• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Paranormania Hunting Co. CS

Main
Here
OOC
Here
Lore
Here

Snackofthefuture

A lil Woozy right now
Roleplay Availability
Name: (What's your character's name?)
Aliases: (Does your character have any other names, titles, etc., that they are known by?)
Gender: (Your character's chosen gender)
Species: (Most any race is available, if its a bit out there, check with me first)
Age: (How old is your character?)
Appearance: (You can either post a picture, or provide a written description. A picture/description of your character's armor is necessary; a picture/description of what's under the armor is not.)
Role: (What part does your character play in the world? The Dedicated Peacemaker or the Malevolent Lord? Roles should consist of a verb and a noun like a Tarot Card of sorts and should slightly play into your character)
Personality: (Here's where things get a little more involved. What is your character like? Are they rough and tough, or kind and gentle?)
Motivation: (What drives your character in the world?)
Weapon: (Something to defend yourself with is absolutely necessary as this world is nowhere near kind)
Equipment: (what assorted bric-a-brac does your character carry?)
Bio: (When making your character's bio leave things a little shady so as to reveal more of it in the RP)
Theme: (a song to help define your character)

When It comes to character species, most races and species will be allowed, though the character must be humanoid.
I will be checking each character in order to make sure they fit in the canon, aren't too OP, or riddled with plotholes.
Ask me if you have an idea that you think may be pushing the boundaries too much.
 
Name: Callo
Aliases: King, Coach
Gender: male
Species: human
Age: 31
Appearance: Blonde hair, Blue eyes, roughly 6'2
callo_by_revlis999_dcdjgqf-fullview.jpg

Role: The Spiteful Lord
Personality: Callo is a man with many goals in his life, and he will do what it takes to see them achieved whether it require personal suffering or the suffering of others. This doesn't mean Callo is a bad person, he just understands sacrifice all too well and finds it hard to believe that others won't go to the same lengths as himself. Callo is confident, blunt and aggressive, he wants to get to the point and can barely stand small talk. Despite his irritation and drive, Callo still goes through life with a smile on his face, albeit a relaxed one that cant be used to judge his mood. He's like that one determined sports coach who wants to see you do your best and if not your best then better and he wants you to want to do that yourself, for yourself, and him of course.
Motivation: Hunting down the murderers of his wife
Weapon: Callo wields an old, old bat made of an unknown material covered in scratches, ticks and other markings. The bat has obviously been used for a lot of bad things and gives off some fairly ominous vibes, but Callo doesn't care as it is simply an effective instrument in achieving his goals; The bat has also been known to react quite strangely to other magical items, so Callo tries to keep it away from them unless he needs the sort of chaos those interactions often bring.
Equipment: A wallet, a picture of his slain wife, a small box containing a human tooth, a backup handgun, bulletproof vest, a backup backup combat knife
Bio: A Hunter for a small business outside of Tune, Callo lived a relatively normal life for a Hunter spending his days with his wife or hunting down lesser monsters in his county. This changed after coming back from a particularly long hunt a couple years back; Upon entering his home, he found the decaying body of his wife. She'd been dead for about a month but it was still unmistakably her, despite the decomposition and the gaping wound in her chest. All of her teeth save one canine were gone, torn bloodily from her mouth. Breaking down on the floor in front of her, Callo swore with every ounce of his being that he would kill and make suffer whatever monstrosity had done this to her. He has come to Tune and the company now believing that they both hold some clue to his wife's murder.
Theme:
 
Last edited:
Name: Alexander Stall

Aliases: Teller, Lorekeeper

Gender: Male

Species: Skeleton

Age: 510

Appearance:
[img=50x100]1544187333324.png[/img]


Role: Enigmatic Historian

Personality: Teller a erratic and fast person, he likes to get through things as quickly as he can to get to a prize/goal. This nature causes him to say things out of context, provide information with no explanations, and go into long rants with little to no pauses. All of this is a result of his time sensitive situation, one that has made him fear that a lack of activity and haste will make him take 15 steps back. His situation has also (though it may seem hypocrisy) made him stop and ask for any information he can find, whether it's a small shop or a battle with a gang he won't hesitate to stop and find out more about the things around him. All together this makes him at times unpredictable and hard to understand, though there's typically a method to his "madness".

Motivation: A hunger for knowledge that fuels his search for eternal life.

Weapon: Instead of becoming acquainted with a weapon, Teller has instead chosen to learn more about magic for both offense and defense. Spending much of his life learning the art of magic he developed a number of combat spells that work at a medium range, as well as a few spells that create shields that are able to protect against simple melee weapons and smaller guns.

Equipment: Being a skeleton, Teller's body can't handle much weight and will crumble easily under the pressure of about 40 lbs. To combat this problem his armor has hidden mechanisms that extend into his body and allow Teller to carry the about 100 more pounds than normally. The armor itself consists of padded leather and simple metal plating. The final piece of armor is his mask, it's a simple metal mask that serves one important purpose; extending Teller's life. Though it is possible for him to take it off, he is fearful of what would happen if he kept it off for too long. Teller also carries a backpack with a pistol, a kitchen knife, a dagger, some writing tools, and a journal.

Bio: Teller has spent a decent chunk of his life wandering the woods around his home with nothing but a few books he could bare to reread over the many years he spent in isolation. Finally he found the outside world, he was at first deemed nothing more than an evil monster that had crawled out of the forest but over time he was accepted. This peace did not last long for Teller as he found that the magic that held him together was fading, he needed to leave his small village to find a solution. Luckily he was given some help (see equipment) before leaving, his travels have resulted in little success but he has been able to find new meaning in his constant pursuit of information, history, and knowledge. He has come to Tune and the company having heard word of them possibly having the information he's been searching for.

Theme: (TBD)
 

Attachments

  • new story teller.jpg
    new story teller.jpg
    193.8 KB · Views: 20
  • 1544187290158.png
    1544187290158.png
    6.3 MB · Views: 9
  • 1544187333324.png
    1544187333324.png
    6.3 MB · Views: 36
Last edited:

Dmitri Ainsworth
Do not be afraid
Alias:
Ridge Ainsworth​

Gender:
Male​

Species:
Human​

Age:
25​

Appearance:
An impressive man of stature in well mannered clothing, as if always on business. The man has a beastly muscularity and height of around six and a half feet, green eyes behind spectacles and black, back-spiked hair with sideburns. His lower canine teeth shows itself subconsciously even with his mouth closed. The young successor commonly dons a feldgrau waistcoat paired with a white dress shirt and a black tie, dark slacks with no ascertained shade of blue or black, and brown dress shoes.​
We protect each other
Role:
The Clandestine Nobleman​

Personality:
It's so common for people to forebode a fierce savage to slash upon them whenever they see Dmitri, given his blank, unreadable gaze behind shadowed eyes, but in reality, is quite possibly the most chivalrous person you could ever grace to meet. A caring and protective individual, his sympathy can patently be felt behind his simple words and rough voice. Do not permanently be in solace upon his presence and abuse it, however, for his sedate nature covers a serious force to act for his colleagues and those that are helpless and deprived.

Life is a vital essence for this individual, defensive for himself and those that he trusts so that they may not lose it. He keeps his image of a strong, willful human being, and goes to great lengths to avoid disastrous stains on his pride. Despite his representation, he would have been quite the puny mortal indeed. Shut in at opportune moments as he keeps to himself and his hobbies of technological entertainment, and hobbies spent on simple activities. He performs such even with others around and might even ask them to join him, unfitting of a man of his status.

He talks minimally but full of meaning, a blank expression worn at most times. Things can get direct to the point whenever a discussion including him is involved, but it is simply because he lacks some thought for small talk. Enjoys a good company, but doesn't actively seek it.​

Bio:
Instead of starting with the beginnings of his life, let us start with Ridge's introduction in the city of Tune. He does not originate here, having brought a few of his belongings to one vacant building to be used as an office of sorts, and of course as a home. He is speculated to be a businessman given his attire, but no one is certain of what he does, given he only stays in his humble abode at extended periods of time, going out to buy nourishment to his lifestyle every once in a while. However, it seems he has been going to a certain office these days, yet his actions can still be obscure and unknown. Ridge has yet to gladly share his motives, or care to tell his origin, but he, nonetheless, is another civilian of Tune. Or is he?​
We'll always be there
Motivation:
A fierce need to do what's right, and to learn of the mysteries in those that happened in his past and to discover the mysteries surrounding monsters, to remove the fog that stops one from acquiring its knowledge.​

Fields of Expertise:
Sorcery:
- Combat effectiveness has always been his lesser strength, but accompanied with his affinity for the unexplainable magicks, and Dmitri becomes a decent force. His axe is of course his weapon of choice, but as much as possible he prefers the use of arts to attack his foes. These include a variety of sharp metals being manipulated and flown across rooms to shred through aggressors, and bars are bent over enemies laying on the floor to keep them down. As shown, he is quite skilled in the manipulation of metal, which can extend to the manipulation of the earth if he studies more on it.

Charisma:
- This is a man of thought than of strength, preferring to take a less aggressive route on problems. Attractiveness is subjective but he does keep groomed, so Dmitri focuses much more on his high status to effectively persuade and communicate with others to achieve a goal. Dmitri is a bit lacking in being suave and a knowledge in foreign languages as people like him are quite often assumed to be as or skilled in. But still, the possibility to talk over fighting is a better possibility with this fellow.

Outsource:
- He has yet to make any communication with the darker side of Tune, but it can be promised that you can rely on Dmitri to attain valuable information or even a faint lead on a mystery with his knowledge of where to gather such details. He would never try to delve too deep into dangerous territories, however, preferring to take legal actions if ever, and hide those that require "shady" agreements.​

Weapon:
dwemer_battle_axe_by_insanitysorrow-d62lw22.jpg

A circular axe that's always hidden within a slot on the back side of his coat. Virtually weightless, but sharp. An advantage of it is that it is wide, held in one hand, long as an arm, and can carve through wood with ease, but it is small and almost fragile, and admittedly broke twice in past uses when clashing between weapons for extended periods of time.​

Equipment:
Protective covering is minimal, as it is difficult to hide them under his simple clothing, the only part padded in metal being his waistcoat, only enough to be safe from a bullet. Otherwise, his belongings are kept in a different stash depending on occasion such as in briefcases or at drawers. The only objects he carries around on his personage is his weapon, a wallet, and a phone.​

Strengths & Weaknesses:
An excellent utility for any part of a cast of Hunters. To an extent, he tries to be valuable in team efforts and will be glad to fulfill a role to finish a task that needs doing, most commonly in pinning down a target's location and delving ahead in unknown territories for his group. However, don't expect an instant success when Dmitri is put in a combat situation. He is simply too unskilled when matched against those with competency for such, even when he has the tools to hold out on his own. This gentleman is best not kept alone in a fire fight lest he gets taken out quickly.​

Theme:

94 GOLDINA UA STREET, TUNE
 
Name: Ethaniel Remilou
Aliases: Ethan, Eagle eye or whispering hunter
Gender: Male
Species: Human
Age: 18
Appearance: (Credits to the amazing artist)
1543239379606.png

Stands at 5'2 and has a small petite body similar to a child's. Not too big emerald green eyes and jet black hair. Often wears a formal business attire or smart casual wear. He has black pair of tactical hand gloves (Doubles as a punching weapon). Sometimes he wears a pair of aviator sunglasses for personal reasons.
1543321874737.png

Role: The child faced Marksman
Personality: A well mannered and soft spoken lad. He is probably the most obedient one among the group. He is not the the one who often questions one's idea too quickly until he hears the full detail. One can notice that he almost never talks back to his older superiors but that doesn't stop him from expressing his emotions through his young face. The boy is quite blunt and stoic, giving the impression of how a "freshly recruited private acts on their first days" to some. He does sometimes expresses his emotions like any other person, especially outside of work. It just so happens that he isn't so much of a talker. His dialogue is often simple and monotone. Sounding like a complete awkward child who tries to talk normally, despite his lack of emotions he is just as caring and brave like the others. Ready to take his chances to serve for the greater good.

Motivation: Finding his lost sister

Weapon:
1543246756504.png
Mauser 98K (Scoped)- An old hunting rifle that he took from his home. Originally from his grandfather. This is his first preference weapon of long ranged combat because of it alone being a actual rifle and a family weapon. If he wants the job done easily, he personally prefers an actual gun more than anything else that has less firepower. The only drawback of this is it's weight. He struggles to reload, prime and aim the thing. The rifle maybe light to some but to him, it is like a heavy log, plus it's loud.

1543246896023.png
Modern Crossbow (Also scoped)- Another preference of his choice. In a more public area, stealth is essential to the public missions. Ethan whips out his crossbow to take cover of more sensitive missions. Unlike a rifle, he can use the Crossbow a lot better than a rifle because of lightweight. Ethan mostly uses this the most in urban areas where gunfire can be a pretty suspicious noise.

Equipment:
A child's wooden slingshot- More of a toy rather than a actual weapon. Although it also serves as a weapon if used right. He usually just carries this slingshot around whenever he is bored or wants a secondary weapon.

Marbles: Used more as ammo rather than a child's plaything. He is never seen playing with these marbles and he has a total of 20 small marbles packed in a pouch

Bio: Born to a family of natural born forest hunters. Ethan lived his life outside Tune. Always spending time hunting in the woods with his father. Instead of hunting the supernatural, they hunted wild animals. He learned to do archery to hunt for them. Ethan had a pretty quiet life with his parents and his younger Sister, Leylah in the woods. In fact the woods and school were the only things he remembers in his younger days. That is until they moved temporarily to Tune because of his mother's office work being closer there. The boy lived in a small apartment with his sister and father. It wasn't the life he expected but he was glad the same. That is until one night before his mother came home. A mysterious figure has abducted his younger sister inside their own apartment. His father couldn't do much to the mysterious figure as he was immediately incapacitated after trying to shoot them. Ethan had no memory of what this thing truly looked like but he knows that it was pure evil. The figure attacked him and his father before taking his precious sibling away from him in the cold night. Later he is found he woke up in the hospital with his mother crying besides his bed. He later learned that his father was in a deep coma. Luckily he only had a few bruises and scratches. He sworn that day that he will find this thing and his sister.

Theme:
 
Last edited:
1543292131022.png
Her Tail/ true form appears when in the water, while on land she looks like any other human, the only difference is that she is really pale
Name: Famora (Pronounced: Fa-More-A)

Gender: Female

Species: Siren

Age: Looks about 20, actually more around her late 50's

Role: The Hypnotic Thief

Personality: She has a very mellow and calm attitude usually followed by a sort of "give me a reason to care" attitude. She tends to be a bit sassy but it can come off a bit harsh at times.

Motivation: Famora has many motivations, most of them being shiny things, but she has also found interest in collecting: Skulls, hairpins, occasionally books, small nick-nacks, and even teddy bears.
Famora's motivation(s) could be reduced down to : Anything that interests her and isn't tied or nailed down to something.

Weapon: Famora's most dangerous weapon is her voice, it carries a very hypnotic spell which can cause even the most strong-willed of men, and even some women, to fall. Along with that she has some very sharp claws and matching jagger-like teeth.

Equipment: She ALWAYS has some sort of bag on her

Bio: Being one of the few of her kind left, Famora had little to no interest in the usual siren activities that often caused harm to the humans that sailed the ocean's waves. Instead, she usually watched from the sidelines or found other activities to bide her time. only singing to play little pranks on the occasional sailors, not ever really trying to cause, permanent harm. Instead of harming sailors, Femora often stole from them. She'd use her voice more as a distraction, a way to hypnotize people and get what she wanted. She loves to examine different objects and she has proven that she will go to great lengths to get something she finds interesting.

Theme: (FINALLY ADDED ONE)


1543769213549.png

She refuses to wear anything too restricting and most of the time she won't wear pants because they will tear if she transforms back to her true form
 
Last edited:
Name: Marius Larsen
Only Known by: Odin
Gender: Male
Species: Marius maintains that he is simply a vampire
Age: 130 years
Appearance: His face
Beyond that, under the jacket Marius wears gray woolen trousers, a white long sleeve button down shirt, and a gray military uniform jacket that looks like it's from WW2 that's decorated with various occult regalia detailed below. Marius is a remarkably average man in terms of height and build standing at around 5'9".
Role: Undead Manipulator/Investigator

Personality: Marius is somewhat aloof because he struggles with modern society. He carries himself arrogantly and tends to look down on others. He also has a voracious desire for knowledge to bolster his own power and to familiarize himself with the world around him. He's self-centered and will ignore the benefit of the group if he believes something else will interest him more.

Motivation: To grow more powerful, to learn what he missed in the 60 years he's been dead.

Weapon: Marius is stronger than average being a supernaturally powerful undead but carries the same Browning Hi-Power he carried in World War 2 as well as a somewhat small ceremonial kukri. He prefers to let other things fight for him and raises the undead to fight for him but usually just golems from organic matter of the world around him. The golem's power is directly related to the method used to raise it and whether or not the igniting fluid is his own blood or someone elses. He can sometimes channel unholy power into his pistol but rarely does because of the attention it brings.

Equipment: Marius still carries an assortment of occult regalia that he associates with power. He carries a monkey's paw, a shrunken head whose eyes glow, and a quaint mask of the orient taken from a cult. On his waist, there's a belt with a variety of vials, powders, and unguents used in rituals as well as a pouch literally filled with miniature golem's constructed from bones and twine.

Bio: Marius served in WW2 and that's when he was turned to undeath. Curiously he was put into a deep sleep that only seemed to end in the 2000s when the presence of the supernatural was fully released to the public and it became common knowledge. Since then he's wandered aimlessly, lost in a vastly different world. Marius isn't dumb and unlike some zombie lashing out at the unknown he's chosen to simply watch, read, and listen to the world around him, studying what he can to learn about history and about his own potential until he can eventually make an impact.

To satisfy his desire for knowledge, Marius joined one of the many groups of supernatural mercenaries hoping to learn more about what's truly real and what was simply myth and hearsay. He helps where he can but Marius' real reason for joining the group are strictly selfish.
 
[class=background] background:url('https://images.wallpaperscraft.ru/image/black_rock_shooter_devushka_bryunetka_voda_25521_2560x1600.jpg'); background-size:cover; padding:5px; max-width:1070px; margin:auto;center; border:0pt solid white; [/class] [class=basics] width:200px; height:50px; font-size:12px; margin-left:100px; border:0px dashed dark gray; [/class] [class=mainbox] width:380px; height:500px; color:#222222; font-size:12px; margin:10px 5px 10px 10px; border:0px solid #727272; [/class] [class=box2] width: 620px; height: 160px; color:#222222; font-size:12px; margin-left:420px; margin-top:-190px; [/class] [class=credits] margin:auto;center; max-width:1070px; font:Heebo; font-size:9px; opacity:0.5; [/class]
[div class=background]
[div class=basics][/div][div class=basics]
U.N.
[/div]
[div class=basics] 710 ////////////////// Female [/div][div class=basics]
Cursed //////////////////// Other
[/div]
[div class=mainbox]
Personality
If there were two words to describe U.N., they would be merciless and determined. If she sents her mind on something, she will accomplish it, no matter how many lifetimes or lives it takes in order to do so. She is a calm, calculated thinker who can almost always keep her cool under pressure. However, due to her age, she is prone to brief fits of unstable behavior, seizures, hallucinations, and tempory memory loss.

Role The Undying Executioner

MotivationTo rid the world of magic and the supernatural.

Appearance
ninja.png

History
In the past, many people misunderstood magic and its uses. It was once believed that woman held the key to granting magical powers to other. Wanting that power for themselves, Cults began to abduct woman of all ages from their villages and take them to be ritualistically sacrificed in order to draw out their latent magical potential so the cultists could absorb the magic themselves. However, what they didn't realize was that every person had magic within them and while some of the time, killing them would grant one of the cultists slight magical powers, most of it was just being released into the air around them, creating an invisible cloud of intense magical energy. Eventually, the magic from the hundreds of people sacrificed ran out of places to go. So, when the next victim had been sacrificed, all the magical energy that had been looking for an escape, flooded the corpse of the recently dead young woman, rejuvenating and restoring her life. She was also filled with the thoughts of those whose magic she had just inherited. Her head was filled with the screams and wails of those people at the time of their death. It drove her mad. Eventually, the screaming erased everything that the woman had previously been. Every thought, every memory, and even her name was swallowed up and replaced with one thought that pounded itself into her brain like a nail through wood. "Humans cannot be trusted with magic. No one can."

In order to protect the world from the great threat she saw magic to be, the woman swore to rid the world of it. She escaped from the Cultists, slaughtering them all with the very knife they had used to sacrifice her. It was in this struggle that she was stabbed through the stomach. A few moments later though she felt something rush to the injury and suddenly, the hole in her gut was gone. The magic power from the ritual had healed her. From then on, she traveled the world, executing those who practiced magic. In that time, she became an exemplary sword fighter. Eventually, old age caught up to her and she died of old age. But all the magic energy in her was too much to be used up in one lifetime. It returned her body to the exact state it was in after she had been revived at the ritual! This process repeated itself anytime the woman died naturally leading her to believe she could not die, merely, she must be killed if she was to pass on. Some memories of hers did return in some ways. She was able to remember her first name had started with a U and her last with an N. So, that became her name. U.N.

U.N. Continued her travels around the world, delivering her judgment upon those who she deemed worthy of it. Once, she has completed her mission to rip the world of magic, U.N. Swore to end it all by killing herself as her body was only able to exist because of magic, making it a threat as well. Until then, her journey continues.
[/div]

[div class=box2]
[/div]
[div class=box2]

Weapon
U.N. carries a single-edged sword. A long time ago, the sword was given a name by its creator but in her old age, the original name of the sword has been lost in U.N.'s mind. Now, It is simply called Witch Killer.
Witch Killer was forged a long time ago by a master Japanese swordsmith from an anti-magic material. At first glance, Witch Killer seems like any other steel sword but it is so much more. Its anti-magic blade is able to absorb magic targeting its wielder. It stores the absorbed magic within the blade. The more magic it absorbs, the darker the blade becomes until it is completely blackened. The wielder can tap into the magic stored in the blade for basic enhancement spells called the Dark Dances. After its many many years of combat, Witch Killer isn't as powerful as it used to be. It can no longer absorb large spells or spells that don't require an incantation. it also can't absorb the magic from enchanted items or weapons. Its absorption has limits and prolonged combat with a magic cast can quickly push Witch Killer over the edge. What's more, the magic absorbed now leaks out over time. From a full charge, it takes only around 1 hour to completely drain and that's without the wielder taping into any of the magic for enhancement spells. It can also only allow it's wielder to tap into one of its Dark Dances at a time.



Dark Dance Techniques
Dark Dance: Reckless Speed - Amplifies the wielder's agility to double its original limit. However, this does not increase their reaction time.

Dark Dance: False Strength - Amplifies the wielder's striking power to double its original limit. However, this does not increase the amount of strain their body can handle. Reckless use can cause broken bones

Dark Dance: Paper Armor - Shuts off the wielder's pain receptors allowing them to fight without being restrained by pain. However, this does not mean damage cannot be dealt to the wielder. They simply can't feel it

Equipment Other than Witch Killer, U.N. travels light carrying only a journal she keeps for herself and the needed tools to perform proper maintenance on her sword.

Theme

[/div]
[/div][div class=credits]credits @RI.a[/div]
 
Last edited:
Name: Auren Vyroni
Gender: Male
Species: Dhampir (Vetala-Born)
Age: 220
Appearance: Auren is tall, and thin. He stands at 6’ 3”, and he weighs an astounding 185 pounds. His skin is like faded brass, and he has plenty of darker areas. He has a musculature of a runner- thin, but tall. He has few bulging muscles, though he does have a well-defined musculature.

He has black hair, though he colored a streak of it white. Just to stand out among others. He tends to keep his hair slightly short around the eyes, as he finds it irksome to have hair in his eyes. The hair gets longer at his bangs and in front of his ears, but other than that, the front of his face is clear of hair- even facial hair.

His face and body are laced with faded scars. Could he be considered handsome? Yes, but it is marred by the scars. That is to be expected, as being Vetala-born, his face contains a symmetry that others find attractive. However, the scars off-set that symmetry, and make him seem more rugged. He has a few notable scars, like one on his left temple. He has one that ranges from the lower right jaw, that extends all the way up to his ear. And he has one more scar- this one looks more like a burn- that is splotched around his left eye.

His eyes are a dark grey, though they have an “edge,” if you could call it that, of red on the rim of his iris. He also has elongated canines, also known as ‘fangs.’ Furthermore, as a dhampir, he has an eerie grace about him- he moves with the grace of an elf, yet many can tell that it is...off.

Auren’s face can be described as somewhere between a heart shape and a triangular face. His face is softly angled, and he has a widow’s peak. His cheekbones are slightly prominent, and his jawline is strong, but not as strong as one would expect him to be.

Auren is also covered in tattoos, of Hebrew words, generally personifying aspects of Kabbalah. Generally, if it is on his body, it is runes for physical protection (passive); if it is on his arms, it is either an offensive rune, or a defensive run (active); if it on his hands/fingers, it is an offensive rune; he has a couple on the sides of his head, as a protection from scrying. However, these tattoos are covered by his hair.

Auren also likes to wear dark clothes, normally a black colored duster with black pants and heavy duty boots-padded, and with the obligatory black color. While he disdains too many riches, his clothes are perhaps the only thing that have hints of such displays of money. His dusters have silver embroidered in them, while his boots are steel-toed. He also wears black fingerless gloves at times.

Furthermore, Auren does carry what may be considered jewelry on him. All of it contains silver in it. Auren wears a crescent moon necklace- not the dainty things worn by ladies attempting to impress others. No, his is more sturdy and formal than that, though still being graceful than that. It was bought to function like a holy symbol. Auren also wears a unique kind of ring- a claw ring, if you could call it that.

Role: The Former Occultist

Personality: Gyron is a brooding, quiet character upon first meeting him. He has many thoughts fighting for space in his mind, so therefore he does not appreciate having to add another thought of greetings and politeness. He tends to be blunt, finding logic to be the best choice, and blatant truth better than sugar-coating.
Furthermore, he presents a demeanor of lack of care to the world, except in certain cases. Even then, it is restrained, and oftentimes has a practicality to this explanation. This leads to him seeming emotionless, as he oftentimes subdues any expression that would come to his face.
One thing that can be attributed to him is is scathing sense of humor- he relies on dry wit, sarcasm, and other such acidic terms when addressing people.
Once people get to know him however, he displays a different side. He is competitive, though it does not progress majorly, remaining to items of sports and other mundane competitions. His sense of morality readily becomes apparent, and will protest when he perceives a wrong happening. His sense of humor also becomes more apparent, as his tone will lose much of its acidity, even though he will still enjoy banter.
Beneath all of that, Auren is deeply worried about his own morality and soul and whatnot. Is it a selfish, in the end? Yes, but it a well deserved one, he believes, as he constantly has to fight his bloodlust, his vampiric tendencies, and a constant sense of fighting against the world. Furthermore, Auren is a generally lonely person. Yes, he presents a devil-may-care attitude to the world, but living as long as he can, with a human mindset, is very straining for him.
When you factor in his Vetala-blood, he comes off as a very paradoxical individual- prone to acting grim and moody, while constantly showing childlike amazement at new things. He might act grim and moody at one moment, then at the next expressing delight and satisfaction at solving a riddle or finding something new.


Motivation: Auren is deeply motivated to do what is ethically considered ‘right’- even against the threat of his bloodlust. Naive? Perhaps so.
That leads to his second motivation- avoid falling to that same said bloodlust at all costs.
His third motivation? Simply to not be alone. Despite Auren’s brooding nature, he enjoys company. He mourns that he has the lifespan of an elf, but the mentality of a human.

Weapon: Dual-wield sword-pistols- revolvers with blades attached to the end of the barrel.

Equipment: Auren carries a satchel with him, and it holds items such as a medical kit, small clockwork constructs, among other such items. It also contains vials of other essentials, such as holy water and holy symbols.

Bio: Auren was not born rather than made. His scars are a testament to that. A Vetala Vampire, in it’s unknowable curiosity, decided to make an offspring, a new being born from a mixture of vampire and human blood. This experiment went on in earnest, taking only a couple of months for its fruit to bear.

That was perhaps the only time fate smiled on Auren. A detective-named Gyrodon figured out where the vampire was hiding in those months, and stormed the place. He assumed he killed the vampire. He found Auren as a child, and feeling pity for the newborn baby, adopted him. Thus Auren spent his formative years with a detective.

It just so happened that this detective was an avid blacksmith and clockwork maker in his free time; therefore, Auren picked up the trade, and extremely well. He was extremely talented with weapon making, though Gyrodon was at a loss at how he came up with these ideas.

It wasn’t obvious during these years of Auren’s heritage. He didn’t have the fangs, and he was pale, but he was also very sickly. That was, until he was fifteen.

It was coming to a head- anyone could have foreshadowed that. After all, he was always the paradoxical figure- prone to being grim and silent, like his father, before bursting into moments of childlike joy. This often led to bullies targeting him, but Auren was far quicker than those who attempted to strike him, and was often just as strong- stronger, in the latter years with Gyrodon.

Then, his he couldn’t hide his fangs anymore; furthermore, his red rimmed eyes showed his partial vampiracy. His grace was too apparent, his discomfort in bright light became noticeable. The bullies in his childhood quickly turned their faces away in fear, and what few friends he had left him astray.
Eventually, fear turned to anger. The villagers came to Gyrodon’s house, and demanded Auren’s death. Even though his adoptive father did not want to leave him, he was forced to give Auren to a wandering friend in order to keep him alive. How the two met, Auren has no idea.

This friend was a Kabballah occultist. Of course, due to Auren’s heritage, he was interested. This occultist was happy to take on an apprentice, and taught him the ways of the “holy occult.” That was, until fate decided to kill his master. The two were sent to hunt an extra dimensional creature. Only Auren made it out of that encounter alive.

Auren, being nineteen at the time, decided to set out on his own. The reasons why and how his master died and why Auren set out is unknown.

Wherever he visited a town the first few months, he was chased away- everyone thought that he was actually a vampire. Over time, Auren learned to hide his heritage, and learned how to blend in with society. Of course, he can’t stay in one place for too long.

Auren became an accomplished occultist, learning how to use many different incantations and runes. He befriended many people, saw many of those friends die. He thwarted many enemies, mortal and immortal. However, his career came to a head about 75 years ago. Then, his belief in the occult was thoroughly tested. He came out having a change of mind about the occult- or at least about the magical side.

His runes tattooed on his skin stay there, remaining a powerful defensive measure against various dangers- including magic. However, the runes that once threw magicks capable of killing a man in an instant are depleted, never to be used again- at least, that’s what Auren promised himself.

Having resolved that, he backed out of the occult world-slightly. He still kept the same charms and tokens and symbols that keep monsters at bay, most noticeably the crescent necklace: he received it from his master, who in turn said that he received it from Gyrodon. While it was useful with Kaballah Magicks, Auren had a sneaking suspicion that it would work with anything else, provided that it was consecrated. Furthermore, Auren had no idea that his father had such a necklace, nor how he got it.

Now, seventy five years later, older, but still a child; still the same, one might say; he decided, in his impetuousness, to join a group of like-minded hunters. Impetuousness, and perhaps loneliness, too.



Theme:
 
Last edited:
🍒Cherise Bijoux🍒
‘The Princess’ or simply Cherry/Cher
26C1EBE9-6334-4289-9F73-170931F5BFA9.jpegGender: Female

Species: Sakura Nymph

Age: 20

Appearance: Cher stands at a mere 5’2, with tiny, lithe limbs, and an athletic figure. She weighs about 90 lbs, and has alabaster white skin, that is usually tinged pink due to her profuse blushing. AA9676C3-D8E2-44B9-AC5A-FF7806E0F9E8.jpeg Her hair color changes depending on her mood, and accessibility to hair dye, and has subsequently been every shade of the rainbow at least one.

Role: Manic Pixie Dream-girl

Personality: She is bubbly, giggly, and all around an optimistic, silly girl. She lives in a world of rainbows, sunshine, and bright colors, and subconsciously distances herself from the negative, as to avoid spoiling the grand illusion.

Motivation: Love - Cherry cannot survive without the love of others, the love given to others, the love from others, the love she feels for others. She lives only to give and receive affection. Without it she wouldn’t have any reason to exist.

Weapon: She was trained on throwing knives. Has a very nice set, too. They’re pink, sparkly...rather fitting for her personality.

Equipment: She carries a miniature backpack most of the time, containing her knives, if not on a waist holster, some candy, extra hair ties, a phone to call back home, and a first aid kit. A lot can fit in that tiny bag, it’s really incredible.

Bio: Princess Cherise Thalia Bijoux is a Sakura nymph. Nymphs are religious creatures, believing there to be somewhat of a cast system, and a royal family at the top of that. Sakura nymphs are the top, and since they are such a rare breed, her’s is the last remaining family.

They rule over nymphs, in an odd sort of way, simply enforcing nymph-related justice, laws, and handing down decrees, making flashy visits to requested locations. Altogether, most of the ruling went to the nymphin counsel, and the royals just smiled and waived.

Cherry’s father is a prominent businessman, CEO of a corporation known as ODORI. Her mother is a designer for the high end fashion house ‘Somei Yoshino’. Cherry seemed set for life, able to lounge her days away and not care. But she didn’t want to. Cherry was good at most things she did, that is the result when you have a tutor for everything, but combat, the one thing her parents wanted her to learn best in order to keep herself protected, was her greatest success.

She began to best the tutor sparring, eventually he quit, sputtering profanities as he left. Cherry knew from then on she wanted that excitement of winning again, the rush of adrenaline, the power she felt from that knife in her hand.

When the opportunity to become a hunter arose, she snatched it as quickly as she could.

Her father was so very proud.
Cherry hadn’t really made him proud in a while; she had some demons of her own to fight, and his approval had all too often been a casualty of her ongoing battle.




Theme:

 
Last edited:
2hex11i.jpg
Name: Heather Kamelotte

Aliases: Omen

Gender: Female

Species: Human

Age: 27

Appearance: White hair, grey eyes, 5'6", slim build, pale complexion

Role: The Holy Sibyl

29uud94.jpg
Personality:
Heather is a withdrawn yet intense individual. Some would assume that her being a person devoted to God that she would be kind and a timid person when she's the exact opposite. One moment she's praying to her god and the next she is insulting a person for some reason or another. She can be pretty demanding when it comes to doing her job. Heather isn't much of a socializing type. It's hard to tell if this is before or after primarily working on her own before. And due to her working alone before, she can find it hard to work well with others since it's something she hasn't done before and isn't accustomed to. Heather is a quick learner and a good observer. One of her main flaws is that she is pretty headstrong and is like a hell hound when it comes to tracking prey. If interrupted from her train of thought then whoever interfered risk facing the same wrath she would have put on what she was hunting. If not for Heather reciting bible verses and openly praying then it might be hard to believe she's a religious person. At least she doesn't curse like a sailor...

Motivation: Doing what she believes she was called on to do. "The Lord's work"




Weapon & Equipment
ne73ms.jpg
311xd7t.jpg

Heather's shotgun is heavily modified. It primarily shoots slugs that have runes inscribed on them that ward against evil or darkness. If anything she hits shares either of these attributes then it would do much more damage then it would if a normal creature were hit. Heather often inscribes the runes herself.
Heather's second item is a magical artifact. It is a cylindrical vial that contains condensed holy magic. Heather can activate it to dispel raw white magic from its source. It instantly obliterates darkness and can ward off or kill unholy creatures. It has limited uses before it needs to be filled again and Heather or someone with access to Light magic must be in contact with the item for it to be used.
mm39eb.jpg
Bio:
Heather was plucked from society since she was a baby. She doesn't know who her parents are or were. She was raised in an orphanage until she was a eight. Heather constantly cried at night and would talk of demons and ghost mocking and haunting her at night. The nuns at the orphanage feared that Heather was scaring the other children but a priest visiting saw something in the young girl. He took her in and tested to see if what she really saw was true. He brought her with him to routine house cleansing that day. In every house he would ask Heather if she felt anything--saw anything. She would shake her head every time until they reached the third house. Not only did Heather immediately sense something was wrong with the house but she led the priest, directly, to the very room. Sure enough there was an entity there. The priest did what he could to cleanse it but not before it attacked him. After a brief fight the priest was thrown across the room and in fear Heather called out for the entity to cease. A bright light enveloped the room and the entity was dispersed. The priest looked impressed and told Heather that she was special and hand-chosen by God.

Soon after that Heather found herself with others that were described to have the same gift. They, all, would be training to hone their abilities and eventually go out into the world to fight and rid the world of the demons and creatures that plagued the world. The girl spent half of her life training and devoting herself to God and his plan. Heather was very adept at learning her power and fighting. Her ability to be able to sense threats and track them were what earned the girl her title. By the time she was eighteen she was very good at what she did. In the coming years Heather hunted alone and was one of the few of her people that could consistently. But Heather came across something that even she couldn't defeat on her own. She didn't know if it were a demon, revenant, or phantom but it felt very familiar. Like the entity she first expelled but this one was much stronger and more fierce. None of her tactics nor weapons seemed to work and she was gravely injured during her fight with the monster. She was lucky to escape alive and in one piece. The elders that Heather worked for told her that from now on she were to work with a group to hunt. It was becoming too dangerous and they didn't want to risk losing a promising girl like Heather.

Theme:
 
Ko Wellingham

Aliases: Char, Koko
Gender: Male
Species: Survivor (?)
Age: 22 (?)​

Appearance: Can see despite the whiteness of his eyes
[IMG='width:353px;']https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/d8179558-763a-4149-a60c-b994fbd7a083/dc4pez4-5473f96b-2008-4992-bb2f-821b0247aafa.png[/IMG]
He wears the cloak over the rest of his equipment usually and often has bandages randomly
taped around different parts of his body.
[IMG='width:192px;']https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/intermediary/f/92c69a03-44fc-4e99-a267-6e6f5dbf9189/d305mbc-bb2ff709-7ae4-4d19-aa8e-4cb81cae45ce.jpg[/IMG]

Role: The Final Emperor

Personality: A nice guy with an air of strangeness, an odd animalistic air as some might describe it. Not off enough to be weird but not unnoticeable enough to warrant no interest. Ko can be described as a go with the flow sorta guy but he likes to go with his own flow. He likes when other people make plans but there have to be multiple so he can choose one he himself likes the most, after which he'll start attempting improvement on the plan. Ko doesn't like to start things but is completely fine with finishing them as he has shown multiple times in the past. He doesn't care to deal with his own issues and would much rather deal with others which might be part of why he's a hunter. Ko knows he should care more but things have gone well enough so far so why start putting in more than 80% now, even if he is joining another level of hunters far above what he used to deal with. Kind, odd, aloof, dreamy and relaxed to the point he lets most slights pass, Ko is also proud, stubborn and overly disconnected from his own emotions, dangerously so even. He's a curious guy, in both senses of the word.

Motivation: Recovery of his memory and finding another member of his race​

Weapon: Carries several blades of varied length, one about the length of the common broadsword but shaped like a khopesh and a second near its length in the shape of a single sided blade with serrated edges. Neither blade is in bad condition but neither are in very good condition either. Ko is also slightly adept in flame magic, he could use more classical training however. Quite enjoys firearms but isn't great with them not necessarily because he's a bad shot but more because he wastes ammunition horribly. Carried an uzi not long ago but lost it in a fight, is meaning to get one currently.
-1st blade
[IMG='width:300px;']https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2Forig08.deviantart.net%2Fc58f%2Ff%2F2016%2F143%2F3%2F0%2Fahktar____concept_of_modern_chopping_blade_by_peterku-da3iehz.jpg&f=1[/IMG]
-2nd blade just add serrations
[IMG='width:335px;']https://proxy.duckduckgo.com/iu/?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2F8b%2F5c%2F00%2F8b5c0073fb8c63b4d5785eabc4a75925.jpg&f=1[/IMG]

Equipment: A small backpack, several rolls of bandages, lotion, a lighter, energy bars, a whetstone and a bottle of oil for maintaining weapons.

Bio: Ko was found naked with nothing but several shallow wounds underground in an ancient cave somewhere east of Tune. He was about 14 at the time and after extensive questioning he was left to fend for himself on the streets of Tune with the species title of unknown and the name Ko. Life was at first an intense struggle for survival until Ko turned 16; Things began to change after this for Ko, he became more disciplined and found he was quite good at unarmed combat using remnants of martial arts none recognized. It was strange but Ko just assumed he had known some martial arts before he lost his memory as other things such as reading and writing also came more naturally for the Survivor. Ko fought more and less throughout the next several years becoming a small time hunter and obtaining a reputation until he went on a mission with one of Paranormania's founders; Receiving an invitation to join the up and coming firm, Ko leaped at the chance to join a higher class hunting firm.

Theme:
 
Last edited:
Name: Andrina Clarke
Aliases: Andy
Gender: Female
Species: Cursed College Kid
Age: 20 - forever.
Role: The Second Chance


Appearance: A fairly short, skinny, plain-looking girl stands before you. She has mousy blonde hair, straighter and finer than a sheet of paper, which hangs over her scalp. Her large ears stick out at either end. She has freckles across her brows and watery greenish eyes. She’s flat-chested, usually wearing bulky clothes like hoodies, boots and jeans. She has bad posture, and no scars nor piercings. Unless, of course, you count the nifty little number on her upper back - some sort of miniature obelisk has embedded itself so it juts only slightly above the skin and from it, deep purple rivulets spread across her spine and shoulders. She insists she was born that way.

Personality: Cheerfully nihilistic, Andy seems down for pretty much anything. She's good natured, laid back, and tries to make friends whenever possible without letting her emotions overrule her reasoning. Sometimes she’s overtaken with a sort of emotional fatigue, where nothing in the world can persuade her to keep moving, but manages to rouse herself out of her slumps on her own. She rather deliberately keeps her life entrenched in mediocrity, seeming to avoid anything and everything too ostentatious except for hunting monsters.


Motivation: Sheer, blissful, ignorant boredom. She doesn’t do things to improve, alter or worsen her situation; she seems to have given up on it. Now most of her choices are fuelled by the age-old, simple question - is she going to get a kick out of this in the short term, or the long term?


Weapon: If we’re talking physical objects, Andy has nothing but two fists and a cheeky smile. That said, the obelisk within her has gifted her with a couple of nifty tricks; she can move objects without having to touch them, including herself - which is, in and of itself, a stupid thing to do anyway because the obelisk also grants her a limited teleportation ability as well. Nevertheless, everything must come with a price and using her abilities can be quite dire if she spoils herself with power that doesn’t belong to her in the first place…

Equipment: Frankly, you’d expect Andrina to go around with something a bit more substantial - a backpack, some armour and weaponry. She really doesn’t bother. Whatever she has in her pockets - that’s all she can really carry, especially since her mortality rate is so high and she’s bound to lose it in the end. Her carer does provide her with a steady stream of really, really shitty nokias which she decorates heavily with those tacky phone keychains and stickers and whatever else she can find.

Bio: A rattled breath - a spatter of blood. Andy watched the red trickle between her fingers and it was dark around the edges, the sort of dark you know you can never work your way out of. Her eyes slipped up to the beast with its fist in her ribcage. A contract gone wrong; her cockiness set her astray, again. She used what little breath could squeeze through the punctured airbags of her lungs to wheeze “Fake-...It’s fake-...” just so he could watch the anger - the outrage, the disappointment - in her final moments. Then he ripped out the chunk of crystal lodged in her back and the world went dark, as she fell into absolute emptiness - the dark you can never work your way out of.

A rattled breath - a gasp. Coughing. Wheezing. Andrina sat up in bed and started letting out raw sobs, terrified bestial noises of undiluted horror. It’s not fun, getting an ancient artefact torn from your chest by a werewolf. It was especially bad knowing that you had your mate, Colin, try it before with a pair of hedge trimmers because Colin was ‘The Weird One’ who always wanted to do something like that but (naturally) the laws of the land wouldn’t rightly allow him to. It would’ve been so poetic to find out that she was immortal despite the brutal removal of the faux-stone by a behemoth that you engaged in unarmed combat. She didn’t talk to Colin anymore - they arrested him a while back after the neighbours spotted him murdering her.

Because yes, Andrina was definitely, immeasurably, unfortunately, immortal. Boy, has she tried to die several times over. She’s tempted fate and been fucked by it more times than she could count. She’s a version of tired that no mortal man could accomplish - undead and lingering in a world she shouldn’t belong to. Most people would kill to achieve everlasting life, and she managed it by playing with an ancient rubix cube she just happened across during her freshers week at college. In fact, if she had never touched that accursed artefact and didn’t let her blasted curiosity get the better of her, she might’ve lived a long, profitable and enjoyable life. Now Andrina was stuck with acne, periods and the remnants of teenage hormones for the rest of her godsforsaken days.

The door clicked open and Andy snapped back to the present. There stood a man, dark-haired, with a nine o’clock shadow and a can of carlsburg in his free hand. He looked at her heavily. “I guess it didn’t go to well, huh…” he drawled, hovering around the entrance to her bedroom, awkwardly waiting to be invited in. Andrina was too busy sobbing. “...I’m gonna get you some pizza pockets, you just, uh, you just-...” he took a sip to buy enough time to figure out the best way to describe the process of rebirth, “...recollect yourself,” he managed.

The man’s name was Vincent, he worked in software development. A woeful bachelor with an interest in Lovecraft, he happened upon Andrina whilst she was starving on the streets - you can’t do much on minimum wage - and as fate would have it, he watched her die and be reborn. He took her to his flat to get her out of the cold and away from whatever the fuck just happened, oblivious to the specifics of her predicament. He learned, eventually, and convinced Andrina that he was going to find a cure and research the strange cube. They both knew it was a hopeless endeavour. He just felt bad for her - he had a kind heart. Now she had somewhere safe to regenerate. A roof over his head.

Andy repaid in kind. Now she knew she had a place to hide the very thing keeping her attached to this world, she was going to abuse her uncanny ability to go back and repeat fatal mistakes and make a shitload of money doing it. Andrina was by no means a hot-shot in the monster hunting business, and fewer still know that she can’t die, but she’s certainly cashed in on a few incredibly dangerous contracts that she’s managed to pull off - somehow. And those who've been in the profession might have heard of the scummy little college kid taking down a minotaur in Louisiana, or the gorgon who watched her newest statue turn to sand right before her very eyes.


Theme: Always Look on the Bright Side of Life - Monty Python
 
Name: Annabelle
Aliases: little nightmare
Gender: female
Species: nightmare- a vicious evil race born of the darkness and fear of the world. Capable of reaching into the fears of others and making them real, bumps in the night turned demons at your door. Fear the sight of them as they walk the night. Silent, smooth, and dark as night. For if you fall in there sight. Endless nightmares await your life.... or so the legends tell.
Age: 6
Appearance:
A344E904-5C63-49A0-8225-1E80E0DD170D.jpeg
Annabelle wears no armor only her black and red outfit. Refusing to wear anything else while on the job.
Role: nightmarish weapon
Personality: insane, cunning, vicious, blood thirsty, innocent, childish, delusional, phsycotic
Motivation: making happy with her
Weapon/abilities:
Darkness Manipulation
Fear Manipulation
Fear Inducement
(Due to her age many of her powers are limited and not at her full potential)

Equipment:
76A69D5B-3CD5-45D8-87A9-EFE6DBF12A57.jpeg
The collar responsible for keeping her in control. Unable to remove it or reverse it affects. It gives Vira’s handler the ability to point her at whoever was deemed enemies and let her loose.

Bio: found not long after birth . she was taken in when she should have been eliminated. Kept in control by a magical collar she has been used as a weapon to hunt and destroy creatures that would harm the innocent.

Theme:

Pai Chan Pai Chan
 
Last edited:
Name:
kirimi yumiko

Aliases:
red eyed panda, kiri, beloved child


Gender:
female


Species:
hanyo, a half human and half yokai; she is half baku. a dream eating demon.


Age: 19

Appearance:
4224ba49-f69f-400f-bdb4-e8f786da3435.jpg


Role: the bottomless dreamer

Personality:
kirimi is a quiet girl who doesn't talk much, nor does she ever give eye contact. most of her communication is through text and or written letters/reports, others are because she has to speak. there's this sense of tension when around extremely crowded areas, causing her to be more aloof and even more distant. kirimi does like people, but only from the distance. she tends to be distrustful until shown for a fact that you are friendly enough, and then she might keep you a little closer to her in the same room.
there's few people she willingly speaks with: her boss or current supervisor, her mother, her doll and herself. her voice rarely goes above quiet tones as she tends to drag her words or slip up. if she has a conversation or writes to you often, she shows great curiosity and often comes off as philosophical since all she does is observe and think. of course, she comes off naive at times due to the fact she has never been educated aside from what her mother, the world, and peoples dreams teach her.
a daunting trait kirimi is that shes always hungry and or always tired. she tends to be sleeping most of the time, often times going to sleep on the floor if she must. when eating, it seems as if she is never satisfied. but if she is eating too much for someone else's taste, she will cease until she is allowed to eat again or offered something. this hunger doesn't seem to go away until she visits her mother, but most don't seem to know why.
with her strange quirks, its surprising she's obedient to follow orders without question or resistance. though she may ponder on it herself, she wont make any comment towards them unless it is a strict violation to her comfort or moral (which is quite wishy washy).


Motivation:
to find her place in this world, as she is not accepted completely by both human and supernatural worlds. her mother is the only thing that gives her such a kind heart and warm place. she strives to keep her mother safe since she had fallen ill. to keep her from being kicked out from the hospital, she applied to be a hunter.


Weapon:
aside from her ability to see dreams, she can eat and retain information about them. Though this ability is unfamiliar to her since she cant quite control it very well and is barely aware of it. most of the time when this happens, she says 'i dreamed someone elses dream'.
- theres a strange after effect from kirimi eating dreams. it induces a wave of weakness upon the person and makes her seem a bit more lively.


her doll, brawler, is a manifested companion from one of her various of dreams. It can grow five times bigger and serve as her protector and aggressor. it's bulky and powerful but has lacking agility.
- her doll manifested due to kirimi having her own dream, without another persons thoughts. this is extremely rare for her since she does not have a mental safe zone for herself. this could also be potentionally dangerous as there's a chance she will dream up a nightmare.


another weapon she has are two different short swords. one is visibly hanging off the side of her hip, the other is one she stores in her backpack. she has only used it a handful of times, but this is because she hasn't faced anyone who isnt afraid of her bear.
f2387091-252b-4239-831a-722bde526430.jpg
5fac8b6e-512a-4b2f-b9ac-2e86953887cb.jpg

Equipment:
kirimi carries a little backpack that is somewhat worn out. she has various of things within her backpack, which consists mainly of a sketchbook and colouring tools. however theres some sweets and a lot if rubbish which she never ever cleans out. theres a couple of other important things she has like an id for paranormiana, and a folder filled with writings about her personal dreams.


she always has her jacket but does not use many other clothing since she is much more comfortable with wearing clothes her mother designs for her. under her jacket she doesnt wear anything but for a back tube top around her chest. under it, she has bandages to bind her chest.

Bio:
kirimi was born from a baku father and human mother, she does not know if this was done by force but her mother never tells her anything but 'i was blessed to have you'. there's a time where kirimi did believe it but then she came to realize that she is not normal by human standard. as she grew up, it was appearent she didn't resemble her mothers soft green eyes, instead it was red. hallow and distant. this revelation made kirimi question her existance and purpose in this world if she wasn't human enough - but a long talk with her mother had made her see that she was an anomaly to both human and the supernatural.
kirimi often felt like a burden to her mother, since she seemed to have a weak immune system, often forced to stay home instead of work. in time, kirimi learned to do many of the house work and she had developed a sense of discipline and responsibility at a young age. but she felt she needed to do more.
when her mother started to become financially troubled from the frequent hospital visits and her inability to work, kirimi began to seek out ways to support her mother by doing off hand jobs that mostly required her to run errands. she done very well in this as she was able to responsibly pay for food and other things for her mother.

in between all this, she had slowly been discovering her affinity with dreams. it scared her go know she could see other peoples dreams, but it peaked her curiosity. eventually she made it a habit to leave at night and listen to other peoples thoughts as they dreamed away. it was her entertainment if her mother was too tired to talk with her for a long amount of time.
due to the fact kirimi lived close to the outskirts of the city, kirimi grew aware of the nightmares that lurk between the alleyways. they haunted peoples dreams and when she saw that, she immediately ran for home. she feared the coven due to their grotesque appearance and the fear they instil into so many. it became a reason she did not sleep when she was home, watching over her mother to make sure nothing happens.
her life grew to be mundane for the most part, considering she only worked to help her mother. but when she fell sicker than usual, she was forced to send her away to the hospital, where she stayed for months. soon, she had no money to even give to the hospital and a desperate attempt to keep her in their care, she began to look for more of the unique jobs. to which she found Paranormania, a strange place that hires hunters. she didn't hesitate to file in an application as she went off to find other jobs in the mean time.

Theme:
 
Last edited:
[class=container] width:100%; height:80vh; margin:auto;center; display:flex; flex-wrap:row-wrap; background-color: #770909; background-image: repeating-linear-gradient(120deg, rgba(255,255,255,.1), rgba(255,255,255,.1) 1px, transparent 1px, transparent 60px), repeating-linear-gradient(60deg, rgba(255,255,255,.1), rgba(255,255,255,.1) 1px, transparent 1px, transparent 60px), linear-gradient(60deg, rgba(0,0,0,.1) 25%, transparent 25%, transparent 5%, rgba(0,0,0,.1) 5%, rgba(0,0,0,.1)), linear-gradient(120deg, rgba(0,0,0,.1) 25%, transparent 25%, transparent 5%, rgba(0,0,0,.1) 5%, rgba(0,0,0,.1)); background-size: 70px 120px; overflow:hidden; [/class] [class=title] font-family:Kaushan Script; font-size:3em; color:#eee; text-align:center; text-shadow:1px 2px 0px #e271ca; position:absolute; margin:auto;center; width:1em; height:auto; margin-left:93%; z-index:25px; opacity:0; animation:{post_id}fade 0.75s linear forwards; animation-delay:1s; [/class] [class=largepicture] width:40%; height:80vh; display:inline-block; background:url('https://cdn.discordapp.com/attachments/276537059206758401/532770151435599882/Karrin.png'); background-size:cover; background-repeat:no-repeat; background-position:-2.5em 0em; z-index:3px; margin:auto;center; opacity:0; animation:{post_id}fade 0.75s linear forwards; animation-delay:1s; [/class] [class=contentwrap] width:60%; height:80vh; padding:0.8em; overflow:hidden; opacity:0; animation:{post_id}fade 0.75s linear forwards; animation-delay:1s; justify-content:space-between; display:flex; [/class] [animation=fade] [keyframe=0]opacity:0;[/keyframe] [keyframe=25]opacity:0.25;[/keyframe] [keyframe=50]opacity:0.5;[/keyframe] [keyframe=75]opacity:0.75;[/keyframe] [keyframe=100]opacity:1;[/keyframe] [/animation] [class=tabwrap] width:6%; height:100vh; margin:auto;center; margin-top:-1em; background:#222; padding:0.3em; z-index:10px; background-image: linear-gradient(#222, #770909); [/class] [class=tab] font-family:Josefin Sans; font-size:1.3em; width:3%; height:auto; cursor:pointer; color:#d8baba; transition:all 0.75s ease-in; text-align:left; padding:0em 0em 0em 0.8em; margin-left:-.3em; [/class] [class name=tab state=hover] color:#fff; text-shadow: 1px 1px 1px #d8baba; [/class] [class=contentbox] width:94%; overflow:hidden; height:75vh; [/class] [class=textscroll] width:105%; height:75vh; overflow-y:scroll; [/class] [class=textbox] width:90%; padding:0.8em; font-family:Open Sans; font-size:1em; color:#fff; text-align:justify; opacity:0.8; [/class] [script class=none] hide one hide two hide three hide four hide five [/script] [script class=tabone on=click] fadeIn 1000 one hide two hide three hide four hide five hide zero [/script] [script class=tabtwo on=click] fadeIn 1000 two hide one hide three hide four hide five hide zero [/script] [script class=tabthree on=click] fadeIn 1000 three hide two hide one hide four hide five hide zero [/script] [script class=tabfour on=click] fadeIn 1000 four hide three hide two hide one hide zero hide five [/script] [script class=tabfive on=click] fadeIn 1000 five hide three hide two hide one hide zero hide four [/script] [script class=tabhome on=click] fadeIn 1000 zero hide three hide two hide one hide four hide five [/script] [div class=container][div class=contentwrap][div class=contentbox][div class=textscroll] [div class="textbox zero"]

Flamming



Rookie
[/div] [div class="textbox one"]Name: Karrin Rakiya
Nickname(s): Gamble
Age: 590
Gender: Female
Race: Ascendent Child
Occupation: Bounty Hunter [/div] [div class="textbox two"]Motivation: To discover the truth behind the worlds darkest mysteries.

Personality: Karrin's personality is rather strange or rather, they are. Long ago, Karrin was captured by a powerful wizard and experimented on. As a result of this, Karrin actually ended up developing a second soul. Her original being has a personality of what some would describe as a curious child. However, her additional soul is a clever and cunning strategist with a sharp mind and knack for analysis. These two beings are both essentially Karrin, however, they are completely separate entities. The two fit together perfectly since one soul fills in all the areas the other lacks. According to an agreement made between the two Karrins, the original, Child-like Karrin would have control of their body most of the time, but in situations of danger, the second soul would have control in order to preserve the lives of both.




Karrin has also mastered Pyromancy. She can control any fire in her general area as well as create a variety of flames from herself, each with a different effect. She can propel the fire out from anywhere on her body up to a distance of 30 Feet.

Red - A cooler flame used in situations where a normal flame would be dangerous

Orange - Her standard flame.

Yellow - Brighter than the standard Orange flame. Also has the properties of lightning magic in addition to fire. Will travel along conductive metal surfaces and across water however it cannot go beneath the water's surface.

Green - This flame does not harm living flesh. It is highly corrosive and will eat through non-organic material much quicker than a standard flame. However, metals that are immune or resistant to rust, as well as organic materials like leather or wood, are unaffected by this flame.

Blue - Functions the same as the Standard Orange only this flame is 2x hotter.

Weapons: Karrin carries an ultralight collapsable bow staff that is made of a superconductive metal. She is a master of using it in a regular fashion but has also mastered the technique of using her Yellow flame to coat the staff in flames for additional damage



[/div] [div class="textbox three"]Backstory: There are many mysteries in this world of angels and demons. Too many for any one person to solve in one lifetime. Well, with an exception. Karrin. Since she was nothing but a child, Karrin had been enthralled by the mysteries of the world. Fueled by her curiosity, she left her home at an early age to chase after a life of adventure and danger. In fact, more danger than she had been ready for.

Many people have sought the secret of extending one's life and while some have been able to delay their demise by a few years, the Ascendant Children have always lived long lives, some more than two thousand years. They are a secretive people by nature, not announcing themselves to the world, preferring to use their immense lives to seek out personal goals. However, a long time ago, a vile wizard named Neiahmoriss discovered their existence and sought to use them for his own gain. Neiahmorris tricked the young Karrin and captured her. In his captivity, Karrin was subjected to countless experiments. For years, she was his personal lab rat until one day, Neiahmorris chose to attempt something that changed Karrin forever. With a special knife, Neiahmorris split Karrin's soul in two. Most living beings would be killed by this. However, Karrin's soul underwent an unusual change. Instead of dispersing, the two halves regrew themselves into two separate and complete souls. The first soul held all of Karrin's old personality. Her Curiosity, sense of adventure, and carefree spirit. The second soul had her curiosity as well, but it also introduced something new. A tactical and strategic mind capable of impeccable deductions and analysis. Karrin was now essentially two different beings living in the same body, mind, and name. Most of the time, Karrin's original soul is the one in control. However, in times of danger, the second soul will take over in order to preserve both Karrins existence.

After that day, Neiahmorris vanished and Karrin was able to escape. She was found by an old hermit who taught her pyromancy and martial arts, both of which she picked up on quickly. She lived with the hermit for several years until his death whereupon she departed again, her curiosity calling her to travel once again. And that is what she has done ever since then. For 500 years she has been adventuring, always in search of new mysteries to unravel or legendary champions to best in the ring. She never managed to find Neiahmorris, but if all of his experiments were a success, he was out there, alive, somewhere and Karrin knew something for sure. She was sure as hell gonna fix that. [/div] [div class="textbox four"]Relationships:

U.N.
Strange Fascination

Though they have never met, Karrin is a huge believer in the myths about the mysterious killer U.N.. Ever since rumors about a human without a name who hunted and murdered supernatural creatures or magic users began to surface, she was completely enthralled by the possibility. Karrin has studied all the legends about the killer throught history in an attempt to track her down. Though no official records can confirm U.N.'s existance, Karrin has never let that stop her!

Yusuke Inoue
One-Sided RIval

One of the few faces Karrin sees repeatedly throughout her travels though never on purpose. When they first met, Yusuke knocked Karrin flat in just six blows using a strange power she had never seen. Ever since then, Karrin has deemed Yusuke her rival and will always challenge him to a brawl whenever they meet. Karrin has gotten stronger since they first met, but they're brawls still end in just a few blows and always with Karrin's face in the ground.

Marrin
Living Ancestor

Its not often that a child is able to meet their ancestor but Marrin and Karrin are a special circumstance. While there have been many generation in between and the exact relation has been loooong since lost to time, it is certain that these two are related in some way. Regardless, they aren't exactly buddy buddy with each other. In fact, they have only spoken once.

Cherise Bijoux
Secret Friend

One of Karrin's curiosity driven adventures led her to break into the luxurious home of the Sakura Nymphs. It was durring that excursion where Karrin met the young Nymph princess, Cherise Bijoux or Cherry as the girl prefered to be called. That night, Karrin became Cherry's "Imaginary" friend. Every few months, Karrin would visit the child in secret, watching her grow up. Eventually, the "Imaginary" was dropped from her name and the two became close friends, though they still kept it a secret. As Cherry got older, Karrin would visit more often to spar with her and help her practice combat. Eventually, Cherry left home and the two went their separate ways. Karrin still keeps in touch whenever she can. [/div] [div class="textbox five"]
Theme:
[/div] [/div][/div] [div class=tabwrap]

[div class="tab tabone"][/div]
[div class="tab tabtwo"][/div]
[div class="tab tabthree"][/div]
[div class="tab tabfour"][/div]
[div class="tab tabfive"][/div]
[div class="tab tabhome"][/div][/div] [/div][div class=largepicture][/div][div class=title] かっりん

らきや
[/div] [/div]
code by RI.a
 
Last edited:
1z4hbhc.png
Name: Morrigan Lilim

Aliases: Nebula

Gender: Female

Species: Witch

Age: 23

Role: The Huntress

Personality: Morrigan's personality comes off as a very calm and devoid of emotion despite what the situation may be. But when in a fight her demeanor seems to change. She becomes much more focused and intense.


Motivation: Of course Morrigan would like to rid the world of any potential great dangers that normal people can't face but to Morrigan that's up there with wishing for world peace. Her actual reason for wanting to be a Hunter is something she pushed back to the far reaches of her mind. Maybe it's revenge, maybe it's for redemption...


luch__assault_mode__by_hydrogears_dc4wb7j-fullview.jpg
Morrigan's submachine gun fires pulse lasers at the same velocity as one that fires bullets, as well as the same distance before dissipating. The main difference is that lasers don't leave traces like bullets normally do. Morrigan normally relies on her abilities and skills as a scout when working with groups.

Equipment: Morrigan carries a pouch that holds the batteries needed for her weapon (they are the source of her ammo). Her abilities normally offer a great deal of utility for her. She is also in control of a Nightmare which can come in handy when dealing with creature that has intelligence; Human or otherwise.

Bio: Morrigan is one of the few witches left that is educated in the old craft. Using and recognizing different symbols, ingredients, and objects that could be used for magical purposes. As the years progressed most other witches started learning toward and being satisfied with only casting. The only ones still using the old ways were witch doctors. Before joining the Paranormania hunting corporation Morrigan was only asked to tag along on excavations to help decipher old text and keep the archeology crew safe from any potential magical traps set to keep out intruders. In other cases she would be asked to accompany the Hunters to certain crime scenes to help decipher a text or explain what type of supernatural entity they were dealing with.

Eventually, Morrigan got tired of only being on the side lines or only seeing the aftermath of what happened to victims when the Hunters themselves were at a dead end. Morrigan wanted to be a Hunter so that she could see to a mission, start to finish. Instead of constantly not knowing whether her "help" actually produced results due to "confidentiality." Being constantly told something was above her pay grade was getting old fast. So she decided to become a Hunter. She had the experience in detective work with them to a degree. And there just so happened to be a new corporation looking for fresh Hunters.

Theme:
 
Last edited:

Users who are viewing this thread

Back
Top