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Orphheader


HistoryEdit

Since the dawn of man, there have always been things that have been unexplained. Oracles, prophets and witches have always told of these things, but with various levels of acceptance from the population. In this modern day and age, such things are considered superstitious and have no place in the era of reason.

Thus, when Interpol (then the ICPC or International Criminal Police Commission) was approached by a group of investors to create a paranormal investigation team in 1923, they laughed. As the money was free anyway, they put the program through a test year figuring they would get all sorts of interesting tales about Bigfoot and men from the moon. Instead, homicide rates in the areas where they placed paranormal agents went down by 25%.

Immediately, governments from around the world offered to finance the branch of Interpol known as the Orpheus Initiative. In recent years, most governments pay it without awareness of what they are paying for other than the fact that it keeps unsolved crimes down and the people happy. Even Interpol isn't particularly cognizant of what goes on in the Orpheus branch.

The branch itself consists of agents from around the world, chosen for their unnatural perception into the world of the dead. Often, these agents are selected just before they are thrown into mental institutions for "seeing things." They are then trained to harness their senses and combat the monstrous creatures dubbed as "hollows" by other spiritual beings and to protect the interests of the living.

However in recent times tension between the public and the unknown governmental agency has grown exponentially. Public authorities, as well as independent civil groups, have contested Orpheus' motives, citing several video recorded instances showing agents firing at nothing but air. In response to this, the governments around the world have been putting pressure on the organization to curb these instances with threats of forcefully causing the organization to relocate their headquarters to another country. This was what was trying to be avoided by the Orpheus Board of Directors the night that terror befell the city. The fallout from that night gave way to allow for the local government to completely sever all ties, both covert and overt.

Choosing to follow this path of action, Orpheus is no longer recognized as a recipient for funding as there is no longer any form of a leadership head. This excuse has also lead to the result of the organization falling into the midst of obscurity which naturally predisposes civilians against that which they don't understand.
However the survivors are more resilient than what some would say was good for them, and as a result those survivors as sought to continue to carry out their mission statement doing so in an underground underworld nature. Avoiding both rival agencies and local authorities, they continue on.


The Armory Edit

WeaponsEdit

D-TierEdit

The basic class of weaponry represents the entry level gear allotted to most new agents. While functional, these weapons are for the most part, bare-bones; leaving plenty to be desired. A decent variety of equally unembellished upgrades are available to agents who find themselves on the bottom rung of the Orpheus ladder.



Grave-keepeR OTI


500 Reiatsu / No combat requirement


The first by-product of Orpheus' use of newly regained UN funding was this updated model of a series near and dear to the Initiative's heart - the O-59 Gravekeeper. OTI standing for Orpheus Tactical Issue, this gun still lacks the power its "Peashooter" predecessor did, but more than makes up for it in reliability. This alone is enough to make it the standard issue gun for green Orpheus operatives. The Grave-keepeR OTI is an extremely lightweight full-size, semi-automatic pistol since it's constructed of mostly polymers, and is standard black in color. This gun sports a rail-integrated system for attaching accessories to its base, a pebbled grip for added steadiness, and a square-shaped magazine for left-handed agents.

  • Base Clip Capacity: 10 rounds per magazine
  • Base Output: 100
  • Base Range: 15-20 yards
  • Upgrade Slots: 2
  • Cost: 1200₢



C92 Ghoster


2500 Reiatsu / 1000 Combat


The C92 Ghoster submachine gun model is a brand new venture for Orpheus, a firearm unlike any the Initiative has issued in the past. The C92 name is an abbreviation of Construktion 92, an Orpheus project intended to bridge the gap between handguns and rifles in the armory. The Ghoster encompasses, to an extent at least, the best aspects of both small and heavy weapons - light and efficient, but still packing the boisterous rate of fire of a larger rifle. Featuring a compact bullpup design, a grip made for either left or right handed agents, and a mainly polymer and alloy based make, the Ghoster is an ideal "bigger" weapon for rookie and veteran agents alike. As with all new guns, the frame sports an innovative construction that allows for a number of customizable attachments and accessories.

  • Base Clip Capacity: 16 rounds per magazine
  • Base Output: 125
  • Base Range: 20-25 yards
  • Upgrade Slots: 2
  • Cost: 3500₢




C-TierEdit

These intermediate-level weapons are for those agents that are longer a rookie, but far from veteran status. Much more fleshed out from their earlier counterparts, these guns are a solid choice for combating a variety of spiritual beings, and offer better customization options than their predecessors.



Arbitrator L9


5000 Reiatsu / 2000 Combat


The Arbitrator L9 is an intermediate-level sidearm from the same family as Orpheus' now retired Peacemaker models. A steel slide mounted on an advanced polymer body offers increased durability while reducing both the weight of the weapon and the cost of manufacturing it. The matte-black construction is complimented by the silver, chrome sheen of the firing mechanism and slide, giving the weapon a very modern look. A compact but comfortable pebbled grip and a standard array of Orpheus component mounts complete the very minimalist design of this weapon. Though lacking the power of its predecessor, the Arbitrator still sees wide use due to its reliability and ease-of-use.

  • Base Clip Capacity: 12 rounds per magazine
  • Output: 200
  • Base Range: 25-30 Yards
  • Upgrade Slots: 3
  • Cost: 2400₢



B321 Witch-hunteR


7500 Reiatsu / 3000 Combat


Big things come in small packages. Even bigger things come in big packages - a metaphor seemingly made to describe the popular B321 Submachine Gun model. Officially classified as a "light" machine gun, one glance at the Witch-hunteR (a sister project of the much weaker Grave-keepeR handgun model) shows that this firearm is anything but light. Modified from the tried-and-true M16 Rifle, the Witch-hunteR sports a shortened frame with the stock removed. Like the C92 project that created the Ghoster SMG, the B321 was designed to merge the quick handling of a smaller gun with the force of a rifle - however, the Witch-hunteR is in a class of its own in accomplishing this feat.

  • Base Clip Capacity: 18 rounds per magazine
  • Output: 350
  • Base Range: 25-30 Yards
  • Upgrade Slots: 3
  • Cost: 7500₢





B-TierEdit

Higher-level intermediate weapons for the agents who are starting to carve their names into Orpheus legacy. Even more fleshed out than their C-Tier counterparts and thus compatible with some of the best stuff the Orpheus Armory can offer.



Spectre .50


10,000 Reiatsu / 4000 Combat


The spiritual successor to some of Orpheus' most prodigious firearms, the Spectre is a large-bore gas-operated semi-automatic pistol. While boasting grater range than other weapons of its class, due to the nature of its firing mechanism, it suffers from reduced clip size and an increased weight. Constructed of a specially-formulated steel alloy, the weapon is incredibly durable, though not the most overt due to the material's reflective silver sheen. A black, grooved grip and detachable box magazine complete the weapons assembly. As with all standard-issue handguns, the Spectre features slots for attaching various accessories.

  • Base Clip Capacity: 14 rounds per magazine
  • Base Output: 400
  • Base Range: 25-30 yards
  • Upgrade Slots: 3
  • Cost: 4600₢



Eulogy ICWS


15,000 Reiatsu / 6000 Combat


The modular, compact design of the Eulogy make it seem rather unassuming. In reality, this lightweight assault rifle is classed with Orpheus' heavy weaponry for its unparalleled ability - ICWS stands for Individual Combat Weapon System. Gas-operated, air-cooled and magazine-fed, this weapon is used for special operations and first-strike missions. Its short-barrel configuration sacrifices some range for the sake of portability. Made of the same advanced polymers as the Grave-KeepeR, the weapon is reasonably durable, as well as lightweight. Its black, rough finish compliment its stealthy profile. Dual, ergonomic grips and bull-pup layout complete the weapon's ergonomic design.

  • Base Clip Capacity: 20 rounds per magazine.
  • Base Output: 700
  • Base Range: 30-35 yards
  • Upgrade Slots: 3
  • Cost: 12,000₢




A-TierEdit

The A-Tier represents the apex of Orpheus' arms technology. These expertly crafted weapons are available only to the best of the best. Even veteran agents rarely have the privilege of wielding these highly advanced guns.



Épitaphe SAA


20,000 Reiatsu / 8000 Combat


The Épitaphe Single Action Army is living proof that some things are better left unchanged. There are very little differences between this gun and the very first of its line, the famously powerful Oathbreaker SAA, simply because you needn't fix what isn't broken. The Épitaphe is deceivingly unassuming, sporting a plain, stainless steel body and a black polymer handgrip - bland characteristics that hide the gun's true strength. Behind that exterior however is one simple fact: this gun is the strongest the armory has to offer in terms of raw power. Of course, since this is an older and particularly no-nonsense type of firearm, the Épitaphe lacks the high customization and "gimmicks" of the newer weapons available to Orpheus agents. Instead, this revolver can only make use of the most basic upgrades, but the elite agents granted access to a gun of this caliber don't seem to mind the lack of flexibility - which the Épitaphe makes up for in sheer strength.

  • Base Clip Capacity: 10 rounds
  • Base Output: 600
  • Base Range: 30-35 yards
  • Upgrade Slots: 4
  • Cost:12,000₢



Noblesse PM99


30,000 Reiatsu / 12,000Combat


The Noblesse is Orpheus' resident anti-matériel/personnel rifle. Generally it's used for missions that require the agent be a considerable distance from their target, for reasons such as stealth and covering-fire. The Noblesse really shines at these ranges. Resembling a cut down fifty-caliber rifle, the weapon itself is constructed in two sections that can be disassembled for ease of transport. A unique recoil-dampening and suppression system is already in place on the weapon's stock variant. Finished in a matte-black, ablative coating that refracts light, the Noblesse is ideal for nighttime operations. Outfitted with a low-light scope or similar upgrade, this weapon is deadly in the hands of an expert. Its bolt-action design is complimented by a box-feed clip to facilitate faster firing speed.

  • Base Clip Capacity: 8 rounds per magazine.
  • Base Output: 1200
  • Base Range: 35-40 yards
  • Upgrade Slots: 4
  • Cost: 30,000₢

UpgradesEdit

[Red Dot Sight] The cheapest and lowest tiered Reflex Sight offered to Orpheus agents. Red Dot Sights (and other Reflex Sights, for that matter) differ greatly than the telescopic scopes that can be found also in the Armory. With these sights, eye-to-weapon alignment is unnecessary, as the aiming reticle is visible from many angles. Many agents prefer this as it allows for both "One-eye" or "Two-eye" aiming.


Type: Reflex Sight

Effect: 75 point Combat boost (Accuracy only)

Slots Used: 1

Cost: 3000₢


[Sight Unit Small Arms, Trilux] SUSAT scopes, as they are affectionately known, are the basic tier of Telescopic Sights available to members of Orpheus. These sights offer much better accuracy than Reflex Sights however, this is at the expense of simplicity. Eye-to-weapon alignment is a must as well as steady hands and breathing. Because of this, "Run-and-Gun" type operatives tend to stay away from these sights, and leave them for the patient, sniper-esque shooters.


Type: Telescopic Sight

Effect: 125 point Combat boost (Accuracy only)

Slots Used: 1

Cost: 4000₢


[Flare] This underbarrel upgrade fires a simple type of pyrotechnic that illuminates greatly without an explosion or intense heat. These are made of a particularly powerful compound, and are able to illuminate large areas, and are also good for signaling other allies. Once per week use.


Type: Underbarrel Accessory

Effect: 15 meter radius of illumination where shot at.

Slots Used: 1

Cost: 6000₢


[Silencer] A compact suppressor-silencer that screws into the threaded barrel of any standard-issue weapon. Good for muffling the sound of a fired bullet, but not to the point where it can go unheard. Muzzle flare is not masked either. Still, a great tag-a-long for any mission that requires a delicate touch.


Type: Frame Attachment

Effect: Quieter and darker weapon discharge.

Slots Used: 1

Cost: 5000₢


[Nightvision Illuminator] A Gun-Top accessory that allows for better vision in dark areas, and usable for both in and outdoor operations. This attachment can be - but does not need to be - used alongside compatible Orpheus Sights and Scopes, giving the Agent Nightvision benefits with increased magnification.


Type: Support Imaging

Effect: Ability to see in a dark environment.

Slots Used: 1

Cost: 5,500₢


[Extended Clip] This upgrade is a simple but effective one. The clip of any gun is modified to carry 1.5x the amount of ammo it normally would.


Type: Firing Augmenter

Effect: Allows 50% more bullets per clip.

Slots Used: 1

Cost: 8000₢


[Holographic Sight] The upgraded version of the Red Dot Sight. While not a true Reflex Sight, a Holographic - or Holo, as it is often referred to - Sight utilizes nearly the exact same technology. A Holo's interface is the nearly identical to its Red Dot predecessor, with some key differences being a blue-colored aiming reticle and increased magnification.


Type: Reflex Sight

Effect: 225 point Combat boost (Accuracy Only)

Slots Used: 1

Cost: 6000₢


[PSO-1M2 Scope] An improvement on the SUSAT scope, as well as a more traditional Telescopic Scope. Offers improved accuracy and similarly diminished peripheral vision like its precursor.


Type: Telescopic Sight

Effect: 375 point Combat Boost (Accuracy Only)

Slots Used: 1

Cost: 8000₢


[Gas Canister] Deployed from a standard hanger barrel, these tiny canisters contain a gas that functions both as an irritant as well as a smoke screen, making it difficult to breath for any trapped in its area of effect. Reduces visibility. 5 yard radius.


Type: Underbarrel Accessory

Effect: Reduces visibility in a 5 yard radius. Once per battle use.

Slots Used: 1

Cost: 12,000₢


[Long Barrel] Slotted onto the frame of any standard Orpheus firearm, this extended barrel offers a 10 yard increase to maximum range.


Type: Frame Attachment

Effect: 10 yard range increase.

Slots Used: 1

Cost: 10,000₢


[Infrared Illuminator] A Gun-Top accessory manufactured alongside the lower-tiered Nightvision Illuminators. This attachment functions much like its sister-product, however serving a different purpose - namely, allowing for an agent to detect infrared radiation through a thermal imaging device. Like the Nightvision Illuminator this attachment is fully compatible with Orpheus Scopes and Sights, giving an agent the ability for magnified thermal imaging.


Type: Support Imaging

Effect: Ability to locate heat signatures.

Slots Used: 1

Cost: 11,000₢


[Burst Fire Mechanism] This internal upgrade enables an fully automatic weapon to fire in short bursts, rather than the normal way. This greatly enhances accuracy when firing a fully automatic weapon. While increasing the weapon's rate of fire, this upgrade also increases ammo consumption - something that should be committed to memory by trigger-happy types.


Type: Firing Augmenter

Effect: Fires three rounds instead of one, increases accuracy.

Slots Used: 1

Cost: 16,000₢


[Multipurpose Aiming Reflex Sight] The MARS scope is the near the top of the line for Reflex Sights allotted to Orpheus Agents. This sight is much like its predecessors, and makes use of a higher magnification for added accuracy, while keeping the flexibility of a reflex sight.


Type: Reflex Sight

Effect: 450 point Combat boost (Accuracy Only)

Slots Used: 1

Cost: 12,000₢


[VX-13 Long Range] A sniper's best friend. One of the best optical sights in the armory in terms of accuracy, but falls short just like its predecessors when it comes to flexibility.


Type: Telescopic Sight

Effect: 750 point Combat boost (Accuracy Only)

Slots Used: 1

Cost: 16,000₢


[Flash Bang] Deployed from a standard hanger barrel much like gas canisters, these small stun grenades let out a blinding flash upon contact. Greatly reduce visibility for all who witness it for a turn, and weaker, but still annoying after blinding effects continue for two turns afterward.


Type: Underbarrel Attachment

Effect: Blinds all who see it. Once per battle use.

Slots Used: 1

Cost: 24,000₢


[Suppressor] A higher version of the silencer, this bad boy leaves the gun and takes the cannoli... that is to say, it outclasses it's predecessor in nearly every facet. Sound is completely masked for those not within an extremely close range, and this particular model even hides the muzzle blast. For those who prefer to sneak without being seen or heard, this upgrade is ideal.


Type: Frame Attachment

Effect: Nearly total discreet weapon discharge.

Slots Used: 1

Cost: 20,000₢


[Panoramic View Sight] Sometimes, how far you can see isn't nearly as important as how wide you can see. With this attachment, an agent's peripheral vision is enhanced to being able to see 30% more than normal. Stacks with reflex sight/telescopic scope accuracy bonuses.


Type: Support Imaging

Effect: 30% increase to peripheral vision.

Slots Used: 1

Cost: 22,000₢


[Hellfire Trigger] Just like the name implies, with this upgrade the depths of Hades are released with a slight pull of the trigger. If you take Hades to be a slew of rapid fire bullets coming your way, that is. This upgrade turns and semi-automatic weapon into a fully automatic one.


Type: Firing Augmenter

Effect: Semi-autos function like fully automatics.

Slots Used: 1

Cost: 32,000₢


[Advance Combat Optical Gunsight] The ACOG scope is the pinnacle of Reflex Sights only available to the most battle-hardened Orpheus veterans. This sight differs from its predecessors in that ACOG scopes look similar to standard Telescopic Sights, yet with a Reflex Sight red dot aiming reticle fixated in the center. This further boosts magnification and hardly diminishes the number of angles from which the aiming reticle is visible.


Type: Reflex Sight

Effect: 750 point Combat boost (Accuracy Only)

Slots Used: 1

Cost: 30,000₢


[ZOS 3-9x42 Scope] The absolute finest in what the Initiative has to offer in terms of optical sights. Like its telescopic scope brethren the ZOS 3-9x42, commonly referred to as the ZOS, is perfect for snipers and the like who don't require too much moving around. The ZOS is in a class of its own however when it comes to magnification, and as such is hands down the farthest seeing scope in the armory.


Type: Telescopic Sight

Effect: 1250 point Combat boost (Accuracy Only)

Slots Used: 1

Cost: 40,000₢


[HE Grenade] Sometimes bullets just don't get a point across... and that's when a highly explosive grenade comes in handy. Launched just like its non-lethal sister upgrades, this grenade has an area of effect explosion where it makes contact. Just make sure it's not near you.


Type: Underbarrel Accessory

Effect: 1000 Reiatsu Output, AoE damage. Once per battle use.

Slots Used: 1

Cost: 60,000₢


[Extra Long Barrel] The top of the line scopes will let you see for miles, but it's no good if you can't hit something accurately at that range. For those marksman is this upgrade, an almost unwieldy barrel extension that makes its predecessor look puny.


Type: Frame Attachment

Effect: Increases range by 20 meters.

Slots Used: 1

Cost: 50,000₢


[Heartbeat Sensor] The Heartbeat Sensor is possibly the greatest invention to come out of APACHE's laboratories. With this flip-out imager, the heartbeats of any and all persons in a 25 meter radius are shown on the display, flickering in unison with their heartbeat. This sensor can detect through walls. To differentiate Allies, Orpheus agents and designated 'Friendlies' appear on the screen as a blue dot, enemies as a red one


Type: Firing Augmenter

Effect: Senses heartbeats within a 25 meter radius.

Slots Used: 1

Cost: 55,000₢


[Autoloader] Just like the name says. Getting caught between clips on the battlefield is a thing of the past with this upgrade, which automatically reloads a gun with an agents spare clip. Just make sure you have the bullets to back it up.


Type: Firing Augmenter

Effect: Automatically reloads a gun.

Slots Used: 1

Cost: 80,000₢

AmmunitionEdit

Standard RoundsEdit

The most basic and readily available varieties of ammunition, these standard rounds are constructed of a specially-designed, reiatsu infused alloy that allow them to harm spiritual beings with the same brutal efficacy as their over-the-counter analogues. Penetration and stopping power increases with each successive upgrade.


D-Tier - Basic Round

  • Base Output: 80
  • Cost: 160₢/Round


C-Tier - Hollow Point Round

  • Base Output: 120
  • Cost: 320₢/Round


B-Tier - Full Metal Jacket

  • Base Output: 160
  • Cost: 680₢/Round


A-Tier - H-E Round

  • Base Output: 200
  • Cost: 1600₢/Round

Ice RoundsEdit

One of the more volitile creations to come from Orpheus' Research and Development branch, this classification of rounds are capped with a small device that encapsulates a concentrated chemical brew, containing among other things, liquid nitrogen. On impact, these rounds cause extreme cooling and pain, freezing anything the chemical comes into contact with. With each successive upgrade, the mix becomes more potent.


D-Tier - Frost Round

  • Base Output: 100
  • Cost: 240₢/Round


C-Tier - Polar Round

  • Base Output: 150
  • Cost: 320₢/Round


B-Tier - Blizzard Round

  • Base Output: 200
  • Cost: 480₢/Round


A-Tier - Cryo Round

  • Base Output: 250
  • Cost: 1600₢/Round


Fire RoundsEdit

Manufactured alongside Ice Rounds in a project created to try and mimic Shinigami Demon Magic, Fire rounds encase a positively explosive cocktail of combustible ingredients and reiatsu. Upon impact, a flare of reiatsu erupts from the casing and scorch, sear, and smolder anything they come in contact with. The combustibility of these rounds increases with each upgrade in tier.


D-Tier - Blaze Round

  • Base Output: 100
  • Cost: 240₢/Round


C-Tier - Ember Round

  • Base Output: 150
  • Cost: 480₢/Round


B-Tier - Incendiary Round

  • Base Output: 200
  • Cost: 680₢/Round


A-Tier - Pyre Round

  • Base Output: 250
  • Cost: 2400₢/Round

Orpheus Techniques Edit

These are techniques specific to Orpheus. See Advent Human for a list of General Techs.


Gumshoe
Orpheus members are trained detectives, using the faintest reiatsu signatures and physical tracks to hunt down their quarry and bring them to justice. An agent trained with this technique may track anything that has gone by within a week, regardless of cloaking or reiatsu misdirection abilities. This does NOT allow the agent to see through the actual ability, but he will always be on the trail.


Friendly Fire

Orpheus Agents are trained to be stalwart combatants in situations where they find themselves in one on one combat. They're even better in teams. This manifests itself as a 10% constant buff to combat.


Mod-Steel

Outside of an agent's personal abilities, firearms are the Orpheus Initiative's best counter to spiritual threats. However, due to the barebones funding the initiative receives from the United Nations, weapons that can utilize ghost-fighting ammunition are in short supply. To make up for the lack of weapon variety agents previously enjoyed with the stocked Orpheus armories in the past, these firearms are highly customizable. Corresponding to the tier of weapon an agent qualifies for, that gun can be accessorized with a set number of modifications to it's owner's liking. These things cost money though, so agents better have the cash to pay for them! These can range from silencers to different firing mechanisms to attachable scopes, so check out the Armory post in the Orpheus thread to see what modifications your gun can handle!

  • D-Tier upgrades are available to Orpheus Corporals (0-5000 Reiatsu)
  • C-Tier upgrades are available to Orpheus Sergeants (5000-10,000 Reiatsu)
  • B-Tier upgrades are available to Orpheus Lieutenants (10,000-20,000 Reiatsu)
  • A-Tier upgrades are available to Orpheus Brigadiers/Major (20,000+ Reiatsu)


Payday
Every agent employed by the Initiative receives a weekly salary for their valued services, payed in the form of Credits, or ₢. As Orpheus' jurisdiction extends beyond the borders of any individual nation, paying in one particular currency would cause problems. As such credits, while not physical money, represent real, legal tender and can be used practically anywhere. An agent's pay increases according to his or her ranking within the organization.

  • Corporal – 2k credits per week
  • Sergeant – 4k credits per week
  • Lieutenant – 8k credits per week
  • Major – 20k credits per week

Note: Additional salary bonuses may be earned through missions.


Gunsmith - Trained Feat

How to properly modify ones firearm is a need-to-know skill for any good agent. Still, there are some who show more talent for crafting weapons than others. The line between a well-built weapon of war and a useless heap of scrap is a fine one. Those who have mastered the art of weapon-tuning gain access to an extra upgrade slot on one currently equipped weapon.


Requirements:



Black Market Shaman - Trained Feat

Kidou Scrolls are nothing new to humans. In the right humans' hands these spells offer both offensive and support practicality, but since human bodies aren't fully compatible with the intricacies of demon magic, only low level spells can normally be used without harm. However, through intensive physical and mental training, scrolls containing much more potent kidou can be utilized by an Advent Human. With this feat equipped an Advent Human is allowed to purchase and use Kidou Scrolls 1-50 of both disciplines.

Requirements:

Personnel Roster Edit

This is a listing of all Agents in Initiative: Orpheus. Currently, the organization's main force is located in or around the Greater Tokyo Area.



Name: Aragon Tenbanto
Rank: Brigadier General

Status: Active
Skills Known:

  • Gumshoe
  • Hawk Eyes
  • Favored Prey
  • Accumulate


Name: Daisetsu Rafa
Rank: Sergeant

Status: Active
Skills Known:

  • Gumshoe
  • Hawk Eyes
  • Favored Prey



Name: Masato Fujikawa
Rank: Sergeant

Status: Active
Skills Known:

  • Gumshoe
  • Hawk Eyes
  • Favored Prey



Name: Oonishi Daisuke
Rank: Sergeant

Status: Active
Skills Known: N/A



Name: Seika Mokuzai
Rank: Corporal

Status: Missing, presumed dead
Skills Known:N/A



Name: Dajuan Washington
Status: Missing in Action
Skills Known:

  • Gumshoe
  • Hawk Eyes
  • Favored Prey
  • Accumulate



Name: Rebecca Warne
Status: Honorably Discharged
Skills Known: ?

Pages in category "Orpheus Underground"

The following 3 pages are in this category, out of 3 total.