“Listen, kid,” the man behind the desk, whose features one could not quite make out, took a drag from his cigar, “It’s all real. Magic. Bigfoot. UFO’s with little green men from Mars. All of it. Except, they ain’t green, they ain’t from Mars, and they sure as hell don’t go around picking up rednecks to shove probes up their asses. They’re real, and they pose a serious risk to the greater public. Can you imagine the panic that would ensue if the public found out that UFO’s are extraterrestrial predators with a hankering for human flesh?”
Another drag from his cigar. “That’s where we come in. You, me, and every other schmuck in the Organization. We keep things quiet, the things that the people shouldn’t know about. We cover up the accidents, patch the breaks in the simulation, so to speak. We ain’t in a simulation. We’ve checked.” He said, with the air of someone who’d explained this a dozen hundred times. “We keep the darkness at bay, protect the rest of humanity, and study the supernatural. If you want out, just say so. We can wipe your memory and send you on your way. But if you want in,” he leaned in close, “you’re in ‘till you’re outta this mortal coil.”
It was only after you left his office, training booklet in hand, that you realized he had never once exhaled the smoke from his cigar.
———
Greetings, cadet, and welcome to the Ouroboros Organization! Here you’ll find the greatest source of information on and training against the paranormal threats that plague this world. From exorcisms to Einstein, there’s a manner of metaphysics that suits everyone. Once trained, you’ll be automatically placed in a Mobile Task Force based on your particular skills, background, and personality. Oh, and don’t be afraid if you encounter a non-human operative! We here at the Ouroboros Organization are proud equal-opportunity employers!
Spoiler: The Ouroboros OrganizationThe Ouroboros Organization is a secret society dedicated to keeping the knowledge of magic, monsters, aliens, and other unexplained phenomena away from the public. Having determined that information like this could lead to a worldwide panic, the Organization instead utilizes their knowledge of the paranormal against supernatural threats that present a more pressing danger. Whether it’s Jersey Devils in New Jersey, werewolves in the Pacific Northwest, or aliens in the Mojave, the Organization is Earth’s first and last defense against the deadliest the metaphysical realm has to offer.
The Ouroboros Organization is highly secretive, with 5 levels of clearance that can get one access to more restricted information and weaponry. There are even rumors of level 6 clearance, but nobody has any concrete proof. Of course, rumors without concrete proof is what the Organization thrives on. The Organization is led by the Directorate, a shadowy high council of the oldest and most powerful members of the Organization. Few have seen their faces, even fewer have heard their voices.
Spoiler: What’s Real and What Isn’t - A Handbook to the ParanormalThere are many threats that plague the world of mortals, but not all of them are known. Most cryptids, folkloric monsters, and figures of mythology exist, along with some creatures with names unpronounceable by human vocal cords whose mere existence tears at the threads of reality. The general knowledge of some paranormal goings-on isn’t the failure of the Organization, but a deliberate move by the Directorate to mask how truly deep the rabbit hole goes. When something undeniably paranormal happens in broad view of the public, the Organization dispatches MTFs with various amnestics, either chemical, technological, or magical. There are four broad categories of the paranormal: Monsters, Cryptids, Humanoids, and Aberrations.
Monsters: Monsters are non-humanoid creatures of varying levels of intelligence that usually have roots in folklore. Monsters are usually highly hostile toward human life. Examples include: manticores, dragons, sphinxes, rocs, or kappa.
Cryptids: Cryptids were once considered a subsection of Monster, but have recently been reclassified as their own category. Cryptids are usually highly specific, and their intelligence and hostility levels are usually low. Examples include: Sasquatch, Fresno nightwalkers, Mothman, or the Loch Ness Monster.
Humanoids: Humanoids are any paranormal creature with predominately (>51%) human traits. They are usually very intelligent and very hostile. Humanoids are considered high-priority targets due to the danger they pose. Examples include: vampires, werewolves, ghosts of any kind, doppelgängers, or sirens.
Aberrations: Aberrations are the ones that creep in at the edges of the darkness, the ones who fold space and time, mad sleeping titans and living cities. They are the cruel, uncaring universe. They operate on a timescale incomprehensible to human minds. They are more intelligent than we could ever hope to be, and are either actively malevolent or simply uncaring, in the way that one doesn’t care about accidentally stepping on an ant. One must hope they never set their gaze on Earth. Examples include: Cthulhu, Yog-Sothoth, Nyarlathotep, The King in Yellow, or Azathoth.
Spoiler: MagicMagic is a science like any other, just with more hands-on and wide-sweeping uses. It can be used in almost any way imaginable to do near anything. Many operatives utilize magic or magical items for its versaitility, and the Magics Division is uncovering new mysteries every day. Magic requires three things: components, intent, and fuel. Without these three things, one is simply shouting words.
Components: Components include the ingredients for spells, somatic hand gestures, verbal incantations, and occasionally signs of power. Not all uses of magic require every component, but the most powerful do. Ingredients often include archaic materials such as eye of newt, wolfsbane, or salt.
Intent: To cast a spell, one must truly believe it will work. If there is any doubt in one’s mind, the spell will fail. There are many ways of manifesting intent, and they way one manifests it may have an effect on the spell cast. A spellcaster who casts a healing spell while thinking of a hospital may summon the scent of disinfectant, the feeling of gauze, or the sensation of wearing nothing but a hospital gown. A spellcaster who casts the same healing spell while thinking of natural medicine will summon scents of medicinal herbs and smoke, the feeling of homemade salves, or the sound of a mortar and pestle.
Fuel: Just as fire cannot burn without oxygen, magic cannot be used without a fuel source. In most places there is enough ambient magic to cast a few spells per day, and skilled mages can learn to stretch it even further, doing more with less. However, in some locations there is far higher levels of ambient magic or none at all. In locations of high ambient magic, mages can cast near-unlimited spells. In locations without magic, spells cannot be cast. To get around this, the Organization has discovered a way to distill magic from the atmosphere, creating a luminous blue liquid with a similar taste and smell to rubbing alcohol. Each vial contains enough magic for one spell, which must be cast within one minute of consuming the liquid. Drinking too much of this liquid can cause magic to go haywire, loss of magical abilities, or even death.
Spoiler: Character SkeletonName:
Designation:
Callsign:
Age:
Gender:
Species: (common and scientific name)
Appearance:
Abilities:
Skills:
Clearance Level:
Equipment:
Personality:
Experience Level: (Greenie, Rookie, Agent, Operative, Old Guard)
History:
Other:
Spoiler: Mobile Task ForceSpoiler: Nosferatu - Yggdrasil_HuggerName: [REDACTED] Jacobsen
Designation: V-33
Callsign: Nosferatu
Age: 413, apparent age is mid-thirties
Gender: Male
Species: Greater Vampire (Homo vampyrum major
Spoiler: Appearance:Art pending
MTF Operative Nosferatu stands just under six feet tall, with a sickly, frail look about him. His frame is thin and birdlike, with narrow shoulders and stretched-out limbs. His skin is pale as cigarette ash and cold to the touch. His head and body are completely bare of any hair except for his eyelashes and eyebrows. His face is monstrous, resembling a mixture between a bat and a human, with wide, pointed ears, small black eyes, a flat, upturned nose, and a mouthful of fangs.
Abilities: As a vampire, Nosferatu possesses a great deal of supernatural abilities directly tied to his consumption of human flesh and blood. The longer he goes without it, the more his abilities will wane.
Superhuman: Nosferatu has highly enhanced speed, strength, and stamina equal to that of 10 times the human average. His senses are also greatly enhanced
Spider Climb: Nosferatu can cling to walls and ceilings using his hands and feet
Fangs and Claws: As a vampire, Nosferatu possesses a set of sharp fangs used to pierce the skin of humans. Rather than fingernails, he possesses long, razor sharp claws with similar shredding capabilities.
Shapechanger: Nosferatu can change shape into a variety of forms: a vampire bat, a ghostly white barn owl, a monstrous black wolf, a cloud of dark fog, a rat, or a spider
Children of the Night: Nosferatu has a deep connection with animals, and is able to communicate with and call them to his aid
Echolocation: Nosferatu can effectively use echolocation out to a range of 60 meters
Hypnosis: Through prolonged eye contact, Nosferatu can effectively stun, disorient, charm, or even modify the memories of others. This is most effective against humans with weak wills, but even the strongest will can eventually be broken
Functionally Immortal: Vampires don’t age like mortals do. When turned, they are frozen in time perpetually, never aging and always cold as the grave. Nosferatu will live until he is killed, which may very well be forever
Weaknesses: Despite his fearsome powers, Nosferatu also possesses some weaknesses, particularly to things of a holy nature
Sunlight: Perhaps the most debilitating of his weaknesses, Nosferatu cannot stand the sight of sunlight, which burns his flesh. To counter this, the Organization has developed a powerful sunscreen that when applied, offers full protection for up to 4 hours
Forbiddance: Nosferatu cannot enter any home he isn’t invited into. Note this only applies to homes, all other buildings are fair game
Running Water: Similar to sunlight, running water burns Nosferatu’s flesh
Holy Radiance: Holy water, religious symbols, and blessed objects like the sword of an Archangel can prove deadly for a vampire. Hallowed grounds like churches act as strongholds against the creatures of the night, and are impossible for vampires to enter
Wooden Stakes: A wooden stake driven through the heart of a vampire will immobilize them, but will not kill them. However, any vampire that cannot remove the stake before dawn is almost certainly doomed
Skills: Having honed his mind and body over centuries, Nosferatu is a highly skilled and competent operative.
Polyglot: Nosferatu is fluent in English, French, Spanish, Russian, Greek, Latin, Mandarin, Swedish, Yiddish, and the Moonlit Tongue, a lingua franca used by a variety of nocturnal humanoids
Blitzkrieg: Utilizing his superhuman speed and strength, Nosferatu’s preferred combat style is fast, powerful, and disorienting, focusing on analyzing and taking advantage of weaknesses
Scholar: Nosferatu is highly knowledgeable in the fields of biology, anatomy, zoology, botany, chemistry, physics, mechanics, and metaphysics
Clearance Level: 5
Equipment:
- Ouroboros 13-Round Handgun
- Level 5 clearance badge
- Memory Whiteout, 10 doses
- Ouroboros Vampire-Approved Sunscreen
- Sunglasses
Bloodslaker: Bloodslaker is the name of Nosferatu’s longsword, magically enchanted to gather blood and empower its user. It is also enchanted to never lose its edge and to vibrate when danger is near.
Personality: Nosferatu is gruff, having grown a cold and rocky exterior after 400 years. He is direct, grumpy, and dislikes change. The only thing he enjoys nowadays is field work.
Experience: Old Guard
History: Born in London in 1609, Nosferatu can’t recall when exactly he was turned. He’s been working for the Ouroboros Organization as long as anyone can remember, himself included. Over time, he’s gained notoriety for getting the job done, no matter how tough or dirty.
Other: N/A
Spoiler: Song - EnigmaName: Sabine Brazil
Designation: M-13
Callsign: Song
Age: 23
Gender: Female
Spoiler: Species: Humanoid - Skin-Walker (yee naaldlooshii)
Spiritual forces, both good and bad, surround everyone. While medicine men use these powers for good, to heal and help the people, those who practice witchcraft can curse and kill the people with their arts. And those who can transform into animals like the coyote, cougars, and bears (although in truth any animal) are held to be the worse of all.
Appearance: This intelligent lady has round jet black eyes. Her fine, straight, jet black hair is worn in a style that reminds you of a complex device. She has a lean build. Her skin is a tanned bronze. She has bushy eyebrows. Her wardrobe is dignified and practical, with a lot of black.
Abilities:
- Witch - familiar with rituals and spells to shield, collect forensic samples, question spirits, and cleanse a site.
- Shape-shifter - can transform into animal forms only. Clothing and possessions are not transformed. Keen sense of smell.
- Forensic Sciences - can collect and process evidence
Spoiler: Skills
Combat
Spoiler: Firearms Training
Skill: Firearms Training
Type: Common, Trained
Level: 2
Prerequisite skills: None
Description: The basic handling and use of firearms.
History with Skill: Ouroboros basic training. Received basic firearms qualification.
Approved: Yes
Spoiler: Unarmed Combat
Skill: Unarmed Combat
Type: Common, Trained
Level: 2
Prerequisite skills: None
Description: The use of unarmed strikes and improvised weapons to defend oneself.
History with Skill: Ouroboros basic training. Received basic unarmed combat qualification.
Approved: Yes
Medical
Spoiler: Basic (Standard) First Aid
Skill: Basic (Standard) First Aid
Type: Common, Trained, Certififed
Level: 3
Prerequisite skills: None
Description: Basic practices of First Aid - asthma attacks, anaphylaxis, Basic CPR, burns, choking, diabetic emergencies, external bleeding, Environmental emergencies, heart attack, poison, neck, head and spinal injuries, stroke, seizure
History with Skill: Volunteer class in [REDACTED] High School, periodic recertification. Used repeatedly.
Approved: Yes
Spoiler: First Aid for Wilderness
Skill: First Aid for Wilderness
Type: Trained, Advanced, Certification
Level: 3
Prerequisite skills: Basic (Standard) First Aid
Description: knowledge and ability to effectively address injuries, illness, or emergencies outside of modern facilities. Includes knowing how to dress a wound, treat a burn or bite, and setting an injured limb.
History with Skill: College course, 1 credit. Some field experience while running with the [REDACTED] Pack.
Approved: Yes
Practical
Spoiler: Auto Mechanic
Skill: Automotive and Light Truck Mechanic
Type: Common, Trained, Certified
Level: 3
Prerequisite skills: None
Description: Skilled with automatic transmission, automatic service technology, brakes, electrical/electronic systems, engine repair, heating & air conditioning, maintenance and light repair, manual drive trains and axles, suspension & steering
History with Skill: OJT with her family's clan maintaining their vehicles, three semesters in high school auto shop, got a part-time job with [REDACTED] Auto Repair during college and received state certification.
Approved: Yes
Spoiler: Forensic Science, B.S.
Skill: Forensic Science
Type: Advanced, Degree
Level: 3
Prerequisite skills: None
Description: Applying chemistry, molecular biology, and physics principles to analyze evidence to help solve complex problems concerning civil and criminal issues.
History with Skill: Graduated from [REDACTED] College with a Bachelors of Science degree in Forensic Science with a 3.80 gpa. Twelve (12) months duty with MIB Incident Investigations Team.
Approved: Yes
Individual
Spoiler: Fortune Telling
Skill: Fortune Telling
Type: Uncommon, Trained
Level: 3
Prerequisite skills: None
Description: The use of observation and misdirection to entertain and griff others for profit. Includes palmistry, astrology, Tarot cards, runes, séance, crystal ball and tea leaf reading.
History with Skill: OJT with mother over the course of a few summer vacations. Was allowed to perform for visitors.
Approved: Yes
Spoiler: Divination
Skill: Divination
Type: Rare, Magic
Level: 1
Prerequisite skills: Fortune Telling
Description: The reading of the past or future of a person through direct contact or through the use of attuned objects; can also get a reading on the history of an object.
History with Skill: A visitor asked to look at one of her Tarot cards - later, when Sabine performed the reading, she caught a glimpse of a car accident, a state trooper trying to remove the woman from the car. She jerked her hand away, and tried to get them to stay at the fair longer. Hours later, the State Trooper she saw her vision came to asked questions.
Seeing her expression, Vadome asked if she saw something, then admitted this was why she wore gloves. Sabine burned the deck and was careful not to let people touch her cards after that - unless she was playing poker.
Approved: Yes
Spoiler: True Sight
Skill: True Sight
Type: Rare, Magic
Level: 3
Prerequisite skills: Divination
Description: This allows the caster to strip away illusions and glamours, allowing them to see what's actually there. Unfortunately, the actual appearance of some can be mind-shattering.
History with Skill: OJT training from Vadoma.
Approved: Yes
Spoiler: Herbology
Skill: Herbology
Type: Common, Trained
Level: 4
Prerequisite skills: None
Description: The identification, preparation and use of various plants and fungi - especially edible and medicinal plants
History with Skill: Received some instruction from the [REDACTED] pack and her mother Vadoma, later took a 1 credit college course in Herbology.
Approved: Yes
Spoiler: Witchcraft
Skill: Witchcraft
Type: Uncommon, Magic
Level: 3
Prerequisite skills: Herbology
Description: The use of little-known natural forces to influence changes in the conscious universe. Includes the use of rituals, spells, potion-making, summoning, sealing, cleansings, curses, blessings, linking to ley lines and magic reservoirs, dimensional travel.
History with Skill: Training started during summers at age 12, with copying of pages from Vadoma's grimore and practicing some basic techniques. Lessons became more regular when Sabine returned to her clan at 16, with practice continuing throughout college.
Approved: Yes
Clearance Level: 2
Equipment:
- Ouroboros 13-Round Handgun
- Level 2 clearance badge
- Memory Whiteout, 10 doses
- Sunglasses
- Willow wand
- Bandoleer holding several vials
- IFAK Kit w/ 2 CAT Tourniquets
- Evidence Collection Kit
- One pair each of leather and cotton gloves
- Christian emblem of a lamb on a necklace
Personality: Determined, independent, can act out in defiance.
Experience Level: Rookie
Spoiler: History:Vadoma Brazil is a traveling fortune teller. She worked one summer with a traveling rodeo, where she met one of the Navaho rodeo riders, Yas. A charming man, with a way of making the most mundane activities sound exciting. However, she couldn't help but to notice how some of the other men, mostly Native American, went out of their way to avoid him.
Their time together was all too brief - he was found stabbed to death one morning in the stables. However, Yas left her with one important gift, born months later - a girl that Vadoma named Sabine. And a surprise - one morning, checking her child's crib, she was shocked to find a coyote cub occupying her daughter's bed. In a panic, she grabbed a friend, but when they returned, her human baby was back.
Over the next few days, Vadoma caught her baby transforming. So she turned to her family, the Brazil clan, to ask them what she could do? And her brother Lash, a former Navy corpsman who'd served for a few tours with the Marines, volunteered that he "knew somebody."
He brought the infant Sabine to a remote Montana town to a former Marine buddy, Samuel, who was the Alpha of the local werewolf pack. She grew up among them, at night her smaller coyote form running along with their more massive wolf frames under the watchful eye of the Alpha, attending school during the day, working shifts at the local motel, and going to church on Sundays.
When Sabine was old enough, she started spending summers with her mother as she traveled her circuit. She began to notice the others of her mother's clans watching her warily, making warning signs and she found herself excluded from playing with the other children. So she spent most of her summers watching Vadoma perform readings with clients - as well as learning some of her mother's more unusual arts - tapping into the ley lines and the working of magic. Her mother, unfortunately, wasn't much of a teacher. But mostly she'd mope, wanting to be back with her werewolf friends, running free among the trees.
But Samuel grew concerned that Sabine and his son Drew were getting too close. Shortly after she turned sixteen, he abruptly caught her on the way to meet with Drew and took her to his truck, already packed with her things.
On the long drive back to meet with Vadoma's clan, Samuel explained some things about how her transformation into a coyote was far gentler. For werewolf females, the transformation could prove fatal for babies, so they had to spend several months fighting against the urge to transform. This had led to a lot of complaining among the women of the pack, but worse, he felt that his son was using her to ensure his children would survive. She endured the trip in silence, slamming his truck door when they arrived at the encampment.
But even among her mother's people, she still felt the disapproving eyes of the clan on her. She did her part as always to help set up and tear down, as well as helping to repair the aging vehicles of the clan, all the while working as a second fortune teller and learning more magic when the patrons had left.
At eighteen, she left them to attend a community college (forensic sciences) while working on the side as a mechanic at a local garage. She was in her third year of college when she was approached one night by her boss, Ben Schmidt. There had been a death that night among the Fae, and the Fae needed the help of a witch to remove certain 'traces' before the police were called.
It was shortly after that Sabine was approached again, this time by the MIB.
For the last year she's been working with the Incident Investigations (forensics) team, and has just transferred.
Spoiler: Greenhorn - KikiName: Ambrose Langford
Designation: N/A
Callsign: Greenhorn
Age: 22
Gender: Male
Species: Human - Homo Sapien
Appearance: Fairly typical looking human being - not scrawny, though not ripped either. Ambrose has long dark hair kept unkempt, sometimes hanging down in front of his eyes, sometimes tied back away, exposing a few piercings on his left ear. He is pale, like the glow of his several computer monitors, with dark eyebrows that frame two bright observant brown eyes. He always wears dark, unassuming attire that generally hides his frame.
Abilities: Ambrose has significant scientific and technological prowess, with skills that far exceed his age, and educational resources (never studied it officially nor attended schooling for it). He has a strong intuition, and as he has always had a belief and interest in the supernatural, he is able to use that knowledge (as well as history, folklore and local legend) to his advantage.
Having been through basic training, he is proficient in some basic user-friendly firearms, as well as fighting knives for closer combat. He has some reservations about utilizing force on others, but will if someone higher in command orders him to, or if the situation seems to be bad odds for himself (utilizing his internal intuition to figure it out).
Ambrose is quite skilled in being a fast learner - he can pick up other languages with some proficiency with ease, as well as being a "self-taught" sleuth on the internet for understanding morse code, studying the information around SETI (Search for Extraterrestrial Intelligence) via radio signals, and having skill in identifying tracks (he had a stint of looking for Bigfoot). When bored, he tinkers with computers, audio equipment, radio, and learned basic lock-picking from Youtube.
Clearance Level: 1
Equipment:
Level 1 clearance badge
Memory Whiteout, 10 doses
Sunglasses
Basic Ka-Bar (Mark 2) fighting knife with leather sheath
Beretta 92X Centurion
Personality: Fairly introverted (being bulled many years will do this), he is overly honored to be part of the organization in which he has sought for a long time, and more so, humbled often to be around those who are of the supernatural inclination. He is of dry humor, witty when he wants. His inexperience can come off as stupidity, and he is often tripped-up by trying to keep up with others.
Experience Level: Greenie
History: Ambrose has the (so far) unfounded claim to have been abducted by "aliens" one summer evening a few years ago. He does not remember much about the encounter, only that he had been sitting on his car's hood in the dark forested mountains near his home one second, and the next, awoke in the passenger's seat, the sun cresting over the hills. While he had held a fascination with space before, his interests then expanded to all parts unknown, delving into researching, studying, and unpacking local and legend lore-based phenomenon, of which the paranormal was no exception.
Before joining the organization, he was very antagonistic, obsessed, and desperate towards others, including his parents, friends and peers. He knew life - whatever it was - the paranormal, was out there. He goated others online about it, taunted his peers for "not being smart enough to see the truth", and began a lonely late-night podcast coupled with a blog all about his quest to expose the paranormal. He drew away from others in this quest to prove his points, tinkering with his podcast equipment, combing the internet late into the evenings, preferring to be by himself. He's no stranger to being called "weird" or even "crazy".
After joining the organization, he recently realized that any efforts to reveal the paranormal outright would be wasted on his oblivious and mean spirited peers, as well as his distracted parents, and so Ambrose has lost his obsessive, desperate edge, becoming a more humorous, depressive and more sympathetic person overall. He's not much of a talker, and even more so, he's still a little scared of everything he is discovering about the paranormal. He has a keen eye, and when he's not speaking in short sentences, he's probably watching.
Other: He hasn't quite figured out how to feel about his role in the organization, but he's fascinated with the great expansiveness that is the supernatural and paranormal.
Spoiler: Death Dealer - KRCmdrSheppardName: Rodica
Designation: B-33
Callsign: Death Dealer
Age: 321 appears to be in her mid-twenties
Gender: Female
Species: Dhampir (Homo pseudohaemophaga)
Appearance: https://www.ericdsnider.com/wp-conte...hird-reich.jpg
Spoiler: Abilities
Super Strength: Rodica has displayed enough physical strength to completely overpower lesser vampires with little effort in her normal state and keep up with her full-blood siblings and father. She can use her brute force to break through wood, stone, and metal structures and lift, push or pull objects weighing many tons.
Super Durability: She can survive enormous amounts of punishment that could kill humans immediately and keep fighting, surviving multiple gunshots from squads of soldiers, high explosives at close range, and even hits from creatures much bigger than herself. She's very tough but does have a limit and prefers not to get hit whenever possible.
Super Stamina: Rodica is always constantly on the move when on one of her missions. She seldom seems to get tired from exerting her body from extremely demanding physical tasks and fighting.
Regenerative Healing Factor: Being half vampire, Rodica's body can heal wounds on its own faster than any human, but drinking blood always heals instantly.
Enhanced Senses: All of Rodica's five senses are elevated to superhuman levels. She mainly relies on her sight, hearing, and smell when on a mission or hunting her prey. Very rarely does she rely on taste and touch.
Poison/Disease Resistance: Rodica has an extremely strong immune system, granting high resistance to deadly diseases to the point that drinking diseased blood or being in contaminated areas doesn't affect her. Even dangerously potent toxins and poisons that kill humans almost instantly take a while to damage her.
Vampire Weakness Immunity: She has a natural immunity to most vampire weaknesses due to her human heritage on her mother's side, such as hypersensitivity to holy items or places (such as a church or graveyard), the mystical purity of silver weapons, repulsion to garlic, stakes to the heart and so on. Only two weaknesses carried over from her vampire heritage.
Decelerated Aging: Although she doesn't have vampiric immortality, her biology allows her to remain young and in her prime for many years; she can live for a few centuries and change only slightly in appearance over many decades.
Spoiler: SkillsMaster Assassin
Skilled Infiltrator
Supernatural Slayer
Expert Huntress/Tracker
Stealth Proficiency
Blade Proficiency
Chain Harpoon Proficiency
Firearms Proficiency
Expert Markswoman
Espionage Proficiency
Multilingual
Expert Pilot
World-Class Athlete
World-Class Acrobat/Gymnast
Master Martial Artist
Knowledge of the Supernatural/Occult
Weaknesses:
Sunlight: Rodica can tolerate sunlight to a certain degree, unlike most vampires who burn to ashes within direct sunlight almost instantly. But she can't withstand it for a long time; when the sun's rays shine on her directly it causes her body to slowly burn.
Water: She cannot withstand fresh or saltwater for extended periods as it will burn her like acid. Small amounts, such as rain, snow or mist do practically no harm and cause only irritation, but large volumes or submersion will accelerate damage significantly. Holy water doesn't have any extended effects, it damages like normal water. Due to Kazimir’s eye, she is no longer affected by the water of any type.
Clearance Level: 3
Spoiler: PersonalityRodica is an overly complex woman. She is shown to be headstrong, snarky, gutsy, intelligent, very profanatory, sadistically seductive, and takes her job seriously as long as it aligns with her interests. As a result of it, she is extremely confident in her abilities when it comes to fighting and killing. Rodica is strong-willed, independent, and can survive independently without help if necessary. When she was younger, she had rarely shown any sign of emotions such as alarm, annoyance, surprise, or distress on a mission, except for vengeful determination, violence, and rage. Usually, she had her sense of fun with the bloody carnage she dispatches onto the forces of evil, often toying with them. Now older, she grew less cold and emotionally suppressed, becoming more lively, expressive, and mature.
As a child, Rodica was innocent, happy, and gentle-natured. She could not even bring herself to harm butterflies she added to her butterfly collection, even dead ones, preferring to tape them down rather than impaling them with pins to bring the least amount of harm and suffering. Only upon the death of her mother and the maternal side of her family at the hands of her father Dragos did she completely change. Rodica was left alone with no one to love and care for her. Throughout her teenage years, she harbored deep hatred and vengeance in her heart. Setting out to track down and kill her father and any other vampires that stood in her way. In an ironic twist, she now seeks to add unique and exotic vampires and dhampirs to her “collection” by killing them in the most painful ways possible should they pose a threat to humanity, replacing her innocent childhood hobby of butterfly collecting. Her once pure heart now hardened and turned stone cold, but still harboring a deep sadness within.
Due to her occupation as an agent and assassin of Ouroboros; Rodica is also tenacious, resourceful, persistent, and enduring. However, Rodica still has an ever-present dark side.
Despite her initial cold attitude to the world and humanity, she is not cruel and ruthless to everyone. She forms relationships with people who know her well and will help the weak to a certain degree. She still has somewhat of a kind soul to a select few she’s willing to drop her guard around while she puts on a tough face in a battle since Rodica lost her family and almost everyone she cared for, as well as being a powerful dhampir assassin that isn't supposed to show any sign of weakness to her opponents but can honor the last request if she chooses.
Rodica is also bloodthirsty, who kills without mercy or discrimination, and derives pleasure and fun from the fear, pain, and death of her foes. She behaved sadistic and malicious, often decapitating, and dismembering her opponents, and is uncaring towards her victims even though she stated that she "doesn't approve of senseless killing," meaning that towards people or creatures that kill senselessly to the undeserving and for evil. She is also rather cocky, and flirtatious, and belittles her opponents before killing them. She eventually learned to accept and embrace both sides of her nature—and depending on the situation—emphasize them in equal measure.
Experience Level: Old Guard
Spoiler: HistoryShe was conceived around the turn of the 18th century when Vampire King Dragos raped her mother. Years after Rodica was born, Dragos drove her mother insane, and murdered her and Rodica's entire maternal family so that the only person Rodica could turn to was him. This wasn't done out of cruelty, but as a policy for all the dhampir and vampire children he "created" so they would turn to and be loyal only to him and used in his cult army for holding dominion over humans.
Marius, Eftemie, and Mihaela are three members of the Ouroboros Organization, who fight vampires. They hear of a carnival freak who may be a Dhampir, so Eftemie plans to recruit her to kill Dragos. Dragos is also hunting for her, fearing she will interfere with his plans. Rodica escapes captivity at the carnival. On the road, she encounters and saves a family being attacked by vampires. A Fortune Teller reveals to Rodica that Dragos has become the most powerful vampire in the land and resides in a well-protected castle. She tells Rodica that Dragos seeks an ancient talisman, a mystical eye, and if she finds it, it will allow her to gain an audience with Dragos. Rodica sets out to the monastery to find it.
Rodica shelters for the night at the monastery and later sneaks away to where the talisman is guarded by a hammer-wielding, deformed monk. The talisman is further protected by booby traps, and when Rodica lifts it from its pedestal, the chamber floods with holy water. As Rodica hangs from the ceiling to avoid the water, the talisman falls from the box, but she catches the eyeball. Examining it closely, the eye magically becomes absorbed into her eye, and when she falls into the water, she is somehow unaffected by it.
When she leaves the chamber, the monks explain the artifact is one of three body parts that came from an ancient vampire called Kazimir, who had found a way to overcome the weaknesses of a vampire. The eye overcomes water; the rib overcomes the cross; the heart overcomes sunlight. The parts have been hidden across the lands. As Dragos wants all these parts, it becomes the heroes' mission to stop him.
Rodica is brought to the headquarters of the Ouroboros Organization, and they agree to work together to kill Dragos. Mihaela does not trust Rodica and betrays Ouroboros to her father, Drahoslav, who has fallen in league with Dragos but seeks to betray him and gain power for himself. The location of the heart talisman is known to Mihaela as her grandfather hid it in water-filled caves. She seeks it out, but Rodica fights and kills her for it. With the talisman, Rodica attempts to gain an audience before Dragos, but he takes the heart and throws her into the dungeon. He plans to extract the eye as part of a ritual. He realizes too late Rodica had only given him an empty box and not the heart.
Marius and Eftemie intervene, battling Dragos and his minions, but both are fatally wounded, leaving Rodica in a final battle against Dragos. As Marius dies, he fires a final bolt from his crossbow, but Dragos is too quick and catches it. Rodica summons her last reserves of strength and plunges the bolt into his heart.
With Dragos, Marius, Eftemie, and most of the Ouroboros that she knew gone, Rodica decides to leave Romania. She eventually found herself in Ireland. There while defending an old dhampir from demons, she is gifted the weapons she would come to call Angels. She eventually moves to New York City, USA to hunt vampires. As the railroads and the people moved west, Rodica followed.
Rodica has come calling on her friends Leon and Chloe, only to find them lying dead in the yard, with no trace of Lincoln and Andrew. She rides into Deliverance proper to see if she can find the children. No sooner does she get there but she is met by Sheriff Giovanny and his two vampire deputies who warn her not to use her guns in their town and send her over to the mayor’s house where she can find employment and get prettied up. Rodica heads over to the mayor’s house where she encounters an old adversary, Revolver Grant, who invites her to join his poker game with his friends Irish Ronan and Dakota. When Rodica wins the hand, a fight breaks out, and Grant suggests they take it outside.
Once outside, they face each other, draw their guns, and shoot. Grant drops to the ground and begins to disintegrate. "Bad reaction to some bullets, some holy water, and some garlic," Rodica explains to onlookers. When Dakota and Irish Ronan rush her, Rodica shoots them, and they also disintegrate. Sheriff Giovanny and his two deputies pounce on Rodica, knock her out, and place her in a jail cell to await hanging at midnight.
When Rodica regains consciousness, she is approached by Isaac Thomson who wants to interview her for his paper. Rodica is more interested in finding out about Billy and his plans. Thomson does not know very much, but the guy in the next cell turns out to be Ouroboros. Russell has been following Billy ever since Cheyenne, Wyoming, and is on to Billy's plan to use the railroad to send out vampires. Unfortunately, midnight comes around too quickly.
The vampires take out Russell and hang him. Then it is Rodica's turn. She is led to the gallows, the rope is placed around her neck, and the mayor is forced to read the charges and verdict against her. At the very last minute, however, Rodica breaks loose from the straps binding her hands and cuts the hanging rope. The bartender tosses Rodica her swords, and she uses them to slice the sheriff's throat before he can knock her out again. She then leaps into a nearby river while the bullets keep flying at her.
Having been hit by several bullets, Rodica is pulled out of the river by Jackson Jenkins, who watched her kill those three vampires the other night. Jenkins is also a vampire hunter and while Rodica's hanging was going on, he burned down the Deliverance train station to prevent the train from coming through. When Rodica tells him that she is going to need blood to survive and explains that she is a dhampir, not a vampire, he willingly slices his arm and allows her to feed on his blood. Once Rodica is healed enough to ride, Jenkins suggests that they get a few more hands to help them rid the world of filthy vampire scum. The first addition to their hunting team is the Preacher, a wanted criminal who wanders around bilking money from religious repentants. Rodica then talks the gunman-for-hire known as Slimebag to ride with them.
Come nightfall, the four vampire hunters load up on silver bullets and garlic, pledge their allegiance to Ouroboros, and go riding into Deliverance. Between the four of them, they manage to take out their share of vampires, while the townsfolk watch safely from inside the saloon. Rodica hears children crying in one of the buildings and carefully tries to enter the room. As she opens the door, a weight is tripped and nooses around the children's necks begin to tighten. Only by holding the rope that keeps the weight from falling can Rodica keep the children from being hanged. Seated in a chair and watching, Billy laughs as one of the children falls and is strangled to death by his noose.
Rodica managed, in one fell swoop, to drop the weight and slice the ropes from the necks of the surviving children. She and Billy face each other with their swords. Their fight takes them outside, where Slimebag and Preacher have been killed. Rodica manages to slice the tips off Billy's swords, so he pulls out his guns. Before Billy can shoot Rodica, however, Garret grabs the handle of a Gatling gun and empties the bullets into Billy. Rodica finishes him off with a stake through the heart made from a snapped-off fork handle. The children are reunited with their parents.
The next morning, Rodica prepares to head for Tombstone where Wyatt Earp is having problems battling the Clanton Vampires. Jenkins offers to join her, but Rodica rides off alone.
In 1910 Louisiana, Rodica is training Tenzin in her first assignment. Biological masses carrying a disease that changes humans into monsters called Mutates. Rodica and Tenzin must destroy the masses and the infected people. Tenzin searches for the disease while Rodica destroys the biomasses. While Rodica saves non-infected people, the monsters eat Tenzin and the survivors. Rodica, in a rage, searches for the remaining biomasses and kills them. In a boatyard, she discovers the Queen of the Underworld. The two battle and Rodica comes out the victor.
Five years later, in 1915, Rodica is informed by the Ouroboros Organization that the Germans are trying to find a relic with immense power. The leader is Claus Schwartzman who founded Gegengeist Gruppe on the coast of Argentina. Rodica must find the top members of G.G.G. and eliminate them. She finds Kommando one of the targets and kills him. Then she meets Dr. Emma Blumberg, who explains to her about the Daemites, monsters that can control humans. Blumberg threatens to unleash them upon the allied nations, therefore Rodica battles with her, but Blumberg falls into the Daemites' pit, and they apparently kill her. After that, Rodica finds the infected Kommado, who is now controlled by a Daemite, and she finishes him. Rodica kills the remaining G.G.G. officers and sneaks aboard a German boat heading to Germany. A message sends Rodica to go to G.G.G. Headquarters to kill an officer and obtain a file with her next targets.
Rodica is sent by Ouroboros to Castle Gaustadt, a place where vampires have evolved into perfect hunters. Rodica finds out that Tenzin is alive, and she is working for Schwartzman. Rodica asks Tenzin for an explanation, but Tenzin mocks her, and they fight. In the end, Tenzin falls from the castle. Rodica then meets Merîwan, a vampire. Merîwan wants to eat her head, so he can get her eye relic. After failing he runs off and Rodica follows him but loses him. After that, Rodica meets with Tenzin, again who informs her that she is a double agent, but Rodica doesn't believe her. Tenzin tells her that she was the one who sent her the message for the file and that she is her informant. Plus, she hands some G.G.G. officer name plates, telling Rodica that she killed them and Rodica trusts her, again. Tenzin and Rodica head off to find Merîwan and take the heart, but a gate separates Tenzin from Rodica, and Tenzin is attacked by Schwartzman, who kills her by ripping out her heart. Rodica goes into a rage and begins to knock down the gate, while Schwartzman heads to the chamber. Once the gate is down, Rodica knows that Tenzin won't be coming back, and she promises to kill Schwartzman. Merîwan stops her from giving chase and is killed by Rodica. Rodica then fights with Schwartzman. Rodica kills Schwartzman by cutting his hands and then head off.
A train full of humans on the way to concentration camps is intercepted by a French resistance group. Soon, Rodica arrives, kills most of the Nazi troops, and corners their commandant in a train car. As the two talks, a Nazi shoots Rodica, splashing her blood on the commandant's face. Rodica kills the soldier before impaling the commandant on a pole and leaving him to die. Rodica soon converses with the leader of the resistance, Bertrand, who is aware that Rodica is a dhampir. After finding the train cars full of prisoners, the resistance and Rodica decide to work together to fight the Nazis. After they leave, however, the commandant is revealed to have survived his presumed death because of some of Rodica's blood getting in his mouth turning him into a dhampir.
Rodica heads to a brothel to get a massage when she overhears a soldier beating on one of the women. Rodica easily beats the man down, forcing the brothel owner to close early, despite being warned that the Nazis would suspect something. The owner ignores the warning and warns Rodica that she'd not be a problem for her business. As Rodica prepares to leave, a voluptuous woman stops Rodica and thanks her for saving the woman from before, presenting another naked masseur as the other woman leaves the room. Initially refusing, the masseur seduces Rodica and has sex with her, as another woman overhears them behind the wall.
The woman that listened to Rodica's love session tells the commander about Rodica assaulting the soldier from earlier in exchange for running the brothel she works at since she hates the woman currently running it. The commander flirts with the woman, commenting on her beauty before biting her.
Back at the brothel, Rodica gets fully dressed as Nazi soldiers arrive to kill Rodica. After cutting them down with her swords, she is reunited with the commander. Horrified to learn that she sired a Nazi commander, she flees. The Nazis fire at Rodica, managing to hit her, though she brushes it off and escapes. This angers the commander, as he wants her alive. Dr. Augustin rushes to where Rodica was shot and collects her blood for more research on turning Adolf Hitler and the Third Reich immortal.
Rodica gathers with Bertrand by asking him for weapons and dynamite, but he refuses. Rodica and Bertrand go to look for Leslie Deshaies in a bar, and she gives them some codes. Upon leaving, Rodica fights two vampires and kills them. Rodica has a nightmare about fighting Hitler, who is now a dhampir, after biting her. The commander talks to his lieutenant Jaeger and bites him. Bertrand and Rodica find Rémi. Hearing the Director go to Berlin to create an army of vampires, the lieutenant Jaeger attacks them, after which Rodica kills him.
The resistance fights the soldiers, but they capture Leslie, and the director tortures her by biting her. The resistance discovers that their hiding place was attacked upon learning that it was a distraction. Rodica attacks and kills soldiers; she and the resistance found Leslie, but she is a vampire, and Rodica kills her. Then, the resistance escapes when attacked by vampire soldiers, but Bertrand and Rodica are taken prisoner, where Augustin draws Rodica's blood.
Being transported in a truck to Berlin, Bertrand and Rodica have sex. The resistance puts dynamite in the way to rescue Rodica and Bertrand. The commander drinks Rodica's blood in the fight, and Augustin escapes but is later killed. Finally, Rodica kills the commander, but she knows there is more work. Rodica, Bertrand, and the resistance continue their war against the Nazis. Rodica disappeared for decades after the conclusion of World War II.
There have been rumors and whispers of her ever since she disappeared the most credible rumor involves an incident during the 1990s in the Carpathian Mountains, the only survivor was driven completely mad, and his tales are almost too fantastical to believe.
After killing a bunch of supernatural assholes that wiped out a monastery, she took some much-needed time off. She lived for years in that monastery completely devoid of lifeforms capable of speaking English. Her only companion was a mountain lion she saved as a cub. When she cut herself off from the world the humans were worried about something called Y2K, she didn't bother to find out what the hell that was. When the mountain lion died, she left the monastery and returned to civilization once more. She hadn't been off the mountain for two days before she found herself mixed up with the Ouroboros Organization again.
Other: The last human she truly cared for died in 1965. She has not truly cared for anyone since. She has had momentary connections that lasted no more than a month or two at the longest, maybe a year if she is tired and weary.
Spoiler: Sarathiel - IrateIrukandjiName: Carson Butler
Designation: Yankee 6
Callsign: Sarathiel
Age: 17
Gender: Male
Species: Mortal Angel, Homo Angelus/Homo Sapiens Divinus
Spoiler: Appearance
Abilities: Elemental magic(wind, fire, water, earth) specializes in the Earth and Fire aspects of this type of magic. Extended endurance, due to his unusual respiratory system his body can more efficiently oxygenate the bloodstream and thus can do things like run faster for longer periods than would be possible for a human with a normal respiratory system.
Skills: Proficient with firearms(best with handguns), skilled driver, tantojutsu, niten, kendo, savate.
Clearance Level: 2
Equipment:
PFC Pack
Sig-Sauer P220 X-Six 10mm Nightmare
Sig-Sauer 1911 Nightmare Long Slide
Carbon fiber tanto, wakazashi and katana, obsidian edged.
2010 Audi RS6
Experience Level: Rookie
History: Carson was born to a fairly average family, and is the only person currently on the planet officially diagnosed with a genetic lung mutation. He got high grades throughout his school career and took his school's track teams to state multiple times. About a year ago, a group of humanoid creatures were sent to end him due to the risk he would pose if he discovered his other form.
This incident caused Carson to show his other form, but was hospitalized as a result.
Shortly after this, Carson was located and recruited by The Ouroboros Organization.
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