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Feb. 10th, 2016 10:43 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Player Info
Name: Matthew
Age: 22
Contact: (
xehalest, AIM - Xehalest, or
xehalest)
Character Info
Name: Eric Dufosset
Canon: Original / Legends Verse
Age: 37
Character Description: PB - Matthew Bomer
History:
World History;
All of the old legends are true.
From the Vampires who found their routes in Eastern Europe to the Werewolves first whispered about in old Germanic countries right through to the witches who started their stories in some of the oldest tales. Everything we thought was the stuff of nightmares, creatures surrounded in mysticism and elements outside of what we considered natural they all existed and they still do.
Naturally, as with all things in the history of humanity these legends couldn’t have existed side-by-side with their less supernatural brothers, paranoia and fear of the unknown have always been important factors in conflict, be it an ancient one or a modern one.
In the beginning these legends lived quietly, part of their own autonomous communities that never sought to interact with mankind, the same way man told stories of the terrifying creatures that came out at night, supernatural creatures shared their own tales of men who came in the night with pitchforks and fire to put an end to their way of life. Tensions were naturally high and disputes broke out between mankind and supernatural creatures all over the world; these disputes spawned the early 15th century witch-hunts we still read about in history today, witch hunts that would span across three centuries until Supernatural creatures were practically extinct.
Or so they’d have us believe.
Mankind weren’t the only ones capable of adapting to new surroundings and supernatural communities across the globe went underground, shedding their old pride in favour of something which may constitute as a future. They still stuck to their own, separated from other supernatural factions while humans scoured the earth, hoping to end the last of them and cut through entire species to meet their aims and instead of mastering warfare these species mastered deception. In that first century they learned to exist outside of the normal world, to maintain close knit communities among themselves, living off the earth in the most secluded territories so that they may rebuild their families and repopulate these communities.
The second century was when they slowly learned integration through painstaking effort. Not just among the humans but among other supernatural creatures. Witches learned spells to shield vampires from the sunlight, the Werewolves used their true forms to protect territories from the wild at night, Vampires themselves used the restorative nature of their magically infused blood to heal those who did stumble too close to an angry hunter. It was a slow process and these three clans were among the first to put it into motion. Of course, they knew other species existed out there as well, those who’d had their numbers too thoroughly mowed down or who’d always lived apart from them, such as the merfolk. Or even those who had the power to stay separate from the beginning, too enchanting to be considered dangerous by mankind and instead were turned into the kind of story you’d tell your children such as the Faeries of Ireland. They would come in time, too and join this supernatural union.
Eventually though, these creatures started to experience longing, desires, to no longer be part of this hidden network of people, to live life to the fullest the way they’d had at the genesis of their kind. At first it started disputes once more among their own people, with the older generations remembering all too well how humans had burned through their people like plague. Eventually though, the urge became too strong… through this, in the early 1900’s the Supernatural Rights Movement was born, gathering the kind of steam that, when backed with the power of the supernaturals that mankind had forgotten all too quickly, became an inevitable tide that would change the course of life for both mankind and the supernatural.
The first steps they took were huge, the biggest of all of those being the supernaturals unveiling themselves to the human world. It was obviously the most important step of all, a harsh reminder that the three century hunt had failed and all humanity had managed to do was drive these beings underground. With this came an unveiling of their capabilities, thanks to banding together underground supernatural beings had a harmony amongst each other and with it a way of life. They stood as a united front and their combined powers were too great to be simply ignored and brushed under the carpet; humanity could've rekindled their hunts had they been better prepared but the world wasn't ready and the Supernatural Rights Movement had too high a visibility to simply be eradicated.
Along with a show of their power they evoked sympathetic feelings among human factions worldwide, peacekeepers who wanted to help cultivate the future alongside them and this was the door they needed into the new world. Countries were forced to grant citizenship to supernatural creatures who could trace their lineages back to a time far back enough in history that no government would have the right to deny them access. It was a slow process, spanning the course of ten years wherein humanity had to acknowledge the fact that some of these factions and families were ancient and together they held the kind of power that couldn't be denied. Once acknowledgement and citizenship were decided upon the ball really got rolling. Entire countries were forced to give reparations to the subjugated masses of the three century hunt and supernatural creatures were granted land worldwide, with some countries managing the processes faster than others yet all of them pooling together and cultivating the Universal Declaration of Individual Rights which gave status and liberties to all of earth's inhabitants regardless of backgrounds within twenty years from The Unveiling.
The supernatural factions were able to draw from their own knowledge of 20th century humanity and formed a unified political party based on the desires of those who fought toward the SRM twenty years prior and these political parties stood as coalition governments alongside majority parties of each individual country, finally confirming their place within modern society. Each governing body started to develop individual divisions of the government to care after and maintain the welfare of supernatural beings with specific policies in place to manage the needs of their citizens.
Integration came slowly and then all at once when these peace treaties and accords were made between all; gone were the old communities of supernaturals hiding in the darkness of night, instead they became regular citizens and with the governments having expanded to take these things into account all of the characters of fables just became, well, regular with extra skills or strange quirks. There were vampires working night clubs, werewolves teaching children and witches working in hospitals and all the shades of ‘monster’ in between.
Old prejudices might still run deep among old clans but the world is slowly working to piece its way back together toward a brighter future for all species, regardless of their natural or supernatural genesis...
____
2015
____
In the modern day, things have cooled down enough that the supernatural/natural divide is no longer the scourge it had been in the 15th century. Instead, supernatural creatures lived side by side with humanity, co-existing in a way that couldn’t have been imagined in their past. Of course, there were still the kinds of groups that fought against this relatively peaceful union; after all the combined powers of some of the oldest fables in the world became a little too overwhelming to consider fighting and it was only thanks to the dream those supernaturals held dear that the entire thing didn’t end in systematic bloodshed. The creatures of old were too invested in a bright and hopeful future to see it overthrown by violence and the scars of their own subjugation ran too deep to see themselves become the monsters humanity believed them to be.
Supernatural creatures have fully integrated into ‘normal’ life and over the last century have learned to work alongside their less gifted cousins in a way that has enriched both cultures rather than hindering either side.
Personal History;
Eric Dufosset always knew he lived a special life. Particularly, when one considered just how blessed upbringing. Blessed in more ways than one in fact. The first blessing that he knew from a small age was the social class within society he was born into; the son of a rich family which happened to be particularly matriarchal and the only heir to the Dufosset line and fortune. The only thing he lacked growing up, in fact was a father, whether or not this was some clear indication of how the family had been before him or some particular quirk between his own parents he never sought to ask, he just knew it was. The absence of a father, however, didn't bring any blight onto the young Eric's life considering just how much family he continued to be surrounded by. He grew up on a sprawling estate in the countryside of Lille and had everything a child could ask for and some things they mightn't have asked for at all, including a private education given almost exclusively at home by the leaders of his clan surrounded by other children his age. They were all special after all, Eric had just been brought up knowing that he was more special than some of the others.
The second blessing, however, was infinitely more enriching than the first. It was a blessing that started with a dream; a dream of a time long ago when society was only beginning. A society where governments didn't exist, only covens, families, priests and priestesses. It was a time of magic, where the elements and spirits ran wild, unrestrained and where the people learned with them and from them. Unlocking something inside themselves and becoming something different. It was a dream of the birth of witches.
The significance of this dream was of no little matter to his mother, the night he awoke and ran to her to exclaim about what he'd seen. After all, it was the first prophetic dream of many, striking at puberty. Dreams that the Dufosset line hadn't anticipated to come again, at a time when there were no female heirs to inherit the power of their line. It wasn't unheard of for men to bear that title, not at all, it just hadn't happened for generations within their own line. With Eric, change had come and their line had the chance to prosper once more. His training became vigorous, he spent his days learning the same as everyone, everything academic- but his nights? Those were spent under the specific tutelage of his elders, the women who came before him and bore their coven into the future. They gave him the tools he needed to survive in a modern world while holding onto his past. The dreams cemented this knowledge, as he witnessed his own history almost every night for many years- unlocking long lost secrets the likes of which were only found in dusty grimoires.
He didn't become powerful instantly, but however he became gifted. He inherited the gifts of his coven, as the true heir to his line, gifts that often manifested in one Witch at a time were his to own and eventually control, despite the rough process it seemed to be at the time. It felt like he'd given up a lot of his adolescence for this; for the ability to reclaim his coven as strong and proud- after all, before the hunt they were one of the strongest in Europe. But Eric knew this wasn't a burden, but rather a blessing. He'd grown up in a world imbued by magic, untouched by any taint from the outside world so private had their lives been. It was as close to perfection as the boy who eventually became a young man new, and he relished in those years.
However there came a time, much like what happened with all adolescents, that he drifted away from this life. His head filled with dreams that were different than just becoming the head of his coven, more than just claiming a seat within France's witch society and helping to rule, but also there was a certain bitterness to it- why had he been the one chosen to sacrifice his life this way. There were benefits, of course, but to a young man who'd already given so much- he felt there wasn't anything left for him to give, not willingly at least. It was a time of change, for him and their coven. His change just happened to take him in a different direction than was accepted. He used old oaths, old promises and rituals to enable this change- a period of sabbatical that he could take away from the coven. He'd helped them reclaim the tools they needed to prosper, he was just handing some of that responsibility back to them while he struck out in the world on his own merit, shaking off the two blessings he'd been given both through magic and status.
He disappeared for many years, leaving behind a state of imbalance within the coven, but only so that he could enrich his own life- he knew, after all, that it was his destiny, his birthright to become their leader. He just didn't feel like he had to bear that mantle immediately. Instead, he took himself to University and through a process that was more gruelling than he'd anticipated, especially for a man for whom everything had been so easy before, he became a psychiatrist. It was an interesting path to have taken, after all he spent most of his adolescence being told he was the one to save the status of their coven, to help people... it was a logical decision, then, that he'd turn that idea outward- making himself the kind of man that could help more than just his bloodline.
After becoming qualified he set up a small office in Paris, then one in London, where he prospered within his work. Helping people with an amalgamation of modern science and ancient magic. It was perfect, gone was the feeling that something was missing, gone was the concept of burden. Instead, he'd managed a perfect synthesis of the two aspects of his life.
Eventually, he returned home to the coven. Letting them know what he'd done with his life since his absence. Of course, it wasn't like he'd disappeared off the face of the planet, there were still letters exchanged, he'd just stepped off his pedestal of power. The funny thing though, was that for all their reliance on having an heir; in his absence the coven had once more learned to govern themselves. He'd unlocked the secrets of their past, sharing their ancestry's gifts among the other practitioners of their clan and they'd used his absence to strike up some kind of harmony. It was no longer that they needed one sole member to make decisions. Of course, they relied on him to make important ones, and he still had to be there for significant rituals and holidays. They just decided that maybe it was better for him to have time to lead a normal life, to do what he wanted to do. Knowing always that one day he'd return and take up that mantel again, both as heir and head of the coven but also as one of their elders. Teaching the next generation of witches born or adopted into his line how to continue their traditions.
It was a long time coming, after all. But after thirty-seven years on this planet, Eric Dufosset had found peace as well as purpose. He was no longer the example of good breeding and privilege, instead he was a font of good. Helping people, both human and supernatural, while helping his coven. Obtaining a level of synergy that left him satisfied and his nights dreamless. He was peaceful, he was happy and once more, he wanted for nothing.
Personality:
Eric's personality is inherently calculating. It can be confusing sometimes, his own nature dictates that some things cannot be explained. He is, after all, a witch, working with forces that sometimes hold themselves outside of man's grasp of things. Despite this, however, he strived to learn, to understand. Its part of the reason he went into psychiatry, to try understand others in a way that some may deem too clinical. After all, he had quite a quiet upbringing on his family's estate where most of his interaction was entirely familial. Thanks to this, he may sometimes appear as cold. Wanting to know the nuts and bolts of thing without becoming too moved by them. It suits in his profession of course, allowing him to keep the necessary level of distance required to actually help someone. However in his interpersonal relationships it can appear cumbersome, grating even. He's difficult to drag into an argument because he'll always maintain a level of control and cool logic.
He is, however, caring. Although on the surface he's surgical, underneath he feels deeply for others, after all with the empathic leanings of his abilities it would be hard not to experience motions in a deeper sense. When he lets that wall drop, he's a painting of fierce emotions and feeds on them. It just takes a while to get to this level for him and is never an instantaneous thing, more so when he forms that bond with another it tends to be a deeper bond. He strives to help others, which is why he walks the path he'd chosen for himself; working within the field of psychiatry enabled him to use gifts that were his birthright in conjunction with his studies in order to ease tortured minds, to help people who would've considered themselves otherwise helpless- as such it can be seen here that he does perform the role of guardian, caregiver and to an extent protector particularly well. He's the head of his family, after all, and that requires looking after a lot of youngsters and helping them in their magical tuition.
He is also, unfortunately, particularly stubborn. He'll dig in his heels when he decides the moment calls for it and can become as unmoveable as a stone. Its a downfall of his, because it strikes rarely but it strikes with the force of lightning. He wouldn't be stuck in his ways per se, especially considering how open minded he can be, he'll just refuse to admit defeat or the idea that he could be wrong about something is borderline unfathomable. This happens a lot in relationships and tends to be the focal point as to why they break down. Coupled with his workaholic nature and it gives the man a semblance of machine. He works hard, he thinks hard and he can sometimes appear hard in his nature. There's always a see-saw effect with these conflicting aspects of his personality. Thanks in part to the burden of responsibility in being the head of his coven he's a hard teacher yet a warm listener. It works, but it can be jarring to others.
The synergy between psychiatrist and witch is what creates these blends, making them more infusions rather than two counteracting forces pulling him apart. The various aspects of his personality have been incorporated into the refined gentleman he is today. Some may consider him a little old fashioned, a touch cold, maybe too condescending. But those would just be the outer layers of his self, the parts that have to be scratched away or seen through in order to get to the nature of the man himself.
He does know how to wind down though, the same way he can be perceived as an example of contradictions. Although he can seem to be wound particularly tight during the day, his calculating nature, his logic, his stubbornness, the distance he carries with him at all times all unwind. The man can relax, especially when wine is involved, like all Frenchmen, he knows how to enjoy his time... knowing more than most that it can be fleeting thanks to the insight he'd seen into the past thanks to his prophetic abilities. He'll happily socialize, discuss, be among others in a fashion that helps him thrive. It just happens to be the case that from time to time this requires someone dragging him from the office.
Abilities/Powers: As a witch its a little hard to detail Eric's powers in a way that fits into a Survival Horror's game style. Simply put, Eric is a Witch. But in order to make him feel significantly less OP I've tailored his magic to include only the following, limited capabilities:
Witchcraft
Elemental Manipulation - All witches manifest a degree of elemental manipulation as an active power, as the head of his coven however Eric has been tested and proved in command of all five of the elements; Fire, Water, Earth, Air and Spirit. He cannot work them all to the same extent and favours Fire and Air. This encompasses both their manipulation and summoning them. He can work with the other three but doesn't use them as freely, it would tax him greatly to use all five at the same time and as such he doesn't do it, it would be an implausible manoeuvre. Spirit here is the power relating to the human self or soul, the power over life and death and the most difficult to use, Eric uses his own mostly for healing and cannot heal any great injuries, only minor ones with a lot of effort; spirit also leans to a certain degree of empathy, getting a better feel for people's emotions.
Incantation/Ritual - Spell craft and ritual, the very nature of a witches' work. Eric's predominant language for Incantation is French and he can perform a myriad of tasks with his spell work both great and small. He uses energies granted by the elements and deities to perform these tasks along with his own source of magic. It is exhaustive, after all, he is human as well as a witch. Things that fall under this category include: blessings, warding, curses, hexes, jinxes, charms, potion making.
So Witchcraft in Eric's universe was practically capable of anything, Witches' hold a position of high power amongst even the Supernatural factions. Collaborative magic was known to be able to turn the tides of wars and even national disasters.
With this in mind I've decided to give Eric a very limited supply of spells under each of the headings provided:
Wards
Wards, unlike regular spells require a physical tether/conduit, this cannot be broken while the spell is in effect unless through supernatural means.
Privacy Ward ; Physical conduit: chalk. - A ward used to maintain privacy, what happens inside the ward stays inside the ward. It blocks out sounds so that those contained within the ward cannot be heard. Eric uses these daily around his office to protect his patients' privacy.
Diversion Ward / Mental Ward ; Physical conduit: salt. - This ward is a strange one, it does not create a 'barrier' as such, but rather it can be place on an area where you would want to divert attention from. People attempting to cross the ward will suddenly find themselves forgetting why they came or wanting to go elsewhere. Used often for witches who want to hide themselves.
Trance Ward; Physical conduit: dirt. - Another strange ward, this ward doesn't stop anyone from entering it. It does, however, place those inside it in a magical trance. The trance is used to heighten their levels of magic, witches use these trances in times of urgency to work more powerful incantations. The ward is used on a one-spell basis and must be drawn under the light of a new moon.
Impenetrable Ward; Physical conduit: blood. - The strongest ward in a witches' spell book. Was used collaboratively by covens during the 5 century hunt in order to save themselves from witch hunters. It is both magically and physically taxing while yielding great results. The ward cannot be penetrated through any means, but it can only be maintained for small periods of time.
Blessings
Blessings, unlike spells, are essentially magically charged prayers. They require a devout relationship with the deities to have their desire effects. They're based entirely on faith and incantation.
Stamina Blessing; can be used to extend someone's stamina in times that it might be needed. Although this sounds big and amazing it realistically isn't, those given a stamina blessing will find that when their energy wanes it crashes hard. Its the magical equivalent of a red-eye espresso.
Blessing of Tranquility; Used to soothe the mind. Eric casts these often during difficult therapy sessions. both on himself and his clients. They soothe the mind by helping to steer thoughts in logical and calming directions. There is no downside to a blessing of this kind.
Blessing of Good Health; Another kitchen witch kind of blessing. Can be used to cure basic illnesses, mostly the kinds of things you'd otherwise say left you feeling 'under the wather'. Like a good kick of vitamin C or a painkiller.
Curses
Curses are technically the opposite of blessings but they focus on raw poer and most importantly, emotion. A curse will not take form unless you have the supporting rage and desire to have it seek its target. Eric is less likely to use these, they're for significant grievances. All curses come with a personal sacrifice to the caster.
Bad Luck Curse - Requires a sacrifice of something held dear. This curse is rather simple, it guarantees the target twenty-four hours of bad luck. The sufferer of the curse will experience the kind of bad luck that might feel unbearable but nothing truly awful will happen to them. Their bag straps will break, their car will break down, they'll forget their keys. Anything that could be considered superstitiously bad luck could fall under this curse.
Nightmare Curse - A curse that is invoked to give the target vicious nightmares. It must be cast overnight and the caster is required to stay up in order to cast the curse. This is the sacrifice involved, the curse can only stay in effect for as long as the caster is willing to deprive themselves of sleep. If worked powerfully enough, can cause hallucinations in the day time.
Three Fold Curse / Vengeance Curse - The most powerful curse in a Witches' repetoire. It would've been known as a justice ritual in the past but now its seen for being truly extreme. For a witch with a grievance it is invoked against the target and whatever grievance was given to them is returned 3-fold onto the target. It requires a sacrifice of blood, a sacrifice of magic... and most importantly a sacrifice of life. It is rumoured, however unknown thanks to the ambiguity of these things, that the spell takes one week off your life. The witch in question has to be feeling a truly heightened level of emotion.
Hexes/Jinxes
Hexes are similar to curses but on a smaller scale. They're usually placed inside a magically charged object and left on the property / on the person of the target. (For example, a poppet, a stitched cloth, even something small like a button or a penny.) They are created through ritual, and as with most rituals must be performed at some stage within the lunar cycle. As such, most hexes can only be created once every 28 days. Hexes can be destroyed, however, if the physical link is broken.
Hex of Silence - Renders the target unable to speak, try as they might.
Hex of Confusion / Distorted Thoughts - Target becomes easily confounded / their thoughts are particularly jumbled. Can be small enough that they feel a little scatterbrained or extreme enough that they can't think straight enough to perform basic tasks.
Hex of the Senses - Tears away the target's senses. Might not always be all five, might just be one. It is dependant on the effort and energy placed into the hex. Hexes like these are usually placed on an object and placed within a room in order to make that room hexed for anyone who enters.
Charms
Charms are quick incantations that are used for single desired effects. They're based entirely in incantation and yield short-term effects;
Sleeping/Stunning Charm - Knocks the target unconscious.
Glamour - Makes one object appear to be another. Can be used to disguise people/locations/objects
Stealth Charm - Makes the caster appear between two planes of existence, blurring their features, the ability to spot them or see them clearly, moves with the caster. (Used in the test drive to enable Eric to escape from the crowds.
Vanishing Charm - Makes an object vanish from this plane of existence. It is unknown where they go. Cannot be used on people- their spirit keeps them tethered to this world
Portal Charm - This charm plays on both incantation and ritual. It requires a door to be drawn in chalk, along with appropriate runes written on it and can be used as an actual doorway. The caster can only create a door to somewhere they can visualize. (Obviously to work within mask or menace's rules the door cannot take them out of the world.)
Potions
Eric is not any kind of a master with potions. The potions he knows how to create have always been used with his work, they are few and require certain herbs. Most of the ingredients can be bought in your average health food store, or planted in a witches' garden. (Sage, for example)
Calming Draughts - He makes these often and prescribes them to patients. Can be used whenever to calm the mind and make someone relaxed.
Sleeping Draughts - A potion based on valerian to let someone slip into an easier sleep
Prophetic Dreaming / Psychic Ability / Foresight - As the head of his coven Eric is gifted with 'prophetic' dreaming. Prophetic in a sense that they tell him the past far more often than the future. Sometimes, however, his sight increases outwards to the future. It never tells him vastly important things but rather minor events. His 'sight' also enables him to see spirits and things not from the natural plane. He is not a telepath though, even if he could create the effects of telepathy through spellcrafting his work as a psychiatrist denotes that he prefers to hear from minds rather than simply read them. Along with this he's trained in certain arts of divination; the same as all witches- a long tradition of palmistry, tea leaves, tarot reading are all in his repertoire. Though in the past they were used to make money, now they're kept alive through an idea of heritage.
Weaknesses:
Eric's magic is exhaustive and complicated in ways I've detailed above and he is still as weak as your run of the mill human in terms of the physical body and as such anything fatal to a human would be fatal to Eric.
Character Weaknesses:
-Can sometimes come off as cool, aloof, distant
-Workaholic
-Refusal to admit failure
-Stubborn
-Over-analytical
-Can appear intrusive
-Critical, both to himself and with regards to other people's actions.
Fears:
-Failure
-Dying alone
Network Sample:
[The feed clicks on, showing a slightly flustered looking man in his late thirties... A slightly flustered looking man who only just got a look at his own face when he turned the camera on and visibly shudders.] Merde... [A hand moves up, smoothing down his hair and adjusting his glasses while he tries to calm himself down. He takes a deep breath, releasing it through his nose only a moment later.]
It appears I have been brought to this place in manners outside of my own control. [His voice sounds even enough, his English more than up to standard even with the slight accent.] Normally I would consider this a mere mistake, you know how magic can be, however even I cannot begin to think of a situation where this might have happened. I don't remember how I got here, Goddess, I don't even know quite where here is and that alone is disconcerting. [He frowns, trying not to let the genuine worry enter his features.] Is anyone else out there? Is anyone else as confounded as I am? What am I doing here?
Prose Sample: TDM Link
Misc: Um I can't think of anything, no!
Name: Matthew
Age: 22
Contact: (
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Character Info
Name: Eric Dufosset
Canon: Original / Legends Verse
Age: 37
Character Description: PB - Matthew Bomer
History:
World History;
All of the old legends are true.
From the Vampires who found their routes in Eastern Europe to the Werewolves first whispered about in old Germanic countries right through to the witches who started their stories in some of the oldest tales. Everything we thought was the stuff of nightmares, creatures surrounded in mysticism and elements outside of what we considered natural they all existed and they still do.
Naturally, as with all things in the history of humanity these legends couldn’t have existed side-by-side with their less supernatural brothers, paranoia and fear of the unknown have always been important factors in conflict, be it an ancient one or a modern one.
In the beginning these legends lived quietly, part of their own autonomous communities that never sought to interact with mankind, the same way man told stories of the terrifying creatures that came out at night, supernatural creatures shared their own tales of men who came in the night with pitchforks and fire to put an end to their way of life. Tensions were naturally high and disputes broke out between mankind and supernatural creatures all over the world; these disputes spawned the early 15th century witch-hunts we still read about in history today, witch hunts that would span across three centuries until Supernatural creatures were practically extinct.
Or so they’d have us believe.
Mankind weren’t the only ones capable of adapting to new surroundings and supernatural communities across the globe went underground, shedding their old pride in favour of something which may constitute as a future. They still stuck to their own, separated from other supernatural factions while humans scoured the earth, hoping to end the last of them and cut through entire species to meet their aims and instead of mastering warfare these species mastered deception. In that first century they learned to exist outside of the normal world, to maintain close knit communities among themselves, living off the earth in the most secluded territories so that they may rebuild their families and repopulate these communities.
The second century was when they slowly learned integration through painstaking effort. Not just among the humans but among other supernatural creatures. Witches learned spells to shield vampires from the sunlight, the Werewolves used their true forms to protect territories from the wild at night, Vampires themselves used the restorative nature of their magically infused blood to heal those who did stumble too close to an angry hunter. It was a slow process and these three clans were among the first to put it into motion. Of course, they knew other species existed out there as well, those who’d had their numbers too thoroughly mowed down or who’d always lived apart from them, such as the merfolk. Or even those who had the power to stay separate from the beginning, too enchanting to be considered dangerous by mankind and instead were turned into the kind of story you’d tell your children such as the Faeries of Ireland. They would come in time, too and join this supernatural union.
Eventually though, these creatures started to experience longing, desires, to no longer be part of this hidden network of people, to live life to the fullest the way they’d had at the genesis of their kind. At first it started disputes once more among their own people, with the older generations remembering all too well how humans had burned through their people like plague. Eventually though, the urge became too strong… through this, in the early 1900’s the Supernatural Rights Movement was born, gathering the kind of steam that, when backed with the power of the supernaturals that mankind had forgotten all too quickly, became an inevitable tide that would change the course of life for both mankind and the supernatural.
The first steps they took were huge, the biggest of all of those being the supernaturals unveiling themselves to the human world. It was obviously the most important step of all, a harsh reminder that the three century hunt had failed and all humanity had managed to do was drive these beings underground. With this came an unveiling of their capabilities, thanks to banding together underground supernatural beings had a harmony amongst each other and with it a way of life. They stood as a united front and their combined powers were too great to be simply ignored and brushed under the carpet; humanity could've rekindled their hunts had they been better prepared but the world wasn't ready and the Supernatural Rights Movement had too high a visibility to simply be eradicated.
Along with a show of their power they evoked sympathetic feelings among human factions worldwide, peacekeepers who wanted to help cultivate the future alongside them and this was the door they needed into the new world. Countries were forced to grant citizenship to supernatural creatures who could trace their lineages back to a time far back enough in history that no government would have the right to deny them access. It was a slow process, spanning the course of ten years wherein humanity had to acknowledge the fact that some of these factions and families were ancient and together they held the kind of power that couldn't be denied. Once acknowledgement and citizenship were decided upon the ball really got rolling. Entire countries were forced to give reparations to the subjugated masses of the three century hunt and supernatural creatures were granted land worldwide, with some countries managing the processes faster than others yet all of them pooling together and cultivating the Universal Declaration of Individual Rights which gave status and liberties to all of earth's inhabitants regardless of backgrounds within twenty years from The Unveiling.
The supernatural factions were able to draw from their own knowledge of 20th century humanity and formed a unified political party based on the desires of those who fought toward the SRM twenty years prior and these political parties stood as coalition governments alongside majority parties of each individual country, finally confirming their place within modern society. Each governing body started to develop individual divisions of the government to care after and maintain the welfare of supernatural beings with specific policies in place to manage the needs of their citizens.
Integration came slowly and then all at once when these peace treaties and accords were made between all; gone were the old communities of supernaturals hiding in the darkness of night, instead they became regular citizens and with the governments having expanded to take these things into account all of the characters of fables just became, well, regular with extra skills or strange quirks. There were vampires working night clubs, werewolves teaching children and witches working in hospitals and all the shades of ‘monster’ in between.
Old prejudices might still run deep among old clans but the world is slowly working to piece its way back together toward a brighter future for all species, regardless of their natural or supernatural genesis...
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2015
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In the modern day, things have cooled down enough that the supernatural/natural divide is no longer the scourge it had been in the 15th century. Instead, supernatural creatures lived side by side with humanity, co-existing in a way that couldn’t have been imagined in their past. Of course, there were still the kinds of groups that fought against this relatively peaceful union; after all the combined powers of some of the oldest fables in the world became a little too overwhelming to consider fighting and it was only thanks to the dream those supernaturals held dear that the entire thing didn’t end in systematic bloodshed. The creatures of old were too invested in a bright and hopeful future to see it overthrown by violence and the scars of their own subjugation ran too deep to see themselves become the monsters humanity believed them to be.
Supernatural creatures have fully integrated into ‘normal’ life and over the last century have learned to work alongside their less gifted cousins in a way that has enriched both cultures rather than hindering either side.
Personal History;
Eric Dufosset always knew he lived a special life. Particularly, when one considered just how blessed upbringing. Blessed in more ways than one in fact. The first blessing that he knew from a small age was the social class within society he was born into; the son of a rich family which happened to be particularly matriarchal and the only heir to the Dufosset line and fortune. The only thing he lacked growing up, in fact was a father, whether or not this was some clear indication of how the family had been before him or some particular quirk between his own parents he never sought to ask, he just knew it was. The absence of a father, however, didn't bring any blight onto the young Eric's life considering just how much family he continued to be surrounded by. He grew up on a sprawling estate in the countryside of Lille and had everything a child could ask for and some things they mightn't have asked for at all, including a private education given almost exclusively at home by the leaders of his clan surrounded by other children his age. They were all special after all, Eric had just been brought up knowing that he was more special than some of the others.
The second blessing, however, was infinitely more enriching than the first. It was a blessing that started with a dream; a dream of a time long ago when society was only beginning. A society where governments didn't exist, only covens, families, priests and priestesses. It was a time of magic, where the elements and spirits ran wild, unrestrained and where the people learned with them and from them. Unlocking something inside themselves and becoming something different. It was a dream of the birth of witches.
The significance of this dream was of no little matter to his mother, the night he awoke and ran to her to exclaim about what he'd seen. After all, it was the first prophetic dream of many, striking at puberty. Dreams that the Dufosset line hadn't anticipated to come again, at a time when there were no female heirs to inherit the power of their line. It wasn't unheard of for men to bear that title, not at all, it just hadn't happened for generations within their own line. With Eric, change had come and their line had the chance to prosper once more. His training became vigorous, he spent his days learning the same as everyone, everything academic- but his nights? Those were spent under the specific tutelage of his elders, the women who came before him and bore their coven into the future. They gave him the tools he needed to survive in a modern world while holding onto his past. The dreams cemented this knowledge, as he witnessed his own history almost every night for many years- unlocking long lost secrets the likes of which were only found in dusty grimoires.
He didn't become powerful instantly, but however he became gifted. He inherited the gifts of his coven, as the true heir to his line, gifts that often manifested in one Witch at a time were his to own and eventually control, despite the rough process it seemed to be at the time. It felt like he'd given up a lot of his adolescence for this; for the ability to reclaim his coven as strong and proud- after all, before the hunt they were one of the strongest in Europe. But Eric knew this wasn't a burden, but rather a blessing. He'd grown up in a world imbued by magic, untouched by any taint from the outside world so private had their lives been. It was as close to perfection as the boy who eventually became a young man new, and he relished in those years.
However there came a time, much like what happened with all adolescents, that he drifted away from this life. His head filled with dreams that were different than just becoming the head of his coven, more than just claiming a seat within France's witch society and helping to rule, but also there was a certain bitterness to it- why had he been the one chosen to sacrifice his life this way. There were benefits, of course, but to a young man who'd already given so much- he felt there wasn't anything left for him to give, not willingly at least. It was a time of change, for him and their coven. His change just happened to take him in a different direction than was accepted. He used old oaths, old promises and rituals to enable this change- a period of sabbatical that he could take away from the coven. He'd helped them reclaim the tools they needed to prosper, he was just handing some of that responsibility back to them while he struck out in the world on his own merit, shaking off the two blessings he'd been given both through magic and status.
He disappeared for many years, leaving behind a state of imbalance within the coven, but only so that he could enrich his own life- he knew, after all, that it was his destiny, his birthright to become their leader. He just didn't feel like he had to bear that mantle immediately. Instead, he took himself to University and through a process that was more gruelling than he'd anticipated, especially for a man for whom everything had been so easy before, he became a psychiatrist. It was an interesting path to have taken, after all he spent most of his adolescence being told he was the one to save the status of their coven, to help people... it was a logical decision, then, that he'd turn that idea outward- making himself the kind of man that could help more than just his bloodline.
After becoming qualified he set up a small office in Paris, then one in London, where he prospered within his work. Helping people with an amalgamation of modern science and ancient magic. It was perfect, gone was the feeling that something was missing, gone was the concept of burden. Instead, he'd managed a perfect synthesis of the two aspects of his life.
Eventually, he returned home to the coven. Letting them know what he'd done with his life since his absence. Of course, it wasn't like he'd disappeared off the face of the planet, there were still letters exchanged, he'd just stepped off his pedestal of power. The funny thing though, was that for all their reliance on having an heir; in his absence the coven had once more learned to govern themselves. He'd unlocked the secrets of their past, sharing their ancestry's gifts among the other practitioners of their clan and they'd used his absence to strike up some kind of harmony. It was no longer that they needed one sole member to make decisions. Of course, they relied on him to make important ones, and he still had to be there for significant rituals and holidays. They just decided that maybe it was better for him to have time to lead a normal life, to do what he wanted to do. Knowing always that one day he'd return and take up that mantel again, both as heir and head of the coven but also as one of their elders. Teaching the next generation of witches born or adopted into his line how to continue their traditions.
It was a long time coming, after all. But after thirty-seven years on this planet, Eric Dufosset had found peace as well as purpose. He was no longer the example of good breeding and privilege, instead he was a font of good. Helping people, both human and supernatural, while helping his coven. Obtaining a level of synergy that left him satisfied and his nights dreamless. He was peaceful, he was happy and once more, he wanted for nothing.
Personality:
Eric's personality is inherently calculating. It can be confusing sometimes, his own nature dictates that some things cannot be explained. He is, after all, a witch, working with forces that sometimes hold themselves outside of man's grasp of things. Despite this, however, he strived to learn, to understand. Its part of the reason he went into psychiatry, to try understand others in a way that some may deem too clinical. After all, he had quite a quiet upbringing on his family's estate where most of his interaction was entirely familial. Thanks to this, he may sometimes appear as cold. Wanting to know the nuts and bolts of thing without becoming too moved by them. It suits in his profession of course, allowing him to keep the necessary level of distance required to actually help someone. However in his interpersonal relationships it can appear cumbersome, grating even. He's difficult to drag into an argument because he'll always maintain a level of control and cool logic.
He is, however, caring. Although on the surface he's surgical, underneath he feels deeply for others, after all with the empathic leanings of his abilities it would be hard not to experience motions in a deeper sense. When he lets that wall drop, he's a painting of fierce emotions and feeds on them. It just takes a while to get to this level for him and is never an instantaneous thing, more so when he forms that bond with another it tends to be a deeper bond. He strives to help others, which is why he walks the path he'd chosen for himself; working within the field of psychiatry enabled him to use gifts that were his birthright in conjunction with his studies in order to ease tortured minds, to help people who would've considered themselves otherwise helpless- as such it can be seen here that he does perform the role of guardian, caregiver and to an extent protector particularly well. He's the head of his family, after all, and that requires looking after a lot of youngsters and helping them in their magical tuition.
He is also, unfortunately, particularly stubborn. He'll dig in his heels when he decides the moment calls for it and can become as unmoveable as a stone. Its a downfall of his, because it strikes rarely but it strikes with the force of lightning. He wouldn't be stuck in his ways per se, especially considering how open minded he can be, he'll just refuse to admit defeat or the idea that he could be wrong about something is borderline unfathomable. This happens a lot in relationships and tends to be the focal point as to why they break down. Coupled with his workaholic nature and it gives the man a semblance of machine. He works hard, he thinks hard and he can sometimes appear hard in his nature. There's always a see-saw effect with these conflicting aspects of his personality. Thanks in part to the burden of responsibility in being the head of his coven he's a hard teacher yet a warm listener. It works, but it can be jarring to others.
The synergy between psychiatrist and witch is what creates these blends, making them more infusions rather than two counteracting forces pulling him apart. The various aspects of his personality have been incorporated into the refined gentleman he is today. Some may consider him a little old fashioned, a touch cold, maybe too condescending. But those would just be the outer layers of his self, the parts that have to be scratched away or seen through in order to get to the nature of the man himself.
He does know how to wind down though, the same way he can be perceived as an example of contradictions. Although he can seem to be wound particularly tight during the day, his calculating nature, his logic, his stubbornness, the distance he carries with him at all times all unwind. The man can relax, especially when wine is involved, like all Frenchmen, he knows how to enjoy his time... knowing more than most that it can be fleeting thanks to the insight he'd seen into the past thanks to his prophetic abilities. He'll happily socialize, discuss, be among others in a fashion that helps him thrive. It just happens to be the case that from time to time this requires someone dragging him from the office.
Abilities/Powers: As a witch its a little hard to detail Eric's powers in a way that fits into a Survival Horror's game style. Simply put, Eric is a Witch. But in order to make him feel significantly less OP I've tailored his magic to include only the following, limited capabilities:
Witchcraft
Elemental Manipulation - All witches manifest a degree of elemental manipulation as an active power, as the head of his coven however Eric has been tested and proved in command of all five of the elements; Fire, Water, Earth, Air and Spirit. He cannot work them all to the same extent and favours Fire and Air. This encompasses both their manipulation and summoning them. He can work with the other three but doesn't use them as freely, it would tax him greatly to use all five at the same time and as such he doesn't do it, it would be an implausible manoeuvre. Spirit here is the power relating to the human self or soul, the power over life and death and the most difficult to use, Eric uses his own mostly for healing and cannot heal any great injuries, only minor ones with a lot of effort; spirit also leans to a certain degree of empathy, getting a better feel for people's emotions.
Incantation/Ritual - Spell craft and ritual, the very nature of a witches' work. Eric's predominant language for Incantation is French and he can perform a myriad of tasks with his spell work both great and small. He uses energies granted by the elements and deities to perform these tasks along with his own source of magic. It is exhaustive, after all, he is human as well as a witch. Things that fall under this category include: blessings, warding, curses, hexes, jinxes, charms, potion making.
So Witchcraft in Eric's universe was practically capable of anything, Witches' hold a position of high power amongst even the Supernatural factions. Collaborative magic was known to be able to turn the tides of wars and even national disasters.
With this in mind I've decided to give Eric a very limited supply of spells under each of the headings provided:
Wards, unlike regular spells require a physical tether/conduit, this cannot be broken while the spell is in effect unless through supernatural means.
Privacy Ward ; Physical conduit: chalk. - A ward used to maintain privacy, what happens inside the ward stays inside the ward. It blocks out sounds so that those contained within the ward cannot be heard. Eric uses these daily around his office to protect his patients' privacy.
Diversion Ward / Mental Ward ; Physical conduit: salt. - This ward is a strange one, it does not create a 'barrier' as such, but rather it can be place on an area where you would want to divert attention from. People attempting to cross the ward will suddenly find themselves forgetting why they came or wanting to go elsewhere. Used often for witches who want to hide themselves.
Trance Ward; Physical conduit: dirt. - Another strange ward, this ward doesn't stop anyone from entering it. It does, however, place those inside it in a magical trance. The trance is used to heighten their levels of magic, witches use these trances in times of urgency to work more powerful incantations. The ward is used on a one-spell basis and must be drawn under the light of a new moon.
Impenetrable Ward; Physical conduit: blood. - The strongest ward in a witches' spell book. Was used collaboratively by covens during the 5 century hunt in order to save themselves from witch hunters. It is both magically and physically taxing while yielding great results. The ward cannot be penetrated through any means, but it can only be maintained for small periods of time.
Blessings, unlike spells, are essentially magically charged prayers. They require a devout relationship with the deities to have their desire effects. They're based entirely on faith and incantation.
Stamina Blessing; can be used to extend someone's stamina in times that it might be needed. Although this sounds big and amazing it realistically isn't, those given a stamina blessing will find that when their energy wanes it crashes hard. Its the magical equivalent of a red-eye espresso.
Blessing of Tranquility; Used to soothe the mind. Eric casts these often during difficult therapy sessions. both on himself and his clients. They soothe the mind by helping to steer thoughts in logical and calming directions. There is no downside to a blessing of this kind.
Blessing of Good Health; Another kitchen witch kind of blessing. Can be used to cure basic illnesses, mostly the kinds of things you'd otherwise say left you feeling 'under the wather'. Like a good kick of vitamin C or a painkiller.
Curses are technically the opposite of blessings but they focus on raw poer and most importantly, emotion. A curse will not take form unless you have the supporting rage and desire to have it seek its target. Eric is less likely to use these, they're for significant grievances. All curses come with a personal sacrifice to the caster.
Bad Luck Curse - Requires a sacrifice of something held dear. This curse is rather simple, it guarantees the target twenty-four hours of bad luck. The sufferer of the curse will experience the kind of bad luck that might feel unbearable but nothing truly awful will happen to them. Their bag straps will break, their car will break down, they'll forget their keys. Anything that could be considered superstitiously bad luck could fall under this curse.
Nightmare Curse - A curse that is invoked to give the target vicious nightmares. It must be cast overnight and the caster is required to stay up in order to cast the curse. This is the sacrifice involved, the curse can only stay in effect for as long as the caster is willing to deprive themselves of sleep. If worked powerfully enough, can cause hallucinations in the day time.
Three Fold Curse / Vengeance Curse - The most powerful curse in a Witches' repetoire. It would've been known as a justice ritual in the past but now its seen for being truly extreme. For a witch with a grievance it is invoked against the target and whatever grievance was given to them is returned 3-fold onto the target. It requires a sacrifice of blood, a sacrifice of magic... and most importantly a sacrifice of life. It is rumoured, however unknown thanks to the ambiguity of these things, that the spell takes one week off your life. The witch in question has to be feeling a truly heightened level of emotion.
Hexes are similar to curses but on a smaller scale. They're usually placed inside a magically charged object and left on the property / on the person of the target. (For example, a poppet, a stitched cloth, even something small like a button or a penny.) They are created through ritual, and as with most rituals must be performed at some stage within the lunar cycle. As such, most hexes can only be created once every 28 days. Hexes can be destroyed, however, if the physical link is broken.
Hex of Silence - Renders the target unable to speak, try as they might.
Hex of Confusion / Distorted Thoughts - Target becomes easily confounded / their thoughts are particularly jumbled. Can be small enough that they feel a little scatterbrained or extreme enough that they can't think straight enough to perform basic tasks.
Hex of the Senses - Tears away the target's senses. Might not always be all five, might just be one. It is dependant on the effort and energy placed into the hex. Hexes like these are usually placed on an object and placed within a room in order to make that room hexed for anyone who enters.
Charms are quick incantations that are used for single desired effects. They're based entirely in incantation and yield short-term effects;
Sleeping/Stunning Charm - Knocks the target unconscious.
Glamour - Makes one object appear to be another. Can be used to disguise people/locations/objects
Stealth Charm - Makes the caster appear between two planes of existence, blurring their features, the ability to spot them or see them clearly, moves with the caster. (Used in the test drive to enable Eric to escape from the crowds.
Vanishing Charm - Makes an object vanish from this plane of existence. It is unknown where they go. Cannot be used on people- their spirit keeps them tethered to this world
Portal Charm - This charm plays on both incantation and ritual. It requires a door to be drawn in chalk, along with appropriate runes written on it and can be used as an actual doorway. The caster can only create a door to somewhere they can visualize. (Obviously to work within mask or menace's rules the door cannot take them out of the world.)
Eric is not any kind of a master with potions. The potions he knows how to create have always been used with his work, they are few and require certain herbs. Most of the ingredients can be bought in your average health food store, or planted in a witches' garden. (Sage, for example)
Calming Draughts - He makes these often and prescribes them to patients. Can be used whenever to calm the mind and make someone relaxed.
Sleeping Draughts - A potion based on valerian to let someone slip into an easier sleep
Prophetic Dreaming / Psychic Ability / Foresight - As the head of his coven Eric is gifted with 'prophetic' dreaming. Prophetic in a sense that they tell him the past far more often than the future. Sometimes, however, his sight increases outwards to the future. It never tells him vastly important things but rather minor events. His 'sight' also enables him to see spirits and things not from the natural plane. He is not a telepath though, even if he could create the effects of telepathy through spellcrafting his work as a psychiatrist denotes that he prefers to hear from minds rather than simply read them. Along with this he's trained in certain arts of divination; the same as all witches- a long tradition of palmistry, tea leaves, tarot reading are all in his repertoire. Though in the past they were used to make money, now they're kept alive through an idea of heritage.
Weaknesses:
Eric's magic is exhaustive and complicated in ways I've detailed above and he is still as weak as your run of the mill human in terms of the physical body and as such anything fatal to a human would be fatal to Eric.
Character Weaknesses:
-Can sometimes come off as cool, aloof, distant
-Workaholic
-Refusal to admit failure
-Stubborn
-Over-analytical
-Can appear intrusive
-Critical, both to himself and with regards to other people's actions.
Fears:
-Failure
-Dying alone
Network Sample:
[The feed clicks on, showing a slightly flustered looking man in his late thirties... A slightly flustered looking man who only just got a look at his own face when he turned the camera on and visibly shudders.] Merde... [A hand moves up, smoothing down his hair and adjusting his glasses while he tries to calm himself down. He takes a deep breath, releasing it through his nose only a moment later.]
It appears I have been brought to this place in manners outside of my own control. [His voice sounds even enough, his English more than up to standard even with the slight accent.] Normally I would consider this a mere mistake, you know how magic can be, however even I cannot begin to think of a situation where this might have happened. I don't remember how I got here, Goddess, I don't even know quite where here is and that alone is disconcerting. [He frowns, trying not to let the genuine worry enter his features.] Is anyone else out there? Is anyone else as confounded as I am? What am I doing here?
Prose Sample: TDM Link
Misc: Um I can't think of anything, no!