Jump to content
SITE NEWS
  • EXCITING NEW PLOTS COMING SOON, LOOK FOR UPCOMING POSTS IN THE PLOTTING AREA THAT WILL HAVE AN OPPORTUNITY FOR ALL ON THE SITE TO JOIN!!
  • Zeph

    Admin
    • Posts

      2,091
    • Joined

    • Last visited

    Everything posted by Zeph

    1. - PRESUMED DEAD - GENDER: Male PLAY-BY: Ryan Reynolds RACE: Human Magus (Stormcaller) JOB: Commander of ARMA LOCATION: New York APPEARANCE Alistair is a bit above average height, coming in at 6’2”, and is in excellent shape. What softness there had been in his figure before the Event is long gone now, burned away by daily training and frequent fights for his life. His figure now is lean and athletic, a warrior's build beneath casual attire. More than anything though, he is most often recognized by the long black coat he wears nearly all the time - particularly when he expects to end up in combat. Under the coat, he usually wears a comfortable button down shirt of some kind, and either khakis or jeans, depending on the situation. He does have nicer clothes, but generally prefers to keep it to business casual or less, not being a terribly formal person. He has light brown hair that is kept short, and his eyes are a very pale blue, gray enough to be called silver by most. Under the clothes he has a number of scars, most faint, but a few significant ones that were never healed by magic, souvenirs of seven years spent as a combat magus. PERSONALITY Alistair is not always an easy person to get along with – he can be harsh with his criticism, extremely confident in his own correctness, and somewhat abrasive. This is unintentional, however, the result of an intense personality, not a hard or cruel one. Should he hurt feelings on accident, he is quick and sincere with his apology, when it is possible, and values honesty highly – he wants people to tell him if there is something wrong, and can be irritable when they don’t. He is at his worst, though, when there is an important problem to be solved – he is intensely focused when working, and often forgets his manners. Both a blessing and a curse, he gets things done, but is not afraid to step on toes in so doing. That aside, he is generally kind person, and does his best to help people whenever he can. That, however, is dependent on their willingness to help themselves, since he refuses to fight with someone to help them. He rarely takes things personally, however, and one of his mottos is “never attribute to malice what you can more easily attribute to ignorance or stupidity”. He cares what other people thing, but only to a certain degree – if someone is being unreasonable in his opinion, he has no problem at all dismissing them completely. Alistair started out somewhat ambivalent, however, where his power is concerned. The Event caused a great deal of disruption in his life, as with everyone’s, and life – which had finally been going well after graduating college and securing a great job – has typically gone downhill, with zombie attacks, vampire attacks, and generally having to fear for your life the majority of the time. Like many Magi, he suffers from headaches after extensive use of his powers, which can lead to his being somewhat withdrawn on a bad day. Seeing so much death also damaged him somewhat, and he has been trying for a long time to do something about it. He has the power to, with his magic, and has been practicing with it for some time. Not to quote the bit from Spider Man, but considering he CAN do something, he tends to believe that he SHOULD. Especially where so many people are hurt in the balance. In the more recent years, Alistair has worked out the majority of his problems with his power and his place in the world, embracing the job of protecting New York and its people. He has established a great many friendships within the Order and the other groups in the city, and has adapted well to the position of being - for lack of a better word - one of the city's heroes. His nickname at the Order, Dresden (for a legendarily unlucky, wisecracking detective-wizard and unrelenting white knight who also happens to be fond of long black coats) is also something that he's come to embrace - he always shared much of the character's sense of gallows-humor where dangerous situations were concerned, and this has only grown more pronounced as time has passed. The fact that he isn't far worse off, given the circumstances that caused him to rebel against the Order, forming the group ARMA to fight against his former faction while serving their purpose to protect the EAA, is almost a miracle. Added to the personal tragedy he suffered with the loss of his fiancee Adeline and the special tortures inflicted by the Inquisition arm of the Order on him, Alistair would be the first to admit that he should probably be stark raving mad - and maybe in some ways he is. Despite everything, Alistair has become a rock for ARMA and for many others, standing against the tide of chaos wherever he can. He is fiercely protective of his friends and his adopted family at the faction, and years of combat against supernatural forces have changed him from a rookie into one of the most dangerously competent mages in the world. He knows it - but tries not to let it go to his head. Instead, he tends to take the approach of the character he was nicknamed for - just mouth off, and see if the enemy screws up. PERSONAL BELONGINGS Alistair favors an enchanted M1911A3 pistol, which he carries often for protection, both to avoid having to use magic and as a ‘noisemaker’ for some of his sonic abilities. He also carries a small tactical folding knife, and is rarely without his cell phone. Occasionally, if the situation calls for heavier weaponry, his current 'heavy' weapon is a modified and enchanted AA-12 combat shotgun, along with an assortment of specially-produced shells. Since shortly after the Event, inspired by a favorite book series, he has been wearing a long black, heavily reinforced and enchanted duster coat made primarily of M5 ballistic fabric, to protect him from attacks - which has saved his life more than once. He also wears a silver focus wrapped around his left forearm to channel his shield spells, and other spells requiring a sonic component. In addition, he can almost always be seen carrying a number of small canisters - some are capacitors, carrying a heavy electrical charge for his spells, while others are filled with powdered magnesium or other inventions or chemicals he can use to his advantage in a fight. His sole piece of ‘jewelry’ is an exquisite Tag Heuer Link chronograph, silver with a deep blue face, which he always wears - and which he sometimes uses as a focus for his more powerful spells, being his most prized possession. In the past two years, he has trained hard with the blade, given ARMA'ss frequent encounters with situations where ammo becomes an issue, and as such he carries a thirty-inch, single-edged sword reminiscent of a slender wakizashi (though without the curve). The blade is enchanted to reinforce it and prevent it from deforming under extreme heat - key, since he often uses his electrical power to superheat the blade and allow it to cut through things a simple edge wouldn't be able to manage. APPROVED ABILITIES Alistair is a former Archmagus of the Order of First Light, and thus among the world's most skilled and powerful magi. He is capable of using his low level abilities with very little effort, and even mid level spells can be used several times in an hour without incapacitating him. His highest level spells however, are still restricted to a handful a day - his Spell of Legend, of course, is a one-off. His electrical powers are rooted in the physics of electricity he once used as an engineer - as such, Alistair is a meticulous and precise spellcaster, one of the Magi who apply a sort of science to their magic. He's used these methods to augment his raw magical power, which started out requiring external sources of power to function. His electrical powers require a reservoir of potential energy to draw on, one he either carries with him prepared (in the form of capacitors, or more recently, sunk into a capacitive aura that can store far more power), or draws from his surroundings. As such, these spells are always easier for him when he has a source of electrical potential to draw on, be it nearby power lines or the wiring of a building. As well, he is susceptible to burns from the more thermally-intense spells, and he has been prone to debilitating migraines ever since the Event gave him magic - particularly after an over-use of said magic. This is the primary weakness to his otherwise devastating array of spells - deprived of a nearby source to draw upon, his powers become far more difficult to use. -------------- Innate Abilities -------------- Mage's Sight - Like most Magi, Alistair is possessed of a mage's sensitivity to auras and sources of supernatural and Nevus energy. He has focused this talent primarily on his vision, allowing him with a small amount of focus to visualize even invisible magic energy. This lets him see things for what they truly are - particularly mages trying to hide their talent, or magic traps lying in wait for the unwary. Runecrafting - An inventor and engineer before Resonance, Alistair has learned to produce magical items and imbue them with power from his spells. This takes significant time and focus, but he is capable of producing items that some might consider powerful relics - his sword and coat among them. Unlike 'naturally occurring' artifacts however, these eventually expend their power and must be charged - as such, they are not always useful to non-magi. Charge Collection - Seeing as the majority of Alistair's spells work best with a reservoir of electric potential, one of Alistair's basic abilities is to absorb and magnify this energy. Given even a small source of current, he can gradually build up to shocking (pun intended) amounts of energy, which is stored via a technique of using his own magical aura almost like a battery. Even without a source of power, he can charge at a slower rate by reaching out wider and tapping into the Earth's electromagnetic field. -------------- Low-Level Spells -------------- Cantrips - Like any magus with a significant degree of experience, Alistair is capable of casting minor spells known as cantrips, for the Dungeons and Dragons category. Like the cantrips in that setting, they have little to no combat application, but can be useful for small distractions, lighting candles, or perhaps finding the remote. Surge Hex - By careful application of small amounts of his power, Alistair can manipulate certain electronics. This is a manual process, so he can't hack a microprocessor or anything like that, but he can drive power to a coil and open a door lock without the password, or other more direct actions. He can also, with considerably less focus, twist the laws of electromagnetics enough to fry and destroy electronics (especially sensitive ones). The nature of his power makes this something he must sometimes focus to avoid - suffice that he goes through a lot of cell phones. This spell can also be used to deliver electric shocks at touch range only - effectively making Alistair something of a human Taser. Pressure System - Originally a shockwave or forceful push, Alistair has refined this ability from a storm type spell like a thunderclap into wind magic. With a gesture, and usually accompanied by a snap of his fingers, Alistair can create momentary blasts of tornado-force winds at fairly short range (ten or maybe twenty yards). At ranges under five yards, he can focus the aeromancy into extremely tight blasts of pressure, producing impacts hard enough to send assailants flying or do minor damage to a nearby wall. Living Lightning - An ability that crosses over somewhat into the realm of the physical adepts, Alistair has learned to use his stored charge and energy to augment his physical strength and speed. He has to keep this to a moderate level - enough to take him just a shade past what his body should be capable of and leave it there, with truly superhuman acts limited to extremely short bursts. Any overuse of this spell could result in currents running through his body that would cook and do serious damage to his muscles. It also does nothing to reinforce his bones or anything of the sort - no punching through walls without supplementing spells. Field Sense - Alistair can use his heightened sense for electromagnetic fields to sense living creatures around him in a way similar to an electric eel. Coupled with his mana senses, when alert, he can be exceptionally difficult to sneak up on, and this also enhances his situational awareness in a fight. -------------- Mid-Level Spells -------------- Potential Gradient - A combination of offensive and defensive magic, this spell draws the stored charge out of his aura, where it has no impact on the world, and surrounds him in a cloak of dense electromagnetic fields. The energy can then be expended in sharp pulses at need, discharging short-range arcs for attacks or to blunt the effect of an incoming attack. He generally uses this in concert with Living Lightning to greatly enhance his combat skills at short range - it could be fairly said that this combination is one of the reasons he was able to survive for so long doing battle with vampires and other creatures far faster and stronger than a human. At its highest output levels, this power can make Alistair a terrifying opponent, and lethal to engage at short range until it has dissipated. Each arc discharge lessens the charge, the field is generally limited to about a dozen pulses before fading and needing to be recharged. Thunderclap - A much more powerful and focused control of air pressure, Alistair amplifies a pressure wave in the air (generally by clapping his hands or firing a pistol) into a tremendous shockwave, capable of knocking over large vehicles across the width of a street, or blasting holes wide enough to walk through in brick walls. In recent years, he has learned to change the focus of the blast, from a weaker version that emits from his body in every direction to throw back nearby foes, to an even more finely focused attack that creates a blade of air powerful enough to cut through steel at short ranges. Like many of his other abilities, Alistair has adapted this attack defensively to block larger incoming threats - like flying boulders or jets of flame. Gale - While at first Alistair's powers were more limited to electricity and sharp blasts of air, he later learned to temper his adjustment of air pressure to produce spells of powerful wind. Using this power, Alistair can produce heavy buffeting winds sufficient to knock back a number of enemies, though he more commonly uses the wind to amplify his mobility. With this power, Alistair can make jumps of nearly ten meters, or survive falls from a great height by using the wind to help support his body. Discharge – By omitting portions of his charging spells, Alistair can cause a powerful electric charge to jump directly from a source to a target – this can be likened to creating a small bolt of lightning capable of moderate damage. Rounds from his .45 are sometimes used to deliver the region of suppressed potential region required for doing this at long-range. It is important to note that Alistair uses this power by lowering the resistance of the air and producing an artificial channel along which the power can travel, which is why he can produce lengthy arcs of electricity without generating temperatures that would outright kill a person - that is the domain of another of his spells. His range without assistance from tools is approximately 45 feet currently. Arc Flash - Drawing on a far more focused version of the above spell, Alistair produces a tremendous pulse of electrical power, creating a phenomenon known in the power industry as an arc-flash or arc-blast. By generating enough power to force dielectric breakdown of the air without his normal spell-induced channel, the arc is forced to expend huge amounts of energy heating the air, producing blasts of true plasma hot enough to easily burn through metal and armor. Because of the tremendous heat and power required, Alistair must be cautious with arc blasts - the special gloves he is often seen wearing are made to protect him to some degree from this heat. Even these would do him little good however, if he did not maintain the focus required to force the plasma away from him and maintain a tight electromagnetic field to keep it from his skin. Naturally, this is spell that requires him to take considerable caution. Pressure Barrier – A sustained variant of the above spell, Alistair maintains the initial region of compression and expands it, creating a partial-dome barrier of intense pressure and high air speeds around him, sufficient to deflect most firearm rounds, flame, and most other elements. This spell can be increased in power with improved focus and effort, and has the ability to provide temporary protection against many threats – while useful, sustaining the barrier is quickly draining. Because of its nature, the shield is of far less utility against larger, heavier objects. The barrier is not entirely physical, either – Alistair has learned to infuse the barrier with a powerful ward using his pure mana, allowing it to provide protection from many magical attacks and ethereal creatures as well. Without the focus Alistair typically carries on his left arm, this spell is even more difficult to sustain, and Alistair can rarely do so for more than a few seconds. Storm Call - Impossible to use in battle, this spell is used primarily through meditation, and can require hours to work properly. Alistair also requires a point of high elevation (preferably the highest within at least a mile) and must devote his entire focus for the duration. The weather patterns must also at least offer the possibility for such an event - he cannot summon a rainstorm in the desert, for instance. The time required varies between half an hour to three hours, depending on how close the weather is to a storm when he begins. If given the time, however, Alistair can summon a heavy rainstorm, complete with lightning, that lasts for roughly one hour before beginning to dissipate. He has no control over it except that granted by his other spells, it is merely used to enhance those abilites of his which are improved during such a storm... or because a heavy rainstorm might be for some reason useful. While casting this spell, Alistair's abilities are focused entirely on the sky - if interrupted, it will take several minutes for them to recover. ------------- High-Level Spells ------------- Squall - Alistair summons a massive blast of wind, starting at his hands and moving outward in a cone from that point, producing winds of up to 200mph in that region, able to produce devastating damage for more than a hundred yards out in the direction of the blast. The winds are sustained for no more than thirty seconds, any longer would push his reserve of mana to its limit. Arc Web - Alistair produces a series of potential gradients in the air, producing dozens of conductive paths between multiple enemies. This attack allows Alistair to chain arcs of miniature lightning between several targets within a range of about fifty feet, though the objects after the first must be closer together, around fifteen feet. The arcs are not as immediately devastating as his short-duration spells; he can use this to incapacitate multiple targets, or sustain the arcs for several seconds to kill, or melt his way through machines or constructs. The wide arcing requires him to relinquish some control, so the lightning is rougher, and can be avoided by seeking electrical grounds - staying very low, or using conductive shields, at least until the shield melts. After triggering the spell, Alistair can throw arcs in this way for about a minute. Plasma Lance - A combination of his two mid-level electrical attacks, this ability couples his power to channel with the tremendous power of arc flash to create what is, in essence, a genuine bolt of lightning delivering megawatt levels of power. Brief and intense, this power is useless for 'shocking' or delivering electrical charge. Instead, like with its natural counterpart, the incredible amount of electrical current superheats the air and produces plasma, allowing Alistair to deal devastating amounts of thermal damage at substantial range. Because the current path is focused and artificially produced, it does not fork like natural lightning, instead following a narrow path about six inches in diameter, resembling a blue-white lance. He can project a single, fleeting blast up to 100 feet, or sweep a 20ft lance over about a 45 degree arc before it extinguishes. ------------- Legendary Spell ------------- Avatar of Storms - Alistair's Spell of Legend has only been seen used in public once, during a major demon attack on the city, and then in an immature state - as such, even others in ARMA do not know what the final version of the spell is. He is hardly alone in keeping his strongest spell a secret, however, especially since the rift opened between OFL and ARMA. In reality, this spell draws a spectacular amount of electric potential into Alistair's aura, granting him a period of about ten minutes of throwing arcs and his other electric powers without damaging his stamina, and wrapping him in a powerful barrier of magic and electrical energy. As the spell progresses, it begins to affect the weather - a thunderstorm can form on a clear day after the first five minutes, and as the lightning strikes begin, Alistair can bring them down from the sky on targets of his choosing, doing tremendous damage even to large opponents, or focusing the energy into his own aura to form a length of plasma that he can wield like a sword to cut through even hardened armor. Avatar of Storms requires Alistair to spill his own blood to activate, and renders him effectively powerless after it has expired for at least a day. APPROVED SKILLS Apart from his magic, Alistair is an incredibly talented electrical engineer, considered a genius in his field, who was extremely successful at the Atlas corporation for several years preceding the Event. He has an intuitive grasp of electronics technology especially, but is skilled enough in other facets of engineering that he makes an excellent project engineer – he is more than capable of envisioning a complete design from start to finish, including mechanical fabrication and other techniques. Of course, ever since the Event, he has had great difficulty not destroying electronic devices by accident, and has had a great deal of success in using electrical principles (while modified) to channel mana and other supernatural powers. In this fashion, he has become very valuable as an enchanter, even able to determine the function and use of a number of artifacts, and reverse-engineering a very few. By and large, however, he has built a great many devices, and is one of the most skilled creators of foci (or fetishes) in the world. Thanks to his training at school, Alistair is a competent hand to hand fighter, with years of casual training in Muay Thai and Brazilian Ju-Jitsu, which he practices by himself and often enough with his partner Jocelyn, one of the most skilled combatants in the world. Because of this, he is above average in close combat, and experience has given him the ingrained reflexes to combat many creatures faster and stronger than himself – or at least avoid them long enough to bring his magic to bear. He is a skilled shot with a wide array of firearms as well, having come from a family with a tradition of hunting, he has turned that skill to his work now, and is especially dangerous with the modified, enchanted 1911 Colt he favors. More recently, Alistair has trained extensively with a short sword, and has worked closely with Tock on creation of golems and enchanted weaponry for the Order - of course, as the leader of ARMA these days, he rarely has the time to tinker as he is so fond of doing, instead having to devote his time to leading and being where his people need him most. APPROVED HISTORY After Alistair was born, in Antioch California, his parents decided to get married, to avoid having a child out of wedlock. The marriage, as is often the case in these situations, did not last long – his parents were divorced by the time he was two, after having moved to northern Michigan to raise the boy. He spent his childhood in joint custody, bouncing back and forth between homes every week or every few days for years, one reason that he never quite got a sense of any one place being home. He showed great aptitude for math and science, and stayed in the accelerated programs for his entire career in school, making it into the Massachusetts Institute of Technology straight out of high school, where he specialized initially in robotic systems. He graduated MIT near the top of his class, and got a job immediately after graduating with a massive corporation called Atlas, where he was stationed in New York. Once there, Alistair quickly gained a reputation for innovation and sheer brilliance when it came to engineering total systems, especially weapons, which the company specialized in. Alistair quickly secured more than a dozen patents for new technologies, including a powerful automation system for weapons targeting and a special array-type capacitor capable of storing vast amounts of energy. Things were going well – the firm was about to release a brand new set of heavily armed UAVs (Unmanned Aerial Vehicles), slated for release at the end of 2011. Thanks to the events of may 2010, it never happened. Alistair’s entire well-planned-out world shattered around him in the months which followed, with the company he worked for destroyed, his prospects lost, and a strange power he began to grow into as a result, all in the middle of everything else. His first months with his power were catastrophic – occasional accidents with electrical components shorting out, nearly out of control fires and one occasion where a passing ambulance suddenly found its siren loud enough to shatter every window in the vicinity. Resonance did not kill Alistair, nor would it. Instead he found himself gifted with the tremendous power of a magus. He found that what he had lost in his ability to work with electronics could instead be turned to magic, and slowly he learned how to channel mana the way he had once built machines to channel electricity. It was only a few days later that he was approached by the Order of the First Light, by a wind magus named Lydia, who offered him a place at her side, and the chance to do something real with the power he now possessed. Whether that would be the best or worst decision of his life, Alistair jumped in headfirst. The world needs its heroes now more than ever... and maybe he could be one. Prior to the Shift, Alistair Greene was a promising young engineer, working for the Atlas corporation in their advanced weapons division. He was the pioneer of a new energy storage technology known as the HIgh Density Crystalline Capacitance System (HiDeCCS or "Hidex") that was expected to be a revolution in magnetic and laser based weapons systems. The devices were just being prototyped when the Event hit. Alistair was one of the first New Yorkers inducted into the Order of Light following the Resonance Event in 2010. Unbeknownst to him, he had been marked by the Order as someone with a high genetic potential, someone expected to develop powers when the Event did hit. As predicted, Alistair became a magus that night, and was approached by the Lydia Sylva, another old-family member, though of a family that had not broken away from the Order years back as Alistair's had. He was taken to Europe as his first assignment, to train with Lydia and others, and made a name for himself as his powers developed. His tour in Europe ended when, though he did not know it at the time, the Order set Lydia up for a fall by sending her and Alistair on a mission against a number of shifted humans and rouge magi - through circumstances that have had their records sealed (and that Alistair and Lydia do not speak of), Lydia killed nearly three dozen of them. She was brought up on charges, and Alistair testified against her, ending what had been a growing relationship. Through all of this however, Alistair had a goal aside from his work with the Order - finding his younger sister Cassandra, who had been flying back to New York from Africa when the Event hit. While she was legally declared dead, Alistair was never entirely convinced, and he would occasionally find some evidence that she might yet live - a picture that looked like her from New York prompted him to return to the city, requesting a transfer that seemed appropriate now that Lydia was in prison. He returned to New York in February of 2014, where he established himself in the Order branch there. He also met his partner, Jocelyn Rose, alongside whom he would become one of the top Inspectors in the division. Alistair made a number of friends in the Order - but there were several others, particularly someone he met by accident, a lady faun by the name of Adeline Reese. Adeline was an agent for Pharos, and she and Alistair became liasons between their two agencies, working on a number of missions together where the groups goals coincided. Theirs would be a fast friendship - and that would develop soon into a growing love, one that would not be without major drama. Not long after they began dating, Alistair was used by the Order as a bargaining chip to secure an alliance with the dragon Alexandra, pulling him and Adeline apart. It was to be a doomed arrangement however - Alistair never got past his guilt, or Alexandra's jealousy. By the time he broke it off however, Adeline had moved on - Alistair never quite did. He threw himself back into his work, and into searching for his sister. He was promoted within the Order, and became a public figure in New York thanks to his very public defeat of the monster Leviathan that attacked the harbor during the war that broke out between the 'angels' and 'demons' in the city, which caused the opening of several gates through the Veil. His thunder and lightning style of magic was distinctive, and earned him notoriety in the media, as did his almost foolhardy determination to save everyone he could, earning him a reputation (halfway ironically) as the White Knight of New York. Alistair found Cass early in 2015, working as a mercenary. She had been possessed by a demon named Nyxeris, and was far from the sister he had known. Their relationship was strained, but he refused to let her pull away - though it would be almost a year before the opportunity came for him (with Jocelyn aiding him) to free her from the demon. It was during that time that he learned how she had come to be possessed - the Order itself had experimented on her, wanting to discover a method for creating soldiers out of those with magical talent who would not be able to question the orders given to them. He had been suspicious of the High Archmagi who ran the Order before, but only now did he truly realize what they were. Alistair and Adeline, who had a slightly strained but devoted friendship through all this, confessed their love for one another and began a new relationship in early 2016, Alistair was able to free Cass. Things seemed to be looking up for the magus, who had very nearly fallen into alcoholism in the wake of discovering what had been done to his sister. Adeline brought him out of that hole, and as much as he could have been content with his life now, he could not ignore the truth he had learned. For Alistair, that made it all the worse when she was lost to him less than half a year later, nearly killed in battle, forced to either die or ascend... he knows not where she went when the light took her, but she was ever the best person he had known. Religious or not, he is sure it could only be one place... The Order's soldiers might have meant well, but they would never be able to protect the world the way they had been promised when the High Archmagi meant to have it for themselves, no matter how many died in the process. And so it was that in October of 2016, the New York division of the Order of Light broke away from the international group. Now calling themselves ARMA (originally intended as an acronym but more the Latin for 'shield'), they became independent guardians of their city - and the primary opposition for the plans of the Overseers who work out of Rome. Alistair and his allies now fight a war on two fronts: One, to protect the city as they swore originally, and the other to defend not just the city but the planet from being subjugated by the grand mages who first gave them the training and the will to stand against the darkness that Resonance unleashed on the world. Not an easy task... but some people are just stubborn enough.
    2. What is this Character needed for (include any existing or upcoming plots): Works the main bar/counter at Thyrsus. He is the gatekeeper and first line of contact for Tom Gallo. He oversees most things Thyrsus…especially the “legit” portion Gender: Male Age: 30 Race: Altered Human Faction: Bakkhos Occupation: Manager of Thyrsus Created By: Thomas (Tom) Gallo Personality: Roderick is easy going and friendly. He is always kind, generous and unoffending. Every patron who walks into Thyrsus feels welcome and often finds themselves having enjoyed their visit. Roderick is a driven man who seeks to accomplish the task in the best way possible. Unlike his boss, Tom, he has a quiet determination that only reveals itself by his smile disappearing momentarily. Roderick is charming and disarming…without being sleezy. In just about every way possible, Roderick puts out the vibe of handsome, charming, genuine nice guy. If Tom is the ‘iron-fist’, Roderick is the velvet glove. History: Work in progress. Skills: Store management…Roderick is very organized. Inventory, accounting, etc…Roderick is a bit of a superstar at all of it Emotionally perceptive: Roderick seems to have a keen insight into people’s moods, motivations, etc. He can read people. He often picks up on Tom’s mood shifts before they manifest outwardly and acts accordingly. Abilities (if applicable): Empathic Manipulation: Roderick can influence the mood of others. The more extreme the alteration, the more effort required. Shifting ‘annoyed’ to ‘neutral’ is easy. Shifting enraged to friendly is extremely difficult and near the extreme of his ability. (any associated side-effect/downside can be determined by player) One other ability determined by player
    3. Zeph

      Sláinte

      Owner: @Boone (Paddy) Fitzpatrick This is your hometown bar. The one you are comfortable coming to after work or after a day out on the lake fishing. Six pool tables line the exterior walls. Games are free so long as you're drinking. The walls are decorated with an assortment of hunting heads and old photographs of movie stars. Brick and beams gives it an old pub feel right in the middle of New York. Stools line all the pillars as well as the thirty foot long bar with twenty beers on tap at all times, at least six of which are Irish.
    4. Zeph

      slainte1.png

      From the album: Resonance II

    5. Needed for: Lance is the partner of @Raeden (Rae) Seiko. There are existing threads he can already jump into and will have more both with and without her as another detective in the city. Note: this is not meant to be more than a partnership - any romance for him would not be with his partner. Information: Lance is junior to Rae but this doesn't bother him. He has learned a lot since becoming her partner. He is very laid back, a bit of a comedian but behind the smile he is fiercely loyal to the people he cares for and trusts. Abilities: Lance is NOT intended to be a very powerful enhanced human. Powers are left for the adopter to create but should be on the "low" level of enhanced to align with the vision for the character. To get a feel for his personality/presence please read the threads he was used in: Give me your tired, your poor, your huddled masses yearning to breathe free... Not All is What it Seems.... Seven Points
    6. https://www.behindthename.com/random/
    7. http://www.lousywriter.com/search/pages/MISUSED_ENGLISH_WORDS/
    8. http://www.grammarbook.com/
    9. http://writeonsisters.com/writing-craft/the-key-to-writing-3-dimensional-characters/
    10. http://www.grey-company.org/Circle/language/phrase.htm
    11. http://www.users.totalise.co.uk/~leiafee/ramblings/realistic_injuries.htm
    12. http://www.writtensound.com/index.php
    13. http://www.onelook.com/reverse-dictionary.shtml
    14. http://writershelpingwriters.net/talent-skills-thesaurus-entries/
    15. Needed for: To help grow the Bakkhos faction and have established played characters that can run the club. Pretty enough to be one of the Executive club dancers, Ari is actually one of the best bartenders in NY. She can flip a mean bottle and parlor trick with the best of them. No-nonsense, jeans and tee kind of woman, she can take care of herself against even the most lecherous of customers and can give as much as she gets when it comes to her coworkers teasing. Trusted by the owner to keep the tills checked and the money in the books and not on the table, she has become an invaluable asset to Bakkhos. Ari is the head bartender at the exclusive Bakkhos club at the top of the Standard Hotel. Abilities Ice breath - just as it sounds. A handy gift for chilling warm bottles or glasses, this can also be used to chill an entire room to as low as 25 degrees Fahrenheit or if on a person, give them an instant case of massive frost bite. This is consciously done, she does not always exhale cold air. There have been a few occasions where the owner has requested her service to "chill the room" when the crowd was getting out of hand. Amazing how fast the rowdy will grow passive when they start shivering. (levels and details of ability left to adopter!)
    16. Needed for: to help build out the Bakkhos faction and have more played characters at the Bakkhos club. Cute and petite, don’t be fooled, this is NOT the girl next door. Prior to the Nevus event, Angel was a personal trainer and ranked kickboxer on the west coast. Now it is her job to blend with the crowds at Bakkhos. What the throngs of inebriated men and woman who buy her drinks don’t seem to understand is this is one of the club's hidden bouncers. Angel has an uncanny knack for seeing a brewing fight long before the first evidence of skirmish is there. She can usually charm the quarrel right out of existence but when she can't, she is no wall flower. Angel can haul out the riff raff as well as the male bouncers, sometimes better because her stature tends to throw people off when she gets "firm" with them. Raised by her dad when her mom left, she is a bit of a grease-monkey, able to take apart the engine of just about anything and put it back together. Her own ride is a sleek black Ducati that she restored after the event. Abilities Gravity Manipulation - while she typically relies on her own physical prowess and fighting skills, she will pull this out of her bag of tricks when needed. Angel can concentrate on a single subject and cause gravity to thicken around them. This makes all their movements "heavy" and "slow" in comparison to her own. The effect can be almost comical as a rowdy patron will appear to be too drunk to move in time to counter her own motions. Since it only affects a single target most people have never figured out she has this ability, always chocking it up to the target's own idiocy. On the downside, it only affects one target and therefore is useless in an all out brawl as she needs to keep the target in sight and within 10 feet of her own position for it to work. Kinetic Absorption - Angel can take a punch like few others because she is able to absorb the energy from the strike and use it to fuel her own. The harder she is struck, the more powerful her own strike back. While she could do little damage to someone who just stood there with their own enhanced strength, those with enhanced strength will find her a formidable opponent if they actually hit her as she can take the power of that strike and add it to her own strength when it rebounds back. This energy does not store, it releases within 60 seconds if she does not actually strike back.
    17. Late 2019 Galway, Ireland began to push forward a requirement for all outworlders (those not born to Earth) to be registered. In Jan. 2020 the law was passed and plunged Ireland into a paranoid spiral of violence and racial tension. Riots have become common and the outworlders are running scared, their businesses burned and their lives threatened. Some have begun to compare Ireland to Nazi occupied Germany or the Inquisitions. While the majority of Ireland's earthborn have joined the hysteria, there are a rare few that have been working hard to create an underground "railroad" for the outworlders to escape the island. However these few are facing the same dangers as the outworlders themselves. Jimmy Braden had the first cargo vessel that ferried outworlders secretly down to Spain but late March 2020 he was found beaten to death near the docks. Now even those that want to help tend to shy away, leaving the outworlders to fend for themselves. Related News Stories Galway initiates Outworlder Registration Outworlder Registration Passes Ireland for the Earthborn Related Threads The End is Near Walking without Moving
    18. YOU NEED PERMISSION TO INCLUDE THIS COSTAR IN YOUR STORIES AS THIS IS A PLAYED CHARACTER WHOSE WRITER NEEDED TO PURSUE OTHER ADVENTURES FOR NOW AND MAY RETURN TO CLAIM THEM. ALSO THIS CHARACTER WAS GRANDFATHERED IN DUE TO EXTREME LONGEVITY WITH THE GAME AND SHOULD NOT BE USED AS AN EXAMPLE OF POWER FOR NEW CHAERACTERS. GENDER Female PLAY-BY Cate Blanchett RACE Magus JOB Overseer - New York Chapter LOCATION New York City APPEARANCE Dacia appears a fit woman in her late thirties to perhaps mid forties. She is a striking woman. One is hard pressed to guess her age, her timeless visage changing with her mood and attire. Only the soft lines of worry, the voice of experience and the silvery highlights streaking her pale blonde hair, reveal or rather confuse her true age. Her complexion is as pale porcelain, her features, a beautiful combination of her father’s ancient Northumbrian stock and her Mother’s Roman roots. Her pale icy blue eyes are seductive and stark, her mid-length hair a pale blonde with streaks of silver, the style of which changing from week to week, if not day to day. A tall woman, she stands 5’11”. Her long graceful limbs beautifully toned, her figure lean and elegant, dressing in only the most fashionable clothes. Rarely wearing the same ensemble twice in a month. She still possesses a Northern English accent, somewhat flattened from her travels yet still bearing a hint of the soft rolling trills of her Northumbrian homeland. PERSONALITY She is the ‘Original Ice Queen’, in magic and in temperament but please never, ever compare her to a Disney character. The last one to make such a suggestion found themselves suffocating in an air tight globe of ice. Often ‘cold hearted’ and unsympathetic, one can simply chalk this trait up to being shrewd and brusque, but if one were to truly describe Dacia with one word it would be ‘unpredictable’. She is a chameleon, able to adopt many masques and blend into any social situation. That said, there are those who might describe her as a ‘sociopath’ by her extreme range of behaviours and distinct lack of conscience. Perhaps, but make no mistake, while her morals are often subdued she is not lacking a guide to the wrongness and rightness of her actions. More than often she is the last to speak, preferring to listen and choose her words carefully rather than banter. While she can act lively and exuberant Dacia generally prefers to remain reserved. Her expressive features are able speak volumes and when necessary she can be extremely intimidating without uttering a sound. There is definitely a dark side to the woman’s temper. Were their monarchs in the Order she would be a queen and as such she often falls victim to trappings of royalty. Entitlement shrouds her, she has always been provided for, allowances made. When she isn’t paid the respect she feels she is due Dacia often responds with swift retribution. She had learned well the lesson of humility all those years ago in China but it did not make her humble, it tempered her to the core. Dacia does not believe in the charity nor the benevolence of entities not inherently human. Creatures from beyond the Veil have no claim to this world and thus she is extremely distrustful, even prejudice against such beings. This attitude puts her in line with the policies of the Vanguard. While she naturally disagrees with their hatred of magic, she does in fact agree with their desire to banish from the world all beings that no longer appear or behave as Humans, or merely masquerade as them. She loathes nothing else more than monstrosities that hide behind the guise of Humanity and believes that one day all Humans shall become Magus. She enjoys the game of Chess and always has a game on the go, against herself, online, or replaying the game of another great master. She collects chess pieces and has a few of her collections on display in her office at the Citadel. To her, as with most who love the game, it is a metaphor of life, sometimes an obsession. PERSONAL BELONGINGS Her signet ring of the Order which lists her rank as Overseer and her affiliation with New York and Rome. She carries her personal identification, cell phone and such. Her identifying brooch of the Order which she always wears is made of crystal, as if carves from ice. She carries no other items of significance. SOCIAL AFFILIATIONS/RELATIONSHIPS She has known Salvatore Avara and the Propheta of his Trinity, Marellis Severin for many years. Kosta De Cerbo is an old friend, a man actually younger than her whom she originally trained with back in Rome. APPROVED ABILITIES MAGUS - CLASS: Physical Adept, Psionic, Elementalist (Cold). ——————————————— MINOR Spells ——————————————— Cantrips (Class Wide) 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. Many of her cantrips have to do with the manipulation of cold and it’s production. Mana Field Attunement (Class Wide) 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 Cloak (*) This is an extremely rare incantation, which for Dacia is cast like a cantrip. It allows the caster to eliminate their mana, which in reality is very difficult to conceal. While the caster is hiding their mana, they cannot cast or use magic. The spell renders their mana completely undetectable. Very few Magus (if any) are able to master this particular spell. Dacia often utilizes this particular spell. Witch Whisper (Psionic) A form of telepathy which borders on being a cantrip. The caster is able to ‘whisper in a person’s ear’, that is, project their voice to anyone in their field of vision. The caster’s words are only mouthed and are received as a whisper. The spell has a duration of a few minutes. Awareness (Psionic) When initiated the spell lasts for approximately half of an hour, during which the caster becomes aware of the presence of danger to themselves. They can sense a threat within half of a mile, but the only information they receive is the direction it’s coming from. Reflective Warning (Psionic) The caster receives images of what’s going on behind them as if looking into a mirror. It allows them to be visually aware of everything around them in a full 360 degrees. Duration: 1 hour. Winter’s Cloak (Elemental) This is an immunity to cold conditions, as low as -95ºC. The caster is not warm, rather the surface of their skin is freezing. The colder the temperature of the environment the more pale their skin becomes. The longer they employ the spell, the more they begin to resemble an elemental of the cold, their skin turning blue, their eyes becoming pale, hair turning white. The spell can endure so long as they have mana, indefinitely if the don’t cast any other spells or become weakened. Winter’s Breath (Elemental) Within a radius of two hundred feet the caster can decrease the temperature, drop it to freezing if they so choose. They can also increase the humidity and coat everything with a layer of hoar frost if they wish, or even produce a layer of ice across a surface. The caster can also, in an instant, alter the surface temperature of their flesh to freezing. They are completely immune to the cold and that of their own frosty magic. Repel Flame (Elemental) Works on both magical and non-magical fire. The production of a shield, ten feet diameter that will defend against any form of fire attack. The strength of the shield draws from the power and will of the caster, thus prolonged fire attacks end up as a battle of 'magical wills'. Frost Touch (Elemental) Once cast, with the span of 5 minutes, anything contacting the caster’s skin will have it’s surface temperature plummet 20ºC. A cup of water will instantly freeze. A person would suffer frost bite at the point of contact but then suffer extreme chills through their body. The longer the contact is maintained and consequently more mana poured into the spell, the more of the target is frozen. Meditative Longevity (Physical Adept) A form of ritualized meditation that when utilized an hour each day, rejuvenates the body and even turns back time, increasing the Magus’ life span. The spell actually draws ‘chi or qi energy from the environment but this siphoning comes with a price. The caster trades empathy and sympathy for extra life. They are unable to love deeply or even truly care for another. Relationships are hollow. Lasting Breath (Physical Adept) The ability to decrease one’s use for oxygen and increase stamina. One breath can last up to half of an hour (1 charge per 5 minutes, 30 min max). Not needing to breath as often the caster’s stamina significantly increases allowing them to run twice as far while maintaining a fast pace. ——————————————— INTERMEDIATE Spells ——————————————— Mana Sight (Class Wide) 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. Meditative Rejuvenation (Physical Adept) Self healing through meditation. The caster must remain in an uninterrupted meditative state in order for the healing to work. The length of time depends on the amount of damage. Critical injuries can require up to twenty four hours to mend internal damage, after which shorter states of meditation will be required. Winter’s Mend (Elemental + Psionic + Physical Adept) This spell stems from all three of her disciplines. It freezes a wound, mending it, but then through a combination of Chi and Psionic energy initiates internal healing. It allows the caster to heal wounds (with no foreign objects lodged within), turning what would take a month to heal into a few days. It will even increase the mending of bones but such injuries will still take half the time to heal. Winter Wind (Elemental) Basically a stronger version of Winter's Breath. The caster is able produce icy cold winds in a 100' radius/sphere. They can cause frost bite but little else. This spell is mainly useful in suppressing fire, normal and magical. Non-magical fire is choked in a matter of seconds and heat is eliminated, the hot air being replaced with zero degrees celsius. The spell endures for up to half an hour and the radius of effect moves with the caster at it's center. It will also cool lava, solidifying it into rock. Surprising magical fire turns into a battle of wills, draining more mana and strength from the caster. Scrying (Psionic) This incantation induces a trance allowing the caster to spy upon the ‘owner’ of a personal item that they hold. It can be a necklace, a lock of hair, anything that that the person has spent some time with. Naturally there are ways to block scrying but in the case that the target is unaware and unguarded the caster can see, hear, even smell the person they are spying on for approximately 5 minutes. Frozen Phantom (Psionic) So long as temperature of the area is below 0ºC (freezing) this spell can be cast. It allows the caster to phase through the cold, to teleport their body and contacting possessions to another destination in their line of sight that is no further than 100 feet away. When cast, the caster instantly transports to their desired location and a remnant of their form is left behind in the form of an ice sculpture. The spell allows up to three ‘transfers/teleportations’ in rapid succession (no more than a three second delay between jumps). Cryokinetic Morphing - Stage I (Elemental + Psionic) This is the instantaneous production of ice from the moisture in the air. There needs to be a slight humidity factor in order for this ability to work, as well she herself needs to be hydrated. With the wave of a hand she can construct anything her mind can envision out of crystalline ice. A form of telekinesis manipulates the ice, allowing her to create objects and move them around by sheer will, even hurl them at an enemy if she so desires. She is able to construct items out of normal ice or even produce ‘blue ice’, void of trapped air and extremely hard. Naturally producing items of blue ice requires more energy and takes longer. The first stage of this power allows her to create smaller items at a range of 100 feet from her person. The duration and amount of constructs go hand in hand. Approximately 100 square feet in half of an hour. ——————————————— MAJOR Spells ——————————————— Death Strike (Physical Adept) A chi focused strike allowing the caster’s hand or foot to penetrate and break solid objects that would otherwise crack bone. The wielder’s strength triples packing significant force behind the punch or kick. The force cannot, however, being instantly summoned. The casting or ‘summoning of the energy’ takes at least six seconds, time/energy that can be generated through meditation or motion of combat. Steel Ice (Physical Adept - ‘Chi-gong’ + Elemental) The caster can make their flesh resist damage and cold attacks. They can repel blades, their bones are unbroken from harsh impacts, they can even survive gun shots, however, the more violent the damage the more of a residual effect the caster will feel. Flesh will still bruise. The effects of the incantation lasts for twenty seconds up to a maximum of five minutes, significantly draining the caster’s mana. During this time they are not only resilient to damage but their fists and feet are harder and can thus inflict more damage. Ice Grasp (Elemental) This is a heightened form of Frost Touch. The caster can blast something with a cone of cold, optimal range six feet. The initial area of effect is roughly the mass of an average man and it will be frozen solid (dead). Contact must be maintained for at least five seconds to initiate the ‘deep freeze’ and if broken in that time, a conscious victim will make a full recovery after a few hours of rest. This power can make steel doors as brittle as thin ice. Cryokinetic Morphing - Stage 2 (Elemental + Psionic) The second stage of this ability simply increases range to 500 feet and the amount of ice is 500 square feet. Her production of blue ice doubles allowing her to craft extremely strong constructs in a matter of moments. (The most common attacks she utilizes is generating spiralling roots of ice that spring up and entrap her enemies. The numbing effect of the ice is quick to sap one’s strength.) ——————————————— LEGENDARY Spells ——————————————— Winter’s Wrath (Elemental) Allows the caster to summon a frigid blast of wind, so cold, that it will incapacitate all creatures in it’s path. The icy blast first manifests as a gust radiating from behind the caster, starting at fifty feet wide/tall and increasing to two hundred at it’s maximum range of five hundred feet. It can also blast out in all directions from the caster. The wind itself has hurricane force, able to turn over a small vehicle. The winds then form a vortex, maintaining high velocity around the caster in an area of up to one kilometre for approximately fifteen minutes to half of an hour (depending on her physical condition). It is a devastating attack, coating the area of effect with several inches of snow, frost and ice. Within this 'blizzard' all cold attacks are increased in strength and power. Dream Storm (Psionic) A devastating mental attack, a swirling mass of psychic energy radiating from the caster, lashing out at all minds up to a radius of five hundred feet in all directions. All conscious minds (animals, insects, people, everything) are rendered unconscious, frozen in a dream state, their bodies slowly crumpling to the ground. But if not (since no spell is absolute in it's success) those effected are generally disoriented and unable to maintain their focus on the caster so long as the caster does not engage them. The effects last for one to two hours, depending on the creature/person affected. During this period, conscious beings capable of dreaming are thrust into nightmares which they will physically react to. It becomes difficult for them to differentiate their unreal nightmares from reality. APPROVED SKILLS LANGUAGES: She spoke Italian before her dominant English and is fluent in both. She can as well converse in (and read/write) Cantonese, Mandarin, French, Spanish, Swedish, German and Flemish. She possesses an understanding of Japanese and Russian but would have difficulty conversing with a native speaker. She is able to read and understand Russian far better than she can speak it. She can also read Latin, Ancient Greek, Old Norse Runes and Mayan Hieroglyphics. DANCE: For most of her young life Dacia studied ballet but as she began to grow taller the dream of becoming a ballerina was simply no longer possible. MARTIAL ARTS: She well trained in wushu and the art of Chi-gong. It is nothing she flaunts. She trains and uses her skills when needed, never performing for others. HERBALIST: From her time in China she is knowledgeable in medicinal plants and herbs. CHESS MASTER: She is adept at the game, low ranking compared to the grand masters of the discipline. APPROVED HISTORY She was born November 2nd, 1960, the product of two of the oldest bloodlines in the secret Order of the First Light. Her father, a Northumbrian desired that she grow up in North England. For the first ten years of her life they remained in New Castle but then her interest in dance would lead them back to her mother’s native city of Rome. There she excelled in all of her studies while simultaneously immersing herself in the mythos of the First Light. Her genius level intellect seemed to know no bounds, a true prodigy among the scholars that would in time become the Magus of the post-resonance world. Life, however, was not all books, she also focused on her ballet. She loved to dance and like many young girls aspired to be a prima-ballerina. Unfortunately, by age thirteen it was becoming apparent that she had inherited her father’s height and not her mother’s petite frame. It was the first of many disappointments. She graduated from the University of Rome with honours and shortly thereafter Dacia learned that she was unable to bear children. The tragedy would greatly shape her life. Her fiancé at the time desired a large family and simply could not reconcile the fact that he would be denied is lineage. The loss was devastating. She grew cold and journeyed as far away as she could, all the way to China. There she worked as a foreign dignitary and pursued the mysteries of ‘Chi-gong’ and the art of wushu. She immersed her life in the world of martial arts at a temple of women practitioners. Their symbol was ‘exile’. They would never be accepted by the men of the greater schools even though the ancient knowledge of various styles had been passed down to them by their fathers (and mothers). There was deep seeded resentment in the order but they were disciplined to never lash out. Dacia was humiliated daily by them for over a year until they conceded to teach her their ways. For ten years she trained, living two lives., the foreign dignitary and the devoted monk. The latter took precedence in her lifestyle but after a decade it was becoming very clear that she would never learn to be humble. One day her pride got the better of her. A master from one of the local schools visited, as they often did. Through the years the woman’s order had developed a peaceful relationship with those who had originally shunned them. Their unwavering tolerance had earned them respect but every so often a master visited to test this countenance. It had become a ritual. The master would challenge a high ranking student and she would lose. She would not strike him and endure his beating with honour and respect. It had been so for decades and wisely, Dacia had always been kept hidden away from these visiting masters until one day one appeared unannounced. To his surprise, he spied a tall pale haired woman of European descent training in the courtyard and upon witnessing this would allow no other to accept his challenge. Naturally the sisters pleaded with Dacia to honour their traditions. She agreed, after all she could endure a few hits and a loss, all the while knowing she could take the man a part if she so desired. It was only a friendly contest, she was sure she probably endured worse at the hands of her sisters and indeed she had, in the beginning. As the bout went on, the master became discontent with her reaction to his strikes. Larger than her Asian sisters by far, and taller than the master her feigns to his hits were not enough to guard his honour. He grew angry, his attacks more violent. When Dacia fell, he continued to beat her, that’s when everything went red. She couldn’t rightly remember what happened, it was all a blur. Training took over, long legs cracking against skull. After Dacia was done with the master he needed to be hospitalized and she was banished. She took it as sign to return home. After eleven years she finally returned to Italy and deciding to stay took her rightful place in the Order of First Light as well accepted a position in the English Embassy of Rome. Life was happy enough, thereafter. She was very successful and enjoyed her fleeting relationships. Independence had made her strong and at times, ruthless in her ambitions. Many a prospective suitor had been lost in the snowy wastes of her icy exterior and she began to resent men for even attempting to get to know her. After the Resonance her abilities progressed far beyond most of her colleagues. She was able to incorporate her knowledge of ‘eastern mysticism’ with the ancient mythos of the First Light and develop her own unique form of ‘wintery magic’ as a High Arch Magus. For years she served Rome and assisted in the spread of their Order throughout the Resonated World and was in the minority when she spoke out against the use of Inquisitors to quietly extract any non-compliant Magus from their many chapters. The Inquisitor Trinities seemed to only serve to fan the flames of rebellion in New York City and so when ARMA struck back, Dacia had the spotlight. She had foreseen what the ‘seers’ had been unable to foretell but still they chose to ignore her and ordered the rebels to be secretly and quietly dismantled. Easier said than done. They proved too resourceful and so after years of studying the situation from afar it was decided that Dacia take over as the Overseer of the New York Chapter despite the fact that Salvatore Avara had appointed himself Chancellor. A title he would retain but become her number two in the ranking. As a High Arch Magus of the Order the position was in reality, a demotion. Some believe that the council wished to oust her out of power but another side of the story is that she herself desired to leave the Vatican and saw the overseer position as an opportunity. The logic of her decision was unclear but in time all will be revealed.
    19. YOU NEED PERMISSION TO INCLUDE THIS COSTAR IN YOUR STORIES AS THIS IS A PLAYED CHARACTER WHOSE WRITER NEEDED TO PURSUE OTHER ADVENTURES FOR NOW AND MAY RETURN TO CLAIM THEM. ALSO THIS CHARACTER WAS GRANDFATHERED IN DUE TO EXTREME LONGEVITY WITH THE GAME AND SHOULD NOT BE USED AS AN EXAMPLE OF POWER FOR NEW CHAERACTERS. GENDER Male PLAY-BY Dolph Lundgren RACE Metahuman (Zephyr) JOB Agent • Grade 6 LOCATION New York City APPEARANCE Atticus appears late twenties to thirtyish, tall (6'6") and powerfully built. One would assume him to be a bodybuilder, which to maintain a facade doesn't deny. He seems a solid 280 lbs, but in reality, due to his increased muscle and bone density weighs 325 lbs. A weight he carries with elegant grace, his movements supple and light, like those of a dancer. Light 'Nordic' skin holds a good tan in the Summer months, further enhancing the pale gold of his hair and like most of those from his northern homeland his eyes are vivid blue. When using his 'Altered Abilities' Atticus tends to become surrounded by swirling currents of air, visible due to a slight luminescence, thus they are more visible in darker conditions. When using his specialized vision to peer into the unseen elemental world (primarily that of air) his eyes are engulfed in a blue glow. When he flies or performs other supernatural stunts, ghostly white wings on his back may appear, though the effect is not consistent. At work he tends to wear stylish suits and outside or in the field he often adopts are more relaxed look in the form of an old weathered leather jacket and jeans. PERSONALITY Atticus can best be described as a crusader. He has always gone out of his way to make a difference and this combined with his obsessive tendencies makes him a relentless adversary to any who stand between him and his cause. A large and powerfully built man his outward appearance hardly screams 'scientist' but upon speaking with the man one is taken back by the eloquence and vision of his words. Aware of his propensity for dramatics and seriousness he makes a conscious effort to be light-hearted and amiable to supress the brooding nature bubbling beneath the surface. He is no alone. Many these days harbour thoughts of dissatisfaction but his are multiplied by the fact that the Resonance set back the clock of his life, perhaps indefinitely. He doesn't know. Before the Resonance the twilight of his life was upon him and after, thrust back to his youth. Only he wasn't really 'young' anymore. He had to re-invent himself and in the process come to terms with what he had become. What Toril Njordhagen had become has put 'Atticus Gale' at constant war with himself. The very nature of his 'Resonated Being' conflicts with the very essence of Humanity. It is a constant struggle, to stay focused. To remain Human. The call of wind is strong. It whispers to him in his dreams, urging him out the window. To be free, and there are times he obliges, to be pulled back by reason and a sense of purpose, but tethers of 'Toril Njordhagen' are fraying and one day the kite string will break. LIKES: Science, Genetic Research, Rock Climbing (and Flying), Old Movies & Memorabilia, especially the horror and kung-fu genres, Training, Historical Romances. DISLIKES: Imbalance, Poor Metaphors, Dogs, Seductive Women ('Vamps'), Religious Fanaticism. PERSONAL BELONGINGS RESIDENCE Atticus lives on Shelter Island (East Long Island), in a large two story house nestled in the woods at 25 Cherry Lane. Built in 1878, it is a home he has owned since he was Toril Njordhagen, purchased back in 1965. He tries to move with the times, to maintain modern decor of the period but there are a few sentimental keep sakes and such that have carried over from his former life. There are in fact some heirlooms from his parents spanning back to the early 1900's. Naturally there are no family pictures on display, the home is curiously devoid of such history. APARTMENT When staying in Manhattan, he uses his apartment in Ballantine Place, #905, located in Omenwich Square. SECRET FACILITY When Atticus is not at work, his home, apartment or some other exotic destination he is in his 'secret facility' containing an ancient relic he calls the 'Menhir'. A building originally designed to house a business along the lines of 'chemical engineering' it is located in the Baywood area of Long Island off of Harrison Avenue. Primarily an industrial region nearly at the center of the island. TRANSPORTATION Sea Ray Sport Cruiser Boat (black, grey and white, name: 'Wraith') - He keeps this at the docks at Orient Point where he drives to from Shelter Island. He then takes the boat to Plum Island. VEHICLE: 2016 Lexus LX 570 (SUV) - Silver. APPROVED ABILITIES Atticus is an aspect of the wind itself, a Celestial Deity or Daemon with all the characteristics of an Elemental Zephyr that has bore many names, but as a Norwegian, he personally is most fond of Njord and Boreas. He would be considered an 'aspect' in that he is the physical embodiment of a god on Earth; a semi-conscious relationship where-by this 'persona' of the wind periodically influences his thoughts but this other consciousness is not an entity, it is the memories of all those aspects of the wind itself. For what really is a god? These are the collective experiences of revered deities clothed in Human perception. They influence, but they themselves do not possess personalities or even a true sense of self. They are immortalized manifestations of thought, in his case, incapsulated in the form of a Wind Elemental, a Zephyr, an alter-form he ever remains at odds with. This is because the use of it's abilities takes a toll. More so than physical exertion, the more Atticus relies on his abilities of manipulating the air, the more he loses his grasp on his physical nature and who he is. The aspects of the 'daemon', the 'gods', flow through his throughs like dreams. They speak when history prompts it — the presence of artifacts; touching upon ancient architecture. --------------------------------------------------------------------- HEIGHTENED ATTRIBUTES & LONGEVITY --------------------------------------------------------------------- Atticus has increased muscle and bone density. His strength enters the realm of 'super-human' strength and without weight training it would be equal to that of a grizzly bear. Constant exercising has allowed him to surpass even that, while maintaining a more agile muscular build. To put this into perspective, the world record deadlift for a Human is 1128lbs, but Atticus is able to lift 3150lbs (3300lbs with the use of straps). This strength would allow him to perform such feats as balancing an elevator car on his back or flipping over a truck. Not only is he strong, however, but faster and more coordinated. He can out sprint the fastest Human and possesses reflexive speed in the 'super-human' realm. Over the years since Resonance he learned that his meta-human characteristics were an Embodiment of a god, but not just any god... the Aspect of Wind itself, in all it's forms. As a god, or rather 'demigod', he heals fast, able to even regenerate lost limbs over time. He remains ever young and will not succumb to time. Unfortunately for the person he is will, in time, cease to exist. The more he embraces his otherworldly nature the further 'Atticus Gale' slips away and the 'god' takes his place. --------------------------------------------------------------------- ELEMENTAL CONTROL --------------------------------------------------------------------- Scientifically speaking Atticus defines this ability as a form of psychokinesis specifically tuned to move and manipulate (even produce) the air (on a molecular level) as well as his own molecular structure. It's much more than that, and over the years he has learned to accept the 'magic' of it all. In his physical form he can use his power to generate winds to a maximum of gale force (102 kmph can uproot trees) and manipulate the atmospheric pressure around him allowing him to cool or warm the air within a small radius of a few blocks which does not allow him to significantly manipulate the weather, but rather generate anomalous conditions. While in the air if the current weather conditions are such that they can lend to his abilities, he is able to produce a minute area of rain and with enough effort intensify wind speeds to that of hurricane force (118 kmph, Beaufort level 12) or even generate a tornado. This ability is very versatile. He is so precise in his control of air he can etch out drawings in sand or blow a sheet of paper to a specific location. He produce powerful streams of air, generate vacuums by removing air, super oxygenating the air, etc. He basically has power over all aspects of air including being able to pull oxygen out of water, creating air pockets in a smoke filled building, dissipating fumes and gases. --------------------------------------------------------------------- NON-CORPOREALITY / WIND-FORM --------------------------------------------------------------------- At will he can become non-corporeal by transforming the matter of his body and all non-magnetic materials contacting his skin within an inch of his body into a mass of kinetic energy that has the same properties as 'air'. The mass of his body remains relatively the same, but it is comprised of swirling air currents, that even at rest will swirl sand and toss leaves. While in this form he can manipulate air currents to move light objects and move at the speed of a gust of wind. Naturally he is completely invisible, but in complete darkness any fast movements of the kinetic energy he uses will make his body perceivable to the human eye by producing a faint glowing aura (appearing as a ghost) and while he is of course impervious to physical damage he is naturally susceptible to fire and electrical attacks. The duration of this wind form when in motion would be equal to roughly a 5 minutes. It can be likened to Atticus holding his breath (he can hold his breath a long time) and if he stays in his wind form too long he can pass out and remain trapped in the form for hours, even days, but more than often he simply snaps back to his corporeal form. Usually his transformations occur in seconds, allowing him to blink in and out a number of times before tiring. If he does not use any of his own kinetic energy to move, drifting upon natural air flow he can maintain the form for up to 15 to 20 minutes. Even remaining stationary, however, can require the use of kinetic energy. Most places have subtle air currents that will move him about. It is difficult to quantify the amount of times he can transform. It all depends on length of time and number of transformations. Basically, every time he changes can be likened to the physical drain one feels after sprinting about twenty-five meters and every minute he remains in wind form has the equivalent drain of a someone running two kilometers. His excellent physical condition comes into to play but even he will eventually tire. Anything passing through him distorts his form and may shorten the duration of the transformation but more importantly it breaks apart the semblance of his being. Getting 'lost' is always a danger. If Atticus' form is too distorted he can swirl about for days, unconscious, drifting like a dream. Fire is also a danger. Air is the fuel and thus an Air Elemental can be damaged and destroyed and so too can Atticus. --------------------------------------------------------------------- SHIELDING AURA --------------------------------------------------------------------- Only active with traveling at hight speeds this kinetic ability provides him with a form of invulnerability to protect him from damages that would occur to fragile skin while flying at high speeds. The barrier would be equal to the protection offered by a hardened friction suit. The aura is designed to offer protection to flying debris. It does, however, offer him extra protection when attacking, allowing him to drive his fist through concrete with minimal damage to his flesh and adding to the natural defense of his dense bones to prevent breakage. --------------------------------------------------------------------- FLIGHT --------------------------------------------------------------------- He can also generate a psychokinetic push and in lighter bursts to enhance a strike or allowing him to fly. Flight is a combination of making his own body light and manipulating the air around him and so Atticus is able to reduce all fiction and accelerate to a speed well in excess of 800 mph. He can even in a descent break the sound barrier should he push his ability to the limit. At high speeds, however, Atticus is still subject to inertia and gravity forces. It is due to this capability that his body makes use of his 'invulnerability' to endure the strain on his body. One must remember, however, that because his power of flight is based upon reducing his own mass while retaining density (a feat only accomplished via magic, a fact that Atticus still cannot quantify) he can only carry maximum of an extra twenty five pounds and be able to maintain speed and maneuverability. The most he is able to carry while in flight is two hundred pounds and to accomplish this is extremely taxing, relying on a combination of transferring his 'lightness' and maintain winds to hold up the extra weight. With this added weight, he obviously cannot achieve high speeds. Slowing the descent of heavier objects, relies on a transference of his 'lightness' and producing enough wind velocity to push against an object. It is not known how much weight he can prevent from plummeting to the ground. --------------------------------------------------------------------- PRESSURE AWARENESS --------------------------------------------------------------------- Atticus is able to merge his senses with the air around him, not unlike an altered sense of touch. This gives him an awareness of form and movement within the area surrounding him, a vague picture of his surroundings. It, however, takes seconds or even minutes to get these 'impressions'. In a place with lots of movement the use of this ability could be maddening. He would detect any movement of the air; he would be bombarded with information that could potentially disorient him or worse. This ability is best used in enclosed areas with minimal traffic. The speed of this 'sensory air' is restricted to natural air flow that he manipulates himself. The quicker he wants the information the more noticeable the air displacement will be. If he wants to know something in 'seconds' the wind distortion will be strong enough to blow papers off a table. Very noticeable. The range of this power is virtually unlimited but Atticus can only comprehend so much information. Range depends on location and environmental factors. There are a lot of variables to consider and so this is not a power that he is able to rely upon as a 'major ability'. It is a minor power used sparingly as it can at times be as much of a disadvantage as an advantage. It is mentally draining to use and the power cannot be maintained for very long (5 minutes on average) without it taking a toll on his physicality and other abilities. --------------------------------------------------------------------- ELEMENTAL VISION --------------------------------------------------------------------- In his wind form he sees the world by the energy of matter, each different element producing a different colour, allowing him to see regardless of the presence of light. Atticus refers to this ability as 'Molecular Kinetic Enhanced Vision' and with it he can perceive air currents and is able to use it while in his physical form as well (but the ability causes his eyes to glow with a blue aura). This ability allows him to see even in pitch blackness, although details are not as sharp as his normal vision. This is the way he see's the world while in his wind form, and thus while non-corporeal cannot read characters on a page or make sense of all the details of a picture or painting. This vision is attuned to differentiating physical differences of objects and not colours, at least such things are often not intelligible. This is because, while Atticus defines this ability 'scientifically' it is simply him, as an Elemental of the Air, peering into the world from which is kind was born — the Elemental Realm. Even when not fully peering into it, Atticus still see's faint remnants of air currents, making him quite sensitive to the movements of all things around him. --------------------------------------------------------------------- IMMUNITY TO SUPER-VIRUSES --------------------------------------------------------------------- Due to the longevity of this character he retains an 'immunity' that once existed for the nature of his race which has since been altered. He is immune to the 'super-viruses' due to the nature of his embodiment meaning basically that he CANNOT undergo a viral metamorphosis. The viruses, however, do make him sick as a dog. Too much exposure could kill him, so regardless of the fact he will not change he still has to be very wary of being infected. Even if he receives an Anti-Viral within 12 hours the added boost to his system will most likely not alleviate all the symptoms. Immunity also makes his blood unsavory and non-nutritional to 'blood drinking' creatures. He CANNOT be used as a convenient blood doll. APPROVED SKILLS Atticus has amassed a great deal of skills over the course of his long life. Through his training as a doctor, and his time working for a consultant for the C.I.A., he is well educated. Aside from almost becoming a medical doctor, he specializes in the genetic sciences, specifically molecular genetics. He concentrated on the field of virology after the Resonance. Related to his work with the CIA, he is able to pilot a variety of aircraft and is knowledgable in the use of firearms. He also experienced in wilderness survival, tracking and hunting if ever there was a need. He knowledgeable in the flora and fauna of northern Europe and North America, capable of identifying common and uncommon animals as well as utilizing the medicinal properties of plants. He is also well versed in many languages. His first language is of course, Norwegian, but aside being fluent in English, he can also speak Swedish, Danish, Russian, Ukrainian, French, and Finnish. He can also speak some Japanese, Mandarin, Spanish and a little Arabic. He can as well translate Latin. From his work translating a particular relic (the Megalith) for several years he has also built up a general knowledge of various languages and their origins, thus he is able to identify a great many of them. Atticus has always been a natural athlete and is familiar with a variety of sports, from Hockey, to Soccer, to Rugby. He is a master of Northern Wind style Wushu (a form of Wing Chun), but combines it with muay-tai and kick boxing to produce a style best suited for his size, speed and power. Along with his hand-to-hand, Atticus is familiar with the Chinese straight sword, staff and spear. He has experience with them as 'performance weaponry' but has used them in actual combat after the Resonance. A natural artist, he's always possessed the talent to bring vision to life through various mediums but the talent always took a back seat to his other passions. APPROVED HISTORY He was born Toril Njordhagen in the autumn of 1940 and grew up in the conurbation of Stavengar, Norway. Strong, agile and gifted with drive and intelligence, Toril excelled scholastically as well as athletically. He played a number of sports, excelling in football (soccer) and rugby, although the latter was not as popular back in those days. He also competed in track and field, specializing in the 200m and 400m sprints. He swam competitively as well, in the 200m and 400m backstroke and freestyle at a world level in 1957-1960 (17 to 20 years old). It was during this time in that his father, an engineer, relocated to British Columbia, Canada, for work and an 18 year old Toril, not yet ready to leave the nest went with the flock. Toril began his university eduction in BC, and went the route of sciences with aspirations of becoming a medical doctor. During this time he kept up with his athletics and swimming, all of which ending up taking a back seat to a new passion in martial arts. At eighteen, he was considered a late starter but Toril had already been trained in boxing by a Norwegian coach that had hoped to capitalize on the young man's size. By chance he had happened upon a non-profit wushu club that trained him in a style of 'Wing chun' called 'Northern Wind'. In time, he ended up going to China (1964 in his 24th year) to meet the master of his master and become indoctrinated in the school as a 'senior student' of the art. Not being Chinese, he would never be accepted as a 'master' but he didn't care much for the recognition or titles, Toril would eventually leave the school and combine the teachings with other styles of fighting to better compliment his size and strength. Simultaneous with his study of Wushu, Toril pursued a medical degree, but once his doctorate in medicine was in sight, decided to change paths and went the route of molecular genetics in 1966. Back then it was still not known how DNA influenced the behavior of cells. In the following years, scientists like Dr. Njordhagen tried to understand how DNA controlled the process of protein production. Through the years he participated in many cutting edge projects building up a reputation that eventually allowed him to form his own corporation, called Genomorph Laboratories. He and a few other partners in the middle years built up the Seattle corporation from nothing and eventually it spanned to Chicago, New York and overseas back in his home country. His life would have been the setting of a success story with the exception for the tragic death of his wife (1975), whose passing drove him into seclusion and the service of the CIA. After that he became a silent partner in his company and few who worked for him would even know what he looked like. His few friends and partners never ceased to remind him of how unhealthy his lifestyle was and yet it would be this anonymity that would save him. It was during this point in his life that, Toril had turned to an old colleague by the name of Vacily Rezanov, an operative for the C.I.A. who was once KGB and a member of the Soviet Army. He had worked with him in the past in the capacity of a geneticist, but went further. As a consultant, he was immersed in the world of black operations, his medical knowledge being called upon when Rezanov required a specialist. In 2010 when the world changed, a 70 year old Toril was on a jet airliner over the Atlantic, traveling from Europe back to the States. Midway across the ocean it occurred, the event that he, that no one would ever forget. It changed him forever. A burning fever forcing him to the lavatory, the room spun, lights flickered, followed by announcement that passengers shoulder return to their seats and fasten their belts. Next came the turbulence, and Toril who was too disoriented to leave the washroom braced himself for what may have been the end and it fact it was. The plane was going down, but in those final moments amidst the horrified screams, he began to change and the next thing he knew, he was in the night sky watching the airliner descend into the undulating black below. He remembered thinking that he was experiencing death. He was a ghost or so he thought. His body had dematerialized, turned to the elemental form of a 'Zephyr' and escaped the crashing plane. Trapped in his new state he drifted on the winds for many days until he was whole once more on U.S. soil. Not only was he alive, but he was young again! In the weeks to come, Toril realized that in order to survive he would have to reinvent himself and that's just what he did. He chose the name Atticus Gale, a play on his new found ability along with his always admired character of Atticus Finch from 'To Kill a Mockingbird'. Using the last of his power as Toril Njordhagen set himself up with a job at Genomorph Labs and began his life anew in a world that people had yet to even comprehend. More recently, as of May 1st, 2017 Atticus resigned from the NWDD after being ousted by the Director Primus. Unable to reconcile the act, he left and soon after was approached by an agent of PHAROS. He was chosen to join the New York branch where he began working as an agent after going through the orientation and basic training. IN-GAME HISTORY Currently residing in New York. Prior to May 1st, 2017 he worked for I.C.O.R., a subsidiary corporation to Genomorph Labs and part of the NWDD Research Division. Located on the corner of East 26th Street and Mt Caramel Place, in Manhattan. (next to Phipps Housing). He now works for Pharos but still has controlling stocks in the Genomorph Labs company, giving him limited access to the New Word Defense Division Research Sector. He primarily works at the 'Pharos Facility' for the Treatment and Study of the Altered under Science Director Asia Savin which is located on Plum Island, just east of Shelter Island where he resides. He also works down Ward Foundation Building at Cooper Union in Manhattan. Atticus is aware that Gabriele Salvatierra is a Vampire and part of an organization called the Sheut but doesn't have the full scope of it's grandeur. He has studied Vampires and the effects of the Vampire (nocturnaeximius-virus), Lycanthrope Virus (lycaneximius-virus) and Zombie Virus (morteximius-virus). Over the course of time between the summer of 2017 and the November of 2018 Atticus Gale and Slate Morrison had been tangling with a mysterious European sect known as the Black Rose Society. While performing a favour for the NWDD the two crossed swords with this group and ended up running for their lives only to have little choice but to eventually go head-to-head with the organization. The Black Rose Society was itself split into two sides, neither strong enough to defeat the other, one drowning the other. It was the anchor that Slate and Atticus had to fight and inevitably destroy. They won their freedom at the price of strengthening the society. Most recently, over the course of 2018, his experiences with the Nevus had drastically reshaped his research. New studies into telluric or ley-lines is yielding very interesting results. That there is a connection between the magical veins of the planet and the Nevus itself.
    20. Needed for: Bakkhos is currently working to expand its player base. There are several active characters that this character will be able to immediately thread with including Matteo Carducci and Calista Burke. Before the Resonance, Bazzini was not just a mob kid, but a Running Back at Syracuse. Smart enough to pass his classes and powerful enough to be an animal on the ball field, Toni was on his way to a potential professional career when the world went to hell in a handbasket. His family killed, he had come back to the old neighborhood looking for answers. He was hesitant to talk with the new developing mob family because he knew he was...different. He had been strong before, now, he was unnatural in his abilities and upon the first full moon he realized why. Perhaps it is his Sicilian/Greek heritage that made his Lycan curse so different but Bazzini is unique among the known Lycanthropes. His altered form is a massive minotaur...a were-bull. He finally approached Gaspari on his own, knowing his strength could be used by the family. His utter loyalty and protective nature quickly shot him up from soldier to the senior soldier and often guard for the head of the family. Abilities: In addition to the normal Lycanthrope abilities of enhanced strength, speed and healing, Bazzini is also a beast when it comes to taking a hit. His constitution is a bit stronger than his Lycanthrope cousins born of his bull nature. ((character not really used yet in play so his details are left open to his adopter!)
    21. Needed for: Bakkhos is currently working to expand its player base. There are several active characters that this character will be able to immediately thread with including Matteo Carducci and Calista Burke. Born into the mob, Alessia was a seasoned Bosses wife when the world ended and this helped her find a place in the new world. Carlo Nicosia died in the Nevus event leaving her a widow at 34, but that didn't slow her down, on the contrary, she had always been involved in the businesses and that quick mind caught Gaspari's attention. Alessia was one of the first "old" members of the mob to be folded back into the new Bakkhos. Alessia has a timeless Sophia Loren beauty and she makes sure to enhance that image every chance she can get. She is not one of these young Italian females that struts in jeans and waves a gun to show she is tough. On the contrary. Alessia is always dressed with an old Hollywood elegance, rarely in pants, that exudes a confidence that she seems to have been born with. She is called the "Hostess" at Bakkhos but in truth runs the Bakkhos club when Gaspari is away. She is one of the few he trusts to do so. This character has not yet been used in game play therefore there is a lot of freedom for the adopter to make her their own. Abilities: 2-3 abilities to be determined by adopter.
    22. THREADS STARTED FOR THIS EVENT: SEVEN POINTS - (Open) Started by Slate Morrison; LOCATION: 3rd Ave., Midtown, Manhattan SOMETHING WICKED THIS WAY COMES - (Bakkhos - to be made Open later) Started by Matteo Carducci; LOCATION: Standard Hotel near Whitney Museum BLOOD MOON - Empire State Building - (Open to the brave!) The first sightings of lycanthrope have started the battle for New York's soul. PENULTIMATE - (Appropriately Open) Started by Rorye Shannon-Kearney; LOCATION: Book of Kells RISE OF THE BLOOD MOON A RESONANCE EVENT Welcome intrepid resonated members. In honour of the recent All Hallows Eve we have prepared a ‘classic horror’ event of frightening proportions. As this event takes place during the period of the ‘full moon’. You will find an EVENT DISCUSSION THREAD for discussion and updates. INTRODUCTION The occurrence of the occasional ‘Sanguine Moon’ accompanies a plethora of celestial events in the resonated world. Even before it’s rise, Lycanthropes can sense it’s arrival, feel the bestial power itching beneath their human guise. It is a dangerous time but really no more so for the rest of the population, it is the Lycanthropes who are truly put at risk due to the increased rage of the turn. Heightened strength and an increased hunger for murder and mayhem may allow them to break precautionary bonds or ward off drug induced comas. Those that venture beneath the crimson moon will range further and rage longer than on any other night. Most people prepare themselves for the coming of the full moon, well aware that Lycanthropes may be prowling the streets. Law enforcers are ready, armed with silver weaponry able to take down these beasts but when the moon is red they are more resilient against the metal. Still, the frequency of the creatures are low and scattered across the continent. One is far more likely to fall down a manhole then get mauled by a raging Lycanthrope even during a Blood Moon. These creatures to do not roam in packs. They do not mass together, but for some reason, on this night, things are very different. Tonight, thousands of Lycanthropes descend upon New York. Blood thirsty and enraged beyond all sanity, the monsters exhibit a behaviour never seen before… they pack together. A horde of were-beasts descend upon New York with biblical wrath. They cannot be reasoned with. They cannot be deterred. It’s you or them. What will you do? TIME LINE The event occurs on, Monday, November 11th, that’s right, Veteran’s Day. It just so happens that’s when the full moon occurs in 2019 and the perfect time for a disaster. Hopefully your character(s) of choice are on the continent and healthy enough to participate during this time. The event exists within our setting and does not occur in an ‘Altered Universe’. Those character’s not participating in the event will still experience it in some capacity as it will become a fixed part of site history. EVENT STRUCTURE As this event occurs in ‘real-time’. It’s stories will exist in the appropriate site forums. Please post a link to your story in the EVENT DISCUSSION THREAD and it will be added to the tracker located in the first post of that same thread. The event has three stages which will occur at certain times of the night. Sunset is at 4:42 PM and Moonrise is at 4:36 PM, pretty much at the same time. You may structure your posts how ever you see fit. For reference please add the date: November 11th, 2019 to your first post. Please add the tags: EVENT and RISE OF THE BLOOD MOON Preferably we would like your stories to remain OPEN but you are more than welcome to write with whom ever you choose. LYCANTHROPE CHARACTERS For those of you with Lycanthrope characters, it should be made clear that the intent of this event is to have true "monsters" on the prowl in New York, the blood-moon leaves nothing of humanity in these lycanthropes. Feel free to portray your character as a completely savage animal without any "reasoning" or "personality" in their transformed form or to exclude the character from the event (perhaps they were away from NY at the time or felt something was coming and drugged themselves heavily etc) Don't worry - more fun events coming that your Lycanthrope can be a part of! 1. The Calm Before the Storm ( Anytime before 4:36 PM - Moonrise ) It is evening. The full moon will rise in a few hours and as usual people are little more wary of things that go bump in the night. Law Enforcement are on alert in preparation for any rogue were-beasts or other ‘lunar sensitive’ predators stalking the city. By contrast, responsible Lycanthropes are ensuring that their transformative selves are securely chained or sedated as to prevent them from harming others or being harmed. Those characters knowledgeable of celestial events through a sensitivity or a friendship with a Lycanthrope may be aware that the effects of this approaching full moon are somehow intensified. Were-beast tendencies are amplified, magical spells or artifacts swayed by the power of the full moon, stronger. All in all, a lot of people are edgy, but NONE, not even psychics gifted with the ‘sight’ are aware of the coming Blood Moon. It’s Rise is a complete surprise to everyone. Well, almost everyone. In this stage of the event, you ‘set the stage’ for you character’s participation in the story and establish what their role will be. This is an all inclusive event, which means that it is a series of simultaneously occurring stories which could possibly synch up. It’s really up to you. 2. Fight or Flight! ( After 4:36 PM ) A Sanguine Moon rises! Law Enforcement go on high alert. The media warns people to stay indoors as a precaution during this unpredictable time. Simultaneous with these warnings sounds of vandalism and bestial howls pierce the unnatural quiet of the tense city. Over the next hour hordes of were-beasts appear in the streets across the entire city. The frequency of the monsters is unprecedented. No one has ever seen so many in one place. No one ever believed their were so many, nor that they would ever instinctively pack and tolerate one another. Something is wrong. The majority of the were-beasts are Wolves, Coyotes and Bears due to the common predatory fauna of the North American East Coast. Mountain Lions and other uncommon animal-types to the area exist, but are infrequent. It would be extremely rare to come across three Were-Tigers at the same time or even separately over the course of the night. Academics and mystics alike will postulate the sudden meaning of this ‘pack mentality’ and what it means. The were-beasts are not working together but merely not attacking each other as they normally would. They are indifferent to all but their prey and everything is pissing them off. Anything that makes noise, moves or flashes light attracts their rage. They are tearing the city apart and killing anything that isn’t a were-beast crossing their path. This is the part of the story where our characters find themselves caught up in the nightmare. In what capacity is entirely up to you. The city is under siege. City law enforcement and Vanguard support patrols are overrun. Other members of the Vanguard and the Order of First Light are being called in. It’s pandemonium in the streets. Two of the main questions people are asking themselves are: Where in the hell did all these were-beasts come from? They are not supposed to form packs. Is it the moon? 3. That’s No Moon! ( After 6:15 PM ) At this point in the story it occurs to someone, somewhere, to call a relative who happens to live out west and see how they’re fairing with this ‘Blood Moon’. “Blood moon? What are you talking about?” The relative says and goes on to prove via the exchange of a video that the moon is in fact, not red where they are. In fact more calls, from people outside of the greater New York area are calling in and inquiring about the weird event on the news, exclaiming that the moon is NOT red. The media jumps on this and broadcasts that, “The Blood Moon is a localized event! Something is causing it.” Now perhaps your character learns of this another way. It’s entirely up to you. They just won’t know it before 6:00 PM at the earliest. Everyone watching the news learns that the Blood Moon is a massive illusion able to send were-beasts into a frenzy. But what’s causing it? What’s generating the illusion? What’s attracting all the were-beasts from miles away and above all why? These are the questions a heroic character has to solve or they might just stumble serendipitously upon the answer. At specific places in New York have been etched elaborate sigils. Each is three feet in diameter and would have been taken months to create. Their are seven in total, located at places where ley-lines cross, places where strangely, all of New York’s grandest buildings and monuments are located. The locations exist any cross-over or point of this seven pointed star over Manhattan: Remember there are SEVEN SIGILS. The areas DO NOT have to be symmetrical. Choose which ever area you want and perhaps, other stories may cross into your own based on that choice. It's up to you. Please make sure you communicate your character's discoveries in the EVENT DISCUSSION THREAD. To dispel the incantation, ALL, seven magic circles have to be marred, but take care. These sigils are attracting the beasts and they will defend them if the magic is threatened. The reason for the SEVEN POINTED star and it's discover is entirely up to you. This can be figured out during the event or after. Can be used to find other sigils or your character may use other means. It's all up to you. 'THE WHY?' — THE OUTCOME. This will be revealed at a later date. The participants of the event can speculate, but none will be the wiser. Further analysis of the sigils will reveal them to be terrestrial and stemming from a combination of arcane arts hailing from Russia, Germany, Bulgaria and Romania. It is not magic commonly employed by members of the Order of First Light nor ARMA. This ties in with the ever growing popularity of 'Ritual Magic' and the Human potential of harnessing the power of the arcane arts through the use of components, ritual and sacrifice. The Human use of magic is rising threat, as these people tend not to respect the power of magic and it's influences. Magic is just another commodity to them, a way to control the masses. Your characters may have suspicions along these lines, they can even jump to conclusions, but as yet nothing as been set in stone as an outcome of this event. IF YOU ARE BITTEN In the amped up state of the lycanthropes, the virus becomes permanent in just 8hrs not the normal 24. Also because of the acceleration of the infection anyone with abilities or magic is likely to have nothing of their former abilities remaining in their new lycanthrope form. After that they are the same as other Lycanthropes.
    ×
    ×
    • Create New...