Inquisitor

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"Every man is as Heaven made him..."
Inquisidor
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"...and sometimes a great deal worse."
PLAYER
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•AFFILIATIONS•
Super Group
Rank Member
Current Affliations Department 17, The Shepherds
Former Affiliations N/A


•IDENTITY•
Real Name Señor Nicolas Velásquez Silva de Segura de la Sierra
Known Aliases The Bat, The Córdoba Treasure, Agent De Ville
Gender Male
Species Homo sapiens nosferatu
Birthdate Confidential
Place of Birth Segura de la Sierra, Spain
Current Location Haynesville, Kansas
Relatives None


•PHYSICAL TRAITS•
Apparent Age Appears to be Late Thirties
Height 6 ft. 2 in./1.88 m
Weight 183 lbs./83 kg.
Eyes Brown
Hair Black
Complexion Fair
Build Athletic
Notable Features Scars over heart, and other major organs, as well as random places on torso and arms.


•OTHER TRAITS•
Identity Top Secret
Citizenship None
Marital Status Widower
Occupation Costumed Crimefighter
Education Chivalric, Self-Taught
Fame

Confidential


•POWERS, SKILLS & ABILITIES•
Super Senses - Super Speed - Super Strength - Disapparation - Minor Shapeshifting - Regeneration - Power & Memory Absorption - Mesmerism
•EQUIPMENT•


•ATTRIBUTES•
 
   Strength
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   Intellect
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   Combat
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   Durability
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   Speed
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   Agility
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   Dexterity
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   Charisma
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   Weaponry
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   Sorcery
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   Energy
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   Psionics
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BIOGRAPHY
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In 2017, the United States Undersecretary of Mystic Affairs assembled a black ops unit called the Shepherds. They were comprised of some of the best military operatives in the world, from all disciplines and branches of the United States armed forces. The only other criteria for selection was first-hand experience with the supernatural.

Their mandate: neutralize mystic or otherwise paranormal threats to the United States and her citizens, with minimal oversight, and extreme prejudice.

It was this team that discovered Señor Nicolas Velásquez Silva de Segura de la Sierra, former Inquisitor of the Catholic Church in Peru, former knight of Castile, and a vampire.

Rather than slay him like any other monster, Dr. Hargrave, who consulted with the Shepherds as a member of the Trismegistus Council, urged another course of action: a bargain.

The threats to the United States and the world were growing. They needed a new weapon if the Shepherds were to be effective.

Silva was isolated, hungry, unable to hunt in this modern world without learning about its customs, and without understanding what he had become. The memories of his past life, centuries old, had become unreliable.

Silva came willingly into the custody of the United States government, and agreed to be “housed” at Department 17, the superhuman research facility for the Department of Defense.

The pact between Silva and the Undersecretary was made: the United States government would keep him a secret, and would provide him with a steady source of food. Department 17 would help him understand who and what he was, by extensive research and psychological profile.

All this, if Silva would agree to be their sword against the evils of the supernatural. He would be at the beck and call of the Shepherds, and potentially any agency, so long as the Undersecretary thought it prudent. Silva had no recourse, and agreed.

Silva, upon learning more of the world, opted to imitate the closest thing in this age to the stories of chivalry from his time: superheroes. It was allowed - as a cover should he ever be discovered.

Silva became Inquisitor, a hunter of evil, as he had been centuries ago.

Were it so simple...


APPEARANCE
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Inquisitor appears as a tall, well-built man in his late thirties. He is a picture of old-world masculinity: always well-dressed, well-groomed, and possessed of an unerring confidence. His Spanish heritage is seen plainly in Inquisitor’s black hair and olive skin. His brown eyes are always deliberate and careful in their movements, and his smile is never given out casually.

Inquisitor walks like he was meant for his costume. His cape flows effortlessly behind him, and his feet, while precise, never seem to move without a sense of grace. Simply watching Inquisitor move is an eye-catching experience.

Even in the midst of combat, Inquisitor can maintain this air of grace and confidence. Men with guns are often dispatched with no less inconvenience than a stroke of an artist’s brush. Or, that’s what Inquisitor would have an observer believe.

Inquisitor is the picture of manners, and always greets people with the politeness they deserve. His voice is rich and colorful, and though he has come to fluency in modern English, he sports a thick Spanish accent.


PERSONALITY
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Inquisitor, on the surface, is charming and polite. He never fails to adhere to manners - and grows to dislike those who do not. He is a notably curious sort, and prefers to talk about others’ and ideas rather than himself. He is educated in the classics of his time, and is slowly becoming acquainted with those of this age.

He is a great admirer of the arts, especially music and painting, and has an overwhelming fascination with the modern art of photography. Beauty tends to fascinate Inquisitor like nothing else, even to the point of becoming unresponsive. He will stare at a painting for minutes at a time without a word, or listen to the same piece of music for hours if left undisturbed. When given the opportunity to take his own pictures, he can become absorbed in the task for an entire day, often taking dozens, if not hundreds of photos of the same subject.

Inquisitor is not quick to anger - his is a slow, smoldering dissatisfaction, unless his life is threatened. An insult, a rude display, or tasteless action can make a terrible first impression on Inquisitor, while politeness, honesty, purity, and even naïveté will endear one to him. He also has a penultimate respect for skill and mastery of any and all disciplines.

However, these connections are few and far between. Inquisitor sees most people as sheep on their way to the slaughter. He may treat them with respect and kind words, but in the end, they are food if he should require it. Inquisitor’s value of life seems to have swayed since the mysterious happenings that made him a vampire, and it shows. He protects others usually only at the command of his masters, and even then he may need convincing. Such is Inquisitor’s misanthropy, and despite his fascination and adoration of a few select individuals, it runs very deep.

This does not prevent Inquisitor from having a sense of justice, however warped. Despite his downcast opinion of other people, he is quite capable of empathizing with their plights and tribulations, if only because he has suffered his own. He is particularly understanding of those out for vengeance or retribution, though it is not clear why. One may also become unnerved by how easily and readily he understands the mind of a killer. There will be times he characterizes these people, among others, as simply doing as they were meant to. The powers that be, be they governments or gods, are fools to think themselves any different. Needless to say, justice as Inquisitor sees it is a brutal thing, a tool to be wielded by the powerful, rather than some guiding principle.


POWERS & ABILITIES
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Preternatural Senses One of the first gifts that becomes obvious to others is Inquisitor’s amazing senses, notably that of smell. He can easily smell someone’s perfume, or sweat, and can pick up trace elements like gunpowder or blood in an environment with only minimal effort. He can hear whispers or heartbeats meters away, sometimes even behind walls, and can see in pitch black conditions that even nightvision goggles cannot penetrate.

Remarkable Speed In short distances, the speed at which Inquisitor can move often takes place in the blink of an eye. Otherwise, his running speed is about twice that of a normal human.

Incredible Strength The vampiric strength Inquisitor possesses allows him to lift over a ton over head, crush bones in a single hand, and bend steel with two.

Disapparation Inquisitor possesses the ability to transform himself into a flock of vampire bats, or a pack of black rats, often for the sake of escape or infiltration.

Shapeshifting The Dark Gift allows Inquisitor to twist and mold his body into frightening, and useful, shapes. Most often, this comes in the form of elongating and sharpening his fingernails into deadly claws. But wings, razor sharp teeth, and other monstrous forms are also possible.

Regeneration Under conditions where Inquisitor is well fed, he can heal most wounds in minutes, though burns and wounds caused by silver are more difficult. Feeding speeds this process.

Power & Memory Absorption By drinking the blood of his enemies (or allies), he can temporarily gain powers, skills, and memories from them, often weakening the victim considerably. Previously unknown languages, computer know-how, and even superpowers can be utilized if Inquisitor chooses his food wisely.

Mesmerism With prolonged eye contact, Inquisitor can begin to make demands of a person that become increasingly difficult to resist. The power is far more potent when the subject doesn’t see it coming, and when the command is simple and not an obvious threat. Inquisitor can also use this power on animals, who are more suggestible and less likely to resist if he can maintain eye contact.


EQUIPMENT
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Inquisitor's Costume A stylish and gloomy piece of fashion, Inquisitor’s costume was tailored by the famous Felix Kleiner, a notable designer of superhero attire. While he wasn’t made privy to the truth of Inquisitor’s identity, he was as discreet as the government agents that oversaw the process. The costume is form fitting, modern, while still hearkening to the flair Silva is more used to. Most notably, it somehow manages not to be affected by his powers, and is fire resistant.

"The Silver Lining" This is the nickname the Shepherds have given to the substantial set of restraints that Inquisitor is to be kept in between his stays at Department 17 and his missions. They aren’t actually pure silver - but an alloy of silver and carbon steel. The restraints include a containment unit, which some Shepherds call "the Coffin", but also shackles for each of Inquisitor’s limbs, hands, neck, chest, and a muzzle for his face.


LOCATIONS
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Department 17 Headquarters A secret underground facility to rival the legendary Area 51, with the highest security and containment protocols, and a dedicated staff of scientists and technicians for studying and replicating superhuman powers. Inquisitor is only the latest tenant, and much of the facility has been tweaked of late to prevent his escape. Fire traps, silver plating on doors, and guard dogs are among the many counter measures put into place. The facility is just outside of Haynesville, Kansas.


WEAKNESSES
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The Sun The rays of the Sun's light will not destroy Inquisitor outright, like so many movies would have you believe, but will weaken him considerably, and cause a great deal of pain. Every moment he spends in unfettered daylight causes his powers to wane, his mind to grow foggy, and his hunger to grow. If unable to escape the Sun, Inquisitor will eventually fall into a comatose state, and waste away until, in all likelihood, there is nothing left.

Silver This element can be deadly to Inquisitor, and is always painful. The very sight of silver can put Inquisitor on edge, and a simple touch would be like pressing a hot iron to his skin. Wounds caused by silver cannot be healed by Inquisitor’s normal means, no matter how much he feeds. Only a deep, undisturbed sleep, while well fed, can mend them.

Fire If substantial enough, fire can give Inquisitor pause. His undead form is considerably more flammable than a human's, and prolonged exposure to fire, if it doesn't burn him alive, can begin to have the same effects that the Sun has. However, unlike the Sun or silver, Inquisitor is more able to navigate an inferno, provided he has time to react and has an escape route.

Hallowed Ground & Holy Items Places or objects imbued with a real sense of faith, especially those whose veneration has lasted generations, can cause Inquisitor great anxiety. They may even repel him outright, if the power is strong enough. Any faith, born of pure intentions, can do this, though Inquisitor has a particular aversion to places and symbols of Christendom, most notably Catholicism.

Magic In many cases, Inquisitor may be more resistant to the arcane than your average human, but he is a creature of magic, and so may also have a considerable weakness. Most notably, a mage who understands Inquisitor's vampiric nature may know the royal road to countering his powers, incapacitating him, or destroying him outright.

Animals Inquisitor's nature is constantly at risk of being revealed, but he has many ways of obfuscating his Dark Gift from humankind. Animals however can sense his predatory, cursed state almost immediately. Wolves will howl in the distance, dogs will bark and growl and gnash their teeth, cats will hiss and arch their back, and birds will either fall entirely silent, or flee as he draws nearer.

Hunger If left unattended for too long, Inquisitor's need for living blood begins to be felt, causing anxiety, irritability, and narrowed focus. Such is the way of all animals. However, it takes a turn for the terrifying if he begins to starve. Inquisitor's facade of politeness and charm begins to fade fast, and his true nature becomes revealed. In a state where he has gone without feeding for a considerable time, there is nothing he would not do, and no one he would not hunt, to sate his thirst.


ALLIES
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Dr. Philip Hargrave A wealthy landowner, advisor to the Undersecretary of Mystic Affairs, and member of the Trismegistsus Council, Hargrave has always felt that his brothers and sisters were unwilling to make the hard choices necessary to keep evil in the hole it tries to climb out of. Thus, Hargrave cozied up to the American government years ago as an advisor, and hoped to marshal even a fraction of its considerable reach and resources against the supernatural perils of the world. From the beginning, he was Silva’s greatest supporter, and among Inquisitor’s human acquaintances, he is perhaps the closest.

Agent Simon Seguerra When the Undersecretary was hand picking her team of operatives to form the Shepherd, Simon Seguerra was at the top of the list. A former UNTIL operative who had lost an entire team to the cult known as the Bone Children, Seguerra grew weary of what he saw as UNTIL’s feeble attempts to uproot mystic threats, and sought a more direct option. The Shepherds’ small size and minimal red tape attracted him, and his considerable experience as a soldier and leader made him a necessary addition to the team. Agent Seguerra is not fond, nor is he used to, working with Inquisitor, and believes he is as much a liability as a benefit to the Shepherds. But until Inquisitor poses a direct threat, Seguerra will follow his orders, and assist the vampire however the Undersecretary requires.

Dr. Camilla Voss One of Inquisitor’s first stipulations to his captors was that he learn more about who and what he was. Hargrave and other consultations would help research his vampiric condition. Dr. Camilla Voss would aid in the recovery and integration of Inquisitor’s lost or damaged memories. A psychiatrist by training, with a special focus in memory disorders, Voss and Silva have developed a cordial, and perhaps uncomfortably intimate relationship. Voss knows more about Inquisitor, his state of mind, and what drives him than any person living.

Director Gerald Argyle A former Marine, with an appreciation for the place R&D plays in the military, Argyle was selected as the Director of Department 17 after his predecessor, General Clarence Smith, was found to be cooking the books to fund his pet project, an improved Cyberline compound. Argyle’s focus is far more broad in scope, and while super soldier serums are not off the table, he is open to more experimental alternatives, especially of the paranormal variety, given the recent years’ growth of paranormal events. The Director and Inquisitor have a cold, adversarial relationship, like a warden might have with a cunning prisoner. But Argyle abides Silva’s trickster-like antics, so long as his unique vampiric nature continues to yield useful knowledge.


ENEMIES
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TIMELINE
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SOUNDTRACK
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TROPES
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APPEARANCE

PERSONALITY

MORALITY AND PHILOSOPHY

COMBAT

QUIRKS

BACKGROUND

MOTIVATIONS

POSSESSIONS

PROFESSION

RELATIONSHIPS

ROLEPLAYING HOOKS
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TRIVIA
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IMAGES
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