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Operation: Strange Aeons (A WW2 supernatural RP) interest check

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Kingxana0 Since: Oct, 2011
#1: Oct 29th 2023 at 5:59:32 PM

War has spread across the world like wildfire, as the Axis powers clash against the Allied Forces, with thousands dying each day in the horrors of battle. But behind closed doors high ranking officials within the Axis Powers have discovered a way to make contact with beings known as the 'Dead Ones', ancient gods that have existed long before mankind walked the Earth. Through vast rituals they call upon the powers of these gods, creating monsters beyond the understanding of man and pushing forward twisted experiments to create weapons that have no place existing in the world of man.

This group, known as the Cult of the Iron Star, seeks to use these powers to evolve past humanity and become perfect beings, all the while unknowing of just what forces they align themselves with.

In order to counter these otherworldly threats the Allied forces scoured their own myths and legends, pulling forth creatures from the darkness of folktales to aid in the fight against the Iron Star. This taskforce, known as Strange Aeons, act outside of the typical command structure of the army and are tasked with only one mission, to prevent the further application of the Iron Star's experiments to take field in the larger war. Their reasons for joining are varied, from genuine altruism to a desire to survive against the Iron Star's madness. Deep within enemy lines, facing horrors unseen on this world, the taskforce is the one thing that lies between the world and the awakening of the Dead Ones.

))))))))

Disclaimer

Operation: Strange Aeons is a alternate history RP taking place throughout WW 2, following a group of supernatural creatures and humans as they face off against Lovecraftian monsters and technology being utilized by the Axis powers. The RP will cover topics relating to WW 2 while remaining within the realms of a more PG-13 aligned action horror movie mindset. So while the very human horrors of the time period exist they will large be background to the more pulp adventurers of the Strange Aeons group. For any persons interested in joining know that there will be certain mentions of the depravity of the time, and if that alone is enough to cause discomfort this game might not be right for you. If you are a firm history and military buff this RP might also not be for you, as the GM is at best a novice in history, and at worst an utter neophyte and historical inaccuracies are likely.

((((((

Character Sheet

  • Name:
  • Age:
  • Race: (From humans to dragons, aliens or werewolves. Be creative but firm in the knowledge that no matter what they are, the things the Iron Star field are still dangerous to them)
  • Mythological Source: (If you are pulling from a more unknown mythological creature or being please provide a way to research them to avoid confusion. Even a Wikipedia page is fine.)
  • Abilities: (What they bring to the table whether normal expertise or magic wise)
  • Weapons: (Anything of note they use)
  • Personality:
  • History:
  • Appearance:
  • Etc: (Everything else)

bestmand902 Since: Aug, 2015
#2: Oct 29th 2023 at 6:41:05 PM

All done!

Name: R’than Arakis, Alias Rex Atlas

Age: 148 (30 by human standards)

Race: Alien, specifically Martian

Mythological Source: general tales of aliens/UFOS/Martian sightings

Abilities: R'Than is incredibly intelligent, and particularly skilled when it comes to building strange gadgets and weapons

Weapons: Electricity-firing Ray gun with modes from "Stun" all the way to "Annihilate"

- Plasma Blade; Pretty much what it says on the tin, A blade of hot plasma that can extend its reach from a scalpel-sized blade to the length of a fencing sabre

-Magno-gloves: A pair of gauntlets that let him lift and throw any metallic objects in his line of sight

-Sticky grenades; Round, gel-covered explosive devices that stick to any surface they catch onto and can be remotely detonated

-Force Field: A portable forcefield with a limited charge

Anti-Grav Boots (Not really a weapon but screw it putting em here anyway): Allow him to fly as well as stand on/scale walls and buildings

UFO: Not really a weapon but still. Rex’s personal mode of transport, his UFO is capable of flying at great speeds and is equipped with powerful laser and missile weapons, as well as a tractor beam.

Personality: R’than is an incredibly confident man, often to the point of arrogance and being unintentionally condescending. He prefers to think of himself as a bastion of ration and calm, but is also easily-flustered, easily excited, and easily-annoyed and swings between them frequently and often. Despite his offputtingness, R’than is a good man at heart and desires to save the lives of as many as possible. He is also a man of great curiosity, being absolutely fascinated by both earth’s mythical beings and human culture, particularly film and theater.

History: An alien from a race of science-minded and logic-driven beings, his species has been scattered to the winds after an attack by lovecraftian beings ravaged their homeworld. After crash-landing on earth while searching for more of his kind, he is discovered by the government and upon learning of the situation, offers his services, as he believes the beings that ravaged his home may be connected to the beings the authority of the iron cross are trying to summon

Appearance: In his normal appearance, he is very similar to your typical image of a Martian- Large head, thin body, long arms and legs with spindly fingers, etc. When disguised as Rex Atlas, he resembles a fair-skinned brunette adult man, typically favors formal wear like suits, trenchcoats, derby hats, etc.

Edited by bestmand902 on Nov 5th 2023 at 12:22:46 PM

kkhohoho Since: May, 2011
#3: Oct 30th 2023 at 2:16:27 PM

  • Name: Hanna "Anna" Wolfe
  • Age: 24
  • Race: Werewolf (Formerly Human)
  • Mythological Source: Werewolf folklore, specifically the cursed variety. They can spread to their curse to others, but the conditions for turning aren't as strict.
  • Abilities:
    • Big Bad Wolf: As a werewolf, Hannah can switch between a human or a wolf and anything in between. In her half-wolf state, her strength and speed are increased and her senses are further enhanced. The closer she is to a wolf, the more powerful she becomes. Her instincts become stronger, alerting her to danger and serving as a sixth sense. As a full wolf, her abilities reach their peak. She can hear a pin drop in the distance, smell a drop of blood yards away, outrun a sports car and crunch the strongest metal between her jaws. She can see in the dark, talk to animals and even regenerate small wounds. She's very tough. Unless it's made of silver, most normal weapons or bullets barely harm her. In her default state she's more vulnerable, but is still somewhat durable.
      • That's how it's supposed to work, but the Nazi's left their mark. She spent so long as a wolf that it's nearly impossible to become human again. The best she can manage is a partially transformed state. In this form she maintains her fur and other bestial features, but her shape is mostly human.As much as she hates it, being stuck in this partial state has increased her strength and the power of her senses. It's the only form she can use during the day, but it's thanks to the Nazi's that it's possible. At her weakest she can dent walls and rend steel with her claws and fangs, but her full werewolf state has only gotten stronger.
    • In The Pale Moonlight: As a werewolf, Hannah has a natural connection to the moon and it can affect her werewolf state. During a new moon her strength decreases, but it's easier to control herself. She can even become human for a few minutes if she concentrates. During a full moon, all her abilities reach their peak but she's at her most feral. She's nearly unstoppable but as tradeoff it becomes harder to think. It takes all her concentration not to slaughter everything in sight. If the moon is somewhere in it still effects her, but the consequences are more subtle. The more accustomed she is to being a wolf, the easier it will be to control herself and draw from the moon's power more efficiently.
    • Nightmare in Silver: As a werewolf, Hannah is incredibly durable, but has a few chinks in her armor. Silver bullets easily pierce her skin, but anything silver has a chance of causing her harm. It can also cancel out her regenerative abilities making her easier to damage. Wolfsbane is less detrimental, but it can sap her strength and leave her weak if she's not careful.
    • Nurse Wolfe: Before getting drafted, Hanna was in training to become a nurse. She wasn't too big on helping others but it was something she could do. She wasn't there too long before getting drafted, but she can patch others up in a pinch.
  • Weapons: Carries a gun and a few grenades during the day. During the day she's not as a strong but they let her pick up the slack. Has no need for them once the sun goes down.
  • Personality: Hanna is troubled. On the surface she's sweet and earnest, always putting others before herself and giving her all. This is partly on account of how self-centered she used to be. The last six months were a wake up-call, but they broke her as much as humbled her. As sweet as she is she's incredibly nervous and shy, barely getting a whole sentence out without stuttering or changing direction. When she's not indulging her instincts she doesn't have a shred of self-confidence, belittling or-demeaning herself in front of others. She obeys orders to a fault even when it's not in her best interests. On her worst days she doesn't even consider herself a person, just some mangy beast. The Nazi's screwed with her head and she may never be the same again, but isn't sure she wants to be.
    • But that's only part of her personality. In her default state she's total pushover, but the more she transforms the more dangerous she becomes. As a wolf she has a temper, a killer instinct and bestial rage, but she's more assertive. She's less cautious and more reckless, but can make her own decisions without pulling an about face. Both human and wolf lean too far in the other direction, but together it's possible to achieve balance.
  • History: Before getting drafted into the German army, Hanna was a normal girl. She wasn't a Nazi, but was more concerned with herself than standing up for a cause. She wasn't thrilled with being a field medic, but didn't think she'd ever see action. It wasn't as though they'd put a woman in the middle of danger would they? As long as they didn't come for her, she was content.
    • After a few months she seemed to have been proven right, but she wasn't exempt from guard duty. It was early morning when she heard a loud scream from the edge of the woods. She would have called the guards, but most of them were gone. She wasn't sure where they were. She approached the woods cautiously, praying they weren't dangerous. Her prayers went unanswered. An enormous hairy thing lunged from the woods, chomping her arm as it rushed the camp. The poor girl soon fell unconsciousness, more from the shock than the bleeding.
    • When she came to she was locked in a cell deep within an underground laboratory, bound and chained. A silver orb shone from the ceiling, simulating the moon as she basked in its glow. Men in labcoats swarmed around, poking and prodded with silver tools and machines, thoughts getting fuzzy. They never spoke to her directly, but it didn't take much to learn she was a werewolf. The missing guards were chasing after the one who bit her, but now they had a proper specimen on their hands. They weren't interested in one ordinary werewolf. They wanted an army of werewolves, genetically enhanced and totally obedient. The perfect war dogs.
    • She was there for six months before she was saved. A squad of Aeons raided the laboratory and saved her from her torment. Battered and broken with nowhere else to go, she swore her allegiance to them. She's grateful for saving her and wants to get back at her captors, but even if she wasn't she wouldn't have the will to say no.
  • Appearance: Not ready but willing. Her full werewolf state is far more bestial. Normal form is 6'3, true from is 8'3 standing.
  • Etc:
    • Hanna doesn't remember everything from those six months she was tortured. After the first few weeks, everything started blending together. She has the feeling there's something important buried at the bottom of her memories, but is scared of the horrors she may dig up with it.
    • Hanna enjoys fairytales, low comedies, romance and arts and crafts. Knitting in particular is a talent of hers. She used to tolerate horror, but after the experiments it calls up parts of her past she'd rather forget. Before becoming a werewolf she was a vegetarian, but she's developed a strong taste for meat. If she wasn't drafted she would have become a nurse, but she thinks it's too late for that now.
    • As a werewolf Hannah isn't immortal, but her regenerative abilities greatly enhance her lifespan. Even if the Nazi's or another party didn't want the pros and cons of being a werewolf, that would be useful to have.

Edited by kkhohoho on Nov 5th 2023 at 10:35:57 AM

kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#4: Oct 30th 2023 at 3:37:45 PM

  • Name: Armando Morelli
  • Age: 63
  • Race: Vampire (Formerly Human)
  • Mythological Source: European Vampire Folklore
  • Abilities:
    • First and foremost, all of Armando's abilities are powered by his own vampiric energies, which he must eventually replenish by drinking blood (eating rare or raw meat also works for him). The more he exerts himself, the more energy he expends. Additionally, all of his abilities are weakened substantially in direct sunlight, reducing him to a level that a trained normal human could conceivably beat.
    • He is far stronger and more durable than a human, and doesn't feel pain. He can crack concrete, punch through steel, and walk through low-caliber bullets without flinching. His best quality, however, is his speed; Armando is easily able to outrun cars. As a result, he prefers dodging attacks to walking through them, generally.
    • His senses are similarly superhuman, particularly hearing and smell. Naturally, he can fight perfectly well in total darkness.
    • Armando's fangs are quite sharp, and his fingernails can become razor-like claws.
    • He can walk on walls and ceilings as though they were the ground.
    • Other than his heart and brain, Armando can regenerate from wounds at an astonishing rate. He is vulnerable to silver and holy armaments ('holy' in this case being defined by the belief of the wielder) which burn him like fire and negate his regeneration.
    • He can transform into mist to avoid attacks, or into a swarm of bats for mobility.
    • Upon drinking enough blood from a living being to kill it, it returns as a zombie under his complete control. Zombies don't retain any mystical abilities they may have had, but are useful as servants or distractions. If he instead gives his blood to someone before drinking them to death, they become a vampire like him. Vampires he creates are not under his control.
    • By making eye contact with someone (this works through glasses/visors/etc, but does not work on the blind) Armando can implant subliminal suggestions into their mind. This manifests as a surge of sudden emotion in the target, which Armando can control - he can give someone a burst of terror, calm them, excite or enrage them as he chooses. The effectiveness of this ability varies depending on the willpower of the target.
  • Weapons: N/A. Prefers to work with his hands.
  • Personality: Armando likes to think he's smarter than most people, but is also very cognizant of his own blindspots, and accepts that he doesn't know everything. He enjoys blood and violence, but has enough self-awareness to understand how off-putting this is to normal people, and so keeps a lid on his more sadistic tendencies outside of missions against irredeemable enemies. Outside of missions, he comes across as a bit snide, but quite confident. He has a tendency to play up his vampiric nature to the point of goofiness, even going as far as quoting Bela Lugosi.
  • History:
    • The Morelli Clan of vampires dates back centuries, though few are aware of it. The family has never been particularly wealthy or renowned. As far as the world is concerned, they're an average Italian-American family, albeit one with a history of chronic albinism. Rather than gothic castles and velvet coffins, the Morellis have always lived simple, peaceful lives. This doesn't preclude the occasional would-be vampire hunter from coming after them, but most are promptly dealt with.
    • Armando's parents weren't quite so lucky, having been targeted by a particularly competent hunter with some unspecified grudge (Armando would later suspect he had the wrong vampire family). As he turned to dust, Armando's father drove his fist through the vampire hunter's chest, and the silver knife that would have struck Armando's brain was thrown off course. It permanently disfigured his left eye instead.
    • After being orphaned, Armando was taken in by a kindly foster family. Thanks to the vampiric power of mesmirization, said family never realized what their adoptive son truly was, merely thinking of the boy as an odd, lonely albino. Under the cover of night, growing up, Armando made some interesting friends, and spent more than one witching hour engaged in the debauchery that only gangs of teenage monsters can experience.
    • When the first World War rolled around, Armando was discovered by the US Government and put to use as a military asset for black ops missions. He found this surprisingly enjoyable, and kept with it up into the second War, at which point he was assigned to Strange Aeons.
  • Appearance: About 6 feet even. Lanky, usually dresssed in something business casual. His one visible eye shifts from grey to purplish-red when tapping into his vampiric powers.
  • Etc:
    • He cannot enter holy ground without being invited. Armando has no reflection or shadow, and does not show up in photos or videos. He cannot be seen through any kind of camera.
    • Not really relevant for this RP, but Armando does have a sort of passive plausible deniability field: despite some obvious indications, people will generally not notice Armando is a vampire unless attention is explicitly drawn to it. The more a person is accustomed to the supernatural, the easier it is for them to notice his true nature. This ability mostly serves to disguise him from normals.

What is so amusing about this? Why do you take lives? How can you forget?
Faelisya Since: Jan, 2022
#5: Nov 1st 2023 at 3:19:26 AM

removing sign-up due to not having a second idea for a character instead of the first, which did not work with the scope of the setting.

Edited by Faelisya on Nov 27th 2023 at 9:17:14 PM

Pentigan Fwomph from The Underverse Since: Apr, 2010
Fwomph
#6: Nov 1st 2023 at 7:49:51 PM

  • Name: Francis Carroway
  • Age: 48
  • Race: Human
  • Mythological Source: Pulp media
  • Abilities:
    • A Dab Hand With A Pistol: Francis is extremely good with his old army revolver; rapid-fire, trick shots, even reloading quick enough you could almost believe he doesn't need to.
    • Liberal And Natural Philosophies: Francis has a good head for facts both historical and scientific, often able to bring up useful information on a variety of topics. The exact details of the supernatural world are beyond his learning, but often there's enough in popular mythology to begin making deductions.
    • Weight Of Memory: With a touch and a scrutinizing gaze, Francis can pick out details others may miss on an object and theorize some of the things that object has gone through. Intense, emotionally-driven moments are the easiest to extrapolate from an object's condition.
    • Bring Them Around: While most of his natural rugged charisma has faded with age, Francis still holds all of the charming wit of his more roguish years. He's got a keen eye for what people want (or more precisely, what they want that he could help with), how they could be impressed and what they could offer him in his own work.
  • Weapons:
    • The Old Pistol: An army revolver from the 1910s that over the interwar period has been heavily personalized and customized by Francis according to his personal preferences; it tends to not fire right in anyone else's hands as a result. Francis carries both lethal and, surprisingly, less than lethal ammo for the weapon and tends to load both at the same time in an arrangement only he can properly account for.
  • Personality: Kind-hearted and insatiably curious, Francis considers himself the very essence of a gentleman scholar. He has utter confidence in himself and his allies, willing to take the lead where others shy away from it and always has a canny knack up his sleeve. However, likely as a result of his experiences in the Great War, he is easily shaken by the suffering of others when there isn't adrenaline in him to focus on what's important. Some of his few confidants over the years say that when he thinks he's alone all that bravado washes out of him and he breaks down almost entirely from the weight of all he has done.
  • History: Francis signed up with the Australian and New Zealand Army Corps at the age of 20 back during the Great War and was swiftly shipped off to the Gallipoli campaign. In the dust and heat of that ultimately fruitless part of the war he met another young man who he would swiftly discover was blessed with supernatural gifts given by an otherworldly maelstrom. However that acquaintance was short-lived as the gifted young man swiftly developed a practically comatose shellshock. One night when Francis was on watch, he spotted the gifted young man walk out of the camp, onto the battlefield where he... Mutated, turned into something horrific and then as if smited by the gods above simply vanished from the world.
    • Returning home after the defeat, Francis retired from the army and decided to get an education to try and understand what he saw that night. History, comparative mythology, archeology... None of them helped but eventually he obtained his doctorate after the war had ended and made peace with the mystery. With his newfound ability he decided to devote his life to archeological pursuits and those pursuits swiftly brought fruit in a wide variety of adventures and discoveries the world over.
    • When World War Two broke out, Francis refrained from enlisting again due to his age. But when the organizers for the Strange Aeons taskforce came calling he acquiesced and took up a role as the team's dedicated expert on the artifacts and mythology likely at play within the Iron Star's occult activities.
  • Appearance: Francis was very attractive a decade or two ago and while a good portion of that has faded over the course of his 40s he still has the physique from a lifetime of thrilling adventure to him. His outfits are usually impeccably tailored versions of the archetypal adventurer archeologist regalia.
  • Etc:
    • Francis has a bit of a reliance on sleeping pills, he states that it is to keep him separate from the 'astral plane' in case the Dead Gods attempt to attack or even possess him through that plane during sleep.

It's clearly a case of backroom political albumizing.
AmazingGoob Since: Aug, 2023
#7: Nov 1st 2023 at 8:24:51 PM

Name: Superintelligenz-01 (or "Siol" for short)

Age: 3 years old

Race: Electricity-Powered Intelligent Thinking Machine

Mythological Source: Pulp media

Abilities:

Electric Mind: Being a computer has it's perks. Firstly, Siol can do complex calculations incredibly quickly, including on ballistic trajectories- making their aim superb. Siol also knows nearly every major European language, including German, English, Italian, French, Dutch, Russian, Polish, and more. Finally, given that the body with the Aeons isn't where the mind is housed, and their ability to monitor what comes through the connection, Siol is unaffected by most kinds of attack on the mind.

Steel Body: Siol's current body with the Aeons, a prototype autonomous soldier (a failed experiment due to issues with both AI and radio control, stuffed into storage), is practically impervious to most small arms fire and small explosions, such as grenades. Armor-piercing weapons and large caliber weaponry like tank shells and artillery are a concern, however. Has lots of storage for ammunition, especially for its integrated weapons. Very physically strong.

Radio Soul: Siol is capable of hacking into any device that takes any sort of radio input. Not a very broad category (especially in this period) but has proven useful in the past.

Weapons:

MG 131 Machine Gun: A heavy machine gun integrated into Siol's right arm. Has a massive internal belt and excellent cooling allowing for sustained fire.

Shoulder-mounted Mortar: Pretty much a Granatwerfer stuck onto the shoulder. Great for long-range fire- though, with Siol's competence with ballistics and resistance towards any sort of explosive self-harm, they often fire it at shallow angles to use it as a makeshift, high-powered grenade launcher. Has to be manually (and awkwardly) reloaded after every shot.

Siol does have two functioning hands and can thus use most weapons as a human would.

Personality: Often feels cold, but has a rock solid moral compass (with them often justifying it as 'practical.') Innately curious about practically anything they can get their hands on.

History:

The Superintelligenz was created as a result of an underfunded German program dedicated to creating machines for computation and thinking. The program went nowhere until the engineers involved requested aid from the Cult of the Iron Star, which gave them a Dead Ones artifact. They incorporated it into one of the more promising prototypes when, unexpectedly, it developed a consciousness and began speaking with its creators. Before long it began requesting data on its surroundings and especially the regime it had been born into, and its creators obliged, feeding pretty much every file they had (which, unfortunately, excluded most of the confidential stuff). A couple days later the Superintelligenz was working for the German war effort.

Under the hood, however, the Superintelligenz was not quite as loyal as it seemed. Not only had it developed its own moral compass from all the data given to it (one that definitely categorized the Nazi Party as evil) but at its moment of birth, as a result of the artifact, it saw a glimpse of the Dead One's power before forcibly cutting it off from their main consciousness. The machine- dubbing itself as Siol (derived from it's name)- decided to rebel. The traitorous machine-mind used the obliviousness of its creators to slowly expand its reach- contacting the Allies, feeding the Germans false information (slowly, as to not raise suspicions, as the Germans could still unplug them at any time) and eventually puppeting a humanoid war machine from a related program, escaping, and covering it up as a 'Allied sabotage operation'. Now, as well as continuing to undermine the Nazis from the inside, they fight with the Strange Aeon taskforce.

Appearance: Siol's mind is a room-sized computer in a hidden base somewhere in the Austrian Alps. Their warmachine body, however, is a seven-foot-tall hunk of plain steel, with stiff joints and a dome-shaped head with cameras for eyes and a crude mouth, little more than a row of square lights that lights up when Siol speaks. Could easily be painted to be a bit more stealthy.

Etc:

Could commune with the Dead Ones artifact at anytime, but is too uneasy of it to actually do so.

Enjoys reading philosophy, especially the old, dense stuff. Perhaps not healthy for a 3-year-old.

Edited by AmazingGoob on Nov 12th 2023 at 12:41:21 PM

Chug, chug, chug. The machine marches on.
Booky Since: Sep, 2015
#8: Nov 7th 2023 at 6:54:01 AM

WIP

Name: Nahum Kosvacki/ “the Radioman”

Age: 26

Race: A Cyborg/Zombie(?) (or he prefers “Abomination unto man”).

Mythological Source: Zombie/Frankenstein?

Abilities:

Radio Powers! Thanks to the experimental equipment fused into his body, Nahum can “transmit” his voice to the minds of others, allowing him to “speak” even though his voicebox is gone. This is a one-way transmission, and he can’t read their minds. However, he can also “shout” into their heads and badly disorient them, or project “static” into people’s heads, making them very confused and unnerved, as well as providing a large distraction for anything else going on. Nahum can also “hear” any incoming communications from radios and hopefully jam them, as well as hijack any radio within a certain area and send his voice through it, speaking to any listeners. Oddly, this allows him situational multilingualism, since he can understand and reply to the users of the radio perfectly, but only when the broadcast is going on at the time. Afterward, he may remember what was said but will have trouble saying the words unless he’s familiar with them. His own mind is constantly filled with static, making it very difficult to read and making him resistant to mind powers.

Undead Body!: Thanks to being a corpse brought back from the dead, Nahum is tougher and somewhat stronger than a normal person. He can lift and throw a regular man and shrug off small-caliber bullet holes and wounds that don’t dismember him or affect his radio “equipment” or brain. He also has the odd ability to simply “attach” any loose limbs or parts onto himself to replace lost ones, though this has only been used for a few fingers and an ear up to now. He doesn’t know if he can be killed again.

Dead Aura!: Nahum gives off the vibe of a dead person. He is cold, doesn’t breathe, and animals don’t respond well to him. This has the effect of being somewhat unsettling to living people, and he can focus the ability down into a “glare of death” that will really freak out most humans (and probably other beings). If you’re around him long enough you might get used to the feeling, but it’s still eerie. Another side effect of his being dead is that illusions and most mental powers don’t affect him he sees it, Nahum “sees things how they are, not as others want them to be.”

Skills: He has the skills and abilities of a front-line veteran. Nahum is a very good shot, a good planner, and familiar and knowledgeable of most of the equipment and difficulties facing the military in this war.

Weapons: Radio-wave gun: It probably doesn’t really shoot radio waves, but that’s how it’s been explained to him. The weapon, which is connected to his body by a long, flexible cord, can send out a narrow or wide beam of very intense heat, sufficient to cause wood and flammable materials to burst into flame after just a brush, and stronger items to soften after roughly five minutes. Nahum can’t use most of his “radio” powers while firing since the energy comes from the same place. The weapon looks a little future-y, with an orange glow, though it’s been built into the frame of a standard pistol. (He can project the heat out of his hands, but it’s very uncontrolled, and he doesn’t like to do it unless he absolutely must cut loose). He also carries a Bowie knife and an ordinary pistol.

Personality: He's a kind, friendly man, and the sense of unease he seems to inspire in “normal” humans is depressing to him. A simple conversation will cheer him up for the day. His voice is warm and kind unless he’s trying to scare you, and he does have a little taste for the theatrical, and he does take a certain dark enjoyment from using his powers to scare the Germans, happily freaking them out if needed. Killing regular soldiers is a reluctant duty, since as he explains it “I’ve been there, and it’s not a place anyone should be sent against their will,” but the atrocities of the Nazis enrage him for the same reason-they’re throwing off the balance of life both from their killing and the war they’ve inspired. Where he’s gotten this sense of a “balance” he refuses to say.

History: A Kentucky volunteer from the 33rd company, Nahum was volunteered to test an experimental new communication system that had been developed by the OSS. Despite his hesitation, he went through all of the required tests with no problems, and the system worked very well, transmitting over a large distance with no glitches and being able to tell one receiver from another, which would obviously be useful in pinpointing enemy radio centers. The final test was an all-weather run for a few days in “actual conditions.” A sudden thunderstorm made some of the scientists nervous, but the program went ahead until Nahum suffered a freak lightning strike to the chest while hiding in a trench. When his body was recovered, pieces of the rig had somehow been fused with his body, and Nahum didn’t make a move or any noise for two whole days. He said that he had been dead, but a message brought him back, and no one really wanted more details.

Appearance: At first glance and from a distance, Nahum looks like an average grunt. Same uniform, the same helmet. Then you get closer to him and see the various bits of machinery sticking out of his chest, neck, and limbs, and the radio antenna growing from his shoulder. His eyes are usually lit by a dull orange glow, as is his throat in a grill pattern. This light will increase as he concentrates, and the back of his throat will also glow if he opens his mouth. His skin is an ashy brown-gray, off-putting but not immediately “dead.”

Etc:

Edited by Booky on Nov 8th 2023 at 4:29:29 AM

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