Toril Njordhagen

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About Toril Njordhagen

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  1. Rise of the Blood Moon

    Cool Towen.
  2. Northern Delights

    OWNER: @Unnuk Umiaktorvik LOCATION: 368 9th St. at the intersection of 6th ave. Brooklyn, New York City, New York. Upon entering her shop customers are greeted by a friendly voice welcoming them to Northern Delights. She sits behind the counter top across from the door, softly petting a rather large arctic fox, who looks at each customer as they come in before slowly blinking and laying his head down. The inside of the shop is fairly chilly on the ground floor and as such she wears fairly warm clothing all year around. The First Floor The floors are made of a dark hardwood, and the table area in the center protects them, via the use of a dark green area rug. The single bathroom in the store is unisex and located underneath the upper portion of the staircase which leads to the second floor. Behind the long counter on the right are various containers of herbs and spices. The chalkboard overhead contains over 45 different types of tea, and tea blends. Most given such names as Immuni-Tea, and are given a brief description of what is in them and what they help with. Large shop windows keep the store well lit with natural light during the daytime, and during the night large overhead lights light the floor with their soft glow. Giving the store a warm, and welcoming feeling. The walls are decorated with artifacts and paintings from her native lands, and when asked about them she will happily explain what each is. Items of particular note: -- A block printed set of paintings containing an Owl, a depiction of a journey, and an image of people being chased by a bear. -- A large seal skin drum decorated around the borders with various fangs and claws, and its single drumstick made out of a rather large bone --A glass display case, tightly locked and hung up behind the counter containing the cash register displaying three Ivory bladed knives, each with a scenic image carved into the blade. The Second Floor Customers are welcome to eat and drink their tea on either floor, both offering tables for them to do so, or to socialize at. Upon heading up the staircase the store takes a sudden change. The pleasant scents of herb and spice give way to the soft power of blended incense and books. The upstairs in notably warmer than downstairs and has similar windows to achieve the same soft warm lighting. In the upper right corner of the store are various religious books for sale, mostly containing modern new age books. One shelf however is protected by bulletproof glass and is heavily locked. A note just below explaining that these are rare and expensive books, and are not for sale to the average person. Across from that sit several display cases. Most containing modern ritual items needed to practice the pagan faiths. 7 day candles, athames, various stones, stick and cone incense, and statues of various gods. Once particular cabinet however is dedicated to her people and their craft, and while a sign says none of the items in this cabinet are specifically for sale, interested customers can speak to her about having similar items made by a member of her tribe for them. It should be noted however that these items are not cheap as they are hand crafted and made of raw materials that were then worked in traditional methods to become the item seen by the customer. Across from the staircase in the center of the far wall is a small alcove. This area is used by local bands whom Unnuk allows to play in her store on weekends, and during the weekdays is used for poetry, or small class lectures depending on what day one arrives. The walls are decorated with simple brush painted nature scenes and the northern lights.
  3. Rise of the Blood Moon

    A note on the seven pointed star overlay. I purposely made the lines quite thick so that there's a lot of area to choose from. The locations don't have to be pin point accurate and some of the points and cross-overs obviously have more potential than others. You might note that the Empire State Building is in one of the cross-road areas. Figured that might be a hot spot. Remember these sigils can be anywhere, they don't necessarily have to be on the ground, but they still have to be in area that someone could work on them over and over again during a one month period or so.
  4. Rise of the Blood Moon

    We have to bear in mind that this is not a REAL BLOOD MOON, but an incredibly powerful spell that's amping a normal full moon. That in itself though could possibly still have some strange effects but not on the virus. The super-viruses don't get altered too often and if they do, it's rarely beneficial.
  5. Rise of the Blood Moon

    Updated the article with a location map of the sigils to provide a little more structure. They're placement is based on a seven pointed star, the locations at any point OR intersecting lines. This means there are 21 possible locations to choose from. Just communicate your finds in the discussion thread when the time comes.
  6. Rise of the Blood Moon

    It's a pretty open concept. I mean, threads can be crossed over and stuff like that. There's a timeline to the event so all these stories are running parallel. This is a major event that it is to be fixed into the site lore and so why not allow people to write their characters' into it? Become a part of history. Anyway, that's part of the idea. Even if someone just wants to write a story with their character watching events from a safe location is welcome to do so. If you want this event to simply be the backdrop for a story, then go for it. It's a unifying event. One of those moments that all characters can have in common. "What were you doing on Veterans Day 2019, when all hell broke loose in New York?"
  7. Rise of the Blood Moon

    One you start a story, please post a link to it in this thread. Thank you. NO CACKLING! ONLY HOOOOOOOOWLING!
  8. Rise of the Blood Moon

    RISE OF THE BLOOD MOON is a RESONANCE EVENT occurring on November 11th, Veterans Day, 2019. The LINKED RECORD contains all the information required for you to participate in this plotted adventure. This is the EVENT DISCUSSION/PLOTTING thread, but you are welcome to create your own if necessary. If you are unsure whom you would like to write with, please post your intent to participate here along with any ideas and preference for the setting if you have any. After you start a story, please post a link to it in this thread so it can be added to the list below. STORIES: SEVEN POINTS - (Open) Started by Slate Morrison; LOCATION: 3rd Ave., Midtown, Manhattan SOMETHING WICKED THIS WAY COMES - (Bakkhos - to be made Open later) Started by Matteo Carducci; LOCATION: Standard Hotel near Whitney Museum BLOOD MOON - Empire State Building - (Open to the brave!) The first sightings of lycanthrope have started the battle for New York's soul. PENULTIMATE - (Appropriately Open) Started by Rorye Shannon-Kearney; LOCATION: Book of Kells
  9. RISE OF THE BLOOD MOON

    THREADS STARTED FOR THIS EVENT: SEVEN POINTS - (Open) Started by Slate Morrison; LOCATION: 3rd Ave., Midtown, Manhattan SOMETHING WICKED THIS WAY COMES - (Bakkhos - to be made Open later) Started by Matteo Carducci; LOCATION: Standard Hotel near Whitney Museum BLOOD MOON - Empire State Building - (Open to the brave!) The first sightings of lycanthrope have started the battle for New York's soul. PENULTIMATE - (Appropriately Open) Started by Rorye Shannon-Kearney; LOCATION: Book of Kells RISE OF THE BLOOD MOON A RESONANCE EVENT Welcome intrepid resonated members. In honour of the recent All Hallows Eve we have prepared a ‘classic horror’ event of frightening proportions. As this event takes place during the period of the ‘full moon’. You will find an EVENT DISCUSSION THREAD for discussion and updates. INTRODUCTION The occurrence of the occasional ‘Sanguine Moon’ accompanies a plethora of celestial events in the resonated world. Even before it’s rise, Lycanthropes can sense it’s arrival, feel the bestial power itching beneath their human guise. It is a dangerous time but really no more so for the rest of the population, it is the Lycanthropes who are truly put at risk due to the increased rage of the turn. Heightened strength and an increased hunger for murder and mayhem may allow them to break precautionary bonds or ward off drug induced comas. Those that venture beneath the crimson moon will range further and rage longer than on any other night. Most people prepare themselves for the coming of the full moon, well aware that Lycanthropes may be prowling the streets. Law enforcers are ready, armed with silver weaponry able to take down these beasts but when the moon is red they are more resilient against the metal. Still, the frequency of the creatures are low and scattered across the continent. One is far more likely to fall down a manhole then get mauled by a raging Lycanthrope even during a Blood Moon. These creatures to do not roam in packs. They do not mass together, but for some reason, on this night, things are very different. Tonight, thousands of Lycanthropes descend upon New York. Blood thirsty and enraged beyond all sanity, the monsters exhibit a behaviour never seen before… they pack together. A horde of were-beasts descend upon New York with biblical wrath. They cannot be reasoned with. They cannot be deterred. It’s you or them. What will you do? TIME LINE The event occurs on, Monday, November 11th, that’s right, Veteran’s Day. It just so happens that’s when the full moon occurs in 2019 and the perfect time for a disaster. Hopefully your character(s) of choice are on the continent and healthy enough to participate during this time. The event exists within our setting and does not occur in an ‘Altered Universe’. Those character’s not participating in the event will still experience it in some capacity as it will become a fixed part of site history. EVENT STRUCTURE As this event occurs in ‘real-time’. It’s stories will exist in the appropriate site forums. Please post a link to your story in the EVENT DISCUSSION THREAD and it will be added to the tracker located in the first post of that same thread. The event has three stages which will occur at certain times of the night. Sunset is at 4:42 PM and Moonrise is at 4:36 PM, pretty much at the same time. You may structure your posts how ever you see fit. For reference please add the date: November 11th, 2019 to your first post. Please add the tags: EVENT and RISE OF THE BLOOD MOON Preferably we would like your stories to remain OPEN but you are more than welcome to write with whom ever you choose. LYCANTHROPE CHARACTERS For those of you with Lycanthrope characters, it should be made clear that the intent of this event is to have true "monsters" on the prowl in New York, the blood-moon leaves nothing of humanity in these lycanthropes. Feel free to portray your character as a completely savage animal without any "reasoning" or "personality" in their transformed form or to exclude the character from the event (perhaps they were away from NY at the time or felt something was coming and drugged themselves heavily etc) Don't worry - more fun events coming that your Lycanthrope can be a part of! 1. The Calm Before the Storm ( Anytime before 4:36 PM - Moonrise ) It is evening. The full moon will rise in a few hours and as usual people are little more wary of things that go bump in the night. Law Enforcement are on alert in preparation for any rogue were-beasts or other ‘lunar sensitive’ predators stalking the city. By contrast, responsible Lycanthropes are ensuring that their transformative selves are securely chained or sedated as to prevent them from harming others or being harmed. Those characters knowledgeable of celestial events through a sensitivity or a friendship with a Lycanthrope may be aware that the effects of this approaching full moon are somehow intensified. Were-beast tendencies are amplified, magical spells or artifacts swayed by the power of the full moon, stronger. All in all, a lot of people are edgy, but NONE, not even psychics gifted with the ‘sight’ are aware of the coming Blood Moon. It’s Rise is a complete surprise to everyone. Well, almost everyone. In this stage of the event, you ‘set the stage’ for you character’s participation in the story and establish what their role will be. This is an all inclusive event, which means that it is a series of simultaneously occurring stories which could possibly synch up. It’s really up to you. 2. Fight or Flight! ( After 4:36 PM ) A Sanguine Moon rises! Law Enforcement go on high alert. The media warns people to stay indoors as a precaution during this unpredictable time. Simultaneous with these warnings sounds of vandalism and bestial howls pierce the unnatural quiet of the tense city. Over the next hour hordes of were-beasts appear in the streets across the entire city. The frequency of the monsters is unprecedented. No one has ever seen so many in one place. No one ever believed their were so many, nor that they would ever instinctively pack and tolerate one another. Something is wrong. The majority of the were-beasts are Wolves, Coyotes and Bears due to the common predatory fauna of the North American East Coast. Mountain Lions and other uncommon animal-types to the area exist, but are infrequent. It would be extremely rare to come across three Were-Tigers at the same time or even separately over the course of the night. Academics and mystics alike will postulate the sudden meaning of this ‘pack mentality’ and what it means. The were-beasts are not working together but merely not attacking each other as they normally would. They are indifferent to all but their prey and everything is pissing them off. Anything that makes noise, moves or flashes light attracts their rage. They are tearing the city apart and killing anything that isn’t a were-beast crossing their path. This is the part of the story where our characters find themselves caught up in the nightmare. In what capacity is entirely up to you. The city is under siege. City law enforcement and Vanguard support patrols are overrun. Other members of the Vanguard and the Order of First Light are being called in. It’s pandemonium in the streets. Two of the main questions people are asking themselves are: Where in the hell did all these were-beasts come from? They are not supposed to form packs. Is it the moon? 3. That’s No Moon! ( After 6:15 PM ) At this point in the story it occurs to someone, somewhere, to call a relative who happens to live out west and see how they’re fairing with this ‘Blood Moon’. “Blood moon? What are you talking about?” The relative says and goes on to prove via the exchange of a video that the moon is in fact, not red where they are. In fact more calls, from people outside of the greater New York area are calling in and inquiring about the weird event on the news, exclaiming that the moon is NOT red. The media jumps on this and broadcasts that, “The Blood Moon is a localized event! Something is causing it.” Now perhaps your character learns of this another way. It’s entirely up to you. They just won’t know it before 6:00 PM at the earliest. Everyone watching the news learns that the Blood Moon is a massive illusion able to send were-beasts into a frenzy. But what’s causing it? What’s generating the illusion? What’s attracting all the were-beasts from miles away and above all why? These are the questions a heroic character has to solve or they might just stumble serendipitously upon the answer. At specific places in New York have been etched elaborate sigils. Each is three feet in diameter and would have been taken months to create. Their are seven in total, located at places where ley-lines cross, places where strangely, all of New York’s grandest buildings and monuments are located. The locations exist any cross-over or point of this seven pointed star over Manhattan: Remember there are SEVEN SIGILS. The areas DO NOT have to be symmetrical. Choose which ever area you want and perhaps, other stories may cross into your own based on that choice. It's up to you. Please make sure you communicate your character's discoveries in the EVENT DISCUSSION THREAD. To dispel the incantation, ALL, seven magic circles have to be marred, but take care. These sigils are attracting the beasts and they will defend them if the magic is threatened. The reason for the SEVEN POINTED star and it's discover is entirely up to you. This can be figured out during the event or after. Can be used to find other sigils or your character may use other means. It's all up to you. 'THE WHY?' — THE OUTCOME. This will be revealed at a later date. The participants of the event can speculate, but none will be the wiser. Further analysis of the sigils will reveal them to be terrestrial and stemming from a combination of arcane arts hailing from Russia, Germany, Bulgaria and Romania. It is not magic commonly employed by members of the Order of First Light nor ARMA. This ties in with the ever growing popularity of 'Ritual Magic' and the Human potential of harnessing the power of the arcane arts through the use of components, ritual and sacrifice. The Human use of magic is rising threat, as these people tend not to respect the power of magic and it's influences. Magic is just another commodity to them, a way to control the masses. Your characters may have suspicions along these lines, they can even jump to conclusions, but as yet nothing as been set in stone as an outcome of this event. IF YOU ARE BITTEN In the amped up state of the lycanthropes, the virus becomes permanent in just 8hrs not the normal 24. Also because of the acceleration of the infection anyone with abilities or magic is likely to have nothing of their former abilities remaining in their new lycanthrope form. After that they are the same as other Lycanthropes.
  10. Kells

    Yes. As the site evolves and so too does our world the 'altered' no longer solely control the sway of magic. It was really only a matter of time (well, quite literally). Humans have long since dabbled in the arcane arts, long before the Resonance, so how can their influence over it be excluded? The ORDER OF FIRST LIGHT and ARMA have long since believed they held a monopoly over incantational magic, that the manuals and ancient scripts were alone their domain. No longer. Humans are now touching upon the use of magic. It's possible, but unable to generate mana like many of the 'Altered' in our world, they need to rely upon the energy of components and sometimes, unfortunately, their own life force. Such is the disadvantage of being Human, but there is also advantage in the neutrality of their essence, in that they can, through intense lucubration, master an incantation or two of ANY field (they are not bound to a specific area as Magus practitioners are). A simple cantrip (for Magus) or even more powerful magic best left to Magus and Fae. Humans have tapped into the realm of 'Arcane Magic'. Eye of newt, hair of a one-eyed murderer and all that — the use of extremely rare items, potent with minuscule amounts of mana to produce magical affects. This means our society is NOW at a crossroad. One that we need to role-play to develop. Is our society so complacent of magic that the dabbling of Humans would be readily accepted? Will the Order and ARMA now keep a closer eye on shops like Kells to keep tabs on the clientele? I'm sure characters like Rorye are all up for exploring the 'Policing of Magic' and the 'Evolution of the Human magic-user'. Will the Order of First Light consider putting bands on certain kinds of plants? Flagging the use of certain elements? Will there be serious repercussions in the distribution of rare artifacts and ancient relics deemed potential components of magic? There are a lot of questions out there that need answering, debates (in my opinion) best left up to our creative minds through the medium of story.
  11. Chancellor Salvatore Avara

    Originally a DISPOSABLE Character designed as a representation of one of the Vatican's INQUISITORS he has now evolved in site canon and is the Chancellor of Relations and Affairs for the New York Chapter; second in charge after the OVERSEER. He was part of an INQUISITION team comprised of two other individuals which are referred to as a TRINITY. A former SWORD, Salvatore is representative of that part of the trio, the 'DIFESA' or SHIELD is Kosta De Cerbo, and the 'PROPHETA' or EYE is Marellis Severin. This character and the two co-stars work as team. ​He is listed as CO-STAR due to the fact that he primarily exists in this capacity but this character also has an member account: @Salvatore Avara APPEARANCE His deep voice possesses a strong Italian accent, but even before he speaks one can detect his heritage. Ruggedly good looking, at 6'4" and a solid 225 lbs he is an imposing man. His hair is thick and black, penetrating pale green eyes push through crowds and his strong jaw is partially obscured by a trimmed beard. When working he prefers to wear the fine suits of his homeland. Like most of the Order he proudly sports it's emblem on his lapel and proudly wears their signet ring. PERSONALITY Salvatore can best be described as indomitable. He is a man who has never known defeat, or has so rarely encountered it that he can't recall a single situation when he wasn't on top. Aggressive and imposing he usually get's what he wants when he wants it but when satisfied can be quite gracious to those who have assisted in elevating him to his current standing. Those who cross him, however, should be sure to never turn their back. Charismatic and a natural leader he has been a prominent figure in the Order since the Resonance but the stories of his exploits are not widely known, especially in North America. He uses his intellect first, ALWAYS concocting a plan before striking. He is a tactician, but does struggle with a hot temper, which he realizes can be exploited. PERSONAL BELONGINGS He carries the usual paraphernalia one might find rummaging through their pockets, but he does possess a few magical relics on his person. One of them is a ring, a very rare ring that enhances his skills when it comes to arming or disarming magical wards. When this is combined yet with the magic of Kosta De Serbo there are very few magically sealed portals that they cannot open. ABILITIES --------------------------------------------------------------- ELEMENTALIST — EARTH --------------------------------------------------------------- LOW LEVEL - Unlimited Castings --------------------------------------------------------------- SAND BODY The caster's body, clothes and possessions become sand. It is a willed instantaneous transformation that lasts for half of an hour but instantly dispelled and required to be recast once the caster becomes flesh. Body Weight: 400 lbs. Casting spells is limited in this form. In this form the magus is a 'sand-man'. Very fragile but able to break apart and sift through small openings, moving as a vibrating mass at speed no greater than a quick walking pace. Water impedes progress but does not break the structure apart. In this form the caster is basically sand, able to blend into sand and cannot be destroyed but can easily enough be smashed to nothing repeatedly. It is not a form with a strong offence and in this form the caster cannot manipulate even the smallest of objects with his fragile fingers. If this sand body is scattered by wind or water it can take up to twenty four hours for the caster to fully reform and not every particle need to be reassembled. It merely takes extra time for the magus' body to reconstitute without access to his 'full form'. SHIFTING SANDS In deserts and sandy-scapes the caster is able to 'shift sands' beneath his feet and move as if on a conveyor belt. He can reach speeds of up to seventy kilometres per hour and manipulate sand to form bridges up to fifty feet in length, lasting only seconds before they crumble. He can travel like this for an hour before the spell has to be 'recharged'. This spell can be used even when the caster is in an 'elemental form'. DISPLACE EARTH Anything comprised of a mineral (stone or iron) can be displaced. Up to one hundred square feet can be crudely reformed to produce such things as a tunnel or reshaped into a bridge or tower. He must touch the object to be effected and maintain contact. Ten square feet per minute can be reformed so the a full one hundred square feet will take ten minutes. The manipulation is permanent. Alloys take twice as long. SHIMMERING SANDS This spell instantly transforms sand and stone into glass and allows the manipulation of it's shape. Incredibly complex forms can be produced so long as the caster has all the angles and in's and out's of the object committed to memory. Depending upon the detail of the constructs they can be produced in seconds or they may take hours. A shard of glass is nearly instantaneous and he could produce hundreds of razor sharp glass shards of varying sizes in moments, either fixed to the ground or from a ceiling to fall as a deadly crystal rain. Glass shards can also be forced to spring from the ground with deadly force. Shards can be shot as far as fifty feet, maximum force dwindles after twenty five. Range: 75 feet. Area of Effect: 125 square feet. DISINTEGRATE I Within a ten foot radius of himself, all minerals consisting of multiple targets (maximum 2 cubic feet each) he targets can be turned to dust. This naturally makes it nearly impossible for him to be harmed by any sort of physical projectiles. --------------------------------------------------------------- MID LEVEL - 12 castings --------------------------------------------------------------- STONE BODY The caster's body, clothes and possessions become stone. It is a willed instantaneous transformation that lasts for half of an hour but is instantly dispelled and required to be recast if the caster prematurely becomes flesh. Body Weight: 600 lbs. Casting spells is limited in this form. In this form the magus looks like a stone statue. He can move, but quite slow. All his senses work normally despite the fact they're made of rock with the exception of taste and his sense of touch is dulled. He also feels no pain and does not need air. In this form he can press as much as 3000 lbs above his head. In this form he can still cast spells. If completely destroyed, the remains simply absorb into whatever minerals are around and will eventually reassemble. This can take up to 48 hours. He cannot be destroyed in this form. SINKNG SANDS Any surface comprised of mineral, be it stone or metal can be transformed into quicksand. The maximum area of effect is seventy five square feet, but he is also able to conjure up to ten smaller areas (up to a twenty foot radius) and cast them simultaneously in different directions up to one hundred feet away. The transformation is instantaneous and the victim will immediately sink into the floor to their waist. So long as the person does not struggle they can stay afloat for close to half of an hour. The magus is able to control the density of the quicksand and also reform it back to it's original state at will. METAL TO STONE The magus can transform any any metal into a form of stone or sand but not the other way around. He can change an iron door into sand with a touch of his hand. The maximum amount of metal that can be changed is ten cubic feet. It cannot be changed back. ELEMENTAL OSMOSIS The magus is able to pass through any one mineral. The spell lasts for half an hour and the speed at which they can move is 5 inches per minute, thus it takes approximately two minutes to pass through a 1 inch thick steel door. ERUPTION The magus can generate explosions from under ground. Rock and earth is spewed upward with crippling force from one foot diameter area. People wary of the explosive spell will be able to take note of the underground glow and tell-tale rumbling seconds before the explosion. The blast range of each eruption is ten feet allowing able bodies to jump out of the way unscathed. The explosions leave a three foot diameter, two foot deep crater. One casting allows the magus to generate up to five explosions. Range: 75 feet. Duration: 5 minutes. The magus can set the explosions off one at a time are place five in different locations at the same time. The explosions CANNOT over lap to create a more forceful blast. The magus also has the option to make the explosions dormant so that they have to be stepped on to trigger them (like a land mine). The only tell-tale sign of these hidden explosive would be their magical aura or if one were observant enough notice that there is a very faint magical symbol about the size of a quarter over the mine. The explosions cannot be cast on a vertical surface. The 'mines' will last for twenty four hours. --------------------------------------------------------------- HIGHT LEVEL - 2 castings ---------------------------------------------------------------ABILITIES --------------------------------------------------------------- ELEMENTALIST — EARTH --------------------------------------------------------------- LOW LEVEL - Unlimited Castings --------------------------------------------------------------- SAND BODY The caster's body, clothes and possessions become sand. It is a willed instantaneous transformation that lasts for half of an hour but instantly dispelled and required to be recast once the caster becomes flesh. Body Weight: 400 lbs. Casting spells is limited in this form. In this form the magus is a 'sand-man'. Very fragile but able to break apart and sift through small openings, moving as a vibrating mass at speed no greater than a quick walking pace. Water impedes progress but does not break the structure apart. In this form the caster is basically sand, able to blend into sand and cannot be destroyed but can easily enough be smashed to nothing repeatedly. It is not a form with a strong offence and in this form the caster cannot manipulate even the smallest of objects with his fragile fingers. If this sand body is scattered by wind or water it can take up to twenty four hours for the caster to fully reform and not every particle need to be reassembled. It merely takes extra time for the magus' body to reconstitute without access to his 'full form'. SHIFTING SANDS In deserts and sandy-scapes the caster is able to 'shift sands' beneath his feet and move as if on a conveyor belt. He can reach speeds of up to seventy kilometres per hour and manipulate sand to form bridges up to fifty feet in length, lasting only seconds before they crumble. He can travel like this for an hour before the spell has to be 'recharged'. This spell can be used even when the caster is in an 'elemental form'. DISPLACE EARTH Anything comprised of a mineral (stone or iron) can be displaced. Up to one hundred square feet can be crudely reformed to produce such things as a tunnel or reshaped into a bridge or tower. He must touch the object to be effected and maintain contact. Ten square feet per minute can be reformed so the a full one hundred square feet will take ten minutes. The manipulation is permanent. Alloys take twice as long. SHIMMERING SANDS This spell instantly transforms sand and stone into glass and allows the manipulation of it's shape. Incredibly complex forms can be produced so long as the caster has all the angles and in's and out's of the object committed to memory. Depending upon the detail of the constructs they can be produced in seconds or they may take hours. A shard of glass is nearly instantaneous and he could produce hundreds of razor sharp glass shards of varying sizes in moments, either fixed to the ground or from a ceiling to fall as a deadly crystal rain. Glass shards can also be forced to spring from the ground with deadly force. Shards can be shot as far as fifty feet, maximum force dwindles after twenty five. Range: 75 feet. Area of Effect: 125 square feet. DISINTEGRATE I Within a ten foot radius of himself, all minerals consisting of multiple targets (maximum 2 cubic feet each) he targets can be turned to dust. This naturally makes it nearly impossible for him to be harmed by any sort of physical projectiles. --------------------------------------------------------------- MID LEVEL - 12 castings --------------------------------------------------------------- STONE BODY The caster's body, clothes and possessions become stone. It is a willed instantaneous transformation that lasts for half of an hour but is instantly dispelled and required to be recast if the caster prematurely becomes flesh. Body Weight: 600 lbs. Casting spells is limited in this form. In this form the magus looks like a stone statue. He can move, but quite slow. All his senses work normally despite the fact they're made of rock with the exception of taste and his sense of touch is dulled. He also feels no pain and does not need air. In this form he can press as much as 3000 lbs above his head. In this form he can still cast spells. If completely destroyed, the remains simply absorb into whatever minerals are around and will eventually reassemble. This can take up to 48 hours. He cannot be destroyed in this form. SINKNG SANDS Any surface comprised of mineral, be it stone or metal can be transformed into quicksand. The maximum area of effect is seventy five square feet, but he is also able to conjure up to ten smaller areas (up to a twenty foot radius) and cast them simultaneously in different directions up to one hundred feet away. The transformation is instantaneous and the victim will immediately sink into the floor to their waist. So long as the person does not struggle they can stay afloat for close to half of an hour. The magus is able to control the density of the quicksand and also reform it back to it's original state at will. METAL TO STONE The magus can transform any any metal into a form of stone or sand but not the other way around. He can change an iron door into sand with a touch of his hand. The maximum amount of metal that can be changed is ten cubic feet. It cannot be changed back. ELEMENTAL OSMOSIS The magus is able to pass through any one mineral. The spell lasts for half an hour and the speed at which they can move is 5 inches per minute, thus it takes approximately two minutes to pass through a 1 inch thick steel door. ERUPTION The magus can generate explosions from under ground. Rock and earth is spewed upward with crippling force from one foot diameter area. People wary of the explosive spell will be able to take note of the underground glow and tell-tale rumbling seconds before the explosion. The blast range of each eruption is ten feet allowing able bodies to jump out of the way unscathed. The explosions leave a three foot diameter, two foot deep crater. One casting allows the magus to generate up to five explosions. Range: 75 feet. Duration: 5 minutes. The magus can set the explosions off one at a time are place five in different locations at the same time. The explosions CANNOT over lap to create a more forceful blast. The magus also has the option to make the explosions dormant so that they have to be stepped on to trigger them (like a land mine). The only tell-tale sign of these hidden explosive would be their magical aura or if one were observant enough notice that there is a very faint magical symbol about the size of a quarter over the mine. The explosions cannot be cast on a vertical surface. The 'mines' will last for twenty four hours. --------------------------------------------------------------- HIGH LEVEL - 2 castings --------------------------------------------------------------- DISINTEGRATE II Anything mineral (inorganic) can be reduced to loose sand with a touch. The spell effects up to twenty cubic feet. The effects are permanent and cannot be reversed. SHATTERING STRIKE The magus chooses their target and stamps their foot into the earth. A crack radiates from it at incredible speed racing toward the chosen site where the earth will literally shatter. Within a one hundred foot radius of the impact zone a crater forms. The ground shakes and falls apart into a massive hole approximately sixty to eighty feet deep. Up to five hundred feet away, the ground quakes and smaller sink holes may appear depending upon the stability of the area. METAL BODY The caster's body, clothes and possessions become a form metal usually the strongest alloy possible. It is a willed instantaneous transformation that lasts for half of an hour but is instantly dispelled and required to be recast if the caster prematurely becomes flesh. Body Weight: 900 lbs. Casting spells is limited in this form. In this form the magus looks like a metal statue. He can move, but quite slow. All his senses work normally despite the fact they're made of rock with the exception of taste and his sense of touch is dulled. He also feels no pain and does not need air. He is able to press as much as 6000 lbs above his head. If completely destroyed, the remains simply absorb into whatever minerals are around and will eventually reassemble. This can take up to 48 hours. He cannot be destroyed in this form. --------------------------------------------------------------- LENGENDARY - 1 casting - 100% drain --------------------------------------------------------------- CATACLYSMIC ERUPTION Within a range of three hundred feet the magus can generate a powerful explosion of earth and rock that will cover a one hundred foot radius and cause minor damages for up to another three hundred feet away. At the epicentre, debris flies from the ground, shooting up to one hundred feet into the air. The blast is not instantaneous, there are warning signs such as tremors and cracks giving all those in the area at the most five minutes to get to safety. It takes at least three minutes to cast this spell and there can be no distractions. After it is cast, the eruption takes five minutes to reach critical mass then explodes. SKILLS Being from another time, Salvatore is knowledgeable with those skills associated with medieval times. He is extremely well read, knowledgeable in the classics and experienced in modern warfare through the military life of the man who was Salvatore Avara. As a soldier Salvatore is well trained in hand-to-hand combat and firearms. His otherworldly heritage endows him exceptional fighting skills with sword, dagger and fist thus even without magic he is a formidable adversary. Can speak Italian, English, Latin, Greek, Spanish and German. HISTORY Who he was before the Resonance hardly compares to whom he became. Salvatore Avara was a colonel in the Italian army who was possessed and completely taken over by the spirit of what is rumoured to be one of the original members who created the ancient Order of First Light. It is because of this transformation that he would be considered a Metahuman. No one know's his true name, but there are some who believe he may be one of the infamous dark magus that had tried to bring down the the Order centuries ago. His power is rivalled by few and he uses it to ensure that the European vision of The First Light is not tainted by the 'free-thinking' magus of North America. Of course, after some time among them, Salvatore found himself enjoying his freedoms away from the thumb of Rome. Unable to adequately deal with the rebel faction known as ARMA the New York Chapter's position of Overseer was presented to . He became the second in charge, his title changing to Chancellor of Relations and Affairs.
  12. Pharos - NY - Solstice Davies

    What is this Character needed for: This is an established Pharos Canon. By portraying her you start off with a Grade 6 agent with a rich history in the faction and a few ties to the Wards themselves. We will allow her abilities to be elaborated upon, perhaps slightly modified but she is not meant to be more than a physically enhanced person. You may add to her history but not alter what has already been set. APPEARANCE: Solstice stands 5’7” tall and appears to weigh approximately 125 lbs, which is more like 135 lbs due to her enhanced physiology making her muscles and bones denser. She has a curvaceous, athletic physique, shoulder length light blonde hair and bright blue eyes. Being of an Irish - Russian descent, her skin is pale and she has been blessed with an attractive combination of features typical of her mixed heritage. PERSONALITY: People who know Solstice well would describe her as, above all, loyal and meticulous to the point of being overly self-critical. It is this striving for perfection that can make her neglectful, especially of her friends which is why she only has a few. Some might even call her ‘thoughtless’ at times but in truth she is a very caring person who simply loses sight of what’s important. Most of the time she prioritizes her work above all, a defence mechanism that began after her mother died, compounded years later by her father’s death. She is devoted to Pharos and the Ward family who have since taken her into their circle. She is quite close with Connor MacBride, the lead agent of the New York Branch and Director Stone is like an uncle, or as close to as the man could be. The Wards are very secretive clan and have always kept to themselves, thus Solstice has always been kept at arm’s length from the family’s inner workings. Because her father was killed by a Lycanthrope (specifically a Werewolf) Solstice, above all, hates their kind. She has no tolerance for any ‘Altered’ that cannot control their change and are therefor a threat to all those around them. Little does she realize that her mentor, Stone Ward has been a Werewolf since the beginning of the Resonance. History: At the tender age of 18 (2007), straight out of high school Solstice was accepted into the prestigious Ward Foundation at Cooper Union in New York. It had been nearly half a century since the organization took on a student trainee but then the name of Davies had echoed through those hallowed halls for longer still. She was not under qualified, every bit as competent as her late mother of whom she had inherited this legacy. When she was sixteen her father picked her up at school one day. His face was grey, eyes red. Something was wrong. The funeral was the next day. Her mother, Dawn, had died in the field. A car accident while assisting in the transport of a priceless artifact. She would not know the truth until a decade later, that her mother, an agent for Pharos had been on assignment to protect the shipment. They were ambushed by a rival organization. She was shot and died in the line of duty. Director Stone Ward watched over Solstice after that. Her mother and father were dear friends. He arranged for her admission to Dartmouth in Vermont and during the Summer she worked at Cooper Union as an inventory assistant. Each year her responsibilities increased, her clearance expanded and with it her knowledge of Pharos. In the footsteps of her mentor, Director Ward, Solstice was on her way to achieving degrees in both business and anthropological science. It was in her third year that her father, Bryson Davies urged her to leave Ward Foundation and make her own way in the world. The reason behind his fears would never be truly known as the Resonance washed across the world and everything changed. Bryson would become one of the many casualties of the new world, killed by what would become known as a lycanthrope. Her education interrupted as the world struggled to endure, at the age of 21, Solstice was prematurely indoctrinated into the secret society of Pharos. Her education would continue as an Agent. It was trial by fire. Solstice proved herself every bit as competent as her mother and beyond. Her enhancements had made her stronger, faster and more durable allowing her to contend on equal par with the new menaces of the world. The truth of her mother would become apparent and new pride would stir in her heart knowing that she had followed in her footsteps. In the years to follow Solstice rapidly advanced in rank. While her close ties to the Director and the Ward family might have insinuated nepotism her competency and exceptional performance dispelled any notion of it. By 2017 she had achieved Grade 6 level, and completed her degrees from Dartmouth. Later that year she was appointed orientation leader for new recruits for the New York branch. It was a very short list. Pharos has always been very particular of their agents which are always personally selected. Among the initiates was a Doctor Atticus Gale, whom had been hand selected by Director Stone. Currently she spends most of her time at the Cooper Hewitt, Smithsonian Design Museum located in Manhattan. It’s unknown sub-levels harbour many secrets and her current assignment is to safeguard these treasures as well as perform field work. She possess a cover as an employee of the museum but her identity remains the same. All of the staff members work for Pharos. SKILLS: Curating/Archiving - All members of Pharos possess in varying degrees the skills to organize and look after historic collections. Solstice is an exceptional curator. Anthropology Degree, Masters Business Degree Hand-to-hand Combat Training - Combative skills equal to a police officer. Firearms Training - Skilled with both a handgun and rifle. Swimming - Was on the Dartmouth Swim Team. ABILITIES: Enhanced Physiology Solstice’s change was purely physical. She is stronger, faster and more durable than a man twice her size. Her body also heals faster, approximately three times that of a normal Human. She can also mend broken, even shattered bones (within the time that a normal human would mend a cracked bone) and heal internal damages that might otherwise require surgery (Please note that she does not have much of a concept of her healing ability. How often are such things really put to the test? Suffering injuries is painful and thus she avoids it like anyone else). She is also resilient to drugs and toxins, requiring three times the dosage to produce the 'normal' affect. In short, she needs to be administered an excessive amount of poison for it to threaten her life. She can also hold her breath for up five minutes while under physical stress, ten minutes while calm.
  13. S.C. President Jackson Davenport

    I speak today in an hour of national peril and national opportunity. We shall have to test whether a nation organized and governed such as ours can endure. The outcome is by no means certain. The answers are by no means clear. All of us together--this Administration, this Congress, this nation-must forge those answers. My remarks, therefore, will be limited. But they will also be candid. To state the facts frankly is not to despair the future nor indict the past. The prudent heir takes careful inventory of his legacies, and gives a faithful accounting to those whom he owes an obligation of trust. And, while the occasion does not call for another recital of our blessings and assets, we do have no greater asset than the willingness of a free and determined people, through its elected officials, to face all problems frankly and meet all dangers free from panic or fear. Jackson Davenport was born and raised in the state of Georgia, a southerner through and through. He obtained a law degree from the University of Georgia School of Law and eventually became a Prosecutor Attorney, taking on the toughest cases of his time. He went toe-to-toe with organized crime families, took on White Supremacists and near single handedly increased the severity of punishment for underaged offenders. He would go on to become one of the most notorious judges of the state, so much so that he earned the name of Iron Jack. When the RESONANCE came, Davenport was on the front line ensuring that laws would be put in place to hold their fragile society together. He helped forge the Southern Coalition and it was partly by his influence that the popularity of the Vanguard soared in the state of Georgia and flourished in the south. When Iron Jack entered his name in the running it came of no surprise who would become President of the South. A large part of his campaign was elevating the pride of Humans in this ‘empowered’ world. With a genius level intellect and a mind blowing wealth of knowledge some often make the mistake of thinking him ‘inhuman’. In such cases Davenport never fails to remind people that just as sure as he born in the south, he’s Human through and through. That said coupled with the well known fact that he’s a staunch supporter of the Vanguard defines his platform. “There is no tolerance for those lacking human heritage in the south.” With or without the title of President, Jackson Davenport is one of the most powerful and influential people in the Southern Coalition. He believes in the Tri-Americas as it stands and cares nothing of unifying the country in his life time. Iron Jack is all about fortifying his nation, making it’s laws ironclad so that future generations (should their hearts so easily bleed) will never be able to easily strip down and bastardize all his work. He strives to preserve the Human Race by tempering it with the strength of Altered Humans and pushing out the tainted Metahumans and Magus.
  14. F.W.A. President Leighton Holt

    Three months have passed since I talked with you shortly after the adjournment of our newly appointed Congress. Tonight I continue that report. Recently the most notable public questions that have concerned us all have had to do with industry and labor and with respect to these, certain developments have taken place which I consider of importance. I am happy to report that after years of uncertainty, culminating in our economic collapse of 2011, we are bringing order out of the old chaos with a greater certainty of the employment of labor at a reasonable wage and of more business at a fair profit. These governmental and industrial developments hold promise of new achievements for the Federation of Western America. Leighton Holt was born in Seattle, Washington. The product of a competitive family she was driven to succeed and in time rose all the way to the seat of governor. An office she held until the time of the Resonance. It was only after the formation of the Federation of Western America that a long presumed dead Holt emerged from the ashes of the old world to ignite the new. Integral in the restoration of the West the New World Defense Division was her brainchild. The development of a corporate military division to stabilize and protect the remaining western states. The conglomerate was quick to assume control over the existing government and push aside all that Holt’s council hoped to accomplish. Years later she would run against the Director Primus of the N.W.D.D., Sasha Starling and defeat her for the presidency of the F.W.A. The government she had envisioned had finally come into being, unfortunately the N.W.D.D. was now a keystone in the structure on the Federation. It could not easily be removed and so she moved the head government to San Diego to differentiate the presidency from the director primus. President Holt is a tall woman, her light brown hair beginning to grey. She is a healthy sixty-something, exercising regularly, eating a healthy diet. Proud to devote herself to fitness she yet embodies many of the philosophies the N.W.D.D. It was after all built upon her ideals but she does not believe in the economic head-lock the corporation imposes upon the Federation. In that she ever locks horns with the Director Primus and civil unrest has been steadily on the rise for many years before she was even elected. Leighton Holt is not ‘Human’, though she passes herself off as one. By all rights she is as the changes imposed upon her from the Resonance are hardly significant. She can ‘sense’ the presence of what could only be described as ‘magic’ and when required exert her will to perform minor manipulations of her environment. In short, she’s a Magus, but untrained and unknowledgeable of her race, or the power it possesses.
  15. E.A.A. President Dean Stanley

    "In opening our vast domain to alien elements the purpose of our lawgivers was to invite assimilation, and not to provide an arena for endless antagonism. The paramount duty of maintaining public order and defending the interests of our own people may require the adoption of measures of restriction, but they should not tolerate the oppression of individuals of a special race. I am not without assurance that the Southern Coalition, will meet us halfway in devising a comprehensive remedy by which effective laws may be devised." A hero for the people, his campaign slogan. In a time where people need to be inspired by more than words Dean Stanley stood out among the presidential candidates. Standing six and half feet tall he literally dwarfed them. His deep resonating voice thundered across the spectators winning them over with it’s sheer power and conviction. During his time at Nortre Dame, he was the man with the golden arm. Star quarterback and All-American, he took the team to victory five straight seasons. After fans learned the his middle name was Rayne, the nickname ‘Rain-maker’ quickly ensued. Supporters chanted it during the election. His competitors mocked his size and physicality by super-imposing his face on posters of Captain America, saying to the Easterners, “Are you ready to follow a comic book hero?”. Stanley didn’t just ignore the comments, he embraced them, dressing up as the super-hero to visit sick children. He looked every bit the part and from then on his popularity took off and he soared through the polls and into the hearts of Eastern Americans. President Stanley is a true man of the people. All people. He envisions a world where the Altered and Un-altered can live together in peace. He strives to unite the Order of First Light and the Vanguard under the banner of the Eastern Alliance and popularity polls list him as the one true president. Citizens of the Souther Coalition and Western Federation who believe in a United America see Stanley as their president. For political reasons, Dean Stanley passes himself as Human. He could not have become president otherwise, people simply were not ready to elevate a non-human official to such power. Supported by his staff, they tirelessly work to protect his secret. It was a necessary deception, one he will not allow the Easterners and the whole of the Tri-Americans regret.