Post by YammaY on Mar 12, 2016 6:59:40 GMT
HUMANS
BASIC INFORMATION
Name: Zell Ophiucus
Aliases: N/A
Age: 22
Gender: Male
Class: Psychic
Faction: IACSB
Division: CIA
Rank: 3rd Class
PERSONAL INFORMATION
Image: i.imgur.com/PjQ6P55.png
Appearance: Zell has a small, slight build, standing only at 5'3" and weighing in at 133 lbs, which makes him look deceptively frail due to albinism which causes his hair, which he used to keep extremely short but recently has allowed to get a bit on the shaggy side, though still short, and skin to both be the same eerily cadaverous shade of white and his eyes, contrary to the popular perception of albinism, to be a pale violet. In spite of his frail appearance and other health issues such as anemia and being a smoker, Zell keeps himself in good shape and pack quite a punch due to his training in Jeet Kune Do. Preferring to keep himself off the radar, even outside of official business, his casual clothes tend to consist of a hooded jacket with the hood up and drawn low, both to hide and protect his eyes, over an off-white T-shirt that downplays his skin tone. This combined with casual jeans, trainers, and simple, black, leather belt for an overall look of nothing out of the ordinary. Similarly, when in his field uniform he tends to wear a brown felt fedora to keep the sun off of his eyes. When in the field and not required to wear an official uniform, he typically takes the body armor from his riot suit and puts it over more form fitting (but not overly tight) clothes than his fatigues, adding in a holster for his pistol and some pockets for his incendiary round magazines and his grenades, plus a good pair of boots.
Zell is rarely seen not smoking, except on the job, especially when trying to be stealthy. He rolls his own, usually, though only recently started including his own filters. He originally took up smoking as a more portable stimulant than coffee, but quickly became hooked on nicotine. He keep a sterling silver zippo lighter with a cross hand chased onto it on him at all times. It's something of a relic from a different point in his life. When in uniform, he typically adds a felt fedora that matches his trench coat, partially to add a bit of protection to his eyes from his sun, as he's not too fond of sunglasses.
Personality: Zell was never exactly the friendliest person, but recent events made him even less so. If he's not silently glaring at you judgingly, he's usually making snarky or outright rude comments to you. He has high standards and tends to be very hard on people, himself most of all, typically expecting more of himself and others than even he can accomplish, though at least being satiated by satisfactory results. Essentially if there's something that can be done well, then it can be done better, always. His sarcasm is rarely limited to situations of critique, but there are few situations Zell can't find irony in anymore, some of which may elicit a wry smile and bitter comment.
He's additionally developed some trust issues after his church "family" disowned him for his psychic abilities. While even before he was something of an introvert, Zell has become somewhat bitter and more than a little antisocial, as waking up in coma with next to nothing from your previous life might leave you. He could open up to people, but very slowly. The most the average person will get out of him is being ignored, unless they have the joy of being his coworker, in which they get the grace of his ire for not doing their job ten times more efficiently, and besides that he'll likely remain fairly aloof and professional in the most distant and unforgivingly blunt way possible, having decided to drop most pleasantries.
Zell's found several new hobbies since the religion thing didn't pan out so well. In addition to smoking more frequently, partially due to boredom, he's also grown rather fond of Whiskey, generally not being terribly picky as long as its on the dryer side in terms of flavor, in spite of otherwise preferring sweet food. He's also grown fond of reading (mostly non-fiction or SciFi, with very little room in between) due to the amount of it he did during his recovery process and handheld gaming, once again due to the amount of it he did during recovering from his accident. Surprisingly, off the job, he tends to be more laid back, though the torrent of sarcasm never ceases. He can appreciate relaxation as it lets one recharge after a great amount of effort, and relaxation cut short is a highly frustrating thing for him. He doesn't enjoy interacting with people in any situation that's not by choice rather than necessity, and likes being touched even less. There are two things that tend to make him fairly irritable, not getting morning coffee (or getting really bad morning coffee) and not being able to smoke.
One thing that many people find unnerving about Zell is the ease with which he's capable of being rather brutal, both in how he speaks and fights. He's a pragmatist to his core and there are very few things he considers off limits when it comes to fighting or making a point. It got him something of an eerie reputation when he worked for the Church and is slowly earning him one in the IACSB as well.
History: Zell came into the church after being abandoned at the age of two by a Hungarian magus family for a total lack of substantial mana and left in an orphanage in Hungary run by the church. His childhood wasn't exactly happy as his small frame and the albinism lead him to be a frequent target of bullying, which was the impetus for him to learn Jeet Kune Do for self defense. He became particularly vicious and pragmatic towards his bullies at a speed that unnerved many. He didn't seek outright violence, but if attacked he would quickly turn brutal and inflict severe injury on his attackers, which got him a reprimand more than a few times, but had a side effect of being self promotion in a way.
Church agents occasionally came by the orphanage, looking for prospective recruits for their ranks, and while the faith and piety of most of the children came up, Zell's brutal mentality of ending conflict as quickly as possible often came up for him. At the age of 10 it was determined that he would make for a good inquisitor, given his natural talent for the execution of a quick, brutal attack to defuse a situation as fast as possible. Before that though, he was placed into the care of a french Exorcist named Apolon Beaumont. They got along pretty well, though Zell wasn't exactly an affectionate child, though he was grateful to Apolon for raising and training him. He never grew to call him father and always referred to him as a legal guardian rather than adoptive parent, never having felt that close to him. It started by Zell calling him Mr. Beaumont, but by the time he was 14, they were on a first name basis with each other. There was an odd layer of formality to everything that lead to Zell at first thinking of him as a teacher, and then as his training progressed and we was given low ranking assignments, a superior and eventually coworker.
It became more and more evident that as he learned more skills to be an exorcist that he had a bit of a talent for wet works types of jobs, or those that required a quick, brutal and sudden execution. He had a talent, just from his mentality, frame, and training in JKD that made him lean towards handling situations with quick, overwhelming source. His preference for stealth lead him to being taught to work explosives as well, making him usually something of an assassin or simply espionage in general for the sake of the church, which didn't earn him a fantastic reputation among other inquisitors, alongside the fact that he was hardly fervent in his faith, though certainly grateful for what he'd been given in life from the church. He mostly did what he was ordered because he was ordered to do so and was fairly merciless in his execution of his duties. The church had given him life after his parents abandoned him, and he would always be grateful for that, though he may have had a much rougher time had they known he was a failed mage. The slight disdain that many had for him for his lack of overt faith and his rather subtly brutal methods that made many of the inquisitors around him feel uncomfortable in their more overt removal of heresy lead to his current personality of always improving. The thought was that he could earn respect if he was the best he could be at whatever he did. Zell maintained contact with Apolon and quickly practiced combat training with him, though they eventually drifted apart as Apolon was promoted further into the ranks of the church and Zell maintained a rank at the lowest portion of the church as an inquisitor.
When he was 18 or so, Zell was given a mission that was supposed to be pretty routine and amounted to planting a bomb that was supposed to assassinate a mage that both the Guild and the Church had agreed was problematic, mutually. The man had fallen out with the guild for performing several experiments that went against the laws of the Guild and also happened to be deemed unnatural by the Church to an extreme extent. It wasn't anything too odd, a surprise attack with a bomb, and if that didn't kill him, exorcists were to be at the ready to finish the job. Unfortunately, fate twists around sometimes and the routine can become horrific. The Bomb detonated a hair too early due to a fault in the charge, the bomb detonated earlier than expected, Zell getting caught just at the edge of the blast and it causing severe head trauma that put him in a Coma for a year and came dangerously close to killing him.
Zell awoke with his skills dulled from some (minor) brain damage, mostly things he'd need to work on relearning to a great extent, but also his eyes seeing something that shouldn't normally be seen. He could see the soul and the supernatural that was normally hidden. The ability was quickly deemed a heresy the moment the church learned about it, even too much for the purgatory division. It didn't hurt that the same accident had shut off his ability to utilize faith. They may have let psychics into it before, but being able to perceive the soul and any number of supernatural entities was deemed too much for the ranks of the church and Zell was swiftly excommunicated.
He worked through his recovery, alone and without anyone from his past even willing to contact him, racking up quite a bit of debt for the medical bills in the process. Apolon himself had risen high enough in ranks to determine the decision. Physical therapy was likely the roughest part, as he'd never been in particularly fantastic health even though he'd managed to keep his body in good shape in spite of it. Reteaching himself some of his skills was simply frustrating, and he still hasn't gotten his grasp on explosives again. His previous skills always felt on the tip of his fingers, but a years lapse and brain damage that had miraculously caused no cognitive deficiencies made them simply not come as readily as they could. He went about learning his forgotten skills, but not to an extent that he'd had them before, even now they're a work in progress. A year ago he joined the IACSB's CIA, using his previous role as an inquisitor as leverage to get the position.
STATISTICS
Od: F (10)
Strength: E
Endurance: F
Agility: E
LOADOUT
Equipments:
Name: Jericho 941
Rank: E
Description: A 9mm semi-automatic pistol with a 16-round detachable box magazine, plus one in the chamber, and a bottom rail. Blued Finish, wooden grip. Equipped with fiber optic sights. Customized to eject rounds to the left to suit Zell's laterality.
Name: Incendiary Rounds
Rank: E
Description: Firearm ammunition which contains incendiary compounds that ignite on impact with hard surfaces. Such rounds are useful when dealing with supernatural entities with a weakness to flames, especially vampires. Typically IACSB members bring only two magazines of this ammunition suitable for their firearms, given they are prone to unwarranted damage.
Name: Body Armor
Rank: E
Description: A protective ballistic vest which is worn over the chest and torso; although variations have been made for the supernatural entities whom are not quite so… humanoid. While still somewhat tough, it does not mean that they are going to be completely protected from the real monsters in the supernatural world. At best covers the internals and important organs while leaving the limbs unprotected for maximum mobility. This is normally worn when units are sent in important tasks where mortality rate maybe high, or even in a major operation.
Name: Radio
Rank: E
Description: Basic radio assigned to each unit to communicate with the administration and control of the operation. Typically it is designed as a wireless earpiece receiver and microphone combination, but often lower ranking members end up with older generation equipment such as ones that rely on hip-mounted controls and batteries. These radios work off of the IACSB’s encrypted radio channel, and are unable to pick up other channels without being tempered with. Ideally they can pick up transmissions from about 30km around in an urban environment; but in a clear area they can pick up transmissions at range around 40km.
Name: UV Flashlights
Rank: E
Description: Flashlights that emit UV rays that can be mounted to most conventional firearms. Typically used to subdue minor vampires and other beings whom have a weakness to the spectrum, but can also be used for forensics work as well like standard UV flashlights.
Uniforms:
Name: Trenchcoat and Suit
Description: A formal dress shirt and pants that is worn to work whether in the office or on the field. Women may wear a pencil skirt rather than dress pants if they wish. On the field, typically a thick pale grey trenchcoat is worn over this attire alongside boots. In more dangerous areas and assignments, the agent’s ballistic vest is usually worn over the suit jacket as well. While on formal occasions it is expected for IACSB members to wear the full uniform, on the actual field they are not required to wear the outfit at all if they choose not to.
Name: Riot Suit
Description: Military-like uniform that is worn for major operations, which is required by all IACSB personnel when it comes to serious engagements; although some higher ranking members may wear their own battle attire. This is made up of black fatigues with a ballistic vest and leg guards over the top, with a military tactical rig topping it off. While they look similar to SWAT armour, they tend to be more minimalist as many of the IACSB rely on their supernatural abilities and thus do not need the extra weight.
CAPABILITIES
Skills:
Name: Firearms (Handgun)
Description: The knowledge and skill of using ballistic weaponry in combat. Rank E is considered basic training, while rank D would be an expert – anything higher is more in the bounds of gun-kata styled feats. Zell has a preference for precise shots using a handgun for purposes more like assassination, though can also use them at close range in a fire fight. Zell has a preference for immediately lethal wounds rather than simply hitting a target and thus perhaps doesn't shoot as quickly as some.
Rank: E
Name: Unarmed Melee (Jeet Kune Do)
Description: The capability to use his/her own body as a weapon. To attack using fists, feet, and other parts of the body in combat. Striking, grappling, and throwing are some of the three types of attacks the body is capable of using against others depending on what style that is being used. Rank E would be basic training, while rank D would be an expert – ranks above these are more akin to Hollywood martial arts heroes. Zell is personally trained in Jeet Kune Do, a martial arts style developed by Chinese American Actor Bruce Lee. It's similar to Wing Chun, but more explosive in overall power. Notoriously difficult to teach and learn for being fundamentally based on the idea of going with the flow, one of the primary tenants being "be like water." It often employs rapidly punches, simultaneous attacks and blacks, and powerful kicks.
Rank: E
Name: Stealth
Description: The capacity to be clandestine. To reach a goal or destination without anyone noticing. The skill to lower what presence the body may possess. A required skill for thieves, infiltrators, and assassins.
Rank: E
Name: Occult Expert
Description: A working knowledge of the supernatural and the occult, including folk-lore, and knowledge on the function, but not practice of Demonology, Magecraft, and similar supernatural phenomena. Zell's knowledge mostly pertains to the battle tactics of such supernatural phenomenon and how to counter them.
Rank: E
Abilities:
Name: Eyes of the Soul
Description: Zell's Psychic Ability that causes him visualize the souls of others. While activated, the physical world appears as a translucent overlay to the spiritual aspects of it, including souls, energy, and otherwise invisible mystic kind within the normal bounds and clarity of human eyesight. While in effect souls appear essentially as something akin to a flame towards the center of the person's body, specifically towards the region of the stomach and solar plexus. While the eyes are in effect, he's also able to see the flow of various kinds of spiritual energy as an attack is prepared. Nothing about the actual outward physical appearance of an object actually changes, he simply sees less of it and more of the spiritual. For example, he couldn't see a concealed weapon unless that weapon were a spiritual armament.
Rank: E
Name: Mental Strength
Description: The capacity of one's ability to resist mental interferences. It should not be confused with Bravery as that ability is more focused on persevering through fear. Where fear could still be a factor in which this ability may not be able to cope with.
Rank: E
Name: Environmental Awareness
Description: The ability of heightened keen observation of one's own environment. It is gained from being involved in dangerous situations that may cause death or drastic injury. This capacity for sensing danger relies on increasing the sensitivity of all five senses.
Rank: E
Name: Photographic Memory
Description: The person is capable of storing information in his own memories and recall them as necessary.
Rank: E
Techniques/Spells:
Name: Eyes On
Description: Activates Zell's Psychic Ability
Rank: F
Cost: 1 (per post activated)
Type: Activation