STATUS:
Sometimes you spend so long looking for peace in someone else, you loose sight of that peace you can give yourself. Don't forget that guys.
2 yrs ago
In the year 2015, Humanity experienced one of the single most dreaded, yet highly anticipated, events of its existence; first contact with an extraterrestrial race. Unfortunately for all the UFO enthusiasts out there, it wasn’t the friendly “We come in peace” they’d always hoped for, instead more along the lines of “Take me to your leader.” Except there was no little grey alien holding a ray gun, at least not at first. What came to be known as the Invasion War opened with a series of pods landing in a German city. Curious civilians approached the first of the crashed objects just as it activated, causing widespread panic. Germany sent in a recon team by helicopter, which went down after coming under fire from unknown assailants. As a result, a squad from the Extraterrestrial Combat Unit, or XCOM, which had been formed by the Council of Nations in the event that an alien invasion occurred, was dispatched.
Upon arrival at the scene aboard the Skyranger, what they found was nothing short of a massacre, with civilians trapped inside a strange green webbing, likely released by the pods, and the unit wiped out, with, as far as could be ascertained, no survivors. At least until the first message was received on the radio. “Hilfe” it had said, which Doctor Vahlen translated to mean “Help me.” Delta squad moved in, finding one member of the recon team torn apart like he’d been attacked by a wild animal and another dead from something exploding from inside his body, eviscerating him. Inside was the established standard operating procedure’s birth when it came to dealing with the Aliens, after a Sectoid Commander used its mind controlled meat puppet to kill a member of the squad, the other aliens were engaged and killed with extreme prejudice. The Extraterrestrials had just made it very clear that they weren’t interested in peace.
The Invasion War lasted for around twenty years, with Humanity facing severe casualties early on in the war. XCOM proved to be the most proficient fighters, using ambush tactics and traps to outmaneuver the superiorly armed alien forces, though Sectoids and Floaters were far more susceptible to standard firearms than the Mutons or Heavy Floaters, who were more heavily armored. As the war raged on, however, XCOM was able to begin producing munitions, weapons and armor capable of going toe-to-toe with the Aliens, beginning with laser weaponry and armor they called Carapace armor.
This then led to the design and construction of the Skeleton armor, medium armor equipped with a grappling hook for easy transition to the high ground and safe descent to lower ground. That was about five years into the war, as the first few years were spent studying the substance known as Meld that the aliens had brought with them as well as gaining a better understanding of the Alien Alloys. With the better armor and weapons came the Gene Modded soldiers, who now had abilities based on those gained through studying the remains of various aliens, even some gained from what many soldiers dubbed a terror weapon, the Chrysalid.
With the playing field beginning to even out, the Aliens began deploying heavy mechanized units with Drone support, with the spear tip of their mechanized assault being the Sectopod, a two legged mechanized monstrosity with enough firepower to level a city block. The Mechtoid came in a close second, it’s Mini-Plasma cannons causing massive damage to armored units and infantry alike and the Cyberdisc tearing infantry apart with its twin cannons. XCOM and Humanity’s response? The Mechanized Exoskeletal Cybersuit, or MEC, Trooper, soldiers who’d sacrificed their limbs in order to be able to integrate with Cybersuits that allowed them to go head-to-head with the Aliens’ mechanical forces. First taking to the field armed with a minigun and either a Kinetic Strike Module, which gave their already devastating blows even more power, or the flamethrower, making them the worst nightmare of both Alien infantry and the Chrysalids, who had an aversion to fire that was almost insectoid in nature. However, it was not long before those miniguns became railguns, which allowed the MEC troopers to punch MEC fist sized holes in Sectopods and Mechtoids and put the Cyberdisks on the other end of the “tearing apart” spectrum.
By this point, the Aliens were desperate, as what had started as a fairly successful, if slow, invasion had turned into an all out war, and they had begun to lose. By this point, XCOM and the greatest minds of humanity had begun finding ways to produce their own Alien Alloys, now referred to as Ostryx, as well as plasma weaponry, more advanced armor, and fusion powered ships, most notably among them the Firestorm fighter, a ship that could pack the firepower of an Alien Battleship and outmaneuver the giant. At the fifteen year mark, the alien’s war efforts began to flag, with offensives losing steam faster and faster as XCOM spread knowledge and scientific gains around. They had even, by the time the Aliens finally gave up and called for a full retreat from Earth, begun synthesizing the Meld.
The war for Earth ended in the year 2035. In the wake of the Invasion War, Humanity formed the United Earth Government, or UEG, with XCOM its primary military force. Not everyone joined of course, Germany secluded itself after discovering their leader was being manipulated by a mind-controlling Sectoid Commander and went on a witch hunt, purging aliens wherever they might have hidden. The US, despite being where XCOM was initially based, kicked the Initiative out and closed its borders as well, though no one knows why. Many think it was for reasons similar to Germany, but most aren’t that easily convinced.
The year is now 2065 and the UEG is at the pinnacle of its power, with Gene Modding and MEC fabrication and pilot interfacing having made leaps and bounds in progress, not to mention weaponry and armor. But we’d be fools to think the Aliens haven’t been preparing as well, especially since every now and then a UFO will slip the net and a few people will go missing.
It’s been thirty years since they invaded us. Now we’re ready to return the favor and for us there is no retreat.
Welcome to XCOM: Humanity’s Rise!
In this story, the Events of XCOM: Enemy Within played out differently than they do leading up to XCOM 2. Here, humanity turned the tide and won the war, though it didn’t come without its price. But the rewards were rich and now under the UEG, Humanity is at its strongest ever. The initial recovery of both the Meld and alien metals and weapon fragments, along with the early plasma weapons made it possible for humanity to catch up to the alien technology. XCOM forms the majority of the military’s Special Operations groups, with a handful of “regular” units as part of the standard military.
It is as one of these standard units that you’ll start, however, even standard XCOM units sport a variation of Gene Modded soldiers, and, if you so choose, a MEC trooper. So, to give you an idea of what you’re limited to, first and foremost, there are classes. I’m aware that these types of RPs are sometimes difficult, but it felt right to maintain a sense of balance. And so, your classes to choose from as you will are listed in the following section, but first, your CS template.
Name:
Age:
Nationality:
Base of Operations: (Earth or Mars, Earth the countries are trivial, Mars...there’s two large colonies)
Class:
Preferred Advanced Class:
Equipment: (Most firearms are plasma weapons and blades are an ionic edge.)
Backstory:
Classes
Marksman-Trained in the use of sidearms and Marksman Rifles, these are the soldiers responsible for engaging from a longer range and attempting to take out frontline commanders while supporting their squad.
Ranger-The close combat specialist, Rangers are armed with shotguns and either sawn off backups or wrist mounted autocannons of relatively low caliber. These guys are the first ones in and usually the last ones out.
Rifleman-Your more standard infantry unit, these guys carry assault rifles and a variety of secondary weapons, ranging from side arms to shotguns, sometimes even a brace of throwing knives. They also commonly bring a drone known as the GREMLIN to the field, which aids them in administering field medical treatment and combating enemies.
Grenadier-Armed with nothing more than a grenade launcher and shotgun, these guys bring the boom, loud and proud.
Gunslinger-Specializing in the wielding of dual pistols, these gunmen won’t hesitate to rush into the midst of the enemy, unleashing a barrage of death before they can figure out what’s happening. Inspired by Gun Kata from the movie Equilibrium, they’re incredibly difficult targets to hit.
Duelist-These soldiers are masters of the blade, carrying only a sword and a brace of throwing knives into battle, their reflexes allow them to dodge incoming fire and even reflect it sometimes while closing with their foes to cut them apart, up close and personal.
Sniper- Whereas the Marksman will get in closer to get in the final kill and offer precision to the squad’s often rapid fire assault, the Sniper offers long range overwatch, removing targets from extreme range. They carry anywhere from a more standard sized sniper rifle to anti-materiel inspired sniper rifles, as well as pistols should an enemy happen upon them without being seen en route.
Psi Operative: These operatives are soldiers who’ve gone through the process of awakening their latent psionic power and have trained extensively to use their mind as weapon every bit as efficient and powerful as any firearm or blade.
Now while every soldier has their specific loadouts, there are standard issue gear that no soldier is without. First and foremost is the combat knife, because that sidearm is going to need a reload eventually, even if it is plasmatech. Body armor is another standard issue item, required in order to increase a soldier’s survivability in most combat situations. The inclusion of the Ostryx metal in the combat armor’s construction has made it ten times better than any of the kevlar armor that had been deployed during the start of the Invasion War. The final piece of standard issue gear is the plasmic grenade, a powerful handheld explosive that can either be thrown to take out cover or the enemies behind it or attached to a door with a delayed plasma explosive charge, useful for breaching rooms and UFOs.
Advanced Classes
Now for the meat of this RP. So I outlined some basic classes above, which are already a fair amount of diversity within the setting. However, there is an advanced training you can receive within those base classes, which I am calling advanced classes.
Marksman Advanced Classes- Elite Marksman: If Marksman are already the best in mid-range fire support, then the Elite Marksman takes it another step forwards, landing shots many would consider nearly impossible, even at close range. These soldiers could take the wings off a fly at 400 meters with little more than a coin throw.
Reaper: Force Recon operatives are used for scouting and pathfinding, equipped with stealth tech and often with Stealth related gene mods as well as specialized tracking rounds for keeping track of dangerous targets that could prove problematic for offensive operations.
Ranger Advanced Classes- Ripper: Rippers are the closest to a duelist most Rangers get. While they are equipped with twin shotgun pistols, their primary weapon is a set of retractable ostryx claws on each hand. The pistols act as a covering fire until they can close with the enemy and rip them apart in melee, however, the forms for rippers are much different than duelists.
Gunner: Gunners are heavily armored, close range arbiters of death with a belt-fed, fully automatic shotgun and a shoulder mounted plasma cannon. Their off-hand, which varies based on their dominant hand, is equipped with an Ostryx claw so large it could pierce two mutons in a single blow. Their heavy armor is hydraulic, increasing striking and lifting power while allowing them to still move quickly, though not necessarily quietly.
Rifleman Advanced Classes- Combat Medic: Combat medics trade their rifle for a high capacity, high caliber side arm with an advanced combat shield and advanced medical support technology and training, their GREMLINs equipped to be able to save a squadmate or team member from the brink of death and even back from death if they can reach them in time.
Advanced Infantry: These are the Riflemen who upgrade to a harder hitting rifle and who’s GREMLINs are equipped to aid in more effective direct combat via various attachments. For example, they’re often outfitted with gun emplacements or shock modules for disabling targets. They’re also often equipped with a specially designed combat shield that allows them to engage from behind mobile cover.
Grenadier Advanced Classes- Mobile Artillery: Dedicating all their time to learning the most effective ways to deliver their explosive ordinance with the biggest booms. As such, they’ve received clearance to carry an advanced grenade launcher that fires miniature artillery rounds of various effects. However, while their various grenades were a touch more compact, their newer artillery rounds aren’t, requiring the trade off of their full sized shotgun for a sawn-off version and less available ammo. In exchange, however, they can easily level a city block with three well placed shots of their launchers.
Breacher: These grenadiers got real good at trick shots and took great joy in blowing in the doors of those who would oppose them, that initial shock and awe effect forever emblazoned in their minds along with the joy of wiping out the enemy on the other side. So in exchange for fewer grenades and a more compact launcher, they’ve been given a fully automatic shotgun and specialized breaching charges. These charges will launch miniature flashbangs into a room that detonate a split second before the charge itself explodes and destroys the door, allowing for a powerful room clear.
Gunslinger Advanced Classes- Jaëger: The runners are Gunslingers who specialize in close range crowd control and finishing off escaping targets. Their armor suites are often outfitted with prediction programs that allow them to quickly pinpoint the most effective places for their bag of tricks and track fleeing enemies.
Gunzerker: While the Jaëger retains a level of the elegance that the masters of Gun Kata from Equilibrium show, the Gunzerker throws it to the wind in favor of dual automatic weapons of decent caliber and absolute mayhem and destruction. Many field operatives have noted that if not for the automatic Friend-or-Foe recognition system standard in UEG armor and heads up displays, friendly casualties would nearly match the enemy.
Duelist Advanced Classes- Shinobi: Inspired by the ninjas of old, the Shinobi tends to specialize in stealth, using a combination of advanced stealth technology and gene mods and misdirective technology to remove targets without giving up their positions. In many ways, both figuratively and literally, they strike from the shadows.
Knight: These melee juggernauts are equipped with the heaviest armor the UEG military can produce with Detonite Shields and typically a broad or long sword. The detonite shields are defensive implements that have specialized miniature explosives that can be detonated to knock back groups of attackers or upon connection as a blunt force blow that’s been known to blow men apart. Imagine what it could do to a Sectoid.
Sniper Advanced Classes- Hunter: Solo operatives who are deployed into a location ahead of other units to hunt down important targets at low risk due to range of engagement. Often carrying different types of ammunition that allows for mission completion in many situations.
Striker: These snipers are highly elite and primarily deployed in XCOM's elite spec ops forces. They carry advanced and experimental weapons that fire dark matter beams instead of plasma. They're also trained extensively in pistol fighting for a fair chance of survival in close range engagements.
Psi Opertive Advanced Classes- Templar:Sacrificing their ranged weapon training, these are Psi Operatives who’ve chosen to train so extensively that they are able to wield psionic powers unlike other Psi Operatives. Wielding powerful gauntlets that allow them to focus their power into a pair of blades, Templars purge the aliens in psionic flame, metaphorically speaking. When engaging at range, they’ll use either a powerful Psionic Shock or their machine pistols.
Valkyrie: These Psi Operatives specialize in using their unique gifts to support their squad while raining hell on the enemy. Armed with a plasma cannon and a unique secondary of their choice, these Psi Operatives only goal is to make sure their squad makes it home alive.
Gene Mods and MEC Armaments
Originally I was going to line out some VERY specific guidelines for these guys and these tools, but I realized that by the point this RP picks up, the UEG would have spent exhaustive amounts of time researching both, so I’ll settle for this; armaments need to be EXCLUSIVE to the MEC. MECs have three jobs, scouting, breaching and sustained fire support. None of their weapons can be handled by anything less than their large mechanical bodies. Also, your character WILL have to sacrifice some measure of their humanity to integrate with their armor. Originally it was their arms and legs. How that’s developed since is largely up to you. But they certainly don’t need to sacrifice their limbs by necessity anymore.
The Gene Mods just need to be reasonable. For example, after having dissected the Mutons, an alien enemy you’ll meet eventually, a gene mod became available that caused a soldier to release Combat Pheromones that boosts their own and nearby allies combat effectiveness after securing a kill. I’m going to be scrutinizing these perhaps the MOST heavily, and while I do encourage getting creative, don’t be afraid to use the existing list from Enemy Within if you want.
Mars Colonies
Mars Colony New Star, formerly Alpha: The first and largest colony built on the Martian Surface, much of the planet’s atmosphere and ground near it has been terraformed to the point the city is no longer domed as there is ample plant life around it producing oxygen at the required rate of exchange. It is also the first point in the defense network for Earth, armed with a large anti-capital ship cannon on the northern edge of the city along with the largest military presence on the planet.
Mars Colony New Baltimore: The second colony, the terrain and atmosphere around the city is still not fully terraformed and therefore the city is still largely domed and the roads covered by metal, though the city is far from unattractive. The bulk of the air defense force is stationed here along with many of the special forces teams though the majority of the military is still stationed in New Star.
The Enemy
Fifty years ago, thanks to the hard work and scientific advances of the Extraterrestrial Combat Unit, or XCOM, Humanity was able to send a dangerous army of Alien Invaders careening back into the inky blackness of space towards their homeworlds and fortresses in other parts of the galaxy. Since then, the Human Race has worked tirelessly to prepare for any possible counter attacks or renewed invasions and for launching an invasion of their own. Drone surveillance, however, has shown the Aliens haven’t been lax.
Their legions still consist of the space born creatures that XCOM and the militaries of the world faced off with during the Invasion War, but also new threats. A large portion of their military might now consists of members of the ADVENT Initiative, a secretive project that UEG Intelligence can find little information on without launching an actual attack on a fortress. They average at human heights and weights from scans of their bodies and are often equipped with scaled down plasma weaponry and advanced armor. Their discipline is not to be ignored as they are able to coordinate the take down of well fortified positions as tactically as any human squad.
There are also whispers amongst the Alien Legions of three generals, three Chosen if you will, of immense power and skill. Little has been found of them and no visuals have been confirmed during the drone scouting, but all the same, caution should be exercised during all engagements.
Other rumors suggest that the Chrysalids, a terror unit deployed during the early stages of the war to break the morale of soldiers and civilians both, are no longer under the control of the Alien leadership, known as the Ethereals by the people of Earth but as the Elders to the ADVENT Initiative and other aliens. The rumors suggest that a Queen is calling her children home to their Hive and that new horrors await both the Aliens and Humanity as they move to investigate these claims.
Bio: If asked about her life or service before XCOM Mauss will typically reply along the lines of "I don't see the relevance of the question. Read my record if you want to know."
What her record would tell is she was born to a wealthy, notable family to Sigmund and Katrin Mauss descended from German nobility. Her father is the current CEO of Mauss Armanments, a well-known weapons manufacturer at the cutting edge of their industry. The German military currently employs a wide range of Mauss products producing a steady profit for the family.
Helene was fortunate to have quite the extensive education thanks to this wealth however she consistently found herself bored with most subjects presented to her, not out of dis-interest but because they were too easy. She was quickly deemed a prodigy by many of her instructors and advanced by two grade-levels to compensate for her advanced learning abilities. One of her favorite hobbies she acquired was Chess, a game she would play with her father whenever he was home like a ritual. After only a few months of practice, she never lost a single game against him except for occasions in which she would let him win so he wouldn't quit their tradition.
Those early games of chess created a deep obsession with large-scale planning and strategy, and so she began playing any strategy games she could get her hands on. The thrill of completely outmaneuvering and devastating your enemy in one calculated strike brought her the greatest delight which no amount of money could buy. Her siblings refuse to play any type of game that isn't random chance with due to her ability to figure out the optimum strategy for playing and even then, they would complain she cheated at random chance as well.
The rapid pace at which her mind matured left a gap between those of a similar age and thus she had very few friends during her time in high school. This left plenty of time for her to pursue her other passion, martial arts. Helene was a firm believer than in order to have a sharper mind she needed to train her body as well, her intelligence and serious attitude quickly rose her through the ranks. By the time she graduated high-school, she was already a black-belt.
Her ears were filled day in and day out of all these grand designs and dreams her parents held for her, to the point she finally was fed up with others trying to control her life. The choice to join the army was one made by her own hand and of her own desires. Helene had no trouble climbing to the top of her training class and never lost a mock battle when she was squad leader. Those who admired her gave her the nickname 'The Iron Maiden' for her harsh attitude and fierce presence on the battlefield. She was enlisted in 10th Armored division after her training was complete leading her own squad.
In all the missions she would go on, there was never a single casualty in her squad. In personal combat, Helene preferred to be the first one breaching building and clearing rooms. After a few years of experience, she put in a request for screening to become part of the KSK, or Special Forces Command, to further her pursuit for the ultimate tactical challenge. She declined many offers for an cushier officer position stating that she prefers to lead troops on the field than in a safe tent.
The first part of the training was nothing compared to the endurance section that was to come. Helene not only thrived under the conditions presented by her but finished in the top percent of her group and earned a special accommodation. She was assigned leader of a tactical assault team who would later become the most decorated operating unit in the KSK, with Mauss intent on keeping her clean record of no deaths.
Nothing lasts forever however as Helene was to find out during an escort mission of a high-ranking military general. The entire day Mauss had a deeply unsettling feeling in her gut which she expressed to the general half-way to their destination who dismissed her feelings say he "Had nothing to fear with your team around.". That was right before green flashes of energy spewed from a tree-line they were passing through and the lead car burst into flames and molten metal. She had just suffered her first causalities and it happened in a matter of seconds. The sounds of crackling plasma and smell of burning flesh have never left her mind since that day, it was a recurring nightmare for her. Shots came from all sides and for the first time in her life she felt out-played, just when she was prepared to die alongside the rest of her comrades a unknown jet dropped off reinforcements as the aliens moved in for the VIP. As she struggled to hold the line, she could hear the inhuman screams of their attackers as the unknown squad carved their way through the aliens. By the time they got there, she and the general were the only ones not seriously injured. She practically demanded that XCOM take her to which they didn't refuse.
Those of her team would suffered only injuries recovered but she was no longer their leader. For the first time in awhile, Helene found herself not in charge of her own squad and instead part of the Vanguard unit, Night Owls, as a point-guard. She found herself grow quite attached seeing she was not leading them, a change of perspective she appreciated. She is the only survivor of the Night Owls from the Battle of Berlin, known as Operation Swift Strike, the most costly operation in XCOM history. She currently lead the most elite XCOM squad, the Grim Crows, made up those survivors from that mission. Each member is willing to do whatever it takes to ensure humanity's victory.
Basic CS from a while ago, will adjust for this RP when its time.
Funnily enough, most of that CS will work for the RP as is. Likely some slight adjustment needed for story differences.
"...dodge to the left and strike!" The young man had shed the top half of his leather armor for his training today, running through a combat drill routine that helped him maintain his form and precision while also allowing him to work on building his body's tolerance for his magic power. Even after so many years, releasing the Alpha power lock still left wear and tear on him, though it was nothing like when his magic had first manifested, his reserves overflowing as he watched his father and mother struck down. Dancing back from an invisible foe, a hiltless longsword blade passing through the space he'd just occupied, Damian Gerard began again.
"Dodge," he moved in and thrust with the black bladed Ares Blade, the longsword blade also moving back before slashing again at him. "Parry," the two sword blades clashed and Damian smiled as three extra he'd summoned struck the invisible foe in a triangle formation, defeating them and causing the longsword blade to vanish, "and Three Point Strike." He turned to a pair of grey wolves laying in the shade of a nearby tree. The two had been his constant companions for several years now, despite his best efforts to dismiss the magically summoned wolves, and since he was stuck with them, he'd named them accordingly. "Well, Jaëger, Carmilla? Think my control's improving?" Jaëger, the male of the two and bearing two piercing silver eyes, picked up his head to look at his master before snorting and laying it back down, causing Damian to roll his eyes as the golden eyed Carmilla, the female, stood and trotted to the shirtless man's side as he kneeled down, enjoying the attention.
"See, Jaëger? Carmilla thinks I've improved at least a little." The male snorted again before standing and stretching, his claws becoming visible above the grass around them as his canines flashed in the sunlight due to his large yawn. The pair of wolves had magically appeared at Damian's side around four years ago while he'd been fighting against a dangerous dark mage on a solo job one of the corporate guilds had passed on because the client hadn't much to offer as a reward. As the former soldier had watched the man turned down at the doors to the guild he'd been eating near, the words his father had taught him echoed in his head. "Remember Damian, that a soldier's duty is to always help those who cannot help themselves; to protect those who find themselves unable to protect themselves." Paying for the burger and fries he'd ordered, Damian approached the man and asked about the job. It had been simple enough, the Dark Mage had wiped out most of his family and he just wanted justice for them. He could only offer one thousand jewel as a reward, but Damian waved it and did the job for free.
As it turned out, the Dark Mage was a shadow mage who could more or less make clones of himself while attacking. If it hadn't been for Carmilla and Jaëger appearing when they had, the Arsenal Mage wouldn't be around anymore. They had intercepted the 'shadow clones' and torn them apart while Damian went for the kill on the Dark Mage, taking first his hands and then his head. Granted, the Magic Council was less than pleased that the young man hadn't taken the mage alive, but one less pawn of evil was threatening the land, so they let it go, that time at least. Damian smiled as Jaëger walked over and forced his head under one of Damian's hands, earning an ear scratch from the young man.
After that, despite Damian's best efforts to dismiss the pair, he hasn't yet managed and at the end of the day, he was often glad for it as they kept him both safe when he rested and company when he was awake. Standing, he looked over the expanse of the city of Crocus from where he was training, letting the wind blow through his hair and cool his sweat covered torso. It was just a few days ago that he had finally found the location of the Fenixtear guild and joined them, the red guild mark showing on his upper right arm, but he could already feel he'd like it there. The guild itself was welcoming to him and he could hardly wait to join his new guildmates for jobs all across the nation, but for now, as Carmilla nuzzled him softly from behind, training called.
"Right, right, I know." Turning his back to the city, Damian summons his Hercules Blade and focuses, channeling the power of the wind around the blade. A large part of the reason he was outside the city to train rather than renting a hall was because A) it was much cheaper and B) his magic was harsh on training equipment, especially the elemental components of his swords. Still, he was determined to push himself a bit today, so rather than unleash a potent thrust or slash with the glaive in his hands, he continued focusing, even as the winds began to whip into more than just a strong blowing force and edged closer to hurricane strength. Carmilla took up her position on Damian's left as Jaëger took up his spot on their master's right. When he moved, they would, as a family, as a pack.
So long as we stand together, nothing can stop us from reaching for our future.
Name: Damian “Blades” Gerard Age: 27 Guild Mark Location: Upper part of Right Arm Magic Type:
Arsenal Magic is, in and of itself, interesting in that those who use it are contained to one form of weaponry. For example, the Ax Man uses axes and only axes, but they allow the wielder to also affect certain elements as well as boosting natural abilities of the wielder. The Wolfen Blade Master grants the use of swords that boost specific natural abilities depending on the weapon. Alongside this, the wielder is in command of a pack of magically summoned wolves. Damian can command these wolves with little more than a quick thought and he can only summon two at max right now, though as he grows stronger, he’ll be able to summon up to eight.
The key point of Arsenal Magic is that it allows summoning specific blades, or swords in this case, that offer boosts and similar effects. However, Damian has also learned to project hiltless blades for ranged spells.
Blade Rain-Summons a series of sword blades to fall upon a target area. Usually summons twenty blades and can chase a fleeing target a limited distance from the summon location. Gains additional effects based on the level of Power Lock released, such as the release of the Omega Lock causes a wave of swords to rise five feet straight forward after impact while the first lock’s release, Alpha, simply increases the number of blades from twenty to thirty-five.
Three Point Strike-Summons three sword blades that strike in a triangle formation with their tips meeting in the middle.
Striker Blade-A single large blade that Damian typically uses for fast and aerial transport when he needs to move fast. Often uses it for fast slash strikes as well as avoiding having to pay for a train ticket.
Six Point Strike- Usually used on an airborne enemy, four sword blades strike in a square and one strikes from the bottom and the last one strikes from the bottom, all six points meeting in the middle.
Shield Blade-When not wielding the Hercules Blade, Damian can summon a hiltless sword blade on his arm to act as a shield. Higher Power Lock releases allow him to do things with it such as lock it in place to form what he has dubbed the "Bladed Shield Bunker", a construct made of shield blades that protects from all around and above himself and up to three other people who are nearby.
Sonic Thrust-Unleashes magical energy straight back, allowing a powerful and speedy thrust over a five meter distance that can impale the target against whatever’s behind it but also allow Damian to speedily reposition himself on the other side of the opponent. More powerful versions add a pair of blades that follow behind at a slight delay. Locked behind Power Lock Alpha.
Ragnarok Blade- Summons a magical extension on the currently wielded sword that gives a longer reach and wider strike range. Locked behind Power Lock Alpha.
Judgement Strike-Delivering a stunning blow to a single enemy, Damian unleashes a powerful magically enhanced slive to finish the fight. Locked behind Power Lock Omega.
Shatter: Ten Thousand Blades-Damian’s ultimate spell, locked away behind the overcharged power of the Delta Breaker Power Lock, this spell turns a single blade into ten thousand more after the initial slash, which Damian uses at blinding speeds to deliver ten thousand more attacks on the affected foe, culminating in an explosive final slash.
More to come as I remember/make them.
Ares Blade- A katana that looks like this. Grants boost to survivability in the form of increased durability and grants the ability to project strikes further with fire.
Hermes Blades- Twin short swords that look like this. Grants boost to speed and agility.
Hercules Blade-Glaive that looks like this. Boosts to strength and gives the ability to enhance attacks with wind power.
Armageddon Blade- A greatsword that looks like this. Boost effect to all "stats" but more refined. Also grants the ability to distort gravity around ONLY the target, or in rare cases, targets, making it heavier or lighter as needed.
Power Lock Alpha- The first of three skill locks, Damian begins below this, as he can’t handle his full magic power at once yet. His magic and magic circle are orange while this lock is active, and releasing them with the code “Release Power Lock Alpha. Confirmation Ceta-Zulu-Foxtrot-Bravo” turns the magic energy green as more of it is allowed to flow. Eventually, Alpha is the standard level that Damian operates at as steady training allows his body to handle the power. Allows the use of several more powerful variations of his spells as well as Sonic Thrust and Ragnarok Blade.
Power lock Omega- The second of three skill locks, this is Damian’s full power without overcharging his body with it, but it also leaves much more wear and tear the longer he uses it. Upon release with the phrase "Release Power Lock Alpha. Confirmation Beta-Delta-Epsilon-Ceta,” The full power he carries is unleashed as his magic energy and circle turn from green to black. Operating at full power like this seems unattainable at his current limit, but he may eventually be able to work without the Power Locks in place. Allows the use of many more of his more powerful spells, both new spells, such as Judgement Strike, and variations of existing spells.
Hidden Power Lock Delta Breaker- The final of the three power locks, this overclocks Damian’s magic power, turning him into a powerhouse, but burning him out and turning his black magic circle into one of white with a red undertone. It is released almost instinctively, in moments of great need and danger. It also allows the use of Shatter: Ten Thousand Blades.
Magic Rank: B
Equipment: A single katana, a gift from his late father that bears emotional meaning for the young man and a suit of leather armor
Strengths: 1. Tactically Inclined- Raised by two military parents who were part of border patrol units, Damian is prone to look at a situation and come to a more planned way of handling things, being so skilled at it he’s known to do so on the fly and mid-combat.
2. Agile-Due to preferring little to no armor, Damian is a quick moving person, though that’s not to say he’s weak.
3. Combat skills that don't require magic- Growing up in the military, growing up a child soldier, he spent hours drilling without any magic use, perfecting his weapons skills and hand-to-hand techniques.
Weaknesses: 1. Quick temper-Though he’s tempered his anger as he’s grown up, he is still known to get angry quickly, especially when a situation evolves beyond his control.
2. Too focused-Has been known to effectively ‘put on the blinders’ when an objective or goal is just out of reach, causing him to miss important details due to how focused he is on the end result.
3. Tendency to overthink-While he is an incredible tactician, this can cause Damian to also overthink simple interactions and look for things like dishonest motivations for action and such when there necessarily isn’t any.
Personality: Tends to be serious about everything in life and is extremely difficult to get a laugh out of. Has been known to smile, but the occurrence is so rare it has been attributed to him taking a liking to someone extremely well.
History/Bio: Damian was born to parents who were both enlisted in the Fiore Royal Army. His father was a Captain with a brilliant tactical mind and his mother a compassionate sergeant serving in another regiment until the two were combined to help patrol the border. The bulk of his childhood consisted of sticking close to his mother and spending time with his father when they were on leave as a family, with weapons and hand-to-hand training filling much of the family's time. When he turned eight, the unit was posted in an official fort near the border with Bosco and what was only spare time training became full time training. At the age of thirteen, he was considered a part of the 42nd Border Control Unit of the Royal Army of Fiore. His magic was still unclear at this point, so little time was spent developing it until he was fifteen
Two years later, after he’d turned seventeen, tragedy struck. During a battle with some monsters that the unit had been tracking for months, his father was killed and his mother fatally wounded. In the stress of the moment, Damian’s pain and grief caused his magic to manifest in full and he unleashed a hailstorm of ethereal sword blades that laid waste to the monsters and gave the Royal Army the time it needed to gather up the dead and wounded and fall back. As they returned to the fort, many of the soldiers could hardly blame Damian as he road on horseback with the Unit’s second in command, his mother being carried in a stretcher as they rushed back.
Hours were poured into trying to save her as medics both magical and mundane tried to stabilize the young woman that the youngest member of the unit would have at least one parent, but to no avail as his mother lay dying, the blood loss too great and the injury, a gash across her chest, too grievous. Damian was finally allowed in to see her as she took her final breaths on a bed in the medical wing of the fort, she held his cheek in her hand and said, "My son, your father and I love you very much and we’re both so proud of you. You stood your ground and fought valiantly against foes more numerous and easily stronger than you. You protected your home and there’s nothing else to be said for that. Please, turn your strength towards helping others. I love you, my baby boy..." The light faded from her eyes and the arm fell limp. It was a week after his mother died that Damian resigned from the unit and set off into Fiore with the goal of finding a mages guild to join and hone his magical skill in. During the interim years before he joined up with Fenixtear, Damian trained with his magic, but found that because he’d spent so little time actually practicing with it, his full strength would cause his body to burn up and leave him exhausted. Coming across a mage who specialised in a form of locking magic, the mage identified two locking ‘mechanisms’ in him that helped regulate his power until his body was prepared for it and initiated them. The wolf pack showed up during a solo job, two sparks of magic splitting from his Ares blade and forming the wolves that now follow him almost frequently.
Art of the Gunslinger focuses less on fancy and overt shows of magic power and more on transforming that magic power to turn already lethal enchanted bullets into an inescapable force of deadly justice through various trickshots using magical and enchanted bullets and attacks. It achieves this through well trained magic control, physical shape and mental strength. As a result, many have claimed it combines other magics to gain the required effect, but it is simply the effect of training non-stop for years on end. A user of Art of the Gunslinger can perceive even a target using High Speed magic at higher levels than the average user can. This high perception allows them to use their trickshot attacks, such as the Blinding Binder, a trick shot that combines the Blinding Shot with the Binding Shot to capture a room full of mages while simultaneously blinding them so they can’t launch an accurate counter attack. Likewise, this high level perception allows them to use their magic attacks from their pistols while constantly moving themselves and accurately hit targets.
Charged Shot-Charges an unenchanted bullet with either ice or fire magic depending on if the round is fired from Feuer or Eis. Typically, if fired from Feuer, a large fireball is fired that explodes in a 10 meter radius on impact while charged shots from Eis tend to freeze multiple targets. Charge time is about five seconds.
Lancer- A beam of magic energy with a range of 20 meters. Not particularly powerful, but still has a punch to it if unprotected.
Enchanted Scattershot- Focusing some magic energy into the empty ammo clips in the two pistols, Arthas can fire a short range scatter shot attack to try and buy him space. If the shots come from Feur, you get set on fire. If from Eis, you get frozen and frostbite.
Most people think magical traps within clothing or even on rocks when they hear enchantment. This magic gives the bullets it’s inscribed upon varying effects, ranging from disabling a mage’s magic to freezing them in place, along with countless others. However, the enchantments must be inscribed into the bullets in order for them to work well.
Blinding Shot- A timed shot, the enchantment on the bullet detonates into a blinding flash at a certain range from the end of the barrel after firing. Radius is about the size of a small room, and the effect can be lessened or prevented by closing your eyes, taking cover or not looking at it in general.
Binding Shot- Perhaps the only truly non-lethal shot in a Mage Hunter’s arsenal, this bullet turns into a magic nullifying binding on impact, enabling targets to be brought in alive, though not necessarily unharmed.
Explosive Round- A simple enchantment powered bullet, explodes on impact, often destroying whatever it impacts with. Powerful mages can shrug off its effects for a short time, but eventually, they’re gonna lose a limb or two, best case.
Freeze Shot- Fires a bullet with a freezing enchantment that usually freezes the target on impact. Can be a full body freeze if the chest is impacted or a partial freeze, such as the legs or feet, if shot at the feet.
Feuer and Eis-Twin pistols used for close range engagements, chambered in .45 caliber for both stopping power and knockdown potential. Named Feuer and Eis due to each having been enchanted to give standard rounds burning and freezing effects respectively.
Hunter’s Edge-A knife used by all mage hunters, it’s blade is forged from a special metal that makes it hard for a mage to focus and use magic if cut by it. Used when Arthas needs to be within kissing distance of a target and needs to slow down their casting rate.
Magic Level: A
History: The name Drenmur was, for many years, relatively unknown. They all had their quirks and differences, but nothing about them stood out. That changed just over a hundred years ago, when Argon Drenmur, son of Drake and Amanda Drenmur, freed the Darkheart Blade from its resting place sealed inside a cave. Local Rune Knights were told by the lone survivor from his home village who had done it and the name Drenmur went down in history as a name belonging to an evil and vile person who’s only interests in life were personal entertainment at any cost and women.
Arthas’ direct ancestor was the sister to the father of Argon, who kept tabs on him and his family even though she lived miles away in Crocus, and in journals passed down through the family, noted with concern Argon’s darker tendencies. While she wrote that he should be getting help for them, her brother insisted on dealing with it at home. It had worked eventually, but in the end, nothing could stop fate from running it’s course. Skip forwards a few years, and magic’s reputation is in the mud, torn asunder by an attack by Zeref, with good mages on the run while those with less wholesome intentions ran rampant, despite the best efforts of the Royal Army and Magic Council to keep them in check. With their options running out, they turned to the populace for a solution. In an effort to repair the family reputation, destroyed by Argon and his actions, Arthas’s great-great-great grandfather stepped forward with the proposition for Mage Hunters, mages who would use their skills to bring in or put down those who’d chosen the path of darkness. The order used to stand over two hundred strong, bringing down dark mages across Joya and other countries, but not anymore.
Arthas is last of the order and his family, who had been hunted down by powerful dark mages with grudges, dark guilds looking to take out some of those who would police them and other such foes, though most fell to the man who had tarnished his family name to begin with, Argon Drenmur, and a Dark Mage who had seemingly made a pact with a demon after the order had wiped out his guild. Arthas is still haunted by the screams of his family as Argon caught up with them after thirty years of cat and mouse. His father and brother had put up a valiant fight, Arthas too young and wounded from an earlier attack to be of help, but they eventually fell, leaving his mother and younger sister at Argon’s mercy as she pushed Arthas down the coal slide. He was 12 at the time and already well versed in the order’s arts; though it did him little good when the demon possessed dark mage attacked him and his family just days earlier. Searching for revenge, he knew, was a waste of time. The last of his father’s teachings now rested in him and he would honor his father’s legacy.
Since then, he’s grown to be strong both physically and mentally, while his magic has become stronger the longer he’s practiced alongside it all. He’s also become a nightmare for dark mages and assassins everywhere, hunting them to the point of exhaustion before bringing them down. He’s crossed paths with Argon twice since his family was killed and both encounters ended in draws, both men incredibly wounded. For now, however, he continues his hunt while hoping to find a worthy successor to the Mage Hunter legacy.
Personality: Hard and seemingly cold, a lifetime, short as it is, spent hunting the dark mages of Joya and the surrounding countries has made him unconcerned with much anymore. If it hasn’t got to do with the Hunt or him personally, leave him out of it. It could also be argued that he suffers severe PTSD from the episodes of attacks from both Argon and the unnamed Dark Mage, though he has yet to show definitive signs.
Guild and guild mark location: N/A
Team Members: N/A
Three Strengths: (Not just combat) Survivalist- Spending as much time on the hunt as he does, knowing one’s way around the wilderness is crucial. Burger Connoisseur- Knows a lot of things about burgers and can make the best Burger you’ll ever eat. Skilled Fighter- Be it with his rifle, his pistols, or his knife, it’s hard to find a flaw in his technique, since he’s been training since he was young.
Three Weaknesses: (Make them Applicable) Last of the Hunters- Mage Hunters were high value targets to Dark Mages and as a result, their order has dwindled to him alone, so he can call on no help. Marked- Being the last of the Mage Hunters, Dark Mages everywhere want him gone and will pay good money to see it happen. Distrustful of mages- While not all mages seek to do harm, those few who do have sullied his ability to trust Light Guilds and their mages.
Greatest Love: Duty
Motivation: The Safety of Non-mages
Appearance: Stands at an intimidating 6’5” with sweeping black hair and piercing blue eyes set in a face bearing a faint five o’clock shadow and medium high cheekbones to frame a handsome face. Only wears light armor underneath a brown leather duster with his pistols holstered on each thigh.