INVICTUS || .character index [CLOSED]

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GuanYue

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#7f7f7f #SUPERNATURAL #SUPER POWERS #FUTURISTIC #AGENCY #ORGANIZATION #SLICE OF...ACTION?
Premise: Superpowered and Supernatural peoples are forced to join
a secret organization as agents in order to fight and maintain the natural
order on Earth. They exterminate, rehabilitate, or contain any supernatural
entities that threaten the peace among the ignorant common populace.
Links: IC || DISCORD || INFO DUMP || APPS || CHARACTER INDEX || BESTIARY || MISSIONS BOARD

WELCOME TO INVICTUS CHARACTER INDEX
If you've made it to this far, then congrats to you! This thread is for ACCEPTED CHARACTERS ONLY! You MUST first apply and once your character has been approved and accepted only THEN can you post your character's sheet here. PLEASE KEEP IN MIND TO USE THE ORIGINAL LAYOUT THAT DAO MA MADE. I want all the character sheets to look uniform, and so I would like them to remain unaltered.​
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#242424 Dragovich Asgar Vollrath
Nickname: Drago
Codename: Sunder
Age: 24
Gender: Male
Race: Human? (Reincarnation of Fenrir)
Division: Department of Defense
Rank: Junior agent
Clearance Level: Level 2


APPEARANCE & OTHER FORMS
Full image: https://i.imgur.com/SZUJGaN.jpg
Spooky, scary, not very different, made basic bitch edits in paint, using his powers look: https://i.imgur.com/a9IfUjU.jpg

Dragovich stands at an impressive six foot and eight inches tall, weighing in at approximately two hundred and forty pounds of almost all muscle. That being said he naturally tends to cut a rather imposing figure with mere stature alone, combine this with his military perfect posture and his his penchant for wearing dark colors he can be quite intimidating to look at. More often than not he has his a majority of his skin covered. He goes out of his way to cover the uncanny amount of scars that mar his flesh so most individuals will only ever see him all wrapped up in one way or another no matter the temperature. In particular he has a rather nasty scar on his face, the likes of which extends from the corner of his mouth to the far edge of the left side of his face. The half done glasgow smile isn't the only thing that is hidden from the naked eye either.

Though his picture doesn't show it, his left eye and his right arm are vastly different from what they appear. Hidden by an illusion cast by his closest companion are the true appearances of his arm and eye. If ever the illusion should fail it would be clear his arm and his eye are in essence phantasmal body parts formed of a blackish red energy, sadly his powers tend to dampen the illusion when in use so there's that. Another interesting tidbit regarding this illusion is that it is also at work on his tongue, for it is also a phantom limb as the result of a rather extreme disciplinary measure from his mercenary days.

His hair is a shade of carmine red and his eyes are of an intense amber variety. As far as his attire will go he likely wears scarves, boots, form fitting uniforms, flowing coats, and a hell of a lot of long sleeves, all of which come in black or equally dark colors as mentioned before.


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Dragovich is a man of many, seemingly paradoxical extremes. While on the outside he seems austere and impassive he's actually quite an impassioned individual. He feels things deeply despite doing his absolute best to bury it where no one can see it. Combine that with the particularly hard life he's lived and you get his currently cynical self, rife with a profound penchant for holding grudges. He has a rather explosive temper once pressed in just the right places. Dragovich is also known to be prone to severely neurotic tendencies. He also has fits of incredibly destructive and at times violent impulses that take a great deal of willpower to overcome. What's more is that impressions left on him from his past life seem to have further reinforced these characteristics, making them far more intense and deeply rooted than some would expect.

On the brighter side of things Dragovich is a fiercely loyal companion once he feels he can trust someone. He cares deeply for the very few friends he makes and will actively do all he can to shield them from harm, or should it be necessary, deliver a swift and brutal reprisal to any aggressor. Unfortunately his protective nature and lack of self worth make him too self sacrificing for that select few. Despite his caring nature for those he feels close to he still has a hard time breaking away from his reticent ways. Never wanting to burden others with his own problems even if they're far too big for one person. Dragovich being a particularly willful individual has a rather interesting mixture of tenacity and stubbornness about him.

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HISTORY TO CURRENT
The history of Dragovich begins where the life of Fenrir one of the many children of the trickster god Loki ends. Fenrir as the stories tell us was prophesied by the gods to grow and grow and one day devour the heavens and so they tricked the great beast into allowing them to fetter him under mountain, where he would struggle against his bindings until such a time that he would break free and the end of days would begin. Most of this was true of course, the only detail that was wrong was that Fenrir after innumerable years trapped under the mountain lost all hope of escaping and gave up. In his despair Ragnarok never came and instead he stewed in his hatred and grief for what seemed like an eternity.

After some time an unnamed being found its way to where Fenrir was bound and in an act of mercy released his soul from his body and freed him from what might have been an eternal imprisonment. Little did anyone know that the soul of Fenrir would one day resurface with all its might and ire, not as another beast but as a human being. As fate would have it that human was one Dragovich Vollrath, born in Germany to a family that would continue to grow over the next few years, until such a time that he was the eldest of four. Drago was the child of a smuggler and a drug dealer and as such had a rather rough upbringing. Despite their lines of work it seemed his parents weren't making enough to make ends meet and so they lived in poverty.

Because of this he would eventually be forced to partake of the family's unsavory business at the right bold age of thirteen. It worked well enough, few had expected a teenage boy and his younger siblings to secretly be running drugs all over town for their parents. It was while he was making a delivery one day the he and his siblings were confronted by a small group of strangers. Unbeknownst to him, their activity had been watched for several weeks now and now they were in serious danger. Drago at the time figured it had something to do with the drugs and attempted to bargain for their safety with it but they were set upon anyway. given his latent supernatural power Dragovich managed to put up a startling fight for a teenager, enough to buy his little sisters and brother time to flee, but he was not as lucky.

The strangers overwhelmed him and easily knocked him unconscious, when he woke up he wasn't in Germany anymore. He'd been transported over one of the borders and brought into the Czech Republic, the likes of which had long since come under the rule of a militant group whose name roughly translates to The Red Tide. It was there he was drafted into their army, and it was their he would spend the next seven years of his life. His first year was incredibly harsh, the basic training phase of the Tide's prospective soldiers was a brutal one that not everyone would make it through. However being the willful individual he was, he couldn't help but resist his superiors at every turn, speaking out of line and generally being insubordinate. This earned him a reputation among the commanding officers and their much unwanted attention. The major leaders took it upon themselves to make an example out of him and to regularly abuse him when ever they had a chance. By the time Dragovich was ready for the next phase of his training he had become the "favourite" among his sadistic superiors.

(A crash course in the Tide's general structure:
In short the Red Tide is a militant group that has three primary parts all run by their respective commanders, one of which also oversees the Red Tide as a whole. The Red Tide also secretly makes use of supernatural abilities, often going out of their way to tease out such gifts from their soldiers in the recruitment phase.

The Branches are as follows:

Blue Banner: The blue banner is the smallest division but likely one of the most important ones. It is comprised of the most intellectually impressive soldiers of the tide, most of if not all of which are trained in some variety of magic or at least technological know-how. It's members make up the majority of squad leaders and tacticians while also making use of their more destructive magics to double as living artillery. They are lead by High Commander Dietrich Crowley, a powerful warlock and the leader of the Red Tide as a whole.

Red Banner: The red banner is the second largest division, being comprised of a mixture of both supernatural and mundane soldiers. Those filtered into this unit lack psychic or magic powers and as such are taught to harness the powers of Noght by it's sadistc inhuman leader Helena Bathory. Not everyone is capable of using Noght and so those that cannot be taught to do this are placed into a secondary division of heavy infantry. Those that can use Noght go through extreme physical and mental conditioning to become formidable shock troops.

Yellow Banner: The yellow banner is the largest division comprised partially of individuals gifted with psychic abilities and those that do not meet criteria to qualify for entry into the other two branches. It is overseen by one Ignacious Brenen a cruel psychic with a penchant for verbally and occasionally physically abusing his troops. The yellow banner makes up a bulk of the Red Tide's army and as such it's soldiers have a wide range of functions and roles that they can fill.
)

Dragovich was screened for supernatural capabilities to see where he would end up. Given his lack of psychic or magical abilities and his impressive physical prowess he was set to become part of what they called the red banner. The red banner can be best described as a unit of particularly durable shock troupers trained in the use of an ability called Noght. Unfortunately for him this meant he was in for the most extreme mental and physical strain of his life as the training regimen for these individuals was meant to be as dehumanizing as it was meant to hone their skill. To make matters worse the commanding officer for the red banner was and still is a vile inhuman woman with a profoundly sadistic nature. Bathory was among the many officers that had come to appreciate picking on Dragovich and so she continued to do so while he was training for entry into her unit.

Another year ticks by and soon enough Dragovich is a full fledged red banner soldier and is far worse for wear than before. Over the course of the next two years he spends most of his days either on guard duty, being poked and prodded by researchers in the magical blue banner division, or getting himself into trouble earning more and more severe punishments. Eventually the punishments carried out by Bathory began to devolve into extreme violence and literal torture, all considered justified given the abilities afforded to a user of Noght. After a time, despite all his infraction Drago is inexplicably promoted and provided with a special sword that he would inevitable become attached to for reasons not even he understood. More time ticks by and soon enough it's been five years that Dragovich had been part of the Red Tide. It was about that time he attempted his first escape, it failed spectacularly and so he was dragged right back to Bathory, kicking and screaming all the way.

As punishment for his attempted escape and the following insubordinate back talk he was punished far more severely than he'd previously been. In both anger and sadistic glee the monster named Bathory gave Dragovich half a glasgow smile and cut out his tongue on top of that. This violent act left him permanently scarred in more ways than one, his only solace begin that the powers of Noght would save him from death and being rendered mute. Following this incident Drago's insubordinate ways would wane for several months, during which he would eventually be transferred to a special division of the Tide's soldiers to act as a kind of secret police in charge of handling work they publicly could not. Once Drago was toward the tail end of his sixth year of his stay within the regime he'd gone back to his usual disorderly conduct and rather than being punished with more violence, his superiors had begun trying to use incarceration and isolation as a method of establishing control. It was here he was introduced to the bane of both his past and his current life, the age old fetter known as Gleipnir, the every same one used to bind Fenirr to the earth.

This method seemed effective at first but ultimately caused more severe episodes of rebellious behavior when he was allowed his freedom. It was during this period of extreme resistance and subsequently more extreme punishments he came into contact with an individual who would later become his closest and most treasured ally in this world, Sibylla Anastacia. Dragovich had been wary of her at first but seeing as how she'd proven to be far more personable than the other mages he'd encountered he began to enjoy their few meetings. They shared some brief conversations between the bars of the prison cells, and so Drago slowly but surely came to see Sibylla as a friend. Eventually the time would come to try and escape yet again and right at the border he was caught, brought back and maimed even further. Bathory took one of his eyes and one of his arms, full well knowing he'd be able to recover from it.

After his punishment Dragovich was once again imprisoned and bound by Gleipnir in his usual cell, where he would wait his will finally reaching a breaking point. Just as Fenrir before him had lost hope he too was beginning to lose the will to continue on. Then during a particularly nasty storm someone caused quite the commotion, and he would soon find that his friend from between the bars Sibylla had begun an escape attempt of her own and had come to help him as well. It was on that day that he began to develop an array of feelings for her that would later continue to grow, they however had to get out of the Red Tide's iron grip first.

And so with a few complications Dragovich was released from his bindings, though he made it a point to take them with him to be disposed of in a river later. Under cover of the storm the pair of them made their way out of Czechia, dodging the Tide's patrol at every turn. Eventually they made it back into Germany where they went in search of Dragovich's family, unfortunately they were long gone and he had no idea where they had disappeared to. Ultimately he figured it for the best, seven years later and he was liable not to have even been recognized.

It wasn't too long afterwards that Dragovich and Sibylla were approached by Invictus. They had been approached on decently peaceful terms but tensions were high and Dragovich in particular was paranoid and desperate. Things teetered on getting ugly as Drago grew steadily more hostile with the agents, but Sibylla managed to talk him down. Drago took a proverbial leap of faith and backed down, thus beginning his involvement with Invictus. They spent some time in the German branch and were eventually shipped off to the Manchester branch to investigate the strange nature of Dragovich's powers, more specifically having to do with the nature of his soul. Unfortunately situations developing at the Manchester branch proved to be inhospitable to study at the time and Dragovich was once again transferred. This he was sent to the Texas branch where hopefully it would be easier to figure out what was going on with Dragovich. Throughout all of this Drago was happy to find that his only real companion in his world Sibylla would stick with him. Which is a good thing too since Drago is often times difficult with Invictus and having someone he trusts nearby to help smooth that over proved to be a good thing for everyone.



EXTRA INFO

Here's some trivia for ya
- Drago's hobbies include: exercise in various forms especially weight lifting and swimming, target practice with the heavy guns at the range, dismantling mechanical things, car repair and driving, baking , and though he'd never admit it he dabbles in poetry.
- Drago has reading glasses though he tries not to wear them all that often.
- He's left handed
- Drago has a case of D.I.D. comorbid with PTSD
- He also suffers from insomnia and when he does sleep he has occasional night terrors
- He's on medications for some of his issues but he frequently "forgets" to take them.
- Speaks German, Czech, a few phrases and words in Icelandic , and a rather accented English
- Is in a romantic relationship with Sibylla Anastacia


WEAPONS & ABILITIES

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- Bergentrückung: Is an extremely heavy greatsword close to the size of Dragovich himself that is magical in nature. Being made of Fenrir's own bones has made this weapon damn near unbreakable and exceptionally sharp. It has also bonded with Drago on account of his soul and thus cannot by any means bring harm to him, were he struck with it nothing would happen, not even blunt force trauma. The sword also seems to have a will of its own and it refuses to be separated from its owner or used by anyone else. It will not only mysteriously teleport back to him should it go missing for long, it will also lash out and attempt to seriously harm anyone who touches it without permission by way of a viscous spiritual assault on the transgressor. Wounds caused by this weapon seem to have a great deal of trouble healing in a timely manner, often slowing the body's healing down for roughly an hour before returning to normal.

- Suyanta: A martial art taught to many of the Red Banner soldiers that when used in tandem with Noght is capable of harming an opponent on both a physical and spiritual level. It seems to be a modified much more aggressive derivative of Tai Chi.

- Machine gun: Drago has a fondness for heavier firearms and typically can be seen with the era's equivalent of a PKM which is a type of general purpose machine gun that he has added some personal touches to.​
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ABILITIES

Ability Name: Fenrisúlfr 's Legacy
Description: Harboring the souls of the ancient great wolf has granted Drago the same power that was once within Fenrir. The most notable of changes being the great deal of improvements to his physique and potential for growth. Despite what his body would imply he's a lot stronger and sturdier than he already looks. Additionally he will one day begin to cease aging entirely. With supernatural strength and vigor also come complications as he suffers from complications outlined below.
Strengths: Supernatural physique, strength, and vigor. Gradually improves in these aspects over time.
Weaknesses: Suffers from periodic growing pains that can range from mildly annoying to totally debilitating (though he physically doesn't grow much in the process), doesn't have complete control over his strength and runs the risk of breaking things or seriously hurting people if he isn't careful, his body is particularly resistant to sedatives and other medications.

Ability Name: Noght
Description: Noght at its core is a force opposed to all the principles of existence, something foreign to the world and the essence of the vital flow that life represents. It is even beyond the emptiness: an absolute nothing that denies and devours reality itself. Training in the use of Noght allows the user to manipulate this forces of apathy, emptiness, and nothingness as a weapon but primarily as a powerful form of defense. Noght allows the user access to a small arsenal of powers that center around debilitating foes and bolstering the user, all the facets of which come with their own specific pros and cons as follows:

Sub-Ability Name: Nihil
Description: Nihil is the name of a technique that is core to the application of Noght. By coalescing the emptiness around themselves the user of this technique can create a kind of armor around their body. The armor neutralizes or at least reduces the effects and impacts of attacks and the like directed at the user be they supernatural or otherwise. Sufficiently powerful attacks can weaken and breach the armor but not without having part of their over all potential eaten away at.
Strengths: The armor is invisible and takes rather significant abuse from outside forces, it is particularly useful for combating supernatural attacks like for example psychic blasts or magical fire balls. It also provides protection from physical attacks as well.
Weaknesses: The ability cannot differentiate between friendly or hostile and therefore while using this power he cannot be aided by his allies by supernatural means. While the armor can take a serious beating too much of one will cause it to fail, during such a time the armor will be unavailable for a few minutes.

Sub-Ability Name: Dead Zone
Description: This ability allows the user to externalize an aura of emptiness, creating an existential cold around himself that affects all who come near him. The glacial chill is not a literal drop in temperature but rather something spiritual that eats at the very soul and mere existence of those within. This zone cause those within to lose focus of their goals, corrodes their will, and brings their movements within down to a crawl (like moving through really thick subzero gelatin), extends up to 30 feet from the target and gets more intense the closer one gets to the center.
Strengths: The user is immune to the aura's effects, the aura significantly slows enemies, it gradually eats away at concentration making enemies more prone to mistakes, it also wears down the morale of those affected over time.
Weaknesses: The aura is ineffective against long distance combatants and while the user is immune to the effects, his allies would still be impaired since he cannot pick and choose targets.

Sub-Ability Name: One With The Nothing
Description: As a final step, the body of the character completely fuses with the energy of Noght, causing the emptiness and his physical form to be a single one. Consequently, he finds himself beyond bodily pain and most physical damage; no matter the type of wounds that he might suffer, his energy will always maintain its original form. Therefore, if the character receives a wound that mutilates his arm, Noght will keep what is left of it attached. Even if the damage is so serious that the extremity is amputated, one of pure energy will form that will work exactly like the original one. Theoretically, with this ability the user can survive while he has his head and a few vital organs left. It does however cause the body's natural healing factors to come close to a stand still and therefore his body is unable to repair damage done by normal means.
Strengths: this ability significantly increases his ability to tolerate physical pain and his ability to take large amounts of bodily harm, cannot be dismembered or bleed out
Weaknesses: has no effect on pain caused by supernatural effects or mental or spiritual damage , his body cannot repair itself through natural means, while he is extra durable he is still susceptible to his heart, lungs, and brain being damaged or destroyed.

Sub-Ability Name: Abstruse
Description: This ability put simply makes the user difficult to read, contact, or locate via supernatural means. Being as surrounded by the nothingness has a way of suppressing their presence and for lack of a better word jam their signal. Typically the ability doesn't completely hide the user or make them unreachable, it merely muddles things and makes it rather difficult to pick up on things from them, effectively giving vague approximations that can scarcely be seen as accurate.
Strengths: Makes it easier for the user to conceal themselves on stealth missions and hide their intentions from enemies during interrogations
Weaknesses: makes it difficult for allies to locate the user in the event of capture, also complicates the potential for communication among some of his peers, and lastly the ability it self could be thwarted by a particularly powerful or determined individual.

Sub-Ability Name: Emptiness Extrusion
Description: Through this ability one exudes an aura of nothingness that coats their body and weapons, this way it is possible for the user to physically touch energy and and interact with usually immaterial things such as spirits and the like. It allows the user more easily penetrate modern conventional defenses with both melee and ranged weaponry, effectively making it possible to punch through things like Kevlar or metal combat armor. Damage caused by this ability leaves wounds that are cold to the touch and particularly painful, along with having the nasty side effect of sapping away at the individual's very spirit. Supernatural defenses are still as effective as normal against this method of attack and this ability cannot help but be lethal and therefore is strictly prohibited in any mission where killing the targets is not an option.
Strengths: cuts through armor, can interact with energy and the ethereal, damages more than just the physical body
Weaknesses: supernatural defenses like magic barriers can stand up to this ability just fine, this ability cannot be used to non-lethally subdue a target.



 
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#242424 SIBYLLA CYMONE ANASTACIA
Nickname: Bella
Codename: Muse
Age: 21
Gender: Female
Race: Magical Human
Division: R&D - Magic & Occult
Rank: Junior Agent
Clearance Level: Level 3


APPEARANCE & OTHER FORMS
Sibylla's slender but pleasantly shaped form comes up to 5'8" and weighs in at 155 lbs. on average. Her nigh white colored hair that falls to the small of her back, and her fair colored skin, give her the appearance of being somewhat more delicate or otherworldly than she may be. This is contrasted by her darker blue-grey eyes, to which most of the many dresses, blouses and skirts that dominate her wardrobe are dedicated to accenting. In reality she's rather fit, having a decent amount of lean muscle from both her time in the RedTide and her time in INVICTUS.

There are a dozen or so marks on her arms, the appearance denoting wounds from a blade, as well as a large scar that looks akin to a root system across the majority of her upper torso. She keeps these well covered by clothing or light illusion magic.


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Sibylla is both a cultured and demure young woman. She has also shown to be somewhat shy, tending to struggle with maintaining eye contact with others for extended periods of time, as well as getting flustered over addressing either new people or those holding authority higher than her own. She can also become flustered over simple things such as tight fitting clothing, exposed upper torsos or legs, and especially the mention of more "lewd" subjects. Still, above all Sibylla's altruism is all-encompassing and charitable far beyond most. She is willing to go to great lengths for another who may be in need, be they close friends or newly made acquaintances.

Within the chest of this reserved lady burns a quiet but intense flame. She greatly enjoys the pursuit of knowledge, at times showing rather risky behavior for the sake of curiosity. Her mind spins with possibilities over nigh everything, and more often than not she can be found muttering to herself, or suddenly bringing up subjects from left field when things hit her particularly hard. Sometimes she can appear rather cold and blunt when it comes to sharing her observations of people, and her methodology tends to favor optimal outcomes as opposed to what may be socially favorable, but this is more from wishing to be forthright and truthful to others than from malicious intent. The thing that truly draws ill will from her seems to be baring witness to or being told of some form of injustice. To that Sibylla becomes fuled instead by the flames of indignation, and will rarely let things go until she feels the wrong/s have been sufficiently corrected - usually by her hands.

While giving, Sibylla is prone to pushing herself to extreme ends in order to be of help to others. This ranges from working her body well past its limits, spending several days up researching, experimenting, and overall attempting to grasp that "little more" progress she feels is necessary, to endangering herself to save someone else from experiencing pain. She feels her needs/problems are less important than those of others around her, and as such, when thoughts of this nature come to mind, she boxes them up and tucks them away to "handle at a more convenient time". This has lead to multiple emotional breakdowns in the past.​
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HISTORY TO CURRENT
Sibylla was born and raised within the United Kingdom - specifically the country of England. Growing up it was very evident that the girl had some kind of magical abilities beyond what her parents were versed with. Worried about less understanding individuals finding out, they commissioned a suppressor that Sibylla wore for the majority of her younger years. Once she came into her high school years she was sent off to a boarding school - one specifically designed to educate the magically inclined. On the premises Sibylla was able to take off her suppressor without worry, though in turn the sheer amount of magical energy she generated was the premise for many instances of spell experimentation. She was regarded as somewhat of a troublemaker, but Sibylla was having a magnificent time being able to exercise what she had been made to hide for years.

It was during a school trip to their sister school in Germany that Sibylla was snatched while out.

For about a year Sibylla was subject to the training of the RedTide, a mercenary company that took control of the Czech Republic some years ago. "Recruited" for her ability to general massive amounts of magical energy, as soon as she was done with her basic training she was placed under the Blue Banner, as well as kept company with the head of both the Blue Banner and the RedTide as a whole, Deitrich Crowley. It was on his orders that Sibylla was made to learn how to use Blood magic, which she practiced with others in the same boat on a nigh daily basis. When they weren't practicing on each other, they were assigned to make sure that the members of the Red Banner didn't bleed out after training exercises.

It was during these instances of "cross-training" that she saw and learned of a man named Dragovich. His name was attached to a reputation of insubordination, found talking back to his superiors on many an occasion during his time in the ranks. Sibylla bore witness to him attempting to escape twice during her time there, and each time he came out of it more maimed than before. Sibylla had found the treatment of soldiers to be beyond inhumane, but it was the singular and focused treatment of this man that made Sibylla begin acting out herself. Be it speaking up in defense of another, or outright employing her magic to interfere with the punishment of another, Sibylla racked up her own counts of insubordination that landed her in hot water. Her sentences weren't nearly has intense as those given to members of the Red Banner. Much of it boiled down to her spending time in a cell - right alongside the infamous Dragovich - and it was there where she began concocting an escape plan of her own.

She waited for a particularly heavy storm to hit before bringing her plan into motion. In one of the storage sheds she set off an explosion, and with a liberal application of her magic she made it sound like the place was under attack. While people rushed to take stock of the situation, Sibylla used that time to sneak her way over to the cells. Unable to stand the thought of not trying to help someone whom had been wronged so thoroughly, Sibylla freed Dragovich from his bindings and bid him to come with her. This ended up working out better than she initially thought it would.

The two of them fled the city and crossed the countryside, dodging RedTide units as they went. It was somewhat hard to remain hidden for long thanks to the nature of Sibylla's self, but they made due. Eventually they made it to the border and into the safer miles of Germany. Knowing of Dragovich's origins, Sibylla proposed that they find his family first thing. Unfortunately, when the pair arrived at the last known location for his family, they had long since moved. It was while Sibylla was trying to formulate a way to help Dragovich find his now missing family that they were approached by agents of INVICTUS. Though they approached them on peaceful terms, the nature of their escape quickly lead to high tensions, but overall it was resolved without too much injury to either side.

For the next four years Sibylla would work for yet another organization with military roots, though this time it was mostly of her own volition. Though they were picked up in Germany they were quickly transferred over to the Manchester branch after the first six months. There Sibylla took advantage of the location's specialization on magical research and development to bolster her own abilities. Despite still being assigned to Fieldwork, she spent as much of her time as she was allowed with the members of the Magic & Occult section of R&D. She also spent quite a bit of time with Dragovich, whom she had developed a closeness to after going through everything that they had.

Due to some interruptive circumstances in the more recent times, Sibylla has put forth a request for a transfer to both accompany Dragovich to yet another source of research, as well as learn from those at another branch.


EXTRA INFO
჻ Her mother, father and younger sister were pulled into INVICTUS shortly after she was.
჻ Enjoys rather domestic hobbies such as cooking, sewing, gardening and laundry.
჻ Dresses in a rather conservative manner for the modern day and age, becoming flustered at the prospect of a dress or skirt showing off her knees or sleeveless tops.
჻ Enjoys many forms of literature, her personal favorites being novels of mystery, romance, and a wide variety of poetry.
჻ When feeling particularly stressed or stumped on something, Sibylla can often be found practicing her archery.
჻ Along with speaking fluent English, she has picked up on Czech during her time in the RedTide, some German from spending time with Dragovich, and Latin out of a personal interest.
჻ Is currently in a romantic relationship with Dragovich Vollrath.


WEAPONS & ABILITIES

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The majority of Sibylla's chosen arsenal are pieces that are both heavily enchanted, as well as having a more "poetic grace" about them. Considered rather archaic in a world where guns reign supreme, Sibylla has effectively created a set of pieces that give even the modern day equivalents a run for their money. When out in the field she can call upon them via a device magically attuned to each, giving her utility and flexibility in many a scenario. Her only regret is that she can't carry them all on her at the same time, only being able to call upon one at any given time unless physically carried out onto the mission.

Chorus Feram - A scythe modified to be a bit more practical in battle scenarios, the blade leaking an icy mist when wielded. It has been magically enhanced to be used as a magical conduit for her spells, and holds the attribute of ice to both augment her attacks as well as allow her to cast ice-based magic easier.
Canace - A shortbow of exceptional make, it has been enchanted with the power of the wind, concentrated amounts allowing for arrows fired from this bow to pierce more armor than it would normally.
Srebro - A longbow of exceptional make and decor, it has been enchanted to grant the wielder incredible perceptive abilities, allowing them to effectively spot and snipe an individual from up to a mile away with the naked eye alone. Any arrow fired from this weapon is considered to be of a superior quality and holds a light aspect, making it highly effective against creatures of the darker persuasion.

Beretta u22 Exélixi - A .22 Long Rifle semi-automatic pistol. The magazine has been enchanted to refill itself using ambient magical energy, as well as give the ammunition fired from it a debilitating stun effect. Made to handle non-supernatural opposition in as non-lethal a way as possible.​

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ABILITIES
Ability Name: Magic Node
Description: Sibylla's existence generates a plethora of magical energy, allowing those within a wide proximity of her to enjoy increased reserves for the sake of spell casting and the use of magical items.
Strengths: Sibylla is able to bolster magical units and magical devices by being within roughly a 50' radius of them. Being within her area of influence also appears to have the secondary effect of strengthening positive emotions (hope, peace, joy, etc.).
Weaknesses: Sibylla is unable to stop the flow of energy from herself, and as such can potentially strengthen enemies as well as allies. It's hypothesized that, if something were to somehow stem or cut off the flow of magical energy within her, her body may overload from the sheer amount and cause her great injury, if not death. Something similar could happen if she were to ever have a vast amount of her magical energy used up at once, as it's theorized it would place her into a state of shock.

Ability Name: Magus
Description: Using theorem and formulae, incantations and gestures, Sibylla is able to weave magical energy to cause various effects.
Strengths: Sibylla is highly adept at spell casting. Aside from generalized utility spells and a few singular picks here and there, Sibylla's shown to specialize in areas that have been labeled "Illusion", "Literature" and "Blood".

Illusion - These spells focus on deceiving the five senses of an individual. Whether it's creating a sound down the hall, phantom scents in a room, manifesting a creature of myth in the center of town square, trapping someone in a box of eternal space, or convincing someone that they've taken more damage than they've actually sustained, this all falls under what Sibylla is capable of doing. This section also leans onto the deception aspect of illusions by including spells that make someone more convincing, even if they might be blatantly lying.
Literature - Using writing as a medium, the spells in this area involve a mixture of creation and manipulation in regards to reality. From transporting letters to known individuals, to imposing suggestions upon others in written form, to manifesting a shield of words; all these fall under this category of what Sibylla is capable of.
Blood - Forced to learn this during her time in the ranks of the RedTide, Sibylla has the capability of using blood to cause various effects. She can slow one's blood to calm a person, help stop bleeding and heal wounds, aggravate wounds further, drain life from those she attacks, and even create items from her own blood.​

Weaknesses: Sibylla at the very least needs to be able to recite her incantations in order to cast, though being able to gesture is nice too. As per many things that involve suggestion and sensory trickery, those of a stronger will can see through the illusions and/or ignore the commands given. Once interacted with and disbelieved a person cannot be fooled by the same illusion again, and become harder to trick for some time afterwards. Some of her Blood spells involve the sacrifice of her own blood, and when used in this manner it makes it impossible to heal back by supernatural means, only by the natural processes of her body.

Ability Name: Sanctum Sanctorium
Description: Upon dedicating a portion of her magical power, Sibylla has created what has been equated to a special dimension the size of a town, where her abilities as a magic caster are increased exponentially. She can gain access to it through a ring that's connected to the Sanctum Sanctorium, thus creating a doorway, and can both open and close this doorway mostly where she would like. She tends to create a more permanent link to the location within the Magic & Occult branch of the INVICTUS HQ she finds herself in.
Strengths: While within her Sanctum Sanctorium, Sibylla enjoys a multitude of perks that enhance her magical prowess. Spells that she uses while within this area are naturally stronger, and is able to suppress the magical capabilities of others who enter the Sanctum Sanctorium. She can even deny entry to supernatural creatures, and the location is imperceptible as a supernatural area to anyone that Sibylla does not wish to know of it. Sibylla is able to recover from fatigue at an exponentially increased rate, as well as negate her need for sleep, allowing her to continue with her studies and work for extended amounts of time without needing to break. Sibylla is also able to teleport anything around the area of the Sanctum Sanctorium as she wills it.
Weaknesses: The Sanctum Sanctorium is a stationary location, and as such she must be within the location in order to enjoy the perks it gives. People within the Sanctum Sanctorium can be teleported as well, though more willful individuals can resist it if they so wish. Though she doesn't require sleep she does require food and water.

Ability Name: Artificer
Description: Sibylla is capable of enchanting objects, giving them abilities far beyond what they would normally have.
Strengths: By spending time imbuing an item (weapon, armor, toothbrush, etc.) with magic and intent, Sibylla is able to grant effects to said item. Perhaps she could make a sword be capable of cutting incorporeal creatures, or make a gun generate its own ammunition, or cause a scarf to make others more apt to heed one's word.
Weaknesses: Components. Aside from the item she wishes to enchant she needs components that hold some level of magic within them. This could be anything from fairy dust to oni horns, and the more powerful the effect she wants to create the more magical the components must be. The longer she spends on enchanting an object the better the chances of success are - especially when adding multiple facets. While minor failures can cause simple mishaps, such as a magic container to slowly leak magic or an item needing a charge of some sort before activating, larger mishaps can cause anything from small explosions to the creation of powerful but malevolent cursed objects.