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"Let their Gods quiver in fear, let them defecate and soil themselves, let them tear their eyes out, and devour them in the utmost insanity that consumes them. Let our coming be the sign, the sign that all must end, and none may survive."
-Daria Livingston. ArchDuchess XII.

"Allow no prejudice to these beings. They are vile, disgusting, and do not deserve to live. It is our sole duty to purge them, and all life, before the universe will be completely venerated once more."
-Vincent Mordikai. The Accuser, and Voice of the Doombringer.


Rapture

Present day.


It has been over a year since the birth of the Doombringer. The Judecca's prophesized leader, which will begin the systematic end of humanity, and exercise the purge that will overwhelm the Universe.

For that is the final goal of the Judecca. Once an occult society, dedicated to the premise of the vilified, demonic arts. It transformed, deformed, mutated, into a vile group of acolytic people, bent on pursuing their dream, of the final purge, of Rapture.

Abridged History Of the Judecca


Life


The Napoleonic Wars. The armies of France entangled in battles over mass sections of Europe. On the far side of the world, in a small colony known only by name as Gaia was fighting for its life in a war that could only be described as nightmarish. What was formally human now could only be described as monstrosities, devils, demons, there was no real name for those things that conquered throughout Gaia with a fist of accursed flesh.

The Judecca. A group of intellectuals formed in 1781. Formerly to discuss the capabilities of the occult, and the nature of the darker side to the world s known religions. It grew into something more, unhinged from their minds they grew to become the knowledge they at first tried to seek.

They became Saints, belonging only to darkness and the power that comes with it. Self-proclaimed soldiers of Lucifer and Satan. Armies of monstrosities hoarded by men of true malevolence. Monsters that could only be found in myths, resurrected and brought to wreak havoc upon the city.

But they disappeared. Around the same time Napoleon escaped from Elba, the name Judecca had dispersed and dissolved into thin air. It became belief that God had finally saw fit, and banished them into the layers of Hell, where they belonged.

Being gone, and being out of sight, however, are two different things.

Death


The Judecca had fallen from its malicious grace. Since its revival, the entire society fell into a darkness not seen since the days from the Napoleonic Era. After Daria Livingston took control of the Judecca Society, she promised dreams of total power over the entire Gaian world. Ideas of dominance and power in the name of the Morning Star. In her control as Grand Duchess, she succeeded in raising an army to take on the world of the living with the infernal armies of darkness. After months of fighting, Daria's victory over Gaia felt evident.

As the Judecca marched upon the capital, the Grand Duchess' armies were stopped, at the Hongori Mon Gurangom (Crevasse of the Living Titan).

Rebirth


In Catholic Dogma, Islamic Aqidah, Buddhist epithets, things of a divine nature, always possess Janus-like qualities, or in short, two sides to every coin. The Ten's continued existence can only be described blasphemy, without the presence of a foil that must reflect the opposite of their ideals. All the scriptures in the world, could only point in one direction. The Judecca.

In the aftermath of the war, the world returned to its state of piece. The Hongori Mon Gurangom became a site of major pilgrimage, its presence still carries the haunting memory of the wrack and ruin, as pilgrims pray that never such a thing happen again, unaware that the crevasse itself was soon to give birth to a new Judecca. The tainted blood of the ancient cult had forced its seed into the earth, awaiting its moment to bear the fruits of the wicked.

Years later, a solitary stranger appears in front of the Judecca's former stronghold. Its emptied hollowed halls raided and purged. But it was of no matter.

The Judecca had risen once more.

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The Court of Belial
"The Court of Belial, as they so call it...is an acting hierarchy for the Society of The Judecca. I would lie to you if I told you what I knew what it meant, but I believe that it is a symbolic 'list' of the Judecca's members."
-Duke Harraway, on the topic of Belial's Court.


[The Grand Prosecutor]

Belial


[The Accuser]
[The Testament]

Vincent Mordikai
Arturius Wisen


Judges
They are called the Judges. They take human lives, put them in front, and through their investigation, assess whether they must be slaughtered, or annexed into the Judecca's power base. They are chosen for their wisdom and charisma, and act as leaders to her cause.
-Pietro Ostrovsky
-Caravic Romulus
-Astrid Volsa

Magistrates
Governors of the land that the Doombringer conquers. When the Judecca fulfills a victory in a certain area, it will assimilate the land, and implant a Magistrate as its leader. Each Magistrate is listed with his or her land accordingly.
-Israfel [The Malebolge]
-Teodoro Harraway [Sevilla zu Taysir]
-Rin the Guardian [Grove of Damocles]
-Tenga Pawaka [The Glass Desert]

Jurors
Obedient only directly to the Judges. Jurors are soldiers. Their only knowledge should be that of combat. They violate human ethics and morals, in a slaughter composed of decadence and sin.
-Admiral Edward Nelson the I
-Le Myst
-General Matvei Platov
-The Seedling
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Advocates
Normals. Advocates are generally people who have not yet succumbed to the insanity of the Doombringer's will. Though they pledge allegiance to Judecca, they do so only in a manner that best suits them. For example, if they wish to be soldiers, they may do so, or work as advisers, they may do so. Their will is, for the time being, their own.
-Hiraoka Hatsue + Ire von Richtenberg
-Ursa Vogt
-Boro Bentillios
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Witnesses
Like Advocates. Normal people, but who possess no real skill, but have simply assimilated into the Judecca. They are powerless, and act somewhat like citizens of the Judecca.
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Confessors
Confessors are people who have, through their own choice, have been killed by the Judecca, and resurrected by Belial, through a special ritual, which endows them with greater physical and magical strength. However, at the risk of becoming a Confessor, you no longer possess your soul, and though you have your own will, it may be controlled at any point in time by Belial.
-Inquisitor Vega
-Claudius Aurelius Maximus Decimus Caesurus
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Bailiffs
Guards of sorts. They are assigned to protect particular individuals, [whether part of the Judecca or not], or consequently, spy on those individuals. Their foremost objective is to protect the life of those they have been assigned to.
-Jules Standish
-Cadian Shaw
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CHARACTER PROFILES WILL NOW BE PUBLICALLY VIEWABLE IN THE COLLECTIVE ROMANCE'S JOURNAL DUE TO TRAFFIC ISSUES WITH ALPHANUMERIC LIMITS
Antenora

Formerly a vast econosphere all its own, with its beautiful waters, and lush green grass. The area known as the Antenora now has become a black desolate wasteland. In anger of their loss, the Gaians had rained tar upon Antenora, desecrating every inch of the Judecca's existence there. The pernicious nature of the Judecca has infected the surroundings around the Antenora, twisting trees into rooted monstrosities, animals forged into hunters of night. Wanderers caught in Antenora find themselves either dead or wshing they were. What was once a lush abundant land, now only serves an earthly Hell.

This is the Judecca's prime housing. Residing on a giant clifftop within the Antenora, and surrounded by its four gargantuan towers, now decayed, entangled with the roots and vines from the ground beneath.




Tower of Treason
From bottom till top, the Tower of Treason begins as a giant tremerous serpent, dotted from head to toe in treacherously long stalactites. Though solid in structure, each spike (numbering in the hundreds) secretes a blue-ish liquid, which gathers in a pool surrounding the tower. At several punctuated points, there is a body impaled upon each spike, these are former members of the Judecca, punished for their betrayal.

At the top of the tower, at the snake's mouth, out pushes a giant stone hand, holding in its grasp three corpses, one of which, belongs to Judas, the betrayer of Christ, the other two are Brutus and Cassius, who revolted against Caeser. Though their physical bodies remain effectively dead, their spiritual selves, endure the torment of the Hell below.


Canto 34 (Tower of the Fallen)
Named, pretty simply, after the 34th Canto in Dante's "Divine Comedy", which brings mention to Satan, imprisoned in his icy lake. The Tower of the Fallen represents this scene, constructed in its main body of giant iles of brick, upon brick, laid on foundation until it is the highest of all the towers. At the top, is the giant torso of Caghnazzo, a familiar of Satan, who remains in bondage to the tower. Magically sealed in, the magnificent demon's lower half remains in the tower, while his other half lies awake, unable to sleep. Caghnazzo's upper body reaches at least 35 meters, and his chains are in the tons, magically weighted down to ensure that he cannot escape. Caghnazzo's presence in the tower is older than time, his very presence is a representation that not even a soldier of Satan could stop the Judecca.

The Homerian
This tower, is dedicated towards Homer, who was a favorite of Dalton Lacour's. It is, from the very bottom, to the very top of the tower, inscribed with the works of Homer, starting with the Iliad, and continuing into the Odyssey. A giant statue of Zeus, with his hands outstretched, is at the top of the tower. It is said that his hands, when touched by water, are given a special healing power to which may save one from even the most grevious of wounds. However, a rubicante (Fire Demon) nest lays directly on top of the fountain, preventing anyone from accessing the life nectar.

Nalra (The Clocktower)
The final tower is dedicated to a giant clock. The internals have since then stopped, the gears no longer work, as the clock's two hands move in an erratic manner of their own. The Nalra is said to still house one Judecca member, but no one has the means to access the tallest tower of the Judecca, and thus the mystery remains unsolved.

Entering The Household

The entrance may only be accessed by a twenty metre ascension via a stone stairway. Greater Antenora represents more of a great Victorian household, with traces of Germanic architecture, with small Baroque statues, and Gothic styled Saints covering each turn. The first two statues, leading to the bridge, are of giant eyes. The top of Greater Antenora becomes a huge spire, in which, flattens upon the upper surface, to allow stand a giant statue, of the Judecca's first Grand Duke, Dalton S. Lacour. He stands prominently, and even with that in mind, a little suspiciously. Though no one has been able to confirm this now, the old Grand Duke's statue has said to contain powers beyond the knowledge of the Judecca now.

As stories are passed down, the ones regarding the statue, begin with tales of in times of war, or should Greater Antenora fall pray to enemy hands, the statue of Dalton Lacour, will release the sword in its left hand, and allow it to fall into the depths below, hitting the ground with such an impact, that it awakens the nesting monstrosities below ground, and allows the Grand Duke to harness their control.


Inner Antenora (The Judecca Household)

Upon entering the Judecca, one comes upon the Emptied Hall, formerly housing some of the Judecca's aged reliquaries, it has been ransacked and emptied, and now is simply a shell.

From the entrance, there are two stairways downward. One leads into Under Antenora, and the other to a Cellar, which consists of several hundred layers of wine and other aged foods and drinks.

From the Entrance Room, there is also a circular stairway leading a second level, and a door at the far upper end. The stairway leads to Upper Antenora. The door at the upper end, leads to the dining room, and kitchen. People requesting food, are serviced by a series of human-esque mannequins, sculpted from a clay material, but without faces nor distiniguishing parts regarding sex. The dining area is so large, that half of it is conserved to use as a dance hall.


The Great Library
A section dedicated to knowledge and literature. Containing ancient texts belonging to the Judecca, stories of old times, and documents that've never actually seen the light of day. Out of all the rooms within the stronghold, the Great Library is the only one fully preserved, while each other one has been desecrated and ravaged, each book, every page, every letter, remains as it was the day the Judecca lost.

The Guest/Residence House:
This is strictly belonging to people of more earthly limitations, who require sleep in the normal manner. It is a series of beds lined up in rooms, and there is a resident heated bathing area. People living within the residency rooms are serviced by the mannequins.

The Reliquary:
A collection of religious structures and objects, studied for their powers, (if they have any) and phenomena surrounding it. The Reliquary also hosts some interesting creatures, stolen from time and legend, and implemented for visitors to see.

As it stands now, after the war, the artifacts have been stolen and vandalized. The creatures that were once held in containers have been smashed freed and now stalk the large room.



Room of Sacrifice:
Often-times, a certain ritual, spell, or other, requires a sacrifice for it to be fully completed, whether human or animal, daughter or second wife, if it has to die, this is the perfect place to do it. Varied forms of sacrificial stances, including an altar, which is cleaned after each sacrifice, a crematory area, and even a firing wall.

The entire area is rather clean, despite its purpose.


The Portrait Gallery:

Every painting torn from their walls and burned. The entire Portrait Gallery only serves as charred remains, excavations to find any remainder of the once proud antiques are lost on the fact that something else lurks deep within the portrait gallery's walls.

Under Antenora:

Leading into the caverns directly below the castle. Under Antenora is compromised of several sections, there is a prison, on the first stop with the elevator. Well, it is a prison, but more or less, resembles a layer of hell. With the rocks, splayed with red blood. Prisoners of human nature, are hung by their arms, above a pool of boiling oil. Every so often, one is dropped into the oil.

Five times a day, heated burning sand is showered onto the individuals, and are flayed with a rod lacquered in a non-lethal but excruciatingly painful poison. People who've died are dropped into the boiling oil below, and after a few minutes, are fished out for food.

There're cells, locked away places of Under Antenora. Like the cages above for newer specimens, these contain monstrosities that are not allowed the light of day.

However, after the Judecca's loss, the prisoners beneath were freed and escaped from their Hellish prison, though they were too scarred and twisted to ever feel the hope of living regularly ever again.

How To Become A Member
Simply PM me this information.


Your Account Name
Name/Title: Your name, or your title, or both.
Age: I'll be lenient, and give a 1-2500 range.
Race: Whether ethnic or...otherwise.
Appearance: As per your character. Be very descriptive.
Abilities:
Weapons: This is a slightly modern-time zone, anything up to the advent of firearms, cursed or not, is up for fair game.
History: Who are you? Where did you come from? Why are you in the Judecca, explanations here.
Purpose: How will you serve the Judecca? As a Priest? As a soldier? A fighter? Will you advise the Doombringer's army? Or will you convert heretics to fight for her? The choices are yours.
Position Requested: Please inform me which part of Belial's Court do you wish to apply for.


Alala Alala
Name/Title: Belial. The Doombringer. The Grand Prosecutor.
Age: 2 [=)]
Race: Human
Appearance: Belial retains the image of a sixteen year old, her short figure (5'4) and almost sickening light weight (90 lbs) always put people off guard. From the tip of her toes to the top of her head, Belial's skin is silk white, tinged with a soft pink color. Her skin remains unmarred, there is not a single scar upon her.

Her hair is parallels that of her skin, it is jet black, like the color of a night sky, flowing black ink that reaches to her shoulders, cut straight across the bangs, without a single lock straying out of place. Her hair frames that of her face, which is cut in a gaunt manner, sharp, as if carved from marble.

Belial's lips are plump and red, sitting under her narrow nose. Her eyes are a stunning blue that forces a memory of cold ice, and a shiver.

Belial dresses only in a thin sack of clothes, a worn cloth that drapes over her shoulders and body, down to just a few inches above her knee. It is torn and tattered.

Abilities:

Cursed Reversal: When an enemy falls in combat, Belial may cast out and corrupt their body [note: body, not soul] back to life in the form of a Skirge. Skirges are gargantuan [read: six-eight feet] tall insectoids which generally take the form of a mantis. Most of the exoskeleton has been reinforced with a closely structured tightly compact steel. Skirges are prone to only two techniques, a spray and wait technique, which consists of launching a vast mist of gray fog, which is neither deadly nor harmful in any manner, as it prepares to lash out with its hardened claws.

Entrap: Force capture an enemy, and absorb them into Belial's mind, locked into one of the darker planes of her existential physical equilibrium. Entrap does not always work, as it requires seperate levels of power operating at the same time, to create an energetic link with the initial transportational portal, into the system of interconnected circuits, finally ending with Belial's mind.

Fortune: Belial's primary defense lies in corrupting and weakening enemy attacks. Doing so only requires a cerebral attack on a less-than powerful mindset. No attempt is made to disrupt the attack, nor even stop it, but simply decrease the amount of energy put in, in a virtual siphoning hose, which leaks all the way back to Belial's pool.

Dark Ritual: Using the power of her mental capacity, Belial may attempt to sacrifice another living being [of a weaker constitution than her, usually a small animal], which gradually allows Belial to take the things' life force, and convert it into energy for her own use, three fold. [The sacrifice is usually made by forcing an aneurysm upon the beasts' mind, executed by Belial's mentally forcing more blood to rush into a particular vein.]

Formal Decay: A form of absorbing life and storing it for use of other means. Formal decay only affects plant life, draining them of life, and bringing them into Belial's pool of power. Unlike Dark Ritual, which exploits the weaknesses of the animalian mind, Formal Decay simply accesses an encumbering part of the plant's physical being, and accelerates it to the point where it dies a natural death, simply decaying faster.

Void: When something dies, Belial may be capable of banishing it [as a form of Entrap] into her physical mind, where it cannot be revived.

Witching Hour: Force night upon the particular section of land. The Skirges, Ibril, and Gram [or pretty much any familiar of Belial] have increased strength in the night. Unfortunately, keeping and sustaining the power limits it to only a small section of land, around the size of the Malebolge, perhaps.

Putrefy: When someone is inflicted with a wound, Belial may attempt to force a form of -miniatureplague- upon that wound, which may access the victim's skin, and tear through and ravage the skin with a vile poison, that causes swift decay of the limb, which may spread into a person's body.

Nightmare: Nightmare appears as a flaming beast of burden, a giant black stallion who moves with the speed that excels and breaks that out natural human, subhuman, and physical boundaries. Its body, hooves, mane, are all composed of intense flames which singe the very air around it. Nightmare's power derives from the amount of energy Belial has pooled [using Ritual and Decay]. The bond between Nightmare and Belial exceed that of her and her other familiars, in that, should Belial ride Nightmare into combat, all powers between them are shared equally, so that the combined energy that binds them multiply their powers tenfold.

Shauku: There is rarely a time that when Belial summons Nightmare, that she does not also call upon her unholy blade, Shauku. Shauku is the hexed sword of Belial. Starting at the hilt, an ebon stone, carved with a milky marble-like texture, encased slightly by a gold wreath, which covers it and snakes upward in serpent fashion around the handle. There is no hand guard, instead, it sleaks into the blade immediately after the hilt. A thin and strongly pressed blade, of a blued, sharp silver, designed a premise for both slashing and stabbing. The blade has been rumored numerous times to bear one of the worst hex-spells infused into its power, and that whomsoever should befall its strike, be cursed infinitely with its control.

Contract: The necessary means for an individual to become a Confessor, is a binding contract composed of an ancient parchment which is proffered to the person willing to sign themselves over to Belial. When their signature has been completed, Belial will immediately sap their willing body [as exemplified by the contract] and resurrect them into the form of a Confessor, that is to say, a being of more capable magical and physical defenses and strength to what they were previously.

Ibril
Belial's Steed. Ibril was one of the cursed Sons of Cain, who was banished to Earth disfigured. He remains half embedded in Earth, but is able to move through without much interference or obstacle. He is considered a sin, as half of his make is Titan blood, which explains his giant disposition [roughly ten meters in height], and his massive bulk and muscle structure. Ibril has a relatively gray body, but looks and appears like a normal human, with the exception of the fact that his face is absolved of all features, except for one omniscient eye, constantly observing the scene in front.

Ibril's power only lies in his strength, and his ability to submerge into the ground, and reemerge through his own strength. Though Belial has easier, more sophisticated forms of travel, she prefers the use of Ibril, in keeping with tradition.

Gram
The demented 'beast'. Gram is an unexplainable duality monster. In that it appears to look like the conjoined bodies of two torsos, connected at the head and chest. But the embodiment of Gram lies in a human body, which is connected in the middle of the beast, which controls all movement and thought. Rumor has it that the man in the center was once the man of old English Legend, King Arthur. His unnatural life, and eternal blessings [from the Shroud of Turin and Holy Grail], disrupted his life force, and caused him to be a monstrosity. Now he lays, sewn physically into the chest cavity, between the ribs, and beside a beating heart.

Gram's strength lies in its 'giant' body. The left 'eye' of the conjoined head may make attempts to petrify an enemy, with a glare that only opens when it is absolutely positive of its enemies position. [The petrification lasts only for around 10 seconds, however.] The arms have the ability to dislocate, and form entities of themselves, [like giant snakes]. Each arm is roughly the size of a bus, and two times in length.

History: Belial was born as a child of chaotic means. Her entire conception was only possible through the massive deaths of other Judecca members. She arose naked, fully grown, from the black tar that consisted of the Judecca's remains. Her goal absolute, to lead the Judecca into the final stages of Rapture, and consume the world into the Doombringer's vice.

Belial achieved her knowledge of the Judecca shortly after her birth. She ventured to the Malebolge, and to Antenora, and absorbed the proper information required to take her place as Grand Prosecutor. Though Belial has never spoken, never been seen spoken [as this is the work of her 'Voice', Vincent Mordikai]. She has been capable of commandeering the Judecca thus far.

It is assumed that all this, the slaughter, the Rapture, all the occultists and their worship, is all Belial's will, but it is so ambiguous, that one cannot tell.

One thing is known about Belial, however, and that is that her rule over the Judecca is absolute. She is the final leader, and when she ends, so will the world.

Position:Grand Prosecutor


Naota Segara
Name/Title: Vincent Mordikai [The Accuser
Age: 506 (looks like he hasn't aged a day after 45.)
Race: Human (British)
Appearance: Mordikai looks like a small and very weak person. He stands at the short height of 5'4 and weighs at around 130lbs., he has no visible muscles and basically looks like a twig. The most noticeable thing about Vincent is his black beard that is usually made into one long braid, measured at three feet and five inches. The hair a top his head is also black and reaches his chin (in a Serverus Snape kind of way.) His eyes for reasons he wouldn't tell a soul change (in color) rapidly. From: red, blue, purple, black, and finally white. Vincent, just to keep this secret, puts sunglasses on that are two circular spectacles that cover his entire eyes, and has blue tints (the tints are so dark that his eyes can't be seen.) He has scars on his chest that spells out in Latin, "You can't get rid of me."

Mordikai is usually in formal clothing. He'll never be casual, or anything of the like. His usual outfit consists of one red dress shirt, black dress pants, black leather boots that he cleans often, and a black suit jacket that on the back it has a tail reaching the back of his knees, a triangle is cut into the middle of the tail making it into two long tails instead of one. For outfit; just refer to the Dark Tuxedo suit except the shoes. They suck.

Abilities:

Vincent is a psychic, a great one, it is the only thing he has ever trained on. Mostly due to the fact that the powers of the mind was all he is capable of, and the fact he had great potential in the discipline. Mordikai has many mental abilities not of this world, some able to be used at any time, and some that come at random. The psychic is said to know all aspects of this phenomena, most psychics only know one mental ability of one of the two broad groups, (Extra-Sensory Perception and Anomalous operation.) It’s probably because of Vincent’s rather long life. Which some who have heard of him can hardly believe that a human as unhealthy and sickly as Vincent could live for over five hundred years.

Extra-Sensory Perception is the name given to any ability to acquire information by means other than the five canonical senses (taste, sight, touch, smell, and hearing), or any other sense well known to science (balance, etc).

Telepathy: Telepathy is the supposed ability to communicate information from one mind to another without the use of extra tools such as speech or body language. Not only can a message be sent through telepathy, but being inside someone’s mind means that he could read it as well. Vincent is an above-averaged telepath.

Empathy: This is the recognition and understanding of a state of mind, including beliefs, desire and particularly emotions of others. Emotions and thoughts aren’t the same, therefore, two different disciplines. This concept is often characterized as the ability to "put oneself into another's shoes.” Vincent isn’t too hot with this.

Clairvoyance: This is defined as a mental ability that allows a psychic to perceive distant objects, persons, or events, including "seeing" through opaque objects and the detection of types of energy not normally perceptible to humans (i.e. radio waves). The term clairvoyance is often used broadly to refer to all forms of ESP where a person receives information through means other than those explainable by current science. Vincent is able to see some things from far off that are happening in present time. This happens at random, Vincent hasn’t tapped into this power yet, and so it doesn’t happen often.

Clairaudience: Clairaudience is the ability to hear things not audible within normal hearing ranges. Vincent’s eardrums are not increased in hearing power, he hears things normally, it’s just that he hears them from far away. He can’t hear everything, only people that he has a close bond with, (especially if has something of theirs,) but only from a hundred yard range. This one doesn’t come at random, Vincent taps into then searches out for his person and listens, he could stop listening at any time. Like an off and on switch.

Clairalience: This is the mental ability to smell things that has no physical source. Very common in haunted areas, but can also be an indication that a deceased loved one is with us (i.e. smelling your mother's favorite flower suddenly while in a closed room during winter). It can be their way of contacting us, letting us know they're around. This only happens when Vincent comes in contact with the deceased. Loved one or not. The ones that he didn’t know at any point in time, mess around with him by making him smell things that stray him away from first intentions. A weakness of sorts.

Clairgustance: This is an ability that allows Vincent to taste a substance without putting anything in one's mouth. He is able to perceive the essence of a substance from the spiritual or ethereal realms through taste. Vincent can do this at any moment to taste anything he wants to taste. Reminder: Vincent does not consume these things, he just tastes them.

Precognition: Precognition is a mental ability that allows a "percipient" to perceive information about future places or events before they happen (as opposed to merely predicting them based on deductive reasoning and current knowledge). A related term, presentiment is used to refer to information about future events which may not present itself in conscious form but rather in the form of emotions or feelings at the autonomic level. Vincent has never made one of these, but it could happen at anytime whilst Vincent is in a psychosis like state. (Probably will never happen.)

Remote Viewing: A procedure to allegedly perform clairvoyance under controlled conditions. Somewhat similar to astral projection, the phenomenon involves a belief in the projection of consciousness to remote locations. This is basically the ability to see remote areas without the spirit leaving the body, or the body moving there. This is basically to search out others he's seen, know, that kind of crap. Usually will work better with an item of theirs, strands of hair, toe nails, book bags, and the personal favorite, lockets, or any other possession of great value.

Anomalous Operation is a term describing a broad category of purported effects that can best be described as subject A stating an intent or goal to influence system B. System B can be literally anything, though the common experiment is a subject (or group of subjects) working to influence the output of a random system such as an electronic noise source.

Telekinesis: Or Psycho kinesis as it's called these days, PK is used more often though. It refers to the psi ability to influence the behavior of matter by mental intention (or possibly some other aspect of mental activity) alone. In stupid language, the ability to move stuff. Vincent can pick up to 3 tons of weight, although 3 tons is already maxxing out, so that'll really take a toll on Vincent. This could also be used to make walls, trip people, tie people up, push them, but in order to do these (except for tripping and making walls,) one with a conventional mind can't be choked, tied, or lifted, unless they are either unconscious, is willing, or the most violent one has a probed mind to the point the brain is ******** up. This is because all brains have a defense against psi abilities, because everyone is psychic in a way, the thing is that others have a brain more attuned to the astral plain, therefore able to have characteristics of being psychic.

Out-of-body experiences: This is characterized by subjective perception from a vantage point outside of ones physical body. It seems like a dream, but you feel as if you're awake. You can not move any part of you, you can't see any part of you. You can only watch straight ahead at the conflict, moving along with it as it goes, of course like most of these kind of things you leave your body in a seizure type of thing where Vincent just hops around like a fish out of water, his eyes rolled back, and his tongue paralyzed as to make sure it doesn't roll down into his throat. This hardly ever happens, has only happened three times in Vincent's life, mostly due to the fact he traveled often, and he isn't really close to other minds. Do not confuse with Astral Projection, please.

Astral Projection: Proponents maintain that their consciousness has transferred into an astral body (or "double" wink , which moves free of the physical body in a parallel world known as the astral plane. On an astral voyage, it's possible to be seen by others that have the power to see the dead, actually you are traveling the same way dead people who haven't departed the world do. in haunted areas, Vincent can talk with the dead, see the dead, hear the dead, play tricks on humans with the dead, even have parties with the dead. Through his own accounts, Vincent has noticed that animals (pets) are usually frightened by him, and that he is connected to his body by a silver (never ending) umbilical cord, that can't be seen, touched, or felt by others not in the Astral Plane. You can't touch anything in the Astral Plane, so, neither can someone destroy the cord there. He's done this many a time, and Vincent will usually warn the people around him that he's going to become unconscious before doing it.

Medium ship: In spirituality, a medium or spirit medium (plural mediums) is an individual who claims the ability to receive messages from spirits, ghosts, or other discorporate entities, write or speak in the voice of these entities rather than in the medium's own voice. He can use this to talk to dead people and crap, see them as well. This happens in the presence of the deceased who have the power to manifest itself into the corporal plane, in which means a ghost that can make itself known to people without the "sight." Other spirits, have to be caught by Vincent's psychic ability, in other words called-up to talk.

Weapons: Ruger Super Redhawk revolver, and a short spear.

Valmont (The Poltergeist): Valmont is a poltergeist that follows Vincent around (when it wants,) it usually just plays tricks on others and does what it wants. This is because Vincent did not summon the spirit, not intentionally at least, this is a type of uncontrollable psycho kinesis. Recurrent Spontaneous Psycho kinesis (RSPK.) Valmont (as he calls himself) seemed to have died in a powerful rage, his wife was killed by house burglars and he fought back, killing all of them, but was wounded badly. He died at the hospital whilst fighting off doctors and nurses, he did not want to live any longer without his lover. Vincent required him in a home in the U.S.A., where the Valmont had lived. Vincent was overcome by sad emotion (was probably using empathy) and from that Valmont was brought back through a door on the other side. This is because poltergeists are "recordings." When there is a powerful emotion, sometimes at death and sometimes not, a recording is believed to be embedded into the fabric of time, and this recording will continue to play over and over again until the energy embedded disperses. Valmont looks nothing as a poltergeist like how he did when he was alive. His forehead is always covered by shaggy gray hair that is never combed. His eyes are a bright white color that seems to shine brightly, but his eyes are usually closed, and rarely ever open. Like his eyes, his mouth never open, even when he talks his mouth doesn't open, he speaks through telepathy. Valmont usually wears a gray hooded sweat shirt (hood usually over his head), along with a black coat, black pants, and same colored boots. Valmont also sometime appears as a black mist with a white mask in the center.

History:

Vincent was born in England in 1500 A.D., and had a very nice childhood, with upper-middle class parents. He attended the Stratford grammar school, and that was when he became an intellectual to learn what ever he could. Vincent was always interested in theology, the occult, and things of the like. During his studies, he fell upon a few scrolls that held instructions to invoke certain demons and angels. He evoked a few to increase his luck and to protect him from highway men during travels. This continued until he invoked a demon that continued to follow him around. At first it didn't bother Mordikai, but one night he woke up with a choking feeling and tried to fight the invisible entity. Of course, the night ended and started up a new days, then more days passed, then months, and then years. It still followed. Vincent asked it, "What do you want?" Six hundred and sixty six times, on that time it invisibly knocked him down and answered, "I want what I want!" Vincent knew that it had to go. In an empty stable, Mordikai attempted to invoke three angels to get rid of the demon. First, it began to rain. Then, a thunder storm rolled in. The full moon disappeared behind the clouds and the only light was the fire Vincent made in the center of the stable. The demon attacked him mentally and physically throughout the night, but with enough persistence was able to invoke the angels and got rid of him. He ended up with a group of scars on his chest that says in Latin, "You can't get rid of me." At least, it was gone.

He continued his studies, and his travels weren't exactly done. He quit invoking things and just went along with what ever was going on in his life. Vincent learned plenty on the subject of magic, just to be able to protect himself. It absolutely consumed him and his time. He didn't care about anything else than that. This carried on till he was shunned in Stratford and only spent his time at home, and became the town mad-man. Wanting to be powerful, Mordikai invoked another demon. He had a proposition to make. Vincent asked it that he wanted to be powerful and immortal, and that he do anything to obtain just that. The demon said that he wanted to enter his sub-conscience and that Vincent would have to do exactly what the demon asked. Vincent agreed, and so committed dozens of evil things. At some point, Vincent wanted to rebel and did. He expelled the demon with the help of the three angels that he invoked a long time ago. Except that this time it was more of a trade. The angels wanted the demon and Vincent wanted to keep his power and youth. They agreed to it, and the demon was expelled, but that didn't mean that for his foolishness Vincent wouldn't be punished. In time, Vincent's eyes became the way they are, his scar began to burn, and unlike all other immortals Vincent was able to get sick, really sick. If he was hit by a sickness, he'd recover, but he'd still have to bare the pain of sicknesses that would normally kill a person.

During his days under the Judecca, and it’s Great Duchess, Daria Livingston. Vincent fought alongside her and watched her great army rise. At the point that it seemed that Gaia would be theirs, or at least Daria’s. He had a vision of the last battle, Daria would fall to something unexpected. The Ten. He couldn’t give them a name, although it was on the tip of his tongue. Mordikai decided that he could not stay, he could not die, for what, something this blood thirsty. At what price, descending to hell for his sins. He ran off, and did not look back. He didn’t even go back to watch the people pray. One, because he didn’t want too, and second because he was afraid people would mistake him for the Wandering Jew, which has happened in a sense.

Then during an out-of-body experience he found the Judecca Stronghold active again, not like before, but still active. Vincent could only remember one part clear as day. A black-haired girl. Now, in haste, he travels back to the wastelands of Antenora.

Position: The Accuser, Voice of The Doombringer


Alala Alala

Name/Title: Dr. Flaherty
Age: 47
Race: British/Human
Appearance: The look of a 19th Century British dandy. Flaherty dresses in a multitude of wear. But for common practice one can find him wearing a brown frock coat, over a typical dress shirt, and silk green tie. Generally paired with a pair of plaid pants of some sort. Aside from that, Flaherty is described as a tall, pale, lanky individual, with unusually bright yellow eyes, and a knack for having a high, very buffoonish, yet refined voice. He can best be described for a hedonist-type look, over-done and over-dressed, [key his top-hat, which never leaves his head, and his odd lad-type hair, which is a brown-ish clover-shaped style.] Flaherty has a pronounced chin and nose, and stands at one of the taller people of the humanoid race at Antenora.
Abilities:
Ides of March: His trademark attack, Ides of March simply allows Flaherty to compose 23 small knives, and launch them at relatively high speeds towards a target. It is an easy technique, which allows Flaherty to use them with ease.

Hiroshima and Nagasaki: This is an attack which puts himself at great risk. Flaherty's attack turns both his right and left fists into seismic-like bombs. When he should strike someone, the resulting impact causes a half-orb like explosion, pointing forward, in an effort to save damage on his part. However, fragmentation from either the person or the surroundings have been known to damage Flaherty on more than one occasion.

Siege of Carthage: Causes four vertically long walls to compose themselves around a being, in a square shape formation, and fall one after another upon that person. Usually unavoidable for those with less agile capabilities.

Jacob's Ladder: A mental attack, which forces violent imagery to constantly flicker in the person's mind, detracting their ability to fight, and inviting a weakspot for Flaherty toa ttack.


Weapons:

Durendal
The sword of Prince Hector, the hero of the Trojan War. Durandal had been passed down for centuries, the mythical sword had a large account for making the bearer infamous in various types of stories and mythology. In each account, the sword takes different forms, and has a varying sense of power that interchanges with the bearer. For Flaherty, the sword Durandal is a thin slashing blade, that is sheathed in a black marble cane which he carries with him.

The cane also serves as a channeling point. As Durandal's hilt [the top of the cane] is curved, Flaherty may use it as a rifled weapon, firing neutral ballistic [characterized by the small round ball of 'energy', which is obscured by a spiraling wave that surrounds it, like a spring]. The force of the round can tear through several layers of certain human-manufactured metals.

Along with that, Flaherty also has several techniques he may employ [aside from sword-fighting] which use the power of Durandal.

Shooting Star: Being of a more enigmatic connection to Durandal, Flaherty finds himself more attached to the weapon. He has made use of this through using the weapon as a projectile. He has been known to toss Durandal forward, like one may a knife or dagger, with pinpoint accuracy that results as a combination of practice, and being able to change coordinates by simply using that connection he has to the sword. Should he miss, or meet his target, Durandal can be called back to his hand by an invisible string, composed of his connection between the weapon and him.

Rocket Ship: Utilizing Durandal's ability to be a firearm, as well as a close-combat weapon, the ability Rocket Ship derives from Flaherty's ability to use Durandal not only as a long-range rifle, but as a fully fledged artillery cannon. This requires most of his abilities, along with Durandal's, to compose a large sized bomb type composition. The explosive is then fired from Durandal at hypersonic speeds, [exceeding that of a modern firearm] at a positioned target preferably far from Flaherty's position. The inevitable explosion and penetration power of the ballistic has been compared to the modern day MK-20 Rockeye charge.

Rocket Man: An enhancement power of Durandal's, which allows Flaherty's physical speed to advance over that of a normal man. Rocket Man is a continual drain of energy, and thus is usually refrained from being used.

Saturn's Rings: Teleporters. Small golden-shaped rings which may be used by the Flaherty to push people into. Of course, two rings must be open for this to work, or else the person is simply rejected from the first ring, which, coincidentally, may have been the intention.

History: The son of a Catholic family, Ulysses Sandover Flaherty was a blessed child of the doctrine, and was chosen early on to become a part of the local parish. By circumstances unusual to himself and to most normal people, he was kidnapped one night by a group of sub-worshippers. [A Judecca term for low-level paganistic practicers and followers of Wiccan type organizations], the young boy was indicted into their hierarchy, struggling to up-hold their ridiculous and often-farfetched traditions.

It was not before long before the petty actions of the group caught the eye of the Judecca, who found them but another nuisance, but a nuisance that heralded a very important item in their possession, [the Iron Crown of Lombardy]. When the place was ransacked, and each member forcefully murdered, Flaherty was caught and along with other children, converted to become Confessors for the Judecca. However, a demonstrated knack for having an intertwined history with the Judecca, along with other rare qualities, [like being able to use Durandal], he was finally reserved as a Judge.

After short while of dedication, he was crowned the Testament to the Grand Prosecutor, a title he gained after spending a fortnight with Belial, for reasons only known to the two of them.
Position: Testament


DZombie
Name/Title: Earl, or Admiral, Edward Nelson the I
Age: 385
Race: Cambion
Appearance: Standing at 4'7", Edward is a short fellow, which makes alot of people underestimate him. He has a angel-like beauty, usually calling himself a rival to the Fallen One in looks. Edward Nelson dresses in 18-19th century English Admiral clothing. He has decorated his outfit with various medals that he was awarded. He has light blonde hair and blue eyes with cream-colored skin. It almost looks as if he has never been touched in his life.
Abilities: Edward is a Cambion, the child of a incubus and his mother, Elizabeth. With this unholy birth, he has been given the ability to convert or convince their target to do what he would want them to do. Edward also has the ability to drain anyone of their life energy, sucking them dry, this works best when touching the person, or thing, but can be used from a distance if focused. Edward is also a master seaman, and an expert swordfighter. Highly intelligent, Edward was an expert at battle tactics (although focuses on the sea).
Weapons: Sabre, enhanced and enchanted by the demonic powers within Judecca. Enhances his abilities of draining an enemy.
History: Edward was born, as stated, of the unholy cross between a incubus and a human female. His mother was a maid within a Earl's household. Once the child was born, the mother died due to her life force being drained away by the child. The Earl William Nelson adopted the child and helped raise him. As a young child, Edward learned quickly that his half-brother's William, and Henry would be the first to gain the power of their father's house and status. Edward couldn't have that, so at his young age of 7 (with his brother's being 16, and 14 respectively), he convinced Henry to jump into the lake. Being that Henry couldn't swim, he sank and drowned. William, however, was sucked dry by Edward himself. William's dried body was found in the back of the library. Henry then ascended to power after the father, William the First, died. Henry assumed the power and status of Earl at the age of 16. He then commited himself to war, and the Royal Navy. He rose quickly in rank (through foul play, and keen intellect) and then assumed the position of Admiral. He fought in the Napoleonic Wars, battling in various famous battles, before disappearing off the face of the earth. He travelled the world before joining the forces of Judecca, and then learned how to extend his life by sacrificing people to extend his life.
Position: Juror




Naota Segara

Name/Title: Aleister Crowley
Age: 132
Race: Oak (the tree)
Appearance: Aleister takes the shape of a very small boy. A very small boy, standing at three feet in height. I believe it would be a great moment to mention that said little boy is made out of wood. At first glance the puppet itself looks extremely cute. Cute enough that girls would hang it up in their room as a decoration. Personally, the way Aleister acts in his current shell is the absolute contrary to the way he looks. His eyelids are closed half-way as if in a creepy glare, and his wooden mouth moves really fast as if angry. Both of those together make Aleister rather scary to look at.

His face, or any part of his body is not painted with the colors customary to make a wooden puppet look human. As in porcelain for white skin. Except, along his chest runic tattoos can be seen. Unreadable to most people of the world, and created through a month long ritual. You’d think that this gave him power, but rather it’s what confines poor Aleister to his wooden prison. His nose comes out straight and narrow two inches from his face, and his eyes are painted blue like they were when he was human.

Aleister does not walk around naked. He always wears a green and black button up dress shirt (left side green and the right black), with small black trousers, and brown shoes. He also wears a brown cape with a hood, which is big enough to cover his entire body. Quite warm. He wears a black bowler hat to hide the black hair (or wood carved out and painted black to represent hair) atop his head.

Abilities:

Earth control: Aleister has always been connected to the earth, through his love for the outdoors when he was a child, and through his love of the occult in his adult years. He knows much knowledge of the earth and it’s workings and because of such (and the occult) Aleister can control all sorts of things. For instance, rock, vegetation, and a slight control over the weather. His entire magic is nature based. It’s a grand cycle. He takes from the earth and he gives back for an even trade. He can help nature grow, as in making unusable soil into a more fertile soil for creating vegetation.

Swashbuckling: Aleister had been sent to fine fencing school as a young boy. He began quick and rather skillful with a rapier. He wasn’t known much for fighting, but was known to be able to defend himself well if need be. Now, being in the shape that he is in, Aleister can go so much faster when sword fighting. Extremely agile and nimble.

Dominion over beasts: Aleister can speak to animals/beasts/monsters and ask aid from them if the need for help would arise. He could call upon ducks, crows, bears, and all forms of woodland creatures. He has one normal summon, which is not completely a summon, but just comes to Aleister upon calling him, but when not being called it’s doing whatever it wants. He might get more. It involves a pact for such. It’s tiring.

Gungnir : Gungnir is huge bear. A special species of bear that had been believed to be extinct, but Aleister found Gungnir during his time with his England occult group. They became great friends, despite the cult’s purpose for capturing him. They were going to sacrifice him then have a massive orgy. Although, Aleister wouldn’t have minded the orgy at all, he felt bad for his friend Gungnir, and convinced the others to let him go. They later made a pact, and with that created a bond that would continue going after being made a puppet and being silenced for fifty years.

Gungnir stands up to thirteen feet in the air on two legs and has brownish fur. He’s able to stand and walk, or go on all fours like a savage beast. His teeth and claws are sharp and his poop could be used as fertilizer. Gungnir, like the rest of his kind, has the ability of quick healing, and of going into berserk like rages. Aleister does not like watching his friend fight, and that’s why he’ll usually tell him to go away unless he really needs him.

Weapons:

Durendel: It was the same rapier Aleister had made for himself as an adult. He would later begin to enchant the weapon with runes and such, which would make it impervious to rust and making it nearly indestructible towards other swords/weapons. It would later become a possession of the Judecca and would be enchanted even more to absorb magic/energy based attacks to some extent. The sword would be locked up whilst Aleister would be used as an ornament.

AK-47: It’s a assault rifle that kills people. What’s more to say? Search it.

History: Aleister Crowley was born in 1875 in Great Britain. He had gotten into the occult due to the fact that he had lived in an occultist household and therefore was forced into practicing said practices. Although, he loved said practices, as he liked nearly all forms of Science, and loved to learn all forms of things. From cooking to sword fighting. Aleister just loved to be taught, and to teach others after being taught something. During his youth he had been taught magic, but forced to not teach others because it was not seen as correct (to the public) at the time.

Upon becoming older, around his twenties, Aleister had gotten into his own occult circles. Much more hardcore on the beliefs practiced than any form group he had even been in. To investigators and such, this would be where Aleister received his tragic sex addiction. Known throughout the town as a ladies man, charmer, and whatever you’d like to add there. In short, he had sex A LOT. During rituals or recreationally. It was all good to him. It would soon land him in the gutter. Aleister would meet a girl which he fancied, and like all the other woman he fancied. He took them out and had sex with her. Back then, these things were for fun, there wasn’t a commitment afterwards. Apparently, the witch didn’t think so.

One night, she entered his home, and knocked him out. Some insane ritual was performed. One that Aleister would never know of due to the fact that when he woke up he was in a puppet body. He decided to live a secluded life of troublemaking and such until (fifty years before present time) when a magician of sorts stopped him in the attempt for an item that would help him get out of his prison, and would be placed on a spell that would put him in a deep sleep, and make the puppet like an actual puppet. Many years later, some urge would push a Vincent Mordikai into a store and purchase Aleister along with a sword. The Accuser would take it back to the stronghold as a gift for the Doombringer. Belial was a year of age. That making her a little girl and therefore like dolls. At least Vincent thought so.

Now, Aleister, and his weapon are now within the Judecca stronghold (separately.)Vincent hid the weapon. Where did Belial put that thing….

Serebrate
Name/Title: Charolette Brauner
Age: 22 ( Aging has ceased )
Race: Former human, vampire
Appearance: Charolette is a former human female, but is not noticeable changed. She is a foot seven female of twenty one years of age before her aging has ceased. Raised as a member of the upper middle class in her previous life, she still carries this with her in the next preferring to cloth herself in elegant dresses that highlight her thin and curvaceous body. Her complexion is that of Caucasian, thought a much paler, but still lovely, shade. This only stands to bring out her startling green eyes, though. Typical, she wears formal ball gloves and high heeled shoes, which make it look as though she is more adept to going into an aristocratic ball than a battlefield. She wears darkish hair upwards, which appears to be a sort of dark violet with a touch of gray (Similar to the Gaian ‘Lolita’ hairstyle). Overall, she is flashy, aggressive and yet intelligent and not to be underestimated. She looks down on humans condescendingly, but might make an exception to the rule should they prove themselves useful at the moment.
Abilities:
Furious Wind: With a swing of her blade, Charolette summons a multilayered spiking wave of green energy that continues forth along the ground, reaching a good distance into the air and at the sides. It travels along the ground for a short distance before dying out. This ‘Wind’ is able to pierce armors, and like the actual wind can lift, throw, and displace objects that are in its path. When it encounters a thick object such as a large stone wall, it will only impact the wall and seemingly burn an extremely thin layer ( About an eight of an inch ) away on average.

Crescent Moon: Using her blade, Charolette uses multiple quick swipes to create a series of pale green crescent moon shaped objects, with the outside appearing sharp and the inside undulating. After summoning these objects, they seem to start spinning on their own towards a single target. These ‘energy blades’ are capable of passing through most armors, doorways, or other thinner objects but will only create a large gash in a wall before detonating into a small explosion of concentrated power.

Hurricane: Usually entailing a horizontal slash of the blade, Charolette can summon a comet-like ball of pale green energy that varies in size, but is usually about 2 and half feet in radius. Like the other two above attacks, it can move, pierce, damage, or destroy most objects in it’s path, but will only make a half sphere shaped indentation in a wall or other similar large object.

Secret Strike: A technique that can be used anytime, but is usually used on guard breaks or blocks in a duel. The sword creates a thin beam of energy that expands rapidly up to three times the length of the sword, cutting all objects into its path to an extent.

Requiem’s Grudge: While normally with her, Charolette can dissipate her sword and then again re-summon it later when in a heightened emotional state or deep concentration. To be re summoned once cast away; it requires feelings of intense hatred, anger, or other negative emotions. This also applies when the sword is physically a short distance away from her, such as across the room. In this case, it will simply fly in a spinning manner or hilt first towards her.

Flight: Charolette posses the ability for limited ‘flight’, albeit it is more hovering slightly off the ground. This requires higher consumption of energy though, so this feat cannot be preformed indefinitely.

Wink: Charolette can quickly move a short distance in what appears to be the wink of an eye. This is useful for dodging attacks in combat, but requires too much energy consumption and dexterity for normal movement.


Charolette does not posses the abilities of shape shifting, as she is not a 'pure blood vampire'


Weapons: Charolette uses a Estoc sword named Requiem, which by itself is just a normal sword. However, when the sword is used by Charolette, is becomes imbued with the hate she carries and thusly becomes capable of much stronger assaults.
History: Born Charolette Marie Brauner in 1896 in eastern Europe, she was raised in a family of six as a normal, God-fearing child. However, during World War I, Charolette witnessed her small village destroyed, pillage, raped, and thoroughly destroyed by a retreating Central Power army. She herself was nearly killed, when the situation called forth her natural hidden - taking out a small group of soldiers in a small blast. Since that day, Charolette had renounced humanity and hates it, becoming a vampire in the process. She believes that humans destroy anything of beauty and are inept at handling even their own fate.


Doc Havoc
Name/Title: General Matvei Platov
Age: 256 Years Young
Race: Human
Appearance: The Generals true appearance is quite horendous and deeply disturbing. His entire body is deformed and grotesque, on such a great level, that he wears an entire suit of armor. The armor is essentially made from certain parts of those who fell beneath his blade, except modified and adjusted with dark magics and necromancy. The armor is basically an exoskeleton of his former true human appearance. It is blacked completely, so dark that he could easily blend in with the night. Though the armor is supposed to depict his younger, more appealing self, it actually has the opposite effect and could even be more disturbing than his true appearance. Only two holes are located in the armor, and they are of course eye holes. Irritated, cold, dead eyes stare out from these holes, darkened and plagued like his soul.

Abilities:

Necromancy- Matvei served under Alexander Suvorov, in the Kuban Valley in 1782. He participated in the capture of Ismail in 1790 and was promoted to major general. However, Emperor Paul disgraced him and exiled him to Kostroma and then put into Petropavlovsk Prison, which is where he discovered the dark arts. Over a few centuries he has mastered multiple techniques, abilities, and summons.

[I'll list the specifics once I find time to make them xP]


Weapons: He carries with him a cursed sabre, which is distorted as well. The blade is black, and fixed at the tip is a skull.

History: Matvei Platov distinguished himself in the campaign against the Crimean Tatars in 1774 and later, under Alexander Suvorov, in the Kuban Valley in 1782. He participated in the capture of Ismail in 1790 and was promoted to major general. However, Emperor Paul disgraced him and exiled him to Kostroma and then put into Petropavlovsk Prison. While in prison he was visited by demons and evils of sort and they granted him certain powers in return for everything he valued.

Upon confirming this deal his skin began to detereorate and his body began to deform. He grew cancerous tumors and hideous moles, his skin aged so greatly is appeared to be dead and lifeless. He lost all of his weight and his entire body became fragile. As he delved into the dark arts he began to discover more and more. However, he could not be seen in public due to his appearance. To solve this problem he crafted a special suit of armor which can never be removed. It was crafted from the souls, flesh, and bone of those who fell beneath his blade. In fact, it is rumored that if you stand close enough, you can still hear the cries and screams of his victims.

His interest had become an obsession. And his obsession for murder and torture ultimately led him to The Judecca.

Position: Juror


Taigeku


Name/Title: Le Myst, Hellspawn
Age: Born during the assassination of Christ, 2007 years old.
Race: Hellspawn, Demonic
Appearance: Standing roughly 67inches in height, and very lightly weighted, perhaps 40 lbs, Le Myst stands small in stature. Being male nor female, Le Myst is the embodyment of a plague. Its eyes and nose are invisible, being shrouded in darkness save its glowing white mouth. Its hands resemble those of a humans, but instead of fingers, dagger like mandibles.
Abilities: As stated before, Le Myst is a plague. Retaining the ability to summon about Jackals and swarms of insects. It also uses a technique, un-named, to the extent of him 'popping' into tiny spores that cling to a surface and absorb its material essense, gaining its material form and growing into a 'blood pet.'
Weapons: None
History: Le Myst was born around the time of the death of Christ. Remaining weak and dormant until the pandemic of the Black Death, or Black Plaque. Growing power and harnessing its abilities, it stands in Judecca today, prepared to fight alongside the legions.
Position Juror


3nodding
Rules to This Thread



1. When Attacking, please note so in your initial post. It gets confusing. Also note where you are, in a physical standpoint.
2. Any disputes must be resolved peacefully and with civility. If you fail to recognize this, I will kindly ask that you leave, and the matter will be dealt with administratively.
3. OoC is fine.
4. Actions must be RPed in a manner according to proper time and abilities.

All the above wording and the fact that we are in the FFA means [yes]! we are open to attack.

Allied Organizations [This is going to be rare =| ]
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-
-
-

Enemies
Kinda....everyone.

OoC/IC News
-4/13/07 Judecca Opens in FFA
-4/01/08 Judecca re-opens in FFA


Done! =)

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