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Realistic or Modern Infernal Intervention - CS

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  • Name: Quel'xavuatl of the Totzimoc Brood (Quell or Q for short)
  • Species Status: Kobold
  • kobold_green.png(Ignore the armor and the sword)
Right arm is completely cybernetic.
cybernetic_arm_by_ragaru.jpg

  • Prior Affiliation: Closely affiliated with the Treeshapers
  • History and Personality:
The kobold Quel'xavuatl was a young hatchling living with his Totzimoc brothers and sisters in poverty in the slums of Tegucigalpa, Honduras, when he first fell in love with technology. The machinations of humans and their newfound magical prowess fascinated him, and he yearned to discover the wonders of both sorcery and technology from them one day. However, kobolds are typically not treated with respect, as their draconic ancestors are remembered for not just their nobility and strength, but also their overwhelming greed and malice. Because of this, Quell encountered innumerable obstacles in his attempt to assimilate into human society and acquire the knowledge that he coveted.

Quel'xavuatl made trips through the more developed districts of the city more and more as he grew, and his brood began to grow suspicious that his loyalty to them was growing thin. They gave him an ultimatum; his brood, or the humans. Q tried to reason with his brothers, begging them to understand what the technology could do for them and the better life they could create, but it fell on deaf ears. He was banished from his brood's neighborhood and told never to return.

Life on the streets proved to be extremely difficult, especially for a kobold. His brood lived in poverty, but at least they had shelter and protection. Quell wandered the city for months, learning what he could about the technology of the area. Waste bins proved to often be vital sources of not just discarded food, but salvageable parts and gadgetry as well. He lived this way for a year, until a chance encounter changed his life forever. As he entered a crumbling back alley, Quell witnessed a renegade mage tear open an unstable rift in space and leap through. Through the crackling portal, Quell could see the bright lights of a big city, even larger and more advanced than Tegucigalpa, and he had to make a decision as the portal began to cause destruction to the surrounding area. The sound of the approaching magical authorities echoed down the alleyway, and Quell knew that if he was spotted, it was likely that he wouldn't get off scot-free. This realization, combined with the desire to see more and to know more, compelled him to leap through the mystic gateway.

However, the magical forces holding the rift open were fickle and stingy, and decided that this unwelcome passenger would have to pay a proper toll. As Quell slipped through the portal onto the streets of Chicago, his right arm was suddenly and violently separated from his body. On the other side of the rift, Treeshaper mages found him dying and took him in, curing his wounds and saving his life.

They became a new family to Q, who was overjoyed to have a group of comrades who not only treated him with tolerance, but indulged his interests and curiosity. In their custody, Q reconnected with his natural and ancestral roots, learning how to augment his body with the help of bestial, feral tattoos that allowed him to channel the power of beasts and natural forces. In the meantime, while he wasn't serving as an assistant to more capable mages in order to repay his debt to them, he worked on learning technology from artificers allied to the faction. Eventually, empowered by his natural talent for working with magitech, Quel'xavuatl managed to build himself a new cybernetic arm. The day soon came when Q knew that he was able to be independent once more, and left the Treeshaper conclave in order to join the Infernal Intervention Task Force and put his technological brilliance to work.
  • Build Placement: Stealth, Combat, Arcane

  • Non-Magical Skills: Q is a naturally gifted artificer, skilled with technology of all types but particularly talented with hacking and digital interfacing. He is also accustomed to living on the streets, giving him superb stealth and subtlety as well as a strong sense of direction in large cities. His natural kobold biology gives him naturally strong balance and agility.

  • Magical Skills: Quell is a brilliant magitechnician, able to use magical energy to shape and augment technological components. This allows him to quickly and efficiently repair damaged electronics and machines, as well as disable or repurpose existing technology in his vicinity, provided he can focus and work uninterrupted for an extended period of time. His only other magical prowess lies with his natural energy-channeling talents, manifested through his arcane druidic tattoos. These tattoos imbue his body with primal energy and allow him to temporarily augment his physiology with bestial components. There are seven of them, each located in a different spot and each with a different purpose: Beast Claws (arms), Wings (shoulders), Shell Armor (chest), Gills (ribs), Venom (tongue), Axe Tail (tail) and his ancestral Dragon's Breath (throat). The tattoos can only store enough magical energy to augment his body for up to ten minutes at a time, and take up to half an hour to recharge depending on how much energy he used. Each additional simultaneous augment that Quell manifests exponentially increases the speed at which his tattoos are drained of energy, and can typically only manifest one or two at a time.

  • Field Equipment:
  • (1) Quicksilver Suit, skin-tight stealth suit equipped with dynamic camouflage (cloaking is ineffective against those skilled with illusion magic/glamours). Resistant to extreme temperatures and insulated against electricity, but joints and shoulders are vulnerable to puncturing damage and sharp weapons, and the suit is not bulletproof nor is it shielded against magic.
  • 782171d5f1be694d2cc5a98ecaa16a3e.jpg

  • (5) Smoke bombs (for escapes)
  • (5) Gas canisters, custom non-lethal compound induces violent coughing and irritates the eyes. Basically pepper-spray grenades.
  • (1) Custom magitech lockpick, concealed in cybernetic hand's index finger. Capable of bypassing magical locks as well as physical ones
  • (1) Concealed compartment within cybernetic hand's middle finger, can store small accessories like poison or small data chips
  • (1) Concealed data plug within cybernetic hand's ring finger, capable of adjusting to interface with almost any computer or database and can store 1 TB of data.
  • (1) Magitech laser cell concealed in cybernetic hand's pinkie finger, capable of projecting a tiny blade of intense heat for cutting metal like maintenance panels or door locks.
  • (1) Magitech biometric pad on cybernetic hand's thumb, can read thumbprints of others and replicate them later
  • (3) Magitech flash cells contained in palm of cybernetic hand, capable of blinding assailants or unleashing small arcs of electricity to stun foes or fry circuits. Each one takes 5 minutes to recharge.
  • (1) Mystery incomplete device currently under construction, codenamed, "the Q-Ball". Function yet to be determined.

  • Ties and Relationships: the Totzimoc Brood, kobolds in general, the Treeshapers, cyborg artificer Zelig Tannen (Q's mentor in the Treeshapers).
  • Fun Facts: Quel'xavuatl's closest dragon ancestors were acid-breath tyrants who lived in the jungles of Central America.
 
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I like the character's designs. As long as it takes a while to replenish the stock of items, and you put a couple more limitations on his suit (a certain vulnerability to being seen by those capable with glamors, a vulnerability to pure magic and types of energy outside of the ones you mentioned) and you quantify the number of tattoos he has on his body to about six key ones, your character is definitely accepted and given a spot in the team as a stealth and mechanical support member! Feel free to vote on the mission you want to do in the OOC and join in the IC whenever you're up to date on the rules and such.
 
I like the character's designs. As long as it takes a while to replenish the stock of items, and you put a couple more limitations on his suit (a certain vulnerability to being seen by those capable with glamors, a vulnerability to pure magic and types of energy outside of the ones you mentioned) and you quantify the number of tattoos he has on his body to about six key ones, your character is definitely accepted and given a spot in the team as a stealth and mechanical support member! Feel free to vote on the mission you want to do in the OOC and join in the IC whenever you're up to date on the rules and such.
All done with the changes! I'll probably get to my first IC post either later tonight or tomorrow. Thanks!
 
Name: Miles Baxter
Species Status: Bookmaker Creation (Source Material: Undead Lycanthrope)
Appearance:
undead_werewolf_by_ask_all_thingscreepy-d6r9m5j.jpg
Miles has the vague appearance of a transformed lycanthrope, seven feet tall and covered in shaggy black hair. However, his face is completely skeletal with milky white eyes, as seen above. He also has abnormally large claws, and exposed bone on certain parts of his body.
Prior Affiliation: None
History and Personality: Miles was conjured up by a particularly unhinged member of the Bookmakers. She was infamous for creating characters from popular creepypastas and turning them on the world to do as much damage as possible before they were caught. Miles was based on a story she wrote herself called the Skullwolf, about an undead werewolf who drove its victims insane by smelling them each night to learn what they feared and then ate their faces off.
For whatever reason, Miles turned out... Docile. Whether it was because the story was obscure, or because it was poorly written, or because magic can be like that, he just didn't seem that interested in going on a murderous rampage. He mostly hung out in the woods, stealing from campers and nearby towns and eventually became another Bigfoot.
An II team went after and eventually captured Miles, unaware of his origins. While doing research on the strange wolfbeast, they uncovered the creepypasta and realized what they were dealing with. Miles hadn't done anything particularly bad yet, so they really had nothing to do with him and eventually came to the decision to put him on their seventh team, in part to keep an eye on him and see if they could figure out what his creator was up to.
Build Placement: Investigation/Support. Occasionally stealth.
Non-Magical Skills: Miles is good at psychology and getting into people's heads. He also has a vague understanding of some weapons, human anatomy, and a lot of the stuff you'd expect from a creepypasta monster/serial killer. Lucky he hasn't used it.
Magical Skills: The standard werewolf package. Enhanced senses, strength, speed, and regeneration.
Ties and Relationships: His creator... Barely. He doesn't remember her at all.
Fun Facts: None at the moment.

1.) Would your character be willing or unwilling to utilize their history in the overall plot and get involved in personal matters on the job?
He could get an entire freaking story arc.
2.) What sorts of jobs would your character prefer doing between the general three tiers of combat, espionage, and crisis situations?
I can see him participating in all three.
3.) What sorts of factions and places would your character prefer going to, and what kind of situation or overall tone would your character most likely fit in well with?
Miles wouldn't be super involved, he'd be better playing the role of the chair guy. (If you don't get the reference, he'd be doing analytics and lots of planning but not actually on-site.
4.) Is your character willing to risk suffering greatly, up to the extent of mental scarring, physical scarring, physical mutilation incurred on the job, or death? (Specify where you draw the line.)
Right now, I'd say no. But if there's a good enough reason, perhaps.
 
I said it before when we were discussing it and I'll say it again, an edgy creepypasta who's about as carniverous as an antelope is a good contrast. I take it he has the brains of a intellectually developed young adult with a serial killing lean and the physiology of a monster? Or is he fully a monster?

Either way I approve of this demonic Scooby Doo and I can't wait to see how big of a shock this different kind of creature is going to have.
 
I said it before when we were discussing it and I'll say it again, an edgy creepypasta who's about as carniverous as an antelope is a good contrast. I take it he has the brains of a intellectually developed young adult with a serial killing lean and the physiology of a monster? Or is he fully a monster?

Either way I approve of this demonic Scooby Doo and I can't wait to see how big of a shock this different kind of creature is going to have.
The former. He looks super freakish, but he's pretty much that friend who watches lots of serial killer documentaries. Also, it's past midnight here. What the fuck am I doing.
 
  • Name: Aiden Wright
  • Species Status: human
  • Appearance: He has a burly build,with 32.4 in ( 82.3 cm)from shoulder to shoulder. He is about 6'5( 43.18 cm), carrying around 235 lb (106.594 kg) meaning he's tall and falls within the moderatly overweight chat for his height. His figure isn't cut, but he's is slim enough that his stomach doesn't carry over an inch out from his rib cage. He has mahogany red hair and a twin set of grey eyes, this mixed with a pale face makes him look like a viking of old. The rest of his body is covered in scars and little burn marks none overly present like an eye gash but more like a stone that has stood the test of time and come out with little scores of its trials.
  • Prior Affiliation: The Valkiery Sqaudrant
  • History and Personality: Aiden has spent a life time making sure that which he leaves behind remains standing. Building fortifications and shelters all to hide from the creatures that crawl from the darkness. He took pride in his lot, the ever present demand for protection from the beasts making the feild of work profitable to say the least. This along with the work ethic that Aiden held so dearly would have made him a wealthy man and even possibly eldgible to retire as earily as fourty two. Life however always has diffrent plans, Aiden worked up in northern Europe helping fortify the lands that before survived almost wholy on their own. These small cities and communties became prime targets for dark magicians and the plagues of that came with magic. Serving under the valkiery squadrant his company of builders were brought deep into these isolated lands of ice and snow. Three years of silence, three years the badrock fortification squad disappeared without any sort of notice. Those three years of cold where the fires that reforged Aiden. A necromancer had taken refuge in those far out lands, with a small cult of skilled followers he had arranged for his company to come and feed his mounting hoard. For those three years he learned to fight through experience and the teachings of the valkyries that had been brought along. Unwarvering hoards of the dead marched through the snow as the burned out remains of a church became their safe haven. Ammo and food was always scarce and despite the risk most matters of death dealing was done by hand. His eyes became sharp his features roughened by the near constant harsh weather. In the end he never did achieve the victory they had all dreamed of. The dead eventually forced the living out of that church and into the cold artic. He should have died, he contiues to claim to this day that death should have come apon him. He felt it every night so close he cold almost feel it, but every day by some random improbability he found just enough to get by. Rescue came months before he was found, the valkyries finally rounded up the needed resources to mount a suitable rescue mission. They crushed the necromancer under foot, tossing his broken body aside before the last breaths had even fallen from him. They had only kept searching for him because of one thing, good paper work. If it hadn't been for the well kept archive they would have simply left him out their without ever finding him. A lesson he has ever since taken to heart, things need to be regulated closely checked and managed. When he heard about the squad he signed on as soon as could. The squad was a blessing to him, like minded individuals taking care the issues before they get out of hand.

  • Build Placement: Survival: He's hard to kill, being able to absorbe alot of hurt before being shaken and being mentally sound enough to keep his sainty depite the horrors. Support: He learned healing through the old fashioned way, trial and error. Keeping peoples spirit high and maintaining a stoicness even when snapped at he is able to make sure that a man not only makes it out alive but saine. Leadership:Two years of dealing with a failing group has made him very tuned in to the mental state of people. He works hard to alleviate stress and help people through the thick of mental trauma. Along with this he can keep his cool for the most part during some of the most harsh postions possible.
  • Non-Magical Skills: seige master: he knows a fortress, not only that but he knows how to make one. His life did not begin in that church and those years of study and work to become a man who built the safety procations that we rely on now and days has not disappeared. He knowns how defensive structers and general structures are layed out. He can figure out how to both tear into fortifications and fortify into a building. This mixed with a decent knowlage of explosives (not advanced but directional charges and such) meand he makes a fort into rubble and rubble into a fort. strong back: He's a big boy, he can carry more then the average man and keeps a larger pack because of it. He has above average but still human relience and strength. emergency preparedness: No man thinks more about the worst case scenario then the one that has almost been in it. He never lets his guard down, putting up minor booby traps and such around him self before sleeping. Along with this he always double checks things making sure time and time again everything is up to spec a steady hand: He's no warrior, strong? Yes, tough? Yes but he lacks formal training so normally its just a slug fest when he pushes in. One thing you can depend on however is his shot, when you count every round twice and never have enough you learn to make every shot count. He can sqeeze off some impressive shots even by marksman standers if given then chance. a nack for hiding: he can keep quiet, move silent and leave no trace. Its one of those skills you perfect with alot of practice. He can even keep stoic and calm in the more pressing situations, you could stand on him and he wouldn't let you know.
  • Magical Skills: basic healing: taught to him by one of the valkierys, he knowns how to bring the power of magic to bare in healing near fatal wounds. This power doesn't bring them back from unconcesness and may drink from the energy of both his and the patients body, but knocked out is better then dead. the sense: He can't hear like a wolf or anything but he can generally tell when something is off with someone. It developed during the church, he began being able to tell when people where constantly uneasy or rather staring into the void of dispare. Using this abilty he has brough many men back from nearly the edge of madness or depression.
  • Ties and Relationships: He has a small family in texas, not a wife but a brother, a mother and a father. He misses them and wishes he could visit more
  • Fun Facts: He's twenty four
  • 1) He prefers to keep the details to him self but if hs remembers it keenly and if needed he may bring it up.
    2.) Crisis first, hes large calm and knowns how a town is suppose to react to a crisis so guiding that sort of thing wouldn't be hard. Spy work wouldn't be terribly hard to get a grasp on considering his need to check details and move quietly. As for combat, hes a good shot, maybe a little less the confident in room clearing and advance strategy outside of fort or versus fort, but he knows what he's doing
    3.) He knows how to talk.... but he prefers to keep talking to a minimum and let other take the lead. He works well with valkyries and can keep quiet and repectful enough to keep his own with others of the many pantheons. He works in most tones, a supporting ally, willing to step aside and let others shine, and willing to get dirty he's a pretty good fit.
    4.) I have no lines, I'm a big fan of warhammer 40k which is the biggest exploration of limits I've ever found in a series. I really find an large exploration of morallity and all that engaging and the most graphic things fine.
 
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  • Name: Aiden Wright
  • Species Status: human
  • Appearance: He has a burly build,with 32.4 in ( 82.3 cm)from shoulder to shoulder. He is about 6'5( 43.18 cm), carrying around 235 lb (106.594 kg) meaning he's tall and falls within the moderatly overweight chat for his height. His figure isn't cut, but he's is slim enough that his stomach doesn't carry over an inch out from his rib cage. He has mahogany red hair and a twin set of grey eyes, this mixed with a pale face makes him look like a viking of old. The rest of his body is covered in scars and little burn marks none overly present like an eye gash but more like a stone that has stood the test of time and come out with little scores of its trials.
  • Prior Affiliation: The Valkiery Sqaudrant
  • History and Personality: Aiden has spent a life time making sure that which he leaves behind remains standing. Building fortifications and shelters all to hide from the creatures that crawl from the darkness. He took pride in his lot, the ever present demand for protection from the beasts making the feild of work profitable to say the least. This along with the work ethic that Aiden held so dearly would have made him a wealthy man and even possibly eldgible to retire as earily as fourty two. Life however always has diffrent plans, Aiden worked up in northern Europe helping fortify the lands that before survived almost wholy on their own. These small cities and communties became prime targets for dark magicians and the plagues of that came with magic. Serving under the valkiery squadrant his company of builders were brought deep into these isolated lands of ice and snow. Three years of silence, three years the badrock fortification squad disappeared without any sort of notice. Those three years of cold where the fires that reforged Aiden. A necromancer had taken refuge in those far out lands, with a small cult of skilled followers he had arranged for his company to come and feed his mounting hoard. Builder became seige master, craftsman warrior, and boy man. For those three years he learned to fight through experience and the teachings of the valkyries that had been brought along. He never dreamed of such chronic war before it filled his scenes constantly. Unwarvering hoards of the dead marched through the snow as the burned out remains of a church became their safe haven. Ammo and food was always scarce and despite the risk most matters of death dealing was done by hand. Aiden as a stronger young man weilded a sledge hammer, the handle around his hand becoming stained with red. His eye became sharp his features roughened by the near constant harsh weather. In the end he never did achieve the victory they had all dreamed of. Day by day their numbers were reduced, fourty became thirty five, then twenty four. Every tide of the dead taking more of their number, by the beginning of his final year their they were but three. He fled that church meer days after the new year dawned, striking out into the cold wastes of the artic. He should have died, he contiues to claim to this day that death should have come apon him. He felt it every night so close he cold almost feel it, but every day by some random improbability he found just enough to get by. Rescue came months before he was found, the valkyries finally rounded up the needed resources to mount a suitable rescue mission. They crushed the necromancer under foot, tossing his broken body aside before the last breaths had even fallen from him. He wept when they finally found him, skinny, shaking and barely alive. They had only kept searching because of one thing, good paper work. If it hadn't been for the well kept archive they would have simply left him out their without ever finding him. A lesson he has ever since taken to heart

  • Build Placement: Survival: He knowns what their chasing, he knowns how to hunt it, and most importantly he knowns how to avoid giving it the upper hand on him. Support: He learned healing through the old fashioned way, trial and error. Keeping peoples spirit high and maintaining a stoicness even when snapped at he is able to make sure that a man not only makes it out alive but saine. Leadership:Two years of dealing with a failing group has made him very tuned in to the mental state of people. He works hard to alleviate stress and help people through the thick of mental trauma. Along with this he can keep his cool for the most part during some of the most harsh postions possible.
  • Non-Magical Skills: seige master: he knows a fortress, not only that but he knows how to make one. His life did not begin in that church and those years of study and work to become a man who built the safety procations that we rely on now and days has not disappeared. He knowns how to turn a patch of dirt into a fort, or atleast how to make sure its safe. With traps, minor defenses and a overall good understanding of how to better fortify anything from a random patch of dirt in the forest to a building. Aiden can keep his team safe when it matters most, when their sleeping. Along with this his knowlage of forts makes him a natural pick for breaking into them. spying the holes in a quarries defence is something Aiden takes great pride in with a knowlage of defesive tactics and buildings he can normally find a hole or three. know thy self as well as the quarry: He knowns to be cautious, after all he's been in a serious case of things going wrong before. So it shouldn't come as too much of a surpise that he has invested a fair few hours within the libraries of the valkiery's He has spent many a late night searching over the scrawled text that fills those tomes and learning of the foes of man. Not only that but learning more about their enviroments, and him self. Learning how to kill is half the battle, but learning where to hide, what to eat when deep into their territory, and how to survive is just as important. emergency preparedness: Aiden knowns how to fight, not with as many tools or more arvanced equipment as some, but rather with the tools he has on hand. A sledge hammer becomes a warhammer when its within his grasp. Rebar is a deadly spear if used correctly, some may call this skill silly and even maybe a bit brutish. Aiden however has overcome a great many trials weilding his tools, this shall be not different. a steady hand: He's no warrior, strong? Yes, tough? Yes but he lacks formal training so normally its just a slug fest when he pushes in. One thing you can depend on however is his shot, when you count every round twice and never have enough you learn to make every shot count. He can sqeeze off some impressive shots even by marksman standers if given then chance. a nack for hiding: he can keep quiet, move silent and leave no trace. Its one of those skills you perfect with alot of practice. He can even keep stoic and calm in the more pressing situations, you could stand on him and he wouldn't let you know.
  • Magical Skills: basic healing: taught to him by one of the valkierys, he knowns how to bring the power of magic to bare in healing near fatal wounds. This power doesn't bring them back from unconcesness and may drink from the energy of both his and the patients body, but knocked out is better then dead. the sense: He can't hear like a wolf or anything but he can generally tell when something is off with someone. It developed during the church, he began being able to tell when people where constantly uneasy or rather staring into the void of dispare. Using this abilty he has brough many men back from nearly the edge of madness or depression.
  • Ties and Relationships: He has a small family in texas, not a wife but a brother, a mother and a father. He misses them and wishes he could visit more
  • Fun Facts: He's twenty four
  • 1) He prefers to keep the details to him self but if hs remembers it keenly and if needed he may bring it up.
    2.) Crisis first, hes large calm and knowns how a town is suppose to react to a crisis so guiding that sort of thing wouldn't be hard. Spy work wouldn't be terribly hard to get a grasp on considering his need to check details and move quietly. As for combat, hes a good shot, maybe a little less the confident in room clearing and advance strategy outside of fort or versus fort, but he knows what he's doing
    3.) He knows how to talk.... but he prefers to keep talking to a minimum and let other take the lead. He works well with valkyries and can keep quiet and repectful enough to keep his own with others of the many pantheons. He works in most tones, a supporting ally, willing to step aside and let others shine, and willing to get dirty he's a pretty good fit.
    4.) I have no lines, I'm a big fan of warhammer 40k which is the biggest exploration of limits I've ever found in a series. I really find an large exploration of morallity and all that engaging and the most graphic things fine.
 
Okay, an engineer and survivalist underdog with basic healing and empath abilities as well as knowledge on hunting monsters and studying the weaknesses of different creatures and magics? I'll accept it, welcome aboard!
 
Okay, an engineer and survivalist underdog with basic healing and empath abilities as well as knowledge on hunting monsters and studying the weaknesses of different creatures and magics? I'll accept it, welcome aboard!
Thank you kindly
 
Hey y'all! I'm from the Roleplayer Guild site. I would've used the same username I had there but I decided to change it to better suit my interests. Anyways, hi Zack! :D

Name: Rafaela
Age: 18
Origin: Valkyrie

Appearance:

4f88cc0e9eea23355abfd9d64a84f39d--elves-fantasy-fantasy-art.jpg

Personality Traits and Flaws: Rafaela is as stoic as a Valkyrie can ever be. She remains unflinching despite the everyday rigorous trainings and the life-threatening missions she does as a Valkyrie. She learned to be vigilant, to be hardworking and giving her all in everything she does. The Valkyrie have no such qualms about her: with her current status and the accomplishments she has achieved despite her young age, they all foresee her as being one of the strongest, if not the strongest, of all the Valkyrie in the future.

However, they would always tell Rafaela to not be as... stoic as she is. Because of what happened in the past, Rafaela grew up with a heart made of stone. Never smiling nor frowning, never laughing nor crying. She always wears this mask that makes it hard for someone to tell what she really thinks or feels. The Valkyrie hope for Rafaela to find that something or someone that can one day teach her heart to open up and truly live.

Skills and Powers:
Valiant Heart = Rafaela envelops her sword and herself in light, making her move and fly faster, stronger, and be more durable. Demons and creatures of darkness take more damage from her when she activates this ability. She also takes less damage from dark elemental-based attacks.

Valiant Soul = Rafaela summons a shield of light that absorbs energy from magical and physical attacks. She can release the shield's stored energy to blast her enemies and damaging them based on the amount of the energy absorbed by her shield.

Of the Valkyrie = Despite being the youngest among the Valkyrie, Rafaela has proven herself to be the one of the most skilled and fiercest among them.

Gift of Flight = Rafaela can provide aerial support to her teammates.

Unwavering Mountain = Rafaela learned to be patient and calm, and to endure all kinds of hardships.

Quick Thinker = Growing up on the battlefield, Rafaela learned how to quickly think of strategies and ways to defeat an opponent and solve many cases and problems.

Detailed Backstory: Rafaela was orphaned at a young age due to an attack of demons and monsters on her hometown. The Valkyrie who came and defeated the demons took the young girl under their wings. They knew from the very start that something is wrong with her. She never shown any signs of sadness for the loss of her parents nor any sign that she finds something funny or likes something to show pleasure. The only time they ever saw her show interest in anything was when she watched them spar on the training grounds. Since then, they have trained her in the ways of the Valkyrie. Because of her unwavering spirit, Rafaela proved herself worthy of the title and made history as the youngest Valkyrie ever known. (gonna add more but that's the gist of it)

Likes and Dislikes: She mostly likes peace and quiet, the environment, pancakes, and sweet things. She doesn't like men or other beings who are disrespectful towards women. She also hates it when other people judge her skills and what she can do just because she is young and is a woman.

Other Details: Rafaela's human name is Agnes Fertig. Knows how to speak German, French, Russian, and a bit of Chinese.

Special Requests: n/a
 
Name: Shayla Bloodmire
True Name: [REDACTED]

Species Status: Sluagh, Unseelie (fae race)

Appearance: Shayla stands at five feet and ten inches tall. Her body is thin and lithe. She has extremely long hair that drops to her knees, and is most unusually colored for her kind - a bright almost ethereal silver. She has sunken, black eyes, nearly deathly pale skin; there is also an odor of decay about her and she rarely speaks above a whisper. She typically dresses in Victorian era clothing (men's and women's) and hardly touches modern clothing.

When she uses her glamour to look mortal, her skin is still pale but lacks her normal deathly palor. Her hair becomes a pale gold and her eyes a deep sea green. The glamour also changes how her apparel looks, to be much more modern.

Prior Affiliation: Winter Court under Mab's rule of the Faerie Realms

History: Born around the time the Roman Empire began its fall, Shayla has dutifully served under Mab's rule for several centuries as an information gatherer. She has used several different ways of gathering and passing her information, ranging from using spirits to her own pets to more... hands-on techniques. While her name isn't widely known at court, she has her own manse that quite reclusive from the court, however, and only those who know how to contact her can even hope of finding her home in the ever-changing realm. She takes much pride in this and being one of her people, a Sluagh, as these fae were born of mortals' most primordial fears ages past.

[REDACTED]

When the gods of many pantheons revealed themselves, however, an irritant has arisen: Infernal Investigations. While none of their members have personally crossed this sluagh, they have made some of her information gathering slower and in some cases, she felt the need to cease for a time while they went about they got in her way. To this end, a year ago, she decided it would be easier to do her work within the organization. She was met with much suspicion on the notion. While, like all fae, she cannot outright lie, she told them of being less than happy with her current station and having one of her seven true-born children try to depose her position. For these reasons, Shayla told them, she wanted to try to change and see what all her people have done. As such, she gave them information to some of the current goings on in the Fae Realm. Much was prudent to the Summer Courts and wild fae, but that didn't stop her from giving them some knowledge on the Winter Courts to ease their understandable weariness. As such, she was given a probationary pass into the Task Force, though through the higher ups, she hasn't stayed on any one team for longer than a period of three months as a precaution. "Old habits die hard," they told her. As such, she has recently been assigned to the newest team there is, and she hopes to make this a more permanent standing.

Personality: Shayla is a manipulative woman, as many fae are. However, she somehow comes off as seeming more innocent. She's ambitious, and so, she can have a dominating presence from time to time. She is always analytical in all whom she meets, even if she doesn't appear to do so. She does have a need to suss out secrets, and the darker the secret the more joyful in the revelation she becomes. Most times, she's seemingly kind and playfully coy to those around her.

Build Placement: Investigation, Politics, Arcane

Non-Magical Skills:
Night-sight- her eyes adjust instantaneously to all light levels. A pitch black room will appear as it would during a full moon or high noon. Because her eyes adjust quickly, she'd never blinded in a dark room when someone creates a light source.
Puddle- this particular skill is one that many other Sluagh have lost over the years. It allows her to change her form rather easily and move through cracks and other some such things that would otherwise be impossible.
Sharpened Senses- exactly as it sounds. She can perceive things much easier than the average person.
Fae Casting- she need not speak words or wave her hands about like human caster, since all fae are so closely in tune with magic itself. Mere concentrated thought is often enough to cast.
Friend of Spiders- she can speak with any sort of arachnid and they seem to have a fondness for her as well.

Magical Skills: Specialization in Chicanery (known to mortals as Psychomancy). Specialization in Illusory Magics.

Ties and Relationships: She's had many children over the years, but only seven are born from her own body.

Fun Facts: As a Sluagh, she can't speak above a whisper unless she's experiencing some majorly turbulent emotions....in which case, it becomes the opposite - a shrill screech of sorts.
She keeps spiders as pets, a dozen or so of them at a time.
 
Name:
Doc. Vischer Stanislav Valentin
(Visch, Doc)

Species Status:
Bioengineered Human


Appearance:
001

Firm jaw, shaded by a spattering of dark stubble with a thicker goatee, create the foundations for slender cheekbones which offer the gaunt, cutting effect to his appearance. Two deep-set eyes, his most defining feature, coloured a tempestuous grey are ringed darker around the iris and pupil. Pale, the Russian isn't often for revealing his face or exposing his flesh, mainly due to the tender and painful aspects of his current ongoing condition which require him to bandage 90% of his body thanks to sloughing skin and open sores. Thanks to his previous high exposure of radiation and constant renewal of cells, its a fight between decay and healing on a day to day basis, a failing immune system, and uncomfortable bone growth in his joints. Nevertheless, his hair is fine to the touch and still alarmingly thick -- if not brittle, often combed and greased back for both his suit, work, and having an inherent soviet militaristic style. His physique is slim but sinewy, good at running and alarmingly strong to those who decide it's cause to pick a fight with him.


Prior Affiliation:
The Order of Nine Angles until affiliation with Apollo


History and Personality:
Vischer Stanislav Valentin was born in 1959, the beginning of the Nuclear age and during the Cold War within the USSR. Originally unwanted, his mother a disowned harlot in the eyes of the family, Vischer was raised by his grandparents, most notably his grandmother. Pushed to achieve and shamed for his mother's mistakes, Valentin at a young age became obsessed with being seen as less of an accident and something to be proud of. It paid off but left Visch a young man without the ability to properly socialise with children his own age. Instead of embracing the growing and thriving culture being cultivated with outside influence, Vischer studied. He had his own dreams, yes, but it was not for him to choose. His grandmother loved him, a hard thing to say, but she remarked it was always for the greater good that he be better and represent his family in his deeds. She taught him as much about cooking as she could, indoctrinating him into a Soviet mindset that she'd had drilled into her during the Stalin years. Which lead to Vischer making wonderful chebureki and having strong political standings. What again came to light during his youth, was Vischer inheriting from the familial magic line. Like his grandfather, a doctor, he was able to use biomancy and forms of healing that aided in surgery.


He fell in love with science the more he learned and those grand ideas became his future degree. Fascinated by the human anatomy, Vischer joined the Russian military in '77 to fund his degree in medical science. During his time he learned to shoot and later after his degree, was shipped out the same month in 1981 to the Soviet-Afghan conflict where he perfected his combat surgery and refined the teachings of the university. The biomancy mixture caused him to be in high demand for trauma wounds besides helping grow his control over it to the point he could change his exterior appearance and produce simple constructs from his flesh. During this time he took whatever rests he could to study disease and the spread in small Afghan communities, always searching and perceptive in nature of people and environments.

Returning home in '86, he was immediately recalled by the government to aid in the Chernobyl disaster. Upon looking for survivors in the ruins of the powerplant with the evacuation of the reactors, he was caught in the weakened flooring of the crumbling plant, falling through and into lethal doses of radiation.

He was expected to die within weeks after his rescue and sent to one of the emergency wards. Having seen the effects by textbook, Vischer was horrified to experience it in person. His skin peeled and sloughed, sores exposed, mouth brimming with ulcers and continual vomiting which burned them and progressed to specks of blood before half of all he could puke was red. His entire body ached, plagued by migraines and fever. In a government experiment to slow or avoid the effects of radioactive exposure, Vischer volunteered to test out what they came up with. He didn't have much else. With a mixture of stem cells, blood transfusions and potassium iodide, beside their best and classified scientists of genetic engineering including biomancy, they did manage to save Vischer. Yet, he still suffered chronic pain and the effects. They'd managed to make him more resistant, hardy, his cells replacing themselves at a fast rate to stop them dying, but Vischer was radioactive to the point he proved unfit to be released. A failed experiment on some part. Instead, the Russians utilised him in caring for other patients of nuclear exposure, soldiers, and nuclear-based missions. During this time, he was trained and employed by the military as a support medic.

Whilst kept in mostly quarantine, Vischer was a student of biology in more than one sense. Struggling to care for his own needs and medicating to keep the pain in check, Visch distracted himself with others. In 1991, with the fall of the USSR, Vischer was released and abandoned by the government who wanted to clean up any USSR age experiments that had survived, even acknowledging his newly acquired long life. With grandmother and father dead, life altered and now falling apart day by day, he joined The Order of Nine Angles due to the slack morality of their experiments. Vischer developed this same sense when it came to experiments and saw nothing wrong in being a betterment to the human race. When he grew tired of the religious ritual madness, he moved on to greater things. Discovered by Apollo and given a second chance, he joined the Intervention team with a promise that the God would help him heal and remove some of the radioactivity that's plagued him.

Build Placement:
Investigation, Arcane, Support.

Non-Magical Skills:
- Combat Surgeon: Having served in the military as a medic and surgeon both, he's well-versed in non-magical appliances for his skills and a mixture. He's cool-headed and collected during these, notably keeping all his kit in the large bag slung on his hip.
- Bioengineering: Skilled in genetics and altering the cells of a living being, he finds great fascination in how humans or other species can be affected by disease or poisons. These range from bioengineering stalks of grain to trying to wipe out the need for vaccines or otherwise.
- Sniper Support: A great aim and more comfortable with a rifle in his hands, Vischer is steady and a good acting support.


Magical Skills:
- Healing and Biomancy: Being able to warp flesh and detect injuries, Vischer has expanded to producing constructs of his own flesh and changing skin depth appearance. Fooling people by face value, but unfortunately, not bodily considering his state. Nevertheless, in battle with others he has a sure grip on his own atoms and molecules, meaning its harder for fellow biomancers or related spells to affect him. Overtaxing this causes his pre-existing symptoms to worsen, magic making it harder for him to keep a grip on the deterioration of his physical form.


Ties and Relationships:
Ties with other scientists from the facilities he's been in and out of, but never quite the type for longterm friendships.
His family is all but dead or unknown.


Fun Facts:
- Fond of cats immensely will often cross the street to pet them, even during a mission.
- Is a great cook, in consideration that he suffers eating with continuous ulcers. He makes a legendary pierogi.
- Uses himself often as a test trial, this has caused some issues and near death experiences.
- Every inch of him, save for face and hands is bandaged.
- Loves his Persian rugs in the lab, has the taste of a Russian babushka.

***
 
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Name:
Albert Greaney

Species Status:
Human

Appearance:
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Prior Affiliation:
[REDACTED] for Ishtar's plan to [REDACTED]

History:

The first 12 years of his life were alright, given the circumstances. His parents died while he was only a few years old due an accident involving a secret trigger, a heavily spiked board, a catapult, and fine, sharp mesh while exploring an old villain's house that they came across on a trip to the countryside. When it got out that he was now an orphan, he was stolen away by Ishtar to be raised on her farm with other orphans, and where he met Mara. Due to a mix of desperation and her showing him a cool gadget she found in the woods (it was just a spyglass), they became fast friends

When they were 12, they were ready to help Ishtar with her plan to [REDACTED] by [REDACTED]. After years in Ishtar's service, he died, and Mara thought she would never see him again, and still thinks such. However, he came back under mysterious circumstances, much to the future surprise and conflictment of Mara, now under the control of [REDACTED] for the technopathy powers he discovered while in his soul form. However, coming back to life took a serious toll on him.

Personality:
When he was young, he was full of very powerful emotion, but kind at heart. However, revival doesn't leave your soul unharmed. While still able to react to things, he has much less emotion, and comes off as a dick, even though he doesn't mean it that way. He just says things how they are, blunt to a fault. If he doesn't agree with you, you'll know. If you get him angry or sad, good luck. You fucked up.

Build Placement:
Support, Investigation, and Arcane (Magitech)

Non-Magical Skills:
Magitech engineering, and expertise in aether-powered machinery and how to process the human soul into aether fuel

Magical Skills:
Technopathy - He can turn machines on and off, as well as give them commands.
[REDACTED]

Ties and Relationships:
Mara's brother (no blood ties)

Fun Facts:

He learned how to swim because Mara threw him into the pond one too many times

If Mara has something that's not some form of alcohol, it's probably made by him.

Is one of the only people that Mara genuinely trusts
***​
 

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  • INFERNAL INTERVENTION CASE FILE - TOP SECRET
    • Name: Vodda Flynn
    • Species Status: Human, with trace amounts of Fae blood in the family from his mother's side.
    • 1545456077770.png
  • (black sclera and neck tattoo included, they're marks of his 'curse'. If you haven't noticed, he has a fondness for crimson)​
    • Prior Affiliation: Celtic Pantheon, mentored by the Morrigan, Queens of Fate.
    • History: Vodda hails from the noble house of Flynn, a higher-class Irish family that has a history of managing diplomacy and business between humans and Fae societies. Their efforts have been instrumental in establishing political relations and ties with certain benevolent Fae cultures. From childhood, it was clear that Vodda was not destined to follow the same path as his parents and cousins in the business of politics. He, like others in his family, was of course born with natural charisma and devilish charm, but had little interest for the political negotiations and business meetings. Instead, he was much more interested in the natural world, often taking long walks into the magical woods to test his luck as he walked among dangerous Fae and other creatures of the wood, and often even managing to befriend some of them. His gift for smooth-talking and narrowly escaping from bad situations with his life allowed him to return to the woods countless times, nourishing a relationship with the natural world and the intricately-bound strands of fate. As he grew into young adulthood, his reputation as a human who walks with Fae and born lucky enough to survive spread far and wide among local communities, and one day the inexorable fates drove him to a chance meeting with the Morrigan themselves. Speaking in tongues that Vodda was surprised to learn he could understand, they acknowledged his gifts and offered a partnership, granting him power in exchange for his loyalty and service to them. Presenting a shadowy deck of cards, they warned him that the power would come at a cost, a permanent and directly binding connection with fate and the cards themselves. Smirking confidently, Vodda accepted the mystical deck, willing to accept any price to realize his own destiny. As soon as his fingers closed around the cards, he felt his life force being twisted with dark power, his own vitality becoming intricately and irreversibly tied to the mystical power of the tarot and his eyes filling in with an inky blackness as a permanent mark of his link. From that point on, he began using his power on behalf of the Morrigan and the other Celtic gods of death, fate, and destiny, carrying out various missions to further their interests and collect from those debtors that had bargained with fate. He became infamous as the herald of the Celtic pantheon's wrath and judgement, a harbinger of unescapable destiny that those who had cheated death would fear the most. As Vodda grew experienced with the deck, his combat prowess and his ill renown grew more and more. Eventually, the Morrigan would contact him in a dream and inform him of a task force known as the Infernal Intervention team. He accepted his mission: to surveill their efforts, gauge their strengths and threat levels, and, if necessary, stop them from interfering with the true course of destiny. None can outwit death, not even a squad of human misfits, an undead duelist, and a scaly-tailed tinkerer. They would all meet their fates soon enough.
    • Personality: Vodda is dangerously charismatic, often able to twist situations in his favor through the use of words and body language alone. When not dealing in words, he is quiet but observant, gathering information for later use and smugly observing the natural unfolding of destiny. Vodda actively seeks out what he desires, usually renown and money, often taking control of his own fate in order to do so. He is a man of action, a gifted socialite, and extremely dangerous to have as an enemy. The only authority he respects is the Morrigan and their fellow Celtic death gods. Vodda is a lover of games of chance on account of his natural luck and his appreciation of watching others lose. In his free time he wanders, meditates, and gambles in seedy casinos.
    • Build Placement: He possesses many skills, the most notable being Charisma, Combat, and Support.
    • Non-Magical Skills:
      • Silver Tongue: Vodda could probably sweet-talk his way into an Unseelie throne room and list very convincing reasons why he should be allowed to sit on the throne.
      • Fae Knowledge: Vodda is familiar with Fae cultures and has considerable experience negotiating with them, and is allied to a few Fae clans that reside near Ireland and Scotland.
      • Celtic-born: Vodda is experienced with navigating forests and woodlands, and has encyclopedic knowledge of Celtic monsters and creatures that occasionally inhabit those environments.
      • Prince of Chance: Vodda's calculating mind possesses great skill in determining the approximate % chance of success for most standard tasks, given that he has an understanding of any magical effects or environmental factors involved in that task. This skill can be hindered by magical wards or protective/obscuring spells to block his ability to analyze his surroundings.

  • Magical Skills:
    • Leywalker: Vodda can sense, track, and in rare circumstances, alter the flow of fatelines, a flow of intrinsic magical energy that flows through everything and ties individuals to their fates. He can use these fatelines to track individuals over long distances or determine where they might be headed in the future.
    • Child of Fate: Vodda was born with unnatural luck and good fortune. He has learned how to magically twist the threads of fate in order to make things go his way. Thrice a day, he can manipulate cause and effect in order to narrowly avoid nearby threats or guarantee success in a certain endeavor (drawing a specific card from his deck, accurately throwing an object, etc). This skill can be pushed beyond its limits, but each use beyond the daily three will drain his constitution and greatly weaken him. A sixth use in a single day will render him unconscious for a day.
    • Big Deck Energy The Black Tarot: An arcane deck of cards given to Vodda by the Morrigan, its powerful black magic links his life force with the cards and grants him the ability to cast spells by drawing and using various cards from the deck. His magical prowess is strong enough for him to hold up to 7 cards at a time without exerting himself or pushing his body's limits. Different cards have different effects and can be used for different kinds of spells. A full list of the card effects can be found here.
    • Card Master: The cards can be moved individually with Vodda's mind, and they can be flung as knife-like projectiles directly from the deck without limit, automatically shuffling back into the deck after striking a surface. The deck's power is tied directly to Vodda's life force, making the cards themselves virtually indestructible, as all harm inflicted upon the deck is directly inflicted upon Vodda instead. However, this makes Vodda easy to wound if he is distanced or separated from his cards during combat.
    • Black Tarot Appearance:
    • 1545455975068.png
  • Ties and Relationships: House of Flynn, the Morrigan, Celtic Pantheon, Fae and Celtic mythological creatures
  • Fun Facts: Vodda carries a rare gold coin with a Celtic Knot on it. It is nonmagical, but he flips it to mislead people into thinking he relies on it to make decisions.
 
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Grischa
Talk shit get bit​
  • grischacrop.jpgName: Grischa Grigori (Yes, he knows, demons aren’t creative.)

    Species Status: Half-demon

    Appearance: The first thing you’ll notice about Grischa will either be the wings or the eyes. He’s on the small side—about 5’5” or so—lean, and lanky, with pale skin, and long blond hair. He also has a long, goat like tail (also blond), long claws on his fingers and toes, and two sets of massive, feathered wings. And he’s almost entirely covered in eyes. He also has a lot of teeth.
 

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