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  • Zeph

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    1. Zeph

      Goals

      ~Manifesto~ 'Our task is to preserve the secrets of magic, to utilize its gifts to maintain peace and order in the world. We are the gifted, and so we must cherish this gift and guard its secrets jealously. We are the protectors of humanity, and stewards of the world. We are sworn by a Sacred Oath to serve the demands of magic, of the world and each other.' Preservation of Magical Knowledge The Order retains the largest library and general knowledge base regarding the theory and application of magical power, not only from the use of spells but where the powers of Empowered Humans and special artifacts are concerned as well. It is suspected that a large amount of this predates the Event somehow, though this has never necessarily been proven, nor will the Order confirm it to outsiders, as all of their initiates are sworn to secrecy. This information is fiercely guarded, especially any information regarding the care and training of young Initiate magi - the Order has no interest in allowing other groups the required knowledge to train mages in their place. Defense of the Innocent One of the major public goals of the Order has always been the protection of innocent people from supernatural threats. As such, the Order can sometimes be seen as a sort of replacement for INTERPOL where magic and monsters are concerned, with the majority of their local groups having struck deals of some kind with local governments to serve as a special purpose police force, handling rogue mages, demons, and various threats that the ordinary police are poorly equipped for. Recent conflicts with ARMA, however, have called the sincerity of this goal into question for many, particularly in New York, against the rebel group's claims about the Order's true intentions. Extermination of Threats Whatever the Order's eventual vision for the world, creatures such as the Infected and the more dangerous inhuman creatures are certainly not among them. The Order is hardly as xenophobic as other groups, however where less-than-reasonable threats such as those under the influence of the superviruses are concerned, the Order's official policy is simple: Extermination. Where intelligent extraterrestrials are concerned, especially creatures like demons, the Order's policies are more difficult to pin down. Many of these races are governed by rules that allow them to be influenced, even captured and bound by magic. The Order has been known - if only anecdotally - to dabble in such work, though once kept out of the public eye it now seems the public is growing more aware of the darker side of the Order. Control of Magic For all the softer image they often attempt to project, the Order has a definite authoritarian attitude where all magic is concerned. Be it powerful artifacts, locations of power, or burgeoning magical talent, the Order always seeks to be the first one there and the only one to control it. Their vaults of artifacts are enormous, and competition with other groups that study them is often fierce, though rarely violent. It is with unaffiliated (or Rogue) mages that their influence is often seen to be the most harsh: Anyone discovered to have the talent of a Mage is brought in to the nearest Order branch, sometimes by force, and pressured into joining if necessary. What happens to those who refuse depends on the branch in question. New York was, for the time it remained loyal, one of the more lenient branches - mages who refused to affiliate had their powers dampened to protect the city from runaway power. In other places... there are many rumors, many of them less than pleasant. The Rebellion For the first four and a half years following Resonance, the Order was seen as a positive force in the world, if one with its share of quirks and shadowy dealings. Their defense allowed the formation of many nations and earned them great favors within the governments, giving them an extraordinary amount of near-global influence. That began to shake in 2015 however, with the apparent defection of two Archmagi, one the former Arch or the New York Branch, long the largest single group of mages in the Order. The defection - prior to the apparent death of both of those defectors at the hands of the Order's secret Inquisition - cast many of the assumptions about the Order's benign if heavy-handed tactics into question. It wasn't until 2016 and the defection of nearly the entire NYC branch that these fears were given true definition. The Darkness Within... ARMA claim now that the Order's goals have been dark from the start. That their attempt to dominate not just the understanding of magic but the most powerful centers of belief in the world (financial, religious, historical) is all in the service of a dark goal - a great ritual, the creation of a great army of their own to bring all the world under their true influence. This has, of course, been thoroughly denied by the Order, but while they aided many, their secretive nature worked enough against them in this way that there were always many willing to believe the worst. Now there are cracks that even the public can see in their facade. Hushed whispers now wonder if it is the Order that is behind the disappearances of Magus around the world while others speculate if they are responsible for the experimentation labs that have been pressing forward for 2 years now.
    2. Zeph

      Zombies

      A Zombie is humanoid that has been infected by the ‘morteximius-virus’, otherwise known as the ‘zombie super virus’. It DOES NOT turn animals into zombies they just die horribly from the virus. Most member-characters are, for the most part, humanoid and so most are susceptible to the 'undead transformation'. Unless otherwise stated no one is immune to morteximius-virus. If bitten, or a substantial amount of blood-to-blood or blood-to-saliva contact is made a person will contract the virus. They then have a 12 hour window to obtain an anti-viral which will reverse the effects of the virus. This is not an by any means a quick cure. The virus takes a serious toll on the body and most people are completely incapacitated by the anti-viral whether they have been infected or not. UNDEAD TRANSFORMATION If a Humanoid being does not receive anti-viral treatment within 12 hours after infection they develop an incredibly hot fever and die within an hour to half of an hour. An hour or two later the body descends into undeath and rises a zombie. THE MORTEXIMIUS-VIRUS Of the three super-viruses this one is strangest. This is because it effects the ‘dead’. How it works is beyond the scientific community but when the Nevus first appeared and it like the other two were temporarily air-born, it resurrected cemeteries by seeping into the ground with the rain. How did it actually get into the coffins? This still isn’t known and is a constant source of worry for people like Doctor Atticus Gale who has studied the creatures since the beginning. Months after the initial ‘event’ the zombie-virus seemed to be restricted to the host bodies, but every so often, through the years Doctor Gale and his colleagues have documented the random risings of cemeteries. Spores are a mutually accepted idea but there is yet absolutely no proof to support this theory. Only the 'dead' are effected and much of the community is beginning to lean toward the idea that the Nevus itself is generating these spontaneous events. So far these ‘dead-risings’ are in-frequent but this is not to say that we shouldn’t believe that a repeat of the first ‘zombie apocalypse’ couldn’t happen. The Vampire Virus (nocturnaeximius-virus), Lycanthrope Virus (lycaneximius-virus) and Zombie Virus (morteximius-virus) cannot be modified by science or magic. This is because they are a corner stone of our setting and any alterations to them would cause drastic changes to our world. Your characters are, however, welcome to experiment away so long as those attempts end in failure. It is already suspected that the super-viruses are a combination of biology and magic, so many experiments are simply trying to prove that theory. THE ZOMBIE BRAIN (Killing a zombie) ‘Hit ‘em in the head and they’re dead.’ This statement is not completely accurate. While their brain keeps them going, they actually only require the stem to maintain their state of semi-conscious existence. Often, the amount of trauma caused by a blow hard enough to break through the skull causes enough damage to the stem to drop them, but this is not always the case. There have been several cases of zombies having half their head blown a part and they’ve kept on going. The most effective strikes will blow out the back of the head or decapitate them. Particularly interesting to scientists is the fact that the zombie brain mimics that of a living person who has had a ‘near-death-experience’. It is nothing but a series of mis-fires that having nothing at all to do with any of the higher functions such as locomotion and sensory input. According to Doctor one of the prominent specialists in the ‘super-viruses’ and author of ‘Undeath - An in-depth study on zombies’, zombies have absolutely no intelligence. They operate purely by instinct and what he refers to as ‘residual memory’. Residual Memory is the information left over in the brain. It allows a zombie to recognize stairs or even a door. Based on necessity these creatures may even eventually figure out how to turn a door knob but they will never perform any constructive tasks nor will performing a task build up any experiences they can draw from. Gale stresses that “Zombies are dead.” He also goes to say that ‘residual memory’ can also kick in when the zombie is not being distracted by the consumption of life. When there’s no food around, zombies go idle. They’ll go dormant sitting or laying down and one’s hard pressed to tell them from the regular dead. They may also start performing some kind of mundane task left over in their memory. Doctor Gale went on to describe some of the tasks he’d been able to record. Zombies picking up brooms and dragging them across a floor, he documented one holding a gas pump and if filling a car. ** Any corpse without the remnants of a brain stem will not re-animate. ** Once a zombie has been destroyed it will never rise up again. ** Zombies are sterile and incapable of procreation! HERDING Zombies instinctively herd. It is their basic nature to gather and move in groups. It has been theorized that this because moving in numbers increases their chances of cornering and overwhelming prey. It’s also instinctive for them to pursue Humanoid forms because they might be dinner. When it turns out that what looked like dinner is dead and moves, instinct simply dictates that they move along with the group and seek out more moving, humanoid shapes. THE NATURE OF THE UNDEAD Believe it or not zombies are indeed undead. Well, you better believe it. Up until the final months of 2010 most were under the impression that zombies were a biological aberration that might even be plant based but then it was discovered that these creatures had no vital signs what-so-ever. There was absolutely no form of biological processes occurring within their decrepit bodies whatsoever, well, with the exception of their brain. ‘How could this be?’ The only answer was that some unknown force was keeping them ‘alive’ or more appropriately, in a state of ‘undeath’. It was pretty obvious what the unknown force was as well. That cursed word that was basically making scientists throw in the towel and hand the world over to adolescent idiots endowed with the power to defy the physical laws — the ‘I can do anything’ element of magic. It was not only this, but also the fact that undead zombies carry a virus made most scientists question everything they know about biology. It simply doesn’t make any sense and is one of the main questions that biologists and virologists continue to struggle with. The undead are perpetually in a state of decomposition and above all they crave life. Zombies hunger for it every moment of their existence and studies have revealed an incredible amount of activity in the zombie-brain (what parts they mainly use) when they are consuming flesh, especially that of Humanoids. In fact zombies will not go out of their way to pursue any organism that is not Human-like. They will scavenge on fresh carrion, but have little interest in non-humanoid flesh and blood. It is this sustenance that rejuvenates the undead creature, makes them more robust and less brittle, a more effective hunter to transport and transfer the virus to another host. No matter how much a zombie eats it’s never gonna get faster. Zombies simply don’t have exceptional motor coordination, nor do they mend broken bones. They’re slow and sluggish, but not feeling pain makes them stronger than one might imagine. “How long can a zombie go without food?” Indefinitely. Even though zombies are continually decomposing their bodies amazingly enough remain capable of movement even when they are reduced to a flesh covered skeleton. Even in this state, however, they are near as formidable as a newly turned zombie. The bottom line. They don't die and if they receive nourishment their body actually rejuvenates to a point. Back in 2012 in was believed that after a couple of years they'd just die out but this has not been the case. Zombie hordes from 2010 still exist today and may exist until the end of time. “Will eliminating their ability to eat render them docile?” HELL NO! Do you think this is some kind of graphic novel or something? Even without the use of it’s mouth the Zombie will still have the instinct to eat. They’ll tear things apart with their hands, bash their prey with their skulls and continue to shove blood and guts into their ‘mouth area’. Even if it’s completely sealed off the Zombie will still try and eat. “What happens to zombies if they encounter freezing temperatures?” In colder climates, like Canada, Zombies freeze during the winter months and are perfectly preserved until the thaw. A zombie can remain active at 25ºF (-4ºC), colder than that and the creature goes dormant. (The ideal temperature of a freezer is 0ºF or -18ºC). WHERE DOES IT ALL GO? A zombie with a hole in it’s gut can slurp down a pile of human entrails as fast as a starving man devouring a plate of pasta. The fantastic thing it that the flesh doesn’t leak out their gut, well not all of it. Some will seep out but some of it, well, will somehow be digested or rather, absorbed. Nobody has an actual answer for this, although there are some coloful theories which are not worth mentioning. Basically a zombie is an "undead eating machine”. SENSES Zombies have an exceptional sense of smell. They can scent Humanoid flesh within a fifty foot radius and detect blood at one hundred feet. Their hearing is on par with a Human’s though lacking the same range and clarity. Vision as well is limited. The see monochromatically and are mainly attuned to movement. A person remaining stationary in a forest will be passed by if their scent is not picked up. THE ZOMBIE STATE Just how many zombies are there in the world? It's extremely difficult to perform a precise count but scientists and magus alike theorize there are still over a couple hundred thousand lurking here and there. In what was North America the threat has been greatly contained, but the Eastern American Alliance, Federation of Western States, and Southern Coalition are all still very wary of the zombie menace. Pockets of hordes occasionally rise up and re-populate so they are a constant threat. NOTE: THIS IS NOT A ZOMBIE APOCALYPSE RP. Zombies are merely a constant 'antagonist' in this world but they're managed. They are not a threat in the main cities such as New York, so you do not need to ever come across a zombie in our game if you do not want to - this is not a zombie apocalypse RP. Incidents, however, do happen from time to time. The Zombie Virus is still a threat and despite the existence of a vaccine, some people just end up succumbing to it for one reason or another.
    3. Zeph

      Lycanthropes

      HISTORY Legends of human beings that can transform into animals is as old as the race itself. The Greeks called it ‘Therianthropy’, the ability of a human to metamorphose into other animals by the means of ‘shapeshifting’. In our ‘Resonated World’ we embrace the term Lycanthrope, which has since evolved to encompass all humans cursed to transform against their will into a vicious and maniacal combination of man and animal- typically of an apex predator class. The term is thought have been derived from the Greek king of Arcadia. Lycaon, who in the most popular version of the myth, tested Zeus’ power of omniscience by serving him the roasted flesh of his son Nyctimus. Some test. Obviously Zeus’ ability was confirmed. His son’s life was restored and old Lycaon was punished for his gruesome deed by transforming him and his offspring into wolf-like creatures. Thus the term Lycanthrope originally referred only to wolves, but through time all similar legends from varying cultures have been drawn under it’s blanket. In Russia, we commonly have were-bears, in India, tigers, Africa, were-leopards, South America has jaguars, and so on. Europe, the United Kingdom and North America tended to be dominated by the wolf legend. All lycanthropes posses a were-form amalgamating them most commonly with an ‘apex predator’. That is a carnivorous predator, rising to the top of it’s particular food chain. Animals that a humans tend to fear. A connection between the character’s cultural heritage and the type of Lycanthrope they become equates to most combinations. This does not mean that a person’s ethnic background HAS TO dictate the type, rather it’s their culture, the lore of the land, that tends to have the influence. Remember also, not to confuse a Lycanthrope with a Shapeshifter. In North America, Lycanthropes tend be wolves, bears or big cats. Native lore is rich in animal transformations concerning foxes and coyotes, but these tend to be 'Shapeshifters’ not Lycanthropes. We simply ask to provide a little support for the reason behind your character's type of Lycanthrope if it's 'unusual' for their region. For example, 'A were-jaguar in New York'. Not out of the question, we just want to know why they're a little more exotic than most. Typically, the character would have originally been from South America or might have spent enough time there to be influenced by the lore of that land. Did Lycanthropes exist prior to the Nevus event? The reality of the Resonance has allowed people to accept that in the past there might have been ‘weak spots’ in the ‘veil’ from time-to-time. Weakened magical influences could lend support to what were once believed to be far-fetched stories but the truth is the virus existed long before the Resonance. However it died out centuries ago only re-activated with the first Nevus event - therefore no characters, nor any extended sub-characters of theirs will exist prior to the Nevus Event of 2010. The following information is extensive and for good reason. The Lycanthropes on this site deviate from what most people have come to expect. We do not follow the usual pop-culture lore and have provided a comprehensive article to avoid misunderstandings which could potentially lead to undesirable conflict. THE CURSE Those infected with the lycaneximius-virus live a cursed life, forever governed by the sway of the moon. While the individual gains increased strength, durability and longevity they can never lead a normal life. When the change takes them they become a monster. There is nothing left of the person they were, no recognition of loved ones, they are replaced by a raging, murderous beast. Imagine the horror of knowing that three days of every month you will become the stuff of nightmares, that you will not be in control of yourself, that you might meet your end. Lycanthropes do not live a charmed life, the beast-within ever lurks within their psyche; haunting their dreams. It comes as no surprise that many of these creatures meet their end by their own hand. SUPER-VIRUSES There is a 12 hour window in which one can receive treatment by antiviral or magical means to reverse the infection. Once the transformation to an infected is complete beyond the 24th hour, the process cannot be reversed. It is permanent. Much in the same fashion as one cannot 'heal' a metahuman, the infected's physiology has changed so much that they are no longer human and therefore what is afflicting them is not a sickness. It is their new state of being. Additionally, each virus cannot infect another of the three super viruses. This means that the Vampire Virus (nocturnaeximius-virus), Lycanthrope Virus (lycaneximius-virus) and Zombie Virus (morteximius-virus) cannot contract one of the other two superviruses. However, another supervirus entering the bloodstream of an infected person can make them extremely sick, possibly rendering them immobile and in extreme cases killing them. The Vampire Virus (nocturnaeximius-virus), Lycanthrope Virus (lycaneximius-virus) and Zombie Virus (morteximius-virus) cannot be modified by science or magic. This is because they are a corner stone of our setting and any alterations to them would cause drastic changes to our world. Your characters are, however, welcome to experiment away so long as those attempts end in failure. It is already suspected that the super-viruses are a combination of biology and magic, so many experiments are simply trying to prove that theory. BIOLOGICAL PROFILE A LYCANTHROPE IS ONLY A LYCANTHROPE THIS IS AN ADULT WRITING SITE. THERE ARE ABSOLUTELY NO LYCANTHROPE COMBINATIONS ALLOWED. NO WERE-ZOMBIES, WERE-VAMPIRES, OR ZOMBIE-VAMPIRES. When a Metahuman or Empowered Human is infected by the Lycanthrope virus, all that they were before is gone. They usually (there are special cases) retain no special powers and are only Lycanthrope. Lycanthropes (NEVER, EVER, shortened to 'Lycan') are created by a virus similar to one creating Vampires and zombies, called the lycaneximius-virus. Unlike the other viruses, the Lycanthrope must be in shifted form to transmit the virus by bite. The host will also always have the scent of the form he or she takes, detectable only to those who have strong senses of smell. The lycaneximius-virus is spread by the bite of an infected animal or human who is in their shifted form, as well as by blood/saliva contact. WERE? While the race itself falls under the heading of Lycanthrope the individual kinds are designated by their animal type, such as were-wolf, or were-tiger. PREDATORY MAMMALS Under the nights of the full moon (including a day or two before), and only on this time, the Lycanthrope suffers an uncontrollable transformation into that of a monstrous predatory mammal combined with human traits. They become a vicious humanoid-beast commonly of canine or feline origin but other types can exist. They are NOT CUTE and NEVER nice and have minimum height of six feet tall. A were-rat is a giant scary rat beast, not a ferocious pygmy. As stated, Lycanthropes are large, frightening, predatory creatures. INFERTILE Those infected with the super viruses are sterile, and unable to procreate. THE CREATION OF LYCANTHROPE A bite while in their wild animal form is what it takes, or some other direct blood to saliva or blood to blood contact. When this occurs, the infected victim will permanently carry the smell of the creature that infected them. LYCANTHROPES ARE NOT SHAPE-SHIFTERS Lycanthropes CANNOT shift at will. Their only form is the wild were-form (of the animal the member has chosen) and it occurs only on the Full Moon cycle. We adhere to real time on this site, and use the Lunar cycle of our current year: Lunar Calendar THE FULL MOON — "The Turn" During the night of the full moon, and the two to three nights prior to and after the full moon, the lycaneximius-virus infected individual will shift nightly from their human form and into the 'wild-were-form'. During days and nights leading up to the time of "The Turn" and days after the Lycanthrope can begin feel the beast within. They become more sensitive, even slightly stronger due to the ferocity building within them. They become moody, their tempers short, feral. Animalistic thoughts invade their mind making it difficult to perform complex tasks. Meditation and herbal concoctions can alleviate the pre and post stress of the turn, every Lycanthrope develops their own methods to cope with transformation. The change is violent. It is a physical, biological, metamorphosis. Muscles contort and bones twist and snap into place as the body aggressively and painfully morphs into a bestial form. The change takes approximately three to five minutes, it isn't instantaneous, but even in the midst of the transformation the Were can be dangerous, as they are still aware of their surroundings and capable of defending themselves. The change back is relatively tranquil by comparison. With the approach of dawn, the transformation has run it's course. The energy of the 'change' expended, the beast falls asleep and slowly returns to their Human form. The 'RETURN' The process of the Lycanthrope returning to Human state is also a 'healing time'. The person awakes with no damage, unless the were-beast was struck by silver. If so, they will have some lingering damage. Barring this or their 'return' being interrupted, all damage will repair. If the Lycanthrope is, at the time of the 'return' to Human form, threatened, they will not fall unconscious and be forced to endure the pain of the change once more as they deal with the danger. The reason the Lycanthrope falls unconscious during the 'return', is mainly precautionary. They are severely weakened and the self-sedation allows them to maintain steady vitals through the process. Adrenaline will keep them conscious. They can indeed defend themselves even while undergoing the change. At one point, when they are close to being physically Human again, their brain will change, and they will become lucid and aware. It is a shocking experience since they normally 'sleep' through this part of the change. If they are undamaged there will be no ill effects to them physically, other than fact they will be extremely fatigued. Of course, if the were-beast suffered damage, those wounds that would normally be healed will remain. DEATH REVERSION If a Lycanthrope dies while in it's 'were-form' the bloody body reverts to it's human-form within a few minutes. THE LYCANTHROPIC WERE-FORM A Lycanthrope transforms into a bipedal human-animal amalgam. They do not change into 'normal looking' animals. Lycanthropes are frightening monstrosities to behold and are not in anyway 'normal' animals. Irregardless of the size of their predatory mammal they simulate, their transformed states are a minimum of normal 'Human' size and larger. Regardless of their species they stand a minimum of 6 feet tall. Were-wolves can grow to the immense size of 7 to 8 feet in height, possibly even larger, and the great cats and bears will surpass even this to a maximum of ten feet. Lycanthropes are supposed to be BIG. Please do not create a Were-wolf that is only six feet tall and weighs no more than an average man, they will just be rejected. Even a Were-fox, despite it's graceful form will develop into a powerful 250 to 300 pound beast. These are not slim built creatures, they are powerfully muscled not unlike apes. Once the mutation has been stimulated by the moon and the change is complete. IT IS FIXED. During the course of the night, the werebeast will NOT slip back to human form. INTELLECT AND CONSCIOUSNESS During their time shifted, the transformed lycanthrope's intellect is lowered to that of an animal with no sense of self and with no human reasoning. They are for all intense purposes a vicious animal seeking to appease an endless hunger driving them to spread the Lycanthrope Virus. They are positively mad with rage, the entire night a hunt but as it is not in the best interest of the virus to kill the host the were-beast will not always 'kill' but rather 'wound'. This is completely unconscious and random on the part of the creature, although some biologists theorize that stronger and healthier individuals may be unconsciously selected as prime hosts. THE FULL MOON The reflected light of the full moon (AND ONLY THE FULL MOON) triggers a sudden and painful mutation of the host body by the virus. They do not have to be directly in the light, as soon as the moon rises the turn will begin and will start to end with it's setting (though this is not always case as they may remain transformed as times until the first light of day). No other triggers other than the FULL MOON will cause the TURN. There is definitely a magical component to the stimulation of the viral change. NO HUMAN CONSCIOUSNESS — THE HOSTILE BEAST They typically have no recollection in the morning of what their were-form did the night before. The Human-mind CANNOT rationalize the beast. They will have brief distorted recollections but it is extremely difficult to make sense of them. Their 'Human consciousness' has absolutely no bearing whatsoever on their transformed state. They become malevolent animals with an intellect between that of a wolf and an ape. They can reason as such, but are often so enraged that they are irrational. During the turn, their existence is all about the hunt, the kill, the satisfaction of sinking their claws and fangs into flesh. They have an insatiable appetite. 'WERE-FORM' STRENGTH A Lycanthrope of the approximate size of a standard Were-Wolf is 40 to 55 times stronger than the average man in their WILD-WERE-FORM (without human reasoning). As a rule, creatures that are the same as, or larger than a wolf tend to all have similar strength. The difference in strength between a were-wolf and were-tiger, for instance, isn't too drastic. This is because Lycanthropes are viral mutations and much stronger than their animal counter parts due to supenatural strength. A Were-wolf is used in the example below so you can do the math were other larger species are concerned. Naturally a Were-bear is going to be much larger than a Were-Wolf but realistically their strength, which is 'supernatural' will not increase that much more. Your average Were-Wolf in their HYBRID FORM stands 7'7" tall and weighs approximately 650 lbs. Running speed is approx. 65 MPH, either on two legs or a partial quadrupedal gate like that of an ape. Both male and female were-creatures are of equal strength while in were-creature form. A were-wolf sized were-creature would possess these stats: Bench Press: 4100 - 5740 • Squat: 5500 - 7700 • Deadlift: 6850 - 9590 NATURE While Lycanthropes possess the basic nature and instincts of their animal counter-part, they ARE NOT normal animals. They are violent and will kill any other creature that crosses their path with the exception of other Lycanthropes. In order to perpetuate the virus, Lycanthropes will avoid one another during the 'change'. If another Lycanthrope is encountered, animal instincts may kick in, but more powerful is the urge to AVOID CONFLICT, mainly because it's pointless for a were-creature to infect what is already infected. This is what drives them. To pass on the virus. It is one of their main purposes during the change. CAGING THE BEAST Nothing enrages a Lycanthrope more than containment. It drives them to insanity. A Lycanthrope will batter itself bloody, break it's bones, struggle to it's last breath before turning back to Human in an attempt to escape bonds or cage. These creatures cannot be 'domesticated'. They cannot be trained. They cannot be reasoned with. Lycanthropes are not 'normal' animals and cannot be treated as such. TERRITORIALITY Lycanthropes in their wild-were forms will either avoid or attack all others of their own kind which are not a part of their pack. In their Human forms they are all inherently reserved amongst their own kind, keeping to members of their own pack and often avoiding other Lycanthropes. Naturally they will gravitate more toward their own specific species keeping all others at a distance. This is as much self-preservation as it is territoriality and mainly based on their were-creature instincts which are difficult to override. The Relationship Between Vampires and Lycanthropes In most lore, there is a natural hatred between vampires and werecreatures. Truth is, vampires are still works of fiction to most of the world. While their scent would rouse suspicion for a lycanthrope, what exactly they are may elude them. For vampires it is known that those infected with other strains of the super viruses are unable to contract the vampire-virus through bite or blood/saliva contact. Some thought for a time to use Lycanthropes as blood dolls but found soon that the blood of the infected actually causes harm, producing powerful flu-like symptoms and in many cases coma. ENEMIES Typically a Lycanthrope is feared by all, and actively hunted by the VANGUARD of HUMANITY and most anyone else that has the bravery to stand up to these terrifying creatures. MAGIC & ABILITIES As with the Vampire Virus (nocturnaeximius-virus), the Were-creature Virus (lycaneximius-viruss) reduces or even negates the victim's abilities. It also causes a Magus to lose their magical abilities. Lycanthropes simply do not have a large repertoire of magical abilities, they are powerful enough already. EXTRA POWERS DETRACT FROM THE RACE AND ARE NOT PERMITTED. Supernatural Strength, Speed, Endurance and Resilience Transformed Lycanthropes are extremely powerful. They heal rapidly (within minutes -- even seconds depending on the wound). They run faster than their animal counterparts by at least twice, and have what may seem to be, endless endurance. Their regenerative abilities allow for incredible stamina needing only rest for a short amount of time to completely rejuvenate their strength. LYCANTHROPE HUMAN STATE For most of it's a life a Lycanthrope is Human. In this state it CANNOT pass on the Lycanthrope-Virus. The virus is inert in this form. Naturally they do not possess the incredible strength and endurance of their transformed state but they are usually twice as strong as Human of their physical size. They still possess some of their regenerative powers in that they'll fully heal most forms of damage but it is much slower. Regardless of their animal type they all have roughly the same physical stature, give or take. An example of a 165 lb man: Bench Press: 320 • Squat: 430 • Deadlift: 500 An example of a 125 lb woman: Bench Press: 230 • Squat: 275 • Deadlift: 375 A Lycanthrope Human's strength, speed and endurance will increase exponentially as they near the time of the TURN. If brought to anger they could potentially double their current attributes but they are also very prone to completely losing control as well. SENSES & TRAITS In their Human form, a Lycanthrope will also retain (in varying degrees) some of their animal senses and traits. Often, they are not as intense, but periods of stress and proximity to the full moon will increase them. They are also perceived differently by animals, their scent and magical nature confused them and animals tend to detect what they are and treat them accordingly, often with respect. WEAKNESSES — Killing a Lycanthrope SILVER A lycanthrope is equally resilient both their states. As a 'human' silver is still required to kill them, that and cutting off their head. They have an allergy to silver, some theorize due to its antiviral properties. To kill a Lycanthrope it takes an extremely high dosage of the metal in their vital organs. Wounds inflicted with silver weapons take longer to heal, and in some cases will not heal until the silver is removed. The nullification of their powerful regenerative abilities is usually what kills them. Silver injected directly into the blood stream can sedate a Lycanthrope, of course it is difficult to know exactly just how long they will remain unconscious. It may also shift them back into human form, as it seems to kill enough of the active virus, but it is just a common for them to remain unconscious in their wild were-form. It is, however, NOT POSSIBLE for a person to prevent the 'change' by injecting silver nitrate in their bloodstream. The energy of the 'turn' is so powerful that no amount of silver can prevent it until half of an hour has elapsed. The only way to prevent the change, is by taking their head off, thus killing them. DECAPITATION, DESTRUCTION OF THE BRAIN and DESTROYING THE HEART In the absence of silver the only other way to slay a Lycanthrope is decapitation, completely destroying the brain and destroying the heart. This goes for the transformed Lycanthrope and their Human form. They can both take an incredible amount of damage but if their brain is completely crushed, their head removed, or their heart completely obliterated they will die. Consequently, if they sustain 'partial damage' to their brain or heart that's serious damage that can significantly weaken them. Even knock them out. If they are impaled through the head or the heart their regenerative ability is compromised and they need to remove the object as quickly as possible or they will eventually fall into a coma. This stasis will remain until the object is removed. GET THEM WHILE THEY'RE HUMAN! Naturally, the best way to kill a Lycanthrope is to get them when they are most vulnerable, which is in their Human Form. As a Human the Lycanthrope's regeneration is far weaker. Their adrenaline can sustain them for a while after suffering a mortal wound but after enough damage they will succumb to unconsciousness. Their Human state can be killed by mortal wounds inflicted by silver. Thus a shot to the heart with a silver bullet will kill them. ASPHYXIATION A Lycanthrope in it's wild-were-form can go without oxygen for a full fifteen minutes! That's if they actually considered holding their breath, which they don't. When the beast cannot breath, it will instinctive gulp for air, prematurely suffocating or drowning itself. They won't last longer than five minutes, which is commonly the maximum amount of time that their Human form can hold their breath. After that they will enter a comatose state, regaining consciousness in a few minutes once they can breathe again. Without air, a Lycanthrope actually enters a state not unlike hibernation and can remain so for months, possibly years, until they finally expire. PARENTAGE & OFFSPRING You will note that the rules concerning 'packs' is very detailed. We debated for some time to give into to 'pop-culture' and allow lycanthropes to form packs or family units. Overall we still prefer these creatures to be solitary and while we are accepting of the 'pack concept' are very strict about the way it's portrayed. When a Lycanthrope passes on it's viral infection to another, a part of it is also transferred along with it. Not only does the scent of the 'parent' remain a part of the 'off-spring', but a sense of the parent's self is also transferred. This allows Were-creatures to detect those they turn, they are referred to as their 'Offspring', and they are in turn able to identify their parent. Lycanthropes do not have a maternal instinct, they feel no responsibility for those whom they turn. The Lycanthrope, when in Human form, makes a conscious decision whether or not to mentor their 'offspring'. Those they refuse, are considered 'shunned' but this will have no implications on their life other than any psychological repercussions the 'abandonment' may cause. Offspring, in turn, do not have to abide by the rules of their 'parent', they have free will to do as they please. MATED PAIRS & PACKS Lycanthropes will naturally form families. There are two types of these groupings: FAMILY UNITS and PACKS. They can also have relationships and form a MATED BOND. MATED COUPLES — THE MATED BOND Lycanthropes that are monogamous can form a 'Mated Bond'. This means that their relationship will endure, even in their wild were-forms. They will hunt together, even defend one another. They share a powerful connection, so strong that even when separated by great distances one will get a sense of the other if they are in peril. Mated couples DO NOT have to be of the same species, but as a rule, if a non-pack minded Lycanthrope mates with one that is pack-minded, they CANNOT form a pack. They can only develop a Family Unit (as seen below). Members will abide by the following rules when forming a pack or family unit: 1. Only members who have been active participants on the site for over six months can start a pack. 2. They are always headed by a player member. 3. After at least two members have established a pack, one member can have one co-star in the pack. 4. No group is allowed to control a territory as large as a city. FAMILY UNITS (The Solitary Lycanthrope) Not all species of animals form packs and Lycanthropes adhere to these instincts with NO DEVIATION. For instance, a bear is not a pack animal, nor is a tiger. Lycanthropes which simulate a species that does not pack, will not form a pack. NO EXCEPTIONS. Instead they form a Family Group or Unit which is comprised of the 'parent', possibly a 'mate' and 'their off-spring'. Family Units are temporary. They last FOR ONLY TWO LUNAR CYCLES. A solitary Lycanthrope or a mated couple can have up to three Lycanthropes at a time under their care for two lunar cycles. During this time they will spend much of their time together and when they turn will hunt together with no hostility towards one another. They will do this for two full moon, after which they will part ways for come the third moon their wild were-forms would turn upon one another if they did not keep their distance. ** Please note that when it comes to determining whether or not an animal forms packs or not we are going with the majority of the types that exist within that species. We are not going to allow a member to make their Lycanthrope a rare type of a species that packs while all others normally don't just so they can circumvent this rule. We will not debate this. PACKS These are formed by those Lycanthropes which simulate regular pack predatory animals. Either a single individual or a mated couple (who are both of a pack-minded species) can start a pack by first taking in their 'infected off-spring'. ** A PACK IS ALLOWED A MAXIMUM OF 5 MEMBERS ALL OF WHICH MUST BE MEMBER CHARACTERS. If ever a group should expand beyond this due to a population of player members we would only then consider the possibility of increasing this amount. THE ALPHA Usually the 'parent(s)' are the Alphas, but that dynamic can change if an 'offspring' challenges the dominant parent for leadership of the pack. Understand that Lycanthropes are relatively new species and only in their first generation so parental challenges are still uncommon. If one parent is usurped both lose their status. This is a conscious challenge, which means it occurs in their Human state. Once the challenge is made it actually remains in their psyche so that during the change they can battle it out. The nature of the challenge is up to the individuals, it can be in Human or Wild-Were form. Note there are no alpha's of large territories - they are only Alpha over their own pack/offspring. At most they might stake claim and protect a small area like a park. OUTSIDER MEMBERS The only way a pack can take on an OUTSIDE Lycanthrope (one who has been turned by a Lycanthrope out of the pack) is if they 'mate' with a current member. The 'MATED BOND' will ensure that the pack does not kill the individual while in their 'wild-were-forms' but these outsiders will find it extremely hard to gain status due to the fact that they are not a part of the immediate family group. After NINE FULL MOONS the 'mated' outsider's scent will resemble their pack to a point that they are accepted as full member of the pack. They are then granted all the rights of a blood-member. Special note: If a mated outsider turns a victim and generates offspring before the six moon period, that offspring WILL NOT be accepted by the pack! PACK DYNAMICS Packs can be made up of different pack-minded species. Thus you could technically have a mated pair of a Were-lion and Were-wolf producing their off-spring and forming a pack. Toss in an 'outsider' or two and you could have a typical multi-were pack. If ever a pack member chooses to mate with a non-pack minded Lycanthrope, they are out of the pack. No exceptions. A non-pack minded Lycanthrope CANNOT 'pack' by association. Lycanthropes that DO NOT pack will NEVER pack. BLOOD RELATIVES What happens if people are related by blood prior to their infection by the Lycanthrope Virus? If they are turned by the same Lycanthrope then they still react to one another as relatives. If they are turned by different Lycanthropes they possess different scents and will avoid, even fight one another when in their transformed states. In their Human forms, the established bond will allow them to still function as 'family members' but their Lycanthrope instincts will put a definite strain on their relationship.
    4. Anyone seeking to learn magic must be familiar with its nature, and with its rules. The same goes for anyone seeking to write stories with characters capable of wielding this powerful and dangerous force. ----------------------------------------------------------- Magic, Pre-Resonance In short? There wasn't any. With the exception of a very few events between the last Resonance Event and the modern age, the Earth has been devoid of magic for thousands of years. The few minor surges gave birth to a handful of magical creatures, humans with great and seemingly impossible powers - events that gave birth to many of humanity's most popular myths and heroes over the course of the last millennia. Each of these, however, was a very temporary effect. The last of the magic creatures and mages died around the time of the Industrial Revolution. Before The Event, the Earth had become a place truly devoid of magic in any tangible form. Magic, Present Day If the 19th and 20th centuries were a great drought, producing a barren desert where magic was concerned, the second decade of the 21st century proved itself to be monsoon season. Nearly every form of magic from legend and fiction has returned to the world in a flood, pouring through the Nevus and into our world from worlds beyond along with the myriad of creatures and monsters we now find ourselves sharing our home with. It is once more possible for humans to become mages. A few rules to note! For the sake of clarity, Magic and Abilities are used synonymously on this site. With the exception of Metahumans, all classes and races are considered to have magic if they can cast spells, read emotions, influence the world around them with thoughts, etc. It is all synonymous on this site in order to quell confusion. When creating a character with abilities of any type, please follow the guidelines listed on this page. Note however that not everyone's magic is structured in the same way. See below! Magic items are now to be considered the same as abilities, and must be listed in the personal items section of your character's app/profile (subject to approval). New (meaning after your character app has been approved and moved to the approved section) magic/abilties/magic items are to be submitted for approval in the Help Area BEFORE you gain them. COMMON LIMITATIONS OF MAGIC Low-level spells and abilities may be used many times within a short period of time without serious negative effects on the caster. Low level spells may be varied - a talented magus might be able to cast minor spells of many different types, especially if a ritual is involved. Medium level spells and abilities may be used only a handful of times (no more than 3-5) within the same span of time. It is at this level that a magus' abilities tend to narrow to their specific specialty or theme. A magus with a fire specialty, for instance, will not have a mid-level spell of some other element, because refining spells to this level requires a much greater focus of training. High level abilities may be used no more than once or twice in that same span, and even then should come with serious detriment to the user (unable to cast for a day or more, etc). These spells are the ultimate expression of a magus' specialty. THE USERS OF MAGIC POWER For details on the categories of people capable of using this force, see the articles on the Magi and Altered Humans. Refer to the Humans article regarding Ritual Magic and generation of mana. WHAT IS MAGIC? From the notes of a Sword -Alistair Greene, Order of Light New York Branch, March 13th, 2014 I’ve been a mage now for one year, three months, 23 days, and six hours as of this writing, and I’m only just scratching the surface of all it can do. The Order has some old texts about it, but they talk about it as though Mana is some kind of god, or the Force from the Star Wars movies – the world isn’t supposed to work like that, but my brain also isn’t supposed to be able to channel about a megawatt of electricity through my hands, so I suppose there’s not much point in complaining about how things are ‘supposed’ to be. Here’s what I’m hypothesizing so far: For the last fifty years or so, we’ve all been looking for a Unified Field Theory, something to link Einstein’s theory of relativity and the emerging field of quantum mechanics. Two theories we know both work, but there’s no way to bridge the gap – I think that’s because this entire time, we’ve been missing one huge piece of the puzzle. The ‘dark energy’ everyone’s been looking for, that we could never find – because it wasn’t here. There’s been a theory for a long time that the universe operates in some kind of cycle – that the Big Bang was just the beginning of one more cycle, but I’m starting to think the real cycle is the one we’re in right now. That this Nevus the Resonance Event brought isn’t the first, isn’t even the second or third, but just one more in some kind of universal waveform that has, for whatever reason, been at some level in its cycle that tore all of that energy out of our universe and into another, or perhaps thousands of others, who can really know? But one year and almost four months ago, we hit the other end of that cycle, and everything came flooding back – including, as it turns out, that mysterious fifth galactic force that we were missing. Electromagnetism, gravity, strong force, weak force – and what we’ve started to call ‘mana’. Of course, that’s where things start to break down – there’s precedent for interaction of each of these forces within living creatures, our entire nervous systems work off electromagnetic signals, after all, but the others are so much more passive. There seems to be a scale there – the strong and weak forces, of course, exist only within atoms, gravity is a passive force, keeps the atoms tied together, electromagnetism defines interactions between them. Mana seems to do a little bit of all these things. It’s as overt as electromagnetic forces – made obvious by a mage like myself who uses mana to control electromagnetism – but also has a clear aspect that’s ‘behind the scenes’, deep within the quantum foam where we just can’t fathom what the hell it does. I don’t believe it could have left us entirely, it seems too integral to the structure of the universe, but whatever remained was so faint, we couldn’t detect it, nor make proper use of it. Perhaps if a trickle did remain, however, it explains some of the bizarre and almost supernatural things that happened even while the world was without the powers that returned to us… or perhaps those things were just as crazy and unreal as we all thought before. Unfortunately, beyond that, the force itself is a black box. Because of how it interacts with the human body – or, at least, the twenty to thirty percent of humanity that seems to be most sensitive to it, we can actually exert a conscious control over some of it, and that is what has given rise to the various supernatural and ‘impossible’ things that have happened since the Event to previously ordinary people. I’m including here those humans with more limited abilities, their powers have been – at least in my observations so far – clearly related to Mana as strongly as ours, but they lack the particular neural affinity that enables them to direct it in less specific fashions, whereas metahumans seem to almost have had mana instantaneously forced upon them, reawakening some long-buried genetic affinity – more on this in another journal. Currently, I don’t know what it is that causes someone’s predisposition to mana, or the degree to which they are, but I suspect a genetic tie. The Order seems to believe that it has to do with whose ancestors once held the power, and lost it long ago, which might well be accurate, but with thousands of years of interbreeding, almost everyone should have at least one ancestor who had a power – needs more research to confirm. What I do know is that somehow, my body produces a much larger ‘imprint’ on the mana field (or fabric, if you look at it the way Einstein looked at gravity, and I’m more and more inclined to these days) than an ordinary person, and this is either because of or the cause of my ability to exert such influence. Chicken, egg. I’m still exploring all that allows me to do, and I feel I’m still growing stronger, as most of us are, even the more experienced ones – but I’ll be keeping notes as I do. ~Alistair Greene ARCANE MAGIC — SORCERY 'Incantations of the Mundane' It began in 2017, a trivial dabbling at first, but building upon each success it was soon discovered that magic was NOT exclusive to 'Altered' The diversity of human beings has always been one of their greatest strengths. They study, they learn, they adapt. Magic is just something else in the world to control and while Humans (and other beings) may lack the ability to physically 'produce' mana, they can still generate it through other, more archaic means. Even among Magus and other magically endowed beings there are spells that require components to cast them. This basically means that even though they are able to produce mana to empower the spell, they still require more energy or rather different forms of energy generated through the combustion of rare components. Often these spells are referred to as 'Ritual Magic' because the incantations often require a lengthy ceremony and many ingredients or components that will generate the required mana to cast the spell. Humans through the study of arcane texts or instruction by a Magus or the like are able to perform 'Ritualistic Spells'. They also have an affinity for ARTIFACTS. To sum it up, Humans are granted more leeway when it comes to wielding and utilizing magical items. RITUALISTIC MAGIC Once upon a time there were instances of magic upon Earth. In these brief moments the arcane spells were documented in ancient texts and tomes. Many of these were kept hidden and archived by factions like the Order of First Light and Pharos but many more remained hidden or in the clutches of private collectors. For your character to possess knowledge of 'Ritualistic Magic' they would have had to of somehow been immersed in some kind of arcane field. These a very uncommon individuals who are almost always academics or affluent individuals with time and means to acquire and study such things. Your character needs to somehow obtain access to magical tomes to teach themselves how to properly cast magical spells which means it would take years of study. In our timeline, Humans learning the art of casting spells after the Resonance Event would mean that one would not achieve the ability to successfully use magic until at least the latter half of 2013. THE NATURE OF 'ARCANE MAGIC' Ritualistic magic is meticulous and time consuming. The components one needs are often very rare and everything tends to be time sensitive. The production of magic in a ritualistic manner is thus never a trivial component for a story but often a plot device it will center around. One of the main reasons that Humans are allowed to cast magical spells is to promote realism and enrich our setting but in no way is it meant, nor is it allowed for Humans to start casting spells at the same frequency as a Magus. These spells range from minor magical manipulations to grand incantations which must be cleared with site administration. Humans meddling with powerful spells are always the making of an entertaining story but we need to be aware of what's going on to ensure that magic-using Humans don't get out of hand. It is not our intent for the world to become entirely magic-using. There is only, and in the future WILL ONLY be a very small percentage of Humans utilizing magic at a level that would make them dangerous. WHAT KINDS OF SPELLS CAN A SORCERER CAST? Typically the kinds of spells that Humans strive to master are CURSES, the ALTERATION and GENERATION of matter and energy, and TRANSFORMATION. It is very practical magic. Some Humans, such as those born with 'sensitivities' might embark on learning how to SCRY. Scrying is a form of 'Ritualistic Magic', the obtaining of ingredients and the utilization of components such as a bowl of water, a mirror, or crystals. The MAJOR RULE about Humans casting spells is the power and amount of times they can use them. Humans cannot perform spells as frequently as a Magus (Once a day or even per week depending) nor with the same level of certainty. Humans usually have a maximum of THREE to SIX incantations that they can consistently perform with a high success rate but of these they are often only prepared to cast a few of them on the spur of the moment at any given time. WHAT POWERS A SPELL? MANA & COMPONENTS Magus are able to summon mana, Humans cannot. In order to cast a spell they need to generate the necessary mana through the preparation of specific components, specific times and sacrifice. Sometimes they have to spend their own life-force and they never get it back. Thus, many Human practitioners of magic tend to age quicker. There are of course ways to protect one's life force. Human practitioners (depending upon the spell) will sacrifice animals or even humans to generate the necessary 'essence' for the spell. There also certain kinds of relics and mystical items one can acquire to help pay the toll of the incantation. PERFECTION — WHAT SEPARATES A SORCERER FROM A MAGUS To be believable, for the Human Practitioner of Magic, there's always a chance of screwing up a spell. This is often a great plot device for a story. This is also one of the main things that separates a Magus from a Arcane Practitioner. Magus have the 'strength' to control mana. Even if they mess up their spell they can still sloppily get the results they desire. A Human or creature unable to produce their own mana HAS TO BE PERFECT! One little misstep can be hazardous. Not may their spell fail but the results could be deadly. We can liken a Sorcerer to a 'bomb-maker' where no matter how adept they may become in their craft there is always the risk of blowing themselves up. NEUTRALITY Unlike Magus, those lacking mana are not bound to specific fields of magic. They can cast whatever type of spell they choose. AN EXAMPLE A classic example of a Human Practitioner of magic would be the stereotypical 'gyspy' peering into her bowl of water to spy fortune's from blood and coin. While the vast majority of these 'fortune tellers' will remain charlatan's or deluded individuals, a few will legitimately possess the where-with-all to master their art. This due to the fact that they are descended from a long line of gifted ancestors who have passed down the practice by written word and/or oral tradition. Remember though, the more complex the spells, the more information a person would require, thus oral tradition can only take a person so far. An exceptional 'fortune teller' type practitioner could even touch upon 'curses' and 'transformative' magic. We also must not discount that the 'gypsy-witch' type will also rely on paying for the power of a third-party entity. A powerful and usually malevolent spirit from another world or dimension. A FINAL REMINDER — THE LIFE STYLE OF A SPELL CASTER If your character is going to practice ARCANE MAGIC their life style HAS TO REFLECT IT. Perfecting Arcane Magic or Sorcerey is a LIFESTYLE (just as it is for stage magic). It requires dedication and constant practice. To successfully perform magic one requires a certain mind-set. The gathering of components isn't as easy as going to the super-market and buying some herbs. Every ingredient for a spell must be procured at a specific time, in a specific manner and stored in a specific way. Casting a spell requires extreme concentration. Also, depending on the nature of their environment Humans that dabble in magic may be not be the most popular. When people mess with things that they probably shouldn't others tend to keep their distance. If your character is not meeting the above requirements or something comparable then they are not balanced enough to practice magic. A Human character practicing magic IS NOT about turning them into a Magus. It's to provide members with more versatile Human characters and add another dimension of magic to the site. TECHNOLOGY vs MAGIC There are good reasons why the groups with the most powerful mages do not tend to also have the most advanced weapons... It's a matter of practicality, not just of preference. ----------------------------------------------------------- Excerpt from an interview with Alistair Greene, from 'Combat in the New Era', 2017 documentary by Richard Wainman, courtesy of The Military Channel "People ask me all the time - okay, well, not ALL the time, but pretty frequently, why the Order doesn't use more heavy weaponry. Now that we've broken away, formed ARMA, I get the question more often. Because most people always thought that it was a pride thing with the Order, looking down on technology and non-magical weapons, but that's not actually the case at all. See, myself, I used to be an electrical engineer, before Resonance hit. One of the guys who work for me is a computer guy, runs IT - we don't have anything against tech. And since younger people are statistically more likely to have developed powers, that means there's a lot more people who had grown up in the last two decades always having computers and cell phones running around with powers than there are people who grew up without those things. We - myself in particular - have no issues with tech at all. But... there's a deeper problem at work here. Technology, at its heart, is based on a set of very specific rules. Once humans learned what those rules were, we were able to set ourselves up to take advantage of those rules. Water flows downhill. Electricity moves from high potential to low. A transistor can be used as a gate to switch electricity depending on the voltage applied to the terminals - that sort of thing. And the more and more advanced our tech got, the more important it was that we calculate those rules exactly. Old car engines had a lot of slop in them for instance, the new ones have much tighter tolerances, your cuts have to be more exact, so exact we had to make machines to do it for us. You get the idea? We have to know - know EXACTLY - how the rules work. Magic screws with all that. Oh, sure, magic has rules of its own - but those rules are different from the ones we humans spent the last three hundred years working out. Worse, magic has the somewhat unique ability to screw with all the other rules we THOUGHT we had worked out. See, magic is the fifth fundamental force. The one that ties the other four together, the one we've been looking for since Einstein. And it can influence the others in ways we could never have anticipated. I can make electricty not flow from high to low. My first apprentice, Alia, could make water flow uphill all day. See, us magi, and to a lesser extent HwAs and metahumans, we're wrenches in the works of everything engineers like me designed before the Nevus appeared. So maybe if you're following, you get the problem. The reason the Vanguard rolls with Bradleys and missiles and night vision scopes and we don't is because they can carry the damn things and have them work. Me? My particular power comes with a high probability of blowing out any electronic device within ten meters as soon as I start casting. Now, I'm sort of an extreme example, but just the act of casting spells produces waste energy - chaotic mana. Things get 'funny', and shit breaks. If you don't believe me, try and make a phone call the next time you're around a mage who's casting spells. See how long your connection holds. We're bad luck, anytime you're relying on precision with a mechanical or especially an electrical system. Oh, we can still use cell phones or computers, but not when we're getting our mojo on - just not good planning. I keep my phone in a special pocket, shielded. Even then I go through three or four a year. The problem isn't as bad for non-mages with powers - Empowereds, that is. They really only have an issue if their power happens to interfere with a device in particular. Say, someone with pyrokinesis is probably going to have issues with mechanical devices due to heating, that sort of thing. But people with purely physical abilities are usually closer to alright. There is some evidence that stuff breaks with them more often than usual, too, but not so much that it's obvious. We don't carry the fancy guns because we can't rely on them. That's why you see us and the Order running around with swords and that sort of thing. Me? I've got my 1911 Colt, and that's about as modern a weapon as I need. Nice pump-action shotgun if I've got a real need. Sometimes I think it's one of the universe's many ways of keeping things balanced. Good news for the city? Most spells don't hit bystanders as easy as stray bullets, or the freakin grenades the Vanguard throws around. I like to look for the silver lining in these things." -Alistair Greene
    5. Born in Berlin, her family brought her to America at the age of twelve. Her father was a biologist and they moved with the grants for his research. She lived all along the west coast, from California to northern British Columbia. They finally settled in Seattle when she was seventeen where her father accepted a professorship. Sasha graduated with honors and shortly after went onto Harvard after which she practiced corporate law in a profitable firm. This was the stepping stone that prepared to her to become director-primus of one of the most powerful corporations in the country and possibly the world. Few people attain such power but she wears it well. One of her secrets to success has been never to compromise her morals where men are concerned. She deplores the use of 'feminine wiles' to manipulate people via their primitive urges. Balance and control are the key to a successful life and she is living testimony to this philosophy. She lives her life by the code of akido and tempers it with the doctrine of yoga and believes that this is the way of the future, the template for the new age. She has transformed the N.W.D.D. to reflect these ancient values that she lives her life by and preaches. Normally such people are regarded as flakes by society, and rightly so, as like so many these beliefs are but a crutch, but to Sascha Starling they are hammer with which she intends to stamp out the scourge that pollute society. She sees the corporate conglomerate not only as the foundation of the country, but a beacon to light the way to a better world. She believes in living by example and thus she makes sure that everyone in the NWDD performs at least an hour of tai chi or yoga during their day and provides mandatory classes in self-defense and meditation. Before the NWDD can change the world it must first change within! Elegant, mature and sophisticated. This best describes the director-primus on a good day but heaven forbid one encounters her on a bad one. She can be as ruthless as she is beautiful, but far be it from her to lower herself to the childish banter of politicians. Sascha picks and choose her words carefully and always... always follows through on them. In the corporate world she is referred simply as the 'Primus', a title used out of both respect and loathing depending on whom one speaks with. Generally, though, she is widely respected and when people speak in hushed tones of reaffirming a president her name comes to mind. ABILITIES She devotes a good portion of her life to the study of Akido, 'The Way of Harmony of the Spirit' as well as the practice of Yoga. In both disciplines as she has achieved very high rankings, although in her martial art she maintains the title of a Schichidan, a seventh dan Shihan or master instructor as she does not believe she has earned the right to be called a Hachidan. At her level she is naturally a master of all three weapons known to the style: short staff (jo), wooden sword (bokken), and knife (tanto), but she specifically excels at the use of the bokken, knowledge and skill which easily translates to it to it's edged counterpart. Yoga, allows Sascha to free her mind. This discipline combined with Akido has allowed her to tap into her Meta Abilities and use them to their fullest extent. Purification & Healing She is able to stave off the effects of all toxins and continue to exert her body to fullest extent. She can do this for close to an hour, perhaps longer if necessary until she is able to achieve a meditative trance through which she is able to purge all poisons and viruses from her body. This ability thus makes it virtually impossible for her to contract any of the three viruses. It is also during this state, that Sascha is able to heal wounds. Even the most fatal wounds will mend and vanish without trace of a scar, a process which may take several hours or even days depending upon the severity of the damage. Long Breath She is able to hold her breath for an extended period of time. Up to an hour while physically stressed and close to four hours while calm. Remote Viewing During a meditative state (and only when in this state), Sascha can free her mind and travel beyond her body. She is able to go where ever she wishes and eavesdrop on other's private lives, however, this ability is not fool proof. This clairvoyance and clairaudience is in fact, like all telepathic abilities an invasion of the mind and subject to the natural defenses possessed by all Humans and Non-Humans alike. It would be illogical to consider otherwise, that a higher functioning brain, an untapped reservoir of wondrous mysteries would not hold defenses against such uncommon threats. Time is a factor. The longer she lingers and the more details she attempt to see and hear threatens her clarity and once the person(s) she spies upon get's that paranoid feeling, like 'they are being watched', it's game over. She is pushed away and cannot return to that location or person for some time (literally until the autonomic defenses of the brain forget about that particular 'psychic' intrusion). Precognition This is actually a heightened state of her 'Remote Viewing'. It is very unpredictable and provides her only with 'mystic clues' of what the future of a particular may lead. The indicators are extremely vague, but may provide guidance. Resilience Sasha also ages far slower than a Human. She looks good for her age and will look even better at fifty but she knows this trait will eventually expose her for what she is. SKILLS Harvard educated: Ph.D Microbiology. Masters in Corporate Law and Bioinformatics. Languages: English, German, French, Spanish, Russian, Japanese and Norwegian. A master of Yoga and Akido. Marksmanship. Rifle and Handguns. APPEARANCE Hgt: 6'0" • Wgt: 150 lbs • Eyes: Frosty Blue • Hair: Pale Blond Sasha is a German National and still bears a slight accent of her native country. She is extremely beautiful, a striking woman with the bold, intimidating, charismatic features of an alpha female. She is always dressed to perfection when out in a public, rarely dressing down. Despite the recommendations of her public relations team, Sasha still has gotten a few tattoos. The symbol of creation on her right shoulder and the NWDD emblem on her left. She also has an ornate tree of life on her back in rich sienna and olive green tones. PERSONALITY She is not above taking action to further her cause, and many a time has Sascha embraced the way of the warrior to forge ahead. The ignorant, chauvinistic will of men is a common instigator, and a few times she has taken it upon herself to personally rid the world of the nuisances. As the highest power in the NWDD she can make people disappear and ensure her privacy in such matters, but she is not ignorant to the fact that walls have ears. Her privacy is of the up most importance. Not only would the discovery of her being self appointed judge, jury and executioner of several influential business men be detrimental to her career but the exposure of her being a Meta-human would as well. She has not trust in the 'registry'. Such exposure would only be used against her, and though she longs to speak against it realizes that she has to advocate the cataloging to maintain her popularity. Sascha admires the Celtic Queen Boudicca and in many ways emulates her. She believes that one day, the NWDD will control a greater part of the entire world. These lofty ambitions, however, do not ever cloud her judgment, she always maintains focus and clarity of thought, even in the most dire of situations. This she believes is truly one of her greatest gifts and has turned it into a motto of the corporation: 'In the darkest corner, we see the light.'
    6. Karl Reinhardt, has remained a trusted friend of Atticus Gale and is currently the only person who bears the knowledge that he was once Toril Njordhagen, the founder of the company. He knows that Atticus is a Meta-human and helps in whatever capacity he can to protect his secret. Through Karl's undying loyalty to Toril, Atticus continues in secret to direct the company and is afforded all the freedom he requires to unravel the mysteries of the viruses and what is currently believed to be the Meta-human 'syndrome'. Everything they do, is still from a perspective of Genetic Science and are, in the year 2013 just beginning to suspect that magic has indeed become a new variable to consider. Before the 'RESONANCE', Atticus Gale was known as Toril Njordhagen, a man who in his 73 years had built Genomorph Laboratories and faded into obscurity, establishing his good friend and colleague, Karl Reinhardt as the CEO of the company. When the 'RESONANCE' transformed him, restoring his youth (and somewhat altering his appearance) he put his trust in his old friend relinquishing his stocks to him and created the new identity he possesses today. Genomorph Laboratories became part of the NWDD after the 'RESONANCE' and was absorbed into their Research Division where Reinhardt became the Director of the NWDD Research Division. Some of the top minds are employed by Genomorph and have been granted the task (among others) of deciphering the three viruses and more. SKILLS Harvard Educated: Ph.D Microbiology and Genetic Science. Speaks English, French, German, and some Japanese. Highly resourceful. DESCRIPTION Hgt: 6'0" • Wgt: 175 lbs • Eyes: Blue • Hair: Blond • Age: 45 (2013) Karl is a Caucasian male of Germanic descent with thinning golden blonde hair. He generally appears welcoming, although he can be a very shrewd businessman when required. He prefers lighter coloured suits to dark, and often wears brightly coloured dress shirts. He has glasses to enhance is vision at a distance but does not always wear them. PERSONALITY Generous and direct are the two traits that best describe, Karl. Always diplomatic, he is refined, smooth, and ever amiable. Only when one gets to know him on a personal level will they be exposed to his dry sense of humour and cynical look out on life in general.
    7. Zeph

      Manhattan

      New York City is a wonderfully diverse city comprised of five separate boroughs – Manhattan, Bronx, Brooklyn, Queens and Staten Island – each possessing unique characteristics. Most choose to confine their stay mainly to Manhattan. Twelve miles long, three miles wide and a world unto itself, Manhattan Island is famous for its “uptown” and “downtown” neighborhoods that cater to people of arguably any background and persuasion. Harlem A historical center of urban African-American culture, Harlem is roughly located above Central Park from 110th to 145th Street on the East Side and above 125th Street (above the Columbia University campus) on the West Side. "Strivers' Row" boasts some of the finest examples of historic brownstones in Manhattan; Sunday church services draw busloads of tourists eager to hear some of the best gospel in the country; historic restaurants and clubs (from Sylvia's to the Lenox Lounge) showcase the African-American cultural heritage that first made the area famous during the Harlem Renaissance. Inwood This neighborhood boasts one of the city's best--and least-visited--treasures: The Cloisters, in Fort Tryon Park . The park itself is beautiful--a serene place ranging over many acres, overlooking the Hudson--and the Cloisters, a branch of the Metropolitan Museum of Art, is something really special. This section of the museum--a recreation of a French medieval cloister--is dedicated solely to medieval art, and boasts famous tapestries, medieval gardens and sculpture. The neighborhood itself is a mixed bag: historically quite poor and once a casualty of the crack wars, it is also home to many students, artists, musicians and Broadway performers who value affordable space and generous river light as well as the direct subway ride to midtown. Despite the area's mellowing in recent years, it can still be a bit sketchy at night, so visitors should use caution. In the past few years the neighborhood has definitely improved and I do not see any problem going there to any of the really good restaurants that have popped up. You should also visit the Dyckman House on Broadway and 204th St- a pre Revolutionary residence. It even boast a Hessian hut where Hessians camped out during the Revolution. Morningside Heights Bordered by Harlem and the Upper West Side, Morningside Heights runs from 106th Street to 125th Street between Morningside Park and Riverside Drive. A number of major educational institutions are located here: Union Theological Seminary, Jewish Theological Seminary, Manhattan School of Music, and, most famously, Barnard College and Columbia University. The neighborhood boasts a park promenade along the river ( Grant's Tomb is located here) and some spectacular architecture, including the flying buttresses of the Riverside Church and the perpetually unfinished but breathtaking Cathedral of St. John the Divine , arguably the world's largest Gothic cathedral. Less exalted but perhaps still more interesting to couch potatoes: Tom's Diner , the local hangout from Seinfeld, is also here. Upper East Side A historically elite bastion of old money, the Upper East Side (59th Street to 96th Street between 5th and York Avenues) remains conservative and upscale. Quiet cross-streets are lined with beautiful apartment buildings (as is the "Gold Coast" of 5th Avenue facing the park, home to some of the most coveted addresses in the city); the avenues (particularly Madison Avenue) are dotted with posh hotels, upscale restaurants and high-end designer boutiques. Visitors find easy access to Central Park as well as the fabled “Museum Mile” section of 5th Avenue, home to the Metropolitan Museum of Art , the Guggenheim , the Whitney , the Museum of the City of New York , and the Cooper-Hewitt Museum of Design . This is a great neighborhood for dream-shopping and people-watching, if the luxe life is your thing; cruise the high-end shops on Madison Avenue, have a cappuccino and a salad in a cafe with tables facing the street. (If you want to do some actual shopping but can't afford the stratospheric prices, you might check out Bloomingdale's). At night, much of the neighborhood goes dark (safe but very, very quiet) with the exception of restaurants; but from Third Avenue over, far from the convenience of the subway and the elite status granted by Central Park proximity, the Upper East Side turns into one big frat party, rife with bars packed with preppie post-collegiate types. Upper east Side is Sub-divided into 3 areas. All walking distance to each other but all different in history. You have the Yorkville Section Which is above 72nd Street to 96th Street between Lexington and 1st Avenue. Carnigie Hill Section above 72nd Street to 96th Street between 5th and Lexington Avenue. The Upper Yorkville Section, Above 96th Street to 106th Street between Park Avenue and 2nd Avenue. Upper West Side Historically the heart of liberal, intellectual, political New York (the home of Bella Abzug and John Lennon), the Upper West Side has undergone considerable gentrification in recent years, with the influx of chain stores. Still, the neighborhood remains funky, cranky, and relatively diverse--not to mention family-friendly (it is, perhaps, the stroller capital of Manhattan). Bounded by Riverside Park (overlooking the Hudson) to the west and Central Park to the east, the neighborhood is exceptionally culturally rich, even for Manhattan. Watch Shakespeare in the Park , or hang out at the Strawberry Fields memorial to John Lennon, in Central Park opposite the Dakota, where the Beatle lived and died; while away an afternoon drinking a glass of wine, listening to music and watching the yachts, the roller-bladers, the walkers and runners and dog-walkers in the Riverside Park Boat Basin; check out the Children's Museum and the American Museum of Natural History (with its fabulous dinosaur exhibits and the gorgeous Rose Planetarium); watch ballet or opera at Lincoln Center (in summer, you can dance outside on the plaza and watch performances by artists from around the world). Juilliard is located here; so is a campus of Fordham University. Foodies will want to check out Zabar's and Fairway , two of the city's most renowned culinary outlets. While the architecture is often gorgeous (check out the Ansonia , on Broadway north of 72nd Street), it's the people-watching that's really great here--but be prepared to keep moving or get out of the way, as the crowd moves quickly and this is still the domain of sharp elbows and sharper retorts. Midtown Midtown, from 42nd Street to 59th Street east of 5th Avenue, is one of the most visited areas of New York--it's fast, crowded and fabulous, though not many New Yorkers live here (there is a sprinkling of exclusive residential enclaves on its eastern edge). Half the city’s train commuters enter at Grand Central Terminal , the famed architectural landmark located at 42nd Street and Park Avenue. Grand Central underwent a major renovation some years back: now you can have a drink at one of the restaurants on the upper levels of the grand central hall while you watch the frenetic scene below or gaze at the intricate restored ceiling. Some of the city's great old grand dames of shopping-- Bergdorf Goodman, Tiffany's, Saks Fifth Avenue --share avenue space with a younger, less tony crowd (the Nike Store, Coach, and other ubiquitous upscale brands); for the serious clothing design maven, there is, of course, Barney's, and for kids, check out the revamped FAO Schwartz , with the famous "Big" Piano. St. Patrick's Cathedral is on Fifth Avenue just north of Saks; Rockefeller Center, with its skating rink, its yearly Christmas tree, and its Today Show windows, is across the street; Radio City Music Hall is down the way, fronting on the Avenue of the Americas (6th Avenue), not far from the newly renovated Museum of Modern Art. Food on Foot Tours offers the world's largest buffet, New York City with different tours including Midtown Manhattan. Gramercy Park This neighborhood (17th to 22nd Street, from east of Park Avenue South to Third Avenue) was built around a private park by the same name by Samuel Ruggles, one of the city's first great developers, in the nineteenth century. The houses and apartment buildings around the park are some seriously coveted real estate, since ownership is still the only way to make it through the gates of the park; Rockefellers and their ilk live here. The area north and east of the park (Murray Hill) is residential and not particularly interesting to tourists, though the Morgan Library, with its spectacular new renovation, is to the northwest. Madison Square Park / Flatiron / Park Avenue South Stretching from 5th Avenue to Park Avenue South, from 27th Street to the top of Union Square, this cluster of neighborhoods has undergone substantial change in recent years. Madison Square Park has been substantially cleaned up and revitalized (check out the Shake Shack - an incredibly popular burger joint in the park) or just hang out on the benches and people-watch on a summer day), and the area around it is now home to a number of great restaurants, including Tabla, Eleven Madison Park, and the three-star A Voce. Gentrification has made its mark here, too: the Metropolitan Life Insurance building has just been sold to a developer, who will turn it into condos. But the area has history--this was, of course, the site of the original Madison Square Gardens, way way back in the 19th century--and the new conversions preserve the beautiful architecture around the park: it's one of the loveliest squares in all of downtown. Park Avenue South is an after-work bar-hopping mecca, and 5th Avenue from the iron-shaped Flatiron Building on down is home to yet more shopping. Many of the shops are fairly generic, but ABC Carpet & Home is not: on Broadway a couple of blocks north of Union Square, it's styled after the New York shopping emporia of the nineteenth century, and can be quite dazzling in its esoteric plenitude. Times Square / Theater District / Midtown / Hell's Kitchen (aka Clinton) Arguably the most popular destination for tourists, this (40th to 59th Streets from 6th Avenue to 8th Avenue) is the land of skyscrapers and theater, tenements and honky-tonk fabulousness. Carnegie Hall and Rockefeller Center sit on its eastern edge; to the west, the tenement neighborhood known as Hell's Kitchen, a low scale nabe of well-priced ethnic restaurants on 9th and 10th Avenues, trendy bars, and independent shops inhabited by blue-collar workers, Broadway working stiffs, Fordham students and, in recent years, a sizeable gay community priced out of Chelsea to the south. In the middle, of course, is Times Square , that most gaudy of New York City spectacles, replete with over-the-top signs (the neon, now mostly gone the way of the dodo, was once afforded special legal protections--now it's all about pixels), screaming crowds below t he MTV studios, scam artists and card sharks running sidewalk games (do NOT be tempted: you really, really, really can't win), over-the-top commerce, insane crowds, and, of course, lots and lots of theater. While this area has lost its former evocative seediness, this is still New York City--so watch your wallet, especially in crowds. Otherwise, Times Square is quite safe most of the time, though it can feel a bit quiet at 2 AM. This area is the home of some of the most prestigious private clubs such as the Harvard Club, Yacht Club and fabulous hotels on 44th street between 5th and 6th avenue. The area is not just for tourists is a place where locals hangout for lunch or after work visiting some great restaurants like DB Bistro, Kellari Taverna, Triumph and many more. Chelsea Historically a residential area known for its writer and artist population, Chelsea (15th to 39th Streets between the Hudson River and Sixth Avenue) was the epicenter of the city’s gay life for quite some time; but as the neighborhood has become increasingly upscale, it's changed considerably. New York's hottest gallery scene inhabits the area's western edge, with haute restaurants to match. The Chelsea Market attracts foodie types from all over, despite its dark, dated design. A clutch of trendy clubs have taken up residence on and around 27th street and on the western edges of the neighborhood. Practice your golf swing or try a little rock climbing, or bowling at Chelsea Piers Sports Complex. Or, enjoy a harbor cruise on a warm summer night on one of the historic vessels of Classic Harbor Line. Once dangerous, then quietly residential, Chelsea has become very, very downtown. Flatiron/Union Square Union Square is located at 5th avenue from 14th to 17th Street. Broadway also intersects here as it makes its way on a diagonal path toward the tip of the island. The square is a popular spot for teenage skate-boarders, artists, various performers and protests, as well as the location of the Union Square Greenmarket , where over 70 vendors sell high-quality produce, meats, baked goods, and other wares to discerning consumers. Several well-known restaurants, such as Blue Fin, are also located in this area, which contains the landmark triangular Flatiron Building. Surrounding Union Square are many shopping opportunities, such as DSW shoes, Trader Joe's Supermarket, Whole Food Supermarket, Max Brenner Chocolates, Diesel and many more. The immensely popular hamburger stand, Shake Shack, is located in Madison Square Park (NOT to be confused with the sports and concert arena, Madison Square Garden), at the intersection of 23rd Street and Broadway East Village The East Village once was part of The Lower East Side has undergone gentrification and has lost its former edge. However, it is still a culturally diverse area with significant Polish and Ukrainian immigrant history and the restaurant row dubbed “Little India.” If you walk its narrow side streets, including St. Mark’s Place, you will discover numerous funky shops, and people-watching is especially fun in this colorful neighborhood. The East Village stretches from Houston Street to 14th Street on the east side and now includes the sub-division “Alphabet City” with popular Tompkins Square Park. For you movie buffs Sixth Street between Avenues A and B became the set for The Godfather Part II. A guided food tour can point out important architectural sites including St. Mark's-in-the-Bowery Church (the second oldest church in Manhattan), Cooper Union (a free college established by inventor and philanthropist Peter Cooper), McSorely's Ale House (the oldest bar in Manhattan), and vibrant St. Mark's Place with its shops, coffee shops, bars, and restaurants. Greenwich Village - West Village Greenwich Village has historically retained a bohemian air and has historically been the center of New York gay culture. This town-within-a-city is seductive with its quaint, curvy streets, beautifully restored townhouses and cozy restaurants. Gentrification has led many monied families to settle in this area. Bleecker Street is a burgeoning shopping area with many newly-opened designer boutiques. Jazz aficionados will want to catch a performance at the legendary Blue Note. The West Village is generally considered the area of Greenwich Village west of Seventh Avenue. Washington Square Park is lively during the warm weekend days and a great place to see street performers, historic brownstones and locals mixing with tourists and NYU students. The Village also gathers many exceptional eateries, restaurants, and gourmet markets due to its popularity to local young professionals and students. You can find all the famous New York noshes including the well-known New York Style pizza, hotdog, falafel sandwich, halal food, cupcake, and more in the area. If you have a limited time to spend in New York, a great way to try all of these noshes is to go on a walking food tour. Not only do you get to eat everything that the Village has to offer, but you also get to tour the neighborhood's historical sites! Meatpacking District Officially known as Gansevoort Market, the Meatpacking District is bordered by West 15th Street, Gansevoort Street and 11th Avenue. Not long ago, this industrial warehouse area was populated almost exclusively by wholesale meat companies, but it not long ago transformed into the city’s latest it-destination with numerous trendy and outrageously expensive boutiques, a white-hot club scene, and chi-chi dining establishments. Hipster- and model-watching is particularly good in this uber-chic neighborhood! The brand new Highline Park just opened in the summer of 2009. Once an old abandoned freight railroad track used for transporting meat, plants and other staples, this pedestrian paradise provides a peaceful, elevated getaway above the fray. It features native plants and "weeds" that once nearly took over the trellises, and a set of bleachers over 10th Avenue for a pigeon's eye view of the area. NoHo/Nolita NoHo (“north of Houston Street”) is an oddly-shaped parcel of land enclosed by 3rd Avenue, the Bowery, 8th Street and Broadway; Nolita (“north of Little Italy”) is located below this area between Houston Street, Lafayette Street, Broome Street and the Bowery. Both areas have experienced a retail upturn as independent shop owners and designers were forced out of SoHo due to skyrocketing rent and real estate prices. Shoppers in search of the unique and one-of-a-kind will enjoy perusing the stores lining Mott, Elizabeth and Mulberry Streets. SoHo & Tribeca Once a manufacturing center, Soho ("South of Houston Street," north of Canal, from Lafayette to West Broadway) and Tribeca (the Triangle Below Canal Street, bordered by Broome and Barclay Streets west of Broadway) fell on hard times as light industry moved out of the city. The area was menacing in the 1970s when artists began moving in and "homesteading" the huge open spaces in abandoned cast-iron factories and warehouses; soon galleries were thriving in Soho, and while Tribeca took longer to turn around, it became a haven for ground-breaking restaurants. These days, things are...different. Although a handful of the artists who originally transformed SoHo’s factories and warehouses into studios, galleries and lofts still call this area home (the "pioneers" were allowed to claim the buildings they had "homesteaded" under a special loft law aimed at creating safe neighborhoods and affordable housing for artists at one shot), it has metamorphosed into a downtown haven for well-to-do shoppers. Most art galleries have now moved out of the area (and into west Chelsea), while a thousand upscale retail chain outlets have bloomed on these cobblestone streets. TriBeCa has a lot less shopping and a lot more pricey residential real estate: this is Manhattan loft living at its finest. The retail here is expensive and exclusive; furniture mavens in particular may want to do some browsing. Robert De Niro's TriBeCa Film Festival is headquartered here. Chinatown & Little Italy Ever-expanding Chinatown is a vibrant and colorful neighborhood that has grown to encompass parts of Little Italy and the Lower East Side. Ethnic shops, street vendors and reasonably priced restaurants dot its bustling streets, which span roughly from Grand Street to Chatham Square and from Broadway to beyond the Bowery towards East Broadway. Little Italy does still retain a unique ethnic charm, particularly along Mulberry Street between Canal and Spring Streets, with cozy restaurants, tempting pastry shops, and Italian food stores. Towards the end of May until October Mulberry Street, which is the main thoroughfare of Little Italy, becomes a pedestrian mall on the weekends. The restaurants place tables and chairs outside for patrons to dine. Chinatown dining is still done indoors. A great way to fully experience the cultural and gastronomic aspects of Chinatown is to go on a food tour. Another thing to note is that there are expert watch repairmen working right on the street. They fix all types from Timex to Movado. You can identify them by a large umbrella and small stand that they work out of. So, if you need a battery replaced or a watch fixed bring it to Chinatown for a fraction of the price at other places. If you need a cop, lawyer or civil servant go to 17 Mott St. This is where a little underground restaurant is located. Wo Hop has been a working man's place for good cheap food for many years. Beware, the lines on the weekends go up the stairs and the wait can be long, but worth it. Lower East Side Historically an area famous for its immigrant populations, the Lower East Side (from Houston to Delancey Street, east of the Bowery) has long been a gritty working-class neighborhood (the first public housing development, the First Houses, is located at Avenue A and 2nd Street), and in recent decades its grit was sharpened by the menace of the drug trade. But in the eighties, artists discovered the neighborhood; the hipsters followed; then came the Broadway show Rent (and, briefly, the movie). These days, there are hot restaurants, pricey independent designer shops, Moby's vegetarian cafe, a chic hotel, and an unbelievable number of bars here--cheek by jowl with old-school Jewish clothiers and food shops, housing projects, and small immigrant businesses. On weekend nights, the neighborhood is overrun by barhopping hip young things. The marriage is not always made in heaven, and there have been tensions between "old" and "new," between longtime residents, artist-"pioneers" and new arrivals, and between rich and poor. Several Jewish landmarks remain, including the Angel Orenzantz Center, the Eldridge Street Synagogue, Katz’s Delicatessen, the oldest deli in New York, Yona Schimmel's Knishes, Kossar's Bialys. On Orchard Street, vendors and buyers still haggle over tables piled high with clothes, shoes, bags and hats (Saturday, the Jewish Sabbath, is still not the best day to visit this strip). If you're seeking a sense of the neighborhood as it was in the early 1900s, reserve a tour at the Tenement Museum. Housed in a number of extant tenement houses, the museum offers tours that give visitors an excellent sense of what life must have been like for residents here long before the would-be rock stars moved in. Lower Manhattan Lower Manhattan comprises the Financial District (including Wall Street), City Hall, the much-filmed courthouse, and many, many government offices, as well as and Battery Park City, a residential development on the Hudson River constructed on a landfill created by the original excavation of the World Trade Center complex. If you're tired of pavement, take a stroll through the parkland along the riverfront, from Battery Park (the jump-off point for boat tours to the Statue of Liberty and Ellis Island, as well as for the Staten Island Ferry) north to Chelsea; you'll have excellent views of the Hudson and the Statue of Liberty, and there are playgrounds, rolling lawns, cafes, and other diversions along the way. There's world-famous shopping here, too: Century 21, the legendary bargain designer clothing outlet (bring sharp elbows and sharp eyes) and J&R, an electronics, music, computer and home goods emporium stretching across most of a full city block. Much of this area was devastated after the 9/11 terrorist attacks, and it is still slowly recovering; tourists flock here to view the site. Brooklyn Brooklyn Heights and DUMBO At the other end of the Brooklyn Bridge are one of Brooklyn's oldest and one of its newest residential neighborhoods. Brooklyn Heights, reached by turning right after you walk down the stairs at the Brooklyn end of the bridge and make a right, is the old old neighborhood. It was, by some accounts, America's first suburb, a place where good people moved to escape the unwashed hordes in New York when Robert Fulton started his ferry service. There are some of New York's oldest houses, particularly on and between Willow and Hicks Streets, dating to the 1840s. Walk the streets here and you forget you are in New York, it is so peaceful. There are lots of old churches too because the good people were also religious. On Orange Street between Henry and Hicks is Plymouth Church of the Pilgrims where Henry Ward Beecher preached and Lincoln listened to him during his presidential campaign. On Henry near Montague is the Maronite Cathedral, usually shut, but open on Sundays to reveal a spectacularly brightly painted interior. The doors, always visible, contain bas reliefs of French Cathedrals because they are from The Normandy, a French Ocean Liner sunk in New York Harbor during WWII. Also on Montegue are numerous cafes and restaurants as well as the typical stores. At the end is the highlight though, the Promenade a space for walking that overlooks the East River and NY Harbor, a spectacular spot for photos. To go there directly, just take the 2 to Clark St. and walk back to the river. The old new neighborhood is now called DUMBO, for "Down Under the Manhattan Bridge Overpass". You get there by walking to the north end of the Promenade and walking down Columbia Heights, past two hulking buildings belonging to the Watchtower Society (aka Jehovah's Witnesses). At the bottom is Fulton Ferry Landing, where Robert Fulton's boats used to dock and now the New York Water Taxi does. Here is one of the few spots in the city which makes full use of the water. There is the Brooklyn Ice Cream Factory, where you can gain back those calories you lost walking or the River Cafe, where you can eat lunch or dinner while looking at the Manhattan skyline. Past this is the new area, a series of old factories and waerhouses reconverted first to artists' studios and now high end condos. This is what SoHo used to be, with a number of galleries, stores, and cobble stone streets. At the water's edge is a park with a quasi rock beach, with no swimmers and the constant buzz from the bridge that gives it its new name. Williamsburg Just on the other side of the Williamsburg Bridge from Manhattan, there are really two parts to this area. In the north, just at the first stop on the L (14th St Crosstown Subway) on the other side of the East River is an old section that is being rebuilt daily. Young hipsters and those who want a cool scene without the cost have decamped from Manhattan and invaded Bedford Ave by North 9th St. Reminiscent of Haight-Ashbury in San Francisco, there are a wide variety of restaurants and stores and a quick walk to the river yields a park with an amazing view that rivals the Brooklyn Heights Promenade. In the South end, just at the first stop on the J train, is not only Peter Lugars, the most famous steakhouse in NYC, but just south of Broadway-Bklyn is a vibrant and other-worldly Hasidic Jewish neighborhood that is truly worth a visit if you have never seen anything like this. Queens Long Island City Long Island City is a neighborhood in the borough Queens, just across the East River from midtown Manhattan. (It is NOT the same as "Long Island," which is the name of the actual land-mass encompassing the counties of Queens, Brooklyn, Nassau and Suffolk.) Long Island City is an historically industrial area which has become gentrified, more residential and artistic since the mid 1990s. It is very safe and very easy to reach by public transportation, being served by the E, F, G and #7 trains, as well as the New York Water Taxi and the Long Island Rail Road. A short walk to the water in Gantry Park provides stunning and breathtaking views of the Manhattan skyline, including the U.N., the Chrysler Buidling and the CitiGroup Building. LIC is still quite commercial and is a must-visit for fans of urban infrastructure and industrial photography. Don't let the factory facades and elevated train tracks put you off to staying here. Indy shopping, art festivals and excellent dining opportunities are around every corner. The area around Vernon Boulevard and Jackson Avenue is getting quite attractive. It is home to major artistic institutions like P.S. 1 (a contemporary art museum in a former school building), The Noguchi Museum, Five Pointz (a graffiti-covered tagging paradise), Silvercup Studios (home of Ugly Betty and The Sopranos), Socrates Sculpture Garden, and The Museum of the Moving Image. In the next neighborhood north, Astoria, you'll find Kaufman Astoria Studios (home of Sesame Street and Nurse Jackie). The Live at the Gantries Music Festival is very popular in the summer. Have a beer and play beach volleyball at Water Taxi Beach, or plan a romantic dinner at Water's Edge, the less-touristy alternative to that other restaurant on the water and near a bridge... More and more discount hotels, both independent and major chains, are popping up in the area. Staying here is just as convenient to Midtown Manhattan as, for example, the Upper West Side or lower Manhattan. You can even walk across the 59th Street-Queensborough Bridge right into Manhattan and you'll be "Feeling Groovy!" Jackson Heights The previous neighborhoods are all in Manhattan, but this borough has become increasingly less like "the real New York," that is you can spend all your time there and not once hear a real New York accent. New York has always been built by immigrants living their version of the American dream and to see where this energy is currently thriving, it is necessary to go to the "outer boroughs." Jackson Heights is only one of many of a patchwork of immigrant neighborhoods in Queens, the most diverse county in the country. So take the E, F, R, or V to Roosevelt Avenue or the 7 to 74th Street and explore. Walk north on 74th Street to an amazing variety of South Indian shops, jewelry stores, sari "palaces" (check out the ties and scarfs), supermarkets, and of course restaurants. The Jackson Diner (because it was an actual diner back in the day) and Delhi Palace are two of the most famous. Not far away on 37th Avenue and 73rd Street is Dosa Diner, a south Indian vegetarian restaurant featuring traditional potato and onion filled crepes. If you walk under the tracks on Roosevelt Avenue to the East, the predominant language and food becomes Latin American, Colombian, Mexican, and Ecuadorian with a wide variety of street vendors and shops to look in. Walk west on Roosevelt, and there is a small Filipino neighborhood. Walk northeast on Broadway, by contrast you can find a combination Chinese-Korean place.
    8. Zeph

      New York City

      Without a setting there is no story. A landscape no matter how shadowy and formless is still a stage giving shape to the world in which our characters exist The settings we weave require a consistency. As we wander through the vast setting of the Shift, our characters will from time to time follow in the steps of those before them. The view through a window, the smells in the air, the sounds of crashing waves — these attributes should remain constant from one story to another in our shared setting. Below our examples of a few established settings in New York and their proximity to one another. (Map to come)
    9. The Boheme, located at 568 52nd Street, in Midtown West Manhattan, offers a wide range of cozy nooks for those seeking a quiet reading spot to larger open areas for social gatherings. A modern style of architecture combined with the rustic comforts of coffee coloured woods is as inviting as the rich scent filling the establishment. Richer still, are the stories that permeate the woodwork, as the lives of many cross paths at this popular café. Midtown, along with "Uptown" and "Downtown", is one of the three major subdivisions of Manhattan and can be understood as those parts of Manhattan in neither of these two other regions - that is, all areas between 14th Street and 59th Street, from the Hudson River to the East River, about five square miles or 12 km2. The core of Midtown Manhattan is from about 31st Street to 59th Street between Third and Ninth avenues, about two square miles (this is the area most commonly referred to as "Midtown.")
    10. Those who remember the block now known as OMENWICH SQUARE prior to the Nevus event cannot recall the old brick building ever being there before, but cannot imagine it never being there either. One might imagine that through some other worldly means it appeared overnight as an established business in the community, but such a thing was not possible, at least not prior. The tavern faces Broadway and is just one of the many businesses of Omenwich Square. Originally owned by Angus Leary partnered with Plymouth Weir and both take up residence in the rooms that exist above the first two floors and below what is the tavern. The ancient five story stone structure of distinct European architecture would stand out anywhere else in New York, but it merely blends into the charming brownstone landscape of Omenwich. It will also come of no surprise that the pub just so happens to be nestled right next to none other than the 'Rare Relics'. Upon entering the establishment one will find themselves transported into another time and place. The rich scents of old wood, pipe smoke and well aged spirits permeate the air and the detail etched into the rich dark wood of the walls and furniture whispers of old tales that travel well beyond the history of the very country in which the building stands. Believers and non-believers alike can feel it, the magic that seems a part of everything in the old pub. A magic that soothes the soul and warms the heart, leaving one with the desire to return even before they stroll out the door. The OAK & HENGE boasts an impressive selection of imported beers and ales, and to the surprise of their competitors, the pub seems to maintain a stock of the rarest brews, usually unattainable due to restrictions. They, however, through some strange means are able to acquire these rare brands, which attract a rather eclectic crowd of both magical and non-magical folk. The Henge, prides itself not only on it's service and fine beer and spirits, but also as a place where the enchanted and human-kind, can socialize on common ground, neither holding advantage over the other in the 'wise place of meeting'. THROUGH THE THINNING VEIL The glimmering light of the veil, which allows those with Faerie sight to glance into the realm from which they were born shines through the branches of the great dark oak, taunting them with the place they can not return to. A black barked oak of perpetual Autumn, it's leaves ever a golden orange, falling and rejuvenating over the course of a day. No one can see the tree, not even the Faerie, but they know it is there, growing within the middle of the tavern, it's shadow appearing over the floors of the building when the light of the other side shines bright. As grand and historically exotic as the OAK & HENGE may be, to those without the 'sight' nothing appears out of the ordinary. For those who are able see through to the other side, the pub is as much a feast for the eyes as it is for one's appetite. Normally Faerie alone can peer into the unseen world made visible by the light shining through the veil (and within the OAK & HENGE it shines very bright) but there are others who can see this world. Those sensitive to such things. One of the predominant decorations of the OAK & HENGE are the oak leaves of fall, carved into, or painted upon the wood work, and after sunset, those able will see them in a perpetual state of movement. They will fall, as if dancing in a playful breeze, cascading down the wall, over the bar and across the floor and ceiling. They will also see many other sights as well, but these are best left up to your own imagination for as they are written, they will become reality here. MAGICAL WARDS A variety of magical wards defend the Oak & Henge from anything ranging from evil spirits to lycanthropes. Dried aconite accompanies the many other herbs and plants that hang in it's windows and above the doorways. In the summer, monkshood grows alongside other magical plants in the flower beds around the building and on it's window ledges. THE MAGIC RULES OF THE HENGE The OAK & HENGE is within an ancient building harboring powerful magic and those entering must obey these rules: The power of the OAK & HENGE is that which provides an advantage to Faerie, but only those defending themselves. The magic cannot be used as an advantage through entrapment, for that is not the way of the Henge. No manner of violent spell can be spun out of malice, and no weapon of iron (this includes firearms as the term 'weapon of iron' simply refers to any metallic weaponry) can be wielded to cause pain and suffering. This includes charms and any manner of magic that bends a person's will to anothers either consciously or unconsciously. (The writer may interpret this magical defense how ever they so choose. If a 'weapon of iron' is wielded or fired it may simply pass through the victim leaving them unscathed or erupt into flames leaving the antagonist weaponless, or fire bubbles into the air harmlessly.) Ancient wards and charms line the walls, ground, and ceilings. Glyphs, designed to repel the strongest of Demons. The OAK & HENGE will not harbor their kind. (If a writer so chooses to have their 'demonic character' enter the Henge the will be COMPLETELY POWERLESS.) SUB-CHARACTERS OF THE OAK & HENGE Angus Leary - OWNER/OPERATOR - Dwells on the fourth floo r . Aegir Saemundson - BARTENDER/PART OWNER - Lives on the third floor. The Main Floor of the Oak and Henge The Second Floor of the Oak and Henge
    11. Zeph

      The Black Mask

      Darkness is the essence of this So-ho pub; the kind of place where people go to lose themselves in shadow and drink. Shady deals and unsavory corners hidden from the prying eyes of the law are the foundation of the Black Mask. Enter at your own risk.
    12. The Penthouse survived the chaos that followed 2010. It is THE premier upscale gentleman's (strip) club, owned and operated by the Bakkhos syndicate. It provides a sultry atmosphere, gorgeous women and the finest drinks money can buy. Escort services, private rooms, just about anything you could want to sully your moral standings...it's all available at the Penthouse. Plush carpets, padded walls and a never ending bar epitomize luxury and decadence. Stages dot the walls and hidden alcoves, with seven private rooms protected by a bouncer each in the back that are as often for business deals as for private dances. Pricey to enter and even pricier to stay, the Penthouse caters to the darker side of the corporate world with a steady stream of dancer-wanna-be's turned away almost daily as Bakkhos only picks the cream-de-la-cream. Located at 45th and 11th, you can relax in luxury, liberating your mind and body in an environment where fantasy meets reality..
    13. The Mission of the Jersey City Police Department is to work in partnership with our fellow Jersey City citizens to enhance the quality of life in our City; to be open and sensitive to the public’s needs regardless of race, religion, ethnicity, gender or sexual orientation; to dedicate ourselves continually to reassess our methods and technology to proactively reduce criminal activity, and to treat all people with the highest degree of respect and dignity. The Jersey City Police Department consists of some 900 uniformed officers/superiors, 200 crossing guards, and 187 civilians dedicated to the safety of Jersey City's residents and visitors. The force consists not of precincts, but four districts, the North, South, West and East. Prior to the Resonance the jurisdiction of Jersey City PD ranged in Manhattan as far as Hell's Kitchen. These day's that's been increased to all of Manhattan and Brooklyn. the North and East District's patrols spill into southern Manhattan to provide support to the NYPD, the two police forces working in conjunction. Conservation of public harmony and order Deterrence, detection and solving of crimes Enforcement of state laws and city ordinances Provide non-law enforcement services to the public Protection of the Constitutional guarantees of all persons Facilitate safe movement of people and vehicular traffic Render other emergency services as needed Jersey City PD Commanders Jersey City PD Commander: Deputy Chief Jacob Smith Patrol Bureau Commander: Deputy Chief Jasper Donahue Investigations Bureau: Commander: Deputy Chief Michael Barnes Street Crimes Commander: Captain Reggie Maples Special Operations Commander: Captain Connor Brinks Jersey City PD East District 207 Seventh St, Jersey City, NJ 07302 Captain Kate Michigan Homicide Detective "] Jersey City PD North District 282 Central Avenue, Jersey City, NJ 07307 Captain Ezra Waterstein (Relation to Slate Morrison)
    14. Zeph

      Omenwich Square

      Omenwich Square, a portal to the old world amidst the ever changing landscape of New York City. It's brown stone buildings, romantic architecture and faux gas light lamp posts and wall fixtures generate the ambiance of old England, luring one deeper into it's trappings. As one ventures deeper into the narrow alleyways they soon find that retail adventure abounds. Along the cobblestone corridors are nestled many small and quaint shops just waiting to be explored and at the center of it all lies Trinity Market, the heart of Omenwich Square. By day Omenwich is an extravagant detour for the wayward spirit. It's rustic, Old-World atmosphere is a welcome change for those wishing to escape the rat-race, if even for a few minutes. All of the shops maintain a character that compliments the theme of the Square so that visitors truly feel they've taken a respite into myth without ever leaving the city. By night, Omenwich takes on an ambiance more associated with dark macabre of old London's Piccadilly Square during the time when Jack the Ripper stalked the foggy, shadowed streets. Visitors and patrons alike will delight in the mood generated by the legendary structures, but all will agree that something truly sinister seems to lurk within the obscure corridors. The aura of magic is strong and veil between worlds is thin within the Square, thus inviting to the likes of Fae and other entities. In order to protect it's patrons and keepers, Omenwich Square's alleys were once secured with wrought iron gates originally designed to prevent wandering zombies from entering. Many of the gates are locked at nightfall by a private security company employed by Omenwich. ESTABLISHMENTS The Oak & Henge Tavern Owner/Operator: Angus Leary The heart of Omenwich Square. Arcane Artifacts Owner/Operator: Dana Morrowynd a Metahuman Fae. Antiques and ancient relics. Dark Horse Crossroads Book Store Owner/Operator: Holly Bowman an ex-private investigator. An old fashioned book store; a two story labyrinthine archive featuring current to the rarest of tomes. Formerly owned by the deceased Erich Lawrence Park (a ghostly resident) the store was purchased in late 2015 by Sadie Verdin who mysteriously vanished as well. Blackwell's Magic Shop Owner/Operator: Benjamin Blackwell Owned by an old British stage performer, the shop itself is a maze of magical props and books on the art of legerdemain and illusions. Blackwell himself was known for the old disappearing act, a trick not so entertaining in our new 'magical' world. A tentative play-by image and persona for Blackwell is John Hurt. In truth, Benjamin changed during the Shift. The magical tricks he performed he is know able to conjure via actual incantations. He has the ability to manipulate magic but in order to do so requires the development of an incantation — his own specific formula requiring a combination of movement, words in a variety of tongues and components. These 'recipes' are of course NOT fool proof. Benjamin has more failure than success and can, quite comically, be found with singed whiskers, the scent of smoke permeating his workshop. Macabre Café Owner/Operator: Christopher Vines This garish café, located witihn an eight story building on the corner of Broadway and 83rd street, has been designed to emulate the dark and macabre of Edgar Allen Poe with slight steampunk twist thrown in. Morrow's Greens Owner/Operator: Chevy and Madison Morrow Omenwich's local Green Grocery. A quaint market that always seems to 'magically' have just what you're looking for. They not only sell fruits and vegetables but dry goods and basic staples, like milk and eggs as well. Chevy and Madison are a middle aged couple originally from Scotland. Harrington's Haberdashery Owner/Operator: Greyson Harrington A classic men's clothing store. Greyson provides custom taiioring and sells a variety of fashions from classic, to common, to edgy. Black Rose Decor Owner/Operator: Tess Mayfair This interior design shop, located on the main floor of the 82nd street side of a four story building, has decorated most of the shops of Omenwich Square. They specialize in old English, Gothic and Victorian design. Ballantine Place Supervisor/Maintenance: Walter Kripp A beautiful nine story gothic apartment block located at 1522 Amsterdam Avenue containing fifty suites. It is one of, if not the oldest apartments in the area. It is known for it's sky lit court yard, labyrinth of wrought iron stairwells and old style elevators. CHARACTER RESIDENTS: Apartment 905 — @Atticus Gale TRINITY MARKET A year before the RESONANCE the Holy Trinity Catholic Church closed it's doors; it was a shock to the community. The popular place of worship was shut down in a matter of weeks. The reason provided by the Bishop was that a rare form of black mold, one only irradiated by the destruction of the building had sadly been discovered throughout the structure. Oddly, though, not one parishioner had ever suffered any symptoms associated with the dangerous spores and the church refused any further investigation into the matter. An investigation revealed a few strange stories of events that would have been unaccepted in a pre-Resonance world. Objects moving by themselves, eerie voices, and people being scratched by some unseen entity. It would seem as if the church was haunted. These allegations were of course denied by the church, but after the 'Resonance', the priest began to talk, as it became obvious that whatever 'evil' had invaded the church was related to this significant event that changed everything over night. He admitted that there was a presence in the church, but further investigations revealed nothing. It would seem that whatever had existed there prior to the Shift left after the event. Even to this date, the church still remains closed to public. After the 'Resonance' the businesses of Omenwich Square appealed to the church and acquired the park behind it, a beautiful sanctuary at the heart of the square. They called it Trinity Market, and quickly people flocked to it to set up their wares and stations. The bazaar seemed to appear over night and people, or more appropriately Faerie, descended upon the magical market. The market is bordered by dark stone walls laden with creeping vines that turn to bright red and flaming orange in the Autumn. Black wrought iron gates lazily guard three grand archways that offer entrance into the enclosed area of cobblestone paths that spiral round landscaped islands of foliage. At the center is a small gothic fountain featuring a bronze statue of the Arch Angel Michael, but it is believed by some that it is indeed that of Lucifer before his fall. For most of the year, the market lies empty and is used mainly as a park, it is only on specific days, that curiously coincide with certain ancient Sabbaths, that open markets are held. On those days, marketeers, performers, seers, magicians and seekers gather over night and will vanish just as quick when the days allotted to the market are done. During this time, one may acquire many rare magical items that are otherwise unavailable throughout the year. But, a word of caution to the wise that the procurement of such artifacts may come with a hefty price. The ground of Trinity Market is consecrated, lessening the power of, or even forbidding those dark arcane arts that could do harm, but it also lies upon an older and deeper magic — it is a sacred site of the Faerie and as such is neutral ground for their kind. OMENWICH LABYRINTH The sewer system beneath Omenwich Square is reminiscent of the old underground canal system of London and forgotten subway systems are entwined with the strange tunnels. Beneath the allies and narrow roads of Omenwich, lies a labyrinth of ancient catacombs, so old in fact that they seem to pre-date New York itself. This leads a few to believe that the sewer system may in fact originate from some other location, brought to Earth via the Resonance, though precisely from where has yet to be discovered. It is known, however, that occasionally dark passages appear where there were none before, and those that travel down them may become lost, never to be seen again.
    15. JERSEY CITY PD, WEST DISTRICT CAPTAIN — Ezra and Slate Morrison's father, Colman were partner's for twenty years. They came up the ranks together and were both born into the secret society of the Vanguard, unbeknownst to Slate until the passing of the Resonance. Both of them were covert implants known as 'Watchers' in the police force, maintaining their lives as such, performing tasks for the Vanguard when required in order to maintain order in society. Slate has always known him as Uncle Ezra, and never differentiated him from any of his blood relatives, as he saw him just about everyday since he could remember. In turn, Ezra had always treated Slate like a nephew. Having no family of his own, Slate filled a void in his life and whenever, Colman and Heather (Slate's mother) needed a babysitter, Ezra would gladly volunteer. It was Ezra who actually noticed the darkness lurking within Slate, the same constant shadow that followed Colman shrouded him and so together the two men worked to turn the boy's rage into a weapon for good. After, Colman's courageous death in a Boston riot in 2006 (which in reality was a covert Vanguard mission) for which they were called in as reinforcements, Ezra took his place and did his best to guide the violent young Morrison as his father would have. A non-practicing Jew, Ezra knows about as much of the Catholic faith as his own religion due to all the time he spent with the Morrison family. He is an exceptional cop, everything by the book, except where Slate is concerned. Many times he's put his neck on the line to ensure that he kept his badge knowing that symbol is the only thing separating him from the very criminals they protect civilians against. After the 'Resonance', Ezra experienced a physical change, but never once did it effect his moral compass nor sway his convictions. He remains a straight and narrow Captain for the Jersey City PD, keeping his transformation a secret. Slate is the only one he has entrusted with the knowledge of his supernatural ability. He is also now, Slate's guide in the highly secretive world of the surreptitious Vanguard which has always existed in the darkest shadows of society. ABILIITIES Psychometry / Precognition (Stereotypical Psychic) After the 'Shift' Ezra became sensitive to strong impressions left over from violent events. It is only the heinous and malicious crimes (they have to be strong impressions) that offer him a glimpse into the past, giving cryptic visions that may provide insights into catching perpetrators. He may also receive obscure views of the future by touching very personal items of a person, or the person themselves. These glimpses of the future are set in accordance to the time that they are received and with each passing second after the likelyhood of their accuracy becomes less and less. SKILLS Management, Public Speaking, Hand to Hand combat, Grappling, Firearms, Combat Awareness. Speaks: English, Yiddish and a little bit of Spanish. DESCRIPTION Eyes: Blue • Hair: Dark Brown, starting to grey • Ethnicity: Jewish • Height: 6'2" • Weight: 175 lbs Ezra is a tall, thin man, but wiry with a deceptive strength not afraid to mix it up if he has to. At his age, though, he is more careful now and doesn't hesitate to pull his firearm. As a Captain he dresses appropriately, preferring dark coloured suits to light. PERSONALITY A fastidious man, Ezra is always planning. Focused on work most of the time, he can, in the company of the right people, be quite amiable in social situations. HISTORY Interacted with Slate Morrison and the only woman he ever loved, Aislin Burke who was a Kelpie, back in 2014.
    16. * The Nevus is 'staff controlled' celestial body. Unless it is stated otherwise over the course of time, the Nevus will appear as it is described here — a black crack in the sky, the absence of light amidst a purple-violet sea of stars and gas. Looking up into the clear night sky one is struck with that same sense of fear and wonder that our primitive ancestors must have felt staring into that unfathomable sea of stars. Science, technology, belief had always served to strengthen our resolve and make sense of the night until we were thrust back into the darkness of the unknown, bathed in the eerie violet light of the black scar of the Nevus, ringing our entire solar system, or so it seems. Some theorize that space and time are bending around it… around us. No one really knows. All our science, and now, all our magic can tell us nothing about this anomaly in the sky. It is both existent and non-existent, possibly some distant reflection from the far reaches of space and time. The Nevus is a remnant of the Resonance. After the event it remained, a permanent reminder of our altered universe. That's all we really know for sure. Scientists postulate that it is definite proof of the multiverse, a tear in the very fabric of space and time through which other realities spilled through, mixing together like the multi-coloured hues of oil upon water. The frightening reality is that we simply don’t know what this ‘rift’ is and what it spells for our future. We are utterly and hopelessly at the mercy of the cosmos, but perhaps this is how it has always been? The Nevus has simply reminded us of just how powerless we really are. The Nevus is visible from any location on the planet. It can barely be made out during the day, but at night it appears as a black crack of lightening amidst a violet coloured star field. Throughout the year it’s position changes in the sky due to the position of Earth’s orbit. The Nevus itself appears to be fixed and unmoving and like the moon can be treated as a constant celestial body. There are many theories as to how the Resonance came about. One of the most popular, based on religious belief, is the ‘End of the World’ theory. Many people, if they didn’t have it already, ‘got religion’ when the Nevus formed and apocalyptic events riddled the world. Many people today still insist that we enduring the ‘Revelation’ and that the Nevus is the ‘Gateway to Hell’. Science minded people agree that it’s a rift in the fabric of our universe and that there may be yet another ‘Event’ in the near future. Conspiracy theorists believe that the Nevus isn’t a natural phenomena or judgement, but a man-made event. The truth remains that nothing can be proven and that no one is any closer to understanding these phenomena than they were back in 2010 when it first happened. So, looking up into the night sky, the Nevus ever looming, all the beings of Earth, new and old, can at least find some comfort in sharing this world defining mystery. After 10 years many have come to ignore it, like so many awe inspiring things of nature it is "irrelevant" to them. From time to time the Nevus still burps and reminds the world it is there and it is more powerful than any who look up at it. But for the most part... it is quiet.. for now. The unknown has always frightened us and so our species has clung to whatever concepts it could to provide understanding. Even the slightest semblance of knowledge provides what Humans have always needed — ‘the illusion of control’. Hence the populace has embraced four theories that allow them to address their questioning minds. 1. ‘A RIFT IN SPACE AND TIME’ Realistically would a ‘rift’ actually look like a ‘crack’ in space? Comparing the physical properties of solid matter to space is utterly non-sensical and yet this is still the most popular theory. People of course are always more comfortable, it seems, with taking the science fiction concepts of pop-culture as truth. 2. ‘THE EDGE OF ANOTHER UNIVERSE. THE EDGE OF OUR NEW UNIVERSE’ Based on the popular ‘multi-verse theory’, it is believe that the Nevus may be a converging universe or perhaps our universe has changed and it represents the ‘edge’ of our new home. 3. ‘A MAGICAL RIFT TO ANOTHER DIMENSION’ Some, mainly those associated to the ‘magical community’ believe the Nevus to be a portal or magical rift to another realm and through it flows an energy that continues to transform our world. 4. ‘THE RAPTURE. REVELATION. ARMAGEDDON.’ We have brought about our own destruction. NEVUS EVENTS SINCE THE ORIGINAL RESONANCE EVENT THE RESONANCE WAVE On November 2nd, 2018, ironically ‘All Souls Day’, a second Resonance Event occurred. It is referred to as the 'All Souls Wave' by those in scientific and magus communities who study the Nevus in depth. These Scientists and Magus studying and monitoring the phenomena of the Nevus would have noted a fluctuation but for the most part there were no tell-tale signs of an event to warn the general populace (further supporting the utter unpredictability of the Nevus). A very small percentage of the 'Human Populace Only' were altered. This means no additional OutWorlders were stranded on the world at this time. MINOR EVENTS HAPPEN OFTEN All the time there are minor events that occur around the world. When something is unexplainable it is now blamed on the Nevus. NEVUS RESEARCH TELLURIC ENERGY LINES (LEY LINES) These lesser known lines of energy criss-crossing the globe are believed to have a relationship with the Nevus. It has already been established that they bolster the effects of magic. The Nevus is a major part of this world and it is unrealistic for a character to ignore it, or the events it creates. Many of these ‘distortions of physical reality’ are no more than freakish occurrences, such as the sun rising at an odd time, or perhaps even a strange planet crossing the sky over a twenty-four period. Incredibly frightening celestial events which are somewhat toned down by the fact that people are very aware that our world, our solar system, perhaps our entire universe is profoundly altered. Experts are constantly monitoring the Nevus. Not unlike meteorologists on the watch for tornadoes. They work in conjunction with seismologists, meteorologists and various other forms of global monitoring to provide the populace with some peace of mind when these events occur.
    17. Zeph

      Vampires (Sheut Ka)

      Forget all you know, or think you know, about vampires. Vampires. Vampyre. Nosferatu. Mulo. Upyri. Vrykolas. Strigoi. Every culture has a name. Every name has drawn a shudder in its time. Every time has fashioned its own legend. Every legend tells a story that is fantasy. Every story, holds a hint of the truth. What the world has known about vampires, is exactly what vampires have wanted it to know. They had existed for centuries. "Had", because in 1629, the last vampire died in Venice from the Black Plague. But what are they really? (NOTE: most in the world DO NOT know vampires exist - they are still relegated to fiction.) Vampire Virus (nocturnaeximius-virus) Vampirism is caused by a blood contagious virus. Unlike those that crossed from worlds beyond during the Nevus, Vampires have existed in earth's past but were "naturally selected" for extinction. Nature greatly underestimated the strength of this virus. Egypt was the birth of the original virus centuries ago, and Egypt is where the virus once more revived in 2010. It is believed by the few that even know they exist, that a corpse of one of the "originals" was disturbed during the Nevus event and released the dormant virus once more into the air, contaminating the first "new" vampire. Ausar Kassis is believed to not only be the first to be infected in 2010, but also inherited the knowledge from the "originals", a knowledge he has used to rebuild the secret society that once helped steer events around the world. In 2010, the virus only has two epicenters, Egypt was the first and strongest dispersion of the virus infecting an estimated 1050 people throughout present day Egypt, Jordan, Saudi Arabia, Turkey, Greece and Sudan. The second was Venice, where the corpses of so many infected had been dumped in mass graves centuries before. It is believed another 800 people were infected throughout Italy, Spain, Greece, Austria, France, Romania, Germany, United Kingdom and Portugal at this second epicenter. NOTE: infection by the virus will greatly decrease or even eliminate any altered human/magus abilities as well as will completely negate a metahuman Fae's or metahuman Elf's powers completely. The Vampire Virus (nocturnaeximius-virus), Lycanthrope Virus (lycaneximius-virus) and Zombie Virus (morteximius-virus) cannot be modified by science or magic. This is because they are a corner stone of our setting and any alterations to them would cause drastic changes to our world. Your characters are, however, welcome to experiment away so long as those attempts end in failure. It is already suspected that the super-viruses are a combination of biology and magic, so many experiments are simply trying to prove that theory. Also - unlike the Zombie and Were viruses, there is no known antiviral that can be administered in the first 24 hours to prevent the infection. Because vampires are still myths to the world no one has been publically working on one. If there is one, only the Sheut Nation has it. These 1850 initially infected are known as the Tepet, or the Firsts. At the end of the Nevus event, these were the only ones "naturally" infected by the Sheut Ka or vampire ancestral virus. All other vampires were "made" either by accidental contact with an infected vampires blood (which happened often in the first year after the Nevus event when people still did not know what they were) or through being bitten. These second generations are known as Khered, or the Children. The vampire population is still small (estimated at 8500 globally) but they like it this way, growing slowly and purposefully. Hidden again amongst us and having spread small conclaves onto nearly all continents. There are no cities with large vampire populations except in Scotland where they are a part of the Sheut Nations headquarters and even here the population grows when people come for meetings but they do not all live there. NOTE: the oldest vampires in this game will only be 9 years a vampire. While they existed before in the world, ALL were dead by 1629 so the earliest you can be infected is 2010 - no exceptions will be permitted. Also the only one to inherit any knowledge from the ancestors is co-star Ausar. Infection EVERY bite a vampire makes either infects the victim or else they must drain and kill them. There is no such thing as a "blood doll" from which they can sensually drink directly. This romantic notion was pushed upon humans long ago to ensure that throughout the centuries there was an appeal for the creatures no matter how horrible the truths, an appeal that often could be used to ensure their secrecy. A victim can also be infected by exposure to vampire blood (if they ingest the blood or have it injected in them). The virus can survive in the blood outside the vampires body, possibly eternally as evidenced by the rebirth of their race during the Nevus. The infection is not carried in the vampire's saliva, therefore kissing or licking is safe so long as the vampire does not have a bleeding cut on their lip. Thus far there has been no evidence that sex transmits the virus but many vampires are not willing to risk it and instead ensure they use protection. There is no cure for the virus. Once infected, a vampire is immune to the other superviruses. However, while not normally prone to sickness, vampires can become very ill when exposed numerous times to the other viruses. In what can be equated to the human flu, the vampire loses their appetite, a dangerous fact as lack of fresh blood will weaken the vampire, affecting their speed and strength. They run fevers which are also dangerous as their new natural body temperature is decidedly cooler than that of human's. When the Virus Flu, as it has become known in vampire circles, strikes, it can last from three days to two weeks. This means that vampires never seek sustenance from Zombies nor Lycanthropes and if exposed, will generally seek to get the anti-virals in the hopes of staving off the flu. Once an Altered Human (Empowered or Metahuman) contracts the nocturnaeximius-virus there is NOTHING left of what they originally were. Perhaps a few abilities may linger, but whatever they were before is gone and replaced by the effects of the virus. They are Vampire. This is the way all of the super-viruses work. Vampire Physiology Vampires are not dead. This legend has been perpetuated over the centuries, along with any sensitivity to garlic, religious symbols or holy water. The blossom of crimson tears is also one of those fictionally romantic additions that has never held any truth to it. Vampires are living creatures that are mutated by the virus. Their blood cells become fragile, requiring a constant intake of plasma to replace them, thus their need to drink blood. Vampires still have a beating heart, and will still breathe. They can even eat food and drink though they get no nourishment from either but can perpetuate the illusion of humanity through doing so. The legends and lore actually help hide the real thing. The mutation has also caused their canines to enlarge and develop a groove down which their "toxic" blood leaks the way a venomous snake carries its poison. They elongate when aroused, angered or hungered. Depriving a vampire of oxygen will put them into a state similar to being staked (comatose), as will depleting their entire blood supply. Revival is possible with large quantities of fresh blood. The vampire will awaken within seconds but with a hungered frenzy that makes them dangerous to even fellow vampires if an immediate large source is not available. The ashen pallor of a Vampire is due to the fact that their infection also leaves them with a severely altered form of Polymorphous Light Eruption (PMLE) - a violent allergy to the sun. Their skin has thinned and the UV from sunlight erupts the flesh into rashes, then hives which soon bubble in boils that break open as the heat penetrates to heat organs that can no longer tolerate temperatures much above 95 degrees. Sunlight (not simply UV light) can actually kill them in as little as 10 minutes on a cloudless day while artificial UV is merely an annoyance. Sun screen is ineffective against this weakness. The longer vampires go without feeding, the more ashen their pallor and their body temperature will cool, which also will cause any resistance to sunlight to diminish greatly. Vampires must feed every 24 - 48 hours, their skin blushing and warming to a faint fever with a good feed. NOTE: while they can feed on animal blood - this does not offer the same nourishment as human blood. It can help push back frenzy but they will ultimately need human blood or surrender to the hunger. Those infected with the super viruses are sterile, unable to procreate any way other than by infecting. NOT KNOWN BY GENERAL VAMPIRES: Only known by Ausar and his inner circle is the fact that Vampires are NOT immortal. When he inherited the knowledge of the originals, he learned that they actually have a finite lifespan, a fact that has been kept strategically hidden even from his own kind. Those that think they can not die are more likely to be bold. Vampires once infected, age very slowly, causing the "appearance" of immortality. They will only age five or six years the first hundred and fifty years after their infection. However after this they will begin to more rapidly age until by 300 they are wrinkled and gray and enter their final phase of infection. Vampires spend the last 100 years of their lives becoming ever increasingly deformed, the origin of the ghoulish Nosferatu legends came from encounters with these abominations who typically slip into hiding while running their society from the shadows. Since the first signs they are not immortal will not be seen for another hundred and fifty years, Ausar has decided there is no need to shatter the fictional illusion that has been reborn. Feeding and Death They require fresh blood. It can be cold but cannot be stored for more than a couple of days or it looses its nourishment. If a Vampire fails to feed within forty eight hours they will fall into a frenzy, feeding without control, unable to help themselves. If still denied food, a vampire will fall into a comatose state within 72hrs. Staking: Once more the legend is full of only half truths. While staking a vampire will not kill it (nor explode it into bloody remnants), it will incapacitate them in a comatose state that will linger until the stake is removed from the heart and it begins to heal. The only true way to kill a vampire is to decapitate or incinerate it completely in the sun or fire. Vampires rendered comatose will remain in this "deathlike" state until fed by someone else. Ausar initially believed that some vampires might be languishing in dusty coffins prime for "resurrection", but upon discovering the last would have "gone to ground" over 400 years ago, he recognized they would have died of old age while languishing comatose in their graves. Supernatural Strength, Speed and Resilience The vampire mutation causes: Strength - five times the strength of a virile human male Speed - nearly ten times as fast as humans Pain Resistant - Tolerance to pain makes torture nearly useless on vampires Healing - Injuries are quick to mend, typically regenerating from deep wounds like bullets within hours (though one to the head would make them comatose until fed heavily). During the time of regeneration, they will need to feed soon after getting wounded, or they will risk going into a frenzy. However their mutated abilities have limits. Unlike their movie icon stereotypes, these enhancements are not limitless. Top speeds are only maintainable for seconds and their strength is not tireless. A vampire cannot "zip" across the country or hold up a building for hours. They can sprint at half speed (five times a human) for nearly thirty minutes if they absolutely must but most vampires reserve their speed for use in a fight. Their muscles also have a huge boost in strength but it is short lived. They can flip a truck the first couple times but will struggle by the fourth or fifth time and by the seventh look downright silly trying to heave it up. Simple rest restores them, the length of rest depending on just how exhaustive their use of these abilities was. Magic and Abilities A vampire’s abilities, such as regeneration or great speed and strength stems from mutation by the virus. While a Vampire can have abilities beyond that which is given to them by the virus itself, a vampire cannot be for example a full Magus, mainly because they cannot manifest to the full capabilities of a human Magus as the virus stunts any other abilities that might have manifested from the Nevus. The virus WILL reduce or even negate completely current abilities when someone is newly infected and cause the loss of most if not all magical ability in Magus! NO vampire will be approved with magic ability beyond a very low level Magus. Vampire History As documented in the Books of Sheut, recovered by Ausar in 2011. The books are the chronicles of the Sheut Ka and the Sheut Nation civilization which was hidden in 1625 when the last of the vampires realized they were unlikely to survive the Black Death. It remained buried for nearly 400 years, waiting for the Nevus to awaken a new generation of Tepet vampires. Ausar is the only one that knows the entire contents of the history of the vampire kind. He has been sparing in what he has shared with the growing race which helps ensure his control over their future. Mid 1200BC - While human history credits Ramesses II with the construction of the House of Nephthys, it was in truth build by a vampire devoted to the "mother". The legend of the vampires says that when Nephthys took pity on her slain brother Osiris and helped to restore him with her sister, her dedication to the dead tainted her tears so that the next souls she stood watch over as they crossed the river were blessed with a second life, a shadow sparked (Sheut Ka) life. These were the first vampires. Modern theological discussions among the vampire inner circles suspect that more likely there was a previous Nevus event during the middle of the 19th dynasty that resulted in the birth of the Sheut Ka virus that infected Egypt. Nephthys was "Friend to the dead", mother of Anubis, the ascension and descent of night. The Sheut Nation grew quietly within the walls of her temples, sheltering not only the vampires, but those that began to ally with them as keepers of the world's secrets. 1087BC - By the end of the New Kingdom in Egypt, the vampire race has found a leader, Herihor. An army officer that became High Priest of Amun, Herihor quietly unites the vampires and begins setting the laws of a secret Nation hidden within a Kingdom. He also is the first vampire to sit to the side of power, as those of the Nation continued to do throughout the centuries, not clamoring for the visible figurehead at the top, but rather took their place in the shadows behind the figurehead, offering their "guidance" and wisdom to help direct world events. As Herihor forms their Shadow society, he pulls into the ranks the uninfected, strengthening the Nation and giving them allies that do not suffer their own weaknesses while giving their strength to the weak. In time, the Nation is not solely run by vampires, the main council is blended. 860BC - The first documentation that vampires are not gods, but mortals that age is recorded in the Books as the Firsts begin the decline into ghoulish old age. These early documentations seem to imply that with their advanced age came even more power and it is clear that as vampires continued through the ages, the Elders are respected even once they vanish into seclusion from the world. This is not the first time it will be implied in the books that the Elders, unseen ghouls hidden from the light of the world, are the ones that play chess with the events of the ages. 540AD- The first true sign that vampires were not as invincible as they liked to believe. The black plague occurs in Pelusium, Egypt. While it kills humans as well as vampires, the vampires fall in far greater percentage than the humans. Based on the writings, modern discussions have led to the conclusion that something in the virus' alteration of human biology, left them fragile to the plague. But whereas some humans seemed immune, the vampires had no resistance, the plague breaking down their altered state and effectively eating their organs away until all that was left were husks. Not a single vampire in Pelusium survives. Fortunately, by 540AD, vampires have expanded their nation well beyond the Egyptian borders. 1347-1351AD- The beginning of the end for the vampires and the Sheut Nation. The Black Plague, long forgotten to most vampires began spreading through Western Europe then blanketed Alexandria, Cyprus, Italy, even as far reaching as Russia and Ireland. The vampires again seem to have no natural immunity to the Black Death. Dying out completely in areas where the plague had epicenters. But unlike the humans, it seemed to carry even beyond these borders. Vampires as far as Japan begin to show signs of the plague and even with strict quarantines being observed across the Sheut Nation, nearly 85% of the vampire population is laid waste. 1629AD - The final nail is driven into the coffin. This last epidemic of the plague spreads like wildfire among the vampires and in 1629, the last of the vampires dies. The race effectively exterminated by a disease that for the rest of the world, merely culled the weak. The Sheut Nation however continues, carried on by the allies of the vampires who now are entrusted with the secrets of the world, though some time in the late 1800s it seems the Sheut Nation too finally dies out. 2010AD - The Nevus event alters the landscape of earth and releases the dormant vampire virus once more. Ausar is the first to be infected in Egypt. He is also given fleeting memories of the one that infected him. While he has never said, many in the inner circle suspect it is Herihor himself that has infected Ausar, which explains how quickly he began to move to draw the vampire together once more. 2011AD - Ausar finally manages to track down the Books that have haunted his dreams since he became infected. The history of the previous Sheut Nation and the vampires that started it had been buried in Burgos beneath San Lesmes church. He also begins to pull the infected together and institute a new Shadow Nation. Like Herihor before him, he includes the uninfected in the building of this new society for there is strength in diversity. 2013AD - Scientist Thomas Lison begins experiments on the blood of the new generation of vampires at the request of Ausar. Three months later it is determined that if the Black Plague were to erupt again on earth, the new vampires would survive. It is found that the antibodies that the humans had developed in the 400 years since the extinction of the vampires, were able to fight off the plague 75% of the time in the infected blood. This time, their kind would survive another Black Death epidemic. Present Day - The Sheut Nation now have council members of multiple races around the world with Ausar leading the Nation. TEPET Tepet, or the "firsts", are vampires that contracted the virus naturally during the Nevus event and not through viral contact with other vampires. These were transformed into the "original" carriers of the 20th century supervirus. In the early days after the Nevus, these Tepet vampires attempted to establish themselves as "first class" citizens of vampire society, too inducted with romantic vampire lore. Very quickly Ausar put them back in their place. Their perceived superiority lost any glamour, as Ausar chose the first Council of Ministers, among them, non-vampires. Tepet are to be afforded respect from their own progeny however. As in all things, "children" are expected to mind their "parents". To ensure control of their population and their people, Tepet are only allowed to have two existing vampires of their own at any time. If one of their progeny is killed, they may create another to fill the void. Tepet are held responsible for their progeny's actions. If a progeny is found guilty of a crime against the nation, their "parent" may determine their punishment. These punishments can range from steep fines paid to the Nation, a loss of status/rank or in serious cases, death. If a Constable should find their punishment too lenient they themselves may be subjected to judgment. In ancient Egypt, Tepet were only permitted a single progeny, but Ausar determined there was a need to help them reestablish their place in the world. Any Tepet convicted of violating this rule, or any of the Laws will face immediate judgment by the Nation, whether or not they consider themselves part of the Sheut Nation. ALL "first" vampires are subject to the creation rule to help ensure the Nation can resuscitate itself without being discovered. KHERED Vampires infected by original carriers (Tepet); whose numbers need to be maintained in a responsible manner are the Khered, or "children". Khered are still often treated as “Working” class citizens by their "parents", but within the Sheut Nation they are able to hold any positions of power so long as they earn the right themselves. Khered may only have a single progeny of their own at any time. They must also have the permission of their Tepet or the Regional Governor before doing so. BAU Vampires that choose not to be a part of the Sheut Nation but who have pledged to live their life in secrecy. These are watched by the Nation but are for the most part left alone. HESEK Undocumented progeny, outcasts of the Nation or rogue vampires that choose to live in disregard of the laws are called Hesek, or the "cast off". Hesek are considered a threat to the secrecy not only of vampires, but the Sheut Nation as well and therefore deemed illegals. A Hesek may "renounce" their status and become a member of the Nation, albeit they will be ranked lowest in the eyes of the Council. This rarely occurs. More often a Hesek renounces and becomes Bau, pledging to live their life in secrecy but to have no part of the Sheut Nation.
    18. Zeph

      Altered Humans

      NO IMMUNITY TO VIRUSES This race CANNOT be immune to the super viruses which turns humans, humans with abilities, meta humans, and other Earth inhabitants into vampires, werewolves, and zombies. There are two types of Altered Humans; Empowered Humans and Metahumans NOTE: ALTERED HUMANS CAN ALSO BE NOT FROM EARTH!! EMPOWERED HUMANS (Humans with Abilities) On a similar plane with the Mages, yet utilizing different methods, are the EHs. Empowered Humans wield magic just as mages do, but in a different way. If mages are the scholars, wielding power by intense study and intellect, EHs are savants - their power comes naturally, often without conscious will. They possess potent abilities, sometimes exceeding their Mage cousins, though only ever in a single area. The difference can be difficult to see at first, so we look at a few examples: - A chi-using Mage is capable of using their focus ritual to greatly enhance their speed or strength. They may also be able to enhance other aspects of their physical abilities. Meanwhile a physically-focused EH may do either of these things to an even greater degree, but not both. This enhancement may even be an effect they do not need to concentrate on in order to use, but they will never have access to the variety of enhancements the mage will. - An elemental magus has a focus on spells that harness heat and flame for a variety of purposes, from heating metal for forging to the creation of a small flaming whirlwind. Meanwhile an elemental EH may produce great amounts of focused flame and heat, but will again be limited to abilities within a fairly narrow range of applications. Within this band however, their skill will be far above what all but the most focused mages could achieve. Because their abilities require less focus, EHs benefit from a certain level of increased endurance when using their powers as well. Like mages, their powers can be very damaging to their bodies, and can result in death. It is much less likely for a rookie EH to be killed by their power than a rookie mage, because an EH's ability tends to come with an instinctive comprehension that mages have to learn. This makes them quicker studies, though less well-versed in the intricacies of the powers they wield. Unlike Mages, EHs do not have spellbooks and their powers are not listed in the same way. The character application should define the area the EH specializes in and the scope of their abilities (low drain, mid, and high should be provided). Because of the increased ability of an EH to improvise within their narrow band of capability, specific spells need not be listed. TYPES OF EH ABILITIES Like their cousins the Mages, EHs can have powers in nearly any field. It is, however, much more common for EHs to have powers focused on their physical attributes (strength and power for example), whereas elemental and mental powers are more common for Mages. TRAINING AND ABILITY DEVELOPMENT Unlike mages, an EH does not need to extensively research their abilities and come to a true understanding before they are able to move their power into a new area because their powers function in a much more limited range to begin with, and they cannot move outside this range. They are gifted with the understanding they require, at least on a subconscious level, when they first receive their powers. This does not, however, mean that they start out at full power or cannot improve. For an EH, improving with their ability is much like training in a martial art. Because their ability comes to them more as an extension of their own body, they must rigorously train with it in order to sharpen it, develop the 'muscle memory' needed to use it well in a fight, and to increase their endurance to the particular exhaustion caused by their brand of power. An EH must train regularly with their power, like any athlete or martial artist, or risk slipping from their peak. Creativity within their narrower limitations of power scope makes for a master of this sort of power, but discipline is even more essential. VIRUS RAMIFICATIONS If an Empowered Human is infected with the Lycanthrope or Vampire virus, the pathogens randomize, change or even eliminate abilities entirely. There's no way to predict this change, though power is always diminished. The Zombie virus will completely wipe out all abilities, along with all higher brain functions! METAHUMANS What separates a Metahuman from an Empowered Human is a genetic change to their actual physiology which can no longer be considered Human. Even though some Empowered Humans can wield fantastic abilities, genetically speaking, they are still Homo-Sapien. Metahumans on the other hand, at least those who still look 'Human' would be considered Homo-Meta-Sapien. Bottom line is that they are no longer Human. Metahuman is the sudden genetic expression of permanent changes to their physiology whereas Empowered Humans have a 'switch' that turns the abilities on and off, meta humans do not. Unlike how a magus needs to spell-cast, or a psychic needs to concentrate, a meta humans change is permanent and 'on' at all times. Metahumans are humans that, since the Nevus event, have within their DNA, genes that were previously dormant that suddenly expressed themselves or even mutated. They comprise about 1/3 of the total human population on the planet. These can be anything from elves to reptilian to 'furry' types. The only limitation is that they are not mutants ala X-Men and anything beyond what their race might give them they are nothing special. For example, a troll will probably be able to pick up a bus, but not throw the bus, fly, or shoot fire from his eyes. Some cannot use magic (Dwarves in particular are often magically challenged), but most are unrestricted in that sense. METAPHYSICAL MEMORY - "FUNDAMENTAL NATURE" The main difference between a Metahuman and an Empowered Human is that their 'change' has turned them into something else and with that change comes 'EVOLUTIONARY MEMORY'. This is basically the fundamental nature of the 'being' that they have transformed into. If the person became an 'Elf', their brain, their thoughts, will over time become Elven. In some extreme cases the 'evolutionary memory' will actually over-write memory because the being that they became clashes with the Human mind (as is the case with Fae). Basically, a Metahuman Elf, is NOT a Human that looks like an Elf, they are an Elf that was once a Human. For some beings the essence of what they were can remain intact, for others this may drastically change. METABILITIES Like Empowered Humans, Metahumans have their own set of abilities but these adhere to the theme of what they become. An Elf for instance will have their own set of abilities as would any specific type of mythic being. It's up to you to interpret how these powers will manifest in your Metahuman character and while we're flexible in this sense we do also expect some accuracy in accordance to the being you've chosen. THE CLASSIC METAHUMAN - "THE META-GRAY AREA" Now we do have a gray area here that needs to be addressed. This concerns the 'Human' who has developed heightened attributes, faster, longer, stronger, better vision, that sort of stuff. This is a permanent physiological change, so yes, they would be 'Metahuman' because their muscles, their metabolism, bone structure is genetically different. If they HAVE NOT become some other distinct race that looks Human then you're character is a 'classic style Metahuman' not unlike those of comic-book lore. If they have powers too, then it's the best of both worlds but we don't allow the same level of power to Metahumans. If you want a lot of powers you have to be an Empowered Human (who would NOT have permanent physiological changes) or a Metahuman that transformed into another race. If your Metahuman character is a physically enhanced Human who never 'changed into another race', other than becoming physiologically different on the inside then they are allowed ONLY ONE OTHER ABILITY aside from their physical enhancements. This would also be representative of any being that has physiologically changed into what we can refer to as an 'ADAPTIVE HUMAN'. An example of this would be an 'aquatic humanoid' or a man with stone skin. These are permanent physical changes and these types of characters will still only be allowed ONE OTHER ABILITY to go along with their physical adaptation. IF during the application approval the moderator considers the combination too powerful it will not be allowed. SUB-SPECIES The following creatures exemplify Metahumans that transform into creatures that would not be considered Fae but rather their own race. Remember, a 'Metahuman' is any Human that transformed during the beginning of the Resonance in 2010. They could change into just about anything. Satyr A satyr is a mythical creature with a body that is part human, part goat. While it varies with the individual, they will generally have goat horns, and legs, the torso, arms, and face of a human, and an equine-style tail. Some bear more animal-like traits in the face, or might be hairy all over their bodies. They tend to be drawn towards the mountains and woods, though in the post-Resonance world they can live anywhere. They are often fond of music, being known for playing pipes (sometimes knowing supernatural tunes, such as the ability to persuade others with music). They are often wild and untamed, and in ancient mythology they spent their time drinking, dancing, and chasing nymphs. Goblin Goblins are sort, ill tempered, and generally foul beings that inhabit darker places of the world. They generally have green or black skin, large pointed ears, and quite often a foul stench. Post-Resonance goblins may well be intelligent, caring people who resent these stereotypes, but the fact remains that the average goblin is well deserving of their poor reputation. While not physically strong, they tend to be cunning and wicked, often skilled at subterfuge and deceit. Dwarf Short and stout, Dwarves tend to have thick fingers, bulbous noses, and quite often full beards. They tend to live in mountainous regions, often migrating towards the Rockies, where colonies of dwarves have opened up mines in search of lost treasures that may have resurfaced after the Resonance. They also tend to have a love of ale, good food, and debauchery. They are often skilled craftsmen. Orc In contrast to lore, Orc are neither inherently good or evil. Having green skin and (sometimes) protruding tusks from the lower jaw, they are considered to be quite ugly by the 'fairer' species of Humans and Elves. Having a robust, stout constitution, Orcs are 4-5 times stronger than a typical human, and have thicker bones and skulls. Tough would be the word to describe them. Orcs are limited to shamanic or druidic magic, if they are a member of the OU. Centaur Half-man, half-horse. Quick and nimble, the centaur can be at home in urban or natural environments, although being a half horse will pose many difficulties in the city. Namely being... shop owners won't want you in their store perhaps... and the problem with public restrooms is a little vexing but most centaurs have begun to adapt to their new lives as half animals.
    19. These are any races that were from other worlds and have crossed the Veil during the Resonance Event; now stranded on earth. They are most commonly referred to as "Outworlders". You are of course welcome to develop any kind of 'Veil Crosser' you desire but note that certain characters are not allowed. For instance, we do not allow Deities, nor Planeswalkers that phase through dimensions. If you have an idea for a Outworlder race and would like to have them highlighted here as an option for other players just submit a help ticket with the information and we will be happy to review it for inclusion. Note: Veil Crosser character can come from a world with a technological level that surpasses Earth's BUT none of their technology has come with them which likely is frustrating as they now live on a "backwards" world. Just a FEW examples of races that can be outworlders when the character was not originally from Earth but another world. You are really only limited by your imagination and of course the Resonance rules! Faerie (see race page for more) The Sidhe or Faerie, can be of Earth and altered or meta humans, there are also those that crossed from other worlds. Natural races that existed beyond our own. They come in various forms and many lost much of their powers when they became stranded on Earth... read race page for more. Elves (see race page for more) A wide variety of creatures defined by the name of 'Elf' crossed over during the Event. From the tall Nordic Light Elves to their smaller kin. One race in particular has made a significant impact on Human society... read race page for more. Oceanid Outworlders from worlds where water races have thrived. They come in a wide variety. These can be simple humanoid adaptations such as gills and ability to breathe in water to more complex races that are part fish/ocean creature. They are often mistaken for the fae mermaids but these are in truth not the shifting fae but races that have adapted to water life. Some have a humanoid form, some do not. Centaurs Outworlders that have what humans perceive to be half equine bodies. Known for being a family oriented or "herd" race, they struggle in the world now as outcasts, often having been stranded here alone without companions of their own kind. Ranging from 5-9ft tall they can weigh a delicate 200lbs to a very robust 900. Because of their larger size, it takes much more than a few bullets or arrows do take centaurs out. Their thick skin is the equivalent of hard leather armor. Poison that would work quickly on Humans works much slower on Centaurs more robust system. They can carry a little over their own weight and size with ease. They also have keen senses, being able to detect the scent of an equine within an hour of their having passed an area. While sturdy in general, like many large creatures, the centaur is susceptible to a hard fall. A broken leg can mean the end of these creatures. Bastet Feline humanoid races that the earthborn often associate with the large cats of their own world. Unlike shapeshifters or lycanthropes, these races do not have another form. Their skin is covered in a very soft short fur and it often has patterns much like the large cats of earth (cheetahs, panthers, tigers, lions, etc). In general these races are faster than humans, they have an uncanny balance that allows them to land on their feet even when falling from large heights. Their eyes tend to be larger than humans and can see far more in the dark. Nails tend extend beyond the fingertips and have a crested point as strong as any steel blade. With a preference for prides, these races have a tendency to be matriarchal in nature. (yes... for those of you old enough to remember... these are your thundercats!) Avian Winged humanoid races that tend to be more petite than their human counterparts. Typically the males will have the tendency for multicoloured wings; the females tending to have either creams, browns, or grayed shades of blue or lavender wings. Avians usually have light hair colors as well as light eyes (though this varies between species), with extremely large pupils that tends to enhance their attractiveness to Earth humans. Their skin is soft like doe skin to the touch. While the males can be as tall as 6ft, they tend to range more in 5'-5'9" range and top out in weight at ~140lbs while females are more 4'1"-5'5" and top out at ~110lbs. The wingspan of an avian is 9-12 feet depending on their mature size. Their feet typically possess talons suited for kicking and striking at enemies and while their musculature is strong, their body weight is significantly lower than their human and even elven counterparts because most Avians retain hollow bones to aid in lift/flight. Avians are of four species; Chipotera, Paridisi, Herbivores and Carnivores. Chipotera are batlike and have leathery wings and tend to be the only species with dark hair. Paridisi are the tropical small version of Avians. Herbivores are of course 100% vegetarians; their constitution unable to digest living tissue. The Carnivores rely on raw meat like their bird of prey counterparts to maintain their health and strength. The larger talons on the feet are the sign an Avian is a Carnivore. Carnivores also tend to live on average longer than Herbivores. Avians have especially sharp eyes that give them the ability to read small signs from over a mile away. The sensitive eyesight makes Avians highly keen to movements and their attention is quickly caught by anyone or anything moving even when done with stealth. The avians skin is always very pale and very soft, reminiscent of a doe’s skin. Because their skin lacks the tough elasticity of humans, they can damage easily. Also, Avians high metabolism bodies need to feed frequently but also end up sleeping about nine and half to 11 hours instead of the usual eight practiced by their human counterparts.
    20. Zeph

      Magus

      NO IMMUNITY TO VIRUSES This race CANNOT be immune to the super viruses which turns humans, humans with abilities, meta humans, and certain other original Earth inhabitants into vampires, werewolves, and zombies. THE WIELDERS OF SPELLS AND POWER Practitioners of magic are divided into many categories, but those with the title of Mage are among the most famed of all. Also knows an Magus or Magi, Witches or Wizards, Spellweavers, or any number of other monikers, these men and women are the most 'traditional' wielders of magic, the inheritors of legends such as Merlin and Gandalf. Mages practice the most wide-ranging but difficult methods of harnessing mana. For a mage, the use of power is not an easy or instinctive act, it is a complicated weaving of rituals that requires complete understanding of the forces involved. Mages are casters of formal spells, and as such a ritual must be involved. For many this is a shouted command - the literal magic words, or a chant they utter to help them focus the power they gather for their spells. Most magi rely on external sources of power, though there are some who rely more on the power of their own bodies, their 'ki', though the two methods have their tradeoffs. Once gathered, the power must be carefully directed to have the desired effect - if distracted during a complex spell, or one they are inexperienced with, it is quite possible for a mage's spell to backfire. The most experienced magi can cast spells with a gesture, or even while still, though performing such acts greatly increases the strain on their own bodies in order to harness the power. A mage who overuses his or her power can suffer debilitating physical symptoms. Headaches are the most common, and the severity of symptoms ranges all the way from mild discomfort to death. These limits are extremely hard to know right off the bat for a mage just starting out - it is for this reason that there is a very high instance of death for mages attempting to train themselves without the help of experts, such as those in the Order of the First Light, or the ARMA group that was once a part of it. Just as likely is the possibility that their power might rampage out of control once they have gathered it, wreaking havoc on the world. It is for this reason that mages who are unaffiliated with a major group that has the resources to train and protect a young mage are so rare. Magi have a set of spells they are proficient in, much like a spellbook. All magi are capable of certain very basic spells, which are known as 'cantrips'. These include things like lighting magic lanterns, extremely minor acts of telekinesis, a 'sense' or ability to detect other magic used in their presence, etc. Cantrips do not need to be listed on a profile, but the other spells should be, grouped into Low, Medium, and High level spells based on the strain required on the Magi's body in order to cast them. Mages tend to focus on spells cast in one area, or one element, because specialization leads to greater strength in that area, though 'magic generalists' are possible, sacrificing mastery for variety. Within reason, some spells may be chosen that are somewhat more general and may have multiple applications. The key here is 'within reason' - if a spell alters the flow of water, for instance, it need not always do so in exactly the same way. This allows the player some flexibility when using their powers in threads. Rogue mages should not be considered a good option for a first character on this site due to their rarity and instability. Not only humans have the ability to become mages. While metahumans who were once human are never mages, creatures of other races from across the veil such as the elves are often skilled in the use of this type of magic. THE LEARNING PROCESS For a Mage, the learning and development of new spells and powers is a difficult and complicated task. Beyond simply training as one would to learn a new physical skill, the casting of spells requires deep understanding of the principles being utilized. It is for this reason that magi are sometimes said to be scholars first and fighters second. The true key is to understand not only how the phenomenon you wish to create is accomplished, but why for a normal person it is impossible. Once the difficulty is fully grasped, the magus can work toward determining how to use their magic to ease these difficulties, and eventually make the impossible a relatively simple task. Because of this, magi almost never learn new spells suddenly, or by accident. Newly developed abilities - especially ones very different from the other spells one already knows - are the product of long hours of research and often meditation. Once the principle is 'unlocked', like any other skill the mage must practice the spell until they can work through their ritual quickly and efficiently enough for it to be used in battle. CLASS-WIDE ABILITIES Mana Field Attunement A Mage, being trained in the art of manipulating the Mana field that permeates everything, is attuned to the field around them. This typically gives them a sense of how strong or weak the field is around them and what kind of effect it will have on their casting, and in some cases those most sensitive to it can even sense if magic has been or is actively being used in an area. Mana Sight (Advanced) More advanced Magi are capable of supplementing their senses with their attunement to the fields of Mana around them, most commonly done through the sense of sight, even in the case of rare blind Magi. This allows a mage to 'see' in terms of the mana of an area, giving them a greater ability to see through magical deception or to detect other active abilities being used in their immediate area. This ability is line-of-sight only. Cantrips (Advanced) Many Magus, with practice and training, can attempt minor, non-combative spells called cantrips. There is really no limit to the amount of times per day these cantrips can be mustered, since they are such small things. Typical examples are: lighting a candle or snuffing it out, minor telekinesis on small objects such as sliding a coffee cup across a table, and to cause an illusory sound, like a pebble dropping, in order to create a distraction. UNTRAINED AND 'ROGUE' MAGI As mentioned elsewhere, an untrained human with mage-level talent can be an extremely dangerous thing. Unlike Empowered Humans, whose powers are more regulated by their subconscious, the more fluid abilities of a Magus can be completely overtaken by their fears, their desires, their arrogance... without the proper training to harness and suppress the impulses that might give way to uncontrolled magic, an inexperienced magi can, wittingly or not, become an engine of terrible destruction. Whether by the creation of chaotic 'mana storms' or opening uncontrolled portals to the worst of the areas beyond the veil and giving unknown monsters access to the Earth, these people can be among the most dangerous on the planet. As such, while it is the primary duty of the Order and ARMA, most groups who have undertaken the task of protecting the world from the worst of the supernatural will make the capture of rogue magi a priority - the difference being in how they are treated afterward. The Order has historically either executed these people or pressed them into service. ARMA, formed more recently and wary of the Order's draconic policies, has been known to take a softer approach to helping one control or suppress their power, though most still end up with the group. Rumor has it that more human-focused groups, such as Vanguard, may execute them on sight... PRIMARY CLASSES OF MAGES Mages (with one important exception, below) operate by gathering energy in from the outside world or bringing energy forth from their bodies to produce the amazing abilities they are known for. Fiction has well-established the major categories of mages, so we will not go in depth here, but for reference, here are a few that are used by the Order and ARMA. Crossovers and mixtures of these are more than possible: ELEMENTALIST Probably the most common type of mage, the elementalist focuses their talent and mana into the control of the naturally occurring elements of the world, generally derived from the basics - wind, water, fire, earth - though many variations are possible. PHYSICAL ADEPTS Once known simply as monks, these are the users of their inner chi or ki, generally for the purpose of enhancing their own physical abilities. MENTALISTS A.K.A. psychics or psions, these mages often produce no visible phenomena at all - their powers exist entirely within the mind. Telepathy, illusions, telekinesis, clairvoyance, and prescience are all aspects of this category. Sub Class: Void Magus (Shadow Magician) One of the more obscure and negatively connotated schools of magic is that of void or 'shadow' magic, a rare talent even among the higher levels of the Order. Shadow Magic is the term most commonly used by the public because of the appearance the spells take when cast - the manifestation of a Void Magus spell, rather than producing light as most spells do, has the effect of absorbing or obscuring it. This gives an appearance that suggests the spells are made of darkness or shadows, and has led to the misleading name of the school. The appearance of shadow is actually a mere side effect of the spell, not the source of it. It is the nature of void magic to, as the proper name suggests, operate based on the absence of something rather than the addition. Where more traditional magic adds energy, void magic takes it away. In this manner, some elemental powers such as the talent of a water magus to freeze water, are in fact an application of void magic. This is not to say that the applications of void magic are necessarily more limited than the more common magic, but it is applied in a different manner. Another aspect that leads to the misnaming of the school is the tendency of void magi to cast from within the shadows. The shadowy effect of their spells, just like the bright lights of other spells or the heat that comes off an old style incandescent light bulb, is actually wasted energy that takes away from the ability of the spell to perform its intended effect. Each spell can only absorb so much energy before it loses its composition, just like a 'normal' spell can only expend so much. For this reason, it is much easier for void magi to cast from dark places than bright ones - a weakness unique to their style of casting, though it comes with certain advantages. Primarily that, so long as they have darkness to work with, their endurance can exceed more traditional spellcasters - just as outside in a bright day their endurance is far less. Void magic spells can be extremely varied. Most common is a form of telekinesis, leading to the shadowy tendrils most describe when they refer to shadow magic. Void magic requires a constant connection from the spellcaster to the effect being produced that traditional spells do not - as such, their telekinesis spells produce these dark tentacles. The primary limitation on void magic however is that it can never truly create energy - a void magus can summon neither light nor flame, nor produce a healing effect. It should also be noted that one reason this school of magic is so rare is that serving as the 'sink' for the magic as all void magi must is an extremely dangerous activity. Allowing the magic too close to their body would allow it to drain their own life force and kill them. It is not necessarily unusual for a magus casting powerful spells to walk a razor's edge between success and painful death, but for the void magus, the threat is more prominent and insidious than for most others. Even an apparently successful spell might still drain them, and the cumulative effect over months or years of training may result in a very early death. A single catastrophically failed spell, however, may kill a prospective void magus instantly. ----------------------------- IMPORTANT NOTE ON ALL MAGES: If they are infected with the Vampire Virus (nocturnaeximius-virus) or Lycanthrope Virus (lycaneximius-virus) the pathogens tend to randomize, change or even eliminate their magus abilities entirely. There is no way to predict this change, but even those infected lucky enough to preserve some of their power are generally left without the ability to perform structured spells, instead becoming something more akin to a HwA with a specific ability, usually that type of magic to which they were most strongly attuned. As an example, a magus specializing in fire spells might be left with some pyrokinesis ability, though always to a lesser degree than they once possessed. This is even more true for shifter werewolves, as the animal mind makes the focus required by magic nearly impossible. The z-virus will completely wipe out all magical ability, since powers of will cannot be utilized by a creature lacking higher brain functions.
    21. Zeph

      Humans

      NO IMMUNITY TO VIRUSES This race CANNOT be immune to the super viruses which turns humans, humans with abilities, meta humans, and certain other original Earth inhabitants into vampires, werewolves, and zombies. The majority of the Human populace were unaffected by the Resonance Event of 2010 and even fewer were affected in 2018. Those who have remained 'unchanged' have proven resilient to the biological altering effects of the galactic phenomena that has changed the planet. Humans can generally be lumped into three categories: Those who believe the 'altered' are a threat to 'pure humans'. Those who accept their 'altered kin'. Those who remain indifferent to it all. There are others to be sure, but these are the three main attitudes in today's society. The first tend to side with extreme 'human rights' factions like the Vanguard of Humanity. The general human populace wants their technology world to remain unchanged, to not have to take too many steps back and so any physical representation of this hinderance is often met with disdain, sometimes hostility. It is still by far a 'Human World' and they want to keep it that way. Many 'altered humans' able to still, for the most part, blend into the human world tend to feel the same and so those who wish to embrace the change are in the minority. ARCANE MAGIC — SORCERY Your Human character may be able to practice 'Arcane Magic'. Please read 'ARCANE MAGIC' in the 'MAGIC & TECHNOLOGY ARTICLE'.
    22. Zeph

      Wyvern

      “Wyverns, they called them, vicious creatures. None of the graceful menace of full fledged dragons, these creatures were quite savage and inelegant...” It was a black scaled dragon like creature, about the size of a horse. Large leathery wings spread out from it's forelimbs, legs bearing razor sharp talons beneath, but it was not those claws that had damaged the plane's wing, they were too small to do such damage. It was the creature's tail. At it's end, was long spike-like stinger, a harpoon, flailing about with frightening dexterity, and deadly accuracy. Detailed Description Wyverns are horse sized beasts of a Dragon-like species but in truth they are of no relation to the magical and noble creatures. They are, however, subservient to them, only because they are seen as dominant, otherwise the Wyvern is a vicious and malicious mythical monster that will go out of it's way to attack all others, especially Humans and the like. Even when their appetite is satisfied, the Wyvern will still savagely murder any other creatures around to satisfy it's lust for blood and desire to inflict pain. Their wing span approximately measures twenty meters, and their bodies are covered with a combination of leather black to charcoal coloured flesh and scales. Their wings possess spiked claws with which they are able to inflict a serious wound, but they commonly attack with their powerful legs possessed of razor sharp talons, or more often their whip like tail ending in a giant scorpion-like stinger. The spike of their tail is so hard that it can puncture steel up to half an inch thick, and once it strikes a victim pumps a deadly poison into the wound. They are able to sting six times in an hour, and once the poison enters a victim's body it causes paralysis and possibly death depending upon their constitution. Due to their savage nature the Wyvern is generally a solitary beast, but it is not uncommon for them to band together when an opportunity arises that can benefit from the strength of numbers. They can also be trained to be more tolerant of one another. The female Wyvern is larger, stronger, and more vicious than the male of their species. Habits The Wyvern is primarily a night hunter, but they are as just as comfortable during day light hours. In the darkness their success greatly increases, and thus the creature tends to maintain nocturnal hours. In fact, though, they sleep very little, requiring only a few hours which are usually obtained via small naps, the Wyvern is still a very active predator. It is due the fact that they normally consume their own body weight in meat every day, that they maintain a high level of energy and require little rest, but when food is scarce they can lie dormant for several months. Life Span and Reproduction Wyverns live for approximately 85 to 120 years. They mate only once every twenty years which is mainly due to the fact that the creatures are so malevolent and vicious that they are just as liable to kill one another as procreate. Wyvern's prefer to live in cliff-side caverns and that is where the female Wyvern will on her own, lay her eggs and raise her young. A female Wyvern can produce up to five eggs, three months after conception, but quite commonly only one to two of the offspring will survive. The Wyverlings mature at a fast rate, and within a year's time are half the size of their parent and reach full maturity after another two. Even at a young age, the stinger of Wyvern is toxic, though not nearly as potent as it one day will become. Abilities & Weaponry Bite and Claw They have a beak like mouth that can deliver a slashing bite, plus the talons of their feet which are much like that of an eagle's can easily disembowel a man. Night Vision The Wyvern aside from having excellent vision can see very well at night. Even under a moonless sky, they are able to see movement in the darkness at a great distance. Tough Hide A Wyvern's hide is strong enough to turn knife blades, and possibly even small caliber fire arms. Stinging Tail The Wyvern's armoured tail is extremely durable and powerful. Most people struck, need not worry about the poison since if they suffer a direct hit will be completely impaled. The creature is so accurate with it's strikes that even in flight can skewer a small bird. Historical Facts A wyvern or wivern is a legendary winged reptilian creature with a dragon's head, wings and often two legs or sometimes none, and a barbed tail. The wyvern is often found in heraldry. There exists a purely sea-dwelling variant, termed the Sea-Wyvern which has a fish tail in place of a barbed dragon's tail. Some cryptozoologists have interpreted wyverns as surviving pterosaurs, which were extinct around 65 million years ago. There are alleged sightings in remote areas of pterosaur-like creatures such as the Kongamato in Africa.
    23. It is understood by all that the contents of the Edict are to remain in absolute secrecy. The laws will not be written down nor ever distributed outside of the Nation. It is the job of the ruling Ministers to pass the laws down to the Viceroys and the job of the Viceroys to ensure every citizen of their region is well aware of the laws. Anyone found leaking the contents of the Edict to the media or non-Nation members will be dealt with swiftly in accordance of the laws of the Sheut Nation. The Laws The indisputable laws of the Sheut Nation as laid down by Grand Chancellor Ausar Kassis in 2011. As the vampire people are hidden within the Sheut Nation, there are laws specifically written for them embedded within the Edict. EDICTS FOR THE ENTIRE SHEUT NATION: Discretion - All are to maintain the secrecy of the Nation and those hidden within its sanctuary. Vampires that flaunt publically their infected nature will be subject to arrest and possible further punishment; non-Vampires of the Nation who divulge the nature of their allies will face the same fate. Leaders Anonymity - In order to protect the Nation leaders, none will reveal to any the identity of the Grand Chancellor nor the Nation's Ministers without their knowledge. Only the leader's themselves can reveal themselves. The Viceroy are the "public" face of the Nation, they are known to ensure those seeking sanctuary within the Nation can find a way into the Shadows. Havens - Any member of the nation will offer haven to any other member in good standing (not in violation of the laws) in times of need. As the Nation remains in the shadows we must ensure those unjustly hunted can find sanctuary. History is Sacred - The libraries of the Nation are sacred and should be filled with all historical records of import. All measures must be taken to protect history. Power is to be Protected and Balanced - No member of the Nation will seek to gain power for themselves or for the Nation but shall monitor and keep balanced the power in the world. This includes removing any artifacts of extraordinary power and relegating them to the confines of a Nation's museum. Know Others – Do Not Offend the Wrong Person - There are many different kinds now in the world, and you can never assume that everyone will react to your strategies in the same way. Deceive or outmaneuver some people and they will spend the rest of their lives seeking revenge. They are wolves in lambs’ clothing. Choose your victims and opponents carefully. Keep Your Hands Clean - You must seem a paragon of civility and efficiency: start the war through gentle persuasion but never be the source. Infiltrate into all classes/levels of society and government - the only way to direct the world is to be a part of all its arms and legs. EDICTS SPECIFIC TO VAMPIRES OF THE SHEUT NATION: Infection Control - Tepet vampires will have no more than two living progeny at any time. Khered will have no more than a single living progeny at any time. Small, the Nation's unique vampire population can go unseen as it had for centuries before. Maturation - No Vampire will choose a progeny that is under 21. The lack of aging in youth would make it too obvious the progeny was infected and jeopardize the secrecy of the vampires and by association, the Nation. Protection of the Nation Clause: At any time the Grand Chancellor, or a majority rule of the Ministers, can order the execution of any member of the Nation without investigation under the Protection of the Nation clause. Anyone deemed a threat to the safety and cohesion of the Nation can be executed without due process. Violation / Enforcement Any violations of the laws will be dealt with swiftly by the Minister, Viceroy or Constable of a region. While each Viceroy may direct his region as he sees fit, it is expected at a minimum that any incident is fully investigated by either a Constable or the Viceroy themselves. Penalties for violations may include all up to and including destruction of the individual seen as a threat to the Nation. Destruction will be exacted in such a manner that there is no evidence the individual ever existed. If a Viceroy is suspected to be in violation of the laws, the jurisdiction will fall to the Council of Ministers or the Grand Chancellor himself who will determine the Viceroys fate through investigation during which time the offender will be incarcerated in an undisclosed prison of the Sheut Nation and an "acting" Viceroy put in their place.
    24. Zeph

      Ruling Body

      The Nation, while deceptively "Democratic", harkens more to the Pharaoh and his people or large oligarchy with a very clear hierarchical reporting structure. The Grand Chancellor has final say on any person's appointment to a rank of power, though he does listen to his Territorial Council. The rank of command is unbreakable. If anyone, vampire or non-infected, is found inciting a rebellion against the chain of command or the Grand Chancellor himself, then they are deemed enemies of the nation and are to be hunted down with extreme prejudice. Grand Chancellor (Co-star) Grand Chancellor Ausar Kassis (Tepet Vampire) Territory Council Ministers (Co-stars) This position is to oversee the five major areas of inhabited Earth on behalf of the Sheut Nation. Africa is currently under the orders of the Asian Minister. These stations are strictly controlled by the Chancellor. Their main role is to further the Nation’s agenda within their controlled region. Specifically they are looking for places to insert Sheut Nation citizens to control without being seen, to infiltrate the places of power without being recognized for what they are. The Ministers have been in place for four years now, handpicked by Ausar himself to ensure the laws of the Nation are the first and last of all things. The Ministers tend to be nearly as reclusive as Ausar, only known by sight to their Viceroys and potentially Constables. North America - Adrian Calloway (Tepet Vampire) South America - Juan Pablo Terrazas (Altered Human) Europe - Viktoriya Stradinsky (Tepet Vampire) Asia - Hyun Jae Sohn (Magus) Ocean/Pacific and Australia - Kailao Taufa (Lycanthrope - Condor) Regional Viceroys (Open to players who have 6+ months ACTIVE experience on this site, that have proved themselves with a character that would be considered by the Chancellor for this position - in other words one that keeps the Nation's code and is loyal to the Chancellor/Nation and with final Admin approval) Working under the will of the Grand Chancellor and the Territory Council of Ministers will be the Regional Viceroys. Within any Minister's region where there is a high concentration of vampire and world power, a Viceroy is appointed to assist the Minister in the control of the region. They are charged with administration and execution of the laws set forth in the Edict of the Sheut Nation as well as the collection of history in their region. Viceroy of Asia — Pending Viceroy of Canada — Pending Viceroy of East American Alliance — @Eris London Viceroy of Europe — Pending Viceroy of Federation of Western America - Acting Viceroy @Gabriele Salvatierra Viceroy of South America - Pending Constables (Open to players who have 3+ months ACTIVE experience on this site, that have proved themselves understanding of the Nation's set up and with final Admin approval) Constables are loyal to the Nation and will execute judgment of the laws of the Nation through the districts within a Viceroy's territory. They will comply with the chain of command through the guidance of their local Viceroy, they will also answer to the Nation's Executioner when he is within their district. The Constables investigate the cases of any member, infected and non-infected, suspected of violating the laws of the nation and shall execute any violators of the Nation's Edict. Constables are also often embedded within other factions. Quiet council to guide world events, though never holding positions of high power, they are often the confidants to those that are. Constables: NY - Pending Regulators (Open to players who have 2+ months ACTIVE experience on this site, that have proved themselves understanding of the site canon)[/color] Reporting to the Constables, the Regulators are the police of the Sheut Nation. These are the first line of defense in keeping the Nation a secret and the informants when the "chosen" have gone astray. They are almost all also embedded within organizations of the world, working to guide based on the directions given them by the Constables and sometimes directly by the Viceroys. Regulators: NY - Pending LA - Chelsea Redgrove (available) LA - Ethan Markson (available) LA - @Jacob Minor Shezmu (Nation's Executioner) The Arm of the Grand Chancellor, the Shezmu, or executioner, has been given the right to take the life of any member of the nation that violates the codes laid out by Ausar. He is called by the Viceroys to handle their "trials" in a speedy fashion and can command the assistance of Constables when he is investigating within their district. He also can be judge and jury on the Viceroys themselves though he will need to justify such actions to the Chancellor and the Territory's Minister. Shezmu: @Gabriele Salvatierra
    25. The First Sheut Nation The first incarnation of the Sheut Nation formed before the time of Christ. In the sandy lands of Ancient Egypt where the first vampire virus outbreak occurred. While human history credits Ramesses II with the construction of the House of Nephthys temple, it was in truth built by a vampire devoted to the "mother". The legend of the Sheut says that when Nephthys took pity on her slain brother Osiris and helped to restore him with her sister, her dedication to the dead tainted her tears so that the next souls she stood watch over as they crossed the river were blessed with a second life, a shadow sparked (Sheut Ka) life. These were the first vampires. Modern discussions among the vampire inner circles suspect that more likely there was a previous Nevus event during the middle of the 19th dynasty that resulted in the birth of the vampire virus that infected Egypt. Nephthys was "Friend to the dead", mother of Anubis, the ascension and descent of night, so she was a natural explanation for the creatures that had come to life. With their longevity and need to stay out of the light, the Sheut became natural historians, capturing the world as it happened and preserving it for generations to come. The Sheut Nation grew quietly within the walls of her temples, sheltering not only the vampires, but those that began to ally with them as keepers of the world's secrets. According to their own books of history, the vampires very quickly began to make allies, those that could get close when the people of Shadow could not. The organization expanded in the ages, taking pivotal roles in the progression of power and guidance of history. What Ausar knows but not most of the current incarnation of the Sheut Nation, is their ancient incarnation often took matters into their own hands to guide history on the path they saw best for the world. Oct 23rd 42BC - The world recalls Marcus Junius Brutus killed himself after a defeat against Octavians legions, but the truth is in the Books of Sheut, Brutus had help. May 30th 1431AD - Joan of Arc is burned at the stake. Her capture credited to Burgundian troops who handed her to the English. But the truth again is in the Books of Sheut. A death on the battlefield would never have resonated the way martyrdom would. The Burgundian troops had assistance in her fall. The books are littered with examples such as these, where the Sheut nation took matters into its own hands to ensure history would shift in the direction they felt wisest. The Sheut became the confidants of the most important people through time, bending their ear with encouragement. The books take credit for moving all of world history if they are to be believed. The Books also do not hesitate to explain that the Sheut nation is responsible for the legends that have become "vampire lore". Keeping the world enthralled with the idea of them. This has made hiding their existence all the easier. Ausar has been careful not to share too much with the present day nation. If such a young nation were to suddenly believe it was their right to play gods, the nation itself might throw the world into turmoil and cause its own undoing. What Ausar has latched onto more has been the Sheut's dedication to keeping the world's secrets, keeping history sacred, protecting and archiving documents and talismans that tell the story of where we have come from, and predict where we may be going. The Nation is the librarians and keepers of the world while also policing its powers. Present Day Sheut Nation Egypt was the birth of the original virus centuries ago, and Egypt is where the virus once more revived in 2010. It is believed by the few that even know they exist, that a corpse of one of the "originals" was disturbed during the Nevus event and released the dormant virus once more into the air, contaminating the first "new" vampire. Ausar Kassis is believed to not only be the first to be infected in 2010, but also inherited the knowledge from the "originals", a knowledge he has used to rebuild the secret society that once helped steer events around the world. When Asaur Kassis inherited the knowledge of one of the "firsts", he set in motion the birth of the second Sheut Nation. Whether he is driven by his own desire to live the ways of the Shadows or if he is influenced by what has "touched" him, no one can be sure, but either way he became obsessed with rebuilding the Sheut Nation and the protectorate way of life that their ancestors had so desperately clung to centuries before. The knowledge Ausar had gained sent him on a quest that started in 2010 and didn't finish until late 2011. He sought a knowledge reference that haunted his dreams. The Books of Sheut. Scrolls and leather bound volumes of the history of the first Sheut Nation and the brave souls that had started it. The books are the chronicles of the Sheut Nation which was hidden in 1625 when the last of the vampire keepers realized they were unlikely to survive the Black Death. It remained buried for nearly 400 years, waiting for the Nevus to awaken a new generation of Tepet vampires. Ausar is the only one that knows the entire contents of the history of the vampire kind and the Sheut Nation. He has been sparing in what he has shared with the growing nation which helps ensure his control over their future. The Purge - November 2012 By the time Ausar was fully aware of what had come before and what they could possibly build in the future, the vampires population had exploded in Europe and the Middle East. People that had been infected during the Nevus event as well as those bitten after had no idea that they were not some new race on earth, they did not understand that their kind had managed to spend centuries undetected, so they often lived decadently and very publically. Ausar had a vision for the Sheut Nation, but that vision required vampires to again be the works of fiction, outted they would be a risk to the Nation. Ausar had already been building the starting foundation of the Sheut Nation, including Hyun Jae Sohn, a magus in the newly formed Order of First Light who had been diligently training to move up from her position of Sword Lieutenant. She had been a hunter of the emerging vampire menace that was expanding in Europe when he met her. A tentative alliance was made when he recounted his vision for the next Shadow Nation, her interest piqued when he stated plainly that those vampires not willing to go to ground once more, would need to be eliminated. She had a skill and resources to not only make that possible, but to do so with an efficiency and stealth that would protect the secrecy of the Sheut Nation. It was a dangerous gamble on his part, but it paid off in the end. 2012 was the year of growth for Sheut Nation, Ausar had an uncanny knack of being able to locate his own kind and every vampire was touched by Ausar or one of the Ministers he had instated, asked to join them, asked to go again into the Shadows and quit living in the public eye. A dangerous list was being made, one that was being given to Hyun. November was to be the Purge. Only Ausar and the Council of Ministers knows the involvement of the Nation itself, the rest of the Sheut Nation believes it was entirely an Order of First Light doing. The list of all vampires and their progeny that refused sanctuary in the Sheut Nation or if refused its sanctuary, also refused to live in secret in this new world, was turned over to the Order by Hyun. In a calculated strike over a two week period, the slaughter began. A population that had ballooned to 15,000 was in fourteen days reduced to 4,500. The public face of the vampires, a face that was only known by a few organizations yet anyway, was effectively erased from the world. Even the Order believes they are extinct. Vampires were once more nothing more than fiction. Building a Nation Everything about the current nation is a nod to the ancient one that survived so long. From the names chosen to the very symbolism in their crest, the Sheut pay homage not only to their Egyptian heritage but to the vampire race that first created it and the allies that stood by the "monsters" to help them keep the secrets. By 2013, Ausar had hand selected his council of Ministers and built the core structure of the new Nation. He also put in place the registry of the Sheut nation. As in the nation before, there is a record of all that have pledged loyalty to the nation. Unlike the nation before, it is not possible for "double agents" to enter the nation. Oracle sees to that. All that are formally entered into the nation must pledge themselves before Oracle. The name she bore before the Nevus is lost now, but the blind and mute woman is by Ausar's side in all things. She is perhaps the strongest reader of truths in the world. Those that come to pledge loyalty falsely never leave to report what they saw in the heart of the Sheut Nation. Asaur has put in place trusted allies that have the same vision as him. A vision that includes the Sheut Nation having a hand in all world powers. Now, the ultimate goal of the Nation is to ensure the continuation of the Shadow Nation, the protection of world history and to infiltrate the strong capitals of the world to monitor the ebb and flow of power. They are the modern day Illuminati. They are slowly, meticulously working to get their own people into positions at the side of power, the Sheut Nation never seeks to rule, but to influence those that do. NOTE: The Sheut Nation is made up of numerous races committed to the same things. If your character is to be Sheut Nation they should be: Committed to preserving the secrecy of the nation and all within it Keep the secret of vampires (and if vampire- keep their own existence secret) Be willing to be called on a moment's notice by the nation to work on infiltrating other factions or supporting the missions of the Nation Current Sheut Missions In Europe: Infiltrate and observe the Order of First Light and Dragonians In South America: Infiltrate and observe the Veil and Elf Region In North America: Infiltrate and observe Vanguard of Humanity, ARMA and the Bakkhos Syndicate In Asia: Infiltrate and observe trade routes In Oceania/Australia: Keep control of Australia and the Polynesian Islands as pristine land, deny the Order expansion in this area beyond Sydney. Overall: Protect all world history including history happening today Maintain and protect the Sheut Nation museums - 1 is at Catacombs of Kom el Shoqafa in Egypt; 1 is at the Catacombs of Rome; 1 is at Iron Mountain Massachusetts; 1 is in the seclusion of Australia and 1 is Moscow Metro underground city. Ensure world power is never in the hands of one organization. Properties Glamis Castle - Scotland - the main headquarters of the Sheut Nation Do not mistake this castle for being archaic however. The Sheut Nation has a high tech surveillance center inside that would rival that of any nations. Iron Mountain, Massachusetts - one of their key museum strongholds. Decades of history can be found here and is under the protection of the North American Minister. It is only known by the keeper of the mountain for sure, but rumors in the Sheut Nation say that the scrolls of Alexandria, thought burned in the fires of Rome, were actually secretly smuggled out by the Sheut Nation and hidden away from the world and that they now reside in Iron Mountain. Catacombs of Kom el Shoqafa in Egypt and Catacombs of Rome - like Iron Mountain, these are museum strongholds that have scrolls and archives from before Christ.
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