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  • Zeph

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    1. Remember that any canon must have ties to existing characters, factions or plots so that if picked up, the player can immediately get engaged in the game. Below are the guidelines for submitting: Co-star is a canon that you use in stories regularly and don’t really want to be played by others so much as NPC'd by others. This can be your character's personal driver or bodyguard, characters that would not have much "life" away from your character or powerful leaders who can not be played as they might unbalance the game. Giving them a clear description and bio encourages others that interact with such a character to know what they are like and helps ensure consistency. You will need to provide what the character is needed for. For Example: "To be used in the following story (link thread) and will continue to be a part of X faction tied to X character" Please ensure that your Canon is not using the same name as any existing characters by checking our members. Provide a play by and an image for that play by. Please ensure that the play-by you've chosen is not already taken by checking out FACE CLAIMS. Include at LEAST three to four paragraphs for history. The point of a canon is to give a rich enough starting point for a player to pick up, or enough details for others to interact with them as an NPC. Here's the template to use. Fill it out and post it in a ticket. Costar Name: What is this Character needed for (include any existing or upcoming plots): Gender: Age: Race: Faction: Occupation: Personality: Personality / loyalties etc go here - AT LEAST 1-2 PARAGRAPHS History: HISTORY GOES HERE - AT LEAST 3-4 PARAGRAPHS Skills: Include at LEAST 2 skills… Abilities (if applicable): Created By: YOUR CHARACTER FULL NAME HERE Play By: OF THE CANON/CO-STARLink to PB image:
    2. What is this Character needed for (include any existing or upcoming plots): Enaleri is part of the growing presence of fae and elves in South America. She is tied to an existing character Durion Caranthir. This character has not been used as much as the player would like because there is still a lack of played characters in South America. This is an opportunity to help grow a portion of the site with an active player. Note this character is not locked into South America. Because she is tied to the companies trades it means she can easily have threads in more active locations like New York as well as in South America. History: Enaleri had been an anomaly among the fae. She did have the carefree spirit but she also had a head for numbers and business, skills lost on her homeworld. When the Nevus ripped open over her daytime skies and merged worlds with this strange Earth in 2013 she found herself stranded alone in the jungles of South America. She was struggling at first to adapt to the world that seemed to hold no others of her kind. That was when she was found by Durion Caranthir. Elves were uncommon on her world so she had an immediate fascination with the man that took her in and advised she was indebted to him as she was on his lands. She could have left anytime, but curiosity was a powerful chain for fae and she found herself slinking around his home and business. Durion soon realized she was more than a mere playful fae and put her number skills to the test. She became the bookkeeper for the coffee division of Narwa. By 2016 she had proved she had a better head for the business than others that tried to run the division for him so Durion promoted her to Manager of the Coffee Division, the most profitable division of Narwa to date. She runs not only the fields in South America but the trade deals around the world for their coffee. Skills: Bookkeeping - particularly balancing the finance sheets and planning for expansions Negotiating - Durion has begun to rely on her to negotiate new deals as she seems to have a real knack for striking the balance of both the client and Narwa coming out on top. Abilities: Enaleri's glamour seems defective since coming to earth. She only takes on a single human female form at barely 4'9", her fae heritage evident in the vibrant magenta hair and nearly electric blue eyes. But she has taken a liking to the image and does not see it as a flaw, often catching the eye of outsiders who become fascinated with her appearance, this often makes negotiations fall easily in her favor. Additional fae powers to be determined by player since canon has never been adopted Threads this canon has been in: http://resonancerp.com/index.php?/topic/8110-expanding-into-new-frontier/#entry58018
    3. Zeph

      Oracle

      Currently this Co-Star is only NPC'd by @Gabriele Salvatierra or @Eris London - contact if you need to utilize him. If she had a name before the Nevus event, no one knows it but her. The blind and mute woman is now at the side of Ausar in all things. Every individual, vampire and non, that pledges loyalty to Sheut does so in front of Oracle who passes judgment in silence. Few in the Sheut Nation truly understand the extent of Oracle's abilities. They understand she can "read" people well but to the accuracy she is relied upon, and her physical influence over others is only known by the Ministers and Ausar himself. Oracle lives in Floors Castle, attending all Ministry meetings which ensures that the Ministers themselves are accountable for their word given to the Nation. While not a proven fact, it is believed that Oracle is also companion to Ausar, though no one is willing to ask. Ability: Telepathic Binding - Oracle can infiltrate the mind and freeze a persons ability to move. It is believed this is why no liar has ever escaped Sheut, she is able to keep them frozen while they are "dealt" with. Telepathic Communication - silent in her life before the Nevus, Oracle has found a voice after the Resonance. Oracle is able to imprint on up to 7 people at a time. Through this imprint she can communicate with any of them (or all of them) no matter where they are. This imprint also ties into her next ability. Currently she is imprinted with Ausar and the 5 ministers. Telepathic Conduit - Oracle can allow any two of the people she has imprinted with communicate telepathically with eachother no matter where they are. Truth Read - Oracle has never been wrong. Careful the words spoken in front of the Sheut's lie detector as she will betray your lies every time, even the ones you think are not lies but in your heart they are; and to be called out by Oracle is a sure way to "disappear". (note - the level of this characters ability would not be accepted for a "played" character so please do not use it as a template-this is a plot vice only)
    4. Zeph

      Asia Savin

      SCIENCE DIRECTOR - F.T.S.A. NEW YORK A long term member of Pharos, Asia moved from Moscow, Russia to New York five years before the Resonance to complete her doctorate in molecular genetics. She took over the directorship of the F.T.S.A. in 2016 (attaining the position of Assistant Director in the heirarchy) and since his arrival to the facility has worked closely with Doctor @Atticus Gale in his pursuit of isolating the super-viruses and utilizing gene-therapy to help those Altered Individuals plagued with afflicting changes. APPEARANCE Standing 6'0" tall, if not academically, Asia tends to physically stand out among her peers. She has a lean athletic build, a runner's build combined with that of a swimmer, two sports she excels in. She has long chocolate coloured hair and deep blue eyes set in a face that reflects the stark beauty of her home land. PERSONALITY If anything, Asia is practical. She likes to be stylish and always maintains a professional appearance. Her first and foremost passion is genetics followed by her running and swimming. Extremely stand-offish and serious, it is difficult to know the 'real' Asian. She avoids serious relationships and has little patience for playful romance. Behind her back, some of her jealous colleagues mock her by saying that she never smiles just to avoid laugh lines. They allude to her being vain, but in truth, she is the exact opposite. Often dressing down when not at work and never wearing make-up, preferring the natural look of her features. LIFE STYLE Asia likes to keep active, she either swims or runs every day. At one time she was an Olympic contender for the back stroke and free style and has ever since maintained the training regiment. Exercise is very important to her, as is being up to date in her research. She is a meticulous person and expects the same of her staff. ABILITIES Asia can breath underwater, but not only can she somehow extract oxygen from water she can also filter poisonous gases, viruses, disease and even survive smoke inhalation. There is literally nothing she can't breath and not only that, she is able to hold her breath for up to three hours while at rest and an hour if performing vigorous activity. This 'BREATH CONTROL' naturally makes her very resilient, greatly enhancing her endurance and health. It also allows her to 'super-oxygenate' her blood. If she meditates and focuses for a minute or two she can super-charge her body for one specific action, breaking down a door, jumping further, basically doubling, even tripling her strength for a few seconds. SKILLS Doctorate of Molecular Genetics and Virology, accomplished swimmer and long distance runner, survival training, knows how to use a gun. Knows some basic self-defense. She like's to work-out on a bag so she has some punching and kicking techniques that she can utilize (but of course, taking a 'boxercise' class DOES NOT make you Jackie Chan). LANGUAGES Her native language in Russian. She can also speak Polish and German. Her English has a heavy Russian accent.
    5. Zeph

      Elf

      THE DARK ELVES THESE ARE NOT D&D DROW — In Norse Mythology, the Dökkálfar (Old Norse, 'Dark Elves') and the Ljósálfar ('Light Elves) are two contrasting types of Elves of the lore, one dwelling deep within the caverns of Svartálfaheimr (World of the Black Elves) the latter residing in the bright halls of, álfheimr. Many scholars do not differentiate between the Svartálfar ('Black Elf') and the Dökkálfar accepting that both terms were synonymous with 'Dwarves', but in the setting of RESONANCE we shall take the path less traveled and imagine the two to be different species. Thus, the Svartálfar of Norse Mythos are likened to the image of Dwarves as popularized by great authors like Tolkien and Lewis, while the Dökkálfar will be the dark cousins of the 'Light Elves' as depicted in the Lord of the Rings trilogy. At the dawn of the Resonance, the veils between worlds thinned allowing some to cross through while others spilled into one another and merged; such is the story of Svartálfaheimr, the World of the Black Elves home to Dwarf and Dark Elf. The darkest and deepest of their halls now mingle within the subterranean labyrinths of Earth and these ancient and magical beings now enter the world they know only as Midgard. Please be aware that they come from the same realm as the Light Elves and the two races are not necessarily enemies, although culturally speaking they may be abrasive towards one another. DESCRIPTION Unlike their tall and fair, Nordic cousins the Dökkálfar males and females do not exceed a height of 5 foot eight inches and are possessed of lean, graceful frames designed for speed and stealth. Their skin is as black as pitch, the soft flesh of their mouths and eyes a deep purple. Their hair is likewise, jet black, commonly possessing a blueish sheen, although green and red while rarer do exist as if the colour of their poker straight locks were the darkest hue of that colour. The eyes of a Dökkálfr* are entirely black, but were one able to inspect them in the light they would be able to discern a very faint charcoal coloured iris floating in those black pools; nestled in eyes not unlike those Humans of Asian descent. In fact the features of the Dökkálfar are not unlike those of Indians or people specifically of Chinese heritage, the dark skin, eyes and pointed ears naturally differentiating them. ATTRIBUTES The Dökkálfar are quick and agile, making up for what they lack in strength. The strongest of males will not exceed a lifting capacity of three hundred pounds which for a one hundred and forty pound person is quite impressive. In their society, however, the average male is only slightly stronger than the average female and both genders have possessed equality for thousands of years. They have exceptional hearing, not unlike that of a cat and are able to leap twice their height from a still position. Extremely dextrous, they are exceptional craftsman and pride themselves on their artistry. ABILITIES / WEAKNESSES VISION In complete darkness, they see as well as a Human during sunset and the world appears not unlike a lustrous combination of golds and reds through their eyes. By the soft glow of ultraviolet radiation, they see perfectly, able to view a full range of colour, but even the light of a candle is blinding to them. To them, the flickering wisp would be like a 100 watt bulb to a Human, they have no tolerance whatsoever to bright light, and are completely blinded by it. In normal day light they need to shade their eyes and if possible will stay in shadow. ELIMINATE LIGHT To counter the hindrances of light, all Dökkálfar possess the magical abilities to dowse brightness by snuffing out heat sources thus effecting flame and filament, alike. They can extend this ability to cover a twenty foot radius, causing all flames and electrical light sources to die out. Even chemical reactions that produce light will cease to work. Once, however, they are no longer present, the enchantment will quickly wear off and while fires will not re-ignite, electrical or chemical sources will glow again. In the case of magical fire's and light sources which for some reason their spell cannot effect, the Dark Elves can turn light a deep violet; a colour that does not effect their eyes. This is why their dwellings utilize this colour of light, that and it allows for the use of fire as heat source. SHADOW STEPPING Void of light, the Dökkálfar can move in utter silence, like shadows. They do not stir the air nor the ground as they move through the darkness, but they cannot attack a creature in this state. To wield weapon, spell or generate any amount of physical force they must become flesh. This is easily dispelled by light. Shine some light on them and they become visible and corporeal. COLD RESILIENCE They are very resilient to cold, able to withstand arctic conditions with minimal clothing but this does not mean they crave such conditions. They still enjoy the warmth of the blue fires and their comfortable subterranean dwellings. Proficiencies in spell casting vary among them. WEAPONRY Their preferred weapons are short bows. Exquisitely crafted of a black wood, the Dark Elf Warriors are highly skilled archers and incredibly proficient in ricocheting their arrows to hit their mark while in cramped surroundings. They utilize scimitars, daggers, throwing darts, and short staves, among other similar weaponry. They are also capable of creating 'black powder' weaponry, but do not commonly employ the noisy weapons; not until they enter open combat. When stealth is no longer a factor, the Dark Elves will utilize their flint lock pistols which will have one or two shots depending on the model. Unlike, historic blackpowder pistols, these are masterfully crafted with a greater range and higher velocity, elegant and efficient. They utilize poison, but the venom they apply to their arrows and darts is short lived and does not have a profound effect on Humans. While their poison may kill an Elf, Humans tend to become ill and may or may not pass out depending on their constitution. Dwarves, of course, which are rarely effected by toxins are never considered as targets for such devices. CULTURE & LANGUAGE The Dökkálfar are a matriarchal society. The females, are near as strong as the males and as warriors fight on equal ground. Mates are primarily chosen by the women and the males have always taken on an active role as caregivers for their children. Leaders are called Eskevay, feminine and Eskev for males. They have their own style of cuneiform writing, far more ornate than that of the Norse, but in ancient texts and engravings their ancestors did use the old runes as well. Their tongue, while similar to Norse, is far more akin to Finnish, but they also speak a form a sign language, which has two dialects: Common and Warrior. The can understand the modern Norwegian language as well as Finnish, but the relation of the two when compared to their own tongue would be not unlike English and French. It is only due the fact that many of the Dark Elves can also speak Old Norse, that they are able to converse with someone speaking the Norwegian tongue. They dwell in subterranean halls, not unlike the Svartálfar or Dwarves but no sunlight ever touches their stone. All is illuminated by the soft violet glow of enchanted lanterns and orbs, and their world, while medieval also possesses a technology combining invention with magic. They develop marvelous clockwork creations, elaborate and beautiful machinery that are able to provide many modern conveniences. Only the Light Elves rival their architecture, but the Dark Elves are unsurpassed in their gothic mastery and intricate sculptures. BIOLOGY The Dökkálfar are extremely long lived, in fact they do not die, but pass on when it is deemed their time. If they do not succumb to a violent end they can go on for thousands of years, but during this time they will enter many dormant states not unlike long periods of hibernation. The Dökkálfar is a species that cannot breed outside of it's own group. This means that it is not possible for hybrids to occur biologically (or magically). They are simply not compatible and offspring can only be produced with their own kind. *Dökkálfr singular, Dökkálfar plural.
    6. Zeph

      Elf

      THE LIGHT ELVES The Ljósálfar or Light Elves are creatures of Nordic mythology. They are from Alfheim, one of the Nine Worlds and only a few have crossed through the Veil during the Resonance. Please be aware that they come from the same realm as the Dark Elves and the two races are not necessarily enemies, although culturally speaking they may be abrasive towards one another. PHYSICAL APPEARANCE Light Elves are very tall. The height of an average male is 6'6" and females are approximately 6'3". They can attains heights of upwards to eight feet but such cases are very rare (anomalous among their kind). They have long lean muscular frames and move with unprecedented grace in everything they do. (A 6'6" male Elf of average build would weigh approximately 200 lbs). Their hair is always fair — from a shimmering white, to silver, to golden. Ears are pointed, skin pale, features Nordic. Eyes are vivid as a deep blue sky and when one looks into their irises they can see clouds churning within them. NATURE AND ABILITIES Light Elves could be considered the epitome of Greater Sidhe. They are most comfortable in cold conditions. They prefer winter to all other seasons and will never succumb to over exposure to cold — they thrive in it. They are able to tread upon freshly fallen snow with out hardly leaving an imprint and easily leap twice their height in a single bound. Agile and deceptively strong, they can be vicious fighters and possess an affinity for magic, often possessing the same skill for casting cantrips (very minor utility spells such as producing a flame or creating a layer of frost on a window) as do Magus. Light Elves are literally, radiant beings. They seem to shimmer in sunlight, a strange effect that one's eyes will quickly become accustomed to the longer they gaze upon them. In the dark they are able to shed an unnatural glow which they can increase at will until this 'illumination' would cover an area roughly the size of the average theater (note this is not UV and does not affect vampires) but this not 'common light' it is merely the absence of dark, as if an unseen glow were illuminating the area. These Elves themselves DO NOT look like spotlights are are bright in anyway, they simply shimmer and posses a faint radience. Commonly they posses the ability to manipulate light in some manner as well as generating illusions of varying degrees of complexity. They themselves while the source of the light are NOT blinding, they are merely illuminated by an unnatural light like an orb of daylight amidst darkness. Their sky-like eyes are also able to see extremely well in darkness, even in blackness absent of all light the Light Elves can see the world as if it were revealed to them by a radiant glow emanating from a dim source only they can see. LANGUAGE & CULTURE The Light Elves speak their own tongue, a language simply called Alfspråk which sounds like a combination between Norwegian and Gaelic, a lot like Finnish. They also speak Old Norse and this allows them to somewhat converse with those speaking modern Norwegian. Their architecture is in a word, wondrous. All of their buildings are comprised of stone and metal, as they will not sacrifice trees for their dwellings. Few can rival their craftsmanship and artistry. Even though their towns and cities are as cold and lifeless as the structures of Earth, they ensure that living forests are amalgamated with them. They clear as little land as possible, and possess magic capable of relocating trees. This 'natural' way of constructing their cities creates designs unlike anything on Earth. In our world, the realm of Earth, it is not known how many Light Elves crossed through the Veil or where they may be. Most who came through were scattered.
    7. Zeph

      Elf

      THE SOUTHERN ELVES This is simply the name which the common variety of Elf to settle on our planet chose to call themselves. Naturally it is directly related to their geographical position. The majority of Elfin-kind ended up in South America but the name also has some relevance to their own world, their actual name roughly translating to 'Southern Realm'. Thus their landing in the southern continent seemed fitting and perhaps even predestined. These Elves come from a world much like Earth, only there, they were the dominant species. Their kind spanned the realm and when the Resonance came, a variety of their countries and continents were equally effected by the Nevus. This drew in several different races of Elves, who not unlike our world are distinguished by physical differences; traits such as skin tone, facial features and such. COMMON PHYSICAL TRAITS Southern Elves average five feet tall. Males are a little taller, commonly about 5'2" and females are around 4'10". To be clear, these are nothing like small Humans. They are a diminutive people, males weighing on average 115 lbs and females 80 lbs. An Elf standing 5'5" is considered very tall and is uncommon and any approaching six feet are extremely rare and not allowed. These Elves are not meant to be the same size as Humans and allowing exceptional height is simply too convenient. If we allow one, more will follow and the chances of even two Elves of exceptional height being in the same story setting is simply too unrealistic. Hair colors range from 'Human-like' to otherworldly hues like red, green, blue, purple and white, as do their eyes. They are very colorful. LANGUAGES The Southern Elves being comprised of many different races speak a variety of tongues, but they do have one language which they all speak, simply called 'Common Tongue'. It is a very difficult language for a non-Elf to learn and certain words will never be pronounced properly. SOCIETY The Southern Elves come from what could best be described as a modernized medieval world. Magic has taken the place of 'electronics'. Automobiles were never required, but in their world they did have a form of magically driven locomotives which pulled trains along railways. Their sailing vessels were able to cross the seas without natural wind and refrigeration is accomplished through the use of 'cold-stone', a magical crystal that looks like ice and radiates cold. They are primarily democratic but their government systems could best be described as an elected monarchy.
    8. Zeph

      Fae (Faerie)

      Encantado The Encantado are Faeirie from South American folklore; two distinct species of aquatic humanoid beings derived from two common creatures of their waters, the Boto Dolphin and Coral Snake. Before the first Resonance, the Encantado interacted with humans frequently. They commonly befriended those who had mastered the art of fishing and hunting, exchanging favors in the form of weather manipulation for freedom from being hunted and eaten or killed. At gatherings among the local tribes they would sing and make music with whatever instruments existed in the area, and would occasionally bring their own--variants of harps and stringed instruments. The music they made was woven with a series of spells designed to create attraction. That art was not lost through time, and is, in the present day, a primary magic of the race. After a few hours of existing at these social gatherings and experiencing the tensions and clashes inherent in human society, but so absent from their own, they would flee to the rivers and ponds, more often than not, bringing willing and unwilling but seduced humans with them as they created what amount to portals through the water to their home of Encante. Ages ago as magic faded from the world they slowly lost their ability to interact with the mortal world and so they faded. The Encantado like all others of their kind passed beyond the Veil, into obscurity, becoming the stuff of fire side tales. Encante became an island-world onto itself, isolated and left to evolve. Those who ventured outside the boundaries of Encante flocked to the regions with the most conflict — feeding off of it in a sense. Some, who were particularly lustful for conflict, sold themselves as mercenaries, while others, content with simply interaction, became impartial observers, making their way through both camps of the conflict, and entertaining/seducing individuals on both sides. Encantado technology never truly developed beyond primitive terms, but their connection to nature left them uniquely positioned to grow homes and develop more and more potent methods of dispensing their toxins and potions as necessary. They live a life at one with their environment not unlike the native Indians of the South American Rain Forest. ORIGIN There are no Encantado METAHUMANS they are only VEIL-CROSSERS. THE RESONANCE At the onset of Earth's 2010th year A.D. the Encantado were once again thrown into turmoil. The worlds merged and much of their population were drawn back into a world they had almost forgotten, the world of Earth. Those individuals trapped on Earth, taken from their home were forced to rediscover the world of their ancestors. Fortunately a part of Encante passed through the Veil and returned to where it once existed upon Earth, in South America. None who remembered the old ways remained, even the most venerable had little experience to offer. They had to adapt to a modern world embracing it's familiarities, struggling to understand a new Human world thrust into chaos. BIOLOGY The Encantado share the same physiological diversity as Humans. Stature and appearances vary and the attributes are basically on par with Humans although on average they may display a higher aptitude for athleticism but this may more cultural than biological. They are extremely long lived but they do die. They do not grow old as Humans but do in time become 'older', more in mind than in body. They usually live for close to 600 years but even if a character is near this old they do cannot recall more than a 100 years of knowledge anyway, and for a Fae that just might put them on par with older Human. There are two distinct kinds which are regarded as two separate species but in reality despite their differences interact amongst one another as one race. Offspring of a combined coupling will produce either one or the other, there are no mixed breeds among them. An Encantado possesses the nature of a Coral Snake or Boto Dolphin. Their true appearances, however, have been sealed away behind their Human guise (which is always beautiful). A gift and also a curse bestowed on them from the Resonance. Encantado will appear to look Human of South American descent BUT there true form is ever sneaking out, an effect that is often beyond their control, especially when in water. CORAL SNAKE KYNDE This is the South American Aquatic Version of the Coral Snake which has a flattened tail allowing it effectively swim through water — Their true form appears to be a Human with skin like a Coral Snake. Degrees of opacity vary but all possess serpent eyes. Their hair is either black, red or yellow or a combination of the colours. In water their hands and feet quickly grow webbing between the digits, which once dry will quickly slough off. BOTO DOLPHIN KYNDE These are river dolphin native to the Amazon and Orinoco tributaries. They are considered a primitive dolphin distinguished by their distinct elongated snouts —Their true form is Human like, their smooth shimmering skin grey-blue or pink like the Boto. Their eyes have the likeness of a Dolphins and they have no hair on their head, only able to grow it at the base of their skull and so many grow long strands of fine white hair flowing down their backs. Their ears tight to their heads, more attached than a humans. RACIAL TRAITS / ABILITIES TRANSFORMATION The Encantado are trapped in their Human forms. When they are playing music or using their abilities they tend to change to their true form. When they are submerged in water (not drenched in rain) for over five minutes they change into their true form and will remain so until they are out of the water for five minutes, but they do have the ability to maintain their Human form or disguise for up to ten minutes a day while in water. They can also transform into their animal type. They are completely indistinguishable from an actual Coral Snake or Boto Dolphin. The transformation requires water and takes approximately five minutes to complete. They can maintain the form for as long as they wish but can only transform to their animal form and back again once a day. * This is a biological transformation that does not include clothing and other items. TRUE FORM The Coral Snake variety are amphibious, able to breath both water and air. The Boto can hold their breath as long as 30 minutes (20 minutes performing strenuous activities). They see perfectly under water and naturally will not suffer over-exposure. MUSICAL All Encantado are musically gifted. They have talent for reading music and are amazing singers, the Dolphins more so than the Snakes. They all learn how to play multiple instruments and can learn new instruments in the fraction of a time it would take a Human to pick up another. TOXINS All Encantado are capable of using toxins--whether they be airborne, injected, or diffused through the skin. Those toxins can range from neuro-inhibitors to fatal bloodborn pathogens to toxins that distort reality. The Snake-Encantado have fangs (elongated incisors) which they can use to disperse their toxins, as well as through the skin contact which is the only way the Dolphin-Encantado may disperse their toxins. CAMOUFLAGE All Encantado, as variants of faeries, have a "glamour". Their particular form of this ability allows them to change the colour of their skin and clothing to blend into their environment. They can do this at will. LANGUAGE The Encantado have their own language which is based upon blends of archaic mayan.
    9. Zeph

      Fae (Faerie)

      Kyūbiko (Kyūbi no Kitsune — Fox Faerie) Kitsune is the Japanese word for fox. In Chinese, Vietnamese, Indian and Japanese cultures the fox is prominent in their folklore, being associated with spirits with the ability to assume human form. It is through this power to take on the likeness of a man or woman that they are portrayed in stories as guardians, friends, tricksters, lovers. Context affects the interpretation of the word ‘fox’ but for the sake of simplicity we will use the term Kyūbiko to define a ‘nine tailed fox spirit’. They are also in the world of the Resonance not ‘spirits’ but ‘faerie’. The traditional myth will take a tangent in our setting and we will NOT accept any deviating depictions from what is defined in this article. No other forms of ‘supernatural foxes’ will exist apart from our version of the Kyūbiko. HUMAN FORM The Kyūbiko’s foremost ability is it’s power to transform into a human. This form is ALWAYS of the same person (a very attractive person). The ‘nine-tailed fox’ DOES NOT switch genders. It is either male or female and will ALWAYS be of Japanese heritage but this is not to say the character can be seven generations removed from the Japanese blood line and look like Heidi Klum. The human persona of your character will not only half to look like one of the listed nationalities but will be of a traditional upbringing. There are five nationalities that can be a Kyūbiko — Japanese, Chinese (Jiǔwěihú), Vietnamese, Korean (Gumiho) and Indian (India). The names change, but they are all the same kind of ‘nine-tailed fox’ faerie. Above all, the Kyūbiko in it’s Human form will have NO foxy traits. No fox ears popping out the top of their head like a play-boy bunny. NO TAILS! No whiskers. Period. This is not a race to be immaturely adored. The Human will bear nothing of the fox except for the eyes. When the Kyūbiko utilizes it’s abilities when in Human form it’s eyes temporarily change to that of it’s natural fox form. The only other fox trait that is allowed in their Human form is their claws. While they have completely normal looking finger nails the Kyūbiko has the ability to magically elongate them and file them into sharp points. They become harder and more durable able to dig into wood and support their full body weight. The ‘Kyūbi no Kitsune’ can maintain it’s Human form for up to six hours plus one extra hour per extra tail (more than one). Two tails (+1) = 7 hours, Three tails (+2) = 8 hours, up to maximum of 14 hours with nine tails. The transformation is near instantaneous, restricted only by bonds of iron, and there is no limit to how many times the creature can flip back and forth. Also, as the transformation is magical, their clothing (but no other items) changes with them. This has nothing to do with their physical make-up and everything to do with the idea that clothes can be compared to an animals fur. When a Kyūbiko loses consciousness or falls asleep they change back to a fox. In their human form the Kyūbiko DOES NOT have access to the powers of their tails. The Kyūbiko does not inherit Human senses, they retain those of their true form. They are a fox and so see, smell and hear like one. Their physical form as Human is not any stronger but they are quicker. Naturally they may be stronger than your average human due to their sheer athleticism but what’s truly different about them is their speed and grace. The Kyūbiko-human can move twice as fast as a trained athlete. This is not due solely to their physiology but is a magical trait enabling them to bend certain physical laws like inertia and gravity. This enhanced agility makes them formidable fighters if they are so inclined to study a form of combat. Not all of them are so quick to pick up a sword or use a gun. FOX FORM The true form of a Kyūbiko is that of a typical fox — red, brown, black, grey, silver or white. The tip of the tail is always white, the tips of their ears and feet are always black. They have retractable claws like a cat as well as vertical pupils able to see well in dim light. What makes them stand out from a typical ‘fox’ are their multiple tails. A fox has dichromatic vision, that is they see two colours which are green and blue (you can learn more about the way a fox sees here). Lacking a human’s chromatic field they rely heavily on movement, sound and smell to locate prey and predators. The hearing of a fox is extremely acute. They are able to pinpoint noises at ranges of up to 160 feet and perceive up to 65,000 Hz of sound. This allows them to identify sounds (clearly deciphering conversation) through typically constructed walls. ABILITIES FLIGHT The Kyūbiko can fly. It is a form of ‘Faerie Flight’ by which the creature becomes ‘light’ and can generate a mystical force to propel it’s body into the air and glide for extended periods of time. It is able to hover and push itself off objects or slowly glide through the air via an unseen force. Changing direction, however, without the use of stationary objects to push off of is not as agile as say a bird. A Kyūbiko in the air would be similar to a ‘flying squirrel’ except with the ability to slow down, hover and dramatically change course. The ‘force’ does, however, displaces the air, thus generating air currents. Upon this force the Kyūbiko can move at a top speed of 40 MPH but can move quicker by pushing off of objects. Also, it goes without saying, that high winds will push the Kyūbiko along as well. The maximum altitude achievable is one hundred feet. Higher if say the creature ascended into the air from a mountain top. This ability can be used at will, for extended periods of time, but not indefinitely. Realistically maintaining flight in windy conditions or pushing one’s limits are going to put a strain on the creature. The ability is more attuned to the Kyūbiko’s natural fox form. While they can utilize it in their ‘human form’ they cannot fly beyond a height of fifty feet and their to speed is reduced to 30 MPH. *Be aware that during flight, the Kyūbiko’s body weights very little. When attacking, in order to generate any significant amount of force they have to ‘shut off’ their flight (lightness) and return to their normal weight. ILLUSION The Kyūbiko is creature of stealth. Aside from being able to move extremely quietly it can blend into it’s environment much like a chameleon. This ability can only be used in their ‘fox form’ and allows them (while remaining stationary or moving extremely slow) to take on the colours of it’s surrounding environment. It can maintain this camouflage for extended periods of time. They can also mimic sounds and produce them at will, conjuring sounds as far as fifty feet away. MANA PERCEPTION These creatures possess ‘Mana Sight’. Aside from being able to perceive the Faerie Realm the Kyūbiko can also see mana. They are able to see the faint wisps and tracings of magic and can use it to track and even gauge the strength of the source. Of course, not only can they see magic but the Kyūbiko can also smell and hear it. The sound of mana is much more slight but the smell is just as noticeable as it’s appearance. The Kyūbiko will often smell magic before it see’s it. CHARM These creatures are very ‘charming’. They have a magical ability to influence, entice and beguile. Interaction is of course required and not all individuals will be affected. NATURE Like most Faerie the Kyūbiko is ageless. They do not succumb to the ravages of time, never changing in body and in mind. While they may live on and on, the faerie do not necessarily gain so much wisdom, not in comparison to Humans who in their comparatively short span of time can attain an incredible amount knowledge. The Kyūbiko is simply content with ‘being’ doesn’t really aspire to achieve lofty goals. What they desire the most is the best of both worlds — to live as a human and be free as a fox. The two do not often meet. The animalistic nature of the ‘fox’ is not meant to be constrained by human society but neither can the intelligent passions within it be satisfied by a solitary existence within a forest. They ever struggle to appease both sides. It is because of this dual nature that the Kyūbiko’s behavior can be very unpredictable and inconsistent. It is very difficult for them to find something they truly care about and so when they do, they will defend it, maybe even to the death. Meta-humans, that is to say, Humans who have become a Kyūbiko due to the Resonance is entirely another matter. They are not a Veil Crosser, they were once Human and so they are in fact a person learning to live as a fox. The themes are similar but backwards. They are a Human who has become a Fox that can become Human. Genetic memory will naturally kick in and they quickly lose their Humanity, but by comparison to a Veil Crosser THEY WILL ALWAYS POSSESS MORE UNDERSTANDING OF WHAT IT MEANS TO BE HUMAN. The Kyūbiko is a solitary creature. While they may seek the company of Humans, they SHUN the company of other foxes and their own kind. Never will two fox-faerie inhabit the same territory nor collaborate. When they encounter another of their kind the Kyūbiko's first instinct is to fight or flee. NINE-TAILS Over time they can develop up to nine tails. They start their life with two. It is the emergence of a second tail in an otherwise normal fox that is the birth of a Kyūbiko. The tails do not so much represent the ‘age’ of one of these creatures but the amount that they have ‘learned’. As already stated, the Kyūbiko does not develop wisdom over time as a human might, but it is through their time as a ‘human’ that certain insights may in fact clear their eyes to the world around them. Their life is a chaotic cycle but when they do develop these rare insights, the ‘wisdom’ they gain may produce another tail. Thus, a Kyūbiko with nine-tails is wise indeed. In our setting a Kyūbiko character can possess no more than six tails. We might encourage that they start of with two to three and earn the rest of their tails through story but realistically for the lengthy life span of these creatures it would probably never earn more than one tail in a year, let alone two or even three. THE SIXTH TAIL IS ONLY ATTAINABLE TO A CHARACTER THAT HAS BEEN ACTIVE OVER A YEAR IN OUR SETTING. META-TAILS A Meta-human Kyūbiko who has come into being at the time of RESONANCE may not be as old as a Veil Crosser (not even close) but their ‘humanity’ balances them. They also will most likely be the incarnation of a Kyūbiko spirit from the past, possessing knowledge beyond their years, although it will not be accessible with clarity, more like dreams. A Meta-human 'fox-faerie' will take time to mature and over the course of those years they can develop one tail a year. It's kind of like 'back-pay'. They've actually 'earned' the tails, it just takes some time for them to materialize. Thus, a Kyūbiko created at the time of the RESONANCE will be able to develop (at the most) one tail per year. This means that your META-HUMAN FOX-FAE WILL COME INTO EXISTENCE AT THE TIME OF THE RESONANCE. They can produce one tail a year, max, but those tails can also be produced over two, three or more years, it's up to you. THE SAME RULE APPLIES TO A METAHUMAN — THE SIXTH TAIL IS ONLY ATTAINABLE TO A CHARACTER THAT HAS BEEN ACTIVE FOR OVER A YEAR IN OUR SETTING. The powers of the tails vary in accordance with the following categories: elemental, enchantment, illusion, mysticism, and sorcery. The first five tails will have one power from each category, the final sixth tail (or three tails after for NPC’s) are randomly drawn from the categories with no repeats. For example, there can never be more than two ‘elemental’ tails. (The details of desired abilities need to be developed in accordance with the above categories). LOSS OF TAILS (The endangered Kyūbiko) Remove the tail of a Kyūbiko and you take away the power associated with it. The tail can grow back but only after several years. Take all tails of Kyūbiko save one, and it becomes a regular fox. Take all the tails and the Kyūbiko dies. To use a Kyūbiko tail is no small matter. There are very few who can employ the magic and these individuals pay handsomely for it. There is even the believe that ingesting a Kyūbiko tail can give a person it's powers but this is sheer non-sense. Still, there are those powerful individuals who cannot be convinced otherwise. Many of these creatures have been killed and the tails turned into nothing but mementos to gather dust, or used to remove it.
    10. Zeph

      ARMA's Armaments

      Being a group that frequently gets itself into combat, the agents of ARMA have a wide array of equipment both mundane and enchanted to help them stand against the tides of darkness - and other, still dangerous but less ominous-sounding things. PROTECTION While ARMA's duties sometimes require its teams to go into harms way, unlike other groups they rarely go in looking like military or SWAT teams. Generally ARMA personnel are plainclothes, excepting uniformed guards at the base, but this does not mean that they go unprotected. Their defenses are simply not of the mundane variety. A few of these are also used by the Order, however as many originated with Alistair or Tock, they were mostly only used by the New York branch even before. ST (Silver-Thread) ATTIRE Standard issue not only for magi but for the non-powered personnel of the group, ST clothes are named for the enchanted silver thread that is woven amongst the fabric. The fabric itself is generally treated, flame resistant cotton or a military fabric called M5 that has excellent ballistic and thermal capabilities (anyone dealing often with magic expects to deal with fire often). These are patterned off a design of Alistair's, and range from the base quality (the rough equivalent of light military body armor) to the more heavily enchanted versions worn by full combat mages (able to stop heavy caliber rounds, if only a few times). Because of the difficulty in making these clothes, the enchantments are normally laid on an outer garment such as a coat, though shirts and pants are also done but these are rare. The heavier the garment, the more protective it can be made. PORTABLE WARDS Normally carried by the non mages (including less versatile empowered humans), these wards come in the form of a small canister surrounding an enchanted crystal, P.W.s are small, single-use defensive spells to help get non-mages out of a magic jam. They require a skilled Tower magus to create however, as such they are not as plentiful as grenades - personnel generally carry one of each. To engage the spell, one twists the cap to break the crystal, releasing the energy, then throws it to the required area. PWs come in three basic types: Repulsion - A RPW projects a hemispheric shield approximately five meters in diameter that is impermeable to mana and spiritual energy - spells, spirits, and heavily magical entities such as demons are unable to pass. Physical objects however, such as gunfire, can. A RPW can also be used to contain a supernatural entity. The barrier lasts approximately five minutes. It also, as a side effect, knocks out things like wireless communications in a radius about ten times the actual barrier range. This was originally considered a downside, but later embraced as a feature. Dispelling - DPWs are among the most popular, and their purpose is straightforward. Deploying a DPW scrambles and cancels out any active magical effects within a ten meter radius. Excellent for disrupting an enemy spellcaster if used at the right moment, or breaching defenses. The effect is transient however - an active barrier spell can simply be re-cast, and most permanent barrier spells such as the ones used to protect the ARMA HQ will regenerate in seconds. Obscuring - OPWs serve a purpose much like a military smoke grenade, however with a few advantages. First, they do not generate heat, making them substantially safer. Second, they function against not only sight, but smell and hearing as well, dampening all sound that travels through the cloud they produce. Third, the fog's effects also negate magical scrying and mana senses in the area. The cloud spreads out about a fifteen to twenty meter radius from the point of impact, and lasts about five minutes. OFFENSIVE EQUIPMENT PRIMITIVE WEAPONS Nearly every group that has done battle since the Event has dealt with the reality that, from zombies to vampires to demons, many of the modern threats in the world care little for humanity's now-established doctrine of shooting at one another from a distance. Because of this, close combat has become very 'back in style', especially for groups such as ARMA that specialize in new and unconventional tactics in the first place. Add in the fact that their spells often play merry hell with technologically advanced gear, and there is substantial demand even among non-powered individuals for weapons such as bows and even swords and other bladed weapons. Because they do not contain machinery, nearly all of ARMA's blades and many of the arrows used have enchantments scribed into them. The effects vary according to the piece, and each is crafted by a blacksmith in the Tower division. Most of the enchantments are for durability (especially against spells) and to keep a sharp edge, though each carries enhancements to allow ARMA blades to cut supernatural threats that might otherwise be immune. As such, their blades are among their most prized weapons. FIREARMS Naturally, ARMA personnel have nothing against firearms, and most (even the mages) will carry a projectile weapon of one sort or another. Because of their natural magical interference, however, mages generally only carry a sidearm. For their reliability and simplicity, mages prefer revolvers or old, all-steel automatic pistols such as the Colt Python or the M1911, commonly known as the 1911 Colt (though it has been manufactured by dozens of companies since its introduction). Mage weapons are generally heavy, as the heavier and simpler components are less vulnerable to the chaos produced by their magic. Nonmages can range out into more complex weapons, though because of their enchanted gear they still prefer to keep to much older style weaponry. They often carry pistols similar to the mages, though the Sig Sauer P220 or P226 are more popular as they are more modern and a bit lighter. The most common rifles are patterned either on the venerable AK-47 or some of the modern updates to the American M-14. For heavy firepower, ARMA has also acquired a number of AA-12 shotguns, which while adopted more recently by the military are based on large components and are highly reliable even under magic combat conditions. The biggest problem with all these is ammunition. The world still is not mass producing the bullets to fill the guns that linger. These are just examples - ARMA allows a great deal of personal freedom in weapon choice for its personnel, though wise operatives learn quickly that the simpler a weapon is - and often the older - the more reliable it will be for them. Individuals without powers often keep to the simplicity rule, since being in combat alongside those with powers is a good way to get their weapons jammed anyway - for those beyond the city, manning the defenses on the shore, however, this can be less of a serious concern. ENCHANTED MUNITIONS Perhaps one of the most envied of ARMA's gifts to its people is that of ME (Magically Enhanced) ammunition for their projectile weapons. While there are a few ME round types that add elemental effects, these are rare and considered almost a novelty. Most EM rounds carry a magical charge for the purpose of increased penetration and damage that goes a long way to mitigating the weaknesses of ARMA's otherwise primitive weapons. ARMA does have a contract to supply small quantities of these rounds to the NYPD and the EAA military, and it is one of their few money-making activities, albeit a lucrative one because the rounds are difficult to make and thus rare. ME rounds can be recognized in combat by the distinctive blue-white muzzle flash they produce, and a corresponding flash on impact. It should be noted that while they allow a 'normal' human to damage even dangerous creatures, the damage done is relatively minimal, albeit highly painful. They are commonly used to drive a spirit away or hold it off until the mages can arrive on scene. Personnel carrying these rounds will normally only carry about half their loadout in ME, and the rest in mundane rounds - they are far less plentiful even among ARMA personnel than normal rounds and are not to be wasted.
    11. Imagine if your world right now was suddenly transformed. Awakening, you look out of your office window you are surprised to find the sun is no longer blocked by the shadow of the neighboring building. It is no longer there! You look to the street below. There is no rubble, nor is the street there! Where there was once smooth black asphalt is now a cobble stone road. It looks like garden path from your sixteenth floor office. It leads to a small castle, sitting majestically upon a picturesque hill where the commercial skyscraper once stood. People have changed. You have changed! All around, the modern architecture of the twenty first century has been amalgamated with an enchanted medieval realm. This is what happened on a calm evening of the 16th day in March in the year 2013. South America, like the rest of the world, was still recovering from the Resonance Event. All were just becoming resigned to the fact that the Nevus was never going to leave the night sky, a permanent reminder of the vicious rebirth of their world. Then the black scar changed. The vibrant violet and purple hues all at once turned green, flaring like northern lights across the sky. All became silent. Nothing stirred. For over twenty four hours the entire populace of South America, every living thing was rendered unconscious, as if placed in stasis. When they awoke, the continent had been changed. Parts of the landscape had been transformed. Nearly two thirds of the population was gone! Taken or rather transferred to another realm by the Resonance. What has left behind were mainly Elves and Faerie. Part of an Elfin and Fae worlds had been impressed on South America. RIO DE JANEIRO This city has become the major hub of South America. It has been completely melded with a capital city from the Elfin world. Four years have past, and in that time, the few citizens of Rio and the dominant presence of the Elves are still learning to make the best of their situation. Not every city in South America is so dominated by outworlders but they definitely are the greater population in the southern hemisphere. Magic abounds. Not just the magic of the people, it is in everything around them, permeating the foliage, the water, the stone. Human technology and magic combat one another daily in this setting. Where the realms of the Elves and Fae encroach upon the Human world, electronic devices go awry and by contrast, magic is weakened by Human-kind’s tech. Just a small part of South America’s unique circle of life. Fanya Niasa is the predominant faction in South America. LIFE IN SOUTH AMERICA The majority of Elves in South America are the 'Southern Elves' as listed in the Elf Race Article. Fae in their many shapes and forms exist here as well as other places in the world along with other varieties of Elves. We don't want to give the impression that ALL Elves are stuck in South America. The largest population of Elves on Earth are the Southern Elves and a part of their world has been imprinted upon South America. We also do not want to paint the picture that ALL of South America had been altered. In some places features of the land have been replaced, in others we see fragments of another world's architecture.
    12. An underboss with a head for business, Carmine saw the charisma that Angelo exuded over the shattered families and quickly made himself available to the upstart that never would have had a place in their world before the Nevus. Carmine had already been trafficking in guns before the world was turned upside down so it was a natural fit that he head up the import and export business, overseeing the warehouse inventories and purchases/sales of large payloads. Carmine has been around a while. One of the oldest members of the former families, Carmine is known for being fairly brutal. When people need to disappear it is normally Carmine's Capos that are called to follow through. He has a reach that goes well beyond New York as its Carmine's job to manage the trade routes to as far as China and Russia. He ensures the 8 running cargo ships of Bakkhos are on schedules and routes that ensure a ship is bringing goods into New York every three days. Because his area of the Bakkhos operations is the largest, Angelo has properly given Carmine control over a larger portion of the "family". With 11 Capos under his direction, Carmine has eyes on the ground in twelve countries around the world. Carmine is a quiet man, but when he does talk, people know to listen as he doesn't say things twice. Angelo has had to reign in the Boss on several occasions, reminding him that "family" needs to be treated with a certain respect, teaching those that fail before resorting to violence. Abilities: Spectral Defenders Carmine is a summoner, with his particular ability allowing him to summon or perhaps create a number of mindless, spectral creatures to defend himself or attack his enemies. While in theory such ectoplasmic creatures could take any form, for Carmine they always take the shape of men in white suits - about six feet tall, stocky, with faces obscured beneath black hats. Rather stereotypical, yes, but he prefers the term 'traditional'. The 'men' themselves are strong, roughly equal to a fit adult male, and have the advantage of being utterly tireless. They are fairly stupid, but Carmine can direct them with a thought in order to counter this. It is difficult to control them directly however - as such he can only control one or two with detail. Only creatures controlled in this way are smart enough to drive or use weapons, the rest are apparently calm, but more feral in a battle. For all their advantages, they are relatively fragile if attacked correctly. They are highly resistant to bludgeoning damage, having an almost fluid consistency beneath their seemingly solid surface. Piercing and cutting weapons are much more effective, and while it takes many shots to 'kill' one, they can be brought down in this way, dissolving when enough damage is done. Magic is also very effective against them, and like any spirits they cannot cross barriers of human will (shields, wards, etc), and will dissolve instantly if isolated from Carmine by a ward. To make up for their fragility, however, Carmine is capable of summoning one every ten seconds or so if he is left undisturbed. He can call out at most twelve at a time.
    13. While for the first months of their operation, ARMA personnel followed the old rankings of the OFL, they have since developed their own ranking system. The main framework of the group remains similar (why fix what isn't broken) but it was important that the group at some point divest themselves from the group that betrayed them just as they betrayed it. With the addition of numerous non-powered personnel as well, the old ranking system required an overhaul. RANKINGS Admin Note: Positions held by NPCs (no profile link) may be requested by established ARMA characters - new players should get acclimated by playing a lower ranking character in the group before requesting a leadership role. Leaders are expected to be active! OVERSEER - PRESUMED DEAD A void of power now for nearly a year has persisted for ARMA with the disappearance of Aura Elder. COMMANDER - PRESUMED DEAD One of the first to realize the corruption of the OFL's stated ideals, Alistair Greene would have been seen as a potential Overseer of the future. However missing now nearly two years he has been given up for dead. CAPTAINS Captains command either a single Division or a portion of a Division, depending on the needs of the group. LIEUTENANTS Each Captain has multiple Lieutenants working under them, organizing and commanding smaller units of force. LOWER RANKS Below that, there are Sergeants who aid the Lieutenants. The lowest rank for someone who is ranked in ARMA is Operative. ------------------- KNIGHT DIVISION Drawn primarily from the former OFL Sword and Shield groups, the Knight division is the most visible and well-known facet of ARMA's operations. Knight Division's primary duty is the protection of New York City, though it is also the division from which most of the offensive strike groups that hit targets outside the city and even the EAA are drawn. Knight Division contains both powered and unpowered humans; while the teams are generally kept separate due to the need for different tactics, it is very common for teams from both groups to work together against the same target in order to match up specialties. The unpowered humans however remain much more rare in the group. KNIGHT CAPTAINS There are supposed to be three Captains in Knight Division, as the group is frequently split off on various operations, but again pockets of voids continue to plague ARMA: @Cassandra Greene ------------------- TOWER DIVISION Drawn mainly from the former OFL Eyes, Tower is responsible not only for intel and magic surveillance, but also the combat engineering and enchanting work the group does to shore up defenses both at the HQ and elsewhere in the EAA. Tower division also serves as the research and development and equipment maintenance groups. TOWER CAPTAIN Because their operations are more central, Tower Division has only a single captain. Agatha "Tock" Zikara ------------------- CLOAK DIVISION The smallest of the divisions, Cloak is an elite group drawn from a particular type of person: someone highly skilled in combat, highly secretive, and extremely motivated. Cloak is responsible for rapid covert deployment, gathering of dangerous field intelligence, and (though this is not admitted publicly or even to other divisions), the hunt for Order moles within ARMA itself. Cloak also handles Internal Affairs style investigations for ARMA when necessary. CLOAK CAPTAIN Position currently vacant and infighting keeps it from being filled. ------------------- SHIELD DIVISION The newest division of ARMA nonetheless contains some of its most experienced personnel, though it contains the fewest individuals with powers. Shield is formed from the ranks of the Silver Winged, with an infusion of mages from Knight and Tower divisions, and its primary goal is the securing of the EAA's borders against supernatural incursion, particularly against the dragons of the North. Shield division's personnel were collected by Aura in the early days post-Resonance, and are primarily drawn from the collapsed militaries of the United States, and what was once the United Kingdom. Because of this, their gear is much closer to military standard than the rest of ARMA, including even some armored vehicles and aircraft, as well as anti-air defenses, though the heavy equipment is kept out of the city by necessity. Integration of Shield with the rest of ARMA is ongoing, with many individuals still getting to know one another, though specially equipped Shield teams have been known to operate similarly to SWAT teams in support of Knight division on operations within the city where they are needed. SHIELD CAPTAINS: Pending
    14. The underboss of his "family" before the Nevus event, Lucky holds some resentment that Angelo has succeeded where he failed. Lucky was always ruthless, but with half his family gone, few were willing to fall in line under that heavy handed rule. Truth be told he is better suited for running a single aspect of the massive syndicate and not the syndicate itself. His kill first and ask no questions approach to leadership not really conducive to becoming a global presence. Lucky has found a good home at the Casino. Angelo has given him nearly free reign and deep pockets to make it the premier gambling venue on the north American continent. The 23 managing staff members are all part of the "family" with the rest of the casino staffed with family members and loyals. Lucky walks in a room and eyes go to him, he likes it this way. In this small piece of the syndicate, he is the Boss, answering only to Angelo. Lucky has managed to bring old Vegas mob to New York, where high rollers and back office deals are king. Outside of the gun and drug running, the Empire City Casino brings in the largest revenue for the Bakkhos syndicate and only shows signs of continuous growth. Lucky is also boss over the Penthouse Gentleman's Club and while he can be found their regularly, his gambling nature has him at the casino far more than the club. ABILITIES Ironically Lucian's name of 'lucky' is actually reflected in his abilities. After the Resonance he was gifted with a 'six sense' and 'telekinesis'. Able to detect danger as it comes, Lucky can react with his telekinesis to defend himself from bullets, up to the weight of a small car. SIXTH SENSE This ability has a range of up to half a mile to detect danger. You've gotta be one hell of a sniper to get the jump on Lucky. Does this power allow him to know where the attacks are going? No. He just knows when they're coming and the power also allows him to detect when a person is lying. TELEKINESIS In the beginning Lucky just used the power to win big on the craps tables, but that got old in hurry, and besides, other Empowered people could sniff out his trickery anyway. He went from flipping dice, to cars, maxing out your standard mid-sized vehicle. He can only hold his maximum weight for a matter of seconds, maybe half a minute before he drains himself. His telekinesis has a range of about a hundred feet but he needs to be within fifty feet of a heavy object to move it. He can maintain his telekinesis for about five minutes before he needs to take a break. He'll need a few minutes to catch his breath before he's good again and can do this for an hour or two before he's done for the day.
    15. Victor was the Consigliere of one of the smaller families in New York before the Nevus event. The council for the boss, he was respected for his strategies which had been slowly growing the small family's assets. The chaos after the Nevus found the family broken and without a leader and no amount of former respect for his strategy could overcome the horror with which he was seen after his first moonlit change. Outcast in the mob meant he was a walking deadman. The fragments of different families were scrambling to take New York, none succeeding in doing much more than kill eachother out. Then came Gaspari. He did the unthinkable, he pulled the fragments together and created a single enormous "family" in New York and in doing so, took Victor in as Consigliere. Still adapting to his new existence, Victor was relieved when Gaspari put him in charge of the largest east coast winery. The secluded winery is the perfect place for Victor who still struggles with what he has become. It offers him a sanctuary from the excessive noise and lights of the city, yet is close enough that he can give council to the young head of the syndicate and be there when the "family" needs extra muscle. Victor heads a crew of 129 out in the winery and estates where money laundering for the syndicate is occurring under the guise of the successful winery. A loner by nature, Victor has natural leadership skills that afford him a great deal of respect from those that work for him. Level headed except for the days nearing the full moon, the crew have learned to give him a wide berth during this time to avoid the aggression that builds. Below the winery, even below the catacomb restaurant, is a prison he has had specially built to contain the animal during the changes. Were-panther Abilities: - Heightened senses particularly hearing and sight - Strength that rivals werewolves in lean muscles
    16. Head of Bakkhos Syndicate RACE: Altered Human PLAY BY: Laz Alonso Age: 40 Currently this co-star is only NPC'd by @Matteo Carducci or @Derrick Mason Gray - if you wish to utilize him in your stories please contact one of them. Gaspari. You didn't get more Sicilian than that. It had been his mother's maiden name. His father, well, his father to this day remains unnamed. A promise kept by first his mother and now him. Angelo is the illegitimate son of one of the former New York mob godfathers. In exchange for her silence, Margarite was promised the boy would never want for anything, and she kept that promise. After all the mob was not exactly a place filled with people of a more "colorful" persuasion. At least it had not been before the Nevus event. Such a betrayal as a mixed child would have been a scandal throughout the "families". It would have been easier to kill him, but perhaps it was fate that he had been allowed to live, not just live, thrive. Angelo was sent to the best schools money could buy. By twelve he was known in the family circles, the little kid in a suit. Perhaps all the mob bosses knew who he belonged to, but none of them said, and all of them let him work in their inner sanctums. He was seen as a cute kid, but in truth the bright boy had learned early to keep his mouth shut and learn everything. By fifteen he knew all the different mob properties and was in good standing with nearly all the families. Used as a messenger between the bosses he often was forgotten in meetings, a fly on the wall in front of which deals and death were negotiated and traded. Harvard was next for Angelo. He got there on his own merit but it was paid for with dark money. Dark money that kept coming after his mother unexpectedly died his Junior year. Business with a side of Economics gave him a dangerous edge over many in the "families". His return to New York City was met with a fair bit of clamoring for the bastard kid of a godfather. He could never be the top, but he was definitely becoming "somebody" in the mob world. 2004 through 2009, the families begin a decline as one after one is arrested and found guilty. And while some continue to run their business from prison, it is not the same as being on the streets. The "families" are beginning to decay. 2010 - the Nevus event. The decline of the NY "families" seemed to come to abrupt end. The heads had all died as had most of the underbosses. Fragments of families were scrambling to claim the void of power but none had the means to take full control. That's when a kid with a Harvard background stepped in to intervene. Whereas each family was trying to wrestle control for themselves. Angelo began to quietly meet with the remaining power of each family. One by one he charmed them with his business sense and grand vision for a true NY "family", a melting pot of the last of each of the great mob and mafia cartels. None of them had enough assets to become a global syndicate alone, but together, together they controlled enough of the Northern American continent to plant a massive foundation for a syndicate to grow upon. With a devilish nod to his Sicilian heritage and its Greek ties, he named the new "family" Bakkhos; the old world spelling of Bacchus, the god of excess, pleasure and wine. A name that didn’t give more importance to any of the individual families, a neutrality that helped garner him even more respect. The powers given him during the Nevus event coupled with the intelligence his parents genes gave him, Angelo sits now firmly at the top of the Bakkhos family tree. Known for being fair to the family but cruel when betrayed, he has grown the syndicate to reach across the ocean, importing heroin and guns from as far as India and Pakistan. Angelo has a natural predatory grace about him, an affinity for the ladies, and a taste for expensive whiskey; but when it comes to business, there is ice in his veins. The Bakkhos family is run with an iron fist and because of this he has garnered both respect and a healthy dose of fear from other crime groups in North America. For the last 5 years he has not only grown the syndicate, he has taken care of his "family" and that has developed a real deep loyalty that no amount of fear could have grown. Driven, Angelo seems to never sleep, the brilliant mind always working. There is little doubt the young godfather's sights are set on the world. ABILITIES PHOTOGRAPHIC MEMORY Since the Nevus event, Angelo has become aware that all he hears and reads, he recalls. Both a blessing and a curse it means that none in the family can ever lie to the Head of Bakkhos as he remembers all. MOLECULAR PHASING This is an extremely powerful ability. One not commonly possessed and Angelo is gifted with all the attributes of molecular manipulation. He is able to pass through solid objects for as long as he maintains his molecular-distorted state... He can even pass through the floor. Gaspari can pass through objects as distorted himself, or he can phase the wall or object. If Angelo decides to fall through the floor, he can build up speed. He could potentially fall into the Earth itself and emerge out the other side if he can hold his breath long enough. Angelo can only maintain his 'phased state' for as long as he can hold his breath. If he materializes in a solid object, he displaces the matter around him. He can actually step into stone and reform, and the displacement is so powerful that it will literally shatter the rock around him. Now, in a mountain or something equivalent he'd cause a structural collapse and if he didn't phase-out again he'd die. He can even displace metal, actually displace just about anything, so Angelo could phase his hand into a sculpture, reform it, and annihilate the object. He can do this with people to, correction, he has done this to people, but it's quite messy and he doesn't like ruining a good suit. He can also phase objects and people by touching them. Once again he can maintain this for the length of a single breath. He can also effect multiple objects around him at a range of five feet from his body. This will cause ranged weapons to phase and become nothing as they pass through the molecular disruption field around him. The largest object he can phase by touching it would be five cubic feet, which means he could effect part of a car and sink it into the ground. He can also do cruel things like de-materialize a ball and phase it into a person. The possibilities are virtually endless which is why this power at this level is restricted to THIS CHARACTER ONLY.
    17. Zeph

      Shapeshifters

      SHAPESHIFTERS CONTAIN THE SUB-RACE OF SKINWALKERS AND IN TURN THEY INCLUDE SUCH SUB-RACES AS SELKIE AND SWAN MAIDENS. A shape-shifter that assumes the form of a wolf is NOT a were-wolf. Shapeshifters are NOT Lycanthrope ruled by the moon. Any shape-shifting character that resembles a Lycanthrope in power and strength will not be accepted. It is very important in our setting that shape-shifters are differentiated from the monstrous bipedal beast that is a Lycanthrope. Lycanthrope get great strength at a great cost. It is up to you to define the capabilities of your shapeshifter. It is not possible for one to take on any shape they desire. Shapeshifters that can form themselves into nearly anything they desire have themes to their changes. For instance, everything they turn into is colored yellow or made out of stone, etc, etc. WHAT IS A SHAPE-SHIFTER? We’ll start by defining what they absolutely are NOT: Shape-shifters have no relation to Lycanthropes Shape-shifters are NOT influenced by the moon. They DO NOT turn into a massive humanoid amalgam of beast and man. They are NOT vicious monsters bent on tearing apart people and passing on their virus. Their strength does NOT EVER exceed that of the creature they turn into. Shape-shifters DO NOT possess any of the traits of that which they transform into while in their ’normal’ (Humanoid) form, UNLESS they have ONLY one form they turn into. See CLASSIC SHAPESHIFTER below. Shape-shifters, to put it plainly, are magical beings that can change their form into something else and remain conscious and in control. These can be animals, in-animate objects, or raw elements and their forms are either ‘fixed’ or ‘impermanent’ meaning that they are not unlike Dopplegangers. Fixed forms are permanent things that the shapeshifter turns into, such as a specific type of cat, a raven, or the like. Impermanent forms are demonstrated by a shapeshifter copying the form of something around them, looking like a chair or someone else, the shift only able to be repeated with refreshment of memory of the object/person. Note: Shifters that take on other people/races do NOT take on the abilities of that person or race. They merely look like them. THE TRANSFORMATION Shape-shifters are magical. When they change, it is nothing like the biological metamorphosis that a Lycanthrope endures. Often their clothes are transformed as well, even some of their possessions, and the whole process it usually very quick and can be done several times a day. Just how many is up to you but we prefer the amount to be no more than three to four times per shape, which is quite a bit. TIME OF A TRANSFORMATION To define the length of time that a ‘shape-shifter’ can maintain one of these forms we have two golden rules that you should follow: 1. The more forms a shape-shifter can take, the less time they can hold those forms. We are quite generous when these forms do not exceed three. Four or more and we expect the time to significantly drop. 2. If your shape-shifter requires an ‘external element or component’ to change their form we will allow the time for the shift to last longer. An example of this would be your classic ‘skin-walker’ (see below). These shamanistic characters can take the form an animal so long as they wear it’s pelt. This would mean your character has to carry around pelts which is a ‘disadvantage’ that we would allow to be off-set by longer transformations. A magical item isn’t so much a hardship as pelts, but if the person requires a different object for every form they could benefit from this rule. THE ANIMAL SHAPESHIFTERS They can change their form into a NORMAL animal. They cannot assume the form of mythic creatures and nothing that exceeds the size of a rhinoceros. IN-ANIMATE SHAPESHIFTERS They can turn into inanimate objects, such as a chair, or post. Nothing with any moving parts. Only solid objects which will feel close to the original item with some subtle differences. Obviously if they turn into a lamp post, the light will not go on. They are not mobile in these forms, and they are limited into what they change into because they must be within twenty pounds of their original body mass either way. This means that a 200lb man can transform into something no heavier than 200lbs and no lighter than 180lbs. They CANNOT turn into something as small as a pen or a weapon, such as a knife or sword. ELEMENTAL SHAPESHIFTERS This variety can turn into raw elements but like the ‘in-animate’ variety above have to maintain their mass within 20lbs of their original weight. Often they specialize only in one element but it is not out of the question to change into others. They can turn into anything associated with an element. They can become a wall of fire, an ice sculpture, pure water, a whirlwind. They will still have some kind of form, especially if they are mobile. Naturally if a shapeshifter who becomes fire is dowsed with water, they could die. THE CLASSIC SHAPESHIFTER (One form) If your shapeshifter only has ONE FORM then a special relationship is ‘formed’ between the person and that which they change into. Some of the elements of that ‘shape’ will transfer to their ‘normal’ everyday self. It could be something as obvious as a man who can turn into stone being a little stronger and more durable than usual. A person who turns into an eagle, may have better than average eye-sight, while a wolf shifter gains heightened senses and so on. This is a perk for those who decide to take on only ONE specific shape. These shifters can also keep their form the longest as the second form becomes a true part of their nature. LIMITS You will notice that not many limitations have been set. That’s because this is a mature writing site and we trust that anyone who wishes to participate here respects the fact that we do not cater to unrealistic characters or the ultra-powerful. We do not want to stifle your creativity and look forward to reading your creation but if they are merely a mishmash of convenient abilities they will most likely have to be re-written. THE SKINWALKER (Shapeshifter sub-race) Skinwalkers were the witches or shaman of Southwestern tribes before the Nevus. Individuals that tended to shun all society and who were in tune with spirits, particularly animal spirits. After the Nevus event these attuned individuals developed a unique shapeshifter ability, they can alter their shapes at will to assume the characteristics of certain animals. These shaman are the only ones that turned into Skinwalkers during the Nevus event. They usually stem from the Navajo people, but deeply spiritual shaman and witches from other Indigenous Tribal Peoples have also been found to have changed. While many changes caused by the Resonance were spontaneously applied at random, the Skinwalker ability has only transferred to these indigenous heritage with this deep shaman link. There are two other well know skinwalker types — The Selkie and Swan Maidens. (See below). These sub-races of the skinwalker may possess different traits and abilities. Skinwalkers need the pelt or skin of the animal in it's ENTIRETY. A 'rabbit's foot' is not going to allow them to take on the form of a rabbit, feathers of a bird are not enough to turn into a raven. They need the whole skin — and there is nothing magical at all about these skins. They are just normal pelts and obtaining them will not give a 'non-skinwalker' the power to transform. A skinwalker CANNOT make skins for all their friends so they can hangout as animals. The skin can be fresh, or a preserved pelt, it doesn't matter. It just has to be intact. By placing it against their body the Skinwalker merges with the skin and becomes that animal for as long as they may desire. A Skinwalker could live out their entire life in the form of an animal if they chose. They have the ability to not only physically change, but psychologically as well. This means they truly understand what it means to become an animal. It is this trait that transfers some of these 'animal traits' to a Skinwalker while they are in Human form. A Skinwalker while Human, is quicker (3 times as fast as your average Human) and stronger (Twice or Thrice as strong as a normal Human). They also possess heightened senses and possess a form of Animal Empathy that allows them to sense an animal's nature and 'empathize' with an animal so as to direct it, but in no way does this allow them to command an animal to perform tasks beyond it's intelligence. They are not Aquaman! As Shamans*, Skinwalkers possess the ability to meld their minds with animal. This is an invasive act but a skinwalker knows how to establish trust and once allowed into the animal's mind they can hitch a ride and see what it see's. They cannot control the animal but can influence the direction it travels so long as the animal does not feel that direction to be a threat to it's life. During this process the skinwalker goes into a meditative trance and can maintain the connection for as long as they can go without food and water, or until some event would startle the animal and break the connection. Skinwalkers are highly attuned with nature. They are able to interpret scents and damage to foliage so well that they can read a path like a book (within reason of course). They also possess the magical ability to conceal their scent and move through foliage without disturbing it, nor leave tracks for a full five minutes. They can do this every few hours, which makes them virtually impossible to track down. A Skinwalker can even disguise the heat of their body and blend into their environment, being virtually invisible so long as they remain steady. They can do this up to five times a day. Other than the abilities mentioned, a Skinwalker will possess NO OTHER powers. You are welcome to elaborate on what has been provided, such as adding some details, but no significant alterations are allowed. PELTS / SKINS We shouldn't have to mention that the pelts and skins of larger animals can be quite cumbersome. It would be very unrealistic for someone to depict that they've stuffed a bear skin in their pack-back or that they wear a wolf-skin under their coat and no one notices. Part of being a skinwalker is dealing with the disadvantage of requiring pelts as a component for their magic. * Shaman - Skinwalkers were not "average" Native Americans before the Nevus event. They were shaman prior to the Resonance and have continued to maintain their deep spirituality after their change which is perhaps what has given them this unique shifting ability. Their spirituality dictates many of the choices they have made or will make in the future. Shaman loosely translates to 'priest' and that is how they have lived their lives before and after their change, a spiritual priest in tune with nature, often a loner in life. *Obtaining a 'skin' often does not involve 'killing' an animal, not in the same way that a hunter might. These skins are obtained in a very spiritual manner which is up the imagination of the writer. For instance, they can be the noble sacrifice of an older animal. They can be skins that have been passed down, etc. THE SELKIE (Skinwalker sub-race) These are a mythic people indigenous to the coastal areas of Scotland, Ireland and Iceland. They use seal-skins to transform into seals and have a strong relationship with the sea. They possess all the abilities of a classic skinwalker except they are more specific to seals and sea mammals in general. Anyone creating a Selkie will have a background connected to a coastal people where there are large populations of seals. Selkies may also have an extra power or two pertaining to the sea, but always bear in mind that the powers of 'skinwalkers' are always 'shamanistic' in nature. *Selkie are unnaturally strong. SWAN MAIDENS (Skinwalker sub-race) Born of folk-tale, these skinwalkers are only women and they use a swan skin to transform. Members are welcome to empower them as they wish but bear in mind we will follow, to a degree, the actual myth and Swan Maidens are obviously NOT very powerful creatures. If one is looking to create a stronger character they are better off just making a normal skinwalker. Modifying this race too much will just end up bastardizing it.
    18. Before you get started: First, check that your Play By (PB) is not taken, by looking at this list. If your Play-by is available it is a good idea to put in a HELP ticket to reserve it while you are making your profile, that way no one else can grab it while you are building your character. Only real photographs are allowed as Avatars - no anime/cartoon/art images. REALISTIC styled artwork will be considered for non-human appearing characters (orcs, lizard skin etc) and is subject to staff approval. Note that characters that turn into monsters but have a human form will need a real play by. Making your character - help building a good one! Details, details, details! We are an intermediate to advanced writing site, character development and substance will help with acceptance. Profiles should be descriptive and not a few sentences, giving a clear picture of your character and how they fit into our world. Determine NAME: Real names. They can be unusual and unique, but no chat “handles” or offensive/silly names allowed - it helps you be recognized as unique if your first name does not match an existing characters but its NOT a requirement- you can check the CAST Determine RACE: Check here but remember if you have a good idea for a race we are open to looking at it for addition - post a help ticket to run it by us. Determine FACTION: Remember they can be Factionless. Determine Appearance and Key Belongings Determine your ABILITIES/POWERS: Check here, under magic if your character possesses magic. Be sure to balance abilities with deficiencies. It is not the point of this game to be the most powerful! Remember they can be anything from a normal human to something exotic as outlined in the Race pages. There are no outlines or spell lists to choose from, your creativity is welcome as long as it fits our canon and rules. Determine Personality, Skills and Personal Items your character might have. Please provide at least a paragraph describing personality and character wants/desires. Determine your character's History. Keep in mind that the initial Resonance was in 2010 and there was an additional 'Resonance Wave' on November 2nd, 2018 that altered another small percentage of the Human populace. Your character should not only have history that covers before the Resonance but also what they have been doing since the world was upheaved 10+ years ago. Role Play Sample (only if its your first character). At least 2-3 paragraphs. We love detail here, but it's also quality above quantity. Many use a good post from some other RP and that is perfectly fine! Any subsequent character will not need a sample - just put "see x profile" for the sample. Add an Avatar - 150 px wide and 400 px tall fits best Once you have completely updated your profile submit a Help ticket under the Character Approval department. Just say you are ready for review in the ticket, no need to copy paste an app in there - it's all in your profile! Wait for approval! RESTRICTIONS (please also find more information in the RESONANCE RULES) Any characters with abilities or skills that might be considered overpowered might take longer to review for acceptance because being the "most powerful" is not the point of this game and we work hard to keep a balance. Please be patient with us as we work with you. PLEASE MAKE SURE YOUR ABILITIES MAKE SENSE. How and why does this power work? What is it's nature? What are its limitations? We do not allow characters that are children. See the RESONANCE RULES. Playable Angels/Nephilim etc are NOT ALLOWED. This is not to say we do not allow 'winged humanoids'. Playable Demons are NOT ALLOWED. Demons exist but only as NPC antagonists. Intelligent Dragons (or other massive, magical beasts) able to assume Human form are not allowed at this time. Some of these creatures exist in the site's backstory but the presence of playable highly intelligent creatures of titanic size, able to conceal themselves as Humans and wield powerful spells will only turn the site into a "Giant Monsters vs. Everyone else." story. Before the completion of your character it is expected that you have read all the information provided in this article and the rules. Any points that have not been understood should be clarified prior to the submitting of your completed character profile review. Just post a HELP ticket and we'll answer whatever questions you may have concerning our rules. This will prevent any re-writes that may result from misinterpretation. THANK YOU and HAPPY WRITING!
    19. Birth of Bakkhos (baa-kose) 2004 through 2009, the mafia and mob families of New York began a decline as one after another was arrested, tried and locked up. And while some continued to run their business from prison, it was not the same as being on the streets and in control. The "families" were beginning to decay. 2010 - the Nevus event. The decline of the NY "families" seemed to accelerate, seeming to bring the reign of the mobs and mafia to an end. The heads had all died, as had most of the underbosses. Fragments of families were scrambling to claim the void of power but none had the means to take full control of New York so it continually slipped from their fingers. That's when a bastard kid with a Harvard degree stepped in to intervene. Whereas each family was trying to erase the others and wrestle control of New York for themselves. Angelo Gaspari began to quietly meet with the remaining powers of EACH family. One by one he charmed them with his business sense and grand vision for a true NY "family", a melting pot of the last of each of the great mob and mafia cartels. None of them had enough assets to become a global syndicate alone, but together, together they still had tentative control over much of the Northern American continent, enough to plant a massive foundation for a syndicate to grow upon. By late 2011, Angelo was firmly in charge of the growing syndicate. With a devilish nod to their Sicilian heritage and its Greek ties, he named the new "family" Bakkhos; the old world spelling of Bacchus, son of Zeus and the god of excess, pleasure, satyrs, nymphs and wine. A name that didn’t give more importance to any of the individual families, a neutrality that helped garner him even more respect. The powers given him during the Nevus event coupled with the intelligence his parents genes gave him, Angelo sits now firmly at the top of the Bakkhos "family" tree. Known for being fair to the family but cruel when betrayed, he has grown the syndicate to reach across the ocean, importing drugs and guns from as far as Laos and China. Angelo helped the individual families see the power in a single syndicate and with his Harvard savvy he has trimmed the outlier businesses and focused on building the ones that would bring the Family the most power and money. This intense focus has led the Bakkhos syndicate to become the massive organization it is today. The largest gun and drug dealer in the northern hemisphere, the Bakkhos syndicate has family snitches among the cops, the lawyers, even the Vanguard of Humanity which keeps the heavily "altered" family in touch with potential threats from the fanatical "purists". The Head and Bosses of the Bakkhos syndicate are recognized by the Family, even those that have never met them, by the rings they bear. Angelo soon after the Nevus event had raided the Grecian exhibit at the Metropolitan Museum. Before he had ever formed Bakkhos he already was thinking ahead. His own ring is an ancient depiction of the Satyr Dionysus in heavy silver while for the Bosses he had gathered ancient gold rings that depict the more stylized Bacchus head with curls. The outside world does not fully comprehend that the Bakkhos family now reaches across the world. Organization Capo di tutti Capi - Boss of all Bosses: (Co-Star) Head of Bakkhos Family - Angelo Gaspati Head Bodyguard and Headliner for the club: @Derrick Mason Gray Bakkhos Bosses: (Co-Stars) Boss of Empire City Casino & Penthouse Gentleman's Club - "Lucky" Luciano Cavalli Boss of Finger Lakes Winery - Victor Nuzio Boss of Gotchman Import/Export & the Warehouse District - Carmine Strollo Senior Capobastone: @Matteo Carducci The second-in-command to both Gaspari and Cavalli, he is responsible for ensuring that profits from criminal enterprises flow up to the bosses. He is also the "boss" for Satyr Stadium and should any of the Bosses be killed or lose favor with Gaspari, Matteo is being groomed to take their place. Caporegimes: @Thomas Gallo (requires at least 5 months active play, staff approval and understanding of Bakkhos faction - these ARE loyals) Each Boss has between five and eleven Caporegimes (or capo) and at least another 20 capos report directly to the Head of the Bakkhos syndicate. A Caporegime (also sometimes referred to as a captain or "cap") is in charge of a crew who report directly to him and act in support of the Boss. The Caporegimes are typically known by a wedding band styled ring with a grape vine encircling the thick of the silver. Soldiers: (requires understanding of Bakkhos faction) The crew that report to the Capos, these are the clean up crews of the syndicate. When people vanish without a trace it is at the hands of the Soldiers. Associates/Family Members: (open to all) All others are deemed Family. From the snitches to the workers in the casino to the managers of the liquor stores to the captains of the cargo ships, all in the folds of the syndicate are "family. The "family" is approximately 9,500 strong, spread across the Eastern American Alliance with pockets found in the former western states and Canada as well as Spain, Italy and China to help with trade relations. Laws of the "Family" The 10 Laws are an amalgamation of the Commandments of the Sicilian mafia, the laws of the New York mob and gangsters. Violating some of these, particularly those against the Family, can end in a person vanishing without a trace as Angelo and his Bosses take the need for order across the syndicate very seriously. Appointments with the Head of the Family or Bosses must absolutely be respected. When asked by the family for any information, the answer must always be the truth. Money cannot be appropriated if it belongs to others of the family. No member is to steal from any member of the family. Be loyal to members of the family in good standing and do not interfere with their affairs. Every member is required to be respectful to any member of the family. Being disrespectful entices others to become hostile and disrespectful in return. Keep your eyes and ears open and your mouth shut. Sell outs have short lives. No member is to discuss any family matter with anyone who is not an upstanding member of the family. Every member will respect the authority of guards and administration in their own bosses and all other bosses territories regardless of the person's status in the family. No member is to gamble unless both parties have their money up front. All members are to look presentable at all times. All incidents minor or major involving family members must be reported to the appropriate boss who will in turn keep nothing from the Head of the Family. Members will not use their membership to exploit any favors from any member of the family. Properties The biggest and most recognized properties of the Bakkhos family are their clubs, hotel, casino, warehouses and import business. (see Bakkhos Properties) Beyond these primary properties, Bakkhos owns several apartment complexes in New York, the Bakkhos Liquor stores which spot the east and west coasts, several "vacation" properties in Spain, Sicily, and Japan where they often trade and an assortment of smaller family amalgamated businesses ranging from laundromats to pawn shops. Trade Routes & Partners Heroin - Laos and Thailand Cocaine - South America Opium - Myanmar Guns - Russia and China
    20. Currently this Co-Star is only NPC'd by @Gabriele Salvatierra or @Eris London - contact if you need to utilize him. Adrian was the ultimate North American "mutt". With a heritage that blended Cherokee, Hispanic, and French, he grew up on the streets of Montreal. Intelligent and resourceful he moved to California as a teen and built a fairly sizable empire making surf boards. An odd mix of dude and business savant, he had been expanding his business when the Nevus event altered his world. Adrian had quickly garnered respect for his ability to build something from nothing. He had been on a trip to Italy when he was infected, taking time before he headed back to North America. While there he had been found by Asaur and quickly gained respect as he gave advice on how to grow the small Sheut Nation. By the time he returned to North America he had been made its Minister. Sheut Mission: The North American tier of the Sheut Nation is tasked with embedding within the Vanguard of Humanity as well as the Bakkhos syndicate which has grown faster than the Sheut Nation had expected it would. Recent events have also put their eye on ARMA. Abilities: Normal Vampiric Abilities Powerful Telepath: Illusion Manipulation- The ability to manipulate what others perceive, such as making them see things that aren't actually present, or not see things that are. Emotion Manipulation- The ability to make one feel pleased, happy, pained, or any other emotion. Truth Perception- Able to tell when others speak truths or lies
    21. Juan Pablo was one of the 10 Ministers of Mexico's Supreme Court of Justice of the Nation. While not entirely uncorrupt, he was committed to making a difference in a world full of turmoil. Then the Nevus event rewrote the very fabric of South America. There was no more Supreme Court, no government worth mentioning. Half the continent was altered into unrecognizable lands untainted by technology and roaming those lands were races never before seen on earth. His new job, was to discover all he could about the "invaders"; a mission that fell right in line with the demands of the Sheut Nation which found him in late 2013 and made him Minister of the transformed lands. SHEUT MISSION His Sheut mission is to understand and discover the secrets of the strange world that has overlayed South America. ABILITIES Teleportation He can transport his body in the blink of an eye to any location he can see (he cannot guess, vision is required) within a fifty foot radius of himself. All items upon his person and 'one person' (touching him) or an item comparable in size to an average adult human can also be instantaneously trans-located. He can do this four times, possibly five in rapid succession every half hour. HE CANNOT transport a person or an item without including himself. If more than one person is making contact with him, or his eyes are covered, not allowing him to see, he cannot teleport. Microbe Tracing Human beings shed countless microbes. He has the ability to distinguish these microbes and track them within four hours of their dispersal. Skin contact or the flick of one's hair is all it takes to deposit this biological signature. Basically, he's a hundred times better than bloodhound, only his window of opportunity is less.
    22. Viktoriya was once no more than an understudy and chorus dancer in the Russian Bolshoi. How the low have risen. Before the Shift she had already learned to be secretive, cunning to get her way; traits that garnered her recognition in the new world. Viktoriya was in Spain when she was infected with the first release of the supervirus. Ambitious to a fault she quickly started using her newfound abilities to gain power, a meteoric climb that Asaur quickly put a stop to before she revealed them all. Instead he offered her a place on his Council. While Viktoriya has great ambition she is also very intelligent, recongizing that to push alone she would become a target herself, but within the secret world of the Sheut Nation she could put others at risk instead of herself. Viktoriya now goes out of her way to prove how much she not only deserves her position but is better at it than others. While this may sound petty it has resulted in a ruthless prowess that succeeds where others have failed. Where others were unsuccessful, she has managed to get one of their own within the walls of the Order of First Light, garnering her a position near the ear of the Chancellor. Sheut Mission: To keep an eye on the Order of First Light, understand their movements and how it may impact global stability. More recently trying to gain trust and work within the Dragonian central powers has been added to the European mission. Abilities Normal Vampire Abilities Visage Steal - she is able to take on the appearance of anyone she has touched Pain Projection - she can cause others unbearable pain without so much as giving them a paper cut. Rumored she can actually boil blood inside another's body but no one has lived to tell the truth
    23. Polynesian by birth, Kailao has always had a focus on wanting to preserve his island homes and native people from excessive development. After the Nevus event and his subsequent change, he became even more territorial, defending his area of the world with the ferocity of a natural born protector. In 2013, Ausar came looking for him. The Chancellor of the Sheut Nation knew that such a defender could be an asset to that part of the world. While none of the major factions are in this territory, it would be a good place for them to seek to build a secret fortress. The lands are remote and difficult to get to so a faction could potentially grow huge with no one the wiser. However with a defender watching over the territory it was likely that any faction would be discovered long before it reached a size of threat. Kailao is the most distant of the Ministers, only coming to the council when his presence is demanded by the Chancellor himself. Otherwise the Lycanthrope is content to leave the politics to the other four Ministers. The native lives with as little technology as possible, his home having one secure room with camera feeds and satellite phones, a requirement of the Nation's not his doing. But since they give him the means to defend his territory, he plays within their world. Content to be as deep in the shadows as the Nation will allow. His home is nestled on a remote island near New Zealand, which allows him to not bother with locking himself up during the full moon cycle. While the Condor Beast is a terror, it is barely capable of flight, only able to glide between the nearby islands which all lack human inhabitants. Sheut Mission: To keep control of Australia and the Polynesian Islands as pristine lands. To prevent the Order of First Light to expand in this area beyond Sydney. Lycanthrope Abilities: He has the normal excessive strength in human form as well as the detriment of being forced into changes with every moon cycle. Enhanced eye sight in human form as well as uncanny way of finding people that are unseen.
    24. Hyun is a former Order of First Light Sword-Lieutenant who broke with the group around the same time the rebel group ARMA did. Like many magi, she had been growing less and less comfortable with the overbearing nature of the High Archmagi, though unlike others, she had been making her connections with other groups. A long time hunter of vampires, she allied herself with them instead, feeding them information on the Order's activities while she lay the ground for her departure. The little stunt of the faction in New York made for the perfect cover. The Vatican was far too occupied with an entire branch office to concern themselves with a lone magus, and she made her escape cleanly. Now she serves as an official for the Sheut, using her inside knowledge from her days in the Order to effectively navigate around them - or destroy them - as needed. Sheut Mission: To infiltrate and observe the trade routes, both legal and illegal, throughout the Asia nations while keeping abreast of the Order. Magus Abilities: - Illusion (Invisibility): Hyun is a master of stealth, able to use her magic to vanish from all five senses in very short order. She must split her attention to cover more than one sense, however: it is much harder to vanish from all five, and she must have total concentration to do it. It is much easier for her to vanish only from sight. This ability is very tiring in bright light or out in the open, but she can maintain it almost indefinitely at night, with the right cover. - Mental magic: Hyun has a set of psionic spells that aid her stealth operations. First, her simplest spell allows her to read surface impressions of the thoughts of others. She cannot get detail, but she can get an idea of what they are thinking at that moment. Most useful however is her 'Fade' spell, which muddles the memories of an affected target. She cannot make someone forget something totally, but she can make the memories unclear and indistinct - for this reason, even most of those who have seen her on an operation could never give a proper description of her, allowing her to maintain her cover as needed. - Healing: it is believed there is very little that the magus can not repair.
    25. Zeph

      Connor MacBride

      LEAD AGENT - NY BRANCH Connor is actually a cousin to the Wards. As the Lead Agent of the NY Branch he assists in coordinating other field offices. He stands 5’11” and weights approximately 180 lbs. Ruggedly handsome, the Irishman keeps his brown hair long. He prefers stylish suits and never wears a tie. A free-spirited individual Connor is a very polite and caring person with a strong sense of right and wrong. Often driven by his passions he tends to follow his heart and cast aside logic. He grew up in Ireland but always stayed in touch with his cousins from the Ward side. He would eventually end up a member of Stone’s sailing crew, a partnership forged in competition that would further solidify in Pharos. An exceptional agent, no one cay deny that he did not truly earn his position in the organization. ABILITIES EMPATHIC DOMINATION / SELF CONTROL Connor is able to manipulate emotions within a fifty foot radius of himself. He is able intensify one specific emotion and sometimes his own emotions are manifested in this ability. This power also gifts him with incredible control of his own emotions, allowing him to reduce stress and maintain a consistent heart rate even during the most trying of moments. The ability also has an effect on plants. Able to impose ‘good feeling’ upon flora he can stimulate their growth and promote good health. SKILLS Educated at Trinity College of Dublin, Connor attained his masters in botanical science. He is extremely knowledgeable with plants, especially their historical usage. LANGUAGES: Aside from English he can speak Irish Gaelic and German.
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