Congratulations, (insert name here)! Your application/draft for the D.E.C. has been accepted, as of right now, you are officially, a D.E.C. recruit!
For those of you who were forced/drafted, here's a quick refresher on the history and duties of the D.E.C.
As we're sure you are well aware, the world is in bad shape. In the year 2045, nearly 250 years ago an asteroid the size of england was found to be heading right for earth. With very little time to act, the United Nations agreed to a plan, they attempted to blow up the asteroid. This proved disasterous as it broke into many pieces and smashed the Earth. Humanity survived, but only just barely.
The result of multiple impacts was the complete destruction of the entirety of Asia, much of Europe, and a dust cloud that blocked out the sun for nearly 30 years. That's not all, something was inside the asteroid, something that released horrible monsters upon the world and created deep, mysterious dungeons for them to live in.
Still, humanity pressed on, largely thanks to the only benefit of the asteroid, magic. With our new found powers, humanity managed to scrape by. It was in the year of 2097 that our founders, Michael Smith, Sonya Fedorov, Hans Schmidt, and Hana Ko got together to form the D.E.C.
The D.E.C was formed as a way to regulate who went into the dungeons and how rescources from each dungeon run were distributed. Post dungeon ready on your character sheet so I know you read this crap. Each team, consisting of four to eight people, has a specific job, hunting, gathering, and reconnaissance. The recon corps scouts out the surface and dungeons to find where loot and rescources can be obtained. Gatherers gather those resources. Lastly, hunters (the job your team is assigned) clear the way for gatherers to make sure they can gather resources unharmed.
If you have any questions, feel free to ask any D.E.C. representative.
Thank you, and have a nice day.
Medieval weapons and modern melee weapons are what you'll use mostly. Guns are extremely rare and are reserved for city guards and high ranking dungeoneers. Medieval armor is also most common, though crude kevlar is available at a high price.
Cs
Name
Age
Race
Appearance(eye color, hair color, markings, etc) pictures welcome
Class(see below)
Gear
Personality
Bio
Abilities
Other
Spoiler: racesHuman: the most common race on the surface.
Half Harpy: (Don't ask how it happened) uncommon, they take more after their human parent with the exception of their legs and eyes. They have feathers instead of hair as well.
Myrmidon: uncommon, they look like humanoid ants. They have four arms and two legs, instead of skin they have chitin plating, their mouths open kind of like a predator from the movie predator, and they have trouble speaking human languages. Exceptional fighting skills though.
Demon: common, humanoid. Their skin is anything from bright red to bright blue but the most common color is dull purple. They have tails. Feral demons also have wings and large horns.
Half Demon: somewhat common, they are generally accepted by the human populace with the exception of some religious groups.
Vampires: somewhat rare, most vampires become feral and reside in the dungeons, notable exceptions are Hana Ko (Head of the Council and DEC founder), Hans Ackermann (Veteran Hunter), and Roark Cooper (Master Blacksmith and Mechanic)
Gnoll: Somewhat uncommon, most gnolls are completely incapable of using magic with the exception of half gnolls and, very rarely, feral gnoll shaman. Full blooded gnolls are stronger than humans but generally less intelligent.
Also if you have a suggestion that I approve.
Spoiler: classesWraith: is balanced in magic ability, strength, defense, and endurance. Can only use shadow and dark magics.
Sub classes:
Dark Mage- master of shadow and dark magics.
Assassin- relies more on weapons; can use any kind of weapon effectively
Ranger: low magic ability and strength with average defense and high endurance. Uses ranged weapons and stealth magics
Sub classes:
Scout- specializes in stealth, can turn invisible at will, but will become visible if hit by an attack or attacking.
Sniper- master of ranged weapons, specializes in hitting weak points on monsters from nearly any distance.
Medic: high magic ability but very low strength and defense with average endurance. Uses healing and light magics bit can also brew potions.
Sub classes:
Alchemist- better at creating helpful potions and harmful poisons, can still use healing magics
Light Mage- master of light and healing magics
Mechanic: No magic ability with high strength and defense but low endurance. Can create bombs and traps, repair weapons and armor, repair almost any tech, and can disarm traps.
Sub classes:
Engineer- can repair or build almost anything (assuming they have the necessary materials)
Demolitionist- makes better bombs and can even give them magic properties (with the correct materials)
Mage: incredibly high magic ability with little strength and defense and average endurance. Uses elemental magics.
Sub classes:
Specialist- specializes in one type of elemental magic, making it stronger, take less energy, and ignore more of the target's resistance.
Archmage- master of all elements, but not as powerful as a specialist.
Summoner: incredibly high defense with low strength, magic, and endurance. Relies on summoned monsters to fight, is the only class that can tame monsters.
Sub classes:
Beast master- summoned monsters are much more powerful, but you can only summon one at a time.
Pack leader- summoned monsters are slightly stronger, but you can control multiple.
Spoiler: magicmagic takes stamina to use, excessive use of magic can lead to internal bleeding, unconsciousness, spontaneous disintegration, sudden death, and muscle cramps. Most magic needs time to channel, you can channel multiple spells at the same time and move around normally while channeling.
Elemental magic takes a short time to channel before casting, ranging from a couple of seconds for basic spells to half a minute for advanced spells. The most powerful elemental spell(Cataclysm) takes five minutes to channel.
Light magic takes a long time to channel but is incredibly powerful. Basic spells take one minute to channel, the most powerful spell(Heaven's Light) takes a full half hour to channel, and healing spells don't need to be channeled but take time to complete.
Shadow and dark magics are instant but incredibly weak compared to elemental and light magic. Shadow magic works the same as acid that can slowly melt through any material, the strongest spell(Shadow's Bite) takes five seconds to channel however. Dark magic is mainly used to enchant weapons to give them a little extra "bite" when striking enemies, but is also used to strike distant enemies with projectiles. The strongest dark spell(Dark Javelin) takes ten seconds to channel.
Any species monster can be summoned as long as a summoner has 1. Captured a monster of that species and 2. The summoner has enough energy to channel it. Weak monsters such as imps, giant spiders, zombies, ghouls, and Hell bats take a small amount of energy to summon. Average monsters like Hell hounds, spirits, gnolls, minotaurs, and harpies require a fair amount of energy to summon, and also need to be channeled for one minute. Strong monsters such as Dragons, Feral Demons, Feral Vampires, Lichs, Behemoths, and Golems require massive amounts of energy to summon, take ten minutes to channel, and drain a very small amount of energy every minute they remain summoned.
Spoiler: approved characters
Spoiler: Hans Ackermann
Name: Hans (The Major) Ackermann
Age: 284 (looks 37)
Race: Vampire
Appearance: pale skin, white military buzz cut hair, red sunken eyes, Scar running from middle right side of lip up to the base of the hairline, Shrapnel scars and burns covering right side of face down to the forearm with flecks on abdomen, tattoo of seventeen tally marks on left shoulder. Always wears tan cargo pants with scraped up Kevlar knee caps, tan combat boots, and a green tank top. In dungeons he also wears a light Kevlar vest, steel vambraces, and a steel helmet with an attached flashlight.
Class: Wraith- Assassin
Gear: machete, fire axe, combat knife, and a Smith Wesson .45 ACP revolver.
Personality: hard, humorless, usually melancholy.
Bio: Hans was a Major in the US military when the asteroids struck, he was immediately put in charge of five different special operations task forces operating out of Germany, his country of birth. Two of them were immediately over run by the massive numbers of monsters while evacuating civilians, there were no survivors. A third team went missing during the chaos and was assumed killed in action. The remaining two squads were defending the Berlin Capital Building where Hans was stationed.
He joined in the fighting when a vampire leading an army of ghouls assaulted the Capital Building. In the first hour, the ghouls had killed half of the defense force. In a second hour, the remaining twelve survivors, Major Hans, Chancellor Heinrich, two Ministers, and eight soldiers, only one of which was formerly under Han's command, had been forced to the roof. The vampire confronted them there without his ghouls. After a brief attempt to negotiate surrender failed, the vampire massacred the remaining soldiers but was incapable of defeating Hans because of his numerous wounds. The fight finally ended when the vampire managed to bite Hans' neck. Hans only just barely managed to drive his knife into its skull before loosing consciousness.
When he woke up five days later, he found out that the two ministers had died fighting the remaining ghouls before the evacuation helicopter arrived. The Chancellor lived with grievous injuries. Hans was kept under quarantine for one month before it was decided he wasn't a threat. He was, however, kept under observation for the remainder of the campaign. Once fully healed, Hans rejoined the fighting in Germany until the year 2075 when the dust cleared from the sky, and the monsters fled underground.
When the D.E.C. Was formed, Hans was put in charge of the 1st hunter squad, though back then there weren't specific jobs. The 1st hunter squad, or Ackermann squad as it was called back then, ran 1253 successful missions before it was reassigned as a hunter squad in 2176. By then, Hans had been in command of over 50 different explorers and had only lost one. His most recent mission, however, was a complete disaster. On the 104th floor of a newly discovered dungeon, his team was ambushed by the strongest demon he had ever come across. All five of his team mates died during the fighting with Hans only barely surviving himself, he was found completely soaked in blood, sitting in the center of the room staring blankly ahead, he didn't speak or move for three days, even after being brought to a hospital.
After the encounter, Hans developed an intense hatred for demons and half demons even though two of his deceased companions had been half demons. After a two month vacation, he was put back in charge of the 1st, and is awaiting a meeting with his new squad.
Abilities: Hatred of Demons- is faster, stronger, and angrier when fighting demons. Vampiric bite- can eat certain corpses to regain health and stamina. Pre fall combat training- hand to hand combat is much easier and can use firearms expertly. Vampire- does not age and cannot die from illness. Shadow and Dark Mage- can use shadow and dark magics.
Other: theme song- Gustav Holst, Mars
Finishing move: Arsenal Assault- Hans slows time around his enemy and speeds himself with dark magic, then hits them with every weapon at his disposal.
Spoiler: Silvia KohrzhakovName:Silvia Korzhakov
Age: 21
Race: Half Gnoll
Appearance: Albino, white fur with light grey spots, red eyes, wears light purple makeup (lipstick, eyeshadow, etc.), wears black leather pants, black combat boots, black leather armor, and a painted black military helmet with the Red Cross symbol on it.
Class: medic
Gear: Shortened Partizan (4 feet long), broad sword, medkit with assorted antidotes and cures, field surgery kit (for if she's too tired to cast spells), Enchanted ration bag (can store one week of rations for a group of five in a military backpack sized bag).
Personality: bubbly, happy, talkative, somewhat clingy.
Bio: Silvia grew up in New Berlin with her mother and father, her mother being the most recent medic for the 1st Hunter squad under Hans Ackermann. When she was 8 years old, she first met the Major when he visited their house one Christmas. Her mother had apparently saved his life the day before and he had bought their family a cake as a thank you gift, cake being a very expensive luxury. Silvia immediately took a liking to him, and spent the entire night bothering him and attempting to play with him.
Though he feigned annoyance, he had actually somewhat enjoyed her enthusiasm and began visiting their house more regularly, forming a friendship with the family. This was, of course, back when there was still a shred of happiness in Hans' life. Two weeks after her 21st birthday, Silvia received the news that her mother, and most of her team had died in the dungeons. She was, understandably, upset with the sole survivor, Hans Ackermann. She visited him in the hospital to yell at him and berate him for not doing a better job, but the sight of him simply sitting in the hospital bed, staring straight ahead with a haunted expression made her change her mind.
She instead decided that she would become a medic and attempt to be assigned to the first, so that she could cheer him up and let him know she didn't hate him. After two months, she got her chance and is now eagerly awaiting his return from vacation so she can surprise him with the "good news".
Abilities: healing and light magic, polearm expert, and field surgeon.
Others: theme song Black Dragon Fighting Society, MCR I'm pretty sure the lyrics are inaccurate, but I can't tell.
Spoiler: TinkCs
Name: Tink
Age: 23
Race: Human
Appearance: This lady puts you in mind of a mysterious raven. She has wide black eyes that are like two cups of black coffee. Her thick, curly, black hair is very short and is worn in an utilitarian style. She is short and has a leggy build. Her skin is dark tanned. She has delicate ears. Her wardrobe is practical - mostly dark tones.
Spoiler: Tink
Class: Mechanic
Gear: Violin
Willow whistle on a thong with flint.
Handforged multi-tool
Two sets of lock picks (one set sewn into the seams of her shirt collar)
Tool kit
Crowbar
Pack
Blanket roll
Torches
Bag of chalk
First Aid pouch
Tinker kit
Rope, 50'
Iron rations, one week
Two water skins
Bezainted armor
Helmet
Quarterstaff
Kukri knife
Short bow
Quiver of arrows
Personality: Tomboy, very defensive of her person. She only seems to open up when she's playing her violin, what some call "Tink's voice."
Bio: Acting under secret orders, a band of Travelers were rounded up by the Teplice City Guard and killed. When word reached the church of the killings, monks were sent to collect the dead for burial. A monk heard a young child wheezing among the corpses, realized despite the slashed throat that she was still alive and rushed her to the church's infirmery. While they were able to save her life, infection damaged her vocal cords, making it almost impossible for her to speak, but she would bang a metal spoon on the edge of her cot to summon the brother on duty, so they called her "Tink." When she was well enough to travel, they smuggled her out to the monastery in Dresden, dressed as a boy.
Hauptmann Carl Schmidt, combat engineer made a bet that in a year, he could train a boy to be better than half the men in his unit. At the monastery, he made the mistake of asking for a child who was clever with their hands, and met Tink who was repairing the cook's pots. Tink being mute was not a problem to Herr Schmidt, as it seemed Tink was always paying attention. It never occurred to him that Tink was a girl until she'd been with him for a month. Rather than return her and forfeit the bet, he continued training her. She proved to be quite the asset.
When she was about 13, Tink was scavenging in the trash heaps of a collapsed house and found a violin. She managed to repair it and learned to play.
When she was about 18, she met Luca Konig, Dungeon Exploration Corps and friend to Oberstleutnant Schmidt. She enjoyed listening to his tales. Two years later, she joined the D.E.C.
Abilities: Can read and write a little. Can repair weapons and tools.
Other: Enjoy the Silence
Spoiler: Cackles
Name: Cackles The Gnoll(And his sidekick The Cap.)
Age: Cackles(30) The Cap(?)
Race: Cackles(Gnoll) The Cap(A parrot)
Appearance: Cackles has dark gray fur with black spots throughout his body. His eyes are just black that always look like they are never focusing on anything for to long, as well as a scar right on his nose that is very noticeable. Cackles has earrings that look like stables in both ears, wears a chain with a rat skull at the end of it, and just wears what looks like leather armor, now The Cap other hand is more simple as he is a small red parrot with blue tip wings and a tiny black vest on.
Class: Ranger
Gear: A crossbow(With bolts included!)
a club with spike through it.
a bag of bird seed
a bag of tacks(Both marked so there is no confusion)
3 javelins
a single grooming comb(For The Cap)
And one shiv.
Personality: Cackles is really quiet, in fact the only sounds anyone has ever heard from him is his infectious(Or annoying depending on who you ask) laughter and his growls when he is ready for action. Cackles seems wild and unpredictable acting on instinct or under the direction of The Cap. Threating, attempting to harm, or talking about eating The Cap can send him into a frenzy.
The Cap does all the talking and seems to lead Cackles through his adventures. Sarcastic, Bossy, and a self proclaimed hero of the ages people that know the duo say that if The Cap wasn't a parrot he'd be a very good leader of a adventuring party.
Bio: The origin of how this duo came to be changes every time you ask them, but if the truth must be told then Cackles was born into a tribe of gnolls that tended to stay away from cites and enjoyed the more feral way of living. The tribe hunted and laughed together before one year the tribe low on food decided to head into a dungeon not knowing what to expect. All that is know is that Cackles was the only one left and tried his best to be on his own before giving up and heading into the city. This is where he met The Cap, a cart filled with animals was moving through town and hit a nasty bump making the bird spill out of the cart. The bird's cage broke and he injured his wing. Cackles unsure what to do took the bird and brought it back to health. The two have been inseparable since.
Abilities: Scouting ahead(The Cap isn't afraid to do his part as he heads forward and comes back with information of the dangers ahead.)
Sense of smell(Cackles was a good hunter along side his tribe they could track prey for days. Who says he can't do it on his own?)
Feral Aura(When you look like a wild animal sometimes it can't be helped to act like one this only happens when Cackles is hurting and in serious danger. A cornered animal is a dangerous one as he roars out attempting to intimidate all around.)
Other: Chow Down. https://www.youtube.com/watch?v=mZClu1JWuPY
The Cap: "As dungeon ready as we will ever be."
Spoiler: Runia
Name: Runia
Age: looks 24, Actual age 48
Race: Half demon
Appearance (eye color, hair color, markings, etc): She has a few tattoo like markings that run down her back and almost resemble decorative, ornate wings. Her eyes are a mismatched light blue and dark brown. Her teeth were the size of a normal humans, with she sharp point of a demons' fangs. She is a little bit taller than the average human. Her hair is a red-brown hangs down her back, with a braided part stays behind her ear.
Class: Summoner
Gear:
Jacket
Rations for a couple weeks
a few changes of clothes
a beastiary book
Several different books on Summoning
A couple books on animal behavior
Flint and steel
a compass
Hiking boots
water proof shoes
random back up shoes
Rusted broad sword
Personality: She can come off a being a little snappy but, really. A lot of the time she just isn't quite sure how to handle people. She does try to be patient, but you can't always tell.
Bio: She got her name from the fact that her parents... Or at least one of them, hoped she would be a mage. She grew up being forced to read every book given to her, so she grew to hate it.
Runia snuck off whenever she could, though she found people kinda scary when she was young. So she just kinda hid and watched people, until she was dragged back to the house to continue her studies.
When her family realized she had no talent for being a Mages, she was all but kicked out. Her demon father was the only one that tried to keep any kind of contact with her, even that was minimal though.
She realized she was a summoner, so as much as she hated it. She found a library and studied it, where she found a poster about the DEC.
Abilities:
Literate
Can see fairly normally in dim light
Summons: Imp
Spoiler: Albus Cradbury
Name: (Doctor) Albus Cradbury, better known as Doctor Cranberry.
Age: 29
Race: Human
Appearance: Without his mask which is rare as he is always "working" Cradbury has dark brown hair neatly trimmed, and those tiny reading glasses old people have. Again, when he's not working Cradbury wears suits and or a lab coat, keeping himself trimmed, groomed, and watered.
During "Work" hours Cradbury wears the classic Plague Doctor garb. These are one of many copies he has, which he cleans fervently. As to not cross-contaminate any poisons or other dangerous creations he wishes to work on.
Class: Medic (Loosely defined)
Gear: Cradbury carries around most of his surgical supplies and more than a few drugs, just in case he needs to do "Field Work." However the case he carries these is small and light. Perfect for traveling.
Unfortunately his bag is not. Cradbury carries peg legs, and hooks for those 'just in case' moments. There's also various samples of the monsters he helps kill and occasionally a finger of a dead vi-patient whom he particular enjoyed working on.
Strapped across his chest are various poisons that Cradbury uses to augment his rather weak fighting capacity. Or to suppress frisky patients.
Personality: Cradbury is an interesting man. Between borderline sociopathic tendencies of selling mislabeled poisons, to an absent minded episodes of mislabeling his potions. Cradbury enjoys a very carefree lifestyle. Taking on life's great challenges with amusement and admittedly little regard for its importance. Often times trying to make a deal or another to try and avoid working to his fullest potential.
Bio: Albus Cradbury wanted nothing more than to lead a life of crime and sadism. Working under his cousin in organized crime Albus was almost as bad as the monsters that came from the dungeons. From the streets he worked on his skills as a "Doctor" often considered more of a butcher for the first many years he was eventually known only as "The Mad Doctor Cranberry."
Under his cousin's orders Cranberry was a focused machine capable of inciting fear and bending others to the will of his cousin. His skills as an actual surgeon also grew tremendously during this timeframe, to the point of being able to being able to save the organizations members on the field itself. These were all quick surgeries of course, often times just taking out bullets and stopping any internal bleeding. (That he can discover in his limited timeframe) Cranberry was known for leaving his patients laying out in the field mid-operation should their position be compromised by even a small margin. Safety first.
Eventually the organization started to fall, and Cranberry was captured while trying to blackmail local officials. Cradbury was okay with death. Even imprisonment. His cousin didn't order him around and he could potentially expand his clientele. However thanks to his medical abilities Cradbury was assigned to assisting the D.E.C with their endeavors. Despite this forced draft Cradbury is often a loose cannon in the field, and will assign his own priories. That mushroom is much more interesting than some claw mark that may or may not be infected anyway.
Abilities: Effective Street Surgeon; Cradbury's skills in surgery are based more on speed than of safety. However he can find and retrieve bullets, projectiles, parasites, and other small objects usually under ten minutes depending on the location. He can even help with internal bleeding caused by these objects (Or himself usually) However he's unlikely to be able to remove (Or even identify) a tumor.
Alchemist: Cradbury creates and employs a variety of herbal potions, poisons, and occasionally a batch of magic potions (DM's discreetion). Despite his ability in the herbal field Cradbury does not understand most modern day medicines, or modern day practices. Having learned his practice mostly on his own and through many mistakes. He's especially fond of making poisons.
Torture: Cradbury has very little ability in terms of combat, however he has methods of torture that make use of his abilities that he's perfected over the years. The first method is more of a chance to study anatomy for him, as he'll poke around and study the patient's body and functions. . . unfortunately for the patient, he won't ease the pain. And for an especially troublesome patient, he'll be less and less careful in his methods.
The second is much less messy, as he'll strap down the victim and apply non-lethal dosages of various poisons, keeping them in as much pain as possible until they're ready to comply.
The third method is reserved mostly for his personal enemies. Not a single victim has been found alive after words.
Other: Ever the salesmen he'll occasionally try to seel Deescount Med-E-Cine. Which tends to be just poison.
If you have any questions, please ask, I will do my best to answer them.
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