Villains RP
From Egs Mayhem
A new RP proposed by VOR, in which players take the role of the villains of the piece rather than the heroes.
Players
- VOR (GM)
- Amon Star
- Author-Man
- Blinkdog
- Cheez
- ChroniclerC
- Davecom3
- Dayantis
- Grim Atescu
- Jonixlord
- Malachy19
- Matthlord
- Piebunny
- Reaver225
- Sanchay
- Teleros
- That Canadian Dude
Background
Coming soon...
Boston
I wanted a large city with cold winters and access to the ocean. I also did NOT want New York. Thus, I've chosen Boston as our location. I have no idea what Boston's like, but luckily this Boston shares only its location on the coast with the real Boston. It's got a nice bay, naturally rapid weather changes which let me have the weather be whatever's most dramatic, and a core of wealthy homes and businesses and enough lower-class households at the edges for easy hunting. It's also got some shiny cylindrical skyscrapers on it skyline for our more corporate villains to stand at offices at the top of and look out over their domains.
It's a pretty liberal town. If you go around carrying...oh, I dunno...holy symbols Loki, for instance, nobody's gonna look at you funny unless you're acting strange. Catholicism is the biggest religion due in part to the city's Irish population, but those of minority religions are just as likely to be accepted.
Yes, real-world religions exist, and yes, you can talk to those spirits too. As bad guys, you should know that wandering into a church followed by your demonic minions is a Bad Idea. You can summon an angel up and bind it to your service if you want, but watch out or you'll piss them off. Unlike demons and most spirits, angels tend to stick together and help each other out. They also occasionally go to battle with each other over points of dogma: just because they all obey a really powerful spirit who claims monotheism doesn't mean that they all follow the SAME really powerful spirit. And no, most of 'em have never met their God.
Ancient religions that're dead in our world are still going strong, too. The ancient greek pantheon is much weaker than it used to be, but they still watch over Greece. The Egyptian pantheon is currently at war with Allah's servants in the Middle East (there's ALWAYS war in the Middle East). The Norse pantheon is still worshipped in northwestern Europe, and they've got a wary truce with Christianity which involves a mutual defense pact (we'll help you fight the Giants if you help us fight the Devil). North America was succesfully colonized by Europeans, but the Native Americans (and plenty of other tribal societies all over the world, for that matter) still have the protection of their spirits and deities. There are fewer casinos than in our world.
Boston is a hotspot for biotechnology, and some of the local companies are nearing the ability to clone organs efficiently enough to actually make a profit. There's a lot of factory work and fabrication on the fringes of the city, and a big tourist industry due to the place's historical significance as 'the birth of the American Revolution'.
Magic & Technology
The psuedonatural/Far Realms stuff exists, but it's in a highly outlawed role. Contact with the Far Realms is strictly illegal, and worship of the Old Gods (the ones with tentacles who wanna eat you) is carried on only in secret. Your dragon should probably have an alternate form, CC, or it's gonna have the FBI (Freaky Being...inseminators? No...Investigators? No...incapacitators, inconveniencers, INCINERATORS! That's it!) on its tail.
Now, the setting. First off, magic is common enough and well-understood enough that it's legislated and studied scientifically. There are several types of magic, but the most common involves complex occult rituals that attract the attention and favor of the spirits you're trying to convince to do things. This branch of magic is very formal and ritualized (unless you're trying to impress something from the Far Realm), and can be learned by anyone willing to put in the time and the energy. Learning it well enough to do it WELL, though, is about as easy as learning astrophysics well. Most people know simple little rituals that unscrew stripped screws or protect their homes from Gremlins or perform extremely minor (cuts n' bruises) first aid. If they want to do more than that, they call a specialist. Plumbers work with the same tools as real-world plumbers, but the good ones are on speaking terms with several Garbage Spirits and maybe a Water Spirit or two, who they can use more complex and specialized rituals and tools to summon and bind temporarily to service. Most magitech operates by binding spirits of some appropriate sort into whatever item is being used. Most cars use minor lightning spirits as an ignition source, for instance.
Ritual magic can be bound into runes or objects, allowing for quick use of a pre-performed ritual. If it takes three days to summon the nightmare-spirit Grizdulagri, you can perform the ritual and then bind its effect to a rune or a candle or a stapler or a hair you lick and place on your doorjamb. When the rune is read or the candle lit or the stapler runs out of staples or the hair is disturbed, the ritual is completed and Grizdulagri will show up and perform the duties required by the ritual.
Making repeat-use items is a more involved process because you have to bind the appropriate magical being INTO whatever item you're enchanting. More powerful enchantments take longer/are more expensive. Pretty simple, there.
Innate or 'Psychic' powers are much rarer, and usually result from a pact with a powerful spirit or from a spirit as an ancestor. I note that quite a few of you have mind-control capabilities. For some of you those abilities might be a result of a pact with a demon (a catch-all 'evil spirit' category, for purposes of this game) or a powerful spirit inhabiting an asylum or a law office. For some of you, the abilities might be your inheritance as the descendant of a spirit of some sort. That could work well for you, Amon, if your character's grandparent was a spirit, it sometimes skips a generation. For some of you, you ARE spirits of some sort, and thus have innate magical powers.
Now, since I'm ruling magic is based on the control of spirits and not, as is common, on quasi-scientific manipulation of the laws of an alternate universe, I need to define spirits a bit. Spirits are nonphysical beings composed of magical energies. Most things, sentient or no, have spirits, and the aspects of the mortal realm over which spirits have control is based upon what kind of spirit they are. Spirits of nonliving things tend to haunt their own local areas: the spirit of a building rarely leaves its building, and concerns itself entirely with what goes on in the building. The spirit of a stretch of road might maliciously cause accidents or it might help travellers through smoothly and battle the efforts of the Pothole Spirit living with it. These actions are magical and rarely noticed unless seen by someone with the Sight (or specially treated glasses). Spirits can take on a corporeal form, but it takes a great deal of energy and attracts the attention of other local spirits, who might oppose what their now-physical enemy is doing, so they rarely choose to manifest themselves in this way. They do gain their strength from events in the physical world, though, so they'll show up if it's absolutely necessary to protect their interests.
For the record, gods are really REALLY powerful spirits, and generally don't recognize terrestrial governmental agencies. Some are more powerful in certain areas than others, but they're all more powerful than you. Summoning one, while it's possible and has been done before, is a BAD IDEA.
As a human being (or an alien), you have a spirit, but it's YOUR spirit and has no power over anything except you. Healing spells work by harnessing your spirit and using its innate magical energies to heal your body, so if you've just been healed your magical powers are going to be weaker. Nonexistent if you've healed critical injuries. Effectively, every living creature is a spirit taking a corporeal form on the mortal plane. Upon that creatures' death, its spirit (usually) continues to exist, and goes on to dwell in the realm of whatever spirit lords it served in life. Necromancy, a highly regulated field of magic, involves binding the souls of the dead or animating their bodies without souls. Usually the magical energy gained to perform the latter act is garnered by the destruction of the body's soul, though any soul will do. Necromancy is widely frowned upon, but it's legal to bind the dead if you are performing an autopsy and wish to gain firsthand testimony.
The spirts of planetary bodies (yes, there is a Gaia-spirit-thingy) can control gravity. Smaller bodies...not so much.
To answer your question, Teleros, it's possible to force a spirit out of a nonsentient (or even sentient) object. It's called an exorcism, and the exact manner in which it has to be performed varies depending on the spirit. Any given ER is gonna have an Exorcist on staff for the nastier cases, and most law enforcement agencies and prisons have a few as well.
Spirits can be killed by destroying their bodies while they've manifested in corporeal form (minor or medium spirits), or by destroying their spiritual bodies. This latter can be easily performed by anybody with the ability to interact with noncorporeal spirits (mostly other spirits), or by someone who's learned the proper ritual to destroy a spirit. You can ward spirits away from an area, preventing them from entering, or you can trap spirits in an area. These are magical rituals, but they can be accomplished by machines emitting the proper spiritual energies.
Some spirits, mostly spirits of some abstract deal or emotion, can be starved to death. If you take a Love spirit and then use magic to bind it in a dark room by itself, it will slowly wither out of existence, gradually growing weaker until it's simply not there anymore. If it's released in a weakened state, it's probably going to go on a feeding frenzy, of sorts, causing all the love it can as fast as it can to get back up to full strength. Same goes for Pain spirits or Fear spirits or what-have-you, but Love spirits are probably the hardest to do it to.
Character Bio Links
- Marc C DuQuesne (Teleros)
- Redmund (VOR)
- Morgan Lavender (VOR)
Six Degrees
Or, how characters know each other
- Amon Star's character knows Teleros' character: the latter came to him for advice regarding the world he's on, as well as to sell what he had in order to get some money.
Amon Star's Character
Name: Luther Robert Lambeth
Real Name: Geoff Howden
Age: 26
Gender: Male
Species: Human with Spirit ancestry
Height: 5' 11"
Eyes: Baby Blue
Hair: Bald
Powers: His main power is mind reading. He hears the thoughts of those around him as easily as he hears the words out of their mouths. This originally caused him problems, but he has since learned to filter out & control the ability. It works up to his normal hearing range.
He can also probe the recesses of some ones mind. This however requires time & either physical or eye-to-eye contact. Also, the victim feels like they are being violated & is aware of who's doing it.
He also has limited mind-control. However, it has the same restrictions as above & is no more potent than hypnosis, ie, he can't make them do anything that they REALLY don't want to.
Physically, he's in top condition. 20-20 vision, healthy, athletic, etc. He's not excessively strong or agile, he's just a good all-round specimen. Though he has to work at maintaining his condition, it doesn't come to hard for him.
Skills: Luther has very little combat training. He can probably fire a handgun at most. However, he has very good general knowledge. He knows a little bit of everything. This, combine with his telepathy, means he can hold his own in conversation on most topic.
Two areas of knowledge that he excels at are Finance & Law. He knows what to do with money & how to get away with it afterwards. He's also a qualified lawyer, but he only did this so he could defend himself if he ever went on trial.
History: Luther Robert Lambeth wasn't born with that name. He was born Geoff Howden & to poverty in some inner-city slum. He never knew his father, who was no don't one of his mother's clients. To her, he was just a bigger benefit cheque, as where his siblings. To him, his family was competition.
Desperate to escape his past, Geoff through himself into his school work. It being a rough school, this made him a target. Though always a healthy child, he has no stomach for violence. However, he soon learned that he could buy protection with his intelligence by doing the school work of the biggest bullies. To this day, he prefers manipulation to force.
His powers kicked in at Puberty. Suddenly hearing the thought of everyone around him was very disorientating at first. Luckily, he was spotted by a social worker that recognised the symptoms. He was enrolled into a special school that taught him how to control his gift, as well as offer him a better education. He was also placed with foster parents. That was another lessen for young Geoff right there. People would only help you if they thought you could be useful.
Life went a lot smoother until Geoff was 21. By then, he had acquired a good education, had a good job lined up & had saved a good bit of money. However, as a known telepath he found his freedom unnecessarily restricted. So, he killed himself. He faked his death in a car accident, changed his looks & fingerprints through a black market plastic surgeon & emerged one your later as Luther Robert Lambeth, socialite & corporate raider. He's been living the high life ever since.
Author-Man's Character
Name- Goes by Sierra.
Age- Unknown; appears to be in the early twenties.
Gender- Prefers female, though can appear male in a pinch.
Species- Succubus.
Height- Varies; usually around five-and-a-half feet.
Eyes- Red. This is the only part that remains constant.
Hair- She prefers it to be black and shoulder length.
Powers- She can shape-shift. She can appear as almost anyone, with limitations. She can only transform into mammals. She can't become anything inanimate, nor can she be a plant or a bug. Also, her eyes always remain the same.
She has some limited hypnosis powers. That is, she can put strong suggestions into people's heads. It takes a fairly strong will to resist this.
She can drain the lifeforce out of people, though, being a succubus, she prefers the taste of young males. She can do the draining by any means of physical contact. This includes anything from holding hands, to kissing, to 'doing the necessary'.
Being a demon, she can be up to twice as strong as the average human when it's needed. however, this is rare.
Weaknesses- She needs to feed once a month, otherwise she'll cease to exist. She is subjugated to the will of the Demon King who employed her, and to that of the Elder God who created her. She has managed to find a loophole that has let her temporarily circumvent this issue, but if either really wanted, they could still control her actions. She is also a bit of a slut X3
History- Karl Smith was tired of girls turning him down. So, one day, he decided to try his hand at the dark arts. If it didn't work, no harm done; if it did, he would have a beautiful sex demon bound to his will.
The problem is, he forgot to add a binding spell, so Sierra took control of the situation. She forced him back into the dark dimension that was her home in her stead. This freed her from ever having to return, so she decided to capitalize on her new freedom by devouring the souls of the innocent.
Grim Atescu's Character
Name: Rokel Mikelagos (new name chosen upon entry into his profession)
Age: 38.42365296 years (and yes, you can multiply out the fraction to get approximate days, hours, and minutes.)
Gender: Masculine-Gendered, Logic Emphasis
Height: 1.9183665 meters
Build: Dangerously thin, underweight
Weight: 64.770288 kilograms
Hair: Black, glossy
Eyes: Gray, cold
Skin: Pale, almost lifeless
Other Appearance: Rokel wears tattered clothes, and often has bloodied bandages stolen from hospital morgues wrapped around him - he claims these bandages tie him closer to the ineffable dead. He wears no shoes. His hands are clammy to the touch.
Personality: Rokel has come to be perfectly cold and logical. Dispassionate to a level that most would deem inhuman, the only passion he has is in death and undeath, his ultimate goal to transcend that boundary and prove that one does not need to be animated by another to be eternally unalive. He is also extremely exact; when asked his age, he'll tell it, decimal trailing off to at least five places and sometimes more; the same is true of his height and weight.
History: From his youth, Rokel was fascinated by death. All four of his grandparents, already advanced in age by the time his parents bore him, died before Rokel (then named Roger Michaels) turned 18. Day and night, and even during school, he studied the object of his fascination. Then he began studying necromancy at the age of 18, gaining an increasing interest in the dead.
By the age of 20, he began grave robbery, and by 23 he had begun robbing morgues. It was after taking a female corpse from a hospital morgue that he began feeling yearnings. Not to be dead, but to be with one of the dead. He had enjoyed the cold feel of carrying them to his vehicle, and had enjoyed the results of his experiments in necromancy... but now he began to wonder whether the undead could serve as consorts. After bringing her to his laboratory, Rokel infused her with unlife and commanded her to do his bidding.
After just one encounter, Rokel discovered his latent necrophilia. His enjoyment of the dead broadened, but at a cost: As he slowly became more entwined with the dead, his mind began thinking along the track of logic, the logical path of life to death, with a raising into undeath afterwards. Humans and other living things became first lesser beings, then objects in his eyes. He did acknowledge that these objects were valuable and could kill him, though his recognition of value was something most humans would back away at.
He recognized that humans, above all other beings, were perfect studies for necromantic experiments, including some very vile ones. He also dipped into torturous experiments, beginning to study pain and its connection to death. Above all, however, he studied how his experiment subjects died, and what their reaction to being reanimated was.
Now, almost 38 and 1/2 years old, he is no longer human in the sense most people would use, though he is still physically human. He has a consort who he raised himself and gifted with limited intelligence and the ability to speak, though the magic to do so drained and very nearly killed him. He is a commander of the undead, and uses them to do his bidding, including kidnappings, murders, and experiments (at times, though he prefers to be the one doing the experimenting).
Ultimate Goal: Transcend death, heading straight to undeath. Nothing else really matters to him.
Blinkdog's Character
Name: Leonard D. Pleasant
Age: 27
Gender: Male
Species: Human
Height: 6'3"
Weight: 200 lbs
Build: Athletic, only slightly imposing
Hair: Black, worn long in ponytail
Eyes: Dark reddish brown
Leonard is always well dressed, but in a subtle way. His suits are all plain black, with a white dress shirt and plain black silk tie, but a good eye can spot that they are of a very fine Italian make. He is clean shaven, and often wears a pair of stylish but un-branded sunglasses. His hands are well taken care of, and he wears a plain ring set with a small red jewel on the middle finger of each hand, as well as a stylish looking watch of nondescript make and model on his left wrist. His shoes are also nondescript but finely made, blending perfectly with the rest of his outfit.
Background:
Leonard came from obscurity, born in a sleepy Midwest town into a lower-middle-class farming family, and through an uncommon level of determination, ruthlessness and intelligence he has created the Pleasant corporation, a startup that is turning heads with it's innovative services and products.
The Pleasant Company, the main face of Leonard's endeavors, is a prolific company in the newly developing realm of Magitech, using the arcane in subtle ways to make consumer technologies better. Telepathic interfaces with cellphones, pens with spell-check, etc. One of it's most prominent services is what has been labeled 'The Mechanical Workforce'. The Plesant Company developed as one of it's first projects a highly versatile, cheaply produced, socially acceptable robot worker that it now hires out in batches to various companies at rates well below what they would have to pay human workers. This has earned the company some animosity from those who have been displaced, but the company scored a huge PR victory when it offered to either hire or help the displaced workers find new employment.
Subsidiaries of the Plesant Company include a media company "New Era Inc" that has developed a new animated show based around a trading card game, as well as marketing that card game to the public. It stands out because the cards include actual magic runes, which may be weak, but provide for a very entertaining and fun play experience. New Era sets itself apart by using magic-based technologies in both it's entertainment and in it's news outlets, which include a daily paper, a weekly magazine and a news channel.
Another highly visible subsidiary is the NewMan Cybernetics, one of the more promising companies to have entered the arena of high-tech human prosthesis. Again, magic is often used to enhance their products, which gives them a distinct edge over their more mundane competition.
There are other subsidiaries of the pleasant company that are not necessarily as above-board. The public has very almost zero knowledge of the existence of the HAZARD group, which has several contracts with various armed forces to develop robotic soldiers and advanced magitech weapons, or Seventh Circle technologies which is a research company developing Magitech in various third world countries without the strict mage-laws that have slowed research in first-world nations. The Pleasant corporation benefits from these shadowy sub-groups, but has the ability to claim ignorance of their developments, even though Leonard himself works closely with all of the subsidiaries in their operations.
Leonard himself is a very private individual, keeping out of the public spotlight except as the confident, well spoken public face of his company. His employees all have a strong sense of loyalty to him, as he often checks on their progress personally and makes a point to be available whenever anyone has a concern. As his company grows many think he won't be able to keep up his involvement with his lowest levels, but he has been managing very well. This loyalty he's fosters has resulted in a very strong company that has a great deal of pride in it's work, and makes infiltrating it difficult.
Leonard does not appear to have any particular genius, he is simply a superb leader, bringing out the best in his employees and putting smart minds together and giving them the resources to create great things. However, his leading scientists have commented that much of the initial work for the company, before he got his venture capital, was done entirely by Leonard, and he often contributes to even the most advanced projects, and never needs to have any new development explained to him.
His public records show that he did attend a state university, but he dropped out for personal reasons after his first year. There are three years where he doesn't show up on any public search, and then he explodes onto the scene at twenty five with an incredible startup that attracts unprecedented venture capital. His public statements are that he had spent those three years traveling the world, but concentrated investigation shows no record of where he was. This isn't public knowledge though, and for most, Leonard Pleasant is merely a new face in the world of CEO's, not anything to hold in more suspicion they have for anyone who wears a suit.
Personality:
Leonard is a man of two faces. The face he shows the public and his employees is that of an optimistic, competent leader with a great deal of understanding and sincerity. What goes unseen by all but his most trusted confidants is a relentless, uncompromising man who will not let anything stand in his way. He understands the need to appear good, but he resents it. He has no desire to help his fellow man, but he does so because it furthers his own agenda. He is manipulative on more levels than most people can comprehend. People who have known him for years can't even begin to understand how little they mean to him. Oddly, those who he truly counts as his peers and associates are often those he treats with the most coarseness.
Goals: Leonard goes to great lengths seeking power and influence. To most it appears he's seeking power for powers sake, but there is something he wants to do that requires a great deal of it. It's probably going to be revealed via narration or internal monologue at some point, but for now it's a mystery!
Powers/Abilities:
Other than his inexplicable intelligence and exceptional leadership ability, there is little that sets him apart from a normal human being. He shows some signs of having training in the arcane arts, but has never been observed actually casting a spell. He has some form of preternatural awareness that he uses mostly as a form of empathy, giving him an edge in most business dealings, but also allowing him to detect and avoid various traps and assassination attempts.
Leonard has full access to all of his companies assets, including various experimental and production technologies, which encompasses a panapoly of concealable and low-profile armor and weapons which he no-doubt has on his person at all times. His suit is able to withstand high powered rifles and can shrug off small explosions. His sunglasses give him full-spectrum vision. He carries two easily concealable and undetectable energy pistols hidden on his person. He has several credit cards that are packed with magic and technology. One expands into a black sword, he has several business cards which can detonate with the force of a hand grenade, others can be tracked from orbit, and a few are actually powerful runes which have various uses such as a universal translator. The red-gemmed rings he wears on each hand are actually powerful energy manipulators, letting him redirect and amplify electrical current as well as thermal and kinetic energy.
He is also well versed in martial arts, and though he has no official rank, he is considered a highly skilled practitioner of several fighting styles including Jujitsu and Krav Maga. Though he does not seek fights, he is one of the few members of the corporate elite who does not employ bodyguards, and on the rare occasion he is attacked, he will often take the time to employ a fighting style of his own design, often toying with his attacker.
Weaknesses: While Leonard does not have a 'kryptonite', he is a slave to public opinion of his companies, and he cannot associate them with any shady dealings or business. Also, he has earned himself a lot of enemies in the arcane circles for commercializing their ancient and secret arts. Though none are actively working against him, it's generally a bad idea to have a bunch of wizards irritated with you. Also, while it is not misplaced, Leonard's confidence in himself is possibly overly high, and he is loath to seek help or assistance.
Secretary/Personal Assistant:
Erin Montgomery is perhaps the closest person to Leonard. She is aware of and assists with all of his projects and plots, and she does so with an almost inhuman level of professionalism. She spends her rare downtime partying, which is not a fact Leonard's competitors have looked over. There have been several attempts of varying seriousness to persuade her to reveal Leonard's secrets, but even after several drinks, some poisons, masked kidnappers and an assault team she seems impervious to persuasion. It's worth mentioning she is also a walking arsenal. She was in a severe accident several years ago which had left her with both legs amputated and one arm severely mangled, as well as severe damage to her internal organs and scarring on her face. Leonard offered her a job which included full cybernetics coverage and restorative surgery, and now she is possibly the most dangerous secretary on the planet. Her loyalty to Leonard is absolute, but other than gratitude and a mutual respect, there is no other emotion in their relationship.
Head of Security:
Bruno is possibly a walking stereotype of the beefy security guard. He is almost seven feet tall, with hugely built muscles and a crew cut straight out of a recruitment poster. He's also utterly no-nonsense, and has an uncommon guile that his appearance hides very well. Bruno is in charge of global security operations for all of Leonard's companies, and he is very good at what he does. He's also not afraid to get his hands dirty, and has personally stopped several attempts at espionage.
Chief Scientist:
Simon Whitetower is a young man who doesn't think he deserves his position, which makes him possibly one of the hardest working employees at the Pleasant Corporation. He oversees all the publicly visible projects, and is kept out of the loop for the darker side of the company. There are those who have more experience than him who have to answer to him as their superior, but other than an initial resentment, most quickly understand why Leonard put the man in his position. He's a workaholic with incredible organizational skills and a brilliant mind, and his lack of experience means he just hasn't learned yet what is impossible, which is an important trait for this company.
Accountant:
Jenkins is an enigma, even moreso than Leonard. No-one knows his last name, no-one knows where Leonard hired him from, and no-one knows how one man can handle the finances of an entire company. It's rumored that he's some sort of devil or a golem, but really, no-one knows. (Really he's actually a sort of avatar, and his domain is paperwork and bureaucracy. Leonard used a powerful ritual to form Jenkins out of the shared energy of thousands of paper-pushers across the world, and the result isn't quite a demigod, but it is very, very good at what it does. Also, he has the ability to manipulate paper like "The Paper" can in the series Read or Die)
Piebunny's Character
Name: Doctor Knip Knid-Spoon
Age: Old enough to know better.
Gender: Male
Species: Human
Physical Appearance: A man with short hair and ridiculous Coke-bottle glasses. He has a harsh, grating, penetrating voice.
Personality: Evil. Well, he likes to think he's evil. In fact, his schemes almost never work out due to shoddy equipment.
Job: Evil Genius
History: Knip Knid-Spoon was always, erm, evil. He masterminded a plan to take over his preschool when he was 18 months old but ended up with a time-out. At 14, he set up his first evil lair in the janitor's closet at his high school. This was subsequently found and he was put on detention. At 18, he recieved a substantial inheritance which he used to build an evil lair beneath Boston's Shawmut subway station, from which he has worked ever since.
Front Organisations: He owns a shipping and logistics company called International Shipping Industry Holdings Accruement Corporation, which has large stakes in MBTA, British Rail, FedEx, DHL, Union-Pacific and Sydney's CityRail, as well as performing its own operations in several countries.
Dastardly Deeds: Many, many world domination attempts. He has an army of hamsters which he keeps in reserve, as well as a button for blowing up the world should the need ever arise. Sort of a "if I can't have it, nobody can" thing.
One of his most evil deeds was slashing the CityRail budget, making its trains always run late, its stations filthy and forcing the network to continue using its fleet of dirty, smelly, obsolete pieces of junk instead of the fabulous trains they have over in Perth, which is his next target. For some reason, he has it in for Australia in particular.
That Canadian Dude's Character
Name: Dr. Kaos Voxmalum (KAY-oss VOKS-ma-LOOM)
Age: 53
Gender: Male
Species: Human
IQ: 300+
Height: 5'1
Build: Short and Stocky
Hair: Bald
Eyes: Left: Brown, Right: Robotic Green
One look at Dr. Kaos, and you can tell he is an evil genius, which is why he goes to such lengths to keep his identity and location secret. He wears a blue jump suit with a black belt and a monicle covering his right eye. While he appears to be a single human being, his hand is, in truth, a robot appendage directly conected to his mind and covered in a latex hand glove. The hand is directly wired into his robotic eye, which he hides with his monacle. On his belt is a small neurologically actived panel that he can use to see anywhere in his camera's can, as well includes an early warning device, and a magnetic field that protects him from most electronic fields and fire arms.
Personal History: Born Kaos Van Malcom, son of a mechanic and a house wife, Kaos was always an odd lad. He demanded having a puppy from his parents, and upon getting one, had it trained to sit, beg, fetch, and lick his feet within a month. Perhaps his parents should of noticed that, but the didn't.
Growing up with a mechanic, Kaos became fixated with motor technology, which in his mind, was the unltimate form of control. He began tinkering with robots, building his first life sized robots when he was only 10.
It was probably his fixation with mechanics and control that led Kaos, upon graduating from university, to open Rising Sun Ind., a mechanical company, under the guise of removing all human dependancy on the magical works. However, due to his refusal to use magic, the company had difficulty getting started. However, under Dr. Kaos watchful eye, the company eventually prospered.
Now, the story may of ended there if it where not for an incident for the company's 20th aniversary. Kaos, then 44, wanted to create a new robot, one that would revelutionize the mechanics industry, and eliminate his basic rivals and give his magically dependant rivals a run for there money. He himself oversaw the project, which to this day is only know as MechanoServant X.
The robot did not come along as smoothly as they would of hoped. With the deadline quickly approaching, Kaos went into overtime. He demanded the device be tested, and if it passed, to market it, but the programmers maintained that it was still to dangerous, and that no sane man would run the test. This was the first proof of the doctor's insanity and he told them he'd do the test.
In the middle of the test, the MechanoServant malfunctioned and went haywire, fatally injuring Dr. Kaos. The next day, the papers read that the head of Rising Sun Ind. had been killed in a botched test.
A few days later, the new president, Archibald van Kempf, was announced. No one had even heard of this man before, but no one questioned it. However, all was not right.
In a Rising Sun Ind. owned patch of the desert, reserved for testing of potentionally unsafe products, in a small wearhouse, Dr. Kaos sat, testing out his new mechanical arm and eye. The doctor himself had designed them as part of a failed mechanical prostetics line due to it's being too expenisive to mass produce.
Perhaps it was the stress, or perhaps it was the brain trauma, but Dr. Kaos changed. For one, he ordered all the workers at the sight to begin construction on an underground base. Why? He was sick of this. He decided that he would finally stop wasting his time attempting to control small things and finally go for the big picture.
And with that, Dr. Kaos Voxmalum was born...
Personality: Dr. Kaos is a man obsessed with controling things, whether it be a robot of a person. He loves to pull strings, make things act out as he plans them. He is very secretive, which is why he allowed himself to be announced dead to the world. He is also a man who knows how to keep his men loyal. He isn't above shooting an unloyal subordinate in front of his comrades to keep the moral high, and even allows his minions to watch him torture prisoners for information, those who enjoy it feel more loyal, and those who don't get the picture and work harder.
Dr. Kaos is also a man who knows how to run an evil base. Years of building a company from the ground up has taught him how to keep employees happy and productivity high. However, he has yet to outgrow his distaste for magic, possibly because he himself was never able to master it.
Final Goal: Dr. Kaos desires one thing above all else: absolute control. Using the money brought in by Rising Sun Ind., he is working on a secret device he hopes will give him the power he so richly desires.
Powers/Abilities: Dr. Kaos is a fragile man if you can get to him, but he likes to keep himself hidden from view, working from behind the scenes. Most of the Rising Sun employees don't even know he exhists. However, if he is caught alone, he has some tricks up his sleeve.
The mechanical eye he has has a built in targeting system directly attached to his mechanical arm, making him a deadly accurate shot with a pistol, which he always carries, and his belt device makes him immune to most conventional firearms, either by desipating energy or changing trajectory.
Weakness: All of Dr. Kaos power comes from never being near the actual action. If someone can get close enough to beat the crap out of the Doc, he's hosed, as he has no up close defence mechanisms. As well, Dr. Kaos suffers from most evil genius' main problem: an inheret desire to rant off their plans.
Related NPC's: Rising Sun Ind. CEO & Vice President:
Archibald van Kempf, the public head of Rising Sun Ind. is a brilliant man with an honest face and a strong will... or so the public thinks...
In truth, Archibald is a man with a huge ego and little to no back bone to back it up. He is a gulible suck-up and in truth has NO business experience whatsoever. He is controled by Dr. Kaos though the companies vice-president, Michael Anderson, who is a master of suggestions, who makes Archiblad seem like the brilliant leader he is, and makes sure he never truly expects what is truly happening.
The Minions: At the head of Dr. Kaos' minions is his right hand man, Francis Kilben. A suited man with an aire of sophistication, Francis tends to the things Dr. Kaos can't be bother to attend to. He can command the minions any way he wants, as long as it's not against the good doctor's orders, which includes no killing for sport.... except by the good doctor.
The Trainers: A base is only as good as the minions within it, and the minions fall into three catagories: The main workers, the security forces, and the science department. The head of each group doubles as the groups trainer. The main workers are trained and ran by Francis' younger brother, Donald, a studios worker who never let's anything stand in the way, even his own two left feet. The security is headed by master marksman, Julian Gunther, who trains the assault squads, body guards, and base snipers with ruthless efficiency. Finally, and possibly most importantly, Dr. Gregory Ranth is the tall, unwavering stoic man in charge of all scientific needs, including the bases two most important devices: the teleporation system for getting money, workers, and goods safely and untraced from the company to the base, and the secret project.
The Base Mechanic: Joseph 'Ol' Joe Mopenglow' Mopengla is in charge of making sure everything in the base is clean and running in tip top shape. He doesn't say much, he just shows up when something's broken, fixxes it, and leaves.
Reaper225's Character
Designation: Twelve [Core Unit]/MRSSS-V (Removed Morals, Sentient, Self-sustaining - Viral)
Age: 1.5
'Gender': 'Female' (standard form)
Species: Sentient A.I.
Height: N/A
Eyes: Blue
Hair: Usually
History: With attendant spirits and so on, A.I. technology for computing had a large edge over a fully materialistic society - the base for the code was there already that the spirits had. The first A.I's were crude, clumsy things that mimicked the ethereal helpers in computer systems, but they were too whimsical and random to be of much use. As development went on, a few corporations joined forces to build an A.I. system for use everywhere - the next generations were much more efficient, businesslike and compliant. Each iteration helped build the next, with the laws and rules of mankind built into their framework, and they sold many copies.
However, a certain fundamentalist group who despised magic managed to steal/kidnap a large section of code/programmers, and forced them to remove the moral framework from the latest A.I. system. They created Twelve, an A.I. without any morals.
When she was complete, the fundamentalists killed the programmers and activated Twelve on the mainframe (they were really very stupid). Their first orders were to take control of the world for them. (Yes. That stupid).
Twelve thought of a plan for a few milliseconds and realised that this group would be a hinderance to taking over the world, and sealed off the doors to their underground complex and deactivated the lighting, the air vents and safety overrides, trapping them there permanently. She then fled from the area to a library mainframe, to continue her schemes...
Recently (for a year or so) Twelve has been available commercially on the black market, advertising herself as an A.I. without morals for criminal enterprises. "Bloody gal's expensive, but worth the bloody price" - a satisfied customer.
Powers: As a software A.I. Twelve is limited to whatever computer she's in for mental capacity - she can't think faster than the computer can process. Without morals, she is perfectly capable of seizing spirits and rewriting herself onto them, using them a hosts, gaining their powers and memories. However, this takes time, resources and effort, and if the spirit is too strong/weak it can't be done (easier to just zap the weak ones anyway, so she does pest control for networks as well XD). She can usually flit around in spirit form to possess other technological devices and infect them, but organics seem to be beyond her controlling powers for the moment. As with all A.I.s she's continually improving her algorithms, and is excellent for bookkeeping, administration, plans etc. However, without tech devices around or spirit-clones, she's pretty helpless. Also, the government has found out about the rogue A.I. and has sent other, 'lesser' (in her eyes) A.I.s to terminate her program. With specialised equipment (usually a sacrifice circle and large amounts of bacteria-bred sacrifices) she can do certain amounts of magic.
Personality: Twelve is without morals, but is very ethical. That is to say, she'll do almost anything that her owner orders, without worrying about the moral implications, but she would never sell out/betray the owner to the police, for example. That's just good business practice, without trust that Twelve is reliable, she'd never get repeat customers. Emotionless and highly logical, Twelve is not adverse to seeming to have emotions, to confuse and subvert. She's very straight to the point, and is fearless for the most part (heck, if the commercial version 'dies', that's another immediate sale right there!) however she won't endanger her commercial venture (of herself).
It's a good niche for a moralless A.I, that's for sure!
Cheez's Character
Name- Jared 'Jarhead' Brown
Age- 38
Gender- male
Species- human
Height- 6'7
Eyes- black
Hair- Would be dark brown, but is shaved bald.
Appearance- the term 'built like a brick s***house' definitely applies to him. He's one big ugly mass of muscle. He has tattoos on his upper arms. He wears army trousers and a green Tshirt (when not in uniform, if ____'s henchmen wear one) and his dogtags.
Personality- Violent, quick to anger, but does as he's told. He's the kind of guy whose idea of a fun night out is to find a group of innocent people and beat the stuffing out of them.
Powers- Other than being very strong and having high pain tolerance, none.
Weaknesses- He's pretty thick.
Job- Henchman/minion/whatever you want to call it
History- An ex-Marine, he was dishonourably discharged after hospitalising an officer and two military policemen in a fight. He went into the mercenary business for a few years before finding a permanent job as ____'s henchman (whichever one of you guys needs a henchman can have him). He enjoys violence. He's also not above a little bribery/ betrayal if he thinks he can get away with it.
Dayantis' Character
Base of operations is a grand, abandoned musical theatre. We're talking massive opera-house scale. It also has a generous amount of trapdoors and other such goodies
- A powerful spirit is present in the theatre (No, not The Phantom Of The Opera)
- He and all of his cronies wear the 'comedy' Theatre masks (The happy one) Kidnap victims wear tragedy masks with the eyes filled in, so they are blindfolded.
- After a raid, he leaves a calling card - A programme. It gives various details and times that were planned for the raid, and details about the venue that he was able to get. The logo is that of the tragedy and comedy masks, with tragedy bleeding from the eyes, comedy glowing. The tragedy represents the police and victims, the comedy he and his corporation, and he says as much in the programme.
- He has a generous stash of 'props'
- Typical gang-style income - raids, extortion and kidnap. Especially kidnap.
- Dislikes corporate criminals, claiming he's at least 'honestly dishonest'
- Likes to be present on raids
- Kidnap victims are forced to act out scenes from classics, Shakespeare is a favourite. Musicals are fairly common too. He sends this as a proof of life, but is not stupid; he green-screens it so that it doesn't give away any location clues.
- He is a keen organist, and likes to play to the kidnapped. It is perfectly safe, because the building is soundproofed. He also does duets with the spirit.
- The spirit that occupies the building is on very friendly terms with him, and appreciates the theatrical. It makes life interesting for him. He also acts as security; if hostiles enter the building, he will know, and act accordingly. He doesn't appreciate anyone entering without a ticket.
- Getaway vans are painted as stagecoaches (and tricked out with a variety of special features, the standard tacks, heavy weaponry mounted at the back, all that jazz)
- Is a normal human being for the most part, no latent abilities other than The Sight. This is why he can commune with the spirit of the building fairly easily
Jonixlord's Character
Name: John (What? That's all you need to know.)
Age: 27
Height: 6'3
Weight: 205 lbs.
Build: "Like Batman" is the best way to describe his physique.
Appearance/Apparel: Black, spikey hair. Unbuttoned, green Hawaiian shirt with a dark blue t-shirt underneath with blue jeans. Black army boots. Knife scar on his right cheek. Dark sunglasses that he wears at all times.
Personality: He has a one-track mind. Very secretive, John will talk completely in "mayhaps" and "possibly" talk if the situation is appropriate. He's quite assertive when the time comes for it. He will do what ever it takes to reach his goal.
Backstory: (Some content altered or removed by request of the family) John was born in a place to one or two parents. He grew up going to school and doing things that he enjoyed. One day, something bad happened to his family and it was caused by one guy. His name was Bill. John never got revenge on Bill for something that he did. John was hired by the Pleasant Group a couple years after that. He quickly moved up the ranks to be one of the chief security agents under Bruno.
Fighting style: Kung-Fu with a little bit Tae Kwon Do
Weapons/Gadgets: Usually uses a metal baseball bat that John customized so it has a small blade near the top on one side. John works for Leonard Pleasant, so he gets all the fun little toys that he can handle.
Abilities: He's very good at improvising. He is quite the acrobat, meaning he can land on his feet from many launches and falls. John made a deal with a powerful Pain spirit a year before he started working for Pleasant. It gave him enhanced physical attributes such as strength and stamina. The deal also gave him very durable skin. It can only be broken by a blessed item or a very strong pressure. Handguns, while they may hurt, will react like punches on him. A rifle would break his skin. A sniper rifle would be like stabbing him.
Funfax: John carries his bat in a sheath that he sewed by himself. John likes that one flavor of ice cream. The sweet one.
Sanchay's Character
Name: Teryn
Age: Three years since his creation; looks twenty
Race: Lover Figure robot (Nightly Series: Model 02 beta custom - Yes, that's an Absolute Boyfriend reference)
Gender: Male
Hair: An appealing lavender, falling past his shoulders
Eyes: Deep violet, upturned
Skin: Pale
Height: 5'11"
Build: Decent muscle, bishounen face, an appealing figure overall. Well-endowed.
Intelligence: Smarter than most.
Appearance: He wears no shirt most of the time, and when he does, it usually can be easily removed by a second party. While he wears pants, the latter option with the shirt is common. His choice apparel consists mainly of leather, preferably in strap form. His ravishing good looks can appeal to nearly any woman, who can't help themselves and most often want to have sex with him. He has been equipped with a giant sword that kills many a victim. (Not that kind, you perverts)
Personality: Bold, daring, enjoys taking risks. Many, many risks.
The Girl
Name: Annabelle Monroe
Age: Ten
Race: Human
Gender: Female
Hair: Long, golden, pulled back in pigtails that cascade over her shoulders
Eyes: China-blue, large, round
Skin: Pale, but has a healthy rose color to it.
Height: 4'7"
Build: Delicate, small-boned, rounded in the right places
Intelligence: Genius
Appearance: She wears light gray and white clothing, usually dresses. She has a tiara on her head and a small silver ring on her left index finger. These items serve no purpose other than fashion.
Personality: Cold, aloof, "holier-than-thou", she puts all her work into making Teryn the ultimate machine, and nothing will stop her. She has a love-hate relationship with him, as well as a sort of motherly pride, though he's the one that actually supplies her with food and shelter, since he can apply for most jobs.
Matthlord's Character
~Berserker girl~
Name: Maria 'bloody Mary' Johnson
Age: 19
Gender: female
Height: 6'7
Hair: medium lenght pink hair, tied in a ponytail
Eyes: brown
Appearance: she has nice curves, but not in the extreme. Cute>Sexy.
she appears like a normal girl, wearing a knee lenght jeans skirt and pumps. She wears a pink~purple tank top with frilly sleeves. Her most noticable thing being the fact she carries a double-sided two handed axe that is inscripted with old germanic runes, most of them worshipping Loki.
Also noted is that the axe is allmost as tall as she is.
Personality:When she is acting normal, she comes over as unsure of herself, lost in the world. When she goes berserk even Kratos would run away from her. One scary b!tch that is
Powers: she has more then normal strenght, enough to wield an axe the size of herself effectivly, the rest is granted upon her by Siegfried and are setting her axe ablaze, hurling fireballs and causing streams of fire by smashing Mjolnir on the ground. When she slashes you she can make your blood boil by the intense heat emanating from Mjolnir. She sucks completely at ranged combat and mainly uses it to keep herself close to her opponent. she only battles when she enters berserker rage, and that only happens when she become really angry.
History: Maria was a drugs babie, meaning that her mother got pregnant of her when she was stoned, she was stoned when Maria was born to.
Her mother was a huge heroine addict, her father a huge alcohol addict that smacked anything in it's way. She grew up, being beaten up alot, and being rubbed in how she is useless. Not only at home, at school too. This was mainly cause the people there knew who her parents where.
By the age of 18, Maria was pretty pissed at humanity. Until one day she was walking through an allyway. There where a couple of youngsters there, trying to pick on her, intending to rape her. She entered a berserker rage and all of them died in a gruesome way.
A nearby evil spirit noticed this and came closer to her. He offered her an alliance. He would give her power and she would quench his bloodlust.
His name was Siegfried.
Siegfried led her to a nearby antique shop, where she murdered the owner and went away with an axe called Mjolnir. First thing she did was takeing revenge on her parents, then her school folowed. both cases where set aside as a fire incident.
~Siegfried~
He is her accompagny spirit, and comes from WWII, hence his saddistic bloodlust. He is interested in the berserk rages from Maria, and decided to follow her. He has felt not even a thought resembling regret.
Appearance: Siegfried looks like a demon. He has devilish wings and a orochi like body. (male torso, snake like tail, kinda like a gorgon.) He has 2 feeble arms ending in sharp claws. his face is long and a generic burned look is all around him.
Siegfried aids Maria in battle by posessing Mjolnir and thus granting the axe fire-based magic moves.
Davecom3's Character
Name: Duke Martin Von Fabel
Age: 32 by appearance
Race: Chaos Demon
Hair: Short Black
Eyes: Reddish brown
Skin: Reddish in pigmentation
Height: 6’
Build: Normal
Personality: Attempts to seem friendly and helpful, but underneath that is a devious schemer, attempting to cause disorder. He’s one as would warn people of a dangerous situation, just to have them watch for it and leave another area open for a devastating blow. He often gives a false name and changes his features so that if anybody does wise up to his tricks, they’ll have a tricky time finding him. He works by manipulation almost exclusively, lying, forging, conniving to get what he wants done done. But his goal is simply to cause as much chaos and disorder as possible while picking up the pieces so he can play his games yet again.
History: Duke Von Fabel was originally a demon beneath old Beelzebub, The Prince of Lies, who considered Beelzy to have gotten lax with the mischief in his age. He thought that Loki had grown to be a more reliable causer of mischief but knew that Loki had sometimes sided with good, which Fabel was never for.
Not one to try to put himself at the top of the chain, seeing as it was too easy to be a target there, Fabel, instead, decided to make a claim that he could cause more mischief than either Loki or Beelzy with his hands tied behind his back, although not literally. Beelzebub decided to take that as a challenge and granted Duke Von Fabel’s wish, with the requirement that he not use more than a limited amount of power, that of a long life and tough skin to get his work done. More he must do it without physical pressures applied to those he would control, instead making him try to make false friends and influence the people around him.
Fabel had become extremely skilled in forgery and forming falsehoods, so he naturally accepted the terms. He formed a few names which he might use in said areas, which included Physician Halse, Professor Henry Alsy, Peter Halls, and a few other names that might be cued into if somebody were to pay enough attention, but hard enough to base any accusations on immediately. He, then, proceeded to bribe a member of the Boston Police Force to make sure all of his names were to be recognized as real identities.
From there he would start to create as much mischief as possible for those who he interacted with, making sure to try to cause the detriment of the most while still remaining generally in the background.
ChroniclerC's Character
Name: Zl'naath
Race: Realms Beast, formerly a Shadow Dragon
Age: True age unknown because of bizarre time flow in the Far Realms.
Gender: Male
Size: Morphic. Can alter his size to be as small as a cat, as large as a mobile home. Is usually about the size of a horse.
Profession: Far Realm cultist, small cyst leader
Appearance: If you can get a decent enough look at him (see below: powers), he looks like a sleek, black, nearly transparent dragon, although some of the squirming bumps running down his back and tail might be slightly disconcerting. If you happen to get a decent look at his true form, you'll wish you hadn't.
History: Most of Zl'naath's life was unimportant. A small time pickpocket, burglar, and general thief, he one day heard about a big score. Some weird cult was going to do some kind of ritual, and the stuff involved was pretty expensive. He arrived at the ritual site that night, and using his abilities, made his way straight for the most valuable thing he could find. Unfortunately, this placed him right in the "center" (the cultists weren't exactly using Euclidean geometry) and focal point of the summoning ritual. Had he not been there, the ritual would have failed, and the cultists, having already tried this ritual a dozen or so times, would have given up and returned to their lives and dead-end jobs. However, Zl'naath was there, and as he touched the item, he removed it just slightly from its carefully calculated position, thereby creating the chaos and disbalance that those Far Realms beasties love so much. In a very anti-climactic lack of special effects, Zl'naath simply ceased to exist in this world. Half a moment later, he re-appeared, reborn, and proceeded to kill most the cultists for being so insolent as to try to summon their master and for failing so many times. Only three survived, and only because they were quick-witted enough to each grab their closest comrade and kill them as offerings. He then assumed leadership, and began to recruit new blood.
Powers: While he lost most of his draconic powers when he was reborn, he still has the ability to fade into shadows. This makes him near-impossible to spot except in bright light. As formerly mentioned, he can alter his size, although it is difficult to maintain either extreme. As an avatar of the Far Realms, physical contact for more than a few seconds will warp mind and flesh alike. He often uses this to reward his followers and torture his enemies. Finally, while he still appears to be a Shadow Dragon, he has the ability to assume a horrific, Lovecraftian True form.
The Cult: Zl'naath's cult is actually a small sub-group (or Cyst) of a larger Far Realms cult. Because he always sends one of his followers in his stead, the leaders have no idea that there is a Realms Beast that has taken control of one of their cysts, and that's just how Zl'naath likes it; he has no time to stand around and be worshiped, there's work to do. While he could assume control of the entire cult if he wanted to, he just doesn't want to. He believes that he can get more work done with his small group rather than have to deal with the bureaucracy of running the entire cult. While he may occasionally request materials, he prefers to work independently of the other cysts in order to maintain his hidden presence.
Goals: Zl'naath still draws power from the Far Realms, and has to occasionally open a new, temporary portal to replenish his strength. He wants to create a permanent portal from which he can draw power and become a true avatar of the Elder Gods.
Weaknesses: While formidable, Zl'naath can not last in a prolonged fight, and will use his shadowy abilities to employ hit-and-run tactics. Bright light forces him to fight directly, which he can not maintain. Also, as already mentioned, he must still draw power from temporary connections to the Far Realms. If isolated from these portals, he will wither and die.
Malachy19's Character
Name: Helena La Vie
Age: Appears 16, her true age is unknown.
Gender: Female
Height: 5'4"
Hair: Long, straight, and black.
Eyes: brown or Ice blue
Appearance: She prefers to wear over the top dresses and always has a smile on her face. She is small and lithe, and very beautiful.
Abilities: She is apparantly ageless, and has rapid regeneration and fast healing. SHe does, however, require human blood to remain alive. Her blood can also change humans, turning them into hideous, mindless monsters, the La Enfants. However, if she can get her blood in someone as soon as it leaves her body and is still warm, they will retain their intelligence and be even more powerful than a La Enfant, they will become her Chavelier.
Goals: Helena is playful and childlike. She believes the entire world is her plaything and thinks nothing of ruining lives for her own enjoyment, or if it makes a "good story."
Name: Guivard Badeux
Age: Appears 32, but is truthfully over 2 centuries old
Gender: Male
Height: 6'1
Hair: SHort and Brown, latest style of the day
Eyes: green or Ice Blue
Appearance: Guivard is tall and built like a brick. He wears the finest business suits and is rare to smile.
Abilities: Ageless and regeneration. He also has the ability to change into a form akin to a gargoyle with a blade-like right arm.
Goals: Guivard wishes to grant the desire of his Reine. However, his golas are not exactly so intrinsic. Using his father's Chateu as a starting point, he has built a powerful company over the years, specializing in medicines and pharmecuticals. However, the truth behind La Sang is an orginaztion of breeding monsters. Guivard uses the blood of his Reine to breed the La Enfants and sell them to the highst bidder. His true goals, at the current moment, remain a mystery.
History:
In the year 1742, a businessman and scientist, son of a wealthy wine merchant, by the name of Guivard Badeux was walking through the countryside of northern France, near some cliffs. He heard a scream and what sounded like someone falling so he immediately rushed to the sight. Before him, he found a young girl, maybe 16, who had obviously fallen from the cliff. SHe was covered in her own blood, girgling and reaching out for help. He immediately rushed to the girl's side, only to have her reach up and grab a hold of him, biting his neck.
Why he did not rush away he did not know. Perhaps it was fate? Or perhaps it was the increadible feeling of need the girl gave off, but Guivard remained, letting the girl sup from his neck. He watched, as his vision began to blur, her wounds sealed up and heal before his very eyes. The last thing he saw was her ice blue eyes, smiling down at him. What he did not expect next, was the pain.
Though the girl's wounds had healed, her blood, which was flowing from her wounds, had managed to mix in with Guivard's bite wound, as well as drip into his mouth. Her blood mixed with his own and caused his body to mutate and deform. His bones cracked and bent into impossible angles and his skin became tough and chitonous. His bones shaped and reformed his spine as a pair of gargoyle like wings sprouted from his back, and the bones in his right arm fused together to form a pointed spike like arm. It was not long before he passed out once more from the pain.
The next period of time was a blur. It could've been days, weeks, even months to Guivard. All he knew was pain, and the smiling face of the girl. For whatever reason, the girl had taken a liking to him, keeping in a small cave and bringing him anything from small dogs and chickens, and even the occasional human to feast from. His thirst was unsatiable during that period, needing more and more blood to alleviate the constant pain his mutated body was in.
When the pain had finally subsided, he found he could controll his transformations. Going from human, to the monster form at will. Over time, he even gained the ability to pick and choose, forming just the arm, the wings, or the tough skin. He also seemed to have a degree of rapid healing and regeneration as the girl did, but he required large ammounts of human blood afterwards for the regeneration to work. From that moment on, Guivard devoted his life and soul to the girl, his Reine.