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C H A R A C T E R C O N C E P T P R O P O S A L



P O S T C A T A L O G:




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♦ ♦ ♦ ♦ ♦ SEASON TWO: TBD ♦ ♦ ♦ ♦ ♦


[COLOR=1E90FF][indent][sub][B]Location:[/B] [COLOR=SILVER][I]Location[/I] - [I]District/Country/etc[/I][/COLOR][/sub][sup][right][b]Season One #2.00:[/b] [COLOR=SILVER][I]Title[/I][/COLOR][/right][/sup][/indent][/color][sub]
[/sub][INDENT][color=1E90FF][sub][B]Interaction(s):[/B] [COLOR=SILVER][I]None[/I][/COLOR][/sub][SUP][RIGHT][b]Previously:[/b] [COLOR=SILVER][I]Season One Epilogue[/I][/COLOR][/right][/SUP][/color][/INDENT]
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Name: Thor Odinson, Princess Koriand'r, 89P13, Groot and Tigorr
Hero Name: The Guardians of the Galaxy
Known Alias':The Asgardians of the Galaxy, Thor, Starfire, Rocket, Groot and Tigorr
Age:
Powers:
Equipment:
Appearance: (Pictures allowed, but at least a paragraph of more in-depth description)

Known Affiliations: (Teams, associations, agencies, etc.)


Character Basis: Who is this character? Wiki link works just fine.
List of Reimagined traits: If a reimagining, then a summary of all of the major changes to their character.
Story Overview: A quick summary of who your character is, what they do and where their story is going. You don't have to go into great detail in public, but if you are going to be vague to keep everything a secret, at least PM me a more in depth version of this.
Sample Post: Think of this as your pilot. I'm not looking at what you write, but how you write it. Gives me a good idea of what kind of poster you are.
Post Links: (Please regularly update your CS to include links to the posts you make in the IC, makes it easier for people to read your story in consecutive order)
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C H A R A C T E R C O N C E P T P R O P O S A L



T E R R A N C E W A R R E N M C G I N N I S P E R S O N A L A S S I S T A N T G O T H A M C I T Y W A Y N E E N T E R P R I S E S
C H A R A C T E R C O N C E P T:


"The world needs a Batman."
A M A N D A W A L L E R
The Batman is an urban legend.

At least, this is what the majority of the world has believed since rumours of a giant bat-like creature preying on the superstitious and cowardly criminals of Gotham City began in the late sixties. Since that date, the rumours have persisted, if not grown as the entity known as the Batman began its caped crusade against the crime families of Gotham. A one-man army, the man beneath the cowl, the renowned billionaire playboy; Bruce Wayne, had spent most of his youth training his body and mind to avenge the death of his parents. Travelling the world, he accumulated the skills and talents required to wage his war before returning to Gotham to strike fear in the hearts of those who stood on the wrong side of the law. But Bruce Wayne was only a man, and men eventually become old.

A life of masquerading as a charming billionaire and a growling vigilante took a toll on the heir to the Wayne fortune and it eventually forced Bruce to retire his cape and cowl. However, fate would intervene as a young man named Terrance McGinnis was pursued by a gang onto the Wayne Estate grounds. Outnumbered, McGinnis was surprised to find himself aided by an elder man as Bruce Wayne successfully fended off the gangbangers become succumbing to the strain of the fight. Helping the older man back inside his home, Terry stumbled upon Wayne's secret.

Enraged by the young man's intrusion, Bruce banished Tery from his estate. It wasn't until Terry returned home after school to find his father murdered that he sought Bruce Wayne again. Pleading for the elder man's help, Terry appealed to Bruce not as a man but as Gotham's Dark Knight. Still, Bruce denied the young man and when Bruce had fallen asleep that night, Terry broke into the Batcave and stole a prototype Batsuit.

On that night, the Batman was reborn.

My story will pick up a few years later, revolving around Terry's career as he transitions from not only being under Bruce's wing but also from a teenager into a young man. Due to the anachronisms in place by having Terry and Barbara operating at the same time, I will be cherry-picking from both Bruce's and Terry's rogue galleries as I tell a story of legacy in Gotham City.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

While I had a solid story to tell with Namor, I struggled to stay above water with a character I honestly did not know enough about and was trying wholly to reinvent to fit a certain ideal I had projected onto him. With Terry McGinnis and the Batfamily as a whole however, I am far more versed in their stories, personalities, rogues and just Gotham in general. By doing Terry, I felt it would feel fresher than simply trying my hand at another version of Bruce which this game has already had two attempts at and additionally I couldn't likely do anything better than Master Bruce himself had done in UOU.

Instead, I opted to focus on a legacy and make Batman a character which spans the decades. This, of course, will lead to some anachronisms because of Terry operating as Batman while Barbara is still Batgirl, however, overall I feel it's a good fit for both the game and for me. As many of you are aware, Dick Grayson is my favourite character, however, I didn't feel as though he would be the right fit for the game especially with the Batman sized hole. Using Terry, he has enough similarities with Dick Grayson that I feel it allows me to scratch that itch while still playing a Batman and even being able to borrow from some of the Spider-Man feel due to where Terry is in his life compared how Bruce Wayne is traditionally portrayed.

The obvious influence of this story is Batman Beyond, but I'll also be drawing on The Batman, Batman: The Animated Series, Batman White Knight, Batman: Hush, Batman: Year One, The Dark Knight Returns, and The Nolan films. Additionally, I'll be looking at the newer DCAU films for inspiration and direction as they have a decent model for streamlining years of canon. Expect to see villains both familiar and redefined for this new continuity as I blend Terry's Neo-Gotham with the traditional city. Gotham has always been a city that transcends a definitive time era and this iteration will be no different.

C H A R A C T E R N O T E S:

▼ S E A S O N O N E S U P P O R T I N G C A S T:
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◼ BRUCE WAYNE
Ally, Mentor and CEO of Wayne Enterprises
Speech Colour: #44688C

-
◼ ACE
Bruce Wayne's Most Trusted Ally
Speech Colour: N/A

-
◼ DANA TAN
Terry's On and Off Again Girlfriend
Speech Colour: #ADD8E6

-
◼ MAXINE GIBSON
Terry's best friend, Unrivaled Hacker
Speech Colour: #c27ba0

-
◼ CARRIE KELLY
Max's Girlfriend
Speech Colour: #93c47d

-
◼ NELSON NASH
Friend and Athletic Rival of Terry's
Speech Colour: #f1c232

-
◼ CHELSEA CUNNINGHAM
Dana's Bestfriend and Nelson's Girlfriend
Speech Colour: TBD

-

▼ S E A S O N O N E A N T A G O N I S T S:
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
◼ ROMAN SIONIS
AKA Black Mask
Speech Colour: #181820

-
◼ OSWALD COBBLEPOT
AKA The Penguin
Speech Colour: #674ea7

-
◼ JERVIS TETCH
AKA Mad Hatter
Speech Colour: #38761d

-
◼ LONNIE LACHIN
AKA MoneySpider, Anarky
Speech Colour: Default

-
◼ WARREN WHITE
Crooked Financer
Speech Colour: Default

-
◼ THE JOKERZ
Led by Harley and Quinn
Speech Colour: Default

-
◼ THE SONS OF BATMAN
Led by Jean-Paul Valley
Speech Colour: Default

-
◼ THE MUTANTS
To Be Determined
Speech Colour: Default

-

▼ S E A S O N T W O S U P P O R T I N G C A S T:
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▼ S E A S O N T W O A N T A G O N I S T S:
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-
-
Once regarded as Gotham's Most Elligible Bachelor, Bruce Wayne is the sole heir of the Wayne Family Fortune. Residing alone on Wayne Estate, the one-time playboy is now a shell of his former self. Grizzled and weary, a life time as the original
BATMAN took a toll on the man.
S Y N O P S E S & P O S T C A T A L O G::

S E A S O N O N E - W E L C O M E T O T H E M A S Q U E R A D E:

► C H A P T E R O N E
WELCOME TO THE MASQUERADE

During the course of Season One, Terry battled the disturbed individual later dubbed the MAD HATTER. The Hatter, a Dr. Jervis Tetch had created the means to control the human mind. Striking a bargain with one of Gotham's reigning crimelords, the BLACK MASK, the Hatter allowed the Black Mask to use technology in exchange for payment. This payment came in the form of a young girl, a friend of Terry McGinnis'. Working together, Bruce and Terry managed to rescue the girl but not without gaining the attention of the Black Mask who has now put a price on the Bat's pointy cowl.

Characters Involved: TBD


S E A S O N O N E C R I S I S - M A S S P A N I C T I E - I N:

► C R I S I S T I E - I N
MASS PANIC

TBD

Characters Involved: TBD


S E A S O N T W O - M E M E N T O M O R I:

► C H A P T E R T W O
ONE NIGHT TO KILL THE BAT

TBD

Characters Involved: TBD


► C H A P T E R T H R E E
ANARKY IN GOTHAM

TBD

Characters Involved: TBD


► C H A P T E R F O U R
THE CHILDREN OF ARKHAM

TBD

Characters Involved: TBD


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LOCATIONS:
Entry information - Belongs to [player/character name]

IMPORTANT PERSONS:
Entry information - Belongs to [player/character name]

ORGANIZATIONS:
Entry information - Belongs to [player/character name]

EVENTS:
Entry information - Belongs to [player/character name]

OTHER:
Entry information - Belongs to [player/character name]
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C H A R A C T E R C O N C E P T P R O P O S A L
C I T I Z E N S T E E L


N A T H A N I E L H E N R Y H E Y W O O D G O V E R N M E N T A G E N T W A S H I N G T O N D . C . A . R . G . U . S .
C H A R A C T E R C O N C E P T:


"Get behind me."
"Where's your shield?"
"I am the shield."

C I T I Z E N S T E E L

Following Stryfe's attack on the United States and the creation of the Department of Metahuman Affairs, tensions between the general and metahuman populaces are at an all-time high. Even with all the good that the likes of Wonder Woman and the X-Men accomplished during the attack on New York, superheroes need a new face. They need a visage that reminds the people of the better times, not someone like Supergirl who gives off echoes of Wonder Woman. The people of the United States long for a certain cut of hero, one that is distinctly different from the Amazonian Warrior.

Enter, Citizen Steel.

Nathaniel Heywood is a homegrown American hero. An honourably discharged member of the United States Marine Corps, this is a soldier intended to remind the populace of the legendary Captain America. Heywood was one of several candidates approached by Amanda Waller to undergo an experimental procedure that promised to put the amputee back in fighting shape. Not only did Heywood regain his leg, but he also acquired the ability to coat his entire body in a steel-like substance, making him nearly impervious to conventional forms of harm. Backed by a division of Homeland Security known as A.R.G.U.S., the Advanced Research Group Uniting Superhumans, Citizen Steel is ready to take on the world and change public perception on superheroes and metahumans alike.

C H A R A C T E R M O T I V A T I O N S & G O A L S:

I chose to do Citizen Steel in order to have a vessel to direct this upcoming season's GM plot through. My goal is firstly to drive a stronger, more defined overarching plot going into Season Two, but also Citizen Steel will allow for more collaborative efforts and stories than what I have planned with Batman. Where Batman is very much off in his own corner, Citizen Steel will be wherever he needs to, going on missions across the United States, if not the world. Where Batman was treated as an urban myth, Steel is going to be very public. He's under a microscope every day, every action and every decision. This is a man who's being used to push forward an agenda, one he might not even fully comprehend yet.

Obviously, both in and out of 'verse, Citizen Steel is going to be inspired by Captain America. For me, that means MCU version of the character. But Steel will also be inspired by his DC's Legends of Tomorrow Counterpart and even some Superman. He's meant to be an all-American boy scout, an ideal to strive for.

Compared to Batman, I don't have his story fully fleshed out yet, and unlike Batman, many of his supporting cast will be available for other players to reference and interact with, just give me the courtesy of a heads up. His story is going to be based on the duality of his identity and more heart than brawn. Nathaniel was given the opportunity of a lifetime, and he's going to have to deal with how if something seems too good to be true it probably is, all while the world around him changes in real-time.

C H A R A C T E R N O T E S:

▼ S E A S O N T W O S U P P O R T I N G C A S T:
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◼ Bordeaux, Sasha - Supervisory Special Agent
---Speech Colour: TBD

One of A.R.G.U.S.'s highest ranking and most respected agents, Supervisory Special Agent Sasha Bordeaux was assigned to Nathaniel Heywood to act as Citizen Steel's handler. Known as Waller's Right Hand, Sasha Bordeaux is assumed to be the ideal replacement for the Wall should she ever choose to retire. For the time being, however, Sasha's orders are to ensure that no harm comes to America's newest superhero.

◼ Calvin, Wilma - Chief Medical Researcher
---Speech Colour: TBD

Among A.R.G.U.S.'s staff, Dr. Wilma Calvin is known as the Miracle Worker. It was Dr. Calvin who led the team that performed Project Gladiator, intending to replicate the procedure that gifted the world Captain America during the Second World War. Instead, they created Citizen Steel. While Dr. Calvin continues to try to replicate the Super Soldier Serum, she is also mandated to perform regular check ups on Nathaniel to ensure A.R.G.U.S.'s newest asset is kept in prime condition.

◼ Choi, Ryan - A.R.G.U.S. R&D
---Speech Colour: TBD

A former student of both Hank Pym and Raymond Palmer, Ryan Choi was recruited out of M.I.T. by A.R.G.U.S. and quickly assigned to Research and Development. A mechanical genius, Choi is the leading developer not only for Citizen Steel's suit and weapons but also all of A.R.G.U.S.'s anti-metahuman arsenal.

◼ Morse, Barbara - Agent of A.R.G.U.S.
---Speech Colour: TBD

A member of Dr. Calvin's Project Gladiator, Dr. Barbara 'Bobbi' Morse is a bright, young biologist turned agent of A.R.G.U.S. Assigned to Citizen Steel, Bobbi is Nathaniel's chief caretaker and reports the heroes achievements, limits and general health to Dr. Calvin. in addition to medical, Agent Morse is a trained field operative and often accompanies Citizen Steel when the hero is deployed.

◼ Waller, Amanda* - Director of A.R.G.U.S.
---Speech Colour: TBD

What happens when an unstoppable object meets an unmoveable wall? Amanda 'The Wall' Waller is a force few can stand to be in the presence of, let alone stand up to. Unflinching in her resolution, it is Amanda Waller who made A.R.G.U.S. the asset it is today. Acting as Director of the organization, Waller has contacts within S.H.I.E.L.D., the United Nations and especially the Oval Office. Rivalled only by Nicholas J. Fury as the world's foremost intelligence agent, there is little Waller doesn't have her hands in or know about.
*Disclaimer: Amanda Waller is a public character, while she's necessary for Citizen Steel's story, I understand that she's a character with widespread influence and by no means claim exclusivity over her use.

S A M P L E P O S T:


P O S T C A T A L O G:

~Coming Soon~

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C H A R A C T E R N O T E S:

▼ S E A S O N O N E S U P P O R T I N G C A S T:
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▼ S E A S O N T W O A D D I T I O N A L C A S T:
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[/INDENT][/COLOR]

Boston
Blue Beetle

Central City
Flash

Dakota
Static
Vixen

Hub City
The Question

Los Angeles
Stagg Enterprises

Malibu
Active
Iron Man (Webb)

Inactive
Iron Man (Sep)

Metropolis
Active
Supergirl (Iceheart)

Inactive
Supergirl (Gowi)

New York
Active
Daredevil
Iron Man
Spider-Man

Inactive
X-Men

Events
Along Came A Spider
Expo
Mass Panic

Seattle
Martian Manhunter

Star City
Active
Arsenal

Inactive
Green Arrow

Event
Mass Panic

Washington D.C.
Active
Citizen Steel
Wonder Woman

Organization
A.R.G.U.S.

Events
Wonder Woman's Hearing

International
Active
Captain America
Wonder Woman
x-23

Organizations
S.H.I.E.L.D.

Events
Transia Incident

Cosmic
Active
Guardians of the Galaxy
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Freedom is never voluntarily given by the oppressor; it must be demanded by the oppressed.


Location: San Francisco, California - The United States of America
Big Boots to Fill #1.01: The New Captain America

Interaction(s): None
Previously: Season One - Epilogue

It was another beautiful, sunny day in California. Traffic was flowing smoothly while people hurried along the crowded sidewalks. Amongst the crowds were a couple; a young man and a woman. The pair were tightly holding hands, excitedly chattering back and forth while they practically skipped towards the towering stone building in the middle of the street.

"I love you, Punch."

"I love you too, Jewelee."

Reaching into her bag, the woman withdrew a folded weapon. The spring-loaded mechanism extended the firearm into its full configuration. In the same swift movement, Jewelee cocked the folding shotgun and pulled the trigger into the armoured chest of the nearest security guard. He toppled to the floor, the force of the shot rendering him unconscious.

"Alright, everybody be cool, this is a robbery."

"Any of you fuckin' pricks move, I'll execute every muthafuckin' last one of ya!"
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Character Name


Rachel Roth
Raven

Age


17

Attributes & Abilities


Raven is a Cambion. That is to say; she is the child of the demon Trigon and the human, Angela Roth. Due to the unholy union which brought about her birth, Raven is capable of feats which many consider unnatural. She is firstly an empath. Raven can sense, influence and manipulate the emotions in others. This ability manifests in different variations, from causing supremely destructive pain, inducing tension, and fear-based illusions. It can extend to stealing emotions from others and even feeding off of negative emotions to increase her powers. However, feeding on negative emotions comes at the risk of her demonic side taking hold. While the demon is in control, Raven's powers are fully unleashed but any trace of humanity, including sympathy and empathy, are gone.

Additionally, Raven can also heal others by absorbing the pain of the wounded into herself. Mortal injuries present a threat to Raven herself though, as the sheer pain can cause the girl to pass out, falling into a near-comatose state until her body has sufficient time to recover. For wounds she has sustained herself however, she must invoke the opposite and transfer her pain and subsequently, the wound onto someone else. An act not easily down while keeping one's own conscience clean.

Raven's primary method of defence is through the means of astral projection. She can project her soul-self astrally, manifesting it as a solid black energy form that takes the shape of her namesake. Raven has displayed the ability to control her soul-self in a number of ways. She is able to manipulate and generate both shadows and darkness. Manifesting these voids of light into a physical form, Raven can use them in various ways, including the emulation of telekinesis. Through her soul-self, Raven can travel long distances, become intangible, or communicate telepathically. Her soul-self can also act as a shield, capable of absorbing attacks to protect its host. Lastly, Raven can convert her physical body into her soul-self being able to teleport herself and others.

As a student to the monks of Azarath, Raven is an adept in the mystics. Granted a particular affinity for the arcane due to her demon blood, Raven has learned reasonable control over various incantations and rituals at an accelerated rate. However, as Raven is not a member of the Homo-Magi, she can not merely cast magic. Instead, any spells performed must be carried out ritualistically. Magic requires time and preparation meaning its by no means a first resort for the teenager.

Raven's connection to her father and his realm has also allowed her limited precognition. When in physical contact with a person or object, Raven is sometimes able to see briefly into a possible future. This ability primarily manifests if the person is near death or in immediate danger. Alternatively, Raven is also able to scry events utilizing past evocation. This method of postcognition allows her to events which have previously unfolded around a person or object. Neither of these abilities is particularly reliable, other occurring involuntarily and infrequently. When they do manifest, Raven if often left weakened and fatigued.

Character Synopsis


When the Daughter of Madness weds the Brother of Blood
Trigon shall reign on Earth


This doomsday prophecy has loomed over Raven her entire life. Fears of the events foretold driving her every action. But to fully understand Raven's plight, one must first understand where she came from. Raven was born to a human mother and bred of a demon father. She has lived her life straddling the line between worlds. Her mother grew up in a repressed conservative household. Dominated by a restrictive father, Angela Roth was more often than not on the receiving end of her father's abuse.

Fleeing that life at the age of seventeen, she was left to fend for herself and quickly became destitute. Floating from shelter to shelter, Angela eventually found her way to the Church of Blood. Despite the ominous name, those inside welcomed her with warmth like Angela had never experienced in her own home. It was here, in the Church of Blood that Angela finally believed she had found that which she longed for.

Acceptance.

How wrong she would be though. Inducted into the church, Angela was groomed to be part of their small community. Their leader, Brother Blood, took an interest in Angela and soon she found herself receiving special treatment. It wasn't long after this she found herself marked as a sacrifice for the demon known as the Lord of Madness. The Church of Blood was not born on the blood of Christ. Instead, it was born of servitude and that service was to the demon Trigon. Summoning the demon, he appeared before them in the guise of a man. Bringing Angela into his realm, the young woman became infatuated with his appearance and was soon seduced. It wasn't until she had laid with the Lord of Madness and been implanted with his seed that Angela saw Trigon for what he truly was.

Expelled from Trigon's realm, Angela found herself transferred from a cage to a prison. She was returned to the Church of Blood so that they may keep a watchful eye while she bore the demon's child. The child within her was prophesized to be the bridge for Trigon's domination of Earth. The Church, for its part, was intent on ensuring no harm came to neither the child or its mother. Angela, however, managed to flee the Church. Pursued and desperate, she attempted to take her own life only to be stopped.

Angela's saviour turned out to be a messenger from a realm known as Azarath. A dimension built on peace and spirituality, Azarath was a chance for Angela to have a fresh start. Hidden from the prying eyes of Trigon, Angela was made anew in the eyes of the monks who dwelled among Azarath's temples. In the spirit of her rebirth, Angela was given the name Arella.

Azarath would also go on to be the place where Raven was born. Raised among the temples and its monks, Raven was trained to control her emotions from a young age least she unleashed the demon within. The Azarathian leader, the Azar, took a particular interest in the young girl. Taking Raven as his personal pupil, he taught her to control her dark side. Once he felt she had control over that, the Azar expanded the girl's studies. She was taught about her father, his realm and those that dwelt within it. She was taught the arcane and the mysterious between worlds.

And then came her sixteenth birthday.

Azarath was invaded. On the day that Raven had turned sixteen, something within her had called out to her father finally alerting his blinded eyes to her location. Sending an army to reclaim his daughter, Raven was forced to watch as the pacifist monks were slaughtered defending her. Cornered and with nowhere to run, Raven was nearly captured if it wasn't for the actions of the Azar. Driving a knife through Raven's heart, he killed the girl, sparing her of eternity in servitude to her father.

But Raven didn't die.

As a Cambion, neither hell nor heaven was open to her soul. Instead Raven woke up gasping for breath in a body that was not her own. Possessing the body of a recently deceased teenage girl, Raven found herself back on Earth. In New York City no less. Forced to be resourceful, Raven reinvented her identity, adopting the name Rachel and her mother's former surname of Roth. It has now been nearly one year since Raven has been on Earth and she knows with each passing day, her father is getting closer to finding her.
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O U T O F C H A R A C T E R

═══════════════ P O S T L E N G T H ═══════════════

Variable.

Length is entirely dependent on the situation. My minimum posting length would likely clock in around three to four paragraphs. Smaller if I was responding directly to someone and not trying to advance the scene myself.

When I'm driving the plot, my posts often run between 3000 to 6000 words as needed to properly advance the plot and/or scene. I strive to avoid writing posts which don't accomplish anything and prefer to optimize my content no matter the word count.

══════ C O L L A B O R A T I V E P R E F E R E N C E S ══════

I don't enjoy writing out player versus player combat at all. I find it becomes a battle of egos and often drags on far too long, boiling down to strike, dodge, counterstrike repeat. That said, collaborative posts are ideal for conversations so long as everyone in the scene is able to be included.

I'm a strong believer in outlining collabs before writing them. A skeletal outline help keeps the collab on task and prevents it from becoming a ramble. Too often I've seen collabs that are supposed to be a quick conversation between two characters become a fluff piece that does little beyond spotlighting the characters involved to only the benefit of the egos of those involved.

Ideally, collabs should also be written from an agreed-upon perspective. Changes in perspective every paragraph are jarring and break up the flow of the piece. In this case, you'd be better off to post back and forth instead of bothering with the collaborative effort.

══════════ W R I T I N G P R E F E R E N C E S ═══════════

Grammar and depth of writing matter to me but not to the point of being a stickler. I enjoy a well-written post as much as the next roleplayer, however, being technically sound doesn't always make a piece enjoyable. There are plenty of writers on the forum who suffer from consistent typos and breaks in syntax without sacrificing reader enjoyment. This is a hobby, people make mistakes. Just make your posts legible without blatant errors and I'll be happy.

═══════════════ P L O T C A N D I E S ═══════════════

Thematically, I'd like to explore more of the 'Space Western' side of Star Wars with my character and his supporting cast. Hunting, heists and capers are all crucial to this character's build and themes. There will be no shortage of seedy exchanges and shady employees for Sabata and the Starbird Courier and Cargo crew. Additionally, both Mandalorian culture and their identity are also equally as important to explore with Sabata. Mandalorians get a bad rap for being all business and war, but their culture goes far beyond that and is built around family. These themes would be a lot of fun to explore especially given how blood relation and birthplace means so little to them.

══════════════════ D I S L I K E S ══════════════════

I'm not fond of plots which are drawn out for no reason beyond players wanting to showboat or simply find themselves in a ramble. Likewise, I'm not a fan of forced interaction, especially if said interaction doesn't advance either character or the story. In general, I can say that I'm not a fan of posts which don't 'go' anywhere.

══════════════════ N O - G O E S ══════════════════

Given the amount of work that goes into these sheets, I'd rather not have the character die unnecessarily. Beyond that, I don't do forced plots or interactions simply because someone wants to interact with my character. If our plots cross naturally, I welcome that but don't ask me to be shoehorned into a story simply because you think my character would be fun to interact with. I'll take organic growth and interaction any day over predetermined bogus that breaks characterization.

═══════════════════ G O A L S ═══════════════════

I am a long-term planner. I'll develop an over arching story and then layout it on a post by post basis of how I want to accomplish it. I have no issue in writing solo to achieve these plans but also don't mind working with others if our situations align. That said, my plot will primarily be driven by Sabata's need to redeem himself in the eyes of the Resol'nare while also taking work both for himself and alongside the crew of the Jai'Galaar.


S A B A T A E L D A R
"I don't allow the beasts to suffer, only the animals."

═════════ H O L O N E T I M A G E ════════
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════════ T R I B A L R E C O R D ═════════
Sabata Eldar, Son of Declan
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Clan Eldar of House Bralor | 36 | Kiffar
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Widower || Demisexual
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Big-Game & Bounty Hunter and Mercenary
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Born: Dxun | Currently: Naboo

═══════ P H Y S I C A L P R O F I L E ═══════

═════ P E R F O R M A N C E R E C O R D ═════

═════ M I S C E L L A N E O U S I T E M S ═════

══════ D E T A I L E D A P P E A R A N C E ══════

Standing within the average height for a humanoid male, Sabata is approximately one hundred and eighty centimetres tall and weighs in at eighty-two and a half kilograms without his armour. Broad-shouldered, his body is evenly proportioned and covered in lean, compact muscle from a life of combat. Sabata's skin tone is darker than the average humanoid, having a bronzed, almost tanned complexion due to his Kiffar biology. His eyes have the appearance of two burning stars. Sabata's irises are coloured with deep shades of orange and flecked with gold which stands in strong contrast to his dark pupils.

While the majority of Sabata's face and neck are kept clean-shaven, he maintains a small beard around his mouth. His dark hair is kept in dreadlocks that are swept behind his head, often bound together for ease when putting on his armour.

As a male member of the Kiffar species, Sabata has little to no physical differences to the average human. The only noticeable difference between the Kiffar and humans are the presence of the qukuuf; the traditional facial markings of the species. Like all Kiffar, Sabata's qukuuf are inherited from his mother in accordance with the Kiffar belief that it is through one's mother that the child is given both life and the power of the Force.

In Sabata's case, his qukuuf appears on either side of his face in the form of three dots alongside a pair of parallel lines. The lines run vertically, starting on his cheekbones and ending a third of the way down his cheek. Drawn in a dark red, the rear line has a curve at the top that extends towards either ear while following the curve of the eye socket and ends curved upward towards the eyebrow. Additionally, his qukuuf also consists of a pair of parallel rings drawn either upper bicep. As with the markings on his face, these are also red and contain dots staggered on either side of the rings.

In addition to his qukuuf, Sabata has two chosen tattoos. The first is of Clan Eldar's sigil is located on the inside of Sabata's left forearm. The sigil depicts the head of a Raquor'daan, a wolf-like creature in solid, black ink. The second tattoo is of the Mandalorian mythosaur against a red lightning bolt. This tattoo is inked on his right shoulder above his qukuuf.

When out of his armour, Sabata prefers simple, loose-fitting garments. He tends to stick to neutral tones and avoids colours which draw unnecessary attention. His wardrobe is limited, as is the Mandalorian way, but he keeps two outfits which manage to provide adequate protection for the majority of climates. His current Mandalorian armour, however, is painted in reds, oranges and grays. Primarily red, Sabata chose the colour to honour his parents before placing grey stripes to display the mourning of his wife and child. Lastly, Sabata accented the armour with orange to show he isn't giving up and still has a lust for life. Much like Sabata himself, his armour is decorated with various markings from the Starbird of Rebirth on his left shoulder, to the emblem of Clan Eldar over his heart plate and lastly, the pair of Jaig Eyes adorning his helm.

The armour is often accompanied by a heavy brown half-cape draped from Sabata's right shoulder. The garment is sealed and water-resistant, having an almost leather-like texture. While it does little in terms of protection in a fight, it does allow Sabata an element of surprise due to concealing weapons while additionally providing some camouflage in applicable settings.
---══ P S Y C H O L O G I C A L E V A L U A T I O N ══

Description
(This section can be moved out of the 'table' coding if 'Detailed Appearance' runs too long)

▼ S H O R T C O M I N G S
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Flaw
Description

---═══ M A N D A L O R I A N P H I L O S O P H Y ═══

Having been raised on Dxun, Sabata was primarily influenced by the beliefs of the Neo-Crusaders in his youth. With the Clans scattered and broken, the ideals of uniformity, structure and expansion were certainly enticing to a brash Mandalorian. However, as he grew, Sabata began to put the Resol'nare above all else. Learning the six tenants and finding his own personal interpretations, Sabata began to develop a more traditional outlook. Realizing that being Mandalorian was not something that could be thrust upon someone but rather something that must be strived for, he began to adopt a more traditional Crusader outlook and apply it in his life.

For Sabata, any action he takes should bring honour and glory firstly to him, then his family and lastly the Clan and Mand'alor.

---═══════ M O T I V A T I O N & G O A L S ══════

Description
(This section can be moved out of the 'table' coding if 'Detailed Appearance' and 'Personality' run too long)

---═══════════ B I O G R A P H Y ════════════

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"Life before Dxun is nothing more than a fleeting shadow. I've always been Mandalorian."

An orphan from the twin planets of Kiffex and Kiffu, Sabata Eldar has no memory of his life before adoption. Though was not something Sabata ever felt the need to dwell upon as one's place of birth had no relevancy in Mandalorian society. Raised from near-infancy on the Demon Moon of Dxun, Sabata breathes the Resol'nare; the Six Actions which make up the tenants all Mandalorians swear to live by. From the moment he could talk, he could recite the tenants despite being far too young to fully comprehend the depth of their meaning.

Reaching the age of eight, the young Mandalorian began to accompany his father, Declan, into the jungles of Dxun. It was around this time that Sabata first discovered his psychometric abilities inherited through his biology. It wouldn't be for many years later that Sabata would learn that only one in every one hundred Kiffar were born with psychometry; the ability to read the memories of inanimate objects — including formerly animate objects such as the deceased — through physical touch. Despite having this advantage, Declan refused to allow his son to rely on his unique talent and taught him instead to hunt the same way his father had taught him.

The jungles of Dxun were a dangerous place which made them the perfect training grounds for any young Mandalorian. Like others his age, Sabata cut his teeth fighting the native fauna such as the booma and cannok. By the age of thirteen, Sabata was deemed ready to face his verd'goten; a Mandalorian rite of passage to adulthood. For his verd'goten, Sabata was tasked with killing a maalraas; a dangerous predator capable of rendering itself invisible using the Force. As Maalraas hunted in packs, half the challenge laid in getting one alone.

Sabata's vert'goten lasted nearly seven standard weeks. Day and night spent in storming jungles of the Demon Moon with nothing but his father's beskad, a single blaster and a rucksack containing limited rations. It wasn't until Taungsday of the third week that Sabata finally found a lone maalraas. Managing to get the drop on the predator, he nearly spent all of his blaster's magazine in that first encounter only to barely escape with his life. For the remaining four weeks, he played a game of cat and mouse with the beast. Both Sabata and maalraas spent time between their encounters licking their own wounds. For Sabata, this meant relying on the herbs and ointments he was able to harvest from the jungle to ward off infection and fever.

Finally, the pair had their final fateful encounter. By this point, Sabata was nearly two weeks without rations and his blaster ruined from the jungle's humidity, mud and constant rain. The fight came down to beskad versus claws, instinct versus raw ferocity. The maalraas held the advantage over the majority of the fight. It was better rested, better fed and better prepared. For Sabata, the beast was like nothing he had ever faced before. He would go on to retell the story from a perspective where he had held the upper hand. But the truth was that Sabata got lucky.

With a final pounce, the maalraas pinned the young Mandalorian to the ground. Its snapping jaws falling just short of Sabata's face. To this day, he can still feel the warm saliva running down his brow. But with that fateful pounce, the maalraas had impaled itself upon Sabata's ancestral blade. The beast's body was heavy and Sabata was exhausted. But the adrenaline of his triumph allowed him to push the corpse off of him and sever its head before returning home.

His mother's uj'alayi had never tasted as good as it did that night. Returning home, his Clan celebrated his ascent to adulthood, reviling through the night in a way only Mandalorians could. That night was also the first time that Sabata met Amira of Clan Deshra, the woman who would go on to become his wife.

Now deemed an adult, Sabata was expected to take on more responsibilities within the clan. Apprenticing under the Clan's weaponsmith, Sabata showed a natural talent for the forging and maintaining of both weapons and armours. While under this apprenticeship, Sabata forged his first set of beskar'gam.

At the age of sixteen, Sabata was wed to Amira Deshra. The pair enjoyed a private ceremony before joining the rest of their clans to celebrate their nuptials as was traditional. No longer a part of Clan Deshra, Amira would integrate into Clan Eldar and with Sabata's help find a place to use her skills to the benefit of the Clan. Though content with their new lives, Mandalorians often crave battle, especially those with youth still within them. The Mandalorians had yet to enter the Great War raging between the Sith Empire and the Galactic Republic, but that was all about to change when a new Manda'lor arrived.

▼ T H E G R E A T G A L A C T I C W A R ( 1 3 1 3 - 1 3 2 7 P R E )
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"There's nothing a Mandalorian loves more than a good fight, except maybe their child."

Shortly after the matrimony of Sabata and Amira, the call of the Mand'alor, Mandalore the Lesser, reached Dxun. The Mand'alor, an infamous gladiator from the sands of Geonosis, had set out to unite the Clans. Rallying them together, he aimed to align them with the Sith Empire in order to push back to the Republic and finally destroy the Mandalorains' greatest enemy, the Jedi.

In accordance with the tenants of the Resol'nare, the Mandalorians were to answer the call of the Mand'alor. Sabata, like many others, felt compelled to comply and when the Mand'alor called to Dxun, the House of Bralor answered. Mandalorians were almost singular in their efficiency when it came to waging war and the village of Clan Eldar was no exception. Within hours of receiving the call, Sabata had already begun to modify his beskar'gam for active combat.

At this time, the Great War was considered to be at a stalemate. But the addition of the Mandalorian Clans was the first step in tipping it in the Sith's favour. This was solidated with the Mandalorian Blockade of the Hydian Way. Boarding the Clan Eldar warship, Sabata found his place working to help maintain the ship's weapons systems. Along with others of similar talents, Sabata was charged with keeping the weapons calibrated and serviced. Any damage that came to the ship's system, Sabata was to aid in the repairs, even if it meant taking a walk onto the ship's exterior. This was a service he would provide for the next long year.

The Adenn'parjai saw action in almost every major battle over the course of the year. Sabata had never been aboard a ship before this time, let alone left Dxun. He only had limited experience with the village's defences and working aboard the Adenn'parjai required a lot of on the job training. This was most apparent during the ship's first actual engagement.

Sabata had calibrated the ship's weapons, but he had failed to take into factor the differences in space and ground warfare. He hadn't accounted for the numerous other systems onboard the ship and had diverted the majority of the ship's reactor power to the turbolasers. When the Adenn'parjai opened fire, she obliterated her targets in a single blow at the cost of nearly shutting down all but essential systems across the massive vessel. While the ship ceased fire, Sabata and the other weapons technicians scrambled to repair his mistake but it was too late. The Adenn'parjai suffered heavy damage due to Sabata's miscalculation.

Heavily reprimanded for his mistake, Sabata was temporarily reassigned to aid with medical and dressing the injured in order to learn the consequences of his actions. He was not returned to his original position until the repairs to the Adenn'parjai had been completed nearly three months later. However, by the end of the blockade, Sabata would go on to earn the respect of his peers. His mistake had provided a learning experience and a life lesson. The weight of the dead and injured sat on his shoulders and at the end of each rotation, before Sabata slept, he would say aloud the names of those who had been harmed by his actions. No longer a wet behind the ears recruit, Sabata had gained seniority over his fellow weapons techs and worked hard to ensure none repeated his error.

Still, the young Mandalorian longed to have his boots on the ground. A wish that wouldn't come true under the Battle of Ord Radama. When the Blockade was broken, so too was the united Mandalorian front. But that didn't mean their services weren't still desired. Shortly after returning to his family on Dxun, Sabata was recruited by his father to aid the Imperial attack on Ord Radama. Declan had been approached with a rather lucrative sum to put together a squad of Mandalorian warriors. Departing Dxun, the group flew to join the Imperial Assault.

Storming the planet's capital of Livien Magnus, the Imperial forces lay siege to the city. The city's defences held against the Imperials' initial assaults but eventually, they fell to the Sith's deception. On the orders of Sith Lord Adraas, a team of battle droids were sent as a distraction while Darth Venemal led a team of commandos to penetrate the thus far impregnable city. The small group of well-paid Mandalorians were brought in to aid the Imperial efforts and bolster their ranks. In addition to both Sabata and his father, the Mandalorians also included Amira, Sabata's wife, among their ranks.

Once inside the city, the team made their way towards the city's shield generator. Led by a pair of Sith, Sabata had never seen such raw ferocity as that wielded by the two Dark Lords. He couldn't help but note what a formidable foe such a person would be. It was no wonder that the Crusaders had sought the Jedi for combat. But if the Jedi were a challenge, then the Sith were a whole other meshgeroya game. Watching their lightsabers cut through both sentient and inanimate without discrimination made Sabata realize just how much honour killing a Sith would bring both himself and his Clan.

Destroying the shield generator allowed the Sith and their soldiers to take the city without further difficulty. Regrouping with his Clansmen, Sabata reviled in their victory, celebrating throughout the night unaware of the hardships to come. The Sith reorganized their forces the following day, their strategy no longer taking the city but rather holding it. But if taking the city was considered difficult, then holding it was impossible.

The locals refused to lay down their arms leading to days on end of open conflict throughout the city. The Imperials pushed back and Sabata himself was tasked with taking down members of the local resistance. Gathering information and taking names, the Mandalorians were more interested in targeting leaders than engaging in open conflict alongside the Imperial Soldiers. It was here that Sabata's unique talents came into play, tracking the resistance members out of the city and deep into the planet's wetlands. Remembering his errors from his verd'goten, Sabata never failed to clean his weapons, ensuring they were kept dry while wandering the planet's numerous swamps.

Still, even with resistance leader after leader meeting their end, the constant guerilla attacks continued to pick away at the remaining Imperial forces and while the Mandalorians were capable of surviving on the limited rations, the Imperial Soldiers had a harder time making due. Several weeks had gone by without Imperial resupply. Even with the miserable conditions, Sabata found himself to be content on the battlefront. At least until Amira revealed a recent development to him.

She was pregnant with their child.

No longer was service on Ord Radama was Sabata's primary desire. Torn between his desire to return to Duxn with Amira and that to keep fighting on Ord Radama, it was the first time that Sabata felt torn to comply with the tenants of the Resol'nare. The choice, however, was made for Sabata after eighty-six long days on Ord Radama when Darth Malgus' capital ship was taken out of the sky by the Republic's forces. Unfortunately, the falling destroyed devastated the city beneath it, killing the majority of those within it, including Sabata's father.

There was no time to mourn or search the city for his father's body with the Republic army quickly descending on what was left of the Imperial forces. Still, once Sabata had ensured Amira was safely off-world, he ventured back into the devastated city. Evading Republic forces, Sabata searched among the dead and the wreckage hoping to find something, even just a gauntlet to give his father a proper send-off. After the third day, Sabata began to believe his efforts were in vain until he found a memory in the debris.

Using his gift to follow the memory, Sabata came across a group of scavengers who had already unearthed his father. A short altercation later, and he had reclaimed that which belonged to Clan Eldar. However, the blaster fire had attracted the attention of the Republic soldiers. Overburdened, Sabata was forced to evade conflict and narrowly escaped the remains of Livien Magnus.

Returning to the Demon Moon, Sabata remitted his father's armour to the Clan while retaining Declan's beskad for himself. Resuming his former duties as a weapons' smith, Sabata remained on Dxun throughout much of Amira's pregnancy despite the war still raging on throughout the galaxy. Time passed and Amira gave birth to a healthy baby girl. Upon her birth, Sabata bestowed the child with the name, Tyri and soon little else in the universe mattered to him but his child. Warming to life as a father, Sabata grew content with life on Dxun. At dawn, he would venture into the jungles and hunt for the day's meat. Throughout the day, Sabata worked the forge, maintaining the warriors' weapons and armours against the harsh conditions of the jungle and in the evening he inspected the village's defences to ensure no harm came to its occupants throughout the night.

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"Joining the Crusader's Schism was my worst failing. It left me dar'buir."

Sabata would return to activate combat during the twilight of the Great Galactic War. Using false pretenses, the Sith Empire extended an offer of peace to the Republic. Desperate and knowing they had lost the war, the Republic accepted. That was when the Mand'alor reached out again, attempting to unit his dwindling support to storm the Republic Capital. Leaving his daughter and wife, Sabata once again heeded the call of his Mand'alor and departed from Dxun for Coruscant.

A Mandalorian from Clan Vizla had gone ahead of the fleets, infiltrating the planet's defences and disabling the Republic's planetary shields. Arriving shortly after with the rest of the Imperial Fleet, Sabata stormed the capital with a score to settle. But something was different from Ord Radama. Despite seeking vengeance for his father's death at the hand of the Republic forces, sacking the city no longer brought the thrill of combat. There was no glory to be found in destroying families and their lives, this was not what the Resol'nare described. The Mand'alor was wrong to support this.

The Sacking of Coruscant proved to be a transformative experience for the now thirty-year-old Mandalorian. It shook his very interpretation of the Resol'nare and his return home saw him spent a lot of time in silent reflection. Had any of his actions throughout the war brought him honour or glory? Had he defended himself or his family? These thoughts preyed on Sabata more so than the beasts of Dxun's jungles. He had lived his life leading his family into danger and it had cost him his father.

But Sabata wasn't alone in questioning the decisions made by the current Mand'alor. Mandalore the Lesser's support was at an all-time following the signing of the Treaty of Coruscant. Though he had started strong in reuniting the clans, the Mandalorians' defeat at the Blockade of the Hydian Way had fractured the support for the Mand'alor and it had continuously dissolved from that point. To rectify this, the Mand'alor called one of the Mandalorians oldest tradition; The Great Hunt.

Competing in the Great Hunt gave Sabata awakened a thrill within Sabata that he hadn't felt since he first stepped foot onto Ord Radama. Through the Hunt he found a way he could seek glory and honour in combat while still being able to protect and provide for his family. In many ways, the Hunt brought about change for all of the Mandalorians. The winner of the hunt, Artus Lok, challenged the Mand'alor to a gladiatorial duel on the world of Geonosis. The fight was over in minutes, with Lok taking the mantle of Mand'alor for himself. Consolidating his power, the new Mand'alor sought out to unite the clans and give them a fighting chance at prospering off of the Cold War.

Following the conclusion of the Great Hunt, Sabata began to hunt for sport, travelling from system to system in search of the most formidable predators. Between planning his hunts, Sabata took other work. Mostly odd jobs here and there, sometimes he would take wealthy thrillseekers on their own hunts, other times he would work as an overpaid bodyguard. There was no shortage of individuals willing to part with a fistful of credits to merely appear to have a Mandalorian warrior at their beck and call. Sabata was even approached with the occasional bounty and if he deemed the opponent enough of a challenge and the fee lucrative enough, he'd take the job.

By this point, Tyri had reached the age of eight and as Sabata and Amira had borne no further children, Tyri began to train under her father. The family enjoyed their new lives, they met interesting people and travelled to interesting places. It was through these travels that Sabata was introduced to Jicoln Cadera.

Tired of being aligned with the Sith and believing the Mand'alor and the Clans should follow the example set by Mandalore the Preserver, Jicoln had reached out to several clans, including Clan Ordo, for support in overthrowing the current Mandalore. Through conversation and drink, Jicoln eventually learned of Sabata's feeling towards their alignment with the Sith, the Sacking of Coruscant and Sabata's skill set as a weaponsmith. While Sabata couldn't pledge Clan Eldar's support to Jicoln's cause, he and Amira both pledged theirs and offered to help.

But the Crusader's Schism, as Jicoln's faction was dubbed, was promptly crushed by Mandalore the Vindicated. The Clans involved were nearly wiped out with only the women and young children being left alive. Sabata had been on a hunt when Jicoln took action thus leaving his involvement unknown.

At least, until someone talked.

A surviving member of Clan Kelborn outed Sabata for having aided Jicoln's warriors. And so a price was put on the Mandalorian's head that extended to Amira and even Tyri. Once again, Sabata had failed the Resol'nare and endangered his family. Seeking refuge, the family flew to the remote world of Naboo, seeking shelter among the settlers. The guise worked for a while and Sabata was able to resume Tyri's training. But nothing lasts forever and the family was eventually found.

Work was easy to come by on Naboo and Sabata's skills made him desirable to the settlers who wanted protection from the natives and the wild fauna. Accepting one such expedition, Sabata led the group deep into the lowlands only to realize too late it was a ruse. He had been led out here to be executed. Overwhelmed and outgunned, Sabata was forced to rely on the terrain to change the outcome of the battle. It was a prolonged fight, but eventually, Sabata gained the upper hand. Ultimately, however, he was too late. Returning to the burning ruins of his family's vheh'yaim, Sabata found only the bones of his wife and child among the ashes.

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"TBD"


Wearing Armor

Speaking Mando'a

Defending Oneself and Family

Raising your children Mandalorian

Rallying to the cry of the Mandalore.

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▼ T A L E N T S
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Psychometry - Trained
Psychometry is the ability to read the memories of inanimate objects — including formerly animate objects such as the deceased — through physical touch. Only one in every one hundred Kiffar are born with this ability including Sabata. Having discovered the ability during his youth while hunting with his father, Sabata has taken the time to hone his ability over the past couple of decades. That said, without a true instructor, much of this ability's potential has been left untapped.

▼ S K I L L S
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Pragmatism - Advanced
Description

Resourceful - Advanced
Description

Skill - Skill Level (None, Basic, Intermediate, Advanced, Master)
Description

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Anti-Insurgent Warfare - Skill Level (Unknown, Known/Untrained, Trained, Well-Trained, Master)
Description

Battlefield Medicine - Skill Level (Unknown, Known/Untrained, Trained, Well-Trained, Master)
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Guerilla Warfare - Skill Level (Unknown, Known/Untrained, Trained, Well-Trained, Master)
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Intelligence Gathering - Skill Level (Unknown, Known/Untrained, Trained, Well-Trained, Master)
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Weapons Calibration - Skill Level (Unknown, Known/Untrained, Trained, Well-Trained, Master)
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Talent - Skill Level (Unknown, Known/Untrained, Trained, Well-Trained, Master)
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Hunting - Advanced
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Tracking - Advanced
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Interogation - Intermediate
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Multilingual - Intermediate
Fully fluent in both Galactic Basic and Mando'a.
Conversational in both Durese, Huttese and Ryl.
Capable of understanding Chadra-Fan, Pak Pak, Quarrenese and Rodese

Weaponsmith - Advanced
Description

Weapons Technician - Intermediate
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Skill - Skill Level (None, Basic, Intermediate, Advanced, Master)
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Blaster Pistol - Skill Level (None, Basic, Intermediate, Advanced, Master)
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Blaster Rifle - Skill Level (None, Basic, Intermediate, Advanced, Master)
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Hand to Hand - Skill Level (None, Basic, Intermediate, Advanced, Master)
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Melee - Skill Level (None, Basic, Intermediate, Advanced, Master)
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Polearm - Skill Level (None, Basic, Intermediate, Advanced, Master)
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Slugthrower - Skill Level (None, Basic, Intermediate, Advanced, Master)
Description

Weapons Training - Skill Level (None, Basic, Intermediate, Advanced, Master)
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-A Template by Load Wraith


Hidden 5 yrs ago 5 yrs ago Post by Lord Wraith
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T h e H a u n t i n g o f . . .
| C | R | E | S | T | W | O | O | D |
_______________________________
| H | O | L | L | O | W |

| ◼ G M: Lord Wraith | ◼ G E N R E: Superhuman, Modern Fantasy, School, Slice of Life | ◼ T Y P E: Linear with Sandbox Elements |

P R E M I S E:

"He who would learn to fly one day must first learn to stand and walk and run and climb and dance; one cannot fly into flying."
~Friedrich Nietzsche

Situated along the Eastern Coast of the United States between Hampton and Portsmouth, Crestwood Hollow is a small New Hampshire city originally founded in the year of 1652, shortly before the infamous Witch Trials. Settled in the fertile Orlaith Valley, the city is home to a largely rural area. Boasting a very fruitful agricultural industry, the city's largest export is the Golden Delicious Apple.

Beyond the valley lies densely populated forests of oak, maple and cherry trees. This contributes to several lumber mills in the area that provide a secondary industry to the city. A quiet town, Crestwood Hollow has rarely seen a spike in crime although rates have been on a steady rise of recent months. Nothing, however, has been severe enough to prompt an immediate response from the city's police department or mayoral office.

With summer coming to an end, school is around the corner for many of Crestwood Hollow's youth. The majority of these students will be attending Mather Memorial High School, the largest secondary school in the city which collects the graduates from several elementary schools. Mather Memorial is known for several pioneering programs as it strives to encourage students to involve themselves with the world around them instead of the screen in front of them.

Among these programs is an exclusive study group starting this fall run by recent staff addition, Jonas Lehrer. A former heavily accredited university professor, having taught at such institutes as the Massachusetts Institute of Technology, Jonas has brought his keen mind and generous ambition to Mather Memorial. Hand-picking a group of students, Jonas aims to help them find their focus in life, developing a social conscience and setting them on a path to a career they'll succeed in. The students themselves were seemingly chosen at random, but that simply couldn't be farther from the truth. Each student was handpicked by Jonas himself, though on what basis no one can actually be certain.

Only time will tell if he truly has their best interests at heart.

S E T T I N G:

C R E S T W O O D H O L L O W || E S T . 1 6 8 4 :
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Situated along the Eastern Coast of the United States between Hampton and Portsmouth, Crestwood Hollow is a small New Hampshire city originally founded in the year of 1684, shortly before the infamous Witch Trials. Settled in the fertile Orlaith Valley, the city is home to a largely rural area, boasting a very fruitful agricultural industry. The largest export of the city is the Golden Delicious Apple. Beyond the valley lies densely populated forests of oak, maple and cherry trees. This contributes to several lumber mills in the area that provide a secondary industry to the city.

To the North of the Orlaith Valley is the Great Bay Lake. From the Lake, the River Shannon flows South before turning East towards the valley and continuing through the city. The downtown of Crestwood Hollow is split by the river with one street travelling East on the Northside of the river, while on the Southside the road only goes West. Located every few blocks is a draw bridge that both connects the city and separates it when the need arises for a ship travels upstream. Towering buildings look down on the river ranging from hotels to banks, to professional firms and apartment complexes. The Northern side of the city is known for being rougher than its Southern Sister. The 'Beau' half of Crestwood Hollow is home to the Mather Park, in the middle of which is an ancient white oak known only as the Hanging Tree. The Southern half of the city, the 'Belle,' is newer than the Beau and is home to several more residential areas than the North. The further south one travels in Crestwood Hollow, the more construction they seem to encounter as the city is continuously expanded to accommodate new subdivisions.

Towards the eastern edge of the city, the Shannon empties into the Atlantic Ocean, flowing through the Crestwood Port before it is swept away by the tides of the Atlantic. Due to its location within the Orlaith, Crestwood Hollow has very few visits via train and does most of its imports through truck and ship. As such, the Port is often a thriving hub of life with new ships visiting each day. Several fisheries dot the piers but have fallen upon hard times in later years due to over-fishing in the Atlantic. Numerous recreational boats fill the docks and full warehouses litter the boardwalks.

M A T H E R M E M O R I A L H I G H S C H O O L || E S T . 1 9 4 7 :
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Mather Memorial High School is Crestwood Hollow's largest secondary school in the city which collects the graduates from several of the city's more populated elementary schools. One of the oldest buildings in all of Crestwood Hollow, Mather Memorial was originally the city's courthouse when it was built in 1654, before being transformed into a county jail for nearly a decade, spanning from 1802 until nearly 1869.

Unfortunately, a fire brought down part of the building, resulting in numerous convicts being unleashed on the unsuspecting city proper. Opting not to rebuild a jail in the middle of the town, the building sat empty for nearly thirty years until a young architect wanting to make a name for himself opted to propose the structure be revitalized and renewed as a school. In 1902, the school opened its doors under the original name of Mather Memorial Highschool before being rechristened as Eastern Crestwood Secondary School in the late nineties only to have the name reverted in the early 2000s.

Due to the long-standing history of the school, it comes as no surprise that many of the locals consider the building to be haunted. One of the most prominent local urban legends says that the large oak standing in the school's front courtyard was the very tree used to hang the men and women found to be witches during the Witch Trials. As Mather Memorial sits on the edge of Mather Park, this tree is the same white oak referred to as the Hanging Tree.

Due to its history, the building does show it's age. This is especially prominent in its tall architecture with a looming main entrance that casts a shadow on the stairs before it. The inside of the school is often stuffy, the air carrying a heavy musty odour that perforates every hallway. The original gymnasium has been transformed into an auditorium while an addition in the nineties added a proper gymnasium onto the school's west side. Outside this expansion are several basketball courts leading to track surrounding a multi-use field. This field is used for a variety of sports, and when an event is held, temporary bleachers can be erected on either side of the area.

The athletics facility is not the only recent addition to the school. Several portable units line the back of the school, added during the late nineties to increase teachable areas; however, most of these are used as storage currently. A technology wing was added to the east side of the school in the early 2000s. This wing includes state of the art computer labs along with woodworking, welding facilities and even an auto shop. These facilities line the bottom of the wing; however, the upper floor of the wing adds several new science classrooms and lecture rooms rendering the portables as mentioned earlier null and void. At the rear of the main building is the cafeteria which looks down onto the park which shares the school's namesake. To encourage students to get outside on their lunch breaks, a balcony including an outside seating area was added to the cafeteria in 2013.

Like most secondary schools across North America, Mather Memorial offers a wide variety of teachables to its students outside of the mandatory core subjects. Additionally, education is supplied in three levels of learning to ensure no student is left behind. This includes an essentials level for students who intend to go directly into the workplace after high school, an applied level for students who wish to attend community college and an academic level for students aiming to attend university. Some courses have no specified level and are open to all students, but others require the student to have particular prerequisites before they can enroll. Courses such as these often lead to graduates return to Mather Memorial for a fifth year, or as it commonly referred to as, a 'Victory Lap.'

F . A . Q .:

0 0 1 || Is this an original universe?

This RP is based heavily on its previous iterations however I have completely removed anything and everything relating to Hyperhumans or superpowers from the RP. These will no longer be the focus or driving plot factor. Instead, the player characters will have latent magical talents they may or may not be already aware of. This is to lean heavily into more of a supernatural element and less a superhuman one.

0 0 2 || Do real-world location exist?

Simply yes, while Crestwood Hollow itself is a fictitious city, it is still set inside the very real state of New Hampshire and country known as the United States of America. Real-world cities such as New York, San Francisco, all exist with no changes outside of the technological advancements made in the lore.

0 0 3 || Can I make an original character?

Yes, in fact, that would be preferable to adapting a character originally conceived for another RP. However, there is no penalty for re-using a character and it won't slow or affect your acceptance. I just prefer fresh ideas.

0 0 4 || How many players will there be?

The aim is to gather six to eight reliable players who will make up the 'Study' group. If need be we can run the RP with as few as three or as many as twelve. New players can be added down the road if our numbers dwindle whereas if we keep a full roster, no new acceptances will be made.

0 0 5 || What kind of powers can I use?

Powers will initially be undefined. Your character will have a latent talent related to their ancestry that they may or may not be aware of. As the IC progresses and your character grows, they may begin to further develop their abilities and have a more substantial powerset based on the rules of magic in this world.

0 0 6 || Can I use magic?

Initially no, however, the ultimate goal is for your character to learn to use magic. You will begin the RP either unaware or vaguely aware that there is something different about you. This will become more clear through the IC and the 'Study Group' sessions. Eventually, you will learn to control this talent and develop your magical abilities.

0 0 7 || Can I have more than one character?

You may only have one primary character in this RP, however, you are encouraged to develop a cast of secondary characters to interact and challenge your character. It is more than welcomed for each character to come from within different social circles at Mather Memorial High School and not know each other before the events of the RP.

In the event that your character died in the IC, you may create a replacement player provided you weren't removed from the RP for any of the reasons specified under the rules.

0 0 8 || Can my character be bad/evil?

Your character should struggle with morality, after all, suddenly being gifted with abilities above those of mere mortals could lead to some overwhelming temptation whether to get revenge or use them for self-gain. But that said, your character should not spiral out of control, or at least the group should step in before then. The overall idea is that our characters do become heroes in the end.

0 0 9 || Can my secondary characters be bad/evil?

You are free to do as you wish with secondary characters. If you wish to mold them into an antagonist for the group you are encouraged to consult me and we can collaborate on how to make that happen.

0 1 0 || What will the plot be like?

The plot will follow a group of students who are handpicked by a teacher to be part of his 'study group'. However, unbeknownst to the students, the teacher is aware each of them is the descendant of a powerful mage. This teacher plans to teach them how to both control and unleash their extraordinary gifts. The 'Study Group' will bond and grow together eventually leaving the class room behind to protect their home from both others like them and forces no one has ever seen before.

0 1 1 || Can my character die?

Simply put yes. There will be moments in the RP where character death is entirely possible and I would like to treat these moments in as real of a manner as I can. Going into this RP you should know that in the event one of these situations arises, I will not as if I can kill your character, I will simply do it. Abandoned characters will often be turned into cannon fodder.

0 1 2 || If my character dies am I out of the RP?

Absolutely not unless you had abandoned your character. An abandoned character means you've likely dropped the RP, or missed your posting deadline thus meaning you're out. If your character died by circumstance you are free to make a new character and continue as part of the RP. I also understand bowing out after the death of your character though.
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A D D I T I O N A L I N F O R M A T I O N:

C O N D U I T S:
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A conduit is the name given to any object a Magni chooses to wield in order to cast magic. Conduits have two requirements, firstly they must be made of a precious metal. Extensive research has found that the more conductive the metal, the better it channels magic making silver and gold some of the highest sought after materials for conduits. The second rule is that the wielder must have an attachment or sentimental value towards the conduit. Often they are heirlooms passed along by parents although this isn't a fast and hard rule.

The most common conduits tend to be objects that are either worn or easily directed. Rings and wands are among the preferred objects for conduits. A Magni doesn't need to use the same conduit their entire life and can perform a bonding ritual with a new conduit to replace a destroyed or lost one. Likewise, conduits can be re-cast into new objects. A ring could be melted and forged into a necklace or knife. Some Magni bond with multiple conduits, the greatest advantage to this technique is the avoidance of being disarmed in a duel however it does nothing to increase spell potency.

D R A O I:
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Draoi are Magni who were born human and through a life long study of magic achieved a mastery of the arcane arts. This often has a severe toll on their body, ageing them rapidly and forcing them to find ways to lengthen their own lifespan in the pursuit of knowledge. This pursuit of mystic knowledge awakens an insatiable thirst within the individual often making them dangerously unpredictable. It's not uncommon for Draoi to find themselves in competition with one another. This competition is dangerous for all those involved as Draoi will ultimately murder one another in an effort to absorb their essence, knowledge and power.

There are Draoi who allow themselves to become completely absorbed in their pursuit of power, becoming nothing more than hungry, hollow husks. These Draoi are considered to be lost causes and the destroying of one is considered a public service.

F A M I L I A R S:
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Sometimes known as 'Guardian Angels' or 'Animal Guides', familiars are ancient arcane spirits which bond with some forms of Magni upon their birth. They watch over their newfound 'Master' from the first moment they draw breath, until the last. Familiars tend to favour Hexenbrut above all other forms of Magni, though it's not uncommon to find one that has been drawn to a Draoi or Venari upon either reaching their potential. Like Witches, Familiars came from another realm before the occurrence of 'The Joining'. Their true numbers are unknown but no Hexenbrut has ever been without a familiar.

When a Familiar bonds to a Magni, it absorbs part of that individual's soul. This is what allows a Magni to use a Familiar to cast magic but it comes at a great cost as well. If the Magni's familiar were to die, the pain would be near immeasurable and very few Magni survive the experience. A Magni, especially a Hexenbrut, without a Familiar is often nothing more than a shell of their former self, one barely holding on to its remaining humanity.

J Ä G E R:
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Born from the union between mortal and angel, Jäger are enhanced humans containing supernatural abilities. Unlike other types of 'Magni', Jäger aren't actually born with all of their abilities and instead inherit them upon the passing of their predecessor. As such, much of the Jäger society is built upon lineage and family is very important. While Jägers lack the ability to cast spells, they more than make up for it in sheer durability. Infamously hard to kill, Jäger are much faster, stronger and more durable than the average human and possesses abilities and talents meant to counter other forms of Magni and Hellions alike. Despite this, the Jäger has an exploitable weakness in the form of Hexenbrut blood. Ingesting the blood of a Hexenbrut removes a Jäger's abilities and renders them Mundane.

T H E J O I N I N G:
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The Joining was a union of realms that brought magic into the same plane that Earth exists on. However, the records and origins of the event are long lost to the sands of time. What is agreed upon is that the Joining nearly wiped out all life on Earth. But Earth was spared compared to the other realms that were completely destroyed when magic conjoined them into the same plane of existence.

H E L L I O N:
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Also known as 'Fiends' or 'Hellspawn', Hellion is an umbrella term used to describe all manner of creatures and beings. Traditionally Hellions have been seen as threats to humans and therefore persecuted or hunted by the likes of the Jäger or Venari. Throughout time Hellions have included everything from mindless beasts to semi-sentient creatures like dragons or trolls to even cursed humans in the form of lycanthropes and vampyres. Unlike Magni who require a conduit to cast magic, most forms of Hellion have natural magic which manifests in the form of abilities such as a dragon's fire breath.

H E X E N B R U T:
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Roughly translated, Hexenbrut means 'Witch's Brood' and refers to the idea that the Hexenbrut are the children of witches. During the height of their history, the Hexenbrut outnumber the other members of the Magni community at a ratio of nearly three to one. Said to have originally been created due to the union between the hexemalefik Lilith and the human, Adam, the Hexenbrut have an innate, natural talent towards magic.

Magic calls to 'Children of Lilith' like fleeting whispers in the dark recesses of their minds. A Hexenbrut can feel the magic in the world around them the same one might feel the wind or a light rain upon their skin. But in order to use their abilities, they require a conduit. Unleashing magic from one's fingertips, while possible would be extremely harmful to the Hexenbrut, and repeated instances would almost certainly result in death.

M A G N I:
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A collective term used by the magical community, the name Magni is a grouping that can refer to Draoi, Jäger, Hexenbrut or Venari. Variations are commonly heard include 'Maj' or 'mage. Some terms however such as sorcerer/sorceress or wizard are seen as more derogatory or demeaning. The term 'witch' is revered by the Hexenbrut, at least those educated in their culture and referring to oneself as a witch is seen as a major faux pas.

M U N D A N E:
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A collective term used by the magical community for humans. The term 'mundane' is seen as derogatory in most uses. Derivative terms such as 'mundies' are also commonplace. The human phrase 'a case of the Mondays' is actually a misnomer of a Magni expression 'case of the Mundies' referring to a Magni having a hard time producing magic. Other terms such as 'Norms', 'Normies' have been used to refer to a human. Given the popularity of some fiction, the term 'muggle' has also been adopted by the Magni community.

V E N A R I:
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The Venari are the offspring of Hexenbrut and Draoi who possess limited magical potential. This potential on its own is not enough to manifest any abilities, but through the use of amplification runes, similar to those used in enchanting, a Venari can boost their abilities and even embed specific spells onto their bodies.

Venari are considered to be a bit of a wildcard in the Magni community. Throughout history, they've aided everything from Draoi to humans to the Jäger and the Hexenbrut. Due to their dual nature, they feel no true allegiance and more often than not act in a way that is for self-gain. Once considered a rarity, Venari now make up the majority of the Magni community leading to a major loss in history and society.

W I T C H:
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The 'Mothers of Magic' or 'Sisters of Lilith', witches or 'Hexemalefik' were transported to Earth during an event known only as 'The Joining'. Originally from another domain of existence, witches are powerful higher beings and considered the originators of all magic on Earth. While descriptions vary from source to source, witches are exclusively referred to as being female, however, in actuality, a witch may take any shape she chooses.

Thought to be near ageless, most of them were hunted down and killed by the Jäger though, the witches' bloodline survives on through the 'Hexenbrut'. The 'Hexenbrut' or Witch's Brood are descendants of the original witches and contain within them magical potential inherited from the ancient beings. The first Hexenbrut was said to occur when the most powerful of the Hexemalefik, Lilith, laid with the human 'Adam' and bore his children.


M A G I C:

Known by many names across numerous cultures, magic is an invisible arcane force which flows through all living creatures and things across the entire globe. Magic first occurred on Earth after the event known as 'The Joining' when a convergence of domains brought beings and creatures of an unknown origin into the same plane of existence. This brought the beings known as 'Witches' to Earth and along with them the source of their powers; magic.

All magic requires either a conduit or a familiar to be cast and a price to be paid. A spell must be cast through a conduit or familiar the same way either must be used to imbue a potion with its magical essence. Despite the use of a conduit or familiar, there are still further requirements for casting magic. Potion based spells require ingredients and careful preparation methods, other spells may require incantations or rituals before being performed. Some may require specific movements during the casting of the spell making the caster dance or move their hands in a particular manner. Others still may require all of the above in some capacity. Any of the above may also simply be a focusing method by the caster and may not be universally applicable

The price of magic varies from individual to individual and act to act. It's most easily seen in the Draoi where their pursuit of arcane knowledge causes their bodies to rapidly deteriorate. However, the price is not always paid by the individual directly and instead may be paid in the loss of a loved one. Payment will always be taken in full, but may also be pre-paid in the form of sacrifice or ritual.

Due to its nature, magic has a wide variety of applications. They've been categorized into the following:

A L C H E M Y:
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Alchemy is the process by which a Magni creates potions, elixirs and other concoctions.

C H A R M S:
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Charms are spells that alter perception or allow for influence over others.

C U R E S:
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Cures are restorative spells meant to heal and soothe wounds.

C U R S E S:
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Curses are dehabilitating spells and are often lethal.

E N C H A N T M E N T S:
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An enchantment is the act of applying magical properties to an item or object. This can be accomplished using several different techniques but most commonly through the inscription of runes.

H E X E S:
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A hex is any offensive spell.

R U N E S:
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A rune is an inscribed magical symbol. They can be used for a variety of purposes.

S U M M O N S:
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A Summons is a type of spell that conjures an object or being to the caster.

W A R D S:
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Wards are protective spells.

Magic has a specific set of rules.

R U L E S O F M A G I C:
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Magic always comes with a price.
The price must be paid in full.
The price will vary from person to person or act to act.
The ultimate price is your life.
Magic must be cast through a conduit or familiar.
Magic can not be cast using another's conduit or familiar.
All conduits must be comprised of precious metal.
All conduits must hold sentimental value.
A familiar can take any form, but its default state should be an extension of its master.
A familiar must remain loyal to its master unless its master deems it free.
A familiar shall not take the form of a human.


P R E F E R R E D N A M E
"Witty Quote"

P L A C E H O L D E R


First Middle Last
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D.O.B. | Age | Ethnicity
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Sexuality | ♀/♂ | Relationship Status
______________________________________________________
Grade | Conduit | Familiar Animal
D E T A I L E D A P P E A R A N C E:

A detailed description of how your character looks and dresses. Please be sure to include details other players would need to reference or describe them. These details should include height, build, eye colour and hair colour. You may also detail any scars, birthmarks, piercings or tattoos. Feel free to be as decriptive as you wish here.

M O T I V A T I O N S & G O A L S:

Why do you want to play this character, what is the driving motivation behind both this desire and the character themselves. What do you hope to accomplish and where do you want the character's story/stories to go?
C H A R A C T E R C O N C E P T:

This is where you outline your vision for the character. This should be a short summary that provides insight into where the character is in terms of their overall progress and development. Don't think of it as a biography, this isn't meant to be a play by play of the character's life up until this point. This is supposed to be a short summary into who they are and what their world is like.

C H A R A C T E R N O T E S:

Any additional notes you want to put either for yourself, the GM's or other players to help clarify your vision or continuity. Your conduit and familiar can be fleshed out here if you so choose.


P R E F E R R E D N A M E
"Witty Quote"

☯ Neutral ☯ | ☮ Friends ☮ | ♫ Best Friends ♫ | § Tense § | ♥ Crush ♥ | ☠ Enemies ☠

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| Brooks, Felix |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Brunswick, Marie |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Foster, Kayla |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Kaynes, Adam |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Osbourne, Rosalyn |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Pershing, Myles |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Roth, Aiden |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Sawyer, Emily |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Spletzer, Adette |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.
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| Woods, Demeter |
______________________________________________________
"Quote About Characters' Relationship."
R E L A T I O N S H I P D E T A I L S:

This is where a detailed description of the relationship between the two characters would go. This should include the circumstances under which they meet, whether the relationship has continued and any thoughts your character might have about the other. Please be sure that this description sheds some light on the symbol you have assigned to the character.


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Now Playing: -
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Precipitation: 20%
Wind: 10mph
Humidity: 64%
Monday, 11:30
Partly Cloudy
89°F


A I D E N R O T H
"Snarky Quote."
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Location - Crestwood Hollow, NH, United States of America
Monday, September 8th, 2019
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_Partly Cloudy Temperature: 89°F
_Precipitation: 20%_______ Wind:____|10mph
_Humidity: 64% ____
PLACEHOLDER
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--00:00


A I D E N R O T H
"Snarky Quote."
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Location - Crestwood Hollow, NH, United States of America
Monday, September 8th, 2019
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__

_Partly Cloudy Temperature: 89°F
_Precipitation: 20%_______ Wind:____|10mph
_Humidity: 64% ____
PLACEHOLDER
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--00:00










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- Partly Sunny
- Rain
- Storm
- Heat Warning
- Sunny
- Snow
- Tornado
- Sun and Rain
- Cold Warning
- Cloudy with Flurries
- Heavy Flurries
- Windy
- Winter/Freezing
- Sunset
- Night/Full Moon
- Heavy Rain
- Sunrise
- Night/Crescent Moon
flaticon.com/packs/weather-forecast

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