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Management of Occult Deterrence (OOC/Sign Ups)

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Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby TheOwl on Sat Sep 26, 2009 11:53 am

Interest Check: http://www.roleplaygateway.com/that-one-supernatural-organization-that-doesn-exist-t29546.html

IC: http://www.roleplaygateway.com/management-occult-deterrence-t30160.html


Management of Occult Deterrence. MOD.

Ever heard of it? Of course not.

Like so many of those top secret Government organizations you hear about in movies and on TV, we "don't exist". But unlike the FBI, MOD has no connections to the Government... in fact, the Government doesn't even know that we exist. And unlike them, we have so much knowledge of the Occult, or Supernatural, or whatever you like to call it, that we could change the state of the world as we know it.

Ever heard of "Lancaster Security Corporation"? Or Lancaster Corps? Probably not, but only because it's such a mediocre business. What we do is offer cheap security for smaller businesses, anything from electronic security for a hotel to security guards, temporary or not. If anyone asks, we can honestly say we actually do that, but only to keep our cover and bring in a tidy little income on the side, not that it would support us by itself. What we really do, in case you haven't figured it out by the acronym, is manage and deter the Occult, or manage the deterrence of the Occult. You take your pick.

We chase down supernatural beings that just don't belong in our world, whether they're doin' harm or not doin' anything at all. At least until we decide whether or not they have the right to remain here, and work out some immigrant program to keep them hidden and in line. I seriously doubt that the guys upstairs (not God, the higher MOD employees) are willing to even consider allowing these guys to stay in our world... then again, people like me have been a great help to them. But I'm gettin' off track here.

Sometimes certain people come to our attention... people like you... that have the psyche and physique that would make them an ideal addition to our little group. And it IS little... the people we accept have to have just the right combination of traits, so we don't have that many people. Like in your case, one of our employees usually recommend someone they know, a relative, a close friend, or someone they just know. I'm not allowed to tell you who recommended you, but you may see someone (Or a few someones) you recognize around here, if you decide to join us.

So, you in or are you out? I'd hate to have to kill you. Just kiddin', we don't do that. What we do is have our resident psychic erase your memory and then we monitor you closely for a couple years, to make sure you don't have a relapse and remember anything. We can't have people walkin' around screamin' that Lancaster Security Corps is secretly a bunch of ass-kickin' supernatural cops.

No, really. It was a joke. We don't kill people... we're on your side... as long as you're Human.



Introduction by Ryan Serrano, in case any of you were wondering. He's my character. No, this isn't the most original roleplay and I've certainly never done anything like it before, but let's make it work, okay?


The Beginning Plot



This roleplay takes place in New York City, this time and year, and centers around an organization known as MOD that forces the supernatural off the streets and back into their own dimension, where they belong. A short explanation about the dimension... well... it's basically a parallel dimension to earth that holds beings who exist on supernatural forces, unlike the Humans of Earth, who exist on natural laws... gravity... all that scientific stuff. Well, at least they did until the barrier between the dimensions began to thin (mostly in NYC), forming breaches and allowing supernatural beings and forces into Earth. It's been happening for quite a while, and MOD has been taking care of it, but as a result, people are gaining psychic and magical powers and are slowly beginning to realize that all the beings from their fairy tales and horror movies exist. The Government has been covering it up for quite a while (all the while trying to understand it) while MOD, knowing what it is, is fighting back. The process is slowing down, but a panic is imminent possibly decades into the future unless something drastic happens to stop it. (I have future plans, but we'll start out with this)


MOD



So, MOD. Or Management of Occult Deterrence. It's an organization so secret that not even the Government is aware of it's existence. Owned and operated by James Ortez, it boasts two different headquarters located on opposite sides of NYC, both identical. They're located underground, roughly the size of an entire city block, and have numerous levels, of which we will only know two. The HQ we'll be focusing on is located in a rather unsavory but not completely slummy area known as the Bloated Toad, in honor of the unusually named street that flanks one side of it. It's divided into four quadrants named according to what direction they face, with multiple entrances/exits to each. (An example of these is a dumpster in a narrow alley surrounded by a cluster of buildings in the east quadrant, which hides a flight of descending stairs at the base of which is a door that can only be accessed by a 12 digit/letter code and also boasts a retina scanner hidden in the peephole. Beyond the door is a small lobbyish area with a couple drink machines and a row of elevators.)

Not going to go into exact detail here... but let's just say it's like any major organization HQ you can imagine. It has everything. A cafeteria, entertainment rooms, libraries (some off-limits), computer rooms, indoor pools, meeting rooms, showering rooms, training rooms... a highly secure weaponry room that only holds a small amount of what they really have at hand. All the entrances/exits to the HQ lead to elevators, which lead to a lobbyish area in the center of the building that's more like a giant hall, open to other rooms and to smaller hallways. There's a receptionist desk in the center and couches/chairs along the two walls, broken only by the many unmarked doors leading to smaller rooms that are used for various purposes and under surveillance all the time. From this lobby area, you can reach any other part of the HQ. This is only the first floor... the second is partially an infirmary (more like miniature hospital) and partially hotel-sized living quarters for those who need temporary or permanent homes within the organization. Any floors beyond these are off limits, but one can assume that this is where all the 'higher ups' work and where the supernatural related technology, weapons, and major information are kept.


MOD Technology



MOD has an abundance of your average and not-so average firearms, the firearms themselves and their bullets coated with silver for an added effect, so I guess you could say they're customized. Next to these are the tranquilizers... some that actually tranquilize, for rare occasions, and some that inject the supernatural with a deadly (for them) silver nitrate solution. There are also cross bows and regular bows that come with silver tipped arrows, as well as all types of blades coated in silver, a coat that eventually needs to be replenished, but does the job well enough. Besides these, people are allowed to bring their own personal weapons and firearms in, provided they allow MOD to examine and approve the weapon, and as long as they carry at least one of MOD's silver-coated weapons IF their weapons aren't silver coated and/or don't use silver coated bullets. For their own protection.


MOD Employees



If you're planning to be a MOD employee, then you'll be playing an agent. MOD's employees are mostly agents who basically go out everyday and deal with the supernatural. They're basically (as corny as this sounds) supernatural cops discreetly sweeping the supernatural off the streets. There are 'higher ups', just like in any company or business, but to mention them all when you probably won't need the information will just be tedious and a waste of good space in this post.

The agents are split into groups of fifty that are named after and lead by a director. In turn, a manager will also be assigned to supervise the group and help the director. The group we'll be focusing on (since I doub't well have more than fifty players, let alone half that) is referred to as the Coile group, in honor of Joseph Coile, the director. The agents are all at least moderately skilled (enough so that they could easily get jobs as cops) upon entering MOD, but can build their skills or be trained to become better if they're lacking. This doesn't mean you should become the love child of Jackie Chan and Buffy the Vampire Slayer, but if you want to be an expert at a couple things, go ahead. Try to keep it original and reasonable... be a master of one martial art instead of twenty.

When a supernatural being reveals itself or needs to be hunted down (could be you, could be an NPC), agents are sent out in teams of 2-4 (excluding the leader of the group, who might make 3 or 5). The groups are mixed and inconsistent most of the time, rarely having the exact same team mates. Some teams who have been shown to work excellently together will automatically be put together, although it's not set in stone.

You can say your character just joined MOD, but even so, he/she needs to have been there for at least two weeks to get the technical stuff out of the way. You're probably wondering how in the world MOD gets any agents, since it's top secret and the agents aren't allowed to tell their family or friends about it. If you can't think of anything plausible on your own, here are some suggestions: (1) A family member or close friend will recommend you. (2) Higher ups will pick you out of a certain number of people based on your background and skills. (2) A MOD member might notice some trait you have and decide to recommend you, even though you might be a complete stranger. (4) Alvaron suggested this. MOD higher ups regularly choose people from government and police organizations according to the psychological tests they submitted to join those organizations. (4) Anything else you can think of.

EDIT: If you would rather have your character become a MOD agent later in the roleplay, you can.


Humans



Beings who exist in a practical world, where science and the laws of physics apply. Since the dimensional barrier has weakened, they've been tainted by supernatural forces and some of them can now do things that most humans only dream of doing. This isn't X-men... you have the choice of psychic, magic, or healing powers, and you can only choose one.

Phsyic/ESP - Any psychic power you can think of. You have the choice of one offensive (telekinesis, etc) and one passive (clairvoyance) ability or two passive psychic abilities. All psychic powers are ranged, although it's up to you to decide how experienced your character is, thus how long their range is. Be reasonable. As for telepathy, if you're going to use it, you have to keep in mind the following: If you read someone's mind, then they can read yours, too. It's a link you two share that neither can deter. If you're reading someone's thoughts, memories, and secrets, they'll know you're doing it, not to mention they'll know who you are and what's in your mind. This only applies to mind reading... just plain mental communication is safe.

Magic - You'll be glad to know that you have free rein with this one. Whatever kind of magic you prefer, have at it... just keep it reasonable, have limits, and play fair. I'll be watching. Note that two obvious rules are that you can't manipulate time and you can't directly manipulate an individual, such as turning them into a frog or making them think they're a bug. (See the Interest Check for good ideas on magic that vary from your average Harry Potter and Eragon types)

Healing -- Not sure where this ability stems from, but Crain suggested it, and it seemed like a good idea. There are certain people who have healing abilities, so much that just being within a few feet of a person will accelerate their healing slightly. Being in contact with a sick/injured/diseased person will give a skilled/experienced healer the ability to accelerate or decrease the speed in which a person heals. The faster a person heals, the more pain they experience, as all the pain from the slow healing will build up at once. And no healer can heal someone instantaneously, meaning if you get shot in the heart or temple... you are S.O.L. Naturally, the healer can heal themselves, but with the same principles. (ALL forms of accelerated healing follow these principles, even if the person in question isn't a healer, but merely has the ability to heal quickly.)


The Supernatural



The Supernatural, a name for thousands of different races and unique individuals belonging to no race that are all governed by magic and other enigmatic supernatural forces. They are not held down by science or physical laws in their own dimension. When they enter ours, our physical laws partially apply.

There will be NO vampires or werecreatures in this roleplay. Sorry. ALL supernatural beings are, to some extent, damaged and weakened by silver. You get to decide just how severely it affects your character. But if it just barely scratches you, you better have another weakness somewhere. You can make up your own race or put a spin on one that already exists. Make sure your race and character have limitations.

One more thing. In most cases the supernatural are either invisible or visible to all. It'll be a mix here. Basically, some people can see supernatural beings and some can't. It all depends on the individual's sixth sense and the strength of the supernatural entity present. Size doesn't matter... supernatural strength does. Gifted Humans can see many supernatural beings.

EDIT: No lame supernatural races. Anime based stuff like youkai, nekos, kitsunes, anthro-kitsune-neko-youkai-hybrids... seriously. Be creative. No hybrids at all, because that's just lame.

Characters




Here is the character sheet:

Code: Select all
Name:
Age:
Race:
Occupation: (If you have one)
Alignment: (good, bad, neither, both)
Appearance: (Feel free to use pictures)
Personality:
Powers: (If you have any supernatural abilities)
Skills: (Whatever skills your character possesses that you think applies)
Weaknesses: (If you're supernatural, silver will naturally fall in this category. You can determine how weak you are against it.)
Bio: (At least a summary)
Other: (Anything that doesn't apply to the above fields)



NPC's



I will be NPCing the director and manager for our group. Feel free to add your own NPC's or to NPC other MOD agents.

Name: Joseph Coile

Age: 43 yrs old

Race: Human

Occupation: MOD director, ex-cop

Alignment: Good

Appearance: A tall, thin man with a lanky build and an energetic spring in his step. For all of his middle aged years, he has the liveliness and lithe grace of someone half his age. He's going bald, with thick, wavy grey brown hair beginning at his receding hair line at the very top and sides of his head, but never quite reaching his neck. He has a semi-lined but fairly attractive face, pale skin, and expressive gray eyes that can be steely and sharp one minute, warm and humorous the next. He normally wears casual clothes and square sun glasses. To most people he doesn't look like he'd be strongly built, but he has defined muscles from years of training.

Personality: He's very outgoing, cheerful, and talkative, with an eccentric but welcomed sense of humor. He's often sarcastic, but his sarcasm is so subtle that most people never know unless someone points it out. His motto is "If you don't want to get in trouble, don't get caught". He rarely raises his voice or loses his temper, and seems amused at moments when he should be annoyed. However, he has shown rare moments when he can be hard, cold, and intimidating, with a dangerous presence. These are times when he seems like he can rip someone in half without blinking... wisely, these are times NOT to provoke him. He has a vicious temper, but he rarely loses control of it.

Powers: None

Skills: He's proficient at boxing, using firearms, and has had basic police force training.

Weaknesses: All those of an ordinary Human.

Bio: He grew up in your average middle class family, finished high school, but skipped college at 18 in favor of joining the police force, where he became, more or less, an average police officer. At first. By the time he reached the age of 28 he was very proficient at what he did and had trained his body to it's physical peak, in case he ever needed to do more than hand out parking tickets. Looks like he did wisely, because it wasn't a year later that he had to help bring down a couple bank robbers before they killed somebody. This caught the attention of MOD, and at first he wasn't going to be apart of their group, until they proved to him that they weren't scam artists or some elaborate prank by showing him one of their 'prize captures'. He abruptly decided to join and pretty soon, he was a director instead of an agent and coercing the higher ups to allow supernaturals to join the group, in case they ever needed to fight fire with fire. He's the reason there are so many supernaturals in the group now, and although a majority of MOD don't agree with it, the higher ups' word is final.


Name: Maria Lumis

Age: 33

Race: Human

Occupation: Manager of Coile's group, as well as a manager in general of things related to MOD. She's also responsible for new recruits in Coile's group, making sure they know the rules, know where everything's at, and kind of being a counselor for them basically.

Alignment: Good

Appearance: She looks like an amazon. And no, I don't mean that in the female body builder or manly female way. She's surprisingly tall for a woman, about two inches over six feet, with a long legged build that is femininely sturdy and far from petite. She has high prominent cheek bones and slanted, narrow black eyes that make her appear regal, but it's her wide and ready smile that gives people the nerve to talk to her. Her skin is the color of cocoa and her black hair is normally in some elaborate braided, beaded hair do. She normally wears skirts, slacks, dress pants, and blouses, but occasionally she'll walk into work wearing jeans and a shirt, daring anyone to say anything to her about it.

Personality: She's very friendly (beyond professionalism, in fact) and enjoys making idle conversation with anyone. She's boisterous and usually in a good mood, but she can turn a hawk eyed glare on you in a minute if you do something wrong.

Powers: Precognition, Telepathy. She can dream of the future, even when she isn't sleeping, although it's not clear and will often leave her trying to figure it out before whatever it is comes about.

Skills: She knows how to throw a punch, but she didn't learn any professional combative skills. She's skilled in all things relating to MOD and her job, which is why they chose her for it. She also knows a good bit about psychology, although she didn't go to college for it.

Weaknesses: She's only Human.

Bio: Again, hers isn't that interesting of a story. Her family wasn't precisely filthy rich, but they were wealthy enough to be comfortable, and to send her to a university after she graduated high school. At the university she majored in art, and although she was talented, couldn't get much work because they were no longer in demand. She decided to try for her second dream job and went law school, soon managing to work her way into the FBI, where she remained until she was picked by MOD to become apart of their organization. She was only to glad to comply when she learned what she would be defending Humans against.








EDIT: Rules




Follow all of the forum's rules.

Profanity is allowed, but nothing harsher than the "F word".

No godmodding or no ridiculous over the top posts or anything else like that... you know the drill.

Please try to post regularly... I understand more than anyone that it's hard to do sometimes when you're busy, but give it your best.

Also, no more nekos or anime-inspired supernatural creatures. No anime inspired anything beyond what we already have.

We'll no longer be accepting any supernatural MOD Agents. We're accepting gifted Human MOD Agents, but no supernatural agents. We're accepting just plain supernatural beings, but they cannot be a part of MOD.
Last edited by TheOwl on Sun Sep 27, 2009 5:59 pm, edited 6 times in total.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby TheGoddessReborn on Sat Sep 26, 2009 12:15 pm

wow this looks really good save me a spot? PLEASE!

Name: Alicia Gaiael

Age: 21

Race: human

Occupation: MOD Agent

Alignment: Good

Appearance: Image

Personality: she is a very quiet person, she usually runs out of her way to help someone even with the simplest task. a protector by nature and can easily trust people.

Powers: High-Leveled Telekinesis , Pre/Retro Congnition

Skills: good at telling where danger is exactly and how much it poses a threat to her or those around her. standard martial arts training often combinding her TK with her moves. she is good with 2 of her own personal katana which is enchanted to hurt all things and creepy crawlers.

Image

Weaknesses: VERY prone to Psychic backlash and her visions are often accurate but are usually given in a round about way, almost cryptic in a way not always clear.

Bio: Alicia was one of the original MOD agents coming to work and help take down hostile demon or otherwise. she tends to be a loner because of her powers. she doesnt like picking anyone emotions or otherwise. she is a friendly person but has trained her self to be cold and unfeeling.

Other:

(FINISHED)
Last edited by TheGoddessReborn on Mon Sep 28, 2009 9:01 am, edited 1 time in total.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Lady Valkyrie on Sat Sep 26, 2009 12:30 pm

So, I could play a person of the fay, who aren't allergic to silver, however steel and other man-made metals hurt them. Also the right combination of herbs could do it as well, like a mixture of st.johns-wart and rosemary. A mixture of salt and Iron filings could do the trick as well.
(I hope this is good)
Name: Katie Madden
Age: 182 human years
Race: Faery
Occupation: Writer
Alignment: Good
Appearance: Stands at 5'9 has one green eye and one violet eye. Is approximately 120 lbs.
with glamor:Image
Without glamor:Image
Personality: Quiet, very nice, however somewhat anti-social.
Powers: glamor (the ability to hide her actual looks), elemental magic (can influence the elements like fire, water, air, and earth), small healing and shield magics (can heal minor wounds and shield herself and others from minor harm) ,
Skills: fairly fast, fights pretty well, can fly (cannot get more than 50 ft above the ground) though she prefers not to. Far-seeing (she can see farther than humans), Better hearing (can hear more than most humans), better over-all senses (can smell more, feel more, hear more, see more, taste more than humans, sometimes can overpower her, serving itself as a weakness, can also help her.)
Weaknesses: Silver (does not leave more than a scratch, most fay carry silver swords), mixtures of salt and iron filings, mixtures of st. johns wart and rosemary, any man-made metals.
Bio: Grew up in the mortal world, surrounded by man-made metals which hurt her as she grew up causing a deformation in her wings so she couldn't get very high. Katie loves the mortal world and wishes to stay here for the rest of her life, helping the people of the world, and bringing them happiness with her stories. She's always loved the countrysides, so she has a home in the country, but she says in the city, with a small aura of magic surrounding her so she won't get hurt badly from the man-made metal surrounding her everyday.
Katie's mother was killed when Katie was approximately 60 years old. Which is barely a teenager in Fay years. Katie also never knew her father.
Other: Carries a silver dagger at all times, is a good archer.
I keep lying to myself
To tell myself it's okay
And that everything will be all right
But deep inside
I'm tearing up
'Cause I know it's not true.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby TheOwl on Sat Sep 26, 2009 12:39 pm

Don't worry GoddessReborn, there are unlimited spots. ^__^ Also, I would prefer it if we kept the psychic powers at a maximum of two. However, you're free to have other skills as well, like martial arts or... whatever else, so you don't have to depend solely on your supernatural power.

Lady Valkyrie, you're accepted.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Saken on Sat Sep 26, 2009 1:13 pm

Hai! I'll be doing three characters, or two characters to play and one NPC that anyone can use. =3 IF that's okay, is it?!
Join in on my Mentoring Rp!
It's a chance to everyone to improve their skills.
Targeted at Newbies, but for everyone!
roleplay/mentoring-classification-zombies#introduction

I see you...

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby TheOwl on Sat Sep 26, 2009 1:19 pm

That's fine with me. xD

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Valor on Sat Sep 26, 2009 1:34 pm

This looks like fun. I'll be a MOD. (:
Just need a little while to put a character together.

EDIT:

Here we are, hope this is good enough.

Name: Kaizu Grace

Age: 18 in appearance (36)

Race: Neko Demon

Occupation: MOD Agent

Alignment: Good, I guess.

Appearance:
Image
He usually has a hooded coat, or jumper, sometimes even a hat, to cover his feline ears while out in public.

Personality: Earth is way better than back home, and even though Kaizu would prefer to play with a ball or yarn or a mouse, he'll do whatever he can to stay in the place he now calls home. His childish nature sometimes makes him hard to work with if you do not know how to communicate with him properly. His feline side makes him quite relaxed most of the time, taking everything in his stride – though when provoked Kaizu's not such a lovable kitten. Tempers can only last for so long, and claws come out when this kitty's temper blows.
Powers: His feline half allows him to see further than most, his hearing and scent increased as well. Agility and lower body strength has also been effected, allowing him to leap further and higher than most others.
Skills: Because of his long vision, if you give Kaizu a gun or crossbow, he'll be able to shoot down a long range target with ease. His feline half makes him pretty light on his feet and a pretty good tracker too.

Weaknesses: Water is naturally a foe, being wet doesn't allow him to function properly, priorities changing completely – dry first, fight later. Silver also effects him, effects varying from paralysis to poisoning, depending on the amount of silver that contacts him.
His feline side also brings weakness out of him, as he can fall for any sort of small distraction – a stray piece of string, or something shiny, leaving him open to attack.

Bio: Kaizu didn't mean to run into Earth. He was only running away from home, his hometown having been attacked by some kind of bandits. He stumbled through the streets, the place suddenly being filled with people that looked nothing like him, buildings having grown taller and everything was just so scary. He hid in the darkness for his first few days, hood covering his head to hide his oddities from others, though it wasn't long till the MOD found him. Who they were, he had no idea, what they wanted with him, he had no idea. He was still young then, potential seen in him as he tried desperately to escape.
When taken in, he fought to stay on Earth, willing to serve these people as long as he could stay, keeping him from his hometown that had been brought into ruin.
His acceptance into the MOD wasn't one that pleased many, another supernatural in the team.

Other: Kaizu carries a long range crossbow with him at all times when out on the hunt, along with a gauntlet for his right hand that has three silver coated blades on, for targets that prefer to attack from close up.
Last edited by Valor on Sat Sep 26, 2009 3:29 pm, edited 1 time in total.

Thinking of you, wherever you are.
We pray for our sorrows to end, and hope that our hearts will blend.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Lorna1 on Sat Sep 26, 2009 1:44 pm

Name: Brett Rover
Age: 33
Race: Human/Freemason
Occupation: MOD agent
Alignment: Neutral
Appearance: Image

Short dark hair, dark glasses, plain ordinary black suit (casual) Often wears body armour/protection as standard issue, wears a Masonic ring on his right hand. Also his right hand is tattoed with several little symbols. He is fairly tall and elegant.

Personality: Quiet, inward and reassuring

Powers: Superior occult knowledge (33rd degree Freemason) understands ancient symbology even though he can't see - if it is described accurately to him or if he can run his fingers over the symbols he can tell you exactly what they mean.

Skills: Skilled in manipulation, persuasion, evoking emotion within people. Also very empathic and sensitive to the feelings and emotions of others. Can be very quick with that cane of his, even though he is bind.

Weaknesses: Will often put himself in the line of fire to save others, can be emotionally comprimised or hurt/crippled by it. This song brings back memories of his wife and daughter who are now dead, and sometimes that can overwhelm him. http://www.youtube.com/watch?v=MODq81_cDKI

Bio: Not many know of the existence of MOD, however Brett became a 33rd degree Freemason and because of that became aware that some of his colleagues were also a part of this MOD. He applied to join with a recommendation from some very high up Freemasons. Their main concern was that without real guidance or acceptance, Brett might follow the path of Evil, and would be more valuable working in MOD. Brett Rover is completely blind, and has a white stick/cane, which sometimes comes in handy for other things.. he may be blind but his other senses are heightened as a result. He lost his eyesight a few years ago when he tried to defend his wife and child against something inherently evil, something which he couldn't explain. His wife and daughter were sadly killed in the altrication. Brett survived but feels guilty about surviving, misses his family and sometimes wishes he could have died with them. More than anything, if he ever came across that same evil again, he would know and he would want to avenge them.


(HI there, is this ok? Can I join in? This rp looks great Owl.)
Last edited by Lorna1 on Sun Sep 27, 2009 11:37 am, edited 13 times in total.
Got a whole lotta love...

Long Live Led Zeppelin... YAHOOOO!!!!


http://www.youtube.com/watch?v=nxm-4AwtB5w

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby TheOwl on Sat Sep 26, 2009 2:16 pm

Hey, Lorna! You sure can. Anyone can join. OH, that reminds me! Damn it all. *Goes to edit the OOC/Sign up Post*

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Nyxeth on Sat Sep 26, 2009 2:17 pm

Spot reserved for now, character being finalised.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Lightning Flash on Sat Sep 26, 2009 2:30 pm

Name: Michel (Mitch) Roberts
Age: 23
Race: Human
Occupation: Former Police Lutenant
Alignment: Good
Appearance: Image
Personality: Faily loose guy. Jokes around a bit and has a certain personal magnetism. Although he is focused to almost a fault when assigned a job. Has a knack for coming up with nicknames.
Powers: Scrying using his gun (Extremely limited range. ex. can only see inside of a buidling he's next to.) and minor control of light. (Can create a bright flash of light or darken an area for a limited time, but affects him as well as anyone else.)
Skills: Observance and (lawful) interrogation from being in the police force. Good shot with any type of gun.
Weaknesses: Short sighted and inexpierenced against supernatural powers. Other than that he's just like a normal human.
Bio: Mitch is a native New Yorker and was just an average kid through most of his life, until he suddenly dropped out of high-school junior year. He surprised everyone and joined the police acadamy. He proved to be near a prodogy and got a New York job right out of high school. Mitch became a decorated member in the police force on a fast track to being a major or even the chief one day. But people started to think him abosolutely nuts just a few days after. Suddenly he seemed strange and soon followed an abrupt retirement. He didn't even have enough years on the job to collect pension yet.
Other: Carrys a Glock 22 (With, as of right now normal, 40. S&W bullets)

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How's this?

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Abstract Calamity on Sat Sep 26, 2009 3:02 pm

I love this type of RP. For some reason it just never gets old. Normally I play as the hunted, but I think I'll take a different route this time.

Name: Anthony "Ant" Mettin
Age: 23
Race: Human
Occupation: MOD Agent
Alignment: Neutral
Appearance: Below

Personality:
Cynical and sarcastic, but also cooperative and cunning. Ant shows little emotion, and whether or not it's even there in the first place is a mystery. He has little in the areas of honor and compassion and will use any tricks up his sleeve to accomplish his goals, but he still holds true to his allegiances. Ant's sense of humor is dark and morbid.

Powers:
Ant can magically induce a sort of super adrenaline rush. While no actual adrenaline is involved, the effects are very similar. His vision is sharpened, awareness heightened, strength increased, and reflexes quickened. Also similar to adrenaline, there is a crash afterwards. The effects, both positive and negative, increase over time, and he will crash immediately after deactivating his power.

Skills:
Excellent marksman and survivalist. Very experienced in combat.

Weaknesses:
Anything that enters his bloodstream. Medicine injected into him will harm him, and poisons have magnified effects.

Bio:
Ant lost his father to government oppression in his home country. When he was 16 a rebellion was started to overthrow the government, and he took up arms. His mother was suspected of being in league with the rebels and killed shortly after the rebellion began. He and others fought for three years until the rebellion was all but quelled, losing many close friends. Seeing no hope for it, he left what remained of his comrades behind and fled. When he reached the United States, he began working as a farmhand. He still doesn't know how MOD tracked him down, but he's thankful they did.

Other:
He doesn't go anywhere unarmed, and generally carries a pistol on his belt, positioned on his lower back and in line with his right hand.
His nickname, Ant, came from his fellow rebels. It was both a shortening of his real name and a codename.

Image
"The night sky full of cries. Hearts filled with lies.
The contract, is it worth the price?
A soul pledged to the darkness.
Now I've lost it, I know I can kill.
The truth is just beyond the Gate!"

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Billie_blujean on Sat Sep 26, 2009 3:30 pm

I think I might be interested in joining as well, once I get the time to really read through and decide what kind of character I want to play. Which do you need more of? MOD employees, or those who are being hunted?
~*~*The insecurity is almost as dire as the actual incidents: Much like democratic presidencies, we live in constant fear, never knowing when the next one will occur*~*

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby TheOwl on Sat Sep 26, 2009 3:39 pm

Looks like we have a lot of MOD employees right now. I need some more hunted, but also keep in mind that you don't have to be an agent OR just a hunted supernatural. You can be a vigilante type human or you can be one of those supernatural that simply avoid MOD at all costs.

Also, you can always make two characters or more. I'm going to be an agent AND a supernatural being.

Oh, by the way, you're all accepted. I didn't think this many people would be interested in the roleplay... figured it was too cliche. I'm glad I gave it a shot.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Lorna1 on Sat Sep 26, 2009 4:03 pm

Hi..

My character Brett is both MOD employee and supernatural (figured it would give the MOD some kind of advantage?) Does this go against the rules? If it does I can always change his bio a bit.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Nyxeth on Sat Sep 26, 2009 4:08 pm

I was of the opinion from the Interest Check that Supernaturals would be highly mistrusted by MOD and as such MOD would not have supernatural agents. From some profiles up I noticed someone is RPing a MOD Agent who is a demon, now my question to TheOwl is why? I thought as stated, that they would be disallowed initially and they would actually have to WORK their way into MOD in the RP.

My main point with this is by letting people in like that straight away, I believe it damages the significance of certain RP aspects, such as a turning point when certain supernaturals might begin to be trusted and in general damages the overall quality.

The Interest Check was so full of decent ideas and people, I'd hate to see a quality concept get muddied by the main points being ignored.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Fallen on Sat Sep 26, 2009 4:13 pm

Name: Lae Amore
Age: 18
Race: Because of her horns..i dunno...part lamb XD?
Occupation: None
Alignment: Good
Appearance:
Image
Personality: Lae at first glance seems extremely serious or somewhat cold. She is extremely stubborn, once she has made up her mind there is no stopping her or changing it. She is very dedicated and very rugged, tough skinned though not emotionless, at least on the inside, she looks as if she is. She has a bit of a temper and can be very sarcastic and rude to others. Underneath it all she has a good heart and means well, but has odd ways of showing emotion. She can also be a bit protective over others. Overall, Lae is also somewhat a private person and doesn't like to talk about her past.
Powers: Lae is able to mentally cause pain to someone by looking at them. She is can do as much as bring them to their knees with pain, though she doesn't actually hurt them physically; reversed, she is also able to make someone feel like they do not feel any pain at all when injured, but that is a risky thing to do. She is also able to phase through objects and walls etc.
Skills: Lae over the years has taught herself to be good with guns. Pistols or dual pistols to be exact. It accompanies her power well.
Weaknesses: Silver; she has less of a tolerance than that of her sister, but she will not quit functioning or keel over in pain. The touch of silver burns in general, but being in it's presence is mostly just bothersome.
Bio:
Other: Lae carries dual pistols with her, placing them on garters on her legs.

Name: Shae Amore
Age: 18
Race: Neko
Occupation: None
Alignment: Good
Appearance:
Image
Personality: Personality: Shae is a very caring and loving person. She is very protective and will risk her life for those she loves. Shae is also very observant of others feelings. She is a nice person in general.
Powers: Shae has the ability to put fake past memories into people's heads. It's only temporary however. Shae also has the ability to erase memories. Shae also can use force fields, defensive and offensively. Naturally, because of her ears, she hears well, and because she is part neko, she is very acrobatic and quick.
Weaknesses: Silver, however she tolerates it better than her sister.
Skills: Shae is a good fighter. She is extremely quick and has a good amount of endurance.
Bio:
Extra: bios soon.
Image

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby TheOwl on Sat Sep 26, 2009 4:30 pm

Nooo, Lorna, not what I meant. I should've said 'hunted' instead of supernatural.

Weelll... I never said there wouldn't be supernatural agents. I don't know if I implied it or outright stated it in the introduction in the interest check (the same one at the beginning of this post), but the organization would have some supernatural beings.

Technically, we have five right now (going on six), which is five (six) of a group of fifty, which is only one of dozens of groups. The majority of MOD employees are Humans... gifted, but Humans. But you're right, compared to how many roleplayers will actually BE in this roleplay, we have quite a bit. I think I'll only allow a couple more in before people must be Humans, gifted or not. But I don't like the idea of excluding them from the organization, for the following reason:

Basically, MOD doesn't trust the supernatural, but it's like this. Even with silver bullets and the occasional telekinetic, you can only have so many battles before you come to a situation where you must fight fire with fire. MOD knows this, which is why they're allowing these occasional supernatural beings into their group. Besides, the objective is not all black and white... there are some supernatural who will be of great use to them and can be turned to their side. They may even learn more about the supernatural weaknesses through their own agents... what's that saying... keep your enemies closer?

As to what they'll do with these supernatural people once they've fulfilled their roles, who knows. I'm not claiming that MOD is saintly... it may turn out to be a hypocrite... or perhaps it already is.

NOTE: No more nekos, please. Try to make this less anime oriented as well, because it wasn't intended to be that way.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Nyxeth on Sat Sep 26, 2009 4:35 pm

You've hit the nail on the head, MOD would NEED supernaturals to help, HOWEVER I do believe initially that a segment of the roleplay should be designed for their intake. I disagree with the concept of them being in from the get go and it detracts from potential roleplay elements.

However, it is your roleplay, I'm just giving my input as an educated roleplayer on what I've seen working and not working. By allowing immediate intake it means that we'll get a vast number of 'supernatural' characters out numbering humans, because guess what, people find humans boring to roleplay when roleplay is the concept of acting out a role in an imagined setting. No one wants to be human in their imagination generally.

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Re: Management of Occult Deterrence (OOC/Sign Ups)

Tips: 0.00 INK Postby Saken on Sat Sep 26, 2009 4:40 pm

1/3

Name
Animus ( courage, vivacity, bravery, will, spirit, soul. ) Feritas (wildness, savageness. )
Age:
Seemingly mid-twenties.
Race
Valkyrie
Occupation:
None, yet.
Alignment
Neither and both.
Appearance
This Valkyrie is pretty small, standing at about a four foot nine height, and weighing a scarce hundred pounds,. The woman has long brunette hair, falling in a thick sheet down her back and ending at her mid back. Deep blue gray eyes, with black flecks and long fingernails. She is supposed to be a very beautiful young woman, back in the old days, but now she seems to small – delicate and fragile rather than the heroine she is meant to be. Damn them all for being short back then. She has sharp nails, that tend to grow faster than most, she paints them a disarming color of blue.
PersonalityImage
She is a warrior, wild- savage. She is good at hiding what she is, or so she thinks, and misses the olden days where she could carry warriors off to the realm of Heaven and let them have their do – wine and woman.
Powers: She has the ability to see when death is coming to a warrior, is a lot stronger than she looks, very agile.
Skills
She can control lighting in scarce spurts, and the lightning seems to reflect her mood when she can't control it.
Weaknesses: Silver, sadness.
Bio
Animus, going by Ani now,has long given up on the wars. People just don't believe in her kind anymore, and so she retreated into the other realm, to live there. Years upon years later, as the barrier thinned, she stumbled into NYC and decided to see how the people lived- and how she was disappointed. Battles fought over drugs and other things, but who cared? Eh, she would live here until it was time to go back and, if she picked up a few real souls to lead to Valhalla, so be it.
Other
I do not own the picture(s).
Last edited by Saken on Sat Sep 26, 2009 5:12 pm, edited 3 times in total.

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