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Fantasy The Reach | Characters | CLOSED

OOC
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Lore
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Other
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elytra

a beetle may or may not be inferior to a man
Roleplay Availability
Roleplay Type(s)
— WELCOME TO THE REACH !
modern fantasy heist.
01. introduction.
Welcome to the character creation area for The Reach, a modern fantasy heist roleplay! All characters will be posted here for reviewing. The character creation form is below, and then below THAT are general rules, and then below THAT are the roles you can make characters for! Currently, applications are [ OPEN ]. Please make sure to read the interest check & lore.


02. character form.

Name:
Nickname(s):
Age: (23+)
Gender:
Sexuality:
Role:
Item(s) + Any Enchantments:

Description or FC:
Important Descriptors: (piercings, tattoos, scars, etc)
Typical Outfits:

Personality: (3+ positive traits, 3+ negative traits, any number of neutral traits)
Likes:
Dislikes:
Fears:

Background:
Important Family/Important Friends:
Reason for Accepting Invitation:

--img here

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03. rules.
RULE 01. This roleplay is for those who can write around 2 paragraphs; we're not aiming for novella, but a little detail is appreciated! Quality is appreciated over quantity, though.

RULE 02. There is no posting order, but players are expected to post at least once a week, preferably more. If you can't, please just let me know; life happens and I'll always be understanding about it. This rule is just to keep the group running smoothly and avoid stalling due to ghosting.

RULE 03. Be polite OOC and engage with other players; I want this to be a fun experience in and out of character! While characters can be rude to each other, players shouldn't be.

RULE 04. This is not first come first serve and I will be choosing characters based on how well they fit the roleplay. This is not meant to stress anyone out! Its simply to make sure the group vibes well! Users can create multiple character sheets for different roles, but only one character per person will be accepted. I am entirely willing to work with people to polish up their characters and offer suggestions!

RULE 05. Real life FCs and descriptions are accepted; please do not use anime or drawings.

RULE 06. Please read and heed the lore; its not too long and its sort of important.

RULE 07. Be open to failure! Characters will not always succeed, and not every plan will go right. If everything went right, then it wouldn't really be that fun.

RULE 08. Have fun, above all, because that's why we're here


04. roles.
THE SAFE CRACKER / HACKER The safe cracker / hacker is an expert at getting into security systems and getting safes open, magic or otherwise. Their knowledge of runework, while impressive, is specifically focused on one thing: breaking the runelines without blowing something up. When it comes to ruining an enchanted item or system or tweaking it beneficially for the group, they are the one to go to. [ items allowed: 1 magic item pertaining to job ] [ status: TAKEN BY elytra elytra ]

THE RUNEWORKER An expert in enchantment and runes, the runeworker can take mundane objects and with time, effort, and focus turn them into something unique and magical. While anyone can technically enchant an object, the rune worker is much less likely to make mistakes when doing so. [ items allowed: on-the-go enchantment kit ] [ status: OPEN ]

THE CONMAN Charming and good with a disguise, the conman is more likely to talk someone out of their money than outright steal it. They are also the most likely out of the group to take up the role of 'inside man'. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE BURGLAR Once security is down or an opening has been found, the burglar is talented with sneaking into places and avoiding being caught. Light on their feet and quick-thinking. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE PICKPOCKET Unlike the burglar, the pickpocket steals things from people directly. Good with slight-of-hand tasks like taking a watch from someone without them noticing or even planting something in someones pockets. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE MUSCLE The muscle is the role that takes care of getting rid of witnesses or other issues. They also have the wonderful job of simply looking threatening. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE GETAWAY DRIVER When things get messy and the group needs to get out quick, that's where the getaway driver comes in. Usually an expert in driving many vehicles, they know their way around the streets (and waterways) and know how to get a good car chase going. [ items allowed: 2 vehicles of choice, 1 can be enchanted ] [ status: OPEN ]

THE WILDCARD The wildcard is either a true magic user or a person who has come across a true magic item. Unfortunately, the ability to control this magic is lacking, meaning there's a high chance that something will end up going wrong. [ 'items' allowed: either ability to use true magic or 1 true magic item ] [ status: OPEN ]

THE DEMOLITION EXPERT If something needs to get detonated, the demolition expert is the go-to person for it. Knowledge on explosives and the like makes them perfect for bigger, rougher distractions as well as making quick- albeit messy -getaways. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]

THE INSIDE MAN The inside man is the one who gets into wherever is being broken into beforehand, usually by getting a job there. They might even have a job at the first heist location, a casino, in the beginning of the roleplay. They would the one to figure out guard schedules and worker habits, and may even help during the actual heist. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]

THE ARCHITECT The architect is the one with the blueprints and knowledge of different entrances and exits in the building, and would likely work with the burglar to figure out how to get them in and with the safe cracker / hacker to figure out where security is and then how to take care of it. They figure out the layouts of the buildings. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]

THE MEDIC Sometimes, things go wrong. Very wrong. In the case of a heist going south and someone getting hurt, the medic is there to help them either get up and running again or to ease the pain enough to get them out of situations. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]

code by leviathan. leviathan.


01. introduction.
Welcome to the character creation area for The Reach, a modern fantasy heist roleplay! All characters will be posted here for reviewing. The character creation form is below, and then below THAT are general rules, and then below THAT are the roles you can make characters for! Currently, applications are [ OPEN ]. Please make sure to read the interest check & lore.

02. character form.
Name:
Nickname(s):
Age: (23+)
Gender:
Sexuality:
Role:
Item(s) + Any Enchantments:

Description or FC:
Important Descriptors: (piercings, tattoos, scars, etc)
Typical Outfits:

Personality: (3+ positive traits, 3+ negative traits, any number of neutral traits)
Likes:
Dislikes:
Fears:

Background:
Important Family/Important Friends:
Reason for Accepting Invitation:

03. rules.
RULE 01. This roleplay is for those who can write around 2 paragraphs; we're not aiming for novella, but a little detail is appreciated! Quality is appreciated over quantity, though.

RULE 02. There is no posting order, but players are expected to post at least once a week, preferably more. If you can't, please just let me know; life happens and I'll always be understanding about it. This rule is just to keep the group running smoothly and avoid stalling due to ghosting.

RULE 03. Be polite OOC and engage with other players; I want this to be a fun experience in and out of character! While characters can be rude to each other, players shouldn't be.

RULE 04. This is not first come first serve and I will be choosing characters based on how well they fit the roleplay. This is not meant to stress anyone out! Its simply to make sure the group vibes well! Users can create multiple character sheets for different roles, but only one character per person will be accepted. I am entirely willing to work with people to polish up their characters and offer suggestions!

RULE 05. Real life FCs and descriptions are accepted; please do not use anime or drawings.

RULE 06. Please read and heed the lore; its not too long and its sort of important.

RULE 07. Be open to failure! Characters will not always succeed, and not every plan will go right. If everything went right, then it wouldn't really be that fun.

RULE 08. Have fun, above all, because that's why we're here

04. roles.
THE SAFE CRACKER / HACKER The safe cracker / hacker is an expert at getting into security systems and getting safes open, magic or otherwise. Their knowledge of runework, while impressive, is specifically focused on one thing: breaking the runelines without blowing something up. When it comes to ruining an enchanted item or system or tweaking it beneficially for the group, they are the one to go to. [ items allowed: 1 magic item pertaining to job ] [ status: TAKEN BY elytra elytra ]

THE RUNEWORKER An expert in enchantment and runes, the runeworker can take mundane objects and with time, effort, and focus turn them into something unique and magical. While anyone can technically enchant an object, the rune worker is much less likely to make mistakes when doing so. [ items allowed: on-the-go enchantment kit ] [ status: OPEN ]

THE CONMAN Charming and good with a disguise, the conman is more likely to talk someone out of their money than outright steal it. They are also the most likely out of the group to take up the role of 'inside man'. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE BURGLAR Once security is down or an opening has been found, the burglar is talented with sneaking into places and avoiding being caught. Light on their feet and quick-thinking. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE PICKPOCKET Unlike the burglar, the pickpocket steals things from people directly. Good with slight-of-hand tasks like taking a watch from someone without them noticing or even planting something in someones pockets. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE MUSCLE The muscle is the role that takes care of getting rid of witnesses or other issues. They also have the wonderful job of simply looking threatening. [ items allowed: 1 magic item pertaining to job ] [ status: OPEN ]

THE GETAWAY DRIVER When things get messy and the group needs to get out quick, that's where the getaway driver comes in. Usually an expert in driving many vehicles, they know their way around the streets (and waterways) and know how to get a good car chase going. [ items allowed: 2 vehicles of choice, 1 can be enchanted ] [ status: OPEN ]

THE WILDCARD The wildcard is either a true magic user or a person who has come across a true magic item. Unfortunately, the ability to control this magic is lacking, meaning there's a high chance that something will end up going wrong. [ 'items' allowed: either ability to use true magic or 1 true magic item ] [ status: OPEN ]

THE DEMOLITION EXPERT If something needs to get detonated, the demolition expert is the go-to person for it. Knowledge on explosives and the like makes them perfect for bigger, rougher distractions as well as making quick- albeit messy -getaways. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]

THE INSIDE MAN The inside man is the one who gets into wherever is being broken into beforehand, usually by getting a job there. They might even have a job at the first heist location, a casino, in the beginning of the roleplay. They would the one to figure out guard schedules and worker habits, and may even help during the actual heist. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]

THE ARCHITECT The architect is the one with the blueprints and knowledge of different entrances and exits in the building, and would likely work with the burglar to figure out how to get them in and with the safe cracker / hacker to figure out where security is and then how to take care of it. They figure out the layouts of the buildings. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]

THE MEDIC Sometimes, things go wrong. Very wrong. In the case of a heist going south and someone getting hurt, the medic is there to help them either get up and running again or to ease the pain enough to get them out of situations. [ items allowed: 1 enchanted item pertaining to job ] [ status: OPEN ]
 
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  • Name: Duke Alexei Wagner of Myrt

    Nickname(s): Alex, Aly

    Age: 26

    Gender: Male

    Sexuality: Bisexual

    Role: The Safe Cracker / Hacker

    Item(s) + Any Enchantments: Alexei has a set of 3 glasses. The first of the set (which he has dubbed Agnes) has round, bronze-colored thin wire frames, with no lenses; however, an attachment to the front of these glasses allows two different sets of lenses to be raised and lowered so he can through them, with one set being a blue and the other set being a red (and yes, sometimes he lowers the lens of one set on one side and the lens the other set on the other side and uses them as 3D glasses for the hell of it).

    The next pair (dubbed Bethica) looks about the same frame-wise, but the frames have lenses in them of a light blue color. The last pair (dubbed Jason) are about the same as the last, though have light red lenses.

    The runes run along the frame and, when activated by running ones finger over them, the first set allows the user to see through the lenses of one of the other sets, wherever they happen to be, by looking through the color-coordinated lenses; red to red, blue to blue. It helps him to avoid going into the locations he needs to help break into and instead puts that particular burden on his cohorts. He enjoys being able to stay back in the car and review any runes from there. Putting one lens of each down when the object is activated isn't suggested, he has tried it and it didn't go as well as planned.
    pantone
    ®

    #404e5b
    Alexei Wagner


coded by weldherwings.



Name: Duke Alexei Wagner of Myrt

Nickname(s): Alex, Aly

Age: 26

Gender: Male

Sexuality: Bisexual

Role: The Safe Cracker / Hacker

Item(s) + Any Enchantments: Alexei has a set of 3 glasses. The first of the set (which he has dubbed Agnes) has round, bronze-colored thin wire frames, with no lenses; however, an attachment to the front of these glasses allows two different sets of lenses to be raised and lowered so he can through them, with one set being a blue and the other set being a red (and yes, sometimes he lowers the lens of one set on one side and the lens the other set on the other side and uses them as 3D glasses for the hell of it).

The next pair (dubbed Bethica) looks about the same frame-wise, but the frames have lenses in them of a light blue color. The last pair (dubbed Jason) are about the same as the last, though have light red lenses.

The runes run along the frame and, when activated by running ones finger over them, the first set allows the user to see through the lenses of one of the other sets, wherever they happen to be, by looking through the color-coordinated lenses; red to red, blue to blue. It helps him to avoid going into the locations he needs to help break into and instead puts that particular burden on his cohorts. He enjoys being able to stay back in the car and review any runes from there. Putting one lens of each down when the object is activated isn't suggested, he has tried it and it didn't go as well as planned.

FC: Oscar Kindelan

Height: 5"6

Important Descriptors: Alexei doesn't have many visible scars on him. He does have a few tattoos, most noticeably this one on his back and a small black heart on his inner right wrist. His ears are pierced as well.

Typical Outfits: Admittedly, he doesn't care much for appearances, and cares about comfort about all else; when not in the public eye (which he can manage quite often), he lounges about in fabric shorts and a t-shirt and patterned socks with little graphics on them, usually of cats. When actually forced to interact with others, he can usually be found in loose & worn sweatshirts with graphics on them, a pair of jeans, and a pair of beat up sneakers. Yes, he still wears the cat socks. He also usually can be found wearing a beanie and his enchanted glasses.

Personality:
+ Creative - One reason Alexei manages to be good at what he does is because he gets creative with it. There isn't just one way to break an enchantment, after all, even if some of the other ways end in disaster. He doesn't like doing things in a straight-forward way, because that's much less fun.
+ Sense of Humor - He knows how to joke and how to make one, but also knows when to keep things serious. It helps him to lighten things up a bit when they're looking grim.
+ Loyal - While it takes him a bit, once he warms up to people, he tends to be ride or die. A positive trait in most situations, it may not be the best with a group of other criminals...
- Reckless / Implusive - Plans are good and all, but Alexei has a tendency to jump in head first to situations. He takes opportunities when he sees them, most of the time not thinking it through all the way. He also has been known to do stupid things just because he wonders what would happen, and obviously this doesn't always end well.
- Slow to Trust / Paranoid - Despite working with teams and having a generally friendly attitude, Alexei doesn't trust people until they go above and beyond in proving themselves. This leads to him taking on a multitude of different responsibilities and not going out of his way for help just because he doesn't believe anyone else can do what needs to be done or, further, does not actually intend to do what needs to be done correctly.
- Obsessive - He obsesses over everything. When he's stuck on a topic, he won't be able to move past it, and if he's working on something, he won't stop until its done, even if its hazardous.
= Forgetful / Faulty Memory - Due to the incident which led him to where he currently is in life, his memory is dramatically damaged. He can remember things like how to do his job and stuff such as, but things like peoples names and faces as well as important dates and deadlines slip him by completely, leading to every surface he has available to him covered in sticky notes and reminders. He has a waterproof (yet still erasable, of course) pen to write things on his shower walls in order to not forget them.
= Introverted - Alexei needs alone time desperately. There's only so much social interaction he can take before he needs to recharge. That isn't to say he doesn't like interacting with others, he just doesn't like overdoing it. Its tiring, to say the least. There are certain people that he feels comfortable spending extensive amounts of time with, though.

Likes: Fun-looking stationary items, coffee, absolutely destroying rune work, adrenaline rushes, 'sticking it to the man'.

Dislikes: Being underappreciated/underestimated, basically anyone in any position of power, hot weather, fancy parties (of which he has gone to many), being watched / having people look over his shoulder

Fears: Forgetting his mother completely / Forgetting people in general, deep water.

Habits: Lots of pacing as well as fidgeting absentmindedly with any items near him.

Background: Alexei grew up on an estate right outside Empyrea in the county of Myrt.

His father was a duke and cousin to the queen, making Alexei second cousin to the princess (though interaction with the royal family was extremely limited). His mother was a normal woman and a seamstress; when asking how the two had met, a straight answer was never given. His father had a different story each time (though seemed like he believed each one was the truth), while his mother avoided the question completely and would change the subject whenever it would come up. No one else on the estate seemed to know either, and he could never find any photos of himself as a baby or of his parents when he wasn't around. Despite this, Alexei didn't think much of it.

He spent his time with private tutors learning what he needed to know as well as exploring the estate as much as possible with his mother, who kept a close eye on him. They were a close-knit family, to say the least, and his childhood was filled with good memories. This changed when he reached his teenage years.

His mother became more distant and even erratic. She would often leave for days on end without telling him where she was going, and as expected his father would have a different answer every time he asked. When she was around, she asked him odd questions, the most common of which was whether or not he was hearing voices. She refused to elaborate on this, and seemed aggravated whenever he answered it with 'no'. Her behavior got worse over time, with her fighting more often with his father and her temper flaring often. It, of course, absolutely terrified him; he had always been close with her, and still loved her very much despite her behavior, but it hurt to see her like she was, a sharp contrast to the loving, gentle woman that he had grown up with. It came to an end around his 17th birthday when she had a complete breakdown.

Things started out as they normally would. His father took off from his duties for the day and they all ate breakfast together. From there, they were supposed to just generally spend time together, possibly go into town and do things in the area as they usually would. Unfortunately, they were unable to due to a knock at the door.

It turned out to be a group of guards, who had apparently been tipped off that there was a magic user in the estate. They claimed that they just needed to check around a verify that the tip wasn't accurate, and so Alexei's father let them inside. They didn't get much further than that, because his mother then started yelling at them to leave.

Past that, he isn't sure what happened, due to a hazy memory. However, from what he was told, there were a few certain things. The first was that his mother had the ability to use telepathic magic, and had had such ability for her entire life, though it had grown out of her control around the time of her being apprehended. The second thing was that he was not, in fact, the duke's son; his real father was an unknown. The reason no one could ever give him a solid answer on the story his parents had met and moved in together was that there wasn't one. His mother had manage to alter the memories of those around her enough to slot her and Alexei into life at the estate. The third was that when confronted, she had used said abilities on everyone present and managed to get away.

She had left him behind completely and had essentially fried his memory in the process.

The exact point it happened was unclear, but after that happened, his memories of her became like static. He couldn't remember what she looked like, or her name; he could barely remember simple things like her favorite color (blue), her favorite animal (cats), and the poems that she used to read him. Her disappearance also briefly complicated his stay at the estate, since he was the son of a magic user and not the son of the duke in any way but name. After putting him through extensive questioning and studying, it was luckily determined that he didn't have magic like his mother had had, and that he was allowed to stay and carry on being the duke's son, who despite everything still considered him family. The situation was swept under the rug, for the most part.

Alexei, of course, took it hard. Instead of blaming his mother for what happened, he chose to blame the people who hadn't helped her; after all, if magic wasn't banned, she would've been able to get the assistance she would've needed in order to avoid losing control of her abilities. He began acting out, eventually leading to him committing small crimes, which eventually led to bigger crimes. He taught himself about security systems and locks both technology based and enchantment based, and figured out to best break them or break into them. He kept his activities secret, which was easy to do since not many people actually knew him and just saw him as the son of the duke. He moved out when he turned 21 and had gotten enough money from jobs to be independent of his father, who while he still loved felt suffocating to be around after the incident.

Technically, he's still next in line to be the duke of Myrt, but he has no intentions of being such. Now, if he could break that to his father...

Important Family/Important Friends:
Duke Elliot Wagner of Myrt - Elliot Wagner is Alexei's (adoptive? step?)father. Elliot is a good man, and was always there for his family when he needed to be. He is rather jovial as well as kind, which is likely where Alexei gets it from. They were close before his mother disappeared, but afterwards Alexei couldn't reconcile the fact that his father was essentially helping keep true magic illegal, the law that he viewed as the reason his mother ended up leaving.

Unknown Mother (Mrs. Wagner) - Alexei and his mother were very close, and its one of the few things he can remember about her. He hopes to one day see her again, despite the fact it'll likely never happen and, if it does, he's unlikely to even remember her.

Reason for Accepting Invitation: There's a few. First of all, a jobs a job, and a good job pays well. He could always do with more money. The second reason is that the idea of bringing magic back is enticing; its absolutely the sort of thing that he's always wanted to do but couldn't do on his own. Q is suspicious- obviously -but some things are worth the risk.
 
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743de44582b9bccf5a38b1976c6cce6b.gif

ANN HANSEN | THE GETAWAY DRIVER
"Get in the car, now."

Name: Annabelle Hansen.
Nickname(s): Goes by Ann or Anne, will kill anyone that dares to call her Annabelle.
Age: 23.
Gender: Female.
Sexuality: Heterosexual.
Role: The getaway driver.
Items (vehicles):
Old Betsy: Ann’s old and trusty van that has gone with her for a long time and has the imperfections to prove it. Old Betsy is a delivery van that has been configured to be a bit more sturdy and reliable on the road but still remains botched enough to maintain its status of perfect imperfection. Although not the ideal car for high-speed situations and complex chases, Old Betsy gets the job done and has always been a loyal partner to Ann.

Appearance-wise, Old Betsy is meant to be as inconspicuous as possible, maintaining a seemingly generic exterior nothing short of the typical white van. The vehicle has two sliding doors on either side that, when opened, reveal a sizeable empty space where the ‘packages’ are usually stored. Two weathered benches are present on either side of the van, creating enough space for up to 6 individuals to somewhat comfortably sit. A small glass window connects the front seats and the back, giving the driver a bit more vision. Meanwhile, the thick car windows are tinted to make sure others struggle to look inside.

Enchantment: Old Betsy has the ability to utilize shapeshifting in a particularly rudimentary form: slightly altering the car’s exterior. This beast of a delivery van has a collection of ‘disguises’ that alter the vehicle’s exterior, changing things such as the paint-job, the license plate number, the wheel design and so on. These changes are completely appearance-based, meaning they can’t make a fundamental change to the car’s functioning in any way.

The enchantment is powered by a battery under the hood of the car that is linked to a few buttons situated above the van’s navigation panel. Given the mixing of two magical disciplines, the mechanism isn’t always in perfect condition. Maintaining the disguise not only requires a constant input of electricity from the limited battery, it’s also pretty darn expensive for its effect, meaning that Ann has to be resourceful when it comes to using her disguises. On top of that, the rune lines enjoy malfunctioning, resulting in occasional partial disguises or weird mixes of multiple presets.

Shade: A pretty much polar opposite of the wonky delivery van, Shade is a motorcycle that lives up to its shady name thanks to its jet-black exterior. The vehicle was mostly used by Ann in the case of smaller-scale deliveries and is generally her preferred means of travelling when it comes to any non-job-related instances.

Unlike Old Betsy, Shade doesn’t really have much that makes it stand out. It looks like a regular motorcycle (mainly because it just is a regular motorcycle) and doesn’t have any magical tricks up its sleeve. That doesn’t mean it’s not useful though, as it excels in many, many, many things when compared to Old Betsy.

FC: Astrid Berges.
Description: Stands at 5’5” and has a slim frame.
Important Descriptors: Pierced ears.
Typical Outfits: Ann's style is somewhere between a biker chick and someone who just can't be bothered to think about clothing. Often picking comfort over appearance and style, she isn't really one for excessive looks and thus likes to stick to simple outfits with little to no accessories. Furthermore, Ann would rarely be seen wearing anything that is not a shade of black or white, for she prefers to stay away from colour, especially brighter ones.

Usual clothing pieces one could regard as her 'style' are track-suits, hoodies, sweaters and other similar casual wear. One noticeable trait of Ann is that she always make sure to have something to cover her head, whether that be a hood, a cap or beanie.

Her choice of clothing, paired with her resting b*tchface and her deadly glares, makes Ann a bit.. difficult to reach out to for most strangers. She doesn't really look like someone who's in for a nice bit of small-talk. While it's true that Ann prefers to be the one to reach out rather than have some random weirdo start talking to her, she's actually surprisingly open to conversation and won't hit you in the face simply for opening your mouth.

Personality:
Virtues: Practical, sociable, resourceful, quick-thinking, fun-loving, confident, protective, ambitious, honest, open to new experiences.
Vices: Stubborn, short-fused, reckless, vengeful, impish, opinionated, overly-competitive, blunt, procrastinator, judgemental.
Neutral: Areligious, thrill-seeker.

Likes: Coffee, the dark, warm weather, travelling, parties, talking, driving, danger, stars, bad horror shows, cars & motorcycles, cats, magic.
Dislikes: Getting bossed around, children, rich people, police, her name, bright colours, lying, boats, romcoms, cowards, most of her family.
Fears: Getting caught, jail, swimming.

Background: Life is like a lottery. Some end up in loving families filled with joy, attention and wealth. They get to worry about the little things in life; the wifi not working, their outfits looking like absolute shit, or spilling their coffee. Others, well, just aren’t that lucky.

Annabella Hansen was brought into the world as the only child of an already broken family. Although there was an attempt to make everything seem perfectly fine, the household was held together by loose threads that, one by one, were cut off. By the time Ann reached her early teens, her mother was virtually non-existent, and her father was very deserving of honourably held the title 'Best bad influence of the year'.

Even though her home situation was less than ideal, Ann’s early years certainly weren’t all bad. She made plenty of friends, made lots of good memories, and continued going to school despite not being all too popular with the staff thanks to her tendencies to act out. The amount of times she spurted out sentences of defiance such as ‘I wasn’t the only one!’ or ‘you’re not my mother’ is honestly endless, and there were few people who really managed to prevent her bad attitude from increasing.

As Ann grew older, impish little pranks transformed into petty crime and, eventually, just full-on criminal activity. Barely before turning 19, She gave up on the regular path of college and a ‘dream job’, and instead started trailing into her father’s dirty footsteps by joining the very industry he was a part of.

Getting a job at her father’s underground ‘enchantment workshop’, Ann would spend most of her time smuggling and delivering illegal wares to whatever client paid them the most money. It was a mysterious and secretive existence, one that even Ann didn't truly understand due to the many regulations she had to follow. She was never allowed to look at what she was actually driving around, never permitted to talk to anyone other than middlemen, and never even trusted to get to meet many of her colleagues.

Some people would find it crazy that someone would risk their life bringing around someone else goods, but most would likely agree that it's downright self-destructive to not even know what was getting put into your own car. Ann, however, enjoyed it thoroughly. It was a thrill and a purpose she had never felt before, and being so damn good at her job only made it all the more fun. Besides, it paid well and saved her of many huge headaches that the 'traditional route' of living surely would've granted her.

Through her totally legal job as a 'deliveryman' and 'courier', Ann slowly but surely started to become more familiar with the roads and the many networks that made up the city and its surroundings. Given the discretion and adaptivity that her career path required, she steadily grew more adept at handling a variety of vehicles, ranging from bikes and scooters to even trucks and small boats. Thanks to some predisposition of talent and a lot of daily repetition, Ann became very accustomed to the many means of transportation, building up a reputation as one of the more potent and reliable couriers around. Clearly, this managed to captivate the attention of a certain anonymous source.

Important Family/Important Friends:
> Frank Hansen:
Ann’s father and primary caretaker, Frank Hansen is the owner of a small underground enchantment store simply known as ‘The Mechanic’. He is involved in a larger smuggling network that distributes all sorts of illegal wares, predominantly stolen goods that are whitewashed and adapted using illegal applications of rune-work. Also the maker of the botched rune lines on Old Betsy.
> Bill: A colleague that often acted as a middleman between the higher-ups and the staff at The Mechanic. Ann would regularly stay in contact with him to get information about her schedule as well as the pick-up and delivery spots for any goods. Besides being a pretty chill person, Bill helped Ann out of trouble a few times, causing him to gain quite a bit of her trust. If she ever had an issue, Ann would likely go to him first before even considering to contact her father.

Reason for Accepting Invitation: Life was honestly pretty nice for quite some time, although Ann did have to admit that the joy she once felt in sneakily making her way around the city started to dwindle. The operations that once made her heart pump through her chest, now just felt like chores at best, and she definitely didn’t like that. Perhaps that’s one of the reasons why this sketchy message grabbed her interest for longer than a split second.

Ann wasn’t sure at first what to do with this odd request. She was initially certain it might have been some sort of police ploy to weed out bad apples in the crowd, but the more she dabbled about it, the more desirable it all seemed. Not only would this job supposedly pay well, it would also act as a great way to spice things up a bit. Besides, it became about time that she finally grew independent enough not to rely on her father’s contacts anymore, so this all just seemed like a win-win.

Needless to say, Ann took the bait and is eager to unravel the mystery of the message.
 
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IBRAHIM EVCEN | THE WILDCARD
"Get your hands off of me, if you know what's good for you."


Name: Ibrahim Evcen.
Nickname(s): Ib or Evan.
Age: 28.
Gender: Male.
Sexuality: Opportunistic.
Role: The Wildcard.
Items (vehicles):
• Tinean Trade 17 handgun, in a concealed shoulder holster when he wears a coat or tucked into his waistband when he doesn't.
• Smartphone, like most people.
• Owns a Revelen Motors sedan but his wife usually drives it. He borrows a car or motorcycle from his employers when they need him to inconspicuously size a person or place up.

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FC: Can Yaman.
Description: Stands at 6" with a muscled build. Ibrahim wears his hair long, typically pulled back into a ponytail or bun, and keeps a full beard. He walks with the kind of self-unconsciousness that comes from not being afraid of anyone. His expression bespeaks a calm, steady temperament that smiles easily. Ibrahim's voice conveys emotion well and falls naturally into the kind of steady cadence ideal for putting a mark at ease or putting his daughter to sleep with a story.
Important Descriptors: Bearded, pony-tail/bun, very fit.
Typical Outfits: His default is a jacket, leather or wool depending on the season or the job. It usually goes over a nondescript shirt, t-shirt or button down depending on the job. Likes jeans and boots regardless of what he wears up top. Keeps a pair of sunglasses in his jacket pocket but rarely wears them. Not a fan of hats.

Personality:
Virtues: Steady and level-headed, friendly, not scared of anyone, loyal and loving to the people who matter.
Vices: Afraid of himself, angry at the old Gods, suspicious, not impulsive at all.

Likes: Sunrise, working out, eating healthy, jewelry, kids, swimming, a good fight, a great sports match, a superb cigar.
Dislikes: Religion, police, amateur crooks, most movies, being lied to, losing a target he's tailing.
Fears: Himself, Ianthe, losing his loved ones, accidentally killing others. Also, clowns creep him out big time.

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Background: Ibrahim's a lucky man with a curse.

He grew up in a family of eight, tucked away in a shack underneath the railways. By the time he was old enough for school, Ibrahim knew he was adopted, knew the couple raising him revered his real parents for reasons they'd never explain, and knew his birth mother and father were somewhere far away. It didn't drag him down, nor did his family's crushing poverty (since everyone else was just as badly off in his neighborhood). Ibrahim's friends were the only ones that mattered to him and he was lucky enough to fall in with a small group of winners. None of them were academics, of course, but a few came from families with connections and he met a number of surprisingly important people as he grew up.

Ibrahim didn't join a gang so much as he grew into one. He learned to fight, learned to lose and get back up and win. His best friend was the son of a captain in one of the mob families in the Reach and that friendship's one of the two things that really changed Ib's trajectory from likely ending up a dead tough on the street. The second was his hands. One night, when they were 15, his gang broke into a store for beer and caught the owner still on the premises. One of them took a shotgun blast to the shoulder as they escaped. And in the alley, as his mate fell to his knees from shock, Ibrahim put his hands on him and moonlight welled out of his fingers, worked into the teenager's torn-up shoulder and pulled it back together.

None of them said a word about it for years. During that time, his best friend's mob family started giving the teenage boys a more serious look for prospective recruitment and put them to work in a variety of ways. Ibrahim was exposed to a range of criminal activities and picked up the basics of concealed carry, how to mug someone, how to jimmy a lock and how to avoid drawing heat from what little law enforcement there was in the Reach. For Ib specifically, he ended up learning the fine art of Casing. Techniques for spotting security systems and gaining access to homes or work sites, how to research floor plans and the routines of residents, employees or security. How to tail someone without being spotted and take pictures of their activities for either use in planning a job or for incriminating evidence someone in the family could use to blackmail them.

And all the while, his power flickered and flared. One day, his adoptive mother came home with a cancer diagnosis and he put his hands on her and made her well. That was followed by a renewed reverence on the faces of his would-be parents, who then told him of Ianthe the Goddess of Healing whom Ib's parents also worshipped. For his part, Ibrahim wanted nothing to do with the false gods torn down generations ago and he certainly didn't want to become a priest. The next day, one of his adoptive siblings came down with the flu and Ib's hands glowed when they bumped into each other.

Over the next week, around 1200 people died of a virulent flu that resisted all of the modern medicine the poor people in his slum could afford. His adoptive father and two of his siblings were among the victims.

Ibrahim did what any man in his position might do; he cursed the Goddess Ianthe for screwing him and promptly buried his powers as far down as he could. Instead, he focused on his rising career as a professional Caser, doing his part for the mob family, who saw to it that he made a better living than a factory, warehouse or gas station would pay. In time, Ib started seeing his best friend's sister and eventually married her. Their baby girl was born two years later, sickly and unlikely to live more than a few days. When Ib cradled his child, once more pale moonlight rose and wiped away her congenital heart defect...and the next day three other babies at the hospital died from SIDS.

That was a year ago. In the meantime, Ib's a steady associate of the family, a reliable asset for setting up burglaries, assassinations and blackmail operations. And yet, when a certain letter came his way, he can't shake the suspicion that this anonymous writer knows. ...And maybe that goal's not such a bad thing. For all that his powers have been a curse, maybe it's just because he's untrained. If there's an artifact or teacher out there who can help him bring it under control...

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Important Family/Important Friends:
> ███ ███████:
His best friend, confidant and technically his boss. They've known each other since grade school, had each other's backs through everything. There's nothing they wouldn't do for each other. What's more, ███ ███████ knows his secret and has kept it...for the most part.

> ███ ███████: His wife and mother of his little baby girl. Ib loves her fiercely, in a way he's never felt for even his own adoptive family. If only he could hold her and his daughter without the fear that an undiagnosed ailment or condition triggers his remarkable power, which could save or damn them.

> Kenan and Elcin Ulusoy (and Mehmet, Hande, Beren, Sukru and Cansel) : His adoptive parents and siblings. On the one hand, they put a roof over his head, fed him and met all his basic needs. On the other hand, he grew up knowing he was adopted. And, what's worse, they expected great things from him. Their frustration with his career coupled with their reverence for a power he hates makes it difficult to be around them for any length of time. Three of them died from his curse and his guilt makes it nigh-impossible to do more than pay for their bills and stay as far the hell away as possible.

Reason for Accepting Invitation: Fear. Hope. Fear that the source of the invitation knows his secret. Hope that the source of the invitation knows a cure. Ibrahim's kept it together so far but, without a way to control his curse, a lot more people are going to die. It's only a matter of time. If there's money on the line, all the better, but the possibility of laying his hands on true magic means there's a possibility of finding help. And right now, it's his only hope.
 
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    "Don’t worry, I’ll figure it out eventually.”

    Name: Vivienne Kline
    Nickname(s): Vi, Vivi
    Age: (23+): 23
    Gender: Female
    Sexuality: Heterosexual
    Role: The Wildcard


    Description or FC: Lucy Boynton
    Vivienne has a lithe, elegant build that she carries with the essence of wealth and formality. She appears haughty and uptight in how she interacts with things around her. Her white blonde hair is chin length, always styled fashionably without a hair out of place. She usually wears wealthy, stylish outfits that include interesting colors and multiple layers.

    Important Descriptors: Small lightning bolt tattoo on the inside of her wrist, several minimal piercings in her ear
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    Personality:
    Positive: observative, adaptable, clever, daring, energetic
    Negative: amoral, selfish, compulsive, fickle, erratic
    Neutral: Experimental, skeptical, contradictory, formal
    Likes: Surprises, excitement, risk, savory food, hot drinks, new experiences/change, indulgence
    Dislikes: predictability, being lectured, timidness, indecisiveness, boredom, plainness
    Fears: tight spaces, not reaching her full potential

    Background:
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    Vivienne comes from a long line of true magicians. When the royal family began to eradicate the use of magic and magic items, her Great Grandfather Warren Kline used shapeshifting magic to disguise himself and hide where the royals would never look twice, in plain sight. Her grandfather enlisted as one of the royal family’s private runeworkers. With his natural affinity and understanding of magic, Warren quickly became one of the most valued by the family, skyrocketing his status and wealth. Upon starting his family among the elite of Empyrea, Vivienne’s grandfather omitted to tell the truth about his magical abilities in order to protect himself and any others his gift may pass down to. He took his secret to the grave with no exceptions, hoping that those who inherited the affinity to magic would never come to realize their potential.

    Fortunate to be born in the Kline family, Vivienne has only known life in the safety of Empyrea and the spoiled luxuries her family’s position has afforded her. Regardless of her upbringing and the formal behavior it nurtured, Vivienne has always been energetic and frenzied. She found herself continually looking for excitement and risk wherever she could find it in her sheltered life. One area that never failed to spark that interest within her, magic.

    Learning about magic in school hit Vivienne in a place she couldn’t really describe. Although she never really cared about the logistics and reasoning behind enchantments, she liked the amazing, borderline miracle, feats those enchantments were able to achieve. Her innate magical affinity had led her to unconsciously improvise and adapt to understanding runes more than she cared to learn intentionally, however her crazy improvisations are sporadic in their success. When attempting spells or enchantments, Vivienne’s experimental ideas work about a third of the time.

    After attending the elite University in Empyrea, Vivienne landed herself in the technology sector for runework in the city. She is a part of an innovative team striving to improve and invent new enchantments for use in technology. It was here that she realized her ability to use electromancy. Through frustration and harebrained attempts to runework electricity, Vivienne frequently managed to inadvertently cause enchantments to work where the rune lines were completely wrong or consistently failed for others.

    She experimented with this power in private, managing to understand and utilize her magic in the same way she understood runework, sporadic and inconsistently. When she does manage to use her electromancy however, the results are powerful.


    Important Family/Important Friends:
    Warren Kline (deceased): Vivienne’s Great Grandfather and skilled magic user. He hid from the royal family by entrenching himself deep within their ranks. As a measure to protect himself and his descendants, Warren stood by as the Royal Family wiped out his former friends and allied magic users. This ability to switch allegiance for self preservation was passed down to Vivienne and her brother Edwin as well.

    Edwin Kline: Vivienne’s older brother and a prodigy runeworker. Edwin began leading the innovative approach to runes and enchantments from a young age, and with access to the finest levels of education, quickly advanced to becoming an elite runeworker to the royal family. Vivienne has a good relationship with him, and like true siblings, Edwin shares Vivienne’s fickle ties to allegiance and duty.

    Reason for Accepting Invitation:
    Vivienne is bored of her corporate life in the safety of Empyrea. She’s explored the extent of allowable magic, yet her appetite for the subject is barely satiated. She knows little to nothing about her magical ability, only that it exists within her and has the potential to perform the amazing feats she had always yearned for. The idea of bringing magic back into the world, with all the unexplored potential and excitement it has, is all the promise she needs to nosedive into the dangerous path ahead. Her fickle nature makes it easy for her to forsake both her family and the safety that the royal family has provided for so long.

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Angelina Chernov | The Pickpocket
02. character form.
Name: Angelina Chernov
Nickname(s): Angie
Age: (23+): 24
Gender: Female
Sexuality: Heterosexual
Role: The Pickpocket
Item(s) + Any Enchantments:

- Pearl Earrings: A pair of pearl earrings, a Chernov family heirloom that are centuries years old but Angie decided that the boring and plain old ugly earring needed something fun. Using Daddy's money she turned the plain old pearl earring into jewellery fit for a Queen and so the old pearl earring became the centre piece for a new pair of earrings which was covered in diamonds.

- Smart Phone: She's never seen without it.

- Monocle: This Monocle is no ordinary monocle, it is enchanted and those who look through the monocle can see the market value of jewels a person is wearing. Angie has always keeps this Monocle on her persons when she needs to inspect a jewel she's just stolen or is going to steal.

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FC: Madchen Amick

Description: Her curly hair adds to her height but Angie stands at a modest 5'4 but she would much prefer being a whole lot taller. An hour glass figure adorns her body which she has no problem flaunting to her way especially is there's an extra large tip waiting on a table for her after she does. Her body is not her only charming aspect, her eyes have been known to dazzle people with just a single glance. They are so dazzling that people seemed to get lost in them for just a few seconds which leaves Angie with the perfect opportunity. She's the perfect charmer who uses her gifts for her own financial gain, I mean who wouldn't.

Important Descriptors:
- A head full of luscious thick locks of curly hair.
- Multiple freckles across both arms and legs.
- A scar on her forehead from when she had chicken pox as a child.

Typical Outfits:
-
Angie is rarely seen not wearing her light blue diner uniform, she hates the blasted thing due to how uncomfortable it is but she has to wear it almost everyday and walks to and from work in it.

- When spotted not wearing the light blue uniform Angie prefers to wear plain comfortable clothes. They make it easy for her to be able to blend into any crowd but also make her life of pickpocketing a whole lot easier when you can run away in sneakers rather than heels.

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Personality:
1. Consistent, Determined, Enduring, Flirty, Amusing, Careful and Alert
2. Selfish, Dishonest, Disrespectful and Immature
3. Punctual, Chummy, Outspoken, Materialistic and Unchanging.

Likes: Money, Luxury, Rolex's, Diamonds, Candy, Winning, Getting her way and Handsome men.
Dislikes: Discount Stories, Gemstones that aren't diamonds, Cheap wine and People who think designer clothes are stupid.
Fears: Dying Poor. (She'd rather sell her soul to the devil)

Background: Where do we even begin with Angelina Chernov? Maybe that time she threatened to jump off a roof because her father didn't buy her the correct coloured car or perhaps when she managed to drive away her new step-mother using only the power of snicker bars? No, I think the best place to start would be at the very beginning. Angelina Chernov was born to the great businessman Peter Chernov and one of his many mistresses, lucky for Angelina her father decided not to deny all knowledge of her existence but instead took kidnapped from her poverty stricken mother and decided to raise her in a life of luxury.

The first few years of her life were perfect, she was the apple of her fathers eye and he spoiled and doted on her like Angelina were gods gift to man. Being raised with luxury from a young age really did mess with her head as she viewed others who could not afford the same lifestyle her father provided her to be beneath her as in Angelina's world there were the mega-rich and everyone else. Of course only the mega-rich mattered to Angelina as she spent her school days being put through the most exclusive private schools her father could afford, it was going all so well for the heiress who was ready to live an easy life without having to a days work in her life. Well, her father had other plans for his monster of a daughter who needed a severe dose of reality on how real people made a salary and so at the age of 18 Angelina, Heiress to one of the largest fortunes in all of history was disowned by the very father who'd made her into the very monster she is.

Obviously furious at her father Angelina swore to get revenge one day even if it meant bringing her father's business empire down to its news and her inheritance with it but she'd do it in a heart beat if it meant she had the last laugh. The first year of being disowned was the hardest for Angelina, Homeless and never knowing where her next meal was coming from meant she turned to a life of crime and boy was she good at it. Pickpocketing was her trade of choice as people didn't pay as much attention to their valuables as they really should and with each successful pocket Angelina got even more bold until she was easily pulling that 5,000 dollar Rolex off the business mans wrist or that Cartier bracelet of the wrist of a housewife. She pawned all she stole and soon gathered enough to rent a decent sized apartment, with her pick pocketing career in full swing she also decided that she needed another source of income and this is when she discovered 'The Diner'. A small diner situated in one of the fancier neighbourhoods in town became her next target as she easily got a job and begun to rob customers completely undetected while also earning a living wage through being a waitress. It was a good gig and one Angelina has been doing for the past six years and she has no plans of stopping, not at all.

Important Family/Important Friends:

-
Peter Chernov: Father and tyrant of Angelina Chernovs life. Not to be trusted and will be destroyed by Angelina Chernov within his life time.

- Harry Stanton: Closest and Only friend to Angelina Chernov. He's a 56 man and the cook at 'The Diner' where he feeds Angelina and make's sure none of the guys bother her. Angelina has spent almost every Christmas with the Stanton's since her father disowned her.

Reason for Accepting Invitation: "The job pays well" - Q 2020.
 
Name: Dockson DeLuca
Nickname(s): Dock
Age: 57
Gender: Male
Sexuality: Heterosexual
Role: Conman
Item(s) + Any Enchantments: Cane with an enchantment that makes Dockson's appear much younger than he is.

Description or FC: Dockson’s hair went white a while ago. He keeps it short and neat, and keeps his beard just a little longer. His face is wrinkled with age and smile lines.

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Important Descriptors: None. Absolutely nothing out of the ordinary, exactly as Dockson likes it.
Typical Outfits: Dockson takes pains to dress colorfully and well when he first meets people. Suits, ties, hats all well tailored and distinct, borderline gaudy. Because if they're flashy enough people notice them more than his face, which suits his purposes nicely.


Positive Personality Traits:

Friendly: Being able to make friends easily is one of a conmans most important skills. For DeLuca, it's even more than that. DeLuca long ago learned that the more friends you have, the less enemies you've got, or at least the more people you have willing to stick up for you. Almost as important, friends are a lot easier to stab in the back than enemies are. It's always better to have friends, though, so he tries his best not to stab anyone in the back unless absolutely necessary.

Slow to Anger: Dockson is a genial old man who has seen much of the world and realized that everything is a bit of a joke. As such, it's extremely difficult to offend him, and other people's mistakes and foibles bother him not at all. A conman shouldn't ever get angry unless the con calls for it, anyway. Anger is stupid, and a conman lives or dies by his wit.

Happy to be alive: Dockson loves to be alive. Life is hard and sometimes cruel, but Dockson believes that it's better than the alternatives, and that there's a happy ending somewhere. For him, anyway. He legitimately appreciates the things in life like nature, beauty in all its forms, a good book and a glass of wine and isn’t afraid to share any of this. (After all, it’s not like someone else appreciating nature means there is any less nature for him.If that were the case he might be less willing to share.) He is a lover of fine art and has a surprisingly Eco-Friendly streak. Some of his older cons focused on ripping off organizations and businesses seeking to damage the environment.

Negative Personality Traits

Cold: Dockson well and truly cares about no one but himself and the things that he finds worthwhile. This has some positive traits, in that he never seeks revenge, he's never petty, simply because other people aren't important enough to pay attention to if they aren't actively helping or hurting him. But for the most part it's negative. For people that can see past his friendly facade, they see a man who would discard them without a second thought if it would serve his needs.

Arrogant: Dockson isn't arrogant in the usual way. He doesn't bluster and blow, he doesn't feel the need to assert his superiority because he is utterly sure in it and cares not at all if others know how much better then them he is. He thinks he's always the smartest man in the room, and for the most part, he is. But this backfires on the occasions that he is not, as he can and has underestimated people who he shouldn't have.

Controlling: Dockson dislikes delegating. He doesn't trust anyone to do things right except himself. He wants to be a part of everything, he wants to have a hand in, if he can't just control everything outright.

Likes: Nature, Mornings, Cooking, Reading, Traveling, Fine Art, the feeling of deceiving someone
Dislikes: Being outsmarted, Gambling, Physical confrontation, logging companies, pollution
Fears: Dying

Background:
Dockson Deluca was born with enough. His parents cared for him, he never went hungry, and while he wasn’t rich he certainly wasn’t poor. School was easy for him. Perhaps a bit too easy. He found that other students, even teachers, would give him whatever he wanted if he gave them a warm smile, a compliment and a promise. A few utterly valueless things, for whatever he wanted! He felt like he was being tricked. Like he was cheating. But soon Dockson DeLuca discovered that he was, on the whole, cleverer than everyone else.

This gave rise to what Dockson believes to be his greatest failing as a Conman. He didn’t care about what other people thought of him. He was cleverer than they were! Who cares if he made enemies?

Dockson spent most of his years grifting and smiling people out of their money. He was fond of stealing art, and had a house near a forested river that was full of it.

Big crimes, little crimes, Dockson didn’t care. He loved the feeling of outwitting people, bending them to his will with little more than words, and as far as he could tell, he could outwit almost anyone. Even people smarter than him, if they didn’t know he was coming, would fall for his smiling face hook line and sinker. Years went by with very few repercussions. He could always fade away when he needed to. Relocate. Dockson was happy around other people, but he was also quite happy alone. Friends were luxuries, but luxuries less important than good food, a nice house, a fast car, and lots of money.

But it was during this time he ‘sowed the seeds’ so to say, of his downfall.
As a young man, Dockson had been a bit of a playboy. He’d never much cared about his lovers and left them when things got tough, when he got bored, or for a variety of other reasons.
But with one he unknowingly left a pair of twins. A boy and a girl, who turned out to be every bit as clever and charming as he was, with one big difference. They loved their mother. And their mother, much to Dockson’s detriment, hated their father.

When they were old enough they began looking for their father, figuring out what he had done, and where he was going next. They found him, eventually, and confronted him, trying their best to see the good in their father. But Dockson, even when he learned that they were his children, just wanted to get away. He thought they’d stumbled onto him by accident, and at the first opportunity he got the hell out of town.

Disheartened by this, the twins put into motion the second part of their plan. They had gathered a number of Dockson’s enemies, a very easy thing as he had many, and set them to find Dockson.
Dockson underestimated the twins. He couldn’t imagine they were as clever and charming as he was. But outnumbered, friendless, and facing a pair of minds that were at least a match for him Dockson had nowhere to go. He was caught and brought before the twins. They told him that he was going to pay for abandoning their mother, and that payment would be the end of his pleasant, carefree lifestyle. They allowed his enemies to beat him mercilessly, they took the art and the house he so loved, all of his money, and left him broken on the floor of a warehouse, friendless and alone.

It was there that Dockson realized being alone… well, it wasn’t a good idea in the long term. It didn’t matter how clever he was, he needed people around him that would stop this sort of thing from happening, take him to the hospital when he needed it. Essentially he needed people that didn’t want revenge on him.

The Twins were right, in part. It was the end of Docksons old life. He was crippled now, and needed a cane to walk, and quite aside from that he had been getting older for a long time. But Dockson made an effort to make and keep friends. It wasn’t hard. All he had to do was make a bit more of an effort to include people, make them feel cared about, and not betray them in exchange for the tiniest amount of gain.

And Dockson flourished. Having friends, he realized, was much better than not. What a fool he had been, thinking that being alone would serve him better. He held no ire towards his children, no drive towards revenge, though he greatly regretted the need for a cane. Rather, he felt something akin to pride. He would have done something similar in their shoes, and they had taught him a very important lesson.

It was much better to have people who trusted you, who would go out of their way to protect you. And if you really needed to betray them? Well. They never saw it coming.

Important Family/Important Friends:

Ash and Umberlee Smith: Dockson’s estranged and clever children. Left him crippled, now work for a major corporation as security consultants.


Reason for Accepting Invitation: Dockson never had much time for magic. His only concession is his cane, which is enchanted to make him look young again, with a face just different enough that it can’t be connected to his real one. But as he has aged, he's slowly becoming more and more aware of the toll time takes, and the eventual inevitably of his death. It’s something that can’t be cheated. Not, at least, normally.

This promise of true magic, of enchantment, gives him hope he can cure his limp, perhaps reverse the aging process. He knows that even were he to find one of these objects, its unlikely he would be allowed to use it, required as he is to bring it to his employer. But he’s a conman, wasn’t he? He’d be working with a number of clever, skilled individuals, but he’s sure he can be cleverer and more skilled. With luck, when he found the object of his desire, they’d never know they’d been tricked until it was far too late.
 

  • Name: Lhamu Basnet
    Nickname: Lulu
    Age: 26
    Gender: Female
    Sexuality: Pansexual
    Role: The Conman
    Item(s) + Any Enchantments:
    - A pearl choker, enchanted with the ability to alter the wearer's voice at will. Coupled with her natural vocal range, no human voice is inimitable.
    - A silver Derringer pistol, compact and silent enough to gutshot someone in passing and slip away before anyone noticed.
    - Her smartphone, chock-full of incriminating photos and useful contacts.

    FC: Tsunaina
    Hunger-Magazine-Issue-14-Tsunaina-Baard-Lunde-9 (1).jpg
    Important Descriptors:
    - A number of beauty marks dotting her lower and upper face, none of which she makes any effort to hide with make-up.
    - Thick, black hair usually tied into some form of braid.
    - Naturally plump lips that pout when her face is in a state of rest.
    Typical Outfits:
    - Knows well how much influence can come from the clothes one wears. Whether it's a sleek, studded, all-leather number, or traditional garb, Lhamu dresses with her audience in mind. The fact that it's always more expensive than any other outfit in the room is just a happy accident.

    Personality:
    - Positive: Charming, Congenial, Flirtatious
    - Negative: Conceited, Secretive, Conniving, Manipulative, Vain
    - Neutral: Organized, Cautious
    Likes:
    - Interesting Outfits
    - Stand-up Comics
    - Public Speaking
    - Candied Fruit
    - Reclusive People
    - Abstract Art
    - Singing
    Dislikes:
    - Action Movies
    - Tactlessness
    - Hard Drugs
    - Classical Music
    Fears:
    - Being Caught In Two Lies At Once
    - Permanent Injury
    - Venomous Creatures
    Background:
    - Lhamu was born in the Isles, but within a week of her birth, was brought to the Reach to live a normal life. The details, as they would later be retold to her later in life, were fuzzy and vague, but her younger years were spent on her mother's hip as she talked their way into unearned levels of status, until they inevitably reached Empyrea. Their comfortable lives were the direct product of her mother's almost magical charm, and once Lhamu was old enough, she made sure her daughter knew the importance of honeyed words. With time, more and more pretences were dropped, and eventually, the art she'd been tutored in started getting called by its true name. Together, they scammed the rich and careless out of small bits of their fortunes, with the goal of amassing their own, but like all good things, it wasn't meant to last.

    One fateful night, a particular mark outmaneuvered them and separated Lhamu from her mother. They played along, wanting to avoid a scene, but splitting up was something they avoided for safety. She never could've guessed that the entire time, their mark was conspiring to put an end to their escapades. In a back room, while Lhamu was kept occupied by a man trying to force a drink on her, her mother met her untimely end. It was a pure stroke of luck that she managed to escape with her own life, but it being the only life she ever knew, it wasn't long before Lhamu was back at it after mourning her loss.
    Important Family/Important Friends:
    - Charlie Comstock: An online journalist and paparazzo, willing to drop everything and camp out with a camera in exchange for a cut of the profits.
    Reason for Accepting Invitation:
    - What grifter would pass up the chance to have the world wrapped around her pinky finger a little tighter?
 
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Name: Arnold Belmonte
Nickname(s): Grinning Arnie
Age: 28
Gender: Male
Sexuality: Bisexual
Role: Muscle

Item(s) + Any Enchantments:

* Illegal Equipment Stash: A stash of firearms and tools necessary for his work. Includes runic silencers that eliminate sound with a hundred-percent efficiency rating, as well as a runic barrel that enhances the potency of chemical reactions taking place within exponentially. He prefers not to use any fancy weapons with excessive effects - a professional's hands are all that's required.

* Mafia Resources: The son of an essential caporegime, Arnold is a soldier within the organization. He's become a contract killer for the Pruszków mafia in his adulthood, eventually gaining a number of contacts useful for work, as well as plenty of money.

If an unregistered car breaks down, he's a single phone-call away from a suspicious mechanic who can tow it away and have it fixed at midnight. If you have internal bleeding but a record that's sure to land you in prison were you to enter the premises of a hospital, he's got contacts with a surgeon who asks no questions and desires to be asked no questions, who'll patch you up for cheap.

Description or FC: Alfonso Herrera
Important Descriptors: Thick, dark hair; dark beard, a stoic expression


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Typical Outfits: As a mafia member, his wardrobe is "whatever the family requires," but as with all people, Arnold has preferences. Tailored suits while at social gatherings or meetings and other work-related stuff. Jeans, shirt, and jacket while going out and about. He'll wear anything necessary to fit in and get close to his victim, however, and the power of disguise can be a mighty one.

Personality:

+ Professional: Given the understanding that he is at 'work,' Arnold can easily adopt a professional mien. He is stoic and doesn't flinch at the sound of a gunshot or the sight of a dead body.

+ Generous: Gone are the days of wasteful arrogance - Arnold is generous, both in physical and mental terms. He leaves generous tips and donations to people or organizations he respects, and he is willing to give people the 'benefit of the doubt,' as well as second chances. This is a part of his upbringing; the ideals of honor have been repeatedly beaten into his head since childhood.

+ Patient: Arnold is patient in both a situational and personal context. He doesn't mind odd quirks, unpleasant environments, or poor working conditions over extended periods of time.

- Shaky Morals: Many things can be said about the mob: the mafia is fair, the mafia is just... but a mafia is not nice. Arnold has seen some of the worst of it and heard about much more besides, and it's left him fairly... jaded. At some point, you can rationalize away almost any deed, no matter how inhumane. "In my way."

- Scarred: When at work, he's got all of the dynamism of raw zucchini. Some may insist that it's his professional demeanor at work - indeed, seeing a person get shot in the head barely left him blinking - but in reality, it may be something that runs deeper. A dangerous form of detachment from the real. Some could even argue that he's scarred, but surely, that can't be the case? Bottling up one's emotions is dangerous, they say, but if something boils over from your childhood years, then should it not be forgotten.

- Perfectionist: Like a swordsman of old attempts to hone his skill with the blade to perfection, just as a knight achieves the height of filial piety and reaches for the newest revelation in his quest, Arnold is often unsatisfied with the meager works of other people. Hearing of a murderer on television, he would scoff and think to himself: 'I can do better than that.' He doesn't always trust other people to take care of business on their own, and prefers to have his own way with things, that it may achieve the absolute pinnacle in its quality.

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Likes: His best friend, long walks in the garden, sports, and athletic pursuits, summer.
Dislikes: Not a lot of things, betrayal, his own grizzly work, people without a sense of honor or fairness.
Fears: Death, never achieving anything meaningful in life.

Background: People think organized crime is easy.

Organized crime differs from ordinary crime, and that's why people call it "organized." A serial killer might knife someone in the back, while a heist team will blow up some cars and then rob a bank in the middle of the day, but a mafia would never dream of any of that. It's all loud, brash, and unsightly - a mafia stays out of the sight of your everyday joe, carefully evades the attention of the authorities, and only keeps in regular contact with its clients and victims. Extortions, bribes, rackets, and trade aplenty with drugs, weapons, and people is what the mafia does. If a killer is required, he'll do it silently and dispose of the body or make it an accident; if money is required, then someone who owes the money will find their kneecaps broken.

And it was this kind of life that Arnold Belmonte had been born into, for better or worse. A moderately abusive father, an absentee mother, and yet a distant promise of sweet, dark power and money from childhood. It seemed like, after suffering through for a couple of years, things would start looking up for him - and he was a bright kid, for all that his family seemed to be content in leaving him to his devices. This resulted in arrogance and a bad temper; he was a lousy kid with a terrible upbringing, and naturally, it resulted in him raising a posse of other lousy kids and going around being a jackass.

One of those nights, drunk and partying, Arnold got an idea and led his friends into what was supposed to be a simple alcohol robbery... Until one of them was pelted with a shotgun blast at near point-blank range, and everyone broke into a run. One of Arnold's best friends, Ibrahim, revealed a capacity to use healing magic which none of them have revealed in the time since.

Despite the story ending relatively well... someone had to take the fall. Arnold's parents weren't pleased, and neither were their bosses. If someone had remembered or recorded their faces, there would be questions. And questions for the children were questions for the entire family. Someone had to be punished, and choosing to accept full blame, Arnold stepped forward in place of any of his friends. It would only be just, and it was - but it wasn't nice.

Immediately deciding he needed to be punished, Arnold was given an offer he couldn't refuse. The Pruszków would forget his offense, but in exchange, they would invest him into the path of a career assassin. He would learn those skills, and then go on to become a soldier for the family - a silencer, or a hitman if you so prefer.

He was assigned a mentor, in the form of one, "Charles Ghunedu Konradios;" an old man descending from a line of chivalrous knights who fell on hard times: stripped of their holy swords and all-protecting armors, all they had left was killing. At first, this was the killing of magical beasts, but as the advancement of society continued, this became killing in general. The killing of your lecherous husband, the killing of that annoying business rival of yours... And now, Charles was passing on all of his knowledge and ethics onto a youth that had little appreciation for them. Their training was brutal, curt, and without any warmth - wake up at brisk dawn, work your ass off, learn how things work, go to sleep tired and with hairline fractures and calloused fingers.

Six years later, educated with the hard-earned pearls of wisdom that come with being trained as an assassin, his work as a soldier for the Pruszków mafia began. He was given some more leeway than usual, of course - his heritage, though minor, wasn't forgotten - and nepotism in a crime organization like this one wasn't uncommon. But Arnold was no longer interested in the easy life, or at least, as easy as crime could possibly get.

Inspired by his mentor's stories and training, feeling as if he'd found a higher calling, Arnold worked to perfect his trade, One day, perhaps, he could unearth some reserve of completion in himself and achieve the ideal crime. Until then, he would work to better himself and his friends as much as he could. Although not as legendary as his trainer, he eventually created a reputation for himself as 'Grinning Arnie,' due to his stout and stoic demeanor: if you see him grin, you better start running.

Important Family/Important Friends:
* Ibrahim Evcen: His best friend, confidant, and technical employee since grade school. They've partnered up for a number of jobs and matters; serious and unserious, but they've been buddies since grade-school despite it all. In secret, Arnold resents him slightly, thinking that his friend has it easier and refuses to use his natural gifts, but he prefers not to speak out on this matter.
* Lana Belmonte-Evcen: Sister dearest, and the mother of his niece. Although he doesn't talk to her quite as often as he used to so many years ago, he still sees her often when visiting their household.
* Charles Ghunedu Konradios: Mentor and semi-parental figure in many respects. They don't meet or talk often, ever since "graduation day," but their relationship has grown over the years from animosity to begrudging, mutual respect. If necessary, Arnold could call for the services of this near-legendary assassin, even if his services aren't very cheap or accomodating.
* The Belmonte Family: His parents are mostly a distant, foggy memory, but cutting ties isn't really an option in the mafia - unless you're a rat, and no one wants to be a rat, or you get people like "Grinning Arnie" coming after you.

Reason for Accepting Invitation:
Professional curiosity. Possible madness; desire for a challenging operation, and a desire to do something noteworthy and important. What could possibly be more legendary than the forceful, if concealed seizure of magical objects and curiosities? In decades, there would be histories taught about those bold, unrepentant robbers who'd stolen that which the world hoped to lock away...

 
Noemi-Garcia.jpg

Faceclaim: Chloe De Baros
Noemi-Garcia-Name.png

"Oh dear, not everything you see is what you should believe."

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NAME
Noemi Garcia

NICKNAME
Emi
The Ghost
(She hate this nickname so much, but this is how her victims describe her)

AGE
25

GENDER
Female

SEXUALITY
Heterosexual

ROLE
The Burglar

ITEM(s) + ANY ENCHANTMENTS

No-door Gloves
This pair of gloves are able to unlock almost everything, like doors and safes, by touching its surface.
Modified Handphone
Personally modified by her friend, Samuel, to aid her work. No magical enchantment, just more sophisticated than normal.

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PHYSICAL DESCRIPTION
Standing humbly at 5'3", Emi is blessed with suitable build to slip in and out. Two chocolate eyes beautifully paired with shoulder-length dark brown hair to decorate her oval face. Her skin, perfectly sunkissed, was originally in rose beige tone.

IMPORTANT DESCRIPTORS
Since Emi treasures her body, she doesn't do piercings nor tattoos. The most catchy part is her front bangs because most people usually have long bangs.

TYPICAL OUTFITS

Emi is usually seen in various types of clothes, she doesn't limit herself to specific clothes. Emi wears anything she feels like wearing, yet whatever she picks will always match with each other.
While doing her secret hobby, Emi wears skin-tight latex jumpsuit with gloves and mask to cover her identity. Her shoes are carefully tailored to be light as a feather, leaving no noise as it walks.

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PERSONALITY
Vices
Flamboyant, Greedy, Selfish, Manipulative, Kleptomaniac
Virtues
Confident, Opportunistic, Intelligent, Perfectionist, Sensitive
Neutral
Calm, Proud, Whimsical

LIKES
Yoga, stolen things, fashionable clothes, successful break-in, fluffy animals, brainstorming, documentary movies, relaxing massage

DISLIKES
Boring conversation, waiting, drama queen, cold weather, disturbed while sleeping

FEARS
Being caught in action, ghost because she believes in it, storm

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BACKGROUND
Most people would see Noemi Garcia as a promising youth who had everything under her feet due to her look and talent. Little that they knew, Emi hid her deep dark secret under her coat.

Born as the only daughter of a well-known public figure, making her instantly famous as soon as she was announced. Little Emi was never lack of needs nor affections, but somehow she still felt something was missing. Everything bought by her parents, cheap or expensive, never struck her likings. Instead, she took interest in her friends' belongings, even her servants'. Her stealing behavior started with small unimportant things, like pen, comb, books, snacks on the store, packed meal, etc. before she then aimed for more complicated stuff, like her teacher's phone, displayed items, and more. Emi couldn't resist the urge for it gave her pleasure and contentment.

She did her best to keep it her secret until one day, she was caught by her childhood friend, Samuel. He was shocked, undoubtedly, but controlled his emotion so well that he tried to understand the reason. Sam suggested she visit the doctor with him without her parents' knowledge which rejected outright by Emi. Long story short, Emi managed to persuade Sam to keep it as their little secret, moreover invited him to become her partner. Emi was completely aware of his brains in computers which would be a great aid to her future plans.

Emi still stole one-two small things to satisfy herself, but she had a bigger goal in her mind. She wanted to rob houses of the rich, not because of their wealth but leaning more to how harder it would be. Years went by, her target had become more complex, like museums, malls, offices, etc. Powered as well by her parents' wealth, every work consistently ended up with success. Her 'The Ghost' title then slowly build up since no one ever caught her nor had proofs about her trace. Stealing was no longer to satisfy her mental stability, it turned into an addiction for her with each year trying to raise her standard.

IMPORTANT RELATIONSHIPS
Samuel Winston
Her sole partner in crime while breaking in and the only one who knows about her secret hobby. They have been childhood friends before start working together when both hit 17 years old. Sam holds the role of security and information man.

REASON FOR ACCEPTING INVITATION
New challenges always excited her. Being able to steal something that wasn't her brought unexplainable satisfaction. The harder it was, the more likely she would accept. Emi actually wanted to bring Sam with her because the duo was inseparable. However, Sam didn't get the message like her and this Q person seemed suspicious yet intriguing. For both of their sake, Emi went to the Crossroads bar alone.
 
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CHARACTER 2

Name: Taggart Stein
Nickname(s): Robin, The T Man (He is the only one who calls himself this)
Age: 29
Gender: Male
Sexuality: Hetero
Role: Burglar
Item(s) + Any Enchantments: X-Ray Sunglasses. Designed specifically for use on thicker substances, so if he looks at someone he doesn’t see through their clothes, he sees their skeletal structure. Pretends like he’s looking through their clothes anyway.

Description or FC: Taggart's Beard is big like his heart. Wide at the shoulders with the very start of a beer belly, Taggart looks like a young, brown haired Santa Clause. He's not lithe and small like you'd imagine a burglar to be, but Burglary is nice, in that it doesn't matter what you look like, so long as you're good at the job.
Important Descriptors: (piercings, tattoos, scars, etc): Large, unkempt beard. A Tattoo on the backs of his fingers that says ‘STICK’ on one hand and ‘YFNGR’ on the other. He was drunk and thought it was a good idea at the time.

Typical Outfits: Mostly T-Shirts and Cargo Shorts. He puts on whatever happens to be washed or, at least, doesn’t seem too dirty, even if it doesn’t fit the weather.

Positive Personality Traits:

Kind: Taggart doesn’t really want to hurt anybody. He is always ready to lend a helping hand, and while he might hurt more than he helps, it's not intentional. He makes very few judgements about what people are or where they’re from. He fancies himself a modern day Robinhood, and when he actually gets his hands on money he really does give it to people who need it.

Brave: Taggart is afraid of very few things, even when he very much should be. He has an unshakable feeling that everything is going to turn out alright, and that lets him do stupid/brave things that others might not be able to do.

Optimistic: It’s hard to get Taggart down. He sees the best in everyone and every situation, for the most part. He likes being happy, and can, through what seems to be a sheer force of will or blatant stupidity, force himself to be happy.

Negative Personality Traits:

Oblivious: Taggart isn’t quite stupid, but he’s something like it. His understanding of people is poor, and he’s easy to deceive. He can’t tell when he’s bothering someone, and he can’t tell what people will and will not think is funny. It makes him come across as an asshole a lot of the time, which isn’t quite the truth. He’s something like an asshole, but one with good intentions.

Reckless: The flip side of Taggarts bravery is that he can decide to do some pretty stupid things in the belief that everything is going to turn out all right, even if all available evidence points to an outcome that’s quite the opposite.

Likes ‘Substances’ a bit too much: Taggart will tell you he just likes to have fun. But at any given moment somewhere in his vicinity you are guaranteed to find alcohol, tobacco, marijuana, or occasionally other substances that he might be experimenting with.

Likes: Everybody, Alcohol, lending a helping hand, telling jokes
Dislikes: Guns, Anger, people taking advantage of him
Fears: Being alone. Also spiders.

Background:

Taggart was born into a family that had been upper middle class for generations. They could trace their lineage back to ancient lords, long ago. Not important ones, not ones that actually did anything particularly heroic or evil, but Lords nonetheless. Modern times, though, his mother worked for a marketing firm and his father was a Sub-Vice-President-In-charge-of-Communications for a major car manufacturing company.

He spent most of his young life dicking around. His grades weren’t great, but what did that matter to him? He skipped classes, got drunk during lunch and essentially treated everything like a joke. He was well liked, but he wasn’t respected. He was the fool, the clown. But he knew he had his family to fall back on. Parents who cared about him, even if he was an idiot.

His best friend, a woman named Jazz, was the exact opposite. She worked hard, went to every class, took everything seriously and was constantly stressed. She was attracted to Taggarts carefree life and odd charm. And unlike most people that acted like he did, she thought Taggart was still genuinely kind.

Taggart, in return, respected how hard she worked, and for the life of him couldn’t understand why she was so stressed. Her family was poor, yes, but Jazz worked so hard he couldn’t imagine her as anything other than the head of a company, or a lawyer, or a doctor. She’d succeed! More than he would, that was for sure. His father had taught him hard work trumps all, and Jazz was a hard worker.

But Taggart was wrong, as it turned out. Jazz’s mother fell ill just before she was set off to go to college, and Jazz was forced to abandon schooling to take on any job that would hire someone with just a high school diploma and no experience.
Taggart, on the other hand, went to college, dicked around like he usually did, and when he was done found a high paying job in his father's company, the city over, where he essentially acted as his father’s deputy.

It was on a trip back home, on a visit to Jazz, that Taggart had what he calls (incorrectly) his ‘come to god’ moment.

Life wasn’t fair.

Jazz was poor as dirt, working multiple jobs and barely scraping by. Her mother had died, but her severely depressed father now needed constant attention, and the man she’d fallen in love with had gotten her pregnant and left.

Jazz. Brilliant, hard working Jazz got nothing, while he, Taggart, got to live the high life because his father had gotten him a job.

Taggart thought on this a while, and didn't like the thoughts it made him think. He tried to send Jazz money, but she refused. Taggart was at a loss on what to do. Even if she’d accepted the money he didn’t make enough to support himself, Jazz, her father and her newborn son comfortably.

It was at a party Taggart figured it out. He was attending a get-together thrown by his companies Vice President, at her mansion. Taggart and his father were taken on a little tour of the premises. The Vice President, a history buff, showed them her prized collection of ancient coins and jewelry. What was more, she had a whole case of literal Bullion. Old, solid gold bars from when they still used that sort of thing for the paying of royal ransoms and the like.

Taggart realized that a collection like this could set up Jazz and her newborn son for life. Longer. And this woman was using it as a showpiece. Taggart decided that other people needed this stuff more than she did, and he would be the one to give it to them.

So Taggart planned. He planned like he never had before. He used his time at the party to get the layout of the house, he spent days after coming up with plans and escape strategies. And when he finally went and did it, he found it wasn’t as hard as he’d thought.

People didn’t expect this sort of thing in areas like this. Who would be brave or stupid enough to do try a burglary here?

Well. Taggart was.

It wasn’t a perfect success, of course. Taggart disabled some of the security, crawled in through a hole in the fence he made with bolt cutters and found his way into the ‘museum’. He wanted to take all the Bullion, but it was too heavy! He hadn’t thought about that. Taggart made do with one bar, and got the hell out of there just as the security guards noticed something was wrong.
Taggart melted the bar down and turned the gold into little coins. When he could, he left little anonymous packages filled with the coins. He wasn’t terribly subtle about it, and he was certain Jazz at least suspected it was him sending the gifts, but she had no proof and said nothing about it.
The weeks after the theft Taggart was terrified he would be discovered. But he’d been careful, face masks, gloves, disabled alarm systems. No one knew it was him.

What was more, while his Vice President was angry for a time that she had been burgled, it was only one bar in her collection and soon after everyone was finished gossiping about it, it was forgotten.

A gold bar that would drastically improve the life of Jazz and her family was just forgotten. Like it didn’t even matter to the Vice President. And Taggart realized that it really didn’t matter to her. The guilt he had been feeling evaporated. Was it really so bad stealing from people like this? They’d still be rich at the end of it all, and Taggart, Jazz, and maybe some other people who needed it would be a bit better off!

So Taggart decided he would supplement his income with this little ‘side project’. All the income he earned from his job would go to him, and everything he stole would be monetized and given to, usually, Jazz, and occasionally others who needed it.

Comfy in his ‘real job’ Taggart eventually managed to wrangle a ‘work from home’ position that saw him doing basically nothing all day while still getting paid. This let him work on brushing up on his skills as a criminal, while offering him a respectability that put people off his trail.

As it turned out Taggart had a knack for this kind of thing, and styled himself a modern day Robinhood. He even had a calling card with the words ‘Robin Hood’ he left at the sights of his thefts. This wasn't a sign of arrogance, it was a safety measure. A safety measure so that if he passed on a valuable item to someone who needed the money, and that individual was caught with it, the police would know that the item or funds had been given to them by ‘Robinhood’, that they hadn’t stolen it themselves.



Soon Taggart was one of the best at what he did, with a comfortable public life and an exciting, fulfilling secret one. He knew he had made it to the big times when he found out about a ‘Special Investigative Officer’ Faridah Almasi that had been hired to track him down.
Taggart, a little foolishly, began to see her tracking him as a bit of a game. He left her presents, chocolates and flowers, thinking he was being charming and funny, making frenemies with the Detective. But to Detective Almasi, Taggart was mocking her, and she became more and more determined to catch this thief. But so far, she’s had no luck.
So imagine Taggarts surprise when he received a letter that seemed to know exactly who he was!

Important Family/Important Friends:

Gerald and Melinda Stein: Taggarts loving, but often exasperated parents.

Jazz and Liam Dowsing: Taggarts High school friend and her son.

Faridah Almasi: The detective tasked with tracking him down. Taggart considers her a sort of friend, and even occasionally day dreams about asking her out on a date, even if Detective Almasi most definitely does not share the sentiment.

Reason for Accepting Invitation:

Somehow the sender knew Taggarts name and address. They knew that and still hadn't turned him in? Well, then Taggart was sure they were friendly! If they'd meant him harm they would have already done it, right? The money, too, was nice. What was offered could go a long way towards people that needed it.
Besides, stealing magic items from rich folk who were selfishly hiding them away sounded right up his alley.
 
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Basics
Name: Emerson Asher Henry Cabot
Nickname(s): Ash
Age: 26
Gender: Male
Sexuality: Bisexual
Role: The Conman
Item(s) + Any Enchantments:
+ Bow tie that doubles as a voice recorder
+ Enchanted glasses that gives him information on people when he looks at them. This allows Ash to determine the best way to win people over and get what he wants
+ Half of a friendship necklace that symbolizes his promise to be there for Emily - his strongest motivation when stuff gets difficult

Appearance
FC: Freddie Highmore

Description: Ash no longer has the look of a pampered rich kid. His fluffy hair is almost always frizzy and messed up. He occasionally lets a little facial hair grow, and it's not uncommon to see bags under his eyes. However, when he's working, Ash finds it easy to adopt his old persona. He becomes Emerson, the pampered son of a businessman. A little hair gel, his least favorite tuxedo, and the winning smile that always gets Ash what he wants turns him into a completely different person.

Important Descriptors: A tattoo of an eagle on Ash's wrist memorializes his early days on the streets

Typical Outfits:
+ T-shirts and cargo shorts, occasional hoodie - This is Ash's typical outfit. Despite being a few years older than the average college student, he tends to look like a science major that woke up too late and is rushing to his final with a hangover.
+ Tuxedo - Made to copy his youth, Ash keeps on one hand whenever he needs to play the part of a charismatic heir. Appearances are everything, in the wise words of Michael Cabot.

Personality
Traits:
+ Patient
+ Charismatic
+ Experiences
= Formal
= Flirtatious
(-) Manipulative
(-) Materialistic
(-) Self Centered
Likes: The "good life", alcohol, parties, being liked
Dislikes: Responsibility, being his father's clone, cats, working
Fears: Becoming his father, spiders, failing

Personal
Background:
Emerson Asher Cabot was born to Michael Henry Cabot and Cynthia Jennifer Cabot on a stormy night. His youthful years were filled with the luxury of his father's success. Private school. Parties and galas. Getting what he wanted. From a young age, he began to learn exactly what his father's friends wanted to hear. He began sucking up to them and making business deals and getting any sort of cash or power that he could. At the age of 15, he had left his father's powerful grasp to work for a business partner of his - one that promised Ash riches. Until he dumped him off in the streets in favor of his own daughter. His father refused to take him back in, and Ash started going by Ash instead of his birth name. Instead of worrying, he began to use the skills he picked up in his childhood as the Eagle, scamming people out of their money and belongings and even earning himself a place to sleep in some man's garage for free. Despite having an opportunity to get back to the high life, Ash decided he enjoyed his life. He got the freedom of a more modest life, but could always charm his way back into his childhood life whenever he felt the desire to enjoy what came along with it.

Important Family/Important Friends:
Michael Cabot - Father. Ash has a bad relationship. Both men betrayed each other at one point of Ash's life and have ceased contact with one another. He enjoys the lifestyle he could have if he stayed with his father, but it wasn't worth it to Ash.

Cynthia Cabot - Mother. Ash has a much better relationship with his mother, but has ceased contact with her more recently. It became apparent that she was focusing her attention on Emily and Ash didn't want that life.

Emily Cabot - 12 year old sister. Ash adores Emily, but his father has forbidden contact between the two siblings. They still talk occasionally and Ash has offered a place if she ever wants to leave their parents, and she has considered moving in with him.

Timothy Wilcox - Close friend of father. At 15, Timothy was offering Ash better opportunities than his father. The model heir had began dating Wilcox's daughter. When she began to pick up his habits and turn into a better heir, Timothy abandoned Ash to give his daughter everything.

Angie Wilcox - Ex. The daughter of Timothy and ex girlfriend of Ash. While their breakup was due to Timothy, the two cut contact for a while. They recently reconnected, and Angie is Ash's contact if he ever needs insider information on someone.

Reason for Accepting Invitation:
He wants the challenge and he doesn't want anyone to expose his location to his father. Plus, if he can become more powerful than his father, he can finally beat the man at his own game and earn a better life for Emily.​
 
150291-800w.jpg
Name:
Eron Dottir II (Air-ren | Dot-Tee-Air)
Nicknames:
Dot | That Fisher on the Dock | He
Age:
26
Gender:
Male
Sexuality:
Heteroflexible
Role:
Demolition Expert
Item(s) + Any Enchantments:
Aviators - Black shades that can see the structural weaknesses in buildings and architecture. This works both viewing the building and viewing a blueprint for the building.

FC: Michael Lange
Description:
With a height of 6'2" and a decent weight of 174lb. With dirty blonde hair that messily goes down his forehead and dark blue eyes that compliment his always red eyelids, Eron stands with a lanky but toned body. He's particularly boney; his shoulder bones; collarbone; and ribcage emphasized due to his lankiness.
Important Descriptors:
Eron isn't particularly flashy and doesn't have any piercings. He does have a tattoo the size on his back; it resembles a fish caught on a hook being pulled from the water. Eron also has a scar on his right leg from a woodchopping incident, it is quite apparent he walks with a limp because of it.
Typical Outfits:
Eron is the jackass who wears socks with sandals everywhere he goes. It doesn't end there either as he wears a bucket hat everywhere as well even indoors. Unless forced to change outfits, you may commonly see Eron rocking cuffed pants and plain colored shirts topped off with a raincoat or some other kind of coat.

Personality:
Virtues
Calm | Patient | Determined | Pacifist | Generally friendly

Vices
Distant | Lethargic | Melancholic | Forgetful

Neutral
Intelligent in his fields | Faithful |Reserved | Imaginative

Likes:
Fishing | Boating | Scenic Driving | Landscapes | Suburbs | Noir Movies
Dislikes:
Complicated Buildings | Understanding Blueprints | Shoddy Communication | Murder
Fears:
Killing Someone | Getting Arrested

Background:
Either born in the Isles or the Wilds, Eron lived an off-the-grid life with his family. Technology wasn't plentiful on either parts of where he assumed was born and as such, he has very distinct memories of sending off birds to carry letters to distant neighbors or merchants. A lot of memories from when he was a child was when he was taught to fish and how to reel something in; how to tell when a fish is hooked, etc. He remembers the camping trips and the soft warmth of the campfire, the ever so distant taste of the fish they cooked. He looks back with bliss to the memories he's slowly forgetting.

At some point, Eron arrived at the Reach when he was a teen. He continued his life off-the-grid and still fished as much as he could. He camped out in abandoned factories and used whatever knowledge he had to make a life for himself. He instinctively avoided technology, despite how prevalent it was around him. This was only for a bit however as surviving at the Reach and surviving on the Isles and/or the Wilds were radically different. In the latter, fishes and animals were plentiful and came to you. With the former, people with ill intentions and poor posture were plentiful and came to you.

One day, during a calm boating adventure with a shoddy raft stitched together with duck tape and nails; he encountered a rather fancy boat passing by. As they did, the suit-wearing and posh boaters saw him reel in a fish, they seemed rather amazed at this common practice. Eron was yelled at, he assumed they wanted him out of their way but listened a little closer and found that they were inviting him onto the ship.

After exhibiting his skill with a taped-together fishing rod, Eron was offered large sums of money to teach the people on the boat how to fish. Eron was comically confused at the offer but took it despite him telling himself off to not do so. The rather rich boaters told Eron he was rich enough to apply for a university in Empyrea, a place he didn't know but with his new money, he didn't quite know what to do with it.

Eron applied to what he considered a posh university. He was accepted into it in spite of his lack of past education, he did think it was because he wrote on his application that he had money. And after some user error, he accidentally applied for a construction major and went for all 4 years. He minored in chemistry, the most basic but complex to him chemistry he saw. He misunderstood and thought that chemistry was some fancy word for fishing; he still doesn't know how he messed that up.

After the university, Eron landed a job at a construction firm after his final project. It was beneficial at the time but Eron didn't exactly know what he was doing. The firm eventually fired Eron for no listed reason and in a fit of anger, Eron "accidentally" caused a chemical explosion in the building. Thankfully it was during the weekend when no one was in, he even made sure that there weren't any janitors in the building. He tried his best to cover his tracks but a few interested persons contacted him after the news broke about how the building was destroyed.

These interested persons offered Eron money to do one simple thing; blow something up. Much of the time his explosions were used as distractions, other times it could be a form of revenge like his first act of demolition. He still fished on his off-time, though with a side of explosions and chemicals.

Important Family/Important Friends:
Unnamed Mother - The person that birthed Eron. He doesn't know her name but he does have faint memories of her face and voice. He wishes to meet her and reunite with his family.

Unnamed Father - Technically his senior, Eron knows his name well but can't remember his face or voice all too well. Just like with his mother, he wishes to meet him and reunite.

Marlene - The woman who works the docks where Eron fishes most. He only knows her name because of the nametag she bears on the white cotton shirts forever stained with oil and regularly dampened from the humidity. The soft-touch of her hands as she taps his shoulder to let him know that visitors are to leave at 7, Eron adores her and wants to get to know her better.

Reason for Accepting Invitation:
He needs the money and he's fascinated with what they have planned for him. Eron doesn't think he can contribute a lot but he's more than ready to prove his worth and value. Though he is concerned with this "Q" person, it is definitely not the first time he accepted a job from someone he didn't know.​
 
CF057BA9-2875-4D56-883C-9C673858A114.pngBasics
Name: Francesca Piper Fox
Nickname(s): Frankie
Age: 25
Gender: Female
Sexuality: Heterosexual
Role: The Muscle
Item(s) + Any Enchantments:
+ Enchanted leather gloves that increase her strength. While already strong for her size, these gloves make up for what she's lacking in height and bulk and allow her to handle much bigger opponents

Appearance
FC: Kathryn Newton (not exact - refer to description)

Description: Frankie is a force. Often compared to the small and well controlled burn of a match, or a candle, her power is well restrained but able to destroy if given the opportunity. At 5'2, it's easy to pass over this girl with a glance. However, skill is often more important than size. A rough life and years of education (both formal and improvised) has taught her to be a deadly fighter. Despite the small size, she has a rather muscular build and an almost constant glare that could kill. Her strawberry blonde hair is cut short - coming to a jagged end just above her shoulders. Her eyes are a light blue and light freckles cover her nose and cheeks.

Important Descriptors: scar under her left eye

Typical Outfits:
+ Leather Jacket and Jeans - Frankie's most common outfit. It's comfortable and familiar, and that's all that matters to her​

+ Tank Top and Basketbalk Shorts - When she's anticipating physical activity, this is her favorite outfit for its comfort and freedom of movement

Personality
Traits:
+ Loyal
+ Honest
+ Loving
= Quiet
= Energetic
(-) Quick Tempered
(-) Stubborn
(-) Impatient
Likes: Fighting, Working Out, Being Busy, Romance, A Stable Life, Dogs
Dislikes: Being Still, Being Underestimated, Cheaters, Traitors
Fears: Getting Hurt, Failing

Personal
Background:
Frankie doesn't necessarily have a good relationship with her parents. Her father is a tired worker that lets himself get bullied by his boss and her mother just doesn't care. She left home as a teenager, crashing on the couches of people she considered friends. Her longest roommate - a very kind young woman - was dating a talented boxer. He taught her how to fight and invited her to join in his fighting ring. She did well, but he kicked her out, not trusting her to go up against the bigger opponents. Despite continuing to live with them, Frankie started spending less time at home and taking on jobs that required a little muscle. She was doubted at first and struggled to get a job, but has now made a name for herself. Despite having a few failed relationships as well, she has a soft spot for love and wants to find someone she can be happy with after seeing the marriage between her parents that seemed to be loveless.

Important Family/Important Friends:
Frederick Fox - Father. While Frankie and Frederick never butt heads, their personalities did not work well with each other. He's a nervous wreck and could never provide a stable support system, something that contributed to Frankie's desire for stability as an adult.

Fiona Fox - Mother. Again, they didn't have a bad relationship. In fact, Frankie would consider Fiona to be her favorite parent. Of course, that was likely because she didn't parent Frankie. She let her do what she want, which resulted in the small woman starting to get into fights and wander the streets as a young child. Again, she likely contributed to Frankie's desire for stability and a loving relationship and a home.

Jaden Landry - Teacher. As the boyfriend of the one person that Frankie would consider to be a close friend, he had a lot of responsibility in teaching her to fight and giving her somewhere to practice. Unfortunately, he wants to protect her and she doesn't want to be protected.

Eva Wilson - Friend. Eva is the one person Frankie would consider a friend and the one who has offered her couch for the longest.

Reason for Accepting Invitation:
(1) It's another job and she likes to stay busy
(2) It sounds like a powerful job and all she wants is to achieve a stable, comfortable life and find some people to love​
 

1595398691400.png
"Do I know where that is? I- Of course I know where it is!"
Name: Juan Abasolo
Nickname(s): The Architect
Age: 28
Gender: Male
Sexuality: Heterosexual
Role: The Architect
Item(s) + Any Enchantments:
+ A roll of Blueprint paper: Allows the user to know the current building they are in top to bottom.

1595398471061.png
FC: Pedro Pascal
Description: Juan has a rather normal type build, and stands at a respectable 5'9, his chocolate brown hair is well kept, complimenting his brown eyes well. As for facial hair, Juan keeps a moustache just above his lip, its one of the few things he will forever refuse to remove.
Important Descriptors: (piercings, tattoos, scars, etc) If asked about his most important feature, Juan would probably answer his moustache.
Typical Outfits: Juan is more laid back in his attire, he also likes keeping a consistent wardrobe. Due to this, Juan wears a plain light blue shirt and jeans with a brown belt.

Personality: (3+ positive traits, 3+ negative traits, any number of neutral traits)

+
Friendly, Intuitive and ambitious
/ Creature of Habit, Thrillseeker and Casual
- Overzealous, Impatient and has a God Complex
Likes: Getting the job done, having a drink while watching the horizon and getting whats his
Dislikes: People undermining him, bad listeners and things going bad
Fears: Other people messing up a good thing, being arrested or even getting killed/injured

Background:

Juan didn't have any type of up bringing that sets him apart from his peers, he had a rather good relationship with his parents, both of whom cared for him as much as they cared for his two other siblings. Where Juan's life really started is after highschool ended, he didn't know exactly what he wanted to do with his life at this point, after some consolidation with his parents and looking online he decided he'd study higher education to become an architect. Knowledge was power, and who had more knowledge in a building then the architect?

After finishing his higher education Juan would take up the job of a freelance Commercial Architect, he started off working for other architect firms but after a couple years of field work he had made a name for himself in the field. He decided to open his own Commercial Architect firm, Juan's Commercial Architect Firm, what he lacked in creativity for a name he made up for in his skills. Juan found running his own firm had gotten him a comfortable living, he could easily pay for his two siblings to go to school, and even enough properties to live in a new one each year until he died. However, his line of work taught him something, it taught him how buildings work, it taught him the best ways to go through these buildings, especially if you wished not to be seen.

You see, Juan is a thrillseeker, and after a while being a Commercial Architect didn't produce many thrills, suddenly every wall and foundation he drew on that piece of blue paper didn't feel as exciting as the first times he did it. He wanted something else, he needed to feel something else, so, with his expertise Juan made an alias online, The Architect, again, not very creative but vague enough no one would suspect him. He offered a service unlike others, he would sell blueprints of buildings, and for a bigger fee offer counsel on ways to get in and out of that building effectively. This is what Juan needed, but just like his old job, soon selling blueprints online for an exceptional amount won't fill him with as much adrenaline.

Important Family/Important Friends:

D00ROp3nEr: Juan wouldn't consider Dooropener a friend as much as a life changer, Dooropener introduced Juan to the world of the underground internet, giving him a place to build new connections and start his new business.

Explicitt: The first person Juan ever did business with on the virtual black market also seemed to become one of his friends, never revealing their true identities to each other they seemed to make a bond over their aliases.

Reason for Accepting Invitation:
A thrillseeking architect who needs to keep fuelling his need for adrenaline has just been invited to join the crew for a heist, he's not in for the money, he's in for the thrills.​
 



THE WITCH










Name
Aviva Lacaour

Nicknames
Viv, the Witch

Age
25

Gender
Female

Sexuality
Heterosexual

Role
Runeworker

Items/Enchantments
On-the-go Enchantment Kit
the basics.







Descrtiption
Although she is the shortest among her siblings, Aviva stands unfaltering at a height of five feet and nine inches. She prefers to style her dark hair into elegant curls that fall just beneath her shoulders or a loose braid that falls on her back. She has an angular face that matches with her sharp personality and rash decisions. As said, she can be irresponsible due to her quick decision-making without pondering over safer choices, but it is this very trait that often helps her to escape the situation efficiently.

Important Descriptors
a small wound on her palm from activating runes that she hides with a intricate hand jewelry, ear piercings, a small glass blade

Typical Outfits
As much as she prefers a pair of comfy pajamas, Aviva loves dressing up in her finest daring clothing. From silk dresses and diamond earrings to expensive boots and a lavish top, she never fails to overdress to any occasion. Being brought up in a luxurious mansion, she always has a taste for costly outfits, while attempting to shatter the strict dull outfit expectations.

Face Claim[/column] Melisa Pamuk

description.







Likes
- parties
- fashion
- any type of dessert (but especially chocolate covered strawberries)
- the night
- gambling (only when she wins)
- reading

Dislikes
- liars
- losing
- society's norms
- blabbermouths
- eerie silence

Fears
- dying without a purpose
- bugs
like, dislikes, fears.








Important Family/People
- Roman Lacaour: By being the youngest of the three brothers and closest in age to Aviva, he is the most relatable to her. They often are here for each other and help each other in difficult times, but if he had to choose between Aviva and his elder brothers, he would choose his brothers.
- Nolan Lacaour: He is the oldest of the siblings, which means he is next in line to inherit the business. For some dark reason, he resents magic and anything to do with it.
- Owen Lacaour: Owen is the second eldest of the siblings. He is sweet, and doesn’t care for the business because he is married and has a child.
- Robert Lacaour: Aviva’s father. She loves him dearly but hates him for always trying to please society.
- Gwindyln Parker: Aviva’s mentor and closest friend.

Virtues
- Confident: Aviva has the confidence no one can fake. She was born with confidence and didn’t bother to let others’ opinions put her under a cloud for too long.
- Hardworking: Once Aviva puts her head to it, she is determined to get the task finished. She will stay up all night if she has to, to finish a task.
- Loyal: She keeps those who she considers friends close to her. Years of being brought down by the media had taught her to carefully choose friends who were loyal to her, and in return, Aviva was loyal to them.

Vices
- Rash: Aviva usually makes smart choices, but in times of panic or confusion, she often discards reality and faces the problem rashly. Some may call it “quick thinking” but this trait has been both rewarding and troublesome for Aviva.
- Stubborn: When she has her mind to something, there is no point to stop Aviva. If she wants something in a certain way, it is going to go that way. She gets this stubbornness from her father.
- Competitive: Aviva has been always competing, whether it is between her brothers or when she was in school. She strives to be the best. Unfortunately, this trait isn’t the best when looking for a relationship.

Neutral
- Cautious: Growing up wealthy made Aviva into a cautious person, not just of those not part of her class, but rick folks, too. She knew the sketchy activities wealthy people liked to participate in, therefore she is careful to spread information. Although it has kept her safe, this trait has hurt her when trying to make friends.
- Sarcastic: Aviva likes to be sarcastic, but her tongue often puts her in tense situations. Although this trait has its downs, it amuses her.
- Honest: Sometimes she can be too honest, but honesty is something everyone wants, right?
personality and family.







Aviva was born with a silver spoon in her mouth, but she wanted more than just that. She wanted gold.
Even as a child, she idolized her father, a famous businessman that created an empire out of nothing, but as time went on, she crept on the realization that she would be the last person to ever inherit his business. And so, her childhood dreams of sitting in the very chair her father sits in to preside over his business empire had been crushed. With three older brothers and a father that believed in the uptight society’s idea of men being superior to women, she knew she had no chance.
That is partially why Aviva is always competing with those around her: to show her father she was more than a daughter he can marry off to for the sake of his company and she was the better choice between her brothers. The other partial reason was simply because she adored the power it held over others. Aviva always strived to be better than those around her. She had a perfect record and unwavering A’s in all her classes as a student. Aviva even went far enough to learn how to paint, ski, and throw daggers. However, the most interesting concept she has ever learned- and perfected- was drawing runes.
It wasn’t easy to find someone who was mastered in runework, and Aviva had almost wept when she did find him. After attempting to knock off some of her father’s reputation by showing up in a scandalous dress to one of his parties, she was ushered out by her apologetic youngest brother, Roman, who left her by the road hastily in regret. Aviva had looked up at the sky, with tears lining her eyes, and cursed everyone at that party, especially her father. It had become a consistent ritual to glare at the sky and curse at her father, and she has never regretted it. That night, sitting on the curb, wallowing in her anger, a fairly old woman had approached her. She was everything the high society sneered upon, with a ragged shawl covering her dirty clothes, unkempt aging white wisps of hair, and feet bare, but Aviva had paid no attention. She had sat down, even though it took her old body some effort, next to crying Aviva, stating her name was Gwindyln Parker. It was this moment that Aviva Lacaour’s and Gwindyln Parker’s friendship began.
After just a few talks, Gwindyln had revealed she knew how to perform runework and offered to teach Aviva because in her perspective she “might die soon and someone had to know her teachings.” The learning was difficult, with several meltdowns and tears, but Aviva persevered. Soon enough, she was fluently drawing and activating runes, as if magic itself ran through her veins. The basics were easy, but with more learning came more runes- dangerous runes, such as those dealing with the dead and the living. They had frightened her, and she was right to be frightened. Although she kept her practice and learnings, Aviva had only ever used the death runelines once. She had resented that day, for it took the life of her best friend.
The Lacaour family have always received death threats. Rich folks always have, but they meant nothing. They were just words from a frustrated individual whose life had been destroyed because of a big business. It was the middle of the winter season and the day of an important charity ball when Aviva’s oldest brother, Nolan, had received a death threat via text message. He had shrugged it off with a laugh, but Aviva saw how it bothered him, how his eyes became shifty and his hands became fidgety. Afterall, it was the first death threat that was directed at him, not their father. That night, Nolan had wound up with a stab wound to his chest. Unfortunately, in the haste of the panic, Aviva drew runes to heal him up, forcing her to reveal the illegal learning she had pursued. Roman, who was also present at the scene, had stared in shock, but had sworn secrecy to her learnings. On the other hand, while Nolan’s life had been saved, he had called Aviva a "witch" and gone to find Gwindyln to hand her over to the authority. Perhaps it was jealousy, Aviva had never been able to find out what because when she had found out from Roman of his vicious plan, she took it upon herself to make sure Gwindyln would never be discovered by her brother. With that, she also took her leave from the glamorous city of Empyrea to the rugged streets of the Reach, for the better or the worst.

Reason for Accepting Invitation
After everything Gwindyln had taught her, Aviva wanted to know more about runes, and not just runes, but also raw magic. She grew up with tales of queens and kings that possessed great magic, so being able to see real magic right in front of her eyes is something she always wanted to experience. Furthermore, if all goes well, she can prove she is the best to her father.
background.






"It's all about the theatrics, honey."




codebytriples
 
Leo "Ticking Trigger" Cassio
description
“Sweetheart, sweetheart, it’s the final count down. I need you to shut up and dance with me.”
Description or FC: Not every demolition expert can be found stowed away in a basement, chewing cables and handling electrics. That is why from a mileage, Leo Cassio is just another mid-heighted blonde man generic to The Reach. Shockingly, nightclubs are his neck of his woods, and on the vows of cross my heart till I die, you’ll most likely find Leo Cassio at the bar with a shifty and lanky arm slumbered on the counter. You’ll observe that he’s scrawny in the way he leans forward in his bar stool; there is little to no health to him. More closely, you might also catch on that his fingers are almost always jittering. One can say it is the many woes of a engineer always in the mind of crafting. Make the distance elbow-width, and you’d see that he’s a slow talker, maybe due to his carnation soft lips or the lightness in the curves of his eyebrows that lift and fall when he converses with others. Some say that is why he's called the Ticking Trigger; you can never know what's coming and what will fire up around him. His cheekbones are fuller rather than pointed. He’s got hair golder than the real element and even the wind seems to be admirative of him when it came to styling. Perhaps, the only flaw that gives loudness to his role is his eyes-the color of brown cigar smoking to a blunter edge-that seem to often bring war and destruction with every ridicule as if moving chess on no board.


Important Descriptors: (piercings, tattoos, scars, etc)
Skin tends to be kept in utmost well condition.
A tattoo of a shadow of a boy trapezing into the hands of another at the end of his spine.
View attachment 760199

Typical Outfits:
Forget the thick goggles he engineers behind or the thick latex gloves that he sweats through. Leo Cassio is a sucker for open shirts with wild prints. He adores wearing loose shirts that give a Honolulu-vacation feeling in his bones.
name: Leo Cassio
nicknames: Ticking Trigger, Buh-Bye-Leo
age:23
sexuality:heterosexual
gender:male
role: Conman
face claim: Ross Lynch
positive traits

Versatile: To spin string to gold is near impossible even if you were Leo Cassio. Still, Leo Cassio is an independently made engineer who has become increasingly able to work with different resources and materials. He can produce last minute projects effectively under time constricted measures. This trait, of course, reasons fair with the unpredicatability of the sucess rate of his creations. Cross your fingers in hopes that he doesn't make an explosive for a mission that blows up at the wrong instance, at the wrong place, and at the wrong time.

Diplomatic: Leo loves to thrust flattery upon his clients, friends, and victims alike. It frequently brings out pride and the common, uncontrollable responses such as blushing and the boasting of chests. Being comical has always been the way to a human heart, and Cassio loves to socialize with humor to not only accomplish a goal but to uplift his own tragic life. Cordiality also drifts to carry far and often puts many people’s mind in their hands rather than the logical skull.

Innovative: Working with elements comes with grave peril, so Leo Cassio has become accustomed to drafting plans that go beyond the alphabet letter “A.” Quick thinking is something that he has come to master through exchanges with experimentation and pre-analyzing catastrophic creations. His eyes are always on the look out for outdoing his last destruction.

Focused: If Leo Cassio is bent on making something happen, it will happen. Nothing steers Leo from his missions, his ambitions, work, or relationships. (Unless you’re extremely attractive and come with exclusive offerings).
negative & neutral traits


Appearance over Personality: This flaw is drafted from his own creation of his mindset and while undyingly idiotic, it seems to affect those he gets in touch with outside of work. He is twistedly someone who is in the habit of communicating with pretty faces and graviates to sweeping personalities of average people under the rug.

Emotionally Abusive(to a degree): Words make or break lives, and Leo Cassio knows that to its most magnifying depth. He has used it before to curve people to do what his benefactors pay him to have done. Sometimes, he could be oblivious to this trait for he’s so normal to using his words as weapons rather than true genuinity.

Attention-seeker: Guilty as charged, Leo Cassio cannot get enough of being the life of the party. This is detrimental in the sense that he is slowly losing his ability to remain independent, and also signifies that he has become greatly dependent on his public image and reputation.

Favoritism: Everyone prefers one icecream flavor over another. Just make it people, and you’ll notice that Leo Cassio has preferences for who he works for, what type of mission he takes, and even the tip he pays to certain places her dines at.

Flirty: Seduction and one-liners is something that comes natural to Leo, and sometimes it wins him a new girlfriend for the week. Other times, it simply offers him a sliver of happiness.
.
likes & dislikes


Likes: Being pampered, watching NBC or FOX channel for Nascar races, croissants with shots, raves, dancing in neon-lit clubs, gymnastics, latin music, foggy skies, strolls to the local aquarium, one-night stands, board games, skinny dipping

Dislikes: Life making itself a rollercoaster, condemned to be irresponsible, called a clown, karaoke, Dance Moms, tourists, rustic housing, wet grass, people who chew gum, young children, doctors, courts.

Fears: Claustrophobia, getting chronically ill, returning home, being utterly lonely



items & invitation

Item(s)+ Enchantments:
A iron-metal ring that when enchanted can sever into four pieces, snappily cling on to four different walls of a room. When the wearer of the ring kisses his/her knuckles, the room is nuked into blasted embers of flame and fire.

Smartphone.

wip.

Reason for Accepting Invitation: Leo Cassio was looking for an additional benefactor to cover debt he owes to his gymnastics school. He also loves the quality of anonymity Q has put into the letter and just with that respect in mind wishes to hold strongly to the artifact.
about Leo


Going nowhere.
Nowhere.


Few years ago, he had penny-pinched rolls of nickels and pennies to buy ball game tickets. He only had run this hard once in his life, and it was that day. Vaguely, he remembered the sensation of his leaden feet framing against the road, pressure drawling on his legs. Long spurts of speed in the molten heat of that summer had glossed his face with moisture. But, conjuring strength, he had continued to run home. The tickets had crinkled from the top of the pockets of his threadbare jacket, and he had just turned towards his street to see his dad get hunkered down into a police car. Reds, whites, and blues blinded him as he fought, thrown hands and tongue-bitten rampages. Betrayal had come to him, and not just from his enemies. That was just one case, one life.
Next week, it was his uncle.
Then, his distant cousin. The names piled, portfolio after another dunked in pressured writing of dark prints and images.
“Baby,” his mother cried once, sliding down to her knees, “Don’t you let them get you too.”
Emerging from tight cuffs and sirens, life in the slums and struggling money, was Leo Cassio, master of masquerading faces and disguise.

Leo Cassio technically didn’t exist, chiefly not in the foolproof binders collecting dust in the hospitals of Vaimery, but a boy named Miles Carson did. Miles Carson was the son of a poverty-stricken couple born in late September. His father occupied a career as a downtown mechanic(at least on the surface) and his mother was a minimum-wage bartender. Conjointly parenting through tight schedules, both parents did the least to argue suspicion when Miles Carson was pronounced dead at the age of seventeen due to an accident that left him faceless and charred. Timeline based, this occurred solely two years after his father was arrested for the second-degree murder of Garret Finnley. Neither parent took the news lightly. His father received the news from unfolding his wife’s trembling, penned letter. He felt more ascended upon death than his life sentence when it came to the realization that his son was dead before him, and all he could do was be confined in his nauseous orange prison garments and thick shackles. Preliminarily, however, his mother was confided with the information through his best friend of the era, Jace Kennard.

This was all a pretense; Miles Carson was going to make the son of a bitch who framed his father pay. Seventeen candles was how long it took for the birth of Leo Cassio. Seventeen wishes was the hope it took to pay his friend to total his old man’s car, to bribe a funeral home to make him appear faceless, to set ablaze his fingerprints for new ones, to convince a worker in the graveyard to dig him a shallow grave, and then also for him to find him a quarter of a hour later to trench him out of a casket with a built-in holing for breathing.

“I’ve been dead before, Weasley Finnley,” he would ironically joke at nineteen at a reunion of the Finnley’s intermediate family in which he had arrived as Weasley’s best friend and secretary of his sprouting gasoline business, “And, what can I say? It’s like a bullet to the chest. Like Garret. Is that him?” The portrait in the back of that talk would be pointed to, and for a second Leo Cassio’s eyes would burn away with fury. To his dismay, all due effort and make-believe got Leo Cassio nowhere. The truth was that Miles Carson’s father was a killer, and that he wanted Finnley dead all along. When it came to such traumatic honesty, Leo Cassio felt a loss of words. How could he ever go back home to tell his mother? To talk to his father through visitation?

Thus, Leo Cassio continued to live. He applied to a gymnastic school, and tore down the bulletin he made for his father’s case. For a couple months, he was nose deep in drugs, showing to his classes with bloodshot eyes. He needed money to cover his schooling and supply of drugs, so he took a number from the newspaper clippings. Ringing it up, Leo landed himself a steady job at an auto shop. He remembered listening to the radio bachata music on those late nights while he worked under oil greasing. Days faded into nights, but crime was not finished with him. Soon, Leo became entangled once more in the life of crime.

There came a day in the late of July when Jace Kennard came bolting to him, breathing hard through his nose with sneakers that flopped open at the seams. Spawning words at the mouth, Jace would go on to explain that his mother had committed something terribly wrong. He'd say that there was a body of some man laying in between a wheel and a car seat without a pulse. Leo Cassio, ruptured to his bone, by this news would make it to the scene of the accident. Driven by fear, he'd identify the body to be that of another Finnley. Another Finnley! This began Leo Cassio's true life under the law. Yelling for his mother to get out of her vehicle with no time to explain his apparent liveliness, he'd go on to pull up the hood of the Finnley's car and anxiously hold a lighter from his pocket to the already exhausted catalytic converters. Sirens would sound from a couple streets away, but Leo Cassio would be successful. A couple degrees hotter and the car would explode, spreading flames onto the vehicle of his mother's as, and throwing Leo Cassio a couple feet back.

Why had his family been after the FInnleys? Would the Finnleys have been after Miles Carson if he were alive? Sparking from that aftermath came Leo's general trauma of vehicles(he quit his job because of this experience) and an awful, yet malacious fascination to how instinctful it had been to erase blame and names. He didn't wish himself a family of killers and manipulators who failed to explain or justify the "whys" when he begged to them about it, so his mother would leave his story at the foul stenching drop off at a train station.

Later on, he'd be more than willing to take up a room in an apartment owned by a few people who were questionable in their intentions, although it was through them that Leo Cassio began his study on explosives and arson. He couldn't resist the tug to know everything and anything. In fact, he would become a solid member of their semi-gang, teaming to help pitch in with wiring and administrating their works in action. His name would soon arise through the underground criminal rings, and he would be known.

Important Family/Important Friends:
Jace Kennard: Best friend of Leo Cassio and the only man who knows that Leo Cassio is Miles Carson. Jace continues to be in Leo’s life, popping in at nightclubs for clinking shares of glasses. He also brings updates on how Leo’s mother is faring and rumors of his father’s life in prison.

Weasley Finnley: Ever since Leo’s finished his investigation, an inner guilt has kept Leo from ditching Weasley. Weasley, apart from being a business operator of gasoline, is weak-minded, often blind, too trust-worthy and kind. How could he pain someone that vulnerable with the insight that he had just been using him?Plus, in terms of repayment of sins, Weasley’s father was cold-bloodedly murdered by his father, by the hands of someone in his own bloodline...
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code by fudgecakez
 
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Sebastian Vincent​
Name: Sebastian Vincent
Nickname: Seb, Sebbie (but, don’t)
Age: 26
Gender: cis-male
Sexuality: Pansexual
Role: Medic
Item + Any Enchantments: One of his proudest possessions, an unassuming IV bag with an attached tube and needle. It is always wrapped in thick black sanitary fabric and carried in his pocket. Along the top edge of the sturdy plastic bag is the rune-work that makes this object so special; upon activation of said runes, it manifests o-negative type blood for immediate use. It must be activated by blood of any type being spread over the runes, and it stops refilling when the blood is cleaned off the runes.
Due to the nature of the requirement for activating the enchantment, his wristwatch contains a small fold-away blade in case his patient isn’t already bleeding.

FC: Niclas Gillis
Important Descriptors: Seb is pretty well-groomed, leading to an excusable impression that he hasn’t made any alterations to his body. However, he does actually have three carefully planned and concealable tattoos: along his spine, his upper back near his neck on the left, over his heart.
He has a small circular scar on the upper left side of his chest, with a larger, more jagged scar on his back from the exit wound of the bullet.

Typical Outfits: Seb proudly claims that any style he has is purely effortless. To a degree, he isn’t completely wrong, but he checks his outfits in convenient mirrors a touch too often for that to be entirely true either.
Layers typically define his fashion choices, with neutral colored shirts layered over by a boundless supply of jackets, coats, or just button-up shirts left open to the breeze. He considers himself above jeans, but always wears something he can move freely in. This might be an excuse for him to wear sweatpants, but no one has a confirmed sighting of him in possession of anything resembling sweatpants, so that’s just speculation. In fact, he must be particularly down in the dumps to put on a sweatshirt instead of one of his more stylish coats, but that is a somewhat more plausible occurrence.
His keeps his accessories limited, with only his simple watch and occasionally a pair of sunglasses that are usually more of a statement than for practicality. He certainly isn’t shy of experimenting with his appearance, but it will always be underlaid with a heavy nonchalance that should be mistaken for careless ease.
~§~
Personality:
- Seb’s confidence in himself and his own skills is infallible. While self-doubt plagues so many of the people around him, he counts himself lucky that he’s never ashamed of his talents and abilities. Confidence is so ingrained in him that it even fills his posture and stride with a certain eye-catching quality that easily communicates his proudest trait. Other people’s faith in him, or lack thereof, is hardly of consequence to him, as he knows his own abilities well enough to not overstep them. Failure simply isn’t a choice he will make.
- Ah, charisma...bordering so carefully on lies and manipulation. But to his view, if his smile and charm make someone feel flattered or drawn in, an ulterior motive hardly matters. He can be engaging, charming, and interesting if he chooses, and isn’t particularly tight lipped about compliments either. It does border on flirtatious if he gets carried away, but that is often in the spirit of genuine fun. A rarity from him, to be sure, but occasionally honest all the same.
- Burdened with ambition beyond his nature, Seb doesn’t stray from his path easily. He takes his own efforts towards his goals very seriously. Although he can hardly be considered a studious man, he takes great pains in pursuing the things he desires the most. If those things are often power and prestige, he isn’t embarrassed of it. One day his drive and determination might even become directed towards something that most people would consider worthwhile and admirable. That, however, remains to be tested.
— Seb holds a peculiar hatred for being watched, most especially while he is working. He doesn’t hesitate to demand both silence and averted gazes from those present while he works, or sometimes even when he is simply trying to focus on a menial task. He certainly isn’t shy of ordering people around when his comfort is at stake, but he reasons that it is all for the sake of his patient’s better outcome.
— Seb would never recognize it in himself, but his confidence tends to walk itself firmly over to arrogance on a regular schedule. While an unfocused eye might stop at the label of confidence, those closer to him in proximity often can’t help but find that confidence abrasive to the point of recognizing it for what it actually is. For, although he has earned some measure of pride in his work and skills, he regularly goes the extra step in touting his prowess to the degree that no reasonable person would.
— Defensiveness, surprisingly, is one of his main traits. He can honestly be too open and free with personal information sometimes, but cross the invisible line and he takes instant offense. Certain subjects are just off-limits, and he offers no reason why. Abrasive though he might sometimes be, he is at least skilled at redirecting a conversation away from whatever topic he doesn’t want to discuss. As long as he isn’t asked a direct question about a forbidden subject, people might not even notice his discomfort.
- Seb proudly proclaims himself to be a pessimist, but, while undeniably cynical, he doesn’t actually see the worst in the world at every turn. Truth be told, his logical take on situations lends far better to a realist’s label. Given his cynicism in certain inter-personal situations, though, it may be fair to say that he is both a pessimist and a realist in turns.
- Seb walks a crooked edge with honesty and bluntness. He wouldn’t hesitate to call someone else out for lying or doing something wrong, yet sometimes he finds a generosity and restraint in himself that is difficult to summon spontaneously. He does, however, have a constant hate for being called out by other people, but his confidence (cougharrogancecough) usually allows him to escape such situations with a scathing retort and no hurt feelings on his part. As such, the value he places in the traits of honesty versus discretion often fluctuates without warning, as he struggles to control it in himself, and thus, generally prefers not to comment lest he bring attention to his own fickleness.
- Seb can be especially kind and gentle on occasion, but compassion and empathy often escape his grasp. That makes his easiest response one of sarcasm or cynicism. Avoid at all costs stating the obvious in his presence, as he simply can’t seem to stop himself from being especially rude under a facade of teasing sarcasm. He does try to respect the boundaries of those more sensitive people who make him aware of their vulnerability, but in general, it is something he has to apologize for after the fact.
~§~

Likes: Casual interaction with strangers || Performing well in front of others || Caffeine, particularly in coffee || Traveling || Time alone || Seeing progress in his work or towards his goals || Sleeping in tents, especially ones where you can still see the night sky || Learning more about true magic
Dislikes: Sleeping in the same room as someone else // Watchful eyes when he is busy // Unexpected invaders into his private space // Sweet foods (with the exception of ice cream) // Being woken up // Flippancy // People who use their insightfulness on him // Necromancy
Fears: The things he has locked in his past: he doesn’t want to see them again. Seb is ever watchful (borderline paranoid) for the past repeating itself.
Habits: Seb tends to get very little sleep at night, yet is usually awake by dawn. A noticeable result of this phenomenon is the everlasting presence of a coffee cup in his hand. (His genuine gratitude goes to anyone who brings him a spontaneous cup of coffee.)

~§~
Background:
Seb didn’t have much of a childhood to speak of. Certainly, his mother and father gave him the usual stepping stones of a childhood. Adolescence, pre-pubescence, puberty, raging hormones and rage. Seb’s bizarre charismatic apathy colored it all a pale shade of mundane. He had a dozen friends, a dozen invitations to parties, yet never anyone who was privy to even his lightest secrets.
Although he really had little to complain about in his ordinary, middle-class lifestyle, his belief that he should be something more than ordinary filled him with a considerable distaste for his own life.
It was a letter, shortly after his seventeenth birthday, that offered his life a chance for nobler things.

Although he would never discover the truth of it, the letter was the work of his father, who had an old friend in the royal guard who was glad to brag of bringing in a new recruit. Whether it was for the genuine purpose of giving Seb a direction in life, or simply to ensure that his unpleasant son would leave the house sooner rather than later, even Seb’s father himself couldn’t say.
Whatever the case, Seb leapt at the chance to join the royal guard: something bigger than himself. He did well, in the training camp, and came out the other side with discipline and a bold new sense of duty: and he met someone...

Although the royal guard had the fortune of being mostly precautionary, shortly after he finished training camp, he was called into action against the dissatisfied citizens who were rising up against a monarchy that no longer served them. Scared, but strangely giddy, Seb moved to the heat of the action along with his squad. Young, untested, green to the core...none of them were ready to witness the first bloody clash between citizen and military might.
To say that the streets ran with a river of blood would seem like a gross assumption of poetry, but Seb found himself lying prone in just such a river as the day waxed on. So-called enemy next to comrade, next to someone who didn’t even mean to be there at all. Though Seb managed to fight valiantly for someone who was so unprepared, he struggled to keep his wits about him, even as the fighting quieted down.
In the dragging length of the four years that followed, Seb saw new faces step up to his side, only to fall, and rise again, abominations to true life...other faces that stayed a while longer, then left, covered in blood. Why he made it through largely untouched, he couldn’t fathom: though for once he would admit that it wasn’t due simply to his own skill.
To his own strange surprise, he found that his skill was in fact for the medical side of things, and he became a valuable member of the front lines for it. However, he began to see more and more measures taken by the side he served that pushed his comfortable morals to their break. He struggled to decide whether he was on the right side, fighting next to brothers risen again, and cutting down those who wanted freedom, until it became personal. And he lost someone. Then he finally decided.
He had been on the wrong side of the war.

At last the rebellion was over, and it was simply over. Though the country had to rebuild itself, he had no place in it. In truth, he was simply lucky to have escaped repercussions for being on the losing side. He moved quietly to Vaimery, and was forced to pursue an average life, much as it disgusted him.

As he slipped into the stream of civilian life in Empyrea, a mere assistant to a doctor, he found time for contemplating the injustices of pain. Oh, not so specifically the things he had seen in combat, but more-so the idea that there was more magic could do for them than the simple runelines that made the hospitals run so efficiently. He became, admittedly, a touch obsessed with the whole idea of what true magic could do to stop disease and pain, apart from the twisted horror he found in necromancy. Though he knew the risks, he became convinced that he was skilled enough, his hands were good enough at healing, to manage a magical solution without the feared price to pay.
As his obsession grew, so too did his frustration at the limits that were placed on him as an assistant to a doctor in an anti-magic world. Although he could only look back on his fighting days with intentional forgetfulness and distaste, he could find no reason to carry on with his dull, limited life, instead of seeking the dissatisfied few who were rumored to be organizing a rebellion here in Empyrea. Again, life was treating him too much as if he were ordinary, and he wasn’t inclined to take it for something unchangeable.

~§~
Important Family/Important Friends:
Seb’s father:
An unremarkable man, indistinguishable from any other worker in a crowd. He always placed value in his reputation, and expected his family to share his concern with appearances. His relationship with his only son was never one of great respect or understanding on either side. Sending Seb away to the royal guard was a conscious choice, and after the rebellion was settled, Seb’s choice to slip away without a word was one that his father begrudgingly accepted. The man holds a limited curiosity for his son’s whereabouts, but has largely embraced the story he tells himself and everyone else: that his son died fighting on the wrong side of the rebellion, so got what he deserved.
Seb’s mother:
She was a quiet lamb, too innocent for the world, but safely cocooned in her husband’s house. As her two children grew to the age where after-school activities could keep them occupied, she allowed herself to venture into the business world, where she developed an admirable skill in entrepreneurship. She watched her son go into the royal guard with an acceptable measure of pride, but when he didn’t come home, she determined that it wasn’t her place to miss him too much. Seb holds no ill will against his mother for her passive role in his life, but he doesn’t delude himself that she would be happy to see him either.
Seb’s younger sister:
A delightful child, with many natural talents, and charismatic to boot...she was undeniably the favored child, but Seb hardly noticed. In fact, they had a mutual, unspoken agreement to pretend that the other sibling didn’t really exist. However, Seb would doubtless be mildly pleased if he heard of how she slipped out from under their parents’ thumb and happily married the woman of her dreams in a nice little house, with a nice little job.

Gabriel Barrsa:
Ah, Gabriel...One of the very first people Seb had ever known, befriended, and maybe even loved. They went through training camp together...survived many of the clashes in the rebellion together...maybe they should have even come out of it together. Truly, Gabriel was the one who seemed like he might share Seb’s luck with survival. But that was wrong. Survival was forced upon him. Yet still he died, a second time.

Reason for Accepting Invitation:
Quite frankly, he was bored. His average life, average job, had never given him the opportunities for greatness that he felt he could justly require from his future. If he hadn’t gotten an offer like this, he was beginning to fear that he would have to settle for hunting down the rebellion and utilizing his unappreciated skills there. But dealing with items of true magic? That’s a plus he simply couldn’t make refuse.
 
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KAI QUINN FOWLER

27 YEARS OLD
BISEXUAL
NONBINARY
THE INSIDE MAN
THE REACH
PERSONALITY

POSITIVE
Observant: Kai keeps a keen eye on the world around them, tuned into little details that others might never see. It takes a lot to make them miss something. They tend to think outside the box, and they enjoy using what they have to come up with unusual solutions to problems.
Grounded: When they’re not required to keep the truth hidden, Kai takes a very straight-forward approach to things. It’s hard for them to get overwhelmed by a situation, unless the odds are really stacked against them. They don’t sugarcoat criticism or harsh truths, but they don't shy away from showing appreciation and enthusiasm for the things they care about.
Personable: Kai's a big people person. They’re pretty extroverted, and can strike up a conversation with relative ease. Even when you don’t want them to. It's practically second nature for them, and they'll adapt their own persona to match who they're talking to. They make friends easily, and tend to assume the best of people they know.
Generous: They're of the opinion that a little kindness goes a long way, giving out favors and compliments wherever they go. If they've got a goal in mind, it's one of the easiest ways to gain someone's trust. And if you’re actually their friend, it's just a gesture of affection.

NEGATIVE
Show-off: Kai often takes unnecessary risks, since the more dangerous path is almost always the more interesting one. They don't tend to back down from a challenge, or anything they perceive as a challenge. This goes double when they're around people they like. Putting themselves at risk just to impress has only backfired a few times. They'll be fine.
Mischievous: Though they rarely want to directly hurt people, they're often tempted by the chance to mess with people. If they see an opportunity, they don’t waste it. It's satisfying, to get reactions out of people, and they'll keep gently teasing someone until they react.
Easily bored: Kai loses focus very easily. They wouldn't have got into their current position if they hadn’t, but at times it can be more of a curse than a blessing. They learn better from real world experience and trial and error than listening to a long explanation, and may tune out and get distracted if there’s not enough interest in what’s happening. If there's a more exciting option, even a bad one, they'll be inclined to take it.
Blunt: They’ll tend to speak their mind to people whenever they can, without pretense or subtext. This results in them often coming off as blunt or even rude to others. They’re aware of this, but they find dancing around a subject frustrating and unnecessary. If you trust a person, honesty is the best policy. Plus, they spend so much of their time hiding something or other, being able to speak openly is a relief.


NEUTRAL
Flirt: Kai's also an incorrigible flirt. And since they swing both ways, no-one is safe. Don't let it fool you, though. It’s almost always a way to fluster people or get out of a tough situation, rather than genuine interest in a relationship. They're a huge romantic, and wouldn't dream of actually picking someone up like that.
Curious: They’re interested in how the world, and the people in it, work. Though this can help them find out useful things, it can also tempt them into prying into things they really shouldn't. Both a blessing and a curse, really. They wouldn't have it any other way.


Likes: energy drinks, people, upbeat music, having fun, challenges
Dislikes: having to focus on one thing for too long, being alone, people who take things too seriously
Fears: being found out, hurting the people they love, tight spaces
BACKGROUND
The youngest child of just another little family in the Reach, Kai had a fairly normal childhood. They grew up quick and clever, but easily bored, preferring to have fun than play by the rules. Why spend time studying when they could spend it coming up with the most ostentatious way to cheat? They weren’t ever the teacher’s pet, but made friends easily with students and staff alike.

As a bet, they applied to one of the top jobs in the town. It wasn’t something they’d much ambition for, but Kai wasn’t going to back down from a challenge that easily. Armed with some carefully faked qualifications, information gained from to staff members they oh-so-conveniently happened to get chatting to, and a truckload of unearned confidence, they gave it their best shot.

And they did it.

It was satisfying, to be proved right, and the job was fun while it lasted, but all good things must come to an end. It was inevitable that they’d be found out eventually. Kai didn’t let it get them down, though. They could have just given it up there, found a legitimate profession and gone back to living life the boring way. Instead, they moved across town, made up a new name, and tried again.

It became more like a game than anything - seeing what connections they could get and where they could talk themselves into. They couldn’t stay in one place for long in case word got around, so they never held much loyalty to the places they worked for. And, since their entire existence there was based on deception, they didn’t see anything wrong with getting up to some other petty stuff while they were there. They’d pocket cash or items that caught their eye, accept bribes from acquaintances, let things slip under the radar just to see the little tangle of chaos that resulted. If it’s not going to last, what’s stopping them having a bit of fun? They’re not hurting anyone.

When Kai arrived in this corner of the Reach, the casino was an obvious place to come. It was easy enough to get into, and gave them the buzz of life and variety they looked for. Plus, those places were always loaded. The job’s not the highest they could have aimed for, but they’d take being down on the floor interacting with people, getting to know every bit of how things worked, over sitting in an office poring over spreadsheets and schedules. They’ve been at the job for maybe a month or two when the letter comes in. Just long enough for boredom to creep in around the edges of their daily life.

APPEARANCE
Faceclaim: Ari Fitz
Description: Kai stands at 5'11, with mid-brown skin and long dark hair most often worn in twist braids. They're naturally expressive, not afraid to laugh or grimace openly when engaged in conversation.

Important Features: Both their ears are pierced, along with a nose piercing they’ll occasionally need to hide with a clear retainer.

Typical Outfits: When they’re working, Kai will either be in uniform, or carefully pick out an outfit that fits the image they want to give off. When they’re on their own, they tend towards comfortable, casual clothes in bright colors, a break from having to think about things too hard.

OTHER
Nickname(s): They’ve got far too many aliases to count, but with people they trust, it’s just Kai.

Item(s) + Any Enchantments: A simple silver bangle, with runes discreetly etched onto its surface, activated by pressing their thumb into a certain point on its surface. When activated, it allows them to mimic any voice they've heard before. It works better the more they've heard of the voice. They tend to wear it on their left arm, tucked under a long sleeve if necessary.

Important Family/Important Friends: Their family back home, more than anything. Their mother, father, and older brother. Kai's always tried to make sure that the people closest to them don't get caught up in any trouble. They make friends almost everywhere they go, but don’t tend to get too close to people. Not much point, if it won’t last.

Reason for Accepting Invitation: The fact that "Q" found them and knew who they were, despite their constant changing identities, meant that Kai could be exposed pretty easily. But truth be told, the risk's never been a big concern. They're curious about it though. More than that, the prospect of being part of something so much bigger than themselves, something that truly challenges them, has always been exciting. Now more than ever. They’ve grown up on stories of old monsters and magic, the kind that could command the wind or raise the dead. To not only witness, but be part of that, is practically irresistible to Kai.

© pasta
 
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Name:
Daniel Lakarski (Formerly)
Julian Napure (Presently)
Nicknames:
Julius Kaeser (Known alias) | Sergeant Napure (Formerly)
Age:
Twenty-Nine
Gender:
Male
Sexuality:
Heterosexual
Role:
Traitor
Item(s) + Any Enchantments:
Camera - A simple digital camera small enough to be quickly pocketed and unsheathed for quick use.
Notepad and Pen - Nothing special.
Diamondback - A 6 round revolver with a 6-inch barrel. It's unlicensed and isn't registered to his name.
Eagle-Shaped Pin - An unassuming pin decorated with runework. It doesn't activate by normal means and is triggered when digital surveillance or a photo is being taken, when one of these triggers occur; the pin obstructs his face and causes it to appear deformed or blurred when viewed through digital means.

Description:
Standing at 5'11" topped off with 231lb of weight, Julian is rather bland. His skin is a pale white and his eyes stare a blank blue. His hair isn't tasteful either and his clothing consists of everything brood and whatever would make him be the thing that bumps in the night. He's not unique appearance-wise and is rather hard to pick out in a line-up.
Important Descriptors: Julian has one tattoo; a written oath on the left side of his back. Though it appears scratched out and scarred, Julian is sometimes seen scratching it on occasion.

Typical Outfits:
Checking Julian's closet, one wouldn't be surprised to find countless amounts of duplicate dark blue dress shirts and dress pants that always seem to be black. With a few trenchcoats and uniforms he uses to get by, Julian isn't one to wear anything flamboyant.

Personality:
Virtues
Cooperative | Cordial | Loyal | Dominating presence

Vices
Silent | Reserved | Impatient | High Expectations

Neutral
Intelligent | Quick thinker | Unmindful of morals

Likes:
Photography | Easy tasks | Exquisite dishes | Flowers
Dislikes:
Bright lights | Long drives | Having to wait | Prejudice | Obstructions | Royalty
Fears:
Death

Background:
Born in the Reach in a small neighborhood as what he described to be "on the other side of the tracks". His family was poor and essentially lived in the attic space of an already small building. Food was unattainable at their income, a month's worth of work equated to one proper meal suited one singular person. Suffice to say Daniel (Julian) wanted out as fast as possible. After many acts of rebellion and wanting to escape his small-town life. He ended up stealing a car when he was 17, though he didn't realize that the car he stole was an official car from the Royal Family.

He was eventually caught, though one member of the Royal Guard was impressed with Daniel and elected to induct Daniel into a proper school as his sponsor. The vote only barely passed among the officials as many weren't comfortable with the idea of a poor child allowed to be in a wealthy school. They believed that the fact that he was allowed in would push other lower-class families to try and get their children to attend. This kind of prejudice stretched into his school life. Kids would trip him in the hallway and teachers didn't quite like him either.

Daniel after a few months of attending what he felt was worse than the Reach, began living with his sponsor and their family, eventually changing his first and last name to appear better among the nobility. Exception to his sponsor, Julian's new family didn't take kindly to their penurious exchange student. Regarding to school life, it took his sponsor and countless nights of studying to get his teachers to even grade the assignments he was handed.

Julian's social life didn't improve but academically he was soaring. He graduated late due to circumstances with the school system and his registration, his sponsor reassured Julian that it wasn't caused by social status. After graduating, Julian applied for the Royal Guard, aspiring to become just like his sponsor and prove that social status didn't equal the ability to serve the country. Julian was accepted, mostly due to his high academic performance and relation with a current Royal Guard member.

He started as a trainee, many disregarded his past and focused on what he was capable of now. However, some focused on his origins and questioned his allegiance to the Queen. That small minority didn't bother him, neither did it bother his captain. After a good year, he was promoted to join a squad of Royal Guardsmen stationed to patrol the streets of Empyrea and some parts of the Reach. Around this time he became certified proficient in standard firearms array, a certification required to move up within the Royal Guard.

Preforming as well as he could for a menial job such as this, Julian was promoted to be the Guardsman for a high-class university campus. Julian eventually caught on to a plot formed by a malicious group of criminals who planned on intercepting various shipments to the palace. Julian alerted his superior of the matter and went on to foil the many plots. Julian was recognized for his initiative and observation skills, being promoted to Sergeant of the Royal Guard.

Having made a name for himself, Julian was invited to the palace for tea with the Queen herself. An honor many do not in their entire lives. Julian was humbled and joined the Queen in tea. They didn't discuss much; the Queen thanked Julian for his service. After one cup, Julian was escorted out of the palace. He figured the Queen was busy and that she need not be bothered by one sergeant. Returning to his duties, he was informed of another plot brewing to disrupt the royalty and their own responsibilities. Julian came to foil that one as well, along with the guard who told him of the matter.

Julian was set to be promoted after the incident but something came in the way. He was told by his chief that an executive order came down and that he would not be promoted at this time. Julian was bewildered by this fact but he didn't let it get to him. Only a year later, he was discharged from the Royal Guard for unknown reasons. Julian went on to become an authorized instructor Lanthanide Hills, a university situated near the palace.

He taught for around a year, his students liked him and many passed his class. At the end of the year however, Julian was informed that an executive order came down and that he was not allowed to teach; his authorization was revoked a day later. Julian still keeps in touch with his buddies in the Royal Guard, many are still willing to help him should the need arise.

Important Family/Important Friends:
Unnamed Mother - Julian hated his mother, mostly for not having any aspirations or goals or the willpower to achieve them.

Unnamed Father - Julian's father wasn't present for the majority of his life in the Reach.

Julian's Sponsor - A member of the Royal Guard, Julian respects the man though they have fallen out of contact ever since Julian was promoted to sergeant.

Reason for Accepting Invitation:
A vengeance, a vendetta. He knows not why he was discharged nor disallowed to teach but he has a lot of assumptions and guesses. He knows his way around the Royal Guard and how not to be spotted, not to mention the connections he has formed over the years. He would rather become the people he once imprisoned than continue living a life incapable of being lived.
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NAME_ Julian Napure
AGE_ Twenty-Nine
SEX_ Male
RANK_ Master Sergeant
STATUS_ Alive
CERTIFICATIONS_ Adequate in standard firearms array. Authorized instructor at Lanthanide Hills (Revoked).
SPONSOR_ Chief Master Sergeant W/Diamond Napure
REASON FOR DISCHARGE_ [REDACTED]
 

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