventive when it comes to the usage of fire, and has become quite adept at the usage of Flame-based weaponry, and similar equipment.

Experimental Warfare: Taking inspiration from days of old, and recent advances in chemical weaponry - both theorized, and tested - Bram has become adept at using Chlorine gas grenades, and has done well in adapting his fighting style to center around these wonderful bundles of terror and suffocating pain. They are incredibly hazardous, and as a result, Bram almost always keeps his mask glued to his face.

There's more where that came from!: Bram has taken to hauling a ridiculous amount of firepower in his greatcoat. He carries three spare pistols, and a heap of ammunition for his shotgun.







Equipment:

Custom-Tooled Flamethrower: A horrific weapon inspired by Historical examples and Prototype military schematics, Bram has requisitioned his own variant of the venerable flamethrower, designed primarily for use against Ghouls, Vampires, and entrenched cultists. Two tanks of fuel, and a third tank of compressed gas, are used to eject a line of flame from between 60 to 120 feet. In order to reduce risk to the operator, and allies, Bram has built the tanks out of thick aluminium. Two of the three tanks are filled with a mixture of Petrol, flammable tar, and calcium phosphide, whilst the third, smaller tank is filled with compressed nitrogen which is used to eject the mixture out of the weapon's 'wand'. The ignition system is rather basic, utilizing a small amount of hydrogen to produce a small flame at the end of the wand for use in igniting the mixture. The tanks are held to Bram's back by a chest rig designed to evenly distribute the device's hefty weight of 60 pounds. It is completed with an emergency release strap in the rare case that the fuel within the tanks is somehow ignited by an exterior force. The calcium phosphide added to the fuel mixture makes this an especially dangerous weapon, as any attempt to put the chemical fire out with water can and will make things worse, as the Calcium phosphide mixed into the fuel, upon coming into contact with water creates phosphine gas, which ignites instantly, and - oddly enough - leaves behind the distinct odor of garlic.

DO NOT POUR WATER ON THIS FIRE.
Portable-Flame-Thrower-M2-1-674.jpg

3x Lefauchex 20 round magnums: A ridiculous weapon by normal standards, Bram carries three of these within his Greatcoat. Preferably reloaded before - or after - a field deployment, these weapons are Bram's preferred close-quarters weapon, capable of sending a group of men to meet their maker en-mass
NxYiZzs.jpg

Winchester 1887 Lever-action shotgun, 18 inch barrel: A shortened version of the 1887 Lever-action shotgun designed by John Browning. For use in situations where a lot of bang is required in a relatively short distance.
The lower one.
1.jpg

Experimental Chlorine Gas Grenades, 'Coughdrops': Known to Bram and Adrianus as 'Coughdrops' - These weapons are an experimental and highly dangerous weapon. Once the pin has been yanked and the grenade primed, the objective is to toss the orb as far as one can - hopefully tossing it into the midst of hostile forces. The grenade detonates six seconds after initial priming, and upon detonation ejects the shell outwards in a burst of shrapnel, and a massive plume of weaponized chlorine gas, which quickly envelopes the area. If preferred, the time-delay system can be removed and fitted with a tripwire system, for use as an ambush tool.
Englische_Gasbomben.jpg

Triangular combat knife: A rather simple dagger built with a triangular blade and modelled primarily after the stiletto family of bladed weapons. Primarily for use in rather dire situations. Wounds caused by blades such as this are incredibly hard to close, especially if the blade is driven down to the cross-guard. The blade's handguard has been spiked for use in punching, should the need arise.
Model1917_knuckle_duster.jpg

Powers: None. Though he's a pretty good cook.




OOC note: BBcode layout borrowed from Cerpintaxt. Sorry for minor thievin', I absolutely suck at BBcode and have always had trouble with the post layout :s
 

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"I am a shell- deathless, yet at the same time, lifeless. A false life-form given form through iron and gear. The girl is long dead, swallowed by the abyss. I am but an imitation, retaining the memories of me and my father."
Doll of Ainsworth


Name: Arial Ainsworth

Alias: The Doll of Ainsworth

Gender: Female

Age: 66

Sexuality: Heterosexual

Nationality: British

Species: Ghost (Clockwork Doll)

Faction: The Corrupted Rose


  • When viewed from afar, Arial can pass as any normal 15-year old girl. However, when viewed up close, you can easily distinguish her from a human. Her expression is always blank, and her eyes are actually made of stained glass. Her skin is extremely smooth and shiny, and when touched fells exactly like a metal surface. Furthermore, you can see how her fingers are connected segment by segment.

    Hair Style: Arial possesses short hair, neat hair with a few locks of hair that grow down to her waist.

    Hair Color: Her hair is a very light shade of purple, and can be mistaken for pink from a distance.

    Eye Color: The colour of Arial's eyes are a very light brown. Though they may seem real from a distance, here eyes are made of stained glass.

    Skin Color: Her skin is pale, and looks almost like real skin. However, it appears metallic, shiny and very smooth. The surface feels smooth and ice-cold, as her exterior is made of brass and steel.

    Scar: There is a scratch on the right cheek that runs down her face.

    Height: 5'3

    Weight: 56 lbs

    Body Type: Arial has a very slim and delicate appearance. Relatively short, and very light.

    Clothing: Arial wears a beautifully made dress, which is blue with gold accents. It is made of silk and cloth, like a dress on a toy doll. Her boots are made of leather, and she wears a metal brass clip on her head.

    Clockwork Doll: As Arial is a ghost possessing a clockwork doll, if the doll is destroyed, so is the said ghost, as the doll is her anchor. More specifically, her anchor is the gearbox located in the doll's chassis. If limbs are destroyed, they can be replaced. Hell, if her whole body is destroyed, as long as the gearbox is intact, she can be fitted with a new body.
Bram de van Boer


View attachment 420114
"Oh God... It stinks- And it BURNS!"



General:

Name: Bram de van Boer

Alias:Boeman

Age: 36

Gender: Male

Sexuality: Heterosexual, Asexual to a degree.

Nationality: Kingdom of the Netherlands (Dutch)

Species: Human,

Faction: The Franklin Collective

Physicality and overall appearance:
Unmasked
394dbc73d6ed98f1d98bf28f5213d0ba.jpg
Bram is rather average in appearance, with very little to his body that assists in helping him stand out from a crowd. His face is lightly wrinkled, and seemingly set in stone; an image of an eternally haggard individual. He is generally well-kept, however, and bathes regularly. He treats his mustache with the utmost respect!


Hair style: Incredibly short, closely cropped to his skull.

Hair color: Brown

Eye Color: Brown

Skin color: Caucasian

Height: 5'10

Weight: 185 lbs

Scars: Bram's body is dotted with occasional pockmarks and scars, reminders of the Aceh War and the hell that accompanies Jungle combat.

Body type: Bram's body is a standard example of a Soldier's physique. He's fit, athletic, and he metabolizes like a freight train.

Clothing: Bram is generally seen clad in a uniform styled as an aesthetic mix of Dutch and French military uniform, and he is generally masked when out in the field - A bad habit formed from baring witness to a rather nasty accident involving the testing phase of a chemical hand grenade. Outside of his 'field' attire, Bram is rarely - if at all - fashion-conscious. He tends to wear a simple grey coat, and trousers, paired with steel-toed worker's boots. His uniform is strapped tight to his body, with the wrists of his sleeves buckled, and his trousers tucked into his boots. His hands are covered with thin leather gloves.

Personal Information:

Likes:

- Being Alive: A given, but one that was reinforced rather harshly with the man's death, resurrection, and his soul's likely corruption. He has an intense fear of death, and any inkling of an afterlife. That is not to say Bram lets this fear rule him- He enjoys living life to its fullest, when his work with the Collective permits.

- Noise: An odd thing to for one to prefer, but something that Bram loathes is silence. It fills him with a sense of unease, and tends to slide Bram into a state of minor paranoia.

- A good meal; Eating - Bram's current situation is one that causes a rather large amount of strain on his body, so much so that he metabolizes at a rate much faster than an average human. As such, He is an absolute sucker for a well cooked meal, and diverts a large amount of his personal funds towards the purchase of hearty broths, freshly baked breads, and the like. Why not enjoy it?

- Technology: Whilst not one of the oddballs himself, Bram is quite fascinated - and easily impressed - by most forms of technology, as such, he frequently makes requests to test, observe, or otherwise assist in the various stages of the Collective's various pieces of field equipment.

- Firearms: Lovely things, guns. Useful for dealing with all sorts of trouble; From Guerilla fighters, to angry Revolutionaries, the odd Ghoul, and even the occasional mugger. Bram takes great pride in his weapons, and he takes great care to ensure they are treated properly, and with respect. He does his best to keep his weapons in top condition, regardless of location, age, or available supplies.

Dislikes:

- Vampires: A filthy lot attempting to romanticize a foul existence. Whilst not outright genocidal to the species as a whole, Bram believes the world would be far better off if they were all put to stake, and their ashes cast to the darkest of voids.

- Cultists: Traitors to Family, Home, and Species. Those that would make bargains with corrupted Vampires, or worse, are to be shunned and put to a swift end. No forgiveness, no second chances.

- Werewolves: A hate similar to that of the Vampires, though one with less venom. Bram loathes Werewolves simply due to the damage their ilk tend to cause, and the danger they present to society... and his own well-being.

- Terrible Cooking: Lazy Cooks and Terrible Chefs are better off kicked to the hovels of the unemployed! What more is there to say!?

- Dislikes violent, painful coughing. Oh dear.

--

Goals: Bram has very little to strive for in his current state, despite all that has happened. He is quite content with his life, and is eager to continue soldiering on with his chosen companions, regardless of time or cost. However, he has a strong, overwhelming desire to find some way to atone for the crimes he helped commit in the Aceh War. His life is far from over, so who knows what the future may hold.

Deepest Fears:
- Bram has a deep, gut-wrenching fear of death. He is well aware of the effects of Spiritual resurrection, and is none-to-keen to find out what may happen should his soul be brought back from the brink and into the hands of an Eldritch beast, or a malignant spirit; Or Gods forbid, be allowed to fade into the clutches of the afterlife.


- Becoming corrupted: Bram abhors most - if not all - eldritch powers. The very idea that he may suffer some form of twisted fate, or afterlife, fills him with a constant existential dread, and a violent drive to avoid a loss of self, or conscious.

- Accidentally inhaling one of his 'Coughdrops'.





Personality: Like his friend, and frequent Work-partner Adrianus, Bram is a rather selfish individual. His time in the Aceh War took a large toll on body, mind, and soul; and as to be expected, he returned a changed man. Isolated from his homeland, and nursing the scars of war, Bram caved in on himself; He became a sullen individual, preferring straightforward conversation and simple resolution. Comfort and care began to lie primarily with those he considered close friends, or kin. This is not to say that he shuns those he happens not to know - quite the opposite, as Bram can easily be seen as a rather caring individual- but will rarely, unless prompted, go out of his way to risk life, limb, and friend for those he is poorly acquainted with.

Backstory:
Bram's life was a dull one, but one filled with a grand sense of love and belonging. His mother and father were both wonderful, caring parents and ensured their child wanted for nothing; within reason, that is, for a farmer's life - whilst carrying with it the kind of joy one can only know by working land that one owns - is by no means a profitable, nor luxurious life; Something that young Bram wouldn't quite understand till he was much older, and far wiser of how unfair life and all of it's rocky, rumbling troubles could be.

It was on Bram's Sixteenth birthday that the storm rolled in. A cruel, torrential gale blown in from the sea set about drowning all of his Family's hard work beneath an ocean of water, suffocating every planted seed, churning every sewn field.

They never recovered.

The years drove on, Bram and his family did what they could to salvage the farm, but the damage had been done. An entire year's worth of toil destroyed by a single storm. The family salvaged what they could from the mud and muck, but the damage had been done - without that year's harvest, their economic situation declined rapidly. Eventually, his family was forced to sell what little of the farm remained before shifting to a farm belonging to a long standing friend of the family. It was here that Bram, and his parents, would live out the next
two years, toiling in a state of brutal poverty- kept aloft only through the shear, charitable force of their friends and extended family. By Bram's nineteenth birthday, he had had enough- and soon found himself enlisting for service in the Dutch military.


It was here that Bram found out just how addictive the sensation of finding one's true calling could be. Having been born of hard work and harsh manual labor, Bram excelled in this new Military environment, and quickly found himself a candidate for the Korps Mariniers.

A few months later, with rising turmoil in the Aceh region, Bram found himself deployed to Aceh, and by the time his regiment's transport had arrived, the first battle had been fought with an overwhelming loss of Dutch life. It was here that Bram would meet Adrianus, a man whom would soon become one of Bram's closest friends. Together the two would shoot, crawl, and claw their way together through the disease-strewn hell of Aceh's mighty jungles, forming a unique bond in the crucible of desperate, bloody combat.

Seven years. Seven years of trudging through fight after fight, charge after bloody charge, Bram nearly collapsed upon hearing that - at last - the war was over. Aceh had been taken, and they now stood defeated beneath the might of the Dutch Military.

Three years of peace, those years were bliss to Bram and many others. It was during these years that Bram grew to know the person buried beneath the skin of Adrianus the Soldier, and they became great friends. The peace was short lived, however, when the Second Aceh war reignited the engine of war, and the Korps Mariniers were once again sent into combat, this time against a foe far better prepared.

The initial wave of combat took a heavy toll upon the combined Dutch forces pushing into Aceh, introducing them to the horrors of guerilla combat. Casualties began to climb rapidly, and as time pressed on, the Dutch grew more and more brutal. Each wave of Dutch casualties would be met with horrific retaliation. Soldiers were assigned orders to wipe out entire villages, no matter the occupants. It was here that Bram began to become disillusioned with both the war, and - in general - his homeland. Killing dissidents was one thing, but bring entire villages to the blade was another. Bram prayed for release, anything to make the voices stop and the faces fade away.

Unfortunately, his prayers were answered

Bram's regiment had been redirected to a region of Aceh that had become a well-known killing ground. Dozens of platoons, even full-sized regiments, vanishing into the jungle. Guerilla fighters, good ones, they thought- Lord were they wrong. What the regiment found was much worse than Guerillas, it was unnatural, unholy. It was awful, and it tore them to pieces. Bram isn't quite sure what deigned to spare him from the horrors of that day- He woke up, dazed and bloodied, but alive; and with the help of Adrianus, who too had decided enough was enough, he fled.


It would take them many months, but, eventually they found themselves back in Europe - Forever changed, forever haunted by what they had seen, but filled with a sick sense of curiosity. What had happened?, what in the name of God - or perhaps Gods - had torn their regiment, their friends, to pieces with such ease? Creatures the likes of which had never been seen, or so they first thought. They quickly set about to researching what they had come to witness. Visiting ancient libraries, hunting down outdated tomes, Adrianus and Bram quickly began amassing a large sum of outdated - but still fairly useful - information.


Eventually, their curiosity grew to a fever pitch - and upon mixing with their thirst for retribution, they set about Western and Southern Europe, traveling to isolated regions to search for - and end the existence of - various beasts of the night. It was inevitable that they would, one day, encounter one of the guilds - The Franklin Collective, to be precise, and they quickly found themselves gainfully employed- for despite their rather lopsided efforts, they were deemed to be useful, and Gram embraced this new opportunity wholeheartedly.


Abilities/Skills/Equipment:

Strengths:
- Proficient in the usage of firearms, explosives, and the occasional list of experimental weaponry. If you need something shot, gassed, or blown up- Bram's the man to talk to.


- Due to his unusual status as a long-standing host for a Spirit, Bram is unfortunately capable of gazing upon the visage of Spirits unaided. An ability that causes Bram a great deal of unease; far too similar to being touched by Eldritch influence.

-A weak, although functional knowledge, of how to work with, handle, or hunt Spirits.

- Useful in a scrap: As a veteran of the Aceh War, and a former member of the Korps Mariniers, Bram is more than capable of handling himself in both hand-to-hand, and Close-quarters combat.

- Proficient in Guerilla, Ambush, and Shock warfare. The jungles of Indonesia were a harsh place, occupied by a determined people. He and those he fought with quickly became quite skilled at reducing the daily number of enemy combatants.


Weaknesses:

- Whilst Bram can handle himself in Melee, or hand to hand, he far from prefers it. As a human going up against the occasional nightmarish beast, Bram prefers to keep his enemies are rifle, or pistol, length. He quickly finds himself becoming frantic during 'Melee' combat with the more terrifying beasts.

- Bram absolutely abhors Vampires. He believes the entire species would be better off extinct, and there is very little one can do to change his mind. This makes it incredibly hard for Vampiric individuals to work with Bram.

- Bram, unsurprisingly, hates Demons more than he hates vampires, and that's saying something. To Bram, Demons are a perfect symbol of all that is wrong with the world- Both physically, and spiritually. They are to be abhorred, hated, avoided, and destroyed if possible.

- He's human.




Skillset:

Rifleman: Bram has become a grand shot with Bolt action rifles, and weapons of similar design. You want a Cultist's brain blown out the back of his skull at distance further than shankin' range?, Talk to Bram.

Experimental Warfare: Taking inspiration from days of old, and recent advances in chemical weaponry - both theorized, and tested - Bram has become adept at using Chlorine gas grenades, and has done well in adapting his fighting style to center around these wonderful bundles of terror and suffocating pain. They are incredibly hazardous, and as a result, Bram almost always keeps his mask glued to his face.

There's more where that came from!: Bram has taken to hauling a ridiculous amount of firepower in his greatcoat. He carries three spare pistols, and a heap of ammunition alongside his Shotgun, and rifle.

A Pikeman in all but name: Despite Bram's preference for ranged combat, if push comes to shove, Bram is quite adept at employing Pike tactics- Effectively transforming his Lebel - when fitted with the Bayonet - into a makeshift Pike, for use in poking his foes to death at a comfortable six to seven foot range.





Equipment:

Lebel 1886 Bolt-Action Rifle: A revolutionary weapon for what it's worth, if a bit hard to adjust to for newcomers. Bram had one hell of an adjustment period upon transitioning to the weapon, but he has never once looked back. 10 round capacity, 4.28 feet in length, roughly 5.14 feet with cruciform bayonet attached.
gLy.d9JLKXf5DBCOIm7Diw.jpg

3x Lefauchex 20 round magnums: A ridiculous weapon by normal standards, Bram carries three of these within his Greatcoat. Preferably reloaded before - or after - a field deployment, these weapons are Bram's preferred close-quarters weapon, capable of sending a group of men to meet their maker en-mass
NxYiZzs.jpg

Winchester 1887 Lever-action shotgun, 18 inch barrel: A shortened version of the 1887 Lever-action shotgun designed by John Browning. For use in situations where a lot of bang is required in a relatively short distance.
The lower one.
1.jpg

Experimental Chlorine Gas Grenades, 'Coughdrops': Known to Bram and Adrianus as 'Coughdrops' - These weapons are an experimental and highly dangerous weapon. Once the pin has been yanked and the grenade primed, the objective is to toss the orb as far as one can - hopefully tossing it into the midst of hostile forces. The grenade detonates six seconds after initial priming, and upon detonation ejects the shell outwards in a burst of shrapnel, and a massive plume of weaponized chlorine gas, which quickly envelopes the area. If preferred, the time-delay system can be removed and fitted with a tripwire system, for use as an ambush tool.
View attachment 420168
Powers: None.




OOC note: BBcode layout borrowed from Cerpintaxt. Sorry for minor thievin', I absolutely suck at BBcode and have always had trouble with the post layout :s

"You're not immortal after all."
View attachment 420108

View attachment 420115

-General-

Name: Adrianus van de Beenhouwer

Alias: Abeltje - Dutch name meaning 'Breath'

Age: 35

Gender: Male

Sexuality: Heterosexual

Nationality: Kingdom of the Netherlands

Species: Human

Faction: The Franklin Collective



-Physical Characteristics-

Hair Style: Hair is often cut short and combed backwards, to keep an air of professionalism. Facial hair has been allowed to grow to a short, rough beard, well-trimmed to show care and maintenance.

Hair Color: Dark brown

Eye Color: Brown

Skin Color: Skin tone is a white typical to the Dutch.

Height: 5'9''

Weight: 165 ib

Scars: Four rough, jagged claw-marks running along the right forearm. They have healed well, and clearly were not too serious. There are others, scattered around the body, but they are a mixture of faint and small. The skin is hard as a result of the long years of soldiering and hunting.

Tattoos: A small but well-detailed tattoo, depicting an anchor over an X-crossed saber and rifle, on the left shoulder.

Body Type: Adrianus is well toned, almost athletic in his build.

Description:
Though short, Adrianus has the air and presence of a soldier. His expressions are hard, his skin is rough and marked, and his build is athletic. In combat, he furthers the aura by wearing the old uniform of his military days - Though the unit number and name have been ripped off, the yellow chevrons proudly remain. The left sleeve is tattered, a remnant from his first encounter with the unnatural, but otherwise the outfit is very well maintained - High-class stitching apparent in some areas of damage. Satchels hang on the sides of the hunter, as well as rigging and a backpack.


Outside of combat, Adrianus dresses rather plainly. Though well payed, he spends most of his earnings on work. He cares about his appearance, sure, but has little ambition towards it - A common man's clothes is good enough for most of the population, so it will be good enough for him. Otherwise, a trimmed short beard, short hair combed back, and a crucifix.


-Personal Information-

Likes:
- Warm food, a good joke, good company.
- The hunt
- A heavy bag of coin


Dislikes:
- Muslims
- Demons
- Werewolves
- Vampires
- Dilemma


Goal(s):
- Do what he loves doing for as long as he can. Adrianus enjoys playing the ultimate game of strategy, and the ultimate test of martial prowess. He has no plans of stopping, no interest of peace or 'settling down.' The money is just a handy addition.
- Keep enjoyable company, which presently is a goal strongly surrounding Bram


Your Deepest Fears:
- Isolation.
- Accidentally inhaling one of his cough drops.
- The Dutch Government.
- Bram's death


Personality: Adrianus' questionable nature is quite apparent to those who know of him, and something he cares little to think of. He hunts for fun, the thrill of competition where the stakes are highest. Protection of the innocent is just a side note that keeps his conscience from nagging at him, and the coin a means to continue his work. He is quite selfish around strangers, though protective and helpful to comrades and friends - Indeed, in fact, very needy and sacrificial towards them. He is blunt and closed-minded, preferring to not trouble himself with moral dilemmas and the like in order to keep things simple. Things are right, or wrong - Effective, or not. Despite such, Adrianus is not an evil man; Merely, he has somewhat of a disconnect to empathetic ideals.

Background:
Adrianus' upbringing was one of the things that prepared him for what was to come. His upbringing was not abusive, nor filled with tragedy - His father was poor, true, but there was enough money to eat when they were hungry and to go to school. However, his family never wanted a child, and the accident that was Adrianus was not taken with enthusiasm. He grew up with a distance between him and his parents, not met with abuse but with little guidance or care from them. It caused him to become strong and independent, but with an unbareable loneliness. Still, he learned to deal with his problems his own way, and largely on his own. He came to rely on friends rather than family to give him a feeling of care and companionship, though he would be known as somewhat needy of them. As Adrianus grows older, he works beside his father as a butcher. Life is... boring, and disappointing. The protections of his childhood dwindle, taking more and more berrations from his equally disgruntled parents, Adrianus becoming an outlet for them to deal with their woes. He slowly finds himself increasingly exhausted, the presence of his parents and the tedium of his life unbareable. Every day the same routine, again and again, for years. In a desperate attempt to find meaning, or joy, or excitement, he enlists with the Dutch Korps Mariniers, the Kingdom's Marines.


Adrianus finds himself deployed to Aceh, during rising tension in the region. Soon after his deployment, the area explodes into war. Major General Johan Harmen Rudolf Köhler moves quickly, bombarding the capital with the intention of a quick victory. But the Aceh were both underestimated, and aided by foreign powers. Kohler dies, along with a quarter of Adrianus' belonging regiment. Units are shifted and merged to accomodate the embarassing losses of the first wave, wherein Adrianus first meets Bram. The two fight together during the Second Dutch Offensive, cutting their teeth under a long seven-year war. Here, Adrianus finds himself. He comes to realize he enjoys- no, loves the experience of combat. Out-maneuvering, out-thinking, out-performing, until the feeling of a morally sanctioned kill. The experience is unique, and special. Though that is not to say his mind is untarnished; friends and comrades die, horrors made and witnessed. Pain is a requirement for achievement, but there are pains aplenty. Adrianus and Bram endure the threats of the Aceh and Cholera both, but they survive. Eventually, the war draws to a close - The Kingdom of the Netherlands is victorious, but the soldiers are just happy to be alive.

There is a three year reprieve, offering a period where Adrianus and Bram could develop their friendship outside of combat. Otherwise, the time is unremarkable; guard duty, drill, patrols. The time is calm, but a storm brews quickly. When the three years end, the war reemerges: A local leader in the Aceh take sailors from the crashed ship Nisero hostage, beating off a Dutch-British assault and receiving ransom. The Kingdom declares war again, though experiences a very different kind of fighter: Guerillas. The Dutch soldiers are ambushed, ensnared, skewered, and worse from traps. In return, the Dutch soldiers exterminate entire villages in retaliation. Adrianus prefers not to think of those times.
Early into the war, Adrianus and Bram are deployed with their unit to 'pacify' a village of issue - A place where patrols are known to go missing, and routes typically hindered which go through the area. The village itself is marked for depopulation. In their route, however, the unit faces a very different type of opposition. Not Aceh rebels, or civilian militia, but... something unnatural. Something that could be shot again, and again, and again, and keep coming at someone. Something that could have the guts spill out over a bayonet and not even notice. Something abominatory. The unit does not return, and all of its members are officially written out as casualties. Little did they know that as the letter home was being written, Adrianus was crawling out from under his sergeant's eviscerated corpse.


Him and Bram desert the rest of their regiment, having no intention to return just to die in a spike-trap. But the encounter, terrifying and traumatic true, aroused an intense interest in the two. Just what was it that they'd encountered? As soon as they were safe from the wrath of military court, they did their research. They started slow at first, with little mind to know where to start, but steadily grew more and more knowledgeable. Eventually they would order books by the pile, scouring every inch of knowledge that they could find on mythologies, folklore, magic, whatever could teach them more. The two do not merely learn from books, however; as they scoured for knowledge, they'd heard of strange rumours and complaints, odd stories and problems in areas too remote or unimportant to expect official attention. It was here that Adrianus and Bram first applies their trade, hunting though the people who hired them rarely knew it. Simply presenting themselves as 'problem solvers,' there were few questions asked or answered when the issue of disappearing townsmen or odd affliction simply disappears - And there were certainly no answers to be given for the strange scratches and wounds that the two sometimes had when they'd returned for their pay. The two had no knowledge of the various guilds, until the Franklin Collective contacted them. They have been in their employ ever since, today some of the guild's experienced Containment Specialists.




-Abilities/Skills/Equipment-


Strengths:
No rest for the wicked: Dedicated, and self-reliant. If he does not know something, he will learn it. If a weapon is unfamiliar, he trains with it. He well and truly loves his work, and has every intention to be the best he is able to be. Thus, he trains, endlessly and constantly, every day of every week.


Unstoppable: Adrianus has an iron will, working for his own sense of accomplishment rather than coin or selfless protection. Hunting is done selfishly, simply because combat is what he loves doing. If he's close to death, he will fight tooth and nail to survive. If he is not, he will obsess over his target until it is dead. In witnessing brutality and gore, he is unfazable. A blood-soaked vampire is unimpressive, a brutal werewolf is nothing new. Death does not stop, and neither does Abeltje.

Improvisation: Adrianus is clever, and quick on his feet. Plans can go wrong, new variables can be thrown into the mix, but this former Marine is able to handle such situations. One to make new plans quickly, react immediately, innovate, etc. Simply, to improvise.

Weaknesses:
- Stubborn: Being 'unstoppable' is not always a good thing; though not one who will back down easily, that goes the same for when one definitely should. If Adrianus has made a decision, he will carry it out. If he has taken a target, he will follow that contract. If he has made up his mind, damn your opinion. Only friends or superiors can hope to change his mind, while the others are better off letting him get himself hurt.


- Addict: A sociopath can still feel pain. The Aceh war had him find a better life, thank god, but the horrors he faced are still very apparent. Some of the memories are harder than others, and drove Adrianus to turn to hard drugs to cope. Cocaine is a continuing favourite of his, and a lack of it will put him into a state of withdrawal.

- Leap before you look: Adrianus' mind runs quickly, and in the heat of battle he rarely thinks before acting. In times where he needs to improvise, he makes the new decision and immediately acts on it, often forgetting to account for something just in his peripheral.

Skillset:
- "Surprise!": The Aceh war was brutal, a mix of conventional and unconventional warfare. War crimes, guerillas, disease, and traps all rolled into one conflict. But it taught valuable lessons - Adrianus learned from the guerillas and the Marines; he knows how to use natural camouflage, how to hide and move quietly, how to mask his scent, where to hide but still fight, how to create an ambush. Combat is abrupt, quick, planned, and lethal - Once the gunfire starts, the marine moves quickly, dispatching enemies under the terrifying doctrine of 'shock and awe.' Targets are beset under a sudden burst of explosives, gunfire, and gas. It makes survivors rare, but those who do exist simply don't see enough to tell a story.


- Jungle fighter: Experienced in close-to-medium ranges. Adrianus can handle himself in melee (though prefers not to engage in it,) or at a distance with his firearm. While no sniper, he is a decent shot with an emphasis on dispatching targets quickly rather than accurately. Should the target close in, Adrianus will try to show them what happens when a butcher becomes a soldier. Still, it is best he keep a distance from the unnaturals.

- Gasrat: The Franklin Collective may be great innovators, but some inventions are better than others. One such invention is their Experimental Chlorine Bomb. Adrianus has used them so extensively that he has become an expert in chemical warfare, combining it closely with his 'shock and awe' style. The device is used in nearly every aspect of his style, from traps to direct assaults. Who said humans can't be scary?

Equipment:

- Korps Mariniers uniform: The identificators ripped off the fabric. Unit number, name, and any other specification is no longer there. However, the chevrons indicating the rank remains. Overall, the uniform is worn, with a tattered and damage left sleeve, but otherwise well maintained.

- Pouch of finely broken glass, iron, and silver: Foes who close the distance can enjoy never seeing again, as the user attempts to throw this in a cloud towards the opponent's face.

- Experimental Chlorine Gas Grenades, 'Coughdrops': Known to Bram and Adrianus as 'Coughdrops,' these are an experimental and highly dangerous weapon. Once the pin has been yanked and the grenade primed, the objective is to toss the orb as far as one can - hopefully tossing it into the midst of hostile forces. The grenade detonates six seconds after initial priming, and upon detonation ejects the shell outwards in a blast of shrapnel, and a massive plume of weaponized chlorine gas which quickly envelopes the area. If preferred, the time-delay system can be removed and fitted with a tripwire system, for use as an ambush tool.

- Lebel Model 1886 Rifle: Ten rounds, twenty inch bayonet, utilizing smokeless-powder ammo. The pair's favourite rifle.

- 2 sawn-off double barrel break-action shotguns: Short, powerful, and reliable.

- Gasmask.

- Sawback Bayonet: Utility and combat purposed knife or rifle attachment.

- Franklin modified Remmington 1875: Detachable cylinders are a lovely perk, but the need to import american ammunition is a pain when so far away from the continent. Thankfully, this version is modified for a more common round.

- Miscelaneous collection of traveling necessities, trap building tools, etc.


Powers/Abilities:
- Opposable thumbs and trigger fingers.


- Not a disgusting vampire.


You're all accepted. Love the characters by the way!
 
-General-

Name: Nikiyev Kovac

Alias: TBD

Age: 18

Gender: Male

Sexuality: Straight

Nationality: Russian

Species: Human

Faction: Franklin’s Collectives

Robotic Arm:
(Couldn’t find anything more steampunk)
View attachment 419945



-Physical Characteristics-

View attachment 419831


Hair Style: Messy

Hair Color: White

Eye Color: Red (left) Black (right)

Skin Color: Pale

Height: 6’0

Weight: 190

Scars: Long scars covering his forearm and upper bicep. Nikiyev doesn’t even attempt to hide these as he thinks they make him look cool.

Tattoos: N/A

Body Type: Mesomorph

Clothing: Black, short sleeved shirt | White dress pants


-Personal Information-

Likes:
•Reading
•Hunting
•Sleeping

Dislikes:
•Loud people
•People who think they’re above others
•Vampires

Goals:
•Kill the monster that took his arm
•Rid the world of night creatures, one by one.

Deepest Fear: Death

Personality: Nikiyev is a kind and gentle individual, except when he’s working. Under normal circumstances, he is a gentle person who is always smiling and other food stuff. But when he’s working, he’s a cold, aggressive individual who’ll stop at nothing to kill who needs to be killed.

Background: Nikiyev was raised in a normal Russian household until he was about 16. At 16, a Vampyre broke into his house and murdered his parents. The sadistic matter of the attack drew him to near madness. As the vampyre made his way toward Nikiyev, he was able to break the chair he was held in and drive it through the pyre’s heart. Driven by adrenaline, his thinking was clouded, making him think of nothing but killing monsters.

After the attack, Nikiyev walked into town covered in the blood of the beast he’d killed. People were naturally fearful as they didn’t know the context of his situation. Nobody expected a 16 year old to take down a monster like that. He was approached by the constable and asked what had happened. He explained to the officer that a Vampyre has killed his parents and he himself had barely survived himself. The he continued to explain his situation until the adrenaline finally wore off. He immediately passed out because of a large gash the Vampyre has given him in exchange for its life. He woke up days later in the hospital with bandages covering his arm.

When he was discharged, he immediately signed up to become a hunter. He quickly made a name for himself in both the human and monster worlds. He was branded as a hero by humans, and a monster by anything else. He had no prejudice or rhythm to his work. He did it, and did it quickly. The only fight he’d been in where he sustained any real injuries was with Louis de Pointe du Lac. The battle resulted in Nikiyev losing an arm and Louis escaping. Nikiyev spent the next 5 months seeking company with the faction Franklin’s Collectives. When he finally was granted contact with them, he was given a new arm in exchange for 15 years of hunting service. His first order of business was to hunt down and capture Louis de Pointe du Lac. When he succeeded, he took his arm as a trophy before turning him in to his faction.

-Abilities/Skills/Equipment-

Strengths-
•Speed
•Fast, unpredictable attacks
•Blitzkreig style fighting
•High Stamina

Weaknesses-
•Nikiyev is ruthless. He doesn’t show emotion and sometimes blurs the line between work and public relationships.

Equipment-

Weapon-
Modernized Short Sword
View attachment 420237

Colt Revolver
View attachment 420255
Accepted.
 
Ac

FAUST DEL MONTE



-General-

Name: Faust Del Monte

Alias: Seraph (a variation or full title would be 'the Red Seraph'), as he is sometimes called by his fellow Pure. Faust's alias is rarely used, though, and only comes into play in situations where Faust needs to fake his identity for whatever reason. Otherwise, he'll use his regular name.

Age: 27 years old

Gender: Male

Sexuality: Heterosexual

Nationality: Italian

Species: Human

Faction: The Pure


-Physical Characteristics-

Hair Style: Faust's hair is short and trimmed neatly. The edges and sides are usually strictly combed back, indicating a rigorous sort of grooming and care for self image. Even then, when under Faust's hood for long periods of time, his natural curls often spring back up.

Hair Color: A dark brown, often mistaken for black.

Eye Color: Brown, much akin to his hair. Faint specks of hazel can be glimpsed under intense lighting.

Skin Color: A deep olive complexion, medium undertones.

Height: 5'10"

Weight: 156 lbs.

Scars: Due to his profession, several small cuts and blisters often temporarily can be seen on his hands from handling weaponry. They don't so much as go away as show up in different places, and pose no serious threat. Several pale gashes crisscross his back, self-inflicted in a form of penance. His only other significant injury is a long, jagged cut that tears from the side of his pelvis to the bottom of his ribcage. This deep wound was inflicted some time ago, and though sutures are evident, the injury never healed correctly. The area is especially susceptible to physical harm (i.e. a well-placed blunt weapon could re-open the wound and hurt a lot). Faust tries to take protective measures in preventing this by wearing extra padding over that side of his abdomen.

Tattoos: None.

Body Type: A lean, narrow build lending itself to a certain lithe movement, giving him a fair amount of agility and dexterity. He is quick on his feet but does not pack all that much physical power - he is not built very well for hands-on and close quartered fighting, and thus almost always takes a defensive stance when in combat. Has built up some force in his shoulders, if only because of the weapons he fires and carries.

Clothing:
Depending on Faust's location and situation, his clothing often differs in purpose and appearance. Most commonly, combat apparel is kept on - Faust is well aware of the hostility between his own faction and all the rest, and always tries to have at least minimal protection lest he be recognized as a follower of the Faith and be jumped in a more shady area (which has occurred before). Often trying to cover as much skin as possible, he dons leather gloves and knee-high black boots, wherein trousers are tucked. A similar dark brown coat is shrugged on, with straps looping about his waist and shoulders that hold various equipment depending on his situation (specifications in the 'equipment' area of form).


More noticeable in his immediate appearance is the dark cowl wrapped around his shoulders and head, and the plague doctor's mask affixed over his face. A piece dating back to The Veiled Death, the mask gives Faust the options to hide his identity, serve as facial protection (not very much, though - only against a blade or fist), and filter the more vile stenches of blood and flesh. A silver cross is kept on a chain necklace around his neck, but is often kept tucked in the shirt due to the dangers it can pose (eg. enemy can grab onto / choke him with it, it can get tangled, has somewhat sharp edges). Has a habit of touching it when in thought.


-Personal Information-

Likes:

- The fulfillment of duty (eg. carrying out the Pope's orders, killing creatures of the night - both often go hand-in-hand) and the sense of giddy purpose it brings. Being a devout follower, that purpose is almost addictive when taken in account of his abstinence from many other human indulgences.

- London's architecture, especially their church construction. Has always been fond of the sharp-looking, formidable spires and other characteristics Victorian buildings often possess, especially the vaulted and intimidating ceilings of their churches.

- Reading up on scholarly inventions and religious texts. He may not agree with rival factions of The Pure - and condemns many of their practices - but Faust still harbors an interest for information, and how it can be wielded to the advantage of The Pure.

- A more mindless enjoyment is Faust's love of birds - specifically, pigeons and doves, which are both rife in London. He partially likes them (doves especially) due to their religious symbolisms of peace and purity, but most of his affection simply comes from thinking their stout bodies and cooing is cute. Not like he'd ever disclose that information.

- The extents of physical and mental torture on a night creature. Faust's love of information often crosses into more morbid, unethical territory, even when he himself may judge otherwise. Due to holding a somewhat hypocritical belief that monsters are of zero importance rights-wise compared to humans, he believes that excessive torture in the pursuit of further knowledge should be accepted within average society. It is his belief that knowing more on a creature through this gruesome method would assist greatly in efficient killing. These ideals do not stem towards fellow humans, however.

- The company of fellow Pure hunters and those who side with The Pure. Being besieged on many sides in London, a place The Pure should not even be, having a trusted acquaintance is vital when fighting off bouts of self-doubt or feelings of loneliness. Granted, many are heavily religious zealots whose bloodlust can be unsettling for even Faust, but as long as that bloodlust is directed to the creatures of the night, he can tolerate it.

- Visiting the church, whether it be for after-hunt prayer or to meet with other members. There is something about their quiet and peaceful atmosphere that inevitably calms him down and steadies his nerves.


Dislikes:

- Most notably, Faust has an unshakeable hatred towards all things foreign and unnatural, primarily night creatures, magic, and eldritch relics/beings. He considers them oppositions to the Pope's jurisdiction and the Faith itself: false idols created to plague humanity and seduce them into the bowels of unrepentable sin. He feels no remorse towards humans who have fallen into this 'trap' - only disgust.

- Werebeasts especially are topics of vehement anger and discomfort for Faust. The exact reasons to this are not disclosed (yet), and prodding into his reasons are met with avoidance and changes of topic.

- Overly pompous, vain citizens and nobles who succumb to petty human desires like materialistic, expensive items, especially those who do not give back to their society and church. More of a universal belief of the Pope than anything personal to Faust. He does detest addicts, though, and not simply because his religion tells him to.

- Many of the other factions are viewed begrudgingly by Faust, because while many share his motives in killing night creatures, oftentimes they have other beliefs he condemns. He will work with a human hunter from a different faction only if absolutely needed, and even then will do so somewhat scornfully and cold-shouldered. Members who are monsters themselves are not compatible at all and Faust will likely attempt to kill them unless unable to at that time.

- Physical contact. This is rooted in Faust's experiences as a child, but it nevertheless has followed him into adulthood. The type of contact is mostly skin - he doesn't mind as much with gloves on. He's not like to freak out or anything, but will likely flinch away or keep the contact as brief as possible. It's more prolonged experiences that disturb him.

- Cold, dark surroundings. Being a hunter, both are foreboding and tweak him a bit, even when he knows there's no danger. Tries to keep his area well-lit with lanterns and moderately warm.


Goal(s):


- Primary goal is, of course, the Pope's wishes. Faust believes that he is nothing without the guidance of the Pope and the Faith. He believes strongly in eliminating the church's enemies and keeping true to the church's teachings. Due to this, many of his goals are not personal - Faust neglects his own needs and wants in the face of his duties. One of his strongest goals is the eradication of eldritch scourges, monstrous creatures and those who side with them.

- Even then, the most devout of followers cannot entirely ignore their own desires. While somewhat in denial over his thoughts relating to this, Faust hopes against hope that he will one day, once/if the scourge is gone, he will be able to lay down his weapons and subject himself to a somewhat humble life in isolation, away from all the chaos. It is more of an unwelcome daydream than a goal, but it's in his head nevertheless.

- On the flip side, the strongest outcome that he believes to be honorable is to die fighting the creatures of darkness. As long as he continues being steadfast in his devotion, Faust thinks only peace can await him in death. A bleak comfort.

Your Deepest Fear(s):

- A fear stronger than death, Faust is frightened of possibly questioning his own faith in the Pope and God and turning to the scourge's side. Thus, he punishes even the tiniest betrayals with heavy penance, whether it be by confession or self-inflicted harm. Dangerous thoughts are repressed and stowed away in the furthest reaches of his mind where Faust believes they will stay.

- Being killed in a gruesome way, or being transformed (by a werebeast especially) and losing his own humanity.

- Faust fears eldritch knowledge and its effects on the human brain, and wants no part in its research or study. He believes it would be better off destroyed, as its knowledge corrupts its user. This fear also stretches to fear of the unknown and unexplainable, religion being the sole exception.


Personality:
Faust is an overtly religious, devout follower of the Pope. His personality is partially held intact by his bonds with the church and their values, and he finds himself incomplete without their guidance on life and its trials. Due to this, he consults the Faith regularly through biblical study and frequently visits the church for after-hunt prayers. It's safe to say that religion is an immense part of what makes Faust who he is, but it is not the only thing that molds him.


Faust Del Montes is quite the scholar, and its evident that he prides himself in his studies and beliefs. He will take time to explain his position on things and do so very elaborately, demonstrating his educated upbringing with advanced wording and terms alike to what a noble would use. Faust always tries to be at least courteous in his interactions with other humans, and retains a calm (though outwardly cold) demeanor even in the company of humans he knows might despise him. Threats don't really provoke as much as annoy him. This polite behavior, however, does not extend to night creatures, who he will immediately become aggressive and demeaning towards. He will try to kill them unless physically unable.

Despite being a conversational lad in company with other Pure members, he becomes rather quiet around strangers. This is partially due to not seeing eye-to-eye with other beliefs, thus not wanting to talk about them, and partially because he's very cautious not to reveal anything about the inner machinations of The Pure. He'll still be well-mannered, but artificially so.

On the attitude of hunting and killing night creatures: Faust gains deep satisfaction from it, simply-put. It is a profession he is not reluctant to partake in, as it is not at all grueling for him and instead is what he believes to be his 'purpose'.

Background:

Faust Del Monte was born into a family of medical practitioners in Florence, Italy. Faust was born several years after the miasma of chaos that was The Veiled Death, and even though it no longer posed serious threat, its destruction was still evident. Many communities were still in the early stages of recovery, and Florence was no different. Many bodies had to be burned, as there was not enough room for them in the mass graves that had been set up around the city. Settlements had to be cleared out and relocated. Throughout the turmoil, the local churches offered solace and sanctuary. The Del Monte family paid daily visits to aid the sick and injured who flocked there. Little Faust often tagged along, as he was their sole child, and his father wanted to teach him the family trade. Being surrounded so commonly by the miserable and sick, Faust grew up fast.

He was attentive in his studies, however, and took to medicine early on as a subject to make a living out of. It would have likely been the career he pursued - if not for the sudden occupation of the church several years into Faust's adolescence. A new group had seized control of the chapel, with promises of restoration to Florence and food aplenty for its people. All they required in return was the abandonment of the previous church leaders, who they condemned as men and women under the rule of eldritch forces and sympathizers of the night creatures. The group fancied themselves as 'The Pure'. Their mission was to spread the Pope's words to the downtrodden and bring about a new type of religious order. All the townspeople had to do was accept The Pure's doctrines, and they would be aided by the organization.

Faith is a difficult thing to abandon, but the sheer desperation of Florence's people was enough to coax the majority into accepting the new management and their practices. At the time, Faust was nearing age 13, and still attending the church daily with his family. It was around this time Faust first began to be exposed to the subtle indoctrination of Pure customs. He was a valuable target for their training due to being already familiar with blood and death, and not being squeamish around either. Not only that, but he was educated enough on biblical teachings – enough to understand its relevance, but not enough to reject outer influence on how it should be interpreted. He was often pulled aside by the new church leaders and taught small 'truths' that differed from Faust's previous teachings. Individually these tidbits of 'truths' were insignificant, but quickly stacked up to change Faust's entire viewpoint. At the age of 16 Faust was brought to Greece with several of his peers. His parents were informed their son would be brought to a school tailored for medical studies - a lie, of course.

Instead, Faust progressed to his second stage of initiation: the purpose of a hunter, and what they could be expected to do. It was a grueling few years of praise and punishment. His studies on medicine and healing practices were twisted to suit the needs of The Pure: Faust was taught how to recognize vital organs and methods of damaging them, and finding ways to inflict pain rather than lessen it became one of his major goals. The Pure, he was told, only wanted to wield this violence onto monsters, not fellow humans, which Faust had no quarrel with: he had never met a werebeast or vampire, and he was sure they were as terrifying as The Pure described them. Faust's later adolescent years were arguably his darkest ones, and as such he refrains from really ever speaking of them.

To make matters short, Faust eventually passed the many trials The Pure staged and emerged from Greece as a fully-fledged initiate at the age of 22. He swore allegiance to the Pope and devoted himself to his cause. Faust was then sent to London with other experienced hunters and missionaries, much like the situation in Italy – an attempt to extend the faction's power. However, it's proven difficult, as other groups already dominate the scene. Due to the present power struggles within the city, though, The Pure were instructed to lay low and commune only in secret sectors of London where they could talk about plans undisturbed.

As of current, Faust lives in one of the lower districts of London. His living quarters are cramped at best, and wedged between several makeshift shelters. He participates in hunts often, though either alone or with a group of trusted Pure companions. Successful hunts are followed up with Faust visiting one of the shadier, Pure-dominated chapels for after-hunt prayer. In his 'living quarters', he reads up on literary texts, cleans his weaponry, and re-organizes his additional equipment. This has been Faust's daily routine for several years.

-Abilities/Skills/Equipment-

Strengths:

- Swift-footed: Faust is incredibly agile and always ready to strike out at a known enemy if the opportunity presents itself. His rapid mobility assists him greatly with dodging, running, and lashing out with his trusty whip. Faust's swiftness has helped him many times when quick reaction time is needed and/or when a weapon must be drawn quickly. Not only that, but Faust has excellent endurance and stamina and can evade an opponent in pursuit for a good while.

- Unfazed: Very good at keeping his cool in tense or dangerous situations. Any panic is forced inwards and its uncommon for Faust to crack under pressure. This extends to Faust being able to tolerate a great deal of otherwise gruesome experiences while also having enough emotional detachment to partake in these actions himself. It is rare for Faust to become visibly angry, but even then, the anger drains quickly.

- Medical Background: Faust still retains his knowledge on healing and other medical study - he just doesn't utilize it very often, and when he does, it's often used for interrogation and/or pinpointing a certain organ to shoot. His practices are few, and while many are styled for violent intentions, he can still patch someone up if the situation calls for it. He has done so with fellow Pure hunters, and his methods can be described as 'messy, but effectual'. Just don't expect it to be painless – far from it, to be truthful.

- Avid Scholar: Del Monte's extensive research into religion, invention, and the behaviorisms of night creatures allow him to have a fairly well-rounded outlook on both his profession, the professions of others, and how to bend them to his own advantage. He is especially keen on biblical texts and their importance in the world's current situation. He's smart and cannot be fooled easily.

- Liar, Manipulator, and Overall Bastard: Speaking of bending information to his advantage - Faust excels at the deceptive arts, courtesy of his time in Greece. Sometimes, a conflict cannot be won by violence alone and Faust must fall back onto words. His techniques consist of bribery, subtle threats, lying, superficial charm, and many other effective methods of feigning empathy and/or care to reach his or the church's goals. This isn't to say that all Faust's emotions are fake, but he can flip his internal switch with relative ease when needing to appeal to a certain person. It's safe to say that the indoctrination methods inflicted onto him when he was a child not only worked, but are now the very same methods Faust himself uses.

Weaknesses:

- Physical Combat: due to Faust not being all that strong, he is likely to lose a fight without a decent weapon on hand to balance the odds. The only realistic situation in which Faust would be able to overpower an opponent through physical means is if his foe were to be already wounded, sickly, or physically weaker than him.

- Unflinching Faith: Both a weakness and a strength, but can be considered more of a hindrance than anything for many situations. In the light of new information and character introduction, Faust's already present beliefs can cause him to reject or become skeptical over subjects he may not even fully understand (this weakness will likely change and lessen over the story, but as of current, he's very rooted in his faith). This also puts Faust at a disposition where he reacts to these subjects with overwhelming disdain.

- Not Enough Firepower: While Faust is capable of using larger firearms, he finds them difficult to operate during fast-paced combat and thinks they ultimately slow him down. This leaves Faust very vulnerable to monsters that require a powerful rifle or shotgun to take down, namely werebeasts. It also puts him at an immediate inconvenience should he find himself having to take down an opponent at long range.

- Only Human: Not only that, but Faust also doesn't possess any magic, nor overly powerful weapons (with the single exception being his whip, but even then, it's next to nothing in the face of many technological advancements and, well, firearms) like the Collective. He has to be very cautious in his actions - a slip of the mouth or lapse in judgement could render Faust seriously wounded, especially when dealing with rival hunters or monsters. It's partially due to his own mortal fragility that Faust figures he's better off strictly working on his own or with people he trusts.

- Without Purpose, I'm Nothing: Faust's strongest weakness is his also greatest strength: his religion, and the way it gives him purpose in an otherwise bleak existence - that's how Faust sees it, anyway. To be truthful, even Faust himself does not perceive this weakness yet. Without the church - or the Pope, or his Pure companions - without their symbolic strings to bind his spirit, Faust's pre-conceived beliefs and facades of safety and security come crashing down. It's the very reason why Faust punishes himself so greatly for self-doubt in the Holy Church - the resulting consequential magnitude of losing faith could very well drive Faust to suicide.

Skillsets:

- Adept Marksman: With a revolver, at least. Faust is a reliable shot and can track an enemy fairly well, having a steady hand and being fairly conservative with his ammo. He will not waste a shot he knows he'll miss. Faust can draw a revolver quickly, and reload it in a short span of time. Faust's comfort with revolvers does not extend to rifles or the like.

- Pain Connoisseur: Part of the reason the Pure became so interested in Faust in the first place – he knows where and how to push a human to their extremes. This skill has carried over to his current profession and can be applicable to both human and beast. During his time in Greece, Faust also served as an interrogator for the Pure as part of his training, so he has a fair amount of experience to begin with.

- Combat Medic: Briefly mentioned in the 'strengths' category. Not much to add to it – rest of info is present in the 'equipment' category.

Equipment:


Bodeo Italian 1889 Revolver
Faust's primary (and only) firearm, used for a multitude of enemies, human and monster alike. The revolver uses both regular and silver bullets. Despite being of little use against larger enemies such as werebeasts and other powerful entities, the silver bullets are heavily effective against vampires. The Bodeo holds 6 cartridges maximum, which need to be fed one-by-one into the cylinder. Faust is strangely quick at this, though, so it doesn't hinder him all that much. He's a reliable shot and is not one to waste ammo unless confident in his ability.


His revolver is holstered on his right hip, hence Faust is right-handed when using his gun; his two ammo pouches are affixed to his belt, and contain thirty bullets in total (for an average hunt, number can fluctuate).


Notched Chain Whip
Originally property of the Franklin Collective, Faust discovered this cruel weapon on his first hunt in London, five years ago. He obtained the piece off the body of an unidentifiable member of the Collective who had clearly been the victim of a werewolf attack. While the beast was long gone, the body still remained, with the whip several paces away. Taking the find as an omen, Faust seized the whip - but not before burying its previous owner's bones in a shallow grave, as a sign of respect. Over the course of several months, Faust tested out the whip and its functions, and found he enjoyed the weapon's means of injury and its lasting effects.


The whip is comprised of a handle, followed by a series of chain links that end in a pointed spike. Throughout the chain links are extremely sharp spikes - 'notches' - welded to the metal, which pack most of the weapon's brutal punch. Usually, this is where its characteristics would end, but due to its Collective construction, the whip has a couple more functions.

Most notable is how it can ravel / unravel. Two switches are visible on the side of the handle, and when one is pressed, will cause the whip to either lengthen or coil all the way back into the handle. The maximum length possible is exactly 15 feet. The other function of the whip is its ability to lower or heighten its spikes/notches. This switch is on the opposite side, and will put alternate the whip between two modes: spikes outward, or flattened into less harmful chain links. This comes in handy based on the situation Faust is in - for instance, to spur a horse forwards he'd want to use the flat whip, but to lash a beast across the face, the spiked whip would be much more of a help.

Many of the injuries the whip can inflict come in the form of severe lacerations caused by the notches, which have a habit of tearing jagged chunks of flesh from the skin and leaving significant scarring. Especially deadly near the face, where it's possible to take out an eye and leave permanent disfigurement.


Medical Supply Bag
Usually slung around his back, this medium-sized bag carries three rolls of gauze, iodine swabs, a suture (stitching) kit, 16 bandages / cloth dressing, scissors, tweezers, and a pocket-sized knife. There are no painkillers in Faust's supply, partially due to Pure religious beliefs that pain must be endured naturally as long as the wounded is in no real danger. (Essentially, Faust would rather have someone pass out from pain first than give them anything to remedy it).


Gutting Knife
Used for, well, gutting, whether it be a beast or common deer. Can be used for self-defense but won't be all that efficient. Attached to the other side of his belt.


Italian Bible
A worn leather bible, fairly small, with the title 'La Sacra Bibbia' on its cracked front. The pages are well-thumbed, bearing marks of frequent handling. A frayed red ribbon serves as its bookmark. Several pages bear bloody thumbprints or red smears that slightly blur the ink. The binding itself is surprisingly sturdy, but creases are still visible. Faust has clearly had this book for a long time, though the exact duration is unknown, and has a deep emotional connection with it.







Accepted, man I love that CS!
 



Katherine Grace Fletcher







  • Name: Katherine Grace Fletcher

    Alias: 'Kate' to her friends, otherwise it's 'Katherine'

    Title: The Black Werewolf of the Night

    Age: 86

    Gender: Female

    Sexuality: Bisexual

    Nationality: English (British)

    Species: Werewolf

    Faction: The League of Exemplary Englishmen
 



Katherine Grace Fletcher







  • Name: Katherine Grace Fletcher


    Alias: 'Kate' to her friends, otherwise it's 'Katherine'

    Title: The Black Werewolf of the Night

    Age: 86

    Gender: Female

    Sexuality: Bisexual

    Nationality: English (British)

    Species: Werewolf

    Faction: The League of Exemplary Englishmen
Accepted, love the CS!

*totally not biased from it being a WW, no not at all.*
 
"The gears; the machinery behind reality rotates without end. We of humanity are strung into a never-ending cycle. We think we've gotten good at the game. We know the rules- each time the Eldritch Gods send their abominations, we fight back. But, it isn't chess they're playing, is it? No, it was probably a completely different game, and we are the pieces."
The Ebon Clockworker

1522807158398.png

Name: Martin Eastaughffe

Alias: The Ebon Clockworker

Gender: Male

Age: 21

Sexuality: Heterosexual

Nationality: English

Species: Human

Faction: The Corrupted Rose

Personality: Martin is rather polite, and surprisingly outgoing and friendly to people, which sometimes throws others off due to his clothing. Hell, his mask can be creepy at times. Martin is usually seen as quite silly, and when with his mask off, he is described as always having a sly smile on his face. However, if there is something Martin wants to kill, he will go absolutely all out. While he is very friendly to people, and other creatures that aren't bloodthirsty savages, Martin has a particular annoyance towards demons, werewolves and vampires alike. As he would quote it, he'd: "tear their throats out and strangle them with their own intestines as they drown in a pool of their own blood." He just really, really dislikes weird man-eating things, alright?


  • 1522807279895.png

    Hair Style: Martin very rarely bothers with cutting his hair, to the point that his hair runs down to his waist. When viewed from a distance, people could very well mistake him for a woman wearing a men's suit.

    Hair Color: Martin's hair colour is a rarity among ordinary humans- at the age of seventeen, all of his hair had turned white. His hair is a grey-ish white, with no more strands of black hair. Some strands of hair are grey, while most of it is a shiny white.

    Eye Color: His physical rarities do not stop at his hair- Martin's eyes are a bright pink colour as he suffers from ocular albinism.

    Skin Color: Martin's skin has become extremely pale due to prolonged periods of staying indoors. His pale skin has nothing to do with albinism- he does however, get easily burnt in the sunlight, thus his mask and clothing.

    Height: 5'11

    Weight: 122 lbs

    Body Type: Martin's body type leans towards the slimmer side, though he is surprisingly has decent muscle mass.

    Clothing: Martin's choice of clothing is very conservative, wearing a suit that covers the entirety of his body. When walking out in the sunlight, martin also wears a white mask accompanied by a top-hat as his skin burns easily in the sun. Due to the fact that he covers himself head-to-toe, people have spread rumours that Martin is a vampire, which is untrue.
 
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"The gears; the machinery behind reality rotates without end. We of humanity are strung into a never-ending cycle. We think we've gotten good at the game. We know the rules- each time the Eldritch Gods send their abominations, we fight back. But, it isn't chess they're playing, is it? No, it was probably a completely different game, and we are the pieces."
The Ebon Clockworker


Name: Martin Eastaughffe

Alias: The Ebon Clockworker

Gender: Male

Age: 21

Sexuality: Heterosexual

Nationality: English

Species: Human

Faction: The Corrupted Rose

Personality: Martin is rather polite, and surprisingly outgoing and friendly to people, which sometimes throws others off due to his clothing. Hell, his mask can be creepy at times. Martin is usually seen as quite silly, and when with his mask off, he is described as always having a sly smile on his face. However, if there is something Martin wants to kill, he will go absolutely all out. While he is very friendly to people, and other creatures that aren't bloodthirsty savages, Martin has a particular annoyance towards demons, werewolves and vampires alike. As he would quote it, he'd: "tear their throats out and strangle them with their own intestines as they drown in a pool of their own blood." He just really, really dislikes weird man-eating things, alright?



  • Hair Style: Martin very rarely bothers with cutting his hair, to the point that his hair runs down to his waist. When viewed from a distance, people could very well mistake him for a woman wearing a men's suit.

    Hair Color: Martin's hair colour is a rarity among ordinary humans- at the age of seventeen, all of his hair had turned white. His hair is a grey-ish white, with no more strands of black hair. Some strands of hair are grey, while most of it is a shiny white.

    Eye Color: His physical rarities do not stop at his hair- Martin's eyes are a bright pink colour as he suffers from ocular albinism.

    Skin Color: Martin's skin has become extremely pale due to prolonged periods of staying indoors. His pale skin has nothing to do with albinism- he does however, get easily burnt in the sunlight, thus his mask and clothing.

    Height: 5'11

    Weight: 122 lbs

    Body Type: Martin's body type leans towards the slimmer side, though he is surprisingly has decent muscle mass.

    Clothing: Martin's choice of clothing is very conservative, wearing a suit that covers the entirety of his body. When walking out in the sunlight, martin also wears a white mask accompanied by a top-hat as his skin burns easily in the sun. Due to the fact that he covers himself head-to-toe, people have spread rumours that Martin is a vampire, which is untrue.
Sweet, glad to have some characters that are linked to one another! Accepted!
 








  • GENERAL Name: Victoria Wolfe

    Alias: The Stray Wolf

    Age: 27

    Gender: Female

    Sexuality: Lesbian

    Nationality: English born Swede

    Species: Human

    Faction: The Corrupted Rose







Template By ElectricPizza
 








  • GENERAL Name: Victoria Wolfe

    Alias: The Stray Wolf

    Age: 27

    Gender: Female

    Sexuality: Lesbian

    Nationality: English born Swede

    Species: Human

    Faction: The Corrupted Rose




    • zmkpRgT.jpg






Template By ElectricPizza
Accepted, nice character by the way!


I know the person who you got that template from by the way, so bonus points for you!
 








  • GENERAL Name: Annabelle Vaux




    Alias: Pluto




    Age: Formerly, eleven.




    Gender: Female.




    Sexuality: Girls, on the younger side.




    Nationality: Native to London, though her father immigrated from France.




    Species: Ghost




    Faction: The Corrupted Rose.





    • Pluto-matriculation.jpg




Template By ElectricPizza




 








  • GENERAL Name: Annabelle Vaux




    Alias: Pluto




    Age: Formerly, eleven.




    Gender: Female.




    Sexuality: Girls, on the younger side.




    Nationality: Native to London, though her father immigrated from France.




    Species: Ghost




    Faction: The Corrupted Rose.





    • Pluto-matriculation.jpg






Template By ElectricPizza




Accepted, I love your background not gonna lie. Tragedy is always great.
 

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