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  • Zeph

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    1. Zeph

      Anand Dayal

      LEAD AGENT - LA BRANCH Anand originally worked for the Indian Pharos Division in New Delhi. The Ward Institute existed there for some time and he was the head researcher. When the Resonance came tragedy befell his family and in to escape the pain of the loss he applied for the position of Lead Agent at the L.A. branch and left his home. APPEARANCE Tall, he stands 6'2" and is a solid 185 lbs. He has a lighter complexion and keeps his black short and well groomed at all times. He prefers suits to casual wear and even when dressing down he's much more formal. PERSONALITY A pleasant man, Anand is an exceptional conservationist. He prefers to handle situations with his mind instead of his fists, but if forced to fight he is fearless. ABILITIES NONE. SKILLS Highly trained in combat tactics and weaponry, Anand was in the military before he joined Pharos. He is a master of Akido and Yoga and actually used the latter in combat, utilizing the movements of the long forgotten martial art. LANGUAGES Hind and English.
    2. Zeph

      Deirdre Park

      CONTROLLER OF PHAROS NORTH AMERICA Ms. Park is from the Chinese Division of Pharos, her particular branch disguised by an agricultural corporation of which she was the Controller. She had exceptionally performed her duties for almost twenty years years before the Resonance occurred, devastating her part of the world. Beijing had been hit hard by the effects of the Nevus and the city was fast overrun by demonic creatures and other mythic monsters forcing her, like so many others to evacuate. There was absolutely nothing that Pharos could do that day, everyone had been completely overwhelmed. She was lucky to escape with her life but her husband was not so lucky. Fortunately her children who were in their teens made it out unscathed. When a position opened up in New York for a controller she jumped at the opportunity and was accepted. She arrived in North America a few months later and has been there ever since. APPEARANCE Deirdre is a beautiful woman who barely looks older than half her age. She has a flawless complexion and a petite toned frame. Her long hair is the customary Asian blue black and she keeps it up in a traditional braided hair-style. In fact her whole style is very traditional. She wears older Chinese styled clothes and her entire persona reflects a more ancient time. PERSONALITY Kind, quiet, serious. These three words best describe her. She has a very 'old world' attitude and doesn't take any non-sense from the in-experienced, she has no patience for it. Everything she does in precise and well thought out, like her her martial art maneuvers. ABILITIES SPEED — Ms. Park is fast, very fast. Able to move and react fast enough to deflect one, possibly two bullets with a sword. But such explosive speed cannot be maintained for very long. She can move in bursts for a few seconds each, taking at least twenty seconds in-between to rejuvenate her energy. This means that she cannot move in a constant state of hyper-motion. She can maintain these bursts for approximately fifteen minutes before she completely tires and requires at least an hour's rest. This means that she rarely uses this ability for more than five minutes to avoid the fatigue. Even still, she is quite tired after. She needs at least half an hour of time between using this power multiple times. KI-STRIKE/SHIELD — She can summon her Ki, her internal energy, and turn into a force that can protect or attack. As defense it is like a body-sized shield. She must remain stationary and can maintain the force for up to ten minutes if needed. It will stop bullets and even retard an explosion so that she only takes very minimal concussive damage. Heat,fire, electrical energy are absorbed by it. She can utilize this technique every twenty minutes for a maximum of four times a day. The strike has a range of 25 feet. Optimal strike distance is point of physical contact to 12 feet. She generates a powerful unseen force that when hurled at an opponent from the motion of a punch or kick is equal to the force of an impacting car moving at 40 MPH. It is a devastating attack, one that she could only perform once every three hours and only twice a day. SWORD HAND/ARM/FOOT/LEG is combining her 'shield force' with a swift hand or foot strike. It has the power and edge likened to a sword. She can only perform this once day which counts as one of her strike attacks (sword-hand/arm could obviously parry an actual sword or even block a bullet.) SKILLS Aside from all that qualifies for her current position, Deirdre is an amazing master of Wushu and deadly with a straight sword. She has mastered a variety of other weapons but nothing compares to her passion for the sword. LANGUAGES Cantonese, Mandarin, English, Some Japanese.
    3. Zeph

      Christopher Ward

      CEO OF WARD INSTITUTE & N.A. SECTOR DIRECTOR As the CEO of Ward Institute and Leader of The Pharos North American Division, Christopher Ward’s days are rarely dull, not that they would be in his family. An intense man, he’s not above jumping into the trenches and working alongside agents — he lives and breaths his work. APPEARANCE Ruggedly handsome with a thick head of brown hair and stern blue eyes, the intensity of his persona is reflected in his features. He is rarely out of a suit, but more than often the blazer is discarded. A practical man, his attire reflects this with no-nonsense styled pants and shoes.. PERSONALITY All the Ward’s seem to emit an aura of strength and severity, Christopher is no different. Practical to the core if one didn’t know his name they’d have no idea the man sat atop bank accounts pushing close to a billion dollars. Unlike the rest of his family, he seems completely detached from the family fortune. A physical man, he possessed a passionate temper that at times can get the better of him, or rather someone else, but those incidents are rare. He’s a very controlled individual, his back only getting up when family, friends are threatened or greed crosses his path. Above all, Christopher wants to trust people. He believes in ‘character’ and is a man of many chances, but it’s three strikes and yer out. He’s made his own share of mistakes and doesn’t ever hold himself above another until it’s evident they’re a bottom-dweller. LIFESTYLE His days are long but he makes time for his family and his fitness. He’s always been active, a boxer in his youth Christopher is no stranger to intense workouts. Later on in his years now, he prefers bike riding to fighting in the ring, but he still likes to mix-it-up once in a while. A coffee drinker, there’s always a cup or two lingering on his messy desk. He likes to have several projects on the go at one time — keeps him on his toes. Fact is, he’s easily bored and when work starts to bog him down he’s not averse to jumping on plane, boat, or the car and spontaneously taking off with his family to some exotic location, or simply just the mountains. Christopher’s office is a montage of photographs depicting the lives of his family and their many vacations. Family is extremely important to him. ABILITIES After the Resonance, he was blessed with heightened endurance and an indomitable constitution. It’s almost like his body ‘eats’ adversity and pain, and probably why he pushes himself so hard. His muscles can endure ten times that of a normal man’s before lactic acid starts to build up. It’s really hard for him to get physically exhausted, but the mental strain of his day usually does the trick. He was born with an exceptional memory, some believe it to be photographic but Christopher does not exhibit any of the strange quirks associated with the ‘gift’. SKILLS Christopher never had a formal education, everything he learned was from his father and working on the job. He was groomed for his position and those who dare to challenge his ‘limited education’ usually pay the price. He’s has read and studied more on business, anthropology, linguistics and archaeology than most doctors, thus people are ill advised to judge him by what’s written on paper. An excellent marksman, like most things Christopher pursue he works hard until he excels at them. His boxing skills combined with the standard Pharos agent combat training makes him formidable if it comes down to physical confrontation. He is an exceptional investigator, his high powered memory allows him to scan and remember minute details of a scene. His father took him on countless digs and anthropological explorations. He’s been all over the world, and experienced many cultures first hand. LANGUAGES: Aside from English, he can speak/read French, German, Welsh, Latin, Ancient Greek and Irish Gaelic. HISTORY Christopher’s education began when he was a child, his father took him everywhere. By the time he was twelve, he’d already been around the world. His father was a believer in ‘hands-on’ learning. He didn’t hold much store in the classroom and so his son didn’t spend much time in one. He worked along his father Paul Ward until the responsibility of the foundation was passed on to him. He still lives alongside his father in Ward Manor. Wife: Charlene Children: Dalton - 22. Re-married - Daisy - 13, Brice - 7. NO ILLEGITIMATE CHILDREN
    4. Zeph

      Sapphron Ward

      DIRECTOR - LA BRANCH Sapphron Ward couldn't wait to escape to L.A. She had longed to work at a distance from her family so when the opportunity to head a western office arose she jumped at it. APPEARANCE She stands a mere 5'2" with a curvacious body, her thin waist line often accentuated by form fitting dresses and suits. Her hair is a golden red, eyes a pale blue green, her skin pale. PERSONALITY Sapphron is a brooding woman her eyes often lost in some unpleasant memory. Growing up in a male-driven family took it's toll on the young idealist but she persevered and proved to them that she was more than capable of standing alongside her brother and cousin. This struggle shaped a strong willed woman but one incapable of intimacy. She is a very cold person, few can warm her. LIFE STYLE She has a passion for food and drink. Sapphron often eats out, delighting in the exploration of L.A. and beyond. Once upon a time it was not uncommon for her to fly to Paris to delight in the cuisine, but since the Shift, like most people, her travel has been severely cut short. She stays in shape, exercising regularly, nothing as major as her brother however. Stone always did things to excess, Sapphron is not so different except she knows when to draw the line. ABILITIES After the Shift, Sapphron learned that possessed influence over the wind. She could manipulate it's direction within a vicinity of approximately a 100 feet of her person. Of course this more diverting it, she can't make the wind blow in the opposite direction. Along with this, she can transform into the wind and travel in a single straight gust for about five minutes before she has to materialize one more. She can do this three times in a hour. As the wind, the top speed she can achieve is 50 MPH. When she changes all items touching her body change as well with the exception of larger bulkier items, like a purse, gun or knife. SKILLS Educated a Dartmouth, like her brother, Sapphron pursued a career in the medical sciences. She has her doctorate but never intended to open a practice. Instead she uses her knowledge for Pharos research. LANGUAGES Aside from English, she can speak/read French, German, Latin, and Irish Gaelic. She also knows some Cantonese. - Unmarried - One daughter: Willow - Age: 15. NO ILLEGITIMATE CHILDREN
    5. Zeph

      Stone Ward

      DIRECTOR - NY BRANCH Stone Ward is an intimidating man. A world class sailor, mountaineer, explorer, his accolades go on and on. While his cousin Christopher was traveling the world with his father, Stone was cutting his own path in life and taking down anyone and anything that stood in his way. APPEARANCE Handsome with sharp angular features, piercing grey eyes, sandy blonde hair and tanned skin he is a stark contrast to his cousin Christopher and yet they are also cut from the same mould. Well groomed, his attire varies with the occasion, but is always stylish. He takes great care in his appearance. PERSONALITY He comes across as being arrogant but in the man’s defence he isn’t often wrong and is very direct. Stone cannot stand when people beat-around-the-bush, “If you’ve got something to say, spit it out or shut up.” Extremely charismatic, people are drawn to Stone, he seems to exude the qualities of a celebrity in combination with the wisdom of a natural born leader. A genius, there aren’t many people, unfortunately that Stone get’s along with, there are really only two, his sister and his cousin Christopher. The two men are ever butting heads and act like bitter rivals but deep down Stone respects his cousin like no other. He has never doubted that he should be the CEO of the company and is content with his position in the foundation. LIFE STYLE When Stone isn’t directing he’s in and on the water. Not only is he a world class sailor but he’s also an amazing swimmer. In his youth he had actually qualified for the Olympics but due to circumstances beyond his control had to decline the privilege; an ever persistent regret in his life. A health nut, Stone watches everything he consumes, does yoga and keeps his body in tip top shape. His office reflects this healthy and adventurous lifestyle, mementos from his triumphs on display throughout. It was during the Shift that he turned, one of the lucky ones to be stricken with the original strain of the Lycnanthrope-Virus. Only his wife, sister and cousin know his secret for which he takes every precaution money can buy to conceal his affliction. ABILITIES LYCANTHROPE - Werewolf. Transforms into a frosty grey wolf-man. SKILLS Educated at Dartmouth College, he received degrees in business and anthropological sciences. He was a top athlete, excelling in a variety of sports, playing as if he was chasing a ghost, but he didn’t stop there. Always having a passion for the sea, he started sailing at a young age and eventually captained his own vessel, claiming cup after cup around the world. He climbed Everest and has taken on other deadly peaks. He’s also been to both poles. He is a world explorer; a survivalist. There are not many challenges he’ll back down from and has the skills to take on most. LANGUAGES: Aside from English, he can speak/read French, German, Latin, and Irish Gaelic. HISTORY Stone always admired the relationship his cousin Christopher had with his father. His own had little to do with him. Married to his work, he provided little time for his children and their mother being an alcoholic, Stone and his sister learned to look after each other. Fortunately his uncle often took Stone along with he and Christopher, inspiring him to travel and challenge nature. When he was still young his father developed an illness that baffled doctors and would eventually take his life. Stone became the proverbial head of the household and embraced the responsibility. Wife: Heather Children: Mason - 12, Kyla - 9. NO ILLEGITIMATE CHILDREN
    6. NOTE: CO-STARS ARE OFTEN OP TO BALANCE THE FACTIONS DO NOT USE THEM AS TEMPLATES FOR YOUR OWN ABILITIES AS YOU WILL GET DENIED Note: Ausar is a hidden presence in the Sheut Nation. It is rare he will ever be seen unless among the inner circle of the Ministers or Viceroys. Currently this Co-Star is only NPC'd by @Gabriele Salvatierra or @Eris London- contact if you need to utilize him. History Of Egyptian decent, all that is really known of Ausar is he was the first to be infected during the Nevus event. Charismatic he quickly adapted to what he had become and used the knowledge he had gained from the "firsts" to seek the Books of Sheut, archives of the first nation. Using the guidance of the books and seeking out those like minded, he began to form a new society quickly after the Nevus. He is a visionary that has used fictions that hid the first Nation to keep the vampires still living in secrecy. He also uses his influence to find allies outside the vampires as evidenced that half his Ministers are not vampires at all. His goals are much like the first nation's, seek to infiltrate all sectors of power without outing their own presence. Some might say he is obsessed, mind tainted by the knowledge he inherited, but others see him as genius and predict he will lead them to a more enlightened future. Suspected Abilities The typical vampire abilities but it is said they are double of any other vampire in existence. What is more is it is said he is the only vampire to carry full abilities as a magus, able to manipulate mana at his whim. Of course all this is rumor and hearsay. None are certain the extent of his abilities and the Nation's enemies are quick to point out that only a weak one would be so hidden from the world. Ask the few that have met him and they will only smile knowingly, keeping his secrets.
    7. March 20th, 2017. The Federation of Western America revealed to the public their new Detention Center specifically for Altered Humans. Those who were once 'Human' have a right for rehabilitation and now New York boasts the first facility able to hold these 'super-powered' individuals. The space had been divided so that it can accommodate both genders. There is a male and female side and the two never cross over, both sections have their own wardens. Only those judged to benefit from rehabilitation will enter Alcatraz but those who qualify will wish they hadn't. Imagine the most secure prison imaginable. Now, multiply that by ten and you're getting close to it's level of both physical and magical security. The majority of the prison guards are Humans with Abilities who are members of the Vanguard of Humanity. Their training in combat and security measures are unmatched. Each and every one of these guards would eat five of your toughest inmates for breakfast. The site of Alcatraz was chosen because of what it represented to the population. Two years after the Nevus event, construction began and after five years of construction, the first prisoners were incarcerated April 1st, 2017. While it is considered a 'maximum security facility', perpetrators of minor offenses may also serve their time there because of the nature of their abilities. It's also quite safe because there is no 'general population'. Allowing criminals with extra-abilities to gather is simply stupid. All prisoners serve their time alone. They will only gather in groups of no more than four for daily routines, always in someway bound, always under supervision. There is no privacy in Alcatraz so get used to Big Brother looking over your shoulder at all times. New Alcatraz is supposed to represent the cutting edge in 'super-human detention'. Anyone incarcerated in this prison needs special permission to 'break out'. It's not much of a prison if over three characters in a year's time escape. SECURITY Prisoners wear the classic orange jump suits. Their method of restraint is specially designed to nullify their abilities, the most common form being drugs which inhibit their powers. It is only when a person cannot be controlled by any means that a court may unfortunately opt for the death penalty. To qualify for a stay at Alcatraz they have to be confident in their control of the inmate. Before a criminal will even set foot in the prison they undergo a full scientific exam to determine whether or not their powers can be managed. Alcatraz guards are basically the best the Vanguard of Humanity can offer for the position. Naturally, the best of the best aren't lining up to guard criminals but those they do provide are more than adequate for the job. Highly skilled in combat and well trained in assessing extra-abilities a team of them are more than capable of taking on most unrestrained criminals in a straight up fight. THE RULES OF ALCATRAZ The rules are simple. If a prisoner at any time threatens the life of a guard they are tossed in the 'hole'. This dungeon is a 4' x 4' shaft that descends half a mile underground, below the sea. There are several other security measures in the shaft. There is no escape. They'll be left there until their almost dead and then after that, if they ever threaten a guard's life again (this means any attempt to escape) they will be killed on the spot. CELLS and PRISON LIFE One prisoner to a cell. Prisoners are ALWAYS in some way restrained. There are always guards present. There are seven levels to the main complex, each color coded. There are levels: red, yellow, blue, orange, purple, green and gray. They have nothing to do with the severity of the prisoner's crimes, except the middle level (4), which is gray. It is known to harbor the most dangerous criminals. There is no place that is accessible to a prisoner that DOES NOT have cameras. Alcatraz for all it's high tech gadgetry is still your basic prison. Prisoners eat in their rooms and have little contact with other inmates. Each level has a courtyard with 'agro-lights' (natural sunlight bulbs) which they are allowed to visit daily with no more than three other prisoners. There is no helicopter pad. The prison is ONLY accessible by the water.
    8. Zeph

      Fae (Faerie)

      You will notice that the Fae article is extensive, it is this way for a reason. Because Faerie are inherently 'chaotic' beings we simply cannot have them mulling about with no rules. As with anything there is a natural order and Faerie are truly not as 'free spirited' as they would like to believe. If you wish to develop a Fae character please ensure that you read all of the information. Also if you are interested in playing a fae that is not listed this site tends towards the folklore of fae so Irish, Celtic, Asian and Scandinavian lores. In the true sense of the word, 'FAERIE' , 'FAE' or 'FEY' would probably define the whole of the supernatural world. In our setting, however, there are many creatures that are not recognized as Faerie-kind thus making them a distinct race onto themselves. The Fae or Faerie, are of two kinds, true veil crossing fae, and those that had existed in a parallel universe that coexisted with humans on Earth. Then the Resonance of 2010 opened up the veil between the many worlds, including the one hidden on our own world. When the Veil temporarily dropped, not only did beings cross over, but in some places entire areas (such as a forest or castle) passed through, merging with and altering what previously existed on Earth (displacing it and theoretically sending what was there to the Fae Realm). These instances, were of course rare but it gives one a sense of how Earth and the Faerie Realm are connected. In some places on Earth, even prior to the Resonance, the Veil has always been thin and still is (though still do not allow passage between). These are places like Stonehenge or any other relic or ruin that has for thousands of years played a significant role in our world, and theirs. They come in various forms and sub races. While many once 'normal' humans gained 'gifts' after the Resonance, it is well known that the Fae lost some of their otherworldly powers. As if a balance was created when a fragment of the Fae Universe merged with the Human world. The term Fae is applied to any being that ties to the old legends of classical Faerie-kind. These are such creatures as Pixies, Sprites, Brownies, Dryads, Sylph and so on. It's an extensive list and you are welcome to produce any Fae from it, submitting tickets for new ones to be approved. VIRUSES Some of the Veilcrosser fae are immune to the super viruses. The immunity prevents the metamorphosis but these beings do in fact get 'sick' from the viruses and over exposure can even kill them. The blood of a Veil Fae made ill by a super-virus is tainted and foul tasting and non-nutritious to blood-drinking creatures. ALL Metahuman Faerie, that is to say, Humans who have been transformed into Fae are NOT immune. NATURE OF THE FAE They do not physically age like mortals, remaining youthful for extravagant periods of time. It is because of this timelessness that Fey gain wisdom VERY SLOWLY and they do not recall their past in the same fashion as Humans. This is where they vary greatly from other long lived beings such as Elves. They simply tend to remember the 'highlights', often the details are lost. This is the mind of an immortal that embraces the gaiety of youth. They are not immortal, but are extremely long lived. NO MATTER HOW OLD YOUR FAE CHARACTER IS THEY CAN ONLY RECALL THE LAST 65 TO 75 YEARS OF THEIR LIFE. BY CROSSING THE VEIL ANY POWER THEY WOULD HAVE ACCUMULATED OVER TIME WAS ALSO REDUCED, SO GREAT AGE MEANS ABSOLUTELY NOTHING TO A FEY ON EARTH. Unlike Humans, Fae DO NOT possess 'free will', they are in fact bound to the order of the Universe, an order that Humans have always been at odds with. It is the ability to fight against nature, to rule it, that has always fascinated and attracted the Fae. Fae tend to live day to day, rarely planning for the future, never worrying about the past. This is their basic nature. They can learn to be more Human but will never be Human. Frivolousness is the heartwood of a Fey but one would be cautioned to judge them by it. As vapid as they may seem, Fey are cunning, quick witted, and sometimes maliciously cruel creatures. Those of the old world respected them, and those of the new should learn from the past. METAHUMANS — THE LOSS OF HUMANITY It was five years after their transformation, five years after the Resonance, in 2015 that all Metahuman Fae began to lose all about them that was Human. Those Fae who were once Human naturally are different than those of pure blood who passed through the Veil. Most remember what is was to be Human, the 'Holy Grail' to all Fae. It is a trait that separates them from the 'true' Fae kind, but they are in fact true Fae. Not only do they inherit their physiology but their mindset as well. The 'genetic memory' will alter their perception and slowly eliminate their Human side. In time, a Metahuman Fae will completely lose their Humanity. Their memories of that time will fade, become like the dreams of someone else. GREATER & LESSER FAE Greater Fae have more human like forms. Some of them are considered the royalty and upper class of the Fae Kingdom, known as the Sidhe but in reality this is a self proclaimed title. GREATER FAE ARE NO STRONGER THAN THE LESSER, THE LESSER ARE NOT 'WEAKER'. Among Faerie-kind it was once desirable to be more human. The closer one appeared to resemble 'Inheritor's of the Earth' the more status one had. This is really not the case any more although many of the so-called Greater Fae still believe themselves superior. Sylph and Nymph would be Greater Fae, yet when it comes to guile and all around intelligence they are greatly surpassed by the likes of a Brownie or Leprechaun. Being GREATER is all about being more Human-like and nothing more. Lesser Fae are basically defined by their 'in-human appearance'. While they often can look like a human their true form is anything of the sort. They come in many forms, from the diminutive pixie to the Cu Sidhe, an enormous black hound and harbinger of death. Other lesser forms: Kelpie, Bean Sidhe (banshee), Puca, Leprechaun, Leanan Sidhe, etc. FAE TRAITS & ABILITIES Fae are passionate beings, often lacking the emotional fortitude possessed by Humans. Some are good, sometimes defined as 'Light' or 'Blessed' (Seelie) and some are evil, the 'Dark' or 'Unblessed' (Unseelie). There world is, however, not so black and white, especially now, but they do hail from a world of stark contrast and as such their abilities will tend to adhere to a theme of mischief, of benevolence, or pure malevolence. Goblins are not nice, their magic is sinister, while Pixies are purely mischievous and thus will lack any powerful offensive or defensive capabilities. THERE ARE A LOT OF FAE AND IT'S DIFFICULT TO GENERALIZE THEM. THE FOLLOWING ABILITIES ARE COMMON TO THE FAE RACE AS A WHOLE BUT IN NO WAY DO ALL FAE CONSISTENTLY POSSESS THESE TRAITS WITH THE EXCEPTION OF ONE — A WEAKNESS TO IRON. These abilities are a guide-line, but this is not to say at all that these traits should be ignored and replaced by whatever the writer desires. Potraying a Fae does not grant the license to create a completely alien race. The weakness to Iron is non-negotiable. All Fae are affected by it. We expect all Fae to possess some of these traits in some shape or form. We are more than aware that their may be some kinds of Fae that will deviate, there always are. If such is the case we urge you to remain true to their traditional abilities. Once more we have to mention that Faerie ARE NOT VERY POWERFUL. The powers they possessed on the other side of the Veil have considerably diminished. Earth DOES NOT possess the same degree of magic as exists beyond the Veil. IRON The use of iron turned the tides against the Fey world. They are only able to utilize the precious metals like silver, gold and platinum. Iron is their destroyer. It causes them serious damage, literally poisoning them and dampens their magic. While a Fey could actually touch and wield a sword of iron for them it's weight is three times as much and prolonged exposure weakens them. Being around too much iron actually makes them ill. It's smell is extremely pungent to them, causing headaches and leaving a bad taste in the mouth. Binding a Fey with iron surely prevents their escape. RESISTANCE TO COLD Faerie are physical beings born of the elements, thus they are not as susceptible to them. Commonly, the Fae are resistant to cold. While cold conditions may still be uncomfortable for them they will simply never freeze to death by natural elements. Extreme cold, the kind that surpasses 'arctic cold' is considered unnatural and will actually freeze them. LIGHTNESS Fey with their classic wispy wings are reliant upon this ability to fly, and those with wind control powers can use them to fly. A Sylph would be a prime example in this case. This has nothing to do with light and everything to do with weight. 'Some Fae, not all' will have the ability to make themselves weigh less, some (but not all) becoming so light that they can blow away upon a summer breeze. They can do this at will, but when they are light it is needless to say that they will lack a lot of power. Performing even the most basic of actions often requires some weight, thus while they are floating about they are capable of performing very few physical tasks. It is not strenuous for a Fae to maintain their lightness but it cannot be maintained indefinitely. HEALTH Fey simply don't typically get sick or diseased. The only time they will ever suffer ailments is through accidents, violence, magic, exposure to iron and infection by the super-viruses. They need to eat very little. The Fey are actually nourished through magic and nature, by sunlight and moonlight. Some, the darker of their kind are fed by more sinister means. ANIMAL EMPATHY Some Fey possess the power to read an animals emotions and communicate their own to them. This DOES NOT allow them to control animals, only make suggestions that their animal intelligence might be able to understand. FAERIE GLAMOR This is basic ILLUSIONS 101, nothing major. Some Fae are able to 'trick the mind', produce minor misperceptions to mask a small area the duration of which relies upon their presence and concentration. The success of such magic rely upon environmental conditions and willingness to believe — a poorly placed a illusion will create doubt and allow people to see through it. FAERIE MAGICK Like Magus, they can see mana. Their magick is dependent on their nature. Forest faerie will tend to wield spells affecting nature and the elements, while a Dark Fey may tap into more sinister incantations. We expect their abilities to coincide with their nature (nothing ever so far fetched as a Fae known to be of the element of water wielding fire and so on). FAERIE BLOOD HAS NO SPECIAL PROPERTIES! VAMPIRES DO NOT GET INTOXICATED FROM IT! The only odd thing about Faerie blood would be that their hemoglobin uses copper and not iron like Human-kind. If anything, because of this property, their blood would most likely possess a displeasing taste to 'blood sucking creatures'. THE SIDHE COURT The Sidhe Court was once a loose form of governance providing some order and direction to these inherently chaotic beings. But with the cross to Earth the Court has fallen apart, mere fragments existing and for the most part ignored by the very flighty nature it was meant to control. LIFESTYLE Fae have spread across the world. They live in the cities and the forests often times concealing what they are for fear that the VANGUARD may come crashing through their doors. The Fae have many enemies. THEY ARE NOT ADORED! The novelty of their presence has quickly worn off and many people simply find them annoying. Their constant mischief, lack of respect, disregard for laws and rules have made the Fae less than desired. Some take it upon themselves to exterminate them like any bug, but not all are so easily disposed of. Often times ARMA and Gnosis are called to mediate when Fae problems arise. Those who are fortunate enough to deal with them can count themselves blessed since judgement by their own kind is often swift, sure and heartless. "DARKNESS IS LIGHT AND LIGHT IS DARKNESS" The Fae understand (or more appropriately try to) that Dark is defined by Light and Light is defined by Dark, one cannot exist without the other. It is this dual nature of the Fae that makes them both like and unlike the Humans whom they modeled themselves after. No matter how moralistic or immoral they may be this balance always exists. It brings order to their kind even in the darkest times, and the lightest — how easily one can drown themselves in mirth as surely as fall into the depths of sin. THE COURT OF MIDNIGHT The Court of Midight was once where light and dark came together to discuss matters that will effect the whole of the Faerie World. It was always held at night and court was in session precisely at the stroke of midnight. But this court too is but shadows of itself on Earth. Those that seek the organization of the lost court tend to be part of Fanya Niasa - the Veil Alliance. FAE GATHERINGS (Neutral Ground) Many Fae have simply chosen their extreme side because they agree a little more with one than the other. Realistically both bear ideals that most can only dream to uphold, but it is their way. It is because that most Fae actually sit in the gray area that 'Fae Gatherings' are commonly held in mystical groves and underground caverns known only to them. These areas are not necessarily sacred, but consecrated for the time of the gathering. Over time, if they are constantly used, they will become true sacred areas (as seen below). These gatherings give old friends a chance to reconnect and beings who would otherwise be enemies a chance to meet on peaceful ground. Often, these gatherings are accompanied by market, banquet or both. 'NOT A DROP OF BLOOD MAY BE MALICIOUSLY SPILT.' Once one drop of blood falls out of malice the spell is broken and the gathering is ended. All becomes dark and dull, the Fae are forced away from the 'designated area' (this is beyond their control). They will all be disperse, reappearing somewhere far away from the gathering spot. Fae Gatherings are not always about dance and mirth, they can also be quite dark and decadent. These are Fae in their truest forms, unpredictable, fiery and flippant. They love, they mock, they alienate, they accept. Fae in their element are at best contradictions onto themselves. SACRED GROUND There are also places on Earth that are eternally NEUTRAL. It is in these places that no Fae can spill the blood of the other. If violence arises between them in these 'SACRED PLACES' the violators will be cast out, teleported several miles away, perhaps even on the other side of the world. While sacred areas are rare, there are common places on Earth which are always sacred. • Any bridge over flowing water is neutral. Fae CANNOT spill Fae blood on a bridge (and these do not have to be constructed, they can be natural bridges as well). • Also, the area around any extremely old tree offers sanctuary. This is why many Fae gatherings are around old trees, they add to the magic. There are very few areas aside from bridges and old trees that are sacred. An example would be Trinity Market of Omenwich Square, no Fae can cause harm to another of their kind in this place. Any violence that may arise vanishes in the blink of an eye and the violator thereafter cannot return for several days. THESE AREAS ARE NOT COMMON. if you create one in-story, please let site administration know so that we can add it to our list of known areas. Also, if you have a good idea of an area in the world that should be sacred to Fae please let us know. KNOWN AREAS OF SACRED GROUND THE EASTERN AMERICAN ALLIANCE • Trinity Market of Omenwich Square UNITED KINGDOM • Stonehenge THE SEELIE COURT The Seelie Court (also known as the Summer Court), was a haven for the fae that sought to "try" and follow rules. We say 'TRY' because chaos is ingrained in a Fae's heart. Following rules is extremely difficult and very few of them are able to discipline themselves to behave like 'adults'. But as with the other courts of the Fae, the Seelie court is also a figment now of what it was on other worlds. LAWS OF THE SEELIE COURT Like many human courts, the Seelie Court had its own code of conduct, a code which all of the Seelie try to abide — HONOR, LOVE, BEAUTY, DEBT. The lost fae who once belonged to the Seelie court still hold to these ideals even though none are around to enforce them. Honor: Always try to be honorable. Honor is an ideal which serves as a single source of glory for the Seelie; it is the only way to attain recognition. Often, however, the way in which a Seelie obtains 'honor' is not truly honorable by human standards. Their version of honor is somewhat skewed and child-like. Love: For the Seelie, love is the perfect expression of the soul. It transcends all things. Romantic and platonic love is considered to be the highest and purest form of the expression but it is rarely attained by any Fae. They simply can't grasp the concept, though they keep on trying. Beauty: Beauty was one of the first tenants of the Seelie Court. The Seelie were known to go to war to protect beauty, whether it was a beautiful person, place, or thing. A concept that is often confused with vanity which unfortunately for the Seelie and Fae are often viewed as one in the same. Always Repay a Debt: The Seelie are bound to always repay a debt. A Seelie that does not repay their debt is said to be haunted by it, and guilt manifests itself physically and magically in a Fae. Many now stranded on Earth are haunted by the debts they incurred on a world they are no longer a part of and therefore can never repay. The consequences are up to the writer, but there SHOULD ALWAYS be consequences for breaking this rule. Consequences that should in NO WAY ever end up becoming an advantage to your character. A SEELIE CHAMBER OF PROTECTION IN THE EASTERN AMERICAN ALLIANCE DOMINION OF NEW YORK CHAMBERS • Omenwich Square Located off of Broadway, Omenwich Square is a portal to the old world amidst the ever changing landscape of New York City. By day Omenwich is an extravagant detour for the wayward spirit. By night, Omenwich takes on an ambiance more associated with dark macabre of old London's Piccadilly Square during the time when Jack the Ripper stalked the foggy, shadowed streets. THE UNSEELIE COURT The Unseelie Court (also known as the Winter Court) or Unblessed Court leaned toward malevolence. SIMPLY PUT THESE ARE THE RULE BREAKERS. It contained the more malicious Faeries, and a number of monsters of horrible appearance. They tended to be creatures of the night and as such it is not uncommon for these Fae to despise 'light' and all it represents. Like all the other courts, this one too only has a ghost of a presence by the stragglers now stranded on earth. Darkness is often their shroud. What should come to mind when portraying an Unseelie is 'creepiness'. Unseelie are CREEEPY. Friendship is a difficult concept for them to grasp, one might just as soon add poison to their 'friend's' cup just to see what would happen. IDEALS OF THE UNSEELIE COURT Often called the ‘Unblessed Ones,’ the Unseelie are a black cloud upon a fell wind descending upon man-kind. Though not all may be evil, they are generally far from kind, all sharing in the desire to promote chaos and suffering. The Unseelie DO NOT care for Humans, to see them grovel before their greatness is sometimes all that drives them. Others may be less full of hate but no more kind to the 'Inheritors of the Earth'. COMMANDS OF THE UNSEELIE COURT Like the Seelie court remnants, the lost of the Unseelie now stranded on earth often hold to their old code of conduct: CHAOS, DECEPTION, SELF, PASSION. Chaos: The Unseelie firmly believe that security is an illusion. They considered chaos to be the ruling force in the universe, and accepted that they had to adapt and change to survive. Deception: Both the Seelie and Unseelie possess the power of glamor but the two Courts have differing opinions over its use. While Seelie believe in using the power responsibly the Unseelie feel it a sin not to use it to it's greatest potential which is to deceive and cheat. Self: The Unseelie place no stock in the ideals of honor. They pursue their own self-interests vigorously and feel as if truth could only be reached through a devotion to self, not a devotion to others. Passion: Passion is considered to be the truest state of being. Unseelie act without thought following pure instinct and passion. TO BE CLEAR - THERE ARE NO KINGS OR QUEENS OF ANY COURT, THERE ARE NO STRUCTURED NOBLES NOR COMMONERS. LIKE THE ELVES THEY ARE LOST TRAVELLERS ON A NEW WORLD TRYING TO MAKE THEIR OWN WAY, SOME EMBRACING THE NEW WHILE OTHERS HOLD FAST TO THE OLD WAYS. FAE RACES ______________________________________________ Members are more than welcome to develop their own Fey races but they should be partially based on actual lore, not completely made up. We would like to maintain some continuity. ______________________________________________ ESTABLISHED SUB-RACES SEE BELOW
    9. This canon was previously adopted and played. This character is very key to the Kaminari clan and very close to a played character @Kagami Suzaku. If adopted it is expected the new writer will stick to the spirit of this character, taking time to actually read the threads they were in to get a feel for how they interacted with other characters. It will help if the writer is actually interested in Japanese culture/language since this character is very "traditional" in his nature. Example thread where this character was played: https://www.resonancerp.net/topic/4763-death-before-dishonor/ APPEARANCE Hattori Hayato is a distinguished Japanese gentleman. He is in his early forties, but his appearance is that of a man perhaps ten years or more younger, an illusion made possible by good genes, the famous or infamous agelessness of the Asian people, and intense and regular exercise. He is more fit at this age, than he ever was, and more inured to extremes and pain than any man half his age. As good as he does look in a tailored black suit, with a very masculine V-line to his body, he would look just as at home in the traditional lacquered armor of a samurai. His eyes are dark, a black so deep they completely obscure his pupils, and turn his eyes in inky mirrors, reflecting nothing of the man within and everything they see. His complexion is naturally golden, clear and unmarred save for the extensive tattoos that cover most of his body. A key element to his tattoos is a traditional Japanese Earth Dragon, coiling over his right shoulder, slipping behind it and curling up under the arm to appear on his ribs. There are, of course, other elements to the traditional art upon his skin, but the only person in the Kaminari with more extensive art upon their skin is Suzaku, the Oyabun, herself. PERSONALITY Hattori Hayato is a traditionalist. He is strictly loyal to the leader of his family, Suzaku. In Samurai terms, she is his Lord, and there is no one more important to him than her, and nothing more important than the safety and success of the Kaminari Yakuza Clan. Hayato is dedicated, and tends towards quiet command, which means when he does have something to say, most everyone listens. He can be disapproving of breaks with tradition, despite the modern age, but he is not unaware of the feeling of Family and blood ties. Familiarity can breed insubordination, and in Clan business, he believes tradition serves all of them best. Hayato is not above sharing a joke with his men on an operation, where levity is called for, particularly in an offensive operation, camaraderie is encourages, but respect and status always enforced. He holds his emotions close to the vest, and might seem unfeeling at times, but the opposite is true. Hayato is a deep feeling man, which is why he hides them behind a veneer of traditionalism. PERSONAL BELONGINGS Hattori Family Katana; much to Hayato’s annoyance, this blade has been fictionalized in film. It is the sword once held by Hattori Hanzo, a 17th-Century Samurai most famous for working with the Iga Ninja clans in the defense of Shogun Tokugawa Ieyasu. It is the very same blade, and Hayato has cared for it for most of his life. Suzuki Hayabusa APPROVED ABILITIES Earth Control and Manipulation; Āsudoragon Hattori Hayato has a Gift that he has possessed since the Resonance, and as Fate would have it, it ties him to the Earth as much as his tattoos do. It has earned him the epithet ‘The Earth Dragon’, but he wears it with pride. This Gift allows him to move Earth, Soul, and Rock using a number of techniques that are detailed below. There are, of course, limitations to this ability, and while his focus and dedication allowed him to progress in its use, the Gift has become tightly bound to his personal philosophy and Martial Arts. Blanket/Inherent Weakness; These limitations apply across the board to all of his ‘Techniques’. 1) Hayato must be able to move. The motions are typically movements from Aikido and other arts, sometimes katas that the knowledgeable will recognize, but he must be able to move. If he is bound, or incapacitated, he cannot use his Ability. He is capable of minor feats, flicking a pebble across a room with a wave of his hand, for example, but even then, he MUST be able to move. Movement functions as a meditative and thematic focus for him, and without, he cannot move anything. 2) All material moved must be natural. Processed steels, concrete, and other man-made materials, despite their original earthly derivation CANNOT be moved or worked with. This also means that if he must pull Earth or Stone through concrete, it can take time for him to access. If he is surrounded by metal or steel, he cannot use his Gift at all. All metals are inert to him, as would be wood, and glass – glass being processed silicate, and thus in another form entirely. This does not mean he can affect Earth beyond these kinds of barriers, he cannot. For example, if the floor were even an inch of solid steel, he could not access the earth beneath it, unless there was a hole in it or some kind of aperture he could make use of. 3) Extensive and Focused use of his Gift has a debilitation effect on his body. As use of the Gift brings him closer and closer to his element, his body begins to slow and stiffen. His reaction times degrade, until he is eventually unable to move, unless he leaves of use of his Gift for a full day. Movement of Earth and Stone; Hayato, through the use of his will and the performance of certain katas, can lift pieces of earth and stone and propel them with damaging and even deadly force. Seeming, they are propelled by punches and kicks. Limit: He can propel objects of his element weighing up to 300 pounds without difficulty, anything beyond that takes too long to move under combat conditions and cannot be attempted. Blocks of Earth; Hayato can pull up perfectly square blocks of stone or earth, and use them to either block attacks, or as an attack. This operates the same as the Movement of Earth and Stone, but allows him to actually create his projectiles rather than simply lifting and hurling earth/boulders that may be lying around. He can lift the earth and compact it to a dense mud wall before sending it exploding away from him. Spikes or Columns of Earth; A more powerful attack than simply propelling a projectile; this causes a spike or column of earth to suddenly sprout from the ground or wall, if it is the right material, with great force. It can be used to create interlocking shapes, and even propel Hattori in jumping, if he performs the technique under his own feet. Limit: Earth is not being lifted, so much as shaped, allowing for greater volume and speed, a single spike or column can weigh as much 450 pound, and reach a height of up to 25 feet. Earth Launch; As mentioned above, Hayato can move Earth beneath his feet and hurl himself up to 30 feet into the air, in nearly any direction where there is the proper material, Earth and Stone, to allow for it. Wall of Earth; Hayato can create a solid wall, quickly, about a foot thick whose total weight is roughly 450 pounds, and he can very thickness height, and width. Roughly he can make a wall a foot thick, six feet in height, and about ten feet across. Once erected, he can then use the material as he sees fit. He can make a larger wall, doubling those dimensions, but then cannot use his Gift for at least an hour, or he risks stiffening. Manipulation of Earth-based materials; His ability to manipulate materials is not purely limited to natural earth and rock or soil; he can work with earth-based natural materials, coal, gems, crystals and other earth-based minerals, like meteorite rock. However, dense materials, like diamond, require a greater focus and effort to change in shape, and the density of a diamond or other highly dense material cannot be altered, only its shape. The latter requires concentration and concerted constant effort, which risks the stiffening of his joints as with other focused efforts. Quicksand; In a localized area, no greater than six feet by six feet, and about three feet in depth, Hayato can turn the earth material into soft quicksand, loose sand that would cause an object or person to sink. He is capable of doing so in a very localized are as small as only a foot in diameter. Earth or Rock Clinging; If a vertical surface has enough Earth in it, Hayato can cling to those surfaces with his feet or hands. His feet, for this to work, would have to be bare. Limit: it must be the natural materials mentioned above, he cannot, for example, climb up a skyscraper in this manner. Earthquake or Bomb; Earthquake is a low level ripple, extending in all directions, for about 10 to 20 feet; tiring but entirely useful in battle. Less damaging, but can unbalance most foes, and rattle his immediate surroundings as though struck by a low level quake. Bomb is an extremely damaging and tiring technique that would likely mean Hayato could not use his Gifts for the rest of that day. Hayato can, slam down upon the Earth, sending a earthquake like wave in every direction around him, causing massive amounts of damage, and knocking everyone in range off their feet. Thus far, this is a circle around him extending to about forty feet. Headaches and nosebleeds are not uncommon results of this particular feat, and it cannot be repeated until resting and recuperating for a full day or more. He cannot use his ability during this time, and will be stiff in his joints for the following day. APPROVED SKILLS Aikido (5th dan); Aikido is rooted in Daito-ryu aiki-jujutsu, and is strongly influenced by kenjutsu. It is said that the proper aikido student moves very much like and empty-handed swordsman. This is a martial art that uses the attacker’s strength against him, blending with the assailant, rather than meeting brute force with brute force. There is a strong emphasis on joint-locks as well as throwing, though there are plenty of strikes as well. This art here footwork, positioning, and timing are key elements ties very firmly into Hayato’s preternatural gifts. Kenjutsu/Kendo; these would seem to be similar art forms, but they differ slightly in philosophy. Kenjutsu means the ‘Art of the Sword’ and is traditionally practiced with bokken. It is a ‘sparring’ art, best done with a partner, through its constant practice, even a ‘wooden katana’ or bokken can become a deadly weapon. Kendo means ‘way of the sword’, and thus differs philosophically from its cousin, Kenjutsu. It is the proper art of sword-fighting, a Samurai art, practice her involves a live blade. Iajutsu/Iado; very similar again, only different in philosophy as with most of the arts that have changed from ‘Art of’ to ‘Way of’, the latter implying a more spiritual component. Both are true, in this case this art and way is about ‘mental presence and immediate reaction’. In practice, it is essentially the art of the quickdraw of a blade or katana, striking or cutting a target, removing the blood, and smoothly replacing the blade or katana in its scabbard. Battojutsu; the precursor to Iajutsu and its philosophical adherents, this art is specifically about the ‘Art of drawing a sword’, and shared similarities with the arts of readiness, but requires specific and efficient practice with the katana very specifically. The ideal strike in this art involves the following; draw and strike in one flowing motion smoothly and cleaning/sheathing immediately thereafter. The key word here is efficiency. Bushido; Hayato is extremely knowledgeable in the ‘Way of the Warrior’. It has been said that those dedicated to Bushido can endure great pain or discomfort without complaint, and are exemplary students of the sword or bow. Hayato’s focus is on the sword. Similar to a code of chivalry, but entirely Japanese, Bushdio emphasizes braver and loyalty to one’s lord, something he exemplifies in his loyalty to Suzaku. Art History; an emphasis on Japanese art and Culture, but an overall foundation as well. Publicly, he acts as Curator for the Guggenheim, and has much applied and practical knowledge in this field. Samurai Arts; Bushido does not allow a warrior to simply focus on the martial arts, they are meant to and must engage other arts as well. Hayato follows this example. He is a skilled calligraphist, and some of his work hangs in the Guggenheim as modern example of the skill. He is amongst the Post-Shift world’s foremost Origami masters, and is fond of making objects d’art from mundane things, such as paper dollar bills. And, while he rarely displays this art, he is a skilled Kabuki player and dancer, which he felt was a foundation as it is the historical root of the modern Yakuza. This also includes being skilled with various strategy games, including Go, a very traditional Japanese game of stones. Japanese Healing Arts; among the skills expected of a Samurai. What one can kill or injure, one should be expected to help or heal. In this vein, Hayato has considerable skill in Shiatsu. Shiatsu is a also called ‘finger pressure’ and is a form of massage meant to encourage the flow of ‘qi’ or energy through the body. It is a spiritual and physical healing art, that has proven effects in improving the tone and function of muscles, nerves, blood vessels, the lymph nodes and endocrine system, as well as internal organs. It can encourage the elimination of toxins and waste in the body, as well as relieve hypertension, headaches, insomnia, nausea, and even skeletal pain. It couples well with Aikido, and the knowledge of the human body to stop or harm an assailant, as well as heal them when the battle is done. Firearms; tends to disdain their regular use, but is skilled with them, particularly their dismantling in close combat. Prefers pistols, to long arms. Qualified Motocross Racer; enjoys fast bikes and fast cars. APPROVED HISTORY Hattori Hayato is the eldest living member of a distinguished Samurai family that went into decline shortly before WWII, descended from the legendary Oni no Hanzo, Hattori Hanzo. They emerged beyond that conflict much smaller and less wealthy than before, and merged their destinies with that of the Kaminari Yakuza clan. Hayato’s own father once served as the Lieutenant for the Yakuza Boss that took in the young Kagami Suzaku, though she was called Wong Aiko at the start. He remembers her, even as he was being inducted into the Family tradition, and the needs of the Clan. He was a warrior born, and trained, and even in his youth, he possessed unusual focus and determination. His fortunes seemed to rise in parallel with the woman that would become his Oyabun, though he was unaware of it at the time. He made his kills, performed his duties, with consummate skill. He performed for Family, and for Clan, and upheld the traditions that he believed made their Family strong and successful. Even after his Father was killed during an assassination attempt on the then Oyabun, he remained steadfast and loyal. He had no designs on taking his Father’s place, that was though to go to a man named Masaru, but instead the Oyabun elevated the woman, the orphan he had discovered on the streets. Hayato had always been aware of Suzaku, of course, but until that moment, they had been operating on nearly the same level of status. Now, she was his superior, and ever the traditionalist, Hayato fell in line. Hayato personally bore witness to several duels between the favored 1st Lieutenant and the 2nd, and he was always impressed that not only to Kagami Suzaku defeat Masaru, she did so with honor, skill, and grace, never killing him where other men surely would have. He took it as a sign of wisdom, rather than weakness, an effort to keep the Clan together, rather than fracturing it along the line of those loyal to the Oyabun and those loyal to Masaru. Hayato continued to rise in the esteem of his Clan, and never once did he display unseemly ambition for the rank that his Father had once held and lost through honorable death. Instead, he sought recognition through exemplary service, honor through educating their newer members, and training them. He became quite well known for his skills, and his patience, as well as his seemingly cool exterior. Then the Nevus event happened, and the Oyabun was murdered. Hayato was too knowledgeable to believe it was an accident or a result of the world changing. He knew that Masaru had killed the Oyabun to fill that vacuum of power himself, and to turn against his hated rival, Kagami Suzaku. Hattori Hayato was sworn to serve the Oyabun, with that man’s death, he swore to serve his Wakagashira, who by rights, should have become Kumicho. When it became clear that their Family was fractured and falling apart, Hayato began to advise escape, even as he becaome Suzaku’s staunchest defender, save the lady herself. When she chose to leave Japan to start her own Family, he never hesitated. He went with her, and in turn, became her First Lieutenant, her Wakagashira. He has served in that role ever since. Hattori Hayato will serve in that capacity until his death, or heavens forbid, the death of his Kumicho. Publicly, he is the curator of the Guggenheim, purchased by the Yakuza to serve as their front and headquarters. She might have changed her name since their days in Japan, but she would always command his loyalty, and perhaps more than that.
    10. Lyric Locklin was born March 9th, 1962, grew up in Warwick, Massachusetts and graduated from Oxford’s college of medicine in 1992. She acquired her doctorate three years later in London, England after which she returned to the States to start her practice but even the most carefully mapped plans can take a detour. After consulting for the FBI she found that she loved the work so much that she joined the Bureau and two years later was a special investigating agent. During the years 1993 to 2010 she worked for the Bureau attaining the position of Assistant Director in the Washington DC branch. After the Shift and the death of her husband of twelve years (no children) she fled west and found herself a part of the New World Defense Divisions Research Division. As of March, 2017 she is now the Deputy Director in charge of the Research Division’s Eastern Branch in New York, replacing a demoted Dr. Atticus Gale. Lyric can be described as steadfast and direct. She believes in the NWDD and what it represents. Her position as Deputy Director marks a pinnacle achievement for the career woman but New York is viewed as a stepping stone to her return to Washington DC, her ultimate goal. An exceptional agent and medical doctor, Dr. Locklin has been and still proves to be an outstanding asset of the NWDD. ABILITIES There is usually little need for Lyric to use her abilities except when in the field but since her employment with the NWSI her duties rarely take her out of the lab. High periods of stress can set them off, but being a very controlled individual this rarely happens. Her ability can be detected medically due to the fact that part of her brain contains higher levels of alloy within it. She CANNOT undergo an MRI. Any magnetic or electrical affects on her will automatically unleash her ability; an automatic defence. X-rays will not bother her but she does have to focus on subduing her power when undergoing metal detection. WHITE NOISE The ability to jam invasive forms of telepathy, specifically any kind of mind or emotional reading abilities along with those that can influence her perception. She in fact can sense the use of any such abilities within twenty five yards of herself and knows the instant that any such powers are being used against her. When employed, mind reading sorts are plagued with ‘white noise’ and those that use their abilities to ‘fool’ minds are simply negated within a twenty five yard radius of herself. This ability also allows her to detect individuals possessing such abilities. Once they are within twenty five yards of her she will detect the power but will know no other details. A person able to hide their ability from other psychics will fool her ‘detection’ as well. DEAD ZONE This ability allows her to block signals. Within a fifty yard radius of herself she can eliminate any kind of cellular or radio wave. Whether the signals be man-made or natural, she can completely clear the area of them — a signal free zone. Any form of wireless technology will simply not work. She is able to effortlessly maintain this interference for up to two hours. After that time she simply loses focus and requires an hour before she can employ the ability again. This also effects radar. She can make any vehicle (fitting in her fifty yard radius) invisible. DISRUPTION FIELD Not only can she block signals but when necessary can increase the effects of ‘DEAD ZONE’ to disrupt electrical currents. In a ten yard radius of herself she can interfere with electric devices. The effects vary. Some devices cease to work, some short out, she cannot control the affect she will have on electrical machinery. This ability is a burst lasting for up to 10 minutes and unfortunately accompanied by the affects of the Dead Zone signal interference. This ability can also nullify magnetic waves. Any electrical pulses or magnetism will be disrupted by this Disruption Field. It would allow her to pass through an electrical field unharmed, along with all those within a few yards of her (this would not span the entire ten yards).
    11. NEW YORK CHAPTER THE CITADEL (The Long Lines Building) This is the main venue for the Order of First Light in our setting. Located at 33 Thomas Street in Manhattan, Salvatore Avara's family were able to purchase several top floors of the building back in 1995, one of their many holdings in the west. After the Resonance it had been all but abandoned and the Order was able to gain control of the entire structure after the 'REBELLION OF 2015'. In the beginning of 2016 the Order of First Light was ousted out of the Federal Reserve Building. The majority of their members had been influenced by the Rebel ARMA. Accusations were made and were in fact justified and members of the Order still not fully convinced had to make a choice. They could side with ARMA and betray their Oath or remain loyal and be branded enemies of their fellow magi. Many chose to abandon the Order, believing that the only way to rid the corruption was to fight against them. The loyalists, disband and homeless congregated at the holding of the self proclaimed Chancellor They dubbed the 'Long Lines Building', 'THE CITADEL', due to it's appearance and to send a message to ARMA that they weren't going anywhere and would continue to uphold the principles of the First Light. HIERARCHY OVERSEER: Dacia Setgrave As of the beginning of 2019, Dacia was appointed the new Overseer of the New York Chapter. Her office is on the highest floor of the Citadel. CHANCELLOR: Lucas Torrence After the appointment of Dacia Setgrave, Salvatore was essentially demoted. He retained his title of Chancellor. But several months ago he went missing and without much time to debate, a new Chancellor was appointed. In the Overseer's absence the Chancellor is head of the chapter. MINISTERS: Costa De Cerbo and Morellos Severin (Part of the original Inquisitor team) are considered ministers and perform various duties under Salvatore Avara. DESCRIPTION The former AT&T Long Lines Building at 33 Thomas Street is a 550 foot (167.5 meter) tall skyscraper in the Borough of Manhattan, New York, United States. It stands on the east side of Church Street, between Thomas and Worth Streets, in the Civic Center neighborhood of New York City. The building is an example of the Brutalist architectural style with its flat concrete slab facade. The Long Lines Building was completed in 1974. As it was built to house telephone switching equipment, the average floor height is 18 feet (5.5 meters), considerably taller than in an average high-rise. The floors are also unusually strong, designed to carry 200 to 300 pound per square foot live loads. It is by all rights, a fortress. The windowless exterior walls are precast concrete panels clad with flame-treated textured Swedish granite faces. There are six large protrusions from the rectangular base which house air ducts, stairs and elevators. The building is 29 stories and there are a series of large, protruding ventilation openings on the 10th and 29th floors. It is often described as one of the most secure buildings in North America, and was designed to be self-sufficient and protected from nuclear fallout for up to two weeks after a nuclear blast. Since 2016 the Order has modified the interior of the building's top floors. The 26th to 29th floors are functional space, offices, meeting rooms, training areas, archives, etc. The lower levels remain empty, though some areas are utilized for training and storage, among other things. There is access to underground private parking at the corner of Church and Thomas Street. SECURITY Security is a combination of magic and conventional technology. Electronics and enchantments haven tendency to countermand one another and so areas of lesser importance are policed by standard security systems. Those areas of greater importance are protected by magical wards and enchantments which require counter spells to temporarily dispel them. Entry into the building requires magic so no one without such knowledge can bypass the security. What of the human employees of the Order? The basic magical wards protecting the common areas require 'disarming enchantments' that can be employed by anyone. It takes time to learn the spells and various elements of them change monthly. A signet ring is also required. All members possess a ring which is inscribed with their name, chapter and rank. They are personalized to the person, meaning that no one else can employ them (of course there are always ways to countermand even the most fool proof forms of magic). Security clearance requires formal identification, a signet ring and knowledge of the 'disarming enchantments'. THE MAGUS OF NEW YORK Those who have chosen to stay apart from ARMA have done so for many reasons but most prominent is the fact that they do not believe that the High Arch Magus of Rome are corrupt. The fact that such an all-powerful, all-seeing organization can succumb to the petty plagues of humanity is unacceptable. Many believe that ARMA has ulterior motives but all are under express orders not to break the fragile peace that exists between their humble chapter and the stronger rebels who now control New York. Those of the Order that do suspect corruption in the ranks of the High Arches also tend believe that forming a rebellious faction was not in the best interests of the Order. While they do not condemn the members of ARMA for their beliefs they do disagree with their methods. It is these particular members that may be yet be swayed to their cause. Their numbers are few. Roughly a third of the Magus remained a part of the Order and from 2016 and into the early months of 2019 Salvatore Avara has taken up the mantle of leadership.
    12. Zeph

      The Book of Kells

      "The Book of Kells; Tea, Reads and Occult Shoppe" owned by @Rorye Shannon-Kearney is an all encompassing metaphysical supply shop and tea house located just off 9th avenue and 50th in Hell's Kitchen near Central Park, Manhattan. The quaint, cozy bi-level shop has small teahouse up five steps to the left of the main door that specializes in personal blends as well as other apothecary needs. Forward at the back is an eclectic book collection on anything and everything history, mythological and metaphysical and to the right the general occult shop. It's a warm place to relax and meet with other altered peoples as well as shop for needed items to meet any magic and altered needs. Accepts currency of late, trades and bartering. Above it is Rorye's personal apartment, on the roof is her greenhouse that supplies much of the shop's organic needs. Established long before the Nevus event as a personal business with her now-deceased husband, Post-Event it has become a vital lifeblood to the newly altered and metaphysical needs. Outside, the quaint window gallery contains the shop's name in gold stencil and is filled with a glittery display of stones and jewelry in rich colors for any use. Once inside the small door, brilliant but soft chimes signal your entrance to the warm and savory scented store. Floors are covered in a polished antique barnwood, sprinkled with vibrantly colored, fringed floor throws. Walls are dotted in neat and efficient shelving, stocked with new wares for any need. Patrons can browse through talismans, trinkets, and personal magic supplies in the main portion of the shop, assisted by several knowledgeable and kind NPC's. Jesse is the college student, running the late-night tea house with his wink and good looks, Lisa runs the morning and lunch rushes. Nina is an older woman that handles the main floor and book shop. The owner, Rorye, handles anything that needs tending. In the back is a book nook, walls with floor-to-ceiling shelving. Every inch has with new, used and rare books. Several worn and lush dark leather couches dot the room, coated with down suede pillows next to a low burning fireplace. Every so often a patron can be seen reading and napping in the couches with a cup of tea on the antique coffee table also littered with books. To the left of the main is a small five stair step up to a quaint tea house. The same barnwood used in the floors makes up the chairs, tables, main counter and shelving behind. Hundreds of apothecary jars line the walls with metal tops easily removed for free sniffs. Upper portions of the windows are all stained glass, salvaged from a derelict cathedral. Hanging "Tiffany" style lamps light the tables. It also has a small kitchen and serves exotic soups and sandwiches in antique, hand-picked eclectic silverware, plates and teacups. Upstairs contain Rorye's personal living quarters and the greenhouse on the roof. "Book of Kells" Rules No stealing. No abusing the NPC's. Upper apartment and greenhouse are off limits unless invited by the owner. Enjoy!
    13. Public Health Hospitals and emergency services have largely recovered due to necessity where cities have thrived, and are in fact improved in some ways thanks to mages and empowered humans with healing powers - who are very highly sought after and typically well paid by large facilities. True surgeons are also well compensated as there are not many in the world and it will take a few decades to get young ones trained. There has been an understandable shift away from preventative measures and things like anti-smoking campaigns. When magic can heal most basic ailments and monster attacks can kill you outright on the street, long-term ailments like lung cancer begin to seem of lower importance. Food Due to the loss of the vast majority of America's heartland, the food industry in the Americas took an enormous hit. In the early days after the Event, food became incredibly hard to come by - people were starving and killing for what little food they could find. But 10 years is a long time for lands to heal and people to become innovative. Now much of the suburban areas surrounding major cities have been converted into farmland and hydroponics has grown exponentially, allowing for food to be grown in the major metropolises. Many of the more heavily damaged and abandoned skyscrapers in New York for example have been converted into massive 'Garden Towers', filled with hydroponics and artificial lighting rather than trying to make them inhabitable once more. Cattle ranches have also established themselves again, though this is a far more dangerous field than it once was as it requires people to live outside the cities in more lawless territories. Fuel This is one of the major problems to this day - there is enough to run most vehicles thank to quick action that saved many refineries in oil fields, but gas is far more expensive now than ever before, and as such cars have become less frequent - adding to the reduction in crowding on roads and contributing to the reversal of years of exodus from the cities to the suburbs as fewer people choose to commute. Consumer products, electronics, etc: With the total collapse of the global economy, consumer products as people knew it from before the Nevus are still not fully recovered. Only in the last year have companies gotten enough capital to start the deep research to figure out how to stabilize the electronics/computing industry in a world where magic plays havoc on them. It is a race now to see which company will succeed first as they are guaranteed a huge payoff for their efforts. Repair of old devices has become a booming and lucrative business in the meantime. With import and export of goods diminished due to the reduced routes of mass shipping, recycling has become a big business. The old is made new... literally.. as recycled materials become the material necessary for the manufacturing that has rebuilt to use as metal, fibers, plastics and rubber. In a way, the Resonance has forced the world to clean itself up. Weapons In an age where even private citizens could stock arsenals and have enough ammunition to last years, there was little shortage of weapons and ammunition in some countries in the early days. But the years after the Resonance, with no new manufacturing occurring, the ability to find ammunition got scarce. Several large companies have made this a priority and now the recycling businesses also support the weapons manufacturing. Unusual calibers are still hard to come by and backorder is a huge problem as they have yet to get back to manufacturing at even half the pre-Resonance levels, but at least this commodity is again finding a balance in the market. Development of advanced weapons was at a standstill for much of the first ten years, but now, as the world gets better at understanding how magic affects technology, companies have again begun to research and develop. Nothing significant has emerged yet, but it is only a matter of time. Currency With the collapse of the major credit centers and the rest of the economy, 'plastic' became obsolete as did any record of people's original debts. The economy resorted to cold hard cash, something that most countries were able to begin printing fairly soon after the Resonance. The use of cash is considered safer, with the advent of technopaths and other dangerous criminal elements. In the last two years some companies have tried to reintroduce the idea of banking but it is slow to take off thus far. Education Schools and colleges are partially back up and running in some of the nation-states that have formed after the Event. Students are prohibited from the use of any powers they might have gained, and each school employs a handful of empowered individuals as security in case anything happens. Because powers rarely manifest until several years after puberty, magic and other powers in schools are not often a major issue. Of greater concern is powered individuals attacking schools, as such they are often tightly secured. Travel While the major airlines collapsed, the private sector airlines have begun to thrive in the world. Flights are not easy to get, and they are considerably more dangerous given the presence of flying monsters in the unsecured zones that exist between nations. Of the flight corridors however, the New York-Los Angeles, New York-Paris, Paris-Rome, New York-Rome and New York-Madrid flights are considered to be the safest, as these are regularly patrolled by various by fighter aircraft as part of a rare security treaty in order to keep some manner of commerce going to support their mutual economies. Private flights up and down the Eastern Coast of the former US are safe enough, though most travel within nations is accomplished by train or car, as most highways and railways are cleared by this point. Trains have actually grown more in the last 5 years than in the decade preceding the Resonance. Mag-lev trains have been popping up in countries that before were never even exploring the option. Travel by sea is beginning to make a comeback as well, massive cruise ships have been refurbished to replace the overseas flights as the new transportation. The trips are expensive and still dangerous as ocean-dwelling monsters have proven a threat, but in the last two years there have been no incidents on these vessels thanks to the use of military grade sonar to help plan the path. Wild and Anarchic Lands These areas have been loosely defined over the years as chaotic or semi-lawful regions governed by warlords. This still isn't far from the truth. Some areas are still very wild and will not be populated for some time, but people still have to get from point A to point B. Coast to coast travel by automobile or train is essential and thus a few lines are well fortified to ensure the safety of their passengers and cargo. Thus outposts exist through these lands. Lonely garrisons policed by border guard patrol or other military factions working to ensure that commerce continues in our world. While traveling through the wild lands one can always count on coming across some kind of outpost if they follow a major highway or active railway. One can compare these places to the West, back in the day when the frontier was first being colonized. The wild lands are brutal and deadly. Traveling through these lands, even while in the security of an armored train or military protected convoy can still be nerve racking. One never knows what may lurk around the bend. Internet and Communications Satellites were destroyed. There was no stopping it as the Resonance ravaged the world. With a return to space still years off, joint operations have ensured that at least the ones that remain are used for communications and kept in working order. GPS systems thanks to their simplicity are still in place, though large areas of the world are "off grid" because of the missing satellites. Of course, updated maps for various catastrophes are much harder to get, and surveyors willing to risk unsecured zones to map the changes the world has undergone are rare but well paid. The Internet, despite being almost fatally crippled, has regained a measure of its former glory. Vast international sites like Amazon are gone forever, killed along with a majority of their distribution centers, but purely information-driven services like Netflix and Google are back to at least marginal capacity thanks to distributed backups. Bandwidth however is not at all what it once was. Each nation manages its own internal Web, with gateways provided to other areas as they become available. Recent advances and several companies manufacturing fiber optic cable once more have brought promise that there might be leaps forward made in the next few years. Entertainment While the relative stability of the Americas has seen some rebuilding of Hollywood, new TV shows and movies are still a rare thing. Vast libraries of old content do of course remain, and a concerted effort is being made to release movies on a regular basis. Broadcast news, especially over the radio, has changed little, aside from the topics. Now that many regions are at least enjoying a semblance of stability however, it is expected that the entertainment sector will continue to rebound in an accelerated fashion.
    14. Zeph

      ARMA Faction HQ

      The former North American HQ of the Order of First Light, the New York Federal Reserve building is, despite appearances, one of the most heavily fortified and defended buildings in the world. Protected by powerful enchantments, golems, and ARMA's best personnel, it has now been turned against those who originally seized it after the Shift, and now serves as the base for the young faction, both in their war against the OFL and their duty to protect their city. NOTE: As of October 2020, this branch has fallen victim to a vacuum of power as the founders have gone missing, rumor has it even some of the enchantments are beginning to fail the building. ARMA is composed of most of the members of the Order who once operated out of this building for the Vatican. The building now serves as ARMA's HQ, and the wards and golems have been re-worked to disallow Vatican agents, as well as those mages who chose the loyalist path. References to the Order in this document are historical, the Order no longer has personnel in or control of this building. MAIN BUILDING Located in the heart of New York's financial district, the Order took over the old Federal Reserve building at the time of the collapse of the old American Empire. The choice was simple, since the Order involves itself with the retrieval and safe keeping of dangerous magic artifacts, demons that are a nuisance to life, harmful Meta humans and last but not least, the harboring of the secrets of Magic and its uses. It was a perfect choice due to its construction; large bricks of solid stone make up the walls lending a secure foundation that is augmented by magic. Any attempts at breaching the walls of any part of the building (above and below ground) from the outside by force are thwarted by dimensional magic. Any intruder will be teleported to the opposite wall, just to the exterior of the building. Whether or not they materialize inside the wall or foundation of another building or even just under ground (in the case of anyone attempting to tunnel their way in) they will be unable to breech the walls due to the warding enchantments placed upon them. The same can be said about any weaponry being fired at the building itself. The Order has spent months and literally pints of the blood of its own magus in order to imbue the building with the impregnable dimensional magic. The preservation of the secrets within are so important that a sacrifice was made by no less than six magus (one for each side, including the roof and lowest basement level) of the building in order to safeguard the secrets contained within. The first floor of the building is typically open to the public, even though it is carefully guarded by no less than twelve agents and a supervising officer. In the large and lavish reception area, a secretary is there to grant or deny access to the other parts of the building. Wards can also be triggered at a moment's notice, shutting down the main hall from the other parts of the building. Intruders will be trapped inside the main hall with the agent, Magus and the two Golems that are typically there, as well as suffer the discharge from the various gargoyles poised at strategic locations around the periphery. Since their break from the Order, ARMA has kept the building running at more or less its usual level of operation. The decline in available personnel means that they have taken in many non-Magus employees, though these are generally limited to the less secure areas. Tagging on the wards has been painstakingly re-worked to deny access to those with OFL badges who previously held clearance, allowing access only to those in the ARMA group. Many floors are divided into shielded areas for computer servers and the like in order to protect them from the magic used elsewhere in the building. The Federal Reserve Bank has 22 floors. Basement (five sub levels) The Basement levels contain the Armory, Tock's Workshop, and the central Mana Nexus that supplies the majority of the building's magical energy. An adjoining Nexus also supports the New York City Barrier. The Vault is also located within, though its exact location is known only to a few, and is said to change periodically. The second level also contains the building's backup generator and self-contained water system, installed for possible siege situations. Floors 1-10 The first floors of the building house the public-friendly areas of the building, Public Relations, along with several offices for security. The Cafeteria and the building's training facilities are also housed on these floors. Floors 11 - 16 The next set of floors contains the offices for the majority of Arma's field operatives, the former Swords and Shields, as well as advanced training facilities and a smaller Armory for the personal use of the agents stationed here. Floors 17 - 20 These floors are the core of Operations Support and Planning - here the former Eye Magi and other agents support the field agents by collecting information and facilitating communications, coordinating the many operations taking place in the city and beyond at any given time. Floors 21 - 22 Office of the Commanding Officer and the old offices of the First Sword, Former home of the Phylactery Storage Room. The 21st floor also contains the storage vault for classified missions. Prior to the civil war, the OFL's best mages worked numerous defensive and security spells on the building - those have largely been maintained by ARMA, though the access rights to loyalist mages have been revoked. The elevators and all doors that the public cannot enter have been closed off with wards that are triggered to unlocked in one of four ways: One is by the presence of a badge that all Arma operatives have been given. They are also given as guest badges and are to be worn at all times. These are the BLUE wards. Breaching these wards without a badge will trigger a building wide alarm, and the door is magically locked, turning into a YELLOW ward. The next set of wards is unlocked not by the badge itself, but is keyed to the aura of certain personnel. These YELLOW wards are attuned to the channeling properties of the magus, and will open in the presence of a magus or centurion only. When there is an attempt at a breech of this ward, it will turn to RED and a building wide alarm will sound. Since non-mages cannot activate these wards, the group has still been working on a way to allow those without a mage's ability to unlock them. A third colored ward, RED is triggered by blood magic. Only a First Inspector Magus or higher rank can open one of these doors, and typically the vaults and the ten upper floors are sealed by these wards. The RED wards are reserved for the most sensitive areas of the building, and therefore are the most potent. Touching an active ward by an unauthorized person results in complete paralysis for an hour and in some cases, unconsciousness. The ward will also trigger a building wide alarm and the golems throughout the building will be activated. The spellwork to create a ward of this type is extremely advanced, and available only to a few members of the Order - and none of those who defected to Arma. As such, only those who possessed access prior to the schism can currently pass through Red wards. The final kind of ward is ORANGE. This ward is malleable to who first touches it. It is typically reserved for guest rooms such as the one exemplified in Solemn Blood, in which a room was presented to Slate when he came to the Order. The ward will only unlock for that one person till the individual releases the ward. This ward is usually on the offices of higher ranking magus as well. The magus must put his hand into the ward in order to open it. GOLEMS At various strategic locations, particularly outside the vaults and the archives, hidden floor wards will trigger the activation of Golems. The golems are fifteen to twenty feet tall, extremely tough. Weighing in at fifteen tons each they will fight till the moment of their destruction to protect what area the wards triggered. Four are found outside the subterrenean vault, and two are found outside the archives on the sub-first floor. Two are also found in the main chamber of the entry way from Liberty street as well as one at each entrance of the entire building for added security. The golems deeper within the building are not necessarily made of stone, and many have incorporated technology from Alistair and Tock's collaborative works. Outside, there are golems carved into the side of the building that will only be activated under the most dire of circumstances. The brainchild of the magus known as "Tock", these golems are not at all humanoid, but formed into the very bricks and mortar that hold the building together. When attacked, these bricks will rearrange themselves, forming arms and shields to protect the building - and to retaliate with physical force and blasts of mana to defend the building against any assault. On the outskirts of the island of Manhattan, there is also one more defense, perhaps the most important duty of the group. A shield that covers the entire city of New York. This shield is powered by twelve towers strategically placed, and would begin as a streak of violet through the sky that would first form a twelve spoked wheel in the sky, then the energy would spread out to engulf every inch of the sky above. To cross this barrier would take strong knowledge of magic and wardings, so there would be no traffic into or out of New York City until the shield was lowered by the order. While it might be possible to destroy the towers, they can still function even when two or three of them were destroyed. Heavily guarded by a troop of magus and centurions each, it would be difficult at best to breech the grid without triggering a full assault from the Order. More importantly, this shield's more passive effect wards and keeps out the majority of supernatural creatures and monsters that dwell in the countryside outside the City, lessening the need for constant defense against attack from such creatures. Arma has committed to maintaining this barrier, as the central nexus for the barrier remains in the deepest and most secure level of the Reserve building. OTHER SECURITY MEASURES Various enchantments upon inanimate objects, allowing surveillance of the entire building. Magical 'tags', similar in function to the magnetic or RFID technology, working as an early defense system against 'tagged' objects such as tomes and other items of importance being stolen. Staged at various locations throughout the building are triggers that will set off alarms if the item in question is carried across, such as the threshold of a door out of the room in which an item is meant to be contained. This will trigger the various security systems, and alert the entire building to send Centurions and Magus to that location. Automatic detection of unauthorized magic and active abilities. Always in effect in every square inch of the HQ. Automatic surveillance of BLUE, YELLOW, RED AND ORANGE ward alarm triggered areas and lock down of said areas with red wards on all exits. The only entrance that is open to the public is the Liberty Street Entrance. The others are magically warded, as well as having the nearly impregnable 'mage lock' on them. They are Yellow wards, and only open for authorized Magi. Golems will protect their areas, and prevent new breeches into the other entrances. VULNERABILITY While the building is exceptionally well defended against attack thanks to years of magi working their protective spells upon it, many of these spells are taught by the Order - as such, while the keys HAVE been changed, there is considerable concern among Arma that skilled Order infiltrators may be able to disable these wards. For this purpose, a substantial team of the rebel mages have been devoted to re-working the magical enchantments, both to prevent this and to produce ways that non-mage recruits may access certain secure areas.
    15. Each region of the 'Tri-Americas', the E.A.A., the F.W.A., the S.C., all require a security force to police their borders, especially those that infringe on hostile wild lands. The common term was once 'Border Patrol' but the more archaic 'Border Guard' has been adopted. These security forces were not fully established until the year 2015 and even now they are at best inadequate to repel a large scale attack. The Border Guards mainly serve as security for freight and are basically an early warning system for any invasion. This is probably not the best profession for a member character only because a border guard exists outside of our main settings, New York and Los Angeles. It does not really offer enough flexibility unless one can get creative with their character's position. Border guards follow a military hierarchy similar to police forces but are all referred to as RANGERS. A conglomeration of ex-military, border patrol and other comparable law enforcers displaced after the Resonance. They DO NOT discriminate. Anyone wishing to take up arms and defend the border are welcome but it is the border guards themselves that have the final say. If they cannot trust a member of their watch that guard simply will not be accepted and as most of the officers are Human only very human-like 'non-humans' make the cut. It is essential for their survival that they are able to work as a unit and it is simply not realistic for any non-human appearing beings to serve as border guards unless under very specific circumstances. It is not surprising that the Vanguard targets Rangers as recruits. They often have the mind-set necessary but the reality is that many of those who choose the Border Guard life are seeking refuge from society. They believe in protecting and serving a cause greater than themselves but care little for the actual people for which they provide security.
    16. Zeph

      ARMA At A Glance

      Formed of a break away sect of the former New York branch of the Order of Light, ARMA was devoted to the ideals the Order once claimed to uphold - Protecting the people of New York City and the world from that which threatened them. That, and taking down their former bosses in the Vatican. However recent upheavals and the disappearance of its founders has destabilized the organization that many saw as a last beacon of light in a decaying world. There is a quiet struggle within the faction for both power.... and its very survival. --OVERVIEW AND GOALS-- The core of ARMA is formed from the rebel mages of the Order of First Light: New York division, who rebelled against the High Archmagi in charge of running the OFL from the Vatican. The majority of them did so in protest for the crimes and lies of the High Archs - others because they no longer believe that being with the Order is the best thing to do to protect the people they care about. While their path may be dangerous and complex, their goals as an organization are simple enough: 1. Continue to serve as the protectors and "supernatural police" for New York and the EAA. 2. Stop the Vatican and any other organization or individual from making malicious use of magic or magical artifacts - or from malicious acts by mundane means. So while the goals may be simple... they are certainly sufficiently lofty. The main difference between ARMA and groups such as Pharos and the OFL is its attempt to be open with the people - and a rejection of the notion that their power makes them somehow better than the rest. ARMA differs from the old New York branch in that it has no restrictions on who it will accept as a member - mages continue to form the primary backbone, and as one of the few groups with experienced mages capable of training apprentices this will likely continue to be the case - but other empowered humans, altered humans, and even unpowered humans are welcome. However in the last two years the heads of the faction have vanished, now presumed dead. The faction hasn't managed to unite enough on new leadership and its beginning to hurt the stability of the faction. Members have started to become distrustful of eachother and the motives of their fellow ARMA members. --EQUIPMENT-- Enchanted clothing is common for most, allowing seemingly normal clothes to resist light caliber bullets and cutting weapons, including the claws and teeth of demons and other creatures. Most mages carry enchanted items or weapons of their own make, and nearly all carry a traditional sidearm of some kind. The more magically-powerful a person is, naturally, the more primitive the weapons they carry, in order to avoid problems in battle as much as possible. The unpowered or less combat-oriented of them carry equipment comparable to mundane paramilitary groups when on missions, with much of it being police or military issue obtained through the EAA or the Silver Winged, a mercenary group to which ARMA is allied. For the mages, the equipment tends to look somewhat dated - for reasons that are less than completely understood, newer technology has a tendency to misbehave around mages. Partly by virtue of its leader's philosophy and understanding however, ARMA has developed a few ways of maintaining technology even in the presence of magi, usually by keeping it in shielded pockets when not in use. By and large, ARMA personnel are not uniformed, however they do carry badges. They are seen more as detectives than military personnel, looking to portray a gentler side than do more militant groups such as the Vanguard or even OFL groups elsewhere. For those citizens who have seen them in action however, it is difficult to see even the plainly dressed and usually mild-mannered mages as at all 'like the rest of us'. The heavier components of Shield division are composed of less frequently superpowered individuals, however they tend to be equipped with heavier gear - akin to pre-Resonance SWAT teams or light infantry units. --HEADQUARTERS-- ARMA is headquartered at the former Federal Reserve building, which it claimed as the majority of the Order mages that once held it went along with the rebellion and have since become a part of ARMA. The building has been heavily modified since its takeover, both by mundane and magical means. The new Reserve building is a literal fortress, with enchanted walls and defenses, a powerful armory, training rooms, and office space for hundreds of ARMA employees. Not every member of the group reports to HQ, however, and the group has smaller 'precincts' dotted throughout the city to supplement the police precincts still in operation. Their largest base outside the city is the fortress at Wardenclyffe, which is home to ARMA's small airbase, it's heavier vehicle elements, and is the launching point for most overseas missions. --PUBLIC PERCEPTION-- Given the youth of the group, most in the public have yet to form a solid opinion of ARMA. Because of who they are of course, Alistair and the others have largely inherited the opinions that people held of them back when they were members of the OFL. For some people, their defection has improved their standing, for others it has harmed it. As the people who have stood against the tide of darkness that nearly overwhelmed the city more than once however, the group tends to receive support from those they have helped. As with any political divide however, there are plenty who either refuse to seek out the truth or have set their opinions long ago. And they do lack the PR machine that their former parent organization has so effectively created. Their recent conversion and paramilitary bend is still something of a discussion topic - though the Shield division's defense against attacks from the dragon-occupied territories tends to be met with more or less universal appreciation. --JURISDICTION-- Debatably, ARMA has inherited the jurisdiction of the old OFL in the region - that is, it has primary authority over supernatural threats and events over the majority of the Eastern Seaboard Union. Notably, the Vatican OFL contests this, and loyalist forces remaining in the EAA may very well contest ARMA missions at any time. Another notable exception, as with the OFL before, is the few precincts where Vanguard has made inroads in New York, attempting to spread its influence out from the SC. The burgeoning Civil War has given the Vanguard opportunity to take advantage of the chaos however, and so these regions may grow somewhat as the war continues. Officially, however, ARMA remains the "supernatural police" of the EAA. --TRAINING AND TACTICS-- While ARMA has a deserved reputation for being somewhat loose and informal, each of its members has undergone extensive training in supernatural matters, the safe handling of artifacts, and in combat against both supernatural and mundane threats. They draw on police and military training as well as the magical training of the Order, with the goal of producing highly effective and independent agents. ARMA agents are not often deployed in large groups, instead they typically operate in small groups of two or three, similar to the NYPD (with whom they maintain a cordial, if sometimes chilly relationship). Their tactics rely on this flexibility, the ability to react quickly and rely on your partner to counter threats, and even when larger groups are deployed this system of partners is the foundation of their strategy. Their training favors creative tactics over rote protocol, and as such they are often able to surprise and out-think their opponents, or at least find some way to out-maneuver them. Partners are therefore chosen very carefully, to pick a pair whose abilities (supernatural or not) will be complimentary. Because of this, in a stand-up fight they tend to be at a certain disadvantage when compared to groups like the Vanguard, but multiple teams working together have been shown to be highly effective in disrupting larger formations and picking them apart - a necessary tactic given the fact that despite being one of the larger groups in NY, the mindset and ability required to make it within the group results in a small pool of acceptable applicants. They are accustomed to being outnumbered, but this mindset means that they do not consider it such a disadvantage after all. For operations against larger forces, the involvement of the better-armed Shield division is a necessity.
    17. This co-star is a member of the Vatican Inquisitor team comprised of @Salvatore Avara and Kosta De Cerbo. Every team is comprised of all three of the Magus classes, she is the Eye Mage or Profeta as she and her fellow Italians prefer. Born in Rome, Marellis like many of those prominent in the Order can trace her bloodline to the very root of the ancient sect. It is rumored that she may be a direct descendant of the original blood-line. She embraced 'Resonance' like a lover, her true self emerging, chestnut curls spilling red across her pale skin. Her powers of sight are rarely matched and those aware of her reputation are wise to fear the flaming haired beauty. In short, she can best be described as 'despiser of men'. It is not specifically known from where this hate originates but the fire has burned within her for some time. There are only two men she respects or perhaps simply tolerates and those are her two trusted partners, Salvatore and Kosta. Men representative of brother (perhaps lover) and father (or crazy uncle). DESCRIPTION Marellis stands six feet, an imposing woman, strong and statuesque. Rarely does a smile crack her porcelain features, her blue eyes are cool pools of invasive hostility that burn orange when using the 'sight'. Her trademark feature, her long red hair flows down her shoulders and is often tossed upon a peculiar wind when using her abilities. It contrasts strongly against her black attire. She always wears black or dark grey, as if attending a funeral and it is because of this common garb that she acquired the nickname, 'The Mourner'. This and the fact that she enjoys psychically attending the funerals of her victims. Her first language is Italian. She speaks English fluently but with a heavy Italian accent. Like her fellow Inquisitors she speaks Latin. She can also speak Spanish. ABILITIES As Marellis can best be described as an 'Event Sub-character' her powers evolve through story. What is currently documented may further develop. She is possessed of exceptional skills in Clairvoyance / Clairaudience, in fact she can project all of her senses across great distances. Basically able to project 'herself'. A power of course that may leave her physical body defenseless but in her case, Marellis is able to concentrate on being two places at the same time. She is rarely defenseless. Her mental attacks are vicious and numerous but of course there is naturally a need for some many as not everyone is as vulnerable to the same assaults. She can, however, sense a targets fears and exploits them through illusion but such tortures are for pleasure. Marellis just often inflicts pure pain on a target, mentally peeling off their skin or setting them aflame and if this doesn't seem to have an effect she attacks their nervous system with paralysis. Countermanding her abilities? Of course there's ways around them. It all ends up a battle of will or magic, or both. This is a sub-character and meant to be used to enhance a story with believability. A member can choose how they wish to deal with Marellis' powers. She is supposed to be a frighteningly strong adversary but she is not 'all powerful'. One of her most attractive abilities is being able to share her powers with others which she does with Salvatore and Kosta. Through touch he can project them great distances and allow those projections to employ their magic. A powerful skill, one only defensible through magic or common warding charms if one is knowledgeable enough to utilize them. Your average person is not going to know how to whip up magical defenses from basic elements and gylphs. Zero-thought — Marellis can hide her own thoughts and those of her team from other 'scryers' and 'telepaths'. It is simply like they do not exist for those who can sense brain patterns and the like. She is able to combine this power with Kosta's invisibility making them all virtually undetectable. Naturally Marellis is gifted with the 'sight'. She possesses exception powers of precognition and ESP. This combined with her Clairvoyant abilities makes her one of the most strongest 'tracers' in the world. There are few people she cannot find, and there are not many with the strength and knowledge to countermand her scrying skills. (Though obviously there are members of the New York Order able to do this otherwise the enemy would know everything).
    18. This co-star is a member of the Vatican Inquisitor team comprised of @Salvatore Avara and Marellis Severin. Every team is comprised of all three of the Magus classes, he is the Centurion, but refers to himself as Difesa (Shield). Kosta was born in Rome but grew up in Chicago. He got out for government deep-sixed the place during the zombie break out. After that, his emerging abilities called back to his birth place where he took his place alongside Salvatore, a cousin of sorts and now a trusted brother in arms against the insurgents that threaten the sanctimony of the Order of First Light. He is like a father for maybe a wise uncle to Marellis. He tries to quell her rage against men and people in general, aim her blood lust for purpose so that it doesn't blind her. He's definitely not your short-sighted kind of hitman and that's just what he used to be. Kosta was a mob hitman and a damn successful one, so much so that as time went by he became a 'cleaner', the guy they called to make all problems go away. This is what he now does for the Order, assists is Inquisition Team in making problems go away and damn if New York hasn't become a problem! American raised, when people here Kosta speak there's no doubt he's from Chicago. He can speak Italian fluently, but not perfectly. He can also speak Latin, some Spanish and French. DESCRIPTION Kosta would describe himself as 'Five foot fuck all'. He's not a tall man, but for his age he's ripped. He eats pain like candy and knows how to use his hands, feet, teeth, whatever it takes to win a fight. He's a vicious fighter and endowed with a supernatural strength to even the odds. He likes a slick suit and keeps his dark hair well groomed. He likes to play at being refined but his origins are the street, it's what he knows. Make no mistake in thinking of him as brute though, the man's self educated and well versed in the classics, the art of war, just about anything that made him a better killer. Kosta is basically a mentor to Salvatore but he wisely stands back and let's his more charismatic partner call the shots. You get more done that way and don't have assholes poking at you with their problems. While Salvatore is taking care of the public relations, Kosta is working behind the scenes and getting work done. ABILITIES Kosta's powers are all about transportation and defense. Through the use of magical circles he able to protect and teleport his team but he not limited to this role. While he usually stands back and let's Salvatore and Marellis do the talking he is more than capable of dishing it out. His circles, however, also have the ability to crack wards and traps of magical and non-magical nature. If he has the time, he can work his magic and decipher the magic, unraveling it to reveal a way through. Sometimes, however, he doesn't have the power alone to penetrate the defenses, thus he relies on Salvatore and Marellis to work with him and add their talents and powers to the infiltration. He is able to summon supernatural strength, allowing him to lift a car above his head if required. This makes him more resilient against damage as well but his offensive powers don't stop there. He's also a trap master, able to place sigils here and there which can execute violent traps of his design. These are of course not just whipped up on the spot. This NOT his imagination gone awry! Every trap has been pre-designed and intricately woven in the magical sigil, which is a circle that measures no more than thirteen feet across. It takes him a while to lay these traps as well, but he's crafty and thinks ahead. Naturally some components are needed for these traps and once set, it's very difficult to detect them. Other powers associated with his magic circles are invisibility and noiselessness, allowing all within the circle to be unseen and unheard so long as no other magical spells or sudden movements are made. Kosta can also 'extinguish idle mana', one of if not his most powerful skill. Unless the 'mana' is being used to trigger a distinct ability he can snuff it out. Those who simply manipulate mana have no power around him. Raw mana simply recoils at his presence if he so desires it, and it is this rare ability that makes him an effective 'cleaner' for Rome. He can enter a room and remove all traces of magic.
    19. Zeph

      Belgium

      Belgium is a place of medieval cities, quaint towns, gothic cathedrals, castles and carillons. Gourmet food makes the French jealous and it is almost impossible to find better chocolate. It is Europe in a nutshell, multicultural and multilingual. Flanders in the north, a flatland criss-crossed by canals, is proud of its great art cities, Antwerp, Bruges and Ghent. To the south in Wallonia, you will find the rolling hills of the Ardennes, numerous castles, and the cities of Liege, Namur, and Tournai. The Flemish speak Dutch and the Walloons speak French. In Brussels (Bruxelles), the capital, both languages are spoken. But to make it easy, everybody speaks English, albeit with an accent. Belgium's history has always been linked to both commercial and cultural exchange, and much of its character is due to its role as the great meeting place of western Europe. Traces of the Austrians, Spanish, French and Dutch can still be seen in its architecture and in the lifestyle of its people. Today, its capital city of Brussels is one of the world's great cosmopolitan cities, home to both the European Union and NATO, as well as a wealth of international trade and finance companies. This was the Belgium before the Nevus event. When the world changed, the country was decimated by the 'Zombie-virus'. Regardless of the year of our setting, zombies will continue to shamble across the picturesque landscape. All of the settlements west of Bruxelles are abandoned. These archaic lands are populated by zombies. Western Belgium is extremely hostile. People travel it's roads at their own peril. East of Bruxelles, Belgium remains intact. They are ever wary of the impending zombie hordes and creatures to the west and have fortified their cities against them. BRUXELLES This major Belgian city is pretty much as it was prior to the Nevus event with the exception of it being fortified against the monstrosities to the west. The perimeter highway (R0) is completely fenced. A tall metal fence with razor wire and border patrols every few kilometers ensure that NO zombies get through. Although, there are the occasional break-throughs. FACTIONS The appreciated presence of the Order of the First Light also deters any other creatures from attacking the city. Pharos is also present, working alongside the Order, basically trying not to get in their way. The Vanguard have a small presence in the city but are in no way organized enough to be a driving force. They basically assist the local law enforcement when they can and keep their heads down from the spells of the Order who do not like having them around.
    20. Zeph

      Japan

      The yakuza's influence is more pervasive and more accepted within Japanese society than organized crime is in America, and the yakuza have a firm and long-standing political alliance with Japan's right-wing nationalists. In addition to the typical vice crimes associated with organized crime everywhere, the yakuza are well ensconced in the corporate world. Their influence extends beyond Japanese borders and into other Asian countries, and even into the United States. This is why after the RESONANCE most of Japan fell under the rule of the Yakuza. The time of the war-lords has returned but some believe it never really left the Nippon shores. Many of the clans are actually now living up to their self-proclaimed history as machi-yokko (servants of the town) and are truly nurturing and protective of those under their rule. It is not possible for feudal Japan as it once was to return, not that any would wish it to be so, but the country has regressed to that of a land divided up among lords who are of the strongest of the Yakuza clans. Japan's ancient mysticism permeates the islands. While the Yakuza clans struggle to maintain a country, fighting amongst themselves over the pieces of the pie, they are also contending with demons and other magical beings that once more seek to lay claim to lands. The land has become a veiled reflection of one of their ornate paintings depicting the plight of the Oni.
    21. After 'The Event' the NYPD like most of the world suffered loss through both economic and violent means. Prior to the cataclysmic event there were 123 precincts through out the major districts and now there are approximately 80. Each precinct often runs on minimal staff and this combined with the many 'altered beings' to contend with has put the city police at serious disadvantage. In New York the primary responsibility for combating supernatural threats has fallen on ARMA. While the police continue to enforce the laws of society they have learned to work alongside Magus and other law enforcement factions for the greater good of the city. Agencies like the Order, Pharos, and the NWDD have a standing with police as does the Vanguard in the areas in which they have set up their Bastions. NYPD Precincts — This link will show a list of all the current precincts of the NYPD which would be representative of a pre-shift world. The over forty precincts that no longer exist were either destroyed or lost due to budget cuts. Lost precincts are being bought up by the Vanguard and turned into Bastions. Visit the VANGUARD for more details there will be an article that shows a list of New York Bastions and the references the precincts they used to be. Checking out the street locations on Google Map will give you an idea of where the Vanguard territories are. JOIN THE NYPD In this new world police are up against a lot more than guns. If they are to maintain the law they have to adapt and so they allow Empowered Humans (or those Metahumans who look Human) to join the force. Like the Humanity League they are mainly representative of the Human tax-payers but unlike them they have to consider ALL citizens which include the 'altered' law abiding people of New York as well. Often this is where the Humans of Ability on the force come into play, often serving as mediators for what could loosely be termed as their 'own kind'. THE FORCE The Vanguard and ARMA steal a lot of potential officers, but the NYPD is still, fortunately a large organization when it comes to sheer numbers of officers on the street. The police and the Humanity League make a conservative effort to work together but when it comes down to it the NYPD consider themselves the law. They serve New York and the EAA and will not tolerate any obstruction of their justice. The only organization that they will consistently defer to is ARMA. ARMA's boundaries and those of the police do not often clash and when they do the police are quite thankful for their expertise. They do, however, not always see eye-to-eye. The police still represent laws that ARE NOT often accepting of the abilities possessed by these 'shifted individuals'. In a world struggling to reinvent itself a large portion of it does not wish to change and the police tend to represent and favor those people. Another agency they respect are Pharos as they, like ARMA deal with the threat of relics and artifacts that they are not equipped to deal with. More recently, ARMA has begun a program called Phalanx, where ARMA personnel not on combat duty offer training on supernatural threats to NYPD officers. This, coupled with a limited sharing of enchanted ammunition has given the NYPD some badly-needed capability against the supernatural. Of course, as they mainly rely on experienced officers from before the Event, and not powered individuals, this is mainly to enable them to either hold out or fall back until either ARMA or Pharos can arrive.
    22. The majority of this is highly public information - while Great Britain's destruction hardly makes it the only nation devastated by the events that followed the Resonance Event, it is unique in that it is the only nation to have been lost completely in the years that followed the event. Like all the nations of the world, the events that came to the Earth along with the appearance of the Nevus, the United Kingdom was hit hard by the changes that washed over the world. Unfortunately, while for most countries the fact that even the inhuman creatures needed time to adjust, time to deal with the new realities of the world, the UK dealt with something far worse - an enemy that was prepared, organized, and seemingly ready for the event. It was the war to end all wars. Shortly after the Nevus ripped across the night sky the United Kingdom was plagued by massive monstrosities. They descended from the sky on wings or rose from the depths of the earth. People were at first reluctant to speak their name, it seemed impossible and yet here they were — Dragons! Why they converged upon the United Kingdom was unknown. In the face of destruction it was difficult to ponder a relationship between the monsters and the place of which their legend was entwined. These legendary beasts sought to assert themselves at the top of the food chain and claim the island of the United Kingdom as their rightful territory. It was a slaughter, thousands were killed before the military mobilized. The dragons were massive and powerful but no more intelligent than an animal. They were able to develop strategies to counter their marauding attacks and the rest of the world was not far behind. How long before these creatures set their sights on other countries? That was the question posed to other leaders and those able to spare the troops joined in the war against the dragons. The campaign lasted almost two years (2011 - 2013). During this time it was learned that there were two strata of Dragons, a 'lower' and 'higher'. The 'lower' were what would come to be known as the 'Common Dragon', animalistic, a direct reflection of the lore of the land. The 'High Dragons' were something else entirely, not unlike gods. The world had no chance against them, understanding of magic was simply too young and that's all that could be used against these titans. Fortunately they were few in number and consisted of two opposing factions, one malicious, one benevolent. While the military forces were winning the war against the 'Common Dragons', these two higher factions wiped one another out. The world as a whole would not have been any more accepting of these supposedly 'moral' Dragons anyway. The human race was not ready to concede their mastery of the planet to a more powerful species. In the end the 'common dragons' were no match for military might. It was in those early years that technology had not yet began to suffer from the effects of magic and so Humanity was in top form. The creatures were beaten back, hunted down and killed without mercy until they were believed to have all been destroyed. England and parts of Scotland and the eastern side of Ireland were nothing but smouldering wastelands. Many fled to other parts of Europe and the Tri-Americas, but others stayed closer to home. Western Ireland remained untouched, a new home for millions of refuges. Today it is not known whether or not any dragons yet live. Occasionally there are sightings, blurry pictures or videos from questionable sources. It is only known that any recent explorations into the desolate waylands of the dragon war have never returned. The lesser known facts of the Dragon War are as follows: It was only a few months after the Event itself, in January of 2011, that the 'Higher Dragons' of Shehad Darastrix (Empire of the Dragon) first invaded the island of Britain. It was reported that these 'Greater Dragons' seemed to fly to the Earth straight through the Nevus itself, though these 'particular sightings' were dismissed as the rantings of a terrified populace until the invasion hit. In truth, the Greater Dragons were few. The majority of the forces were led by the Kluchud (spawn, what the people of Earth referred to as 'Common Dragons'), enormous creatures of varied shapes and sizes. They came like nightmares out of the sea, from under the ground, or from the air, their black scales hiding them at night and striking fear into the hearts of humanity in the daytime. (Among them walked smaller creatures, almost human but for their reptilian features, wielding powerful magic with a talent humans would not be able to match for years, devastating the best the UK could throw at them.) Yet even so, the tenacity of humans might have been enough, if not for the Greater Dragons. Many believe that it was the resilience of Humanity that persevered against the Dragons. That, in the end the remaining forces dominated but the truth is far more fantastic. Massive winged beasts the size of the largest aircraft in the sky, with scales that could turn aside even anti-tank missiles, the dragons lay waste to England's air power in a matter of days, burning the airports and preying on military and civilian alike from above. By March, it looked as though the entire country would turn into a slaughterhouse - but finally someone intervened. The remaining human nations on the planet were on their way to collapse on their own, and unable to lend much in the way of help with their own populations turning on one another. Shockingly, help came from creatures almost exactly like the ones who had attacked in the first place. Led by a massive silver dragon, larger by far than any other dragon yet seen, who introduced herself as Aura'ornaltui, a huge group of dragons crossed the channel from Scotland and Ireland and crashed into the rear and flank of the forces that had been ravaging the UK, opening a new front that devastated the attacker's forces. For nearly six months the battle raged, the dragons and smaller creatures led by Aura put against the nameless monsters of the Empire and the great, dark scaled dragons that led it. In that time, nearly the entire civilian population of the UK was able to escape - most to Europe, some to the remnants of the United States. Over the course of the battle, things were slowly explained. The forces that had attacked were at the beck and call of Azazel, an enormous black dragon that had been waging a similar war of devastation on his own world, the world the dragons had originally hailed from across the Veil. Aura had been his opposition, considered by many the rightful leader of their kind, but also the one against whom Azazel's wrath was most directed. Their clans had warred for thousands of years, with the great black dragon's parents falling to Aura's claws in the last war. Yet for all her glory, Aura had grown old even for dragon kind, and was past her prime. Somehow, Azazel had predicted when Resonance would hit (as had some humans, such as those within the Order) and had made arrangements to bring huge portions of his army with him. Aura and her faction had not known, and while she had made it through the Veil to confront him, only a small fraction of her forces came with her. In the end, that was decisive. The war against the UK had been a stalling action - a chance for Azazel to become massively entrenched in Greenland and Iceland, from which he launched an assault with himself at the head, intending to wipe out his hated enemy once and for all. Few details of the battle that ensued escaped the country, with Aura having forced the evacuation of even most UK military personnel in the hours before the black dragon's arrival, but some accounts were captured at a distance. The battle between the two armies was cataclysmic, but paled in comparison to the two leaders clashing in the skies - both of like size, seemingly evenly matched in power. The relative youth of the black dragon would, however, prove decisive. Aura was critically wounded, and fell, though it seemed there was one last card to play. A spell of binding, one of terrible power worked before the battle commenced that would force the dragons to take a humanoid form, stealing from them their great size and much of their strength. It is theorized that this may have happened anyway, the magic of Earth following rules different from those that granted the dragons such power on their own world, but someone was able to accelerate the process. It is unknown who finally cast that spell, and while it ended the fight for a time, it was not soon enough to save the UK. The vast majority of the islands lie in scorched ruin, the elemental energies of dragon breath and magic scouring the soil so deeply that even now, the better part of ten years later, plants refuse to grow. Both forces suffered heavy casualties, but they were far more devastating to Aura's smaller force, leaving fewer than thirty of the now-humanoid dragons to pull back with the remnants of the UK military to Long Island, New York, where they would form a group to continue their opposition to Azazel and his forces. To this day, frequent patrols by Azazel's monsters make resettling of the English Isles a proposition that is almost universally met with death.
    23. Zeph

      Macabre Café

      Located in Omenwich Square it is owned and operated by Christopher Vines - a man of hidden talents and passion for all things macabre. This garish café, located within an eight story building at the corner of Broadway and 83rd Street, has been designed to emulate the dark and macabre of Edgar Allen. Dark and sinister Victorian architecture and decor draws one into the world of H.P. Lovecraft's, "Dunwich Horror", and large posters of classic works of terror adorn the walls. Christopher (never Chris as he detests shortened names and abbreviations) is a morose and morbid individual obsessed with the dark-side of things but not without his own dry sense of humour. He dresses in a gothic, turn of the century style (much like Edgar himself), always wearing black. The Café appears to be very old, strangely, far older than the building in which it is situated. This is because it is, but Christopher does openly advertise this. Once more, people don't recall what was there before nor do they rightly recall the Macabre Café never being there at all. Christopher, however, does not bear an old world accent, the coffee shop was not transported from the old world, but the new, specifically New England which also happens to be the origin of it's owner. (The ownership of this venue may not fall into the hands of a member but all are more than welcome to portray their characters as employees of the café) http://www.resonancerp.com/uploads/gallery/album_21/gallery_1151_21_79328.jpg
    24. This is no longer the world that we know. The landscape has changed; the significance of prominent landmarks have been altered by design and the writings of our members. All are welcome to change the landscape but if it's a significant landmark or well known site you must place a ticket and let us know so that we can check and see if your modification will not cause a conflict. We will then enter your alteration to the setting in this list. You will find more information on these altered landmarks in Post Event Timeline. NORTH AMERICA ALCATRAZ ISLAND - ALTERED HUMAN DETENTION CENTER (April 2017 ) - Seven years in the making, Alcatraz has been rebuilt to contain Altered Human Criminals. THE BRADBURY BUILDING, L.A., CALIFORNIA — BRADBURY BASTION ( May 2014) - Ward Institute LA was established in this historic location — at 304 South Broadway. CANADA'S WONDERLAND (2010) - Located north of Toronto this popular amusement park is completely overrun with zombies. In the early stages of the outbreak the park's walls were reinforced sealing the infected within. To this day, the living dead rest dormant awaiting their next meal. CHICAGO, IL (2010) - Chicago is destroyed. It was one of the first cities to be overrun by zombies. In the matter of a week, over three quarters of the population were 'undead'. The powers that be, believing the city might be the source of the 'plague' decided to use a nuclear warhead to purge the zombies. Most of the survivors never had time to evacuate. COOPER UNON SQUARE - FOUNDATION BUILDING (2010) - This has always been owned by the Ward Institute. In 2010 after the revelation of Pharos it became the Main Branch Headquarters. THE FEDERAL RESERVE BUILDING NEW YORK (2010) - Formerly the NY Headquarters for the Order of Light, currently the headquarters for the group ARMA (2016), which was formed primarily from former Order of Light members who have broken from the Vatican's control. FORT HAMILTON, BROOKLYN, NY (2014) - This is where members of the New York Vanguard of Humanity are trained. While the Legion itself is located at 25 Henry Street, the military side of the faction is housed at this historic fort. GUGGENHEIM MUSEUM, NY (2014) - UNKNOWN TO THE PUBLIC. This building is actually a front for the Kaminari Yakuza. HOLY TRINITY CATHOLIC CHURCH, NY (2012) - 213 West 82nd Street, New York. Part of the Omenwich Square setting and is now an abandoned building said to be haunted. Basically the entire block between 82nd and 83rd, and Broadway and Amsterdam are the fictitious square. LOYOLA LAW SCHOOL, LA (2014) - The first Vanguard Legion to be established in the West. The famous law school, shut down after the Nevus event, is now the Fourteenth Legion of the Vanguard of Humanity. Located at 919 Albany Street. PLUM ISLAND ANIMAL DISEASE CENTER, NY (2006) - The Ward Institute purchased Plum Island back in 2006 but the name did not change to the WARD ANIMAL DISEASE CENTER until 2013 when Pharos became proactive in the study of those Altered Humans. The Facility for the Treatment and Study of the Altered was completed in 2015. THE PENTAGON, WASHINGTON, DC (2012) - DC HQ and Main Eastern Alliance Vault for the Order of Light. ST. PARTICK'S CATHEDRAL, NY (2019) - 460 Madison Ave, New York, NY 10022. Setting for Rhome Del Santo's - 'By the Pricking of my Thumbs'. THE STATUE OF LIBERTY (NOV 1ST, 2015) - Liberty island is partially intact. Only part of her extending arm and the torch can be seen over the surface of the water. It was due to an event in 2015, the rising of a great Spire from the depths of the earth directly through Liberty Island. It has since sunk back beneath the ocean but left Liberty Island partially destroyed and all but the statue's torch submerged. WARDENCLYFFE TOWER, SHOREHAM, LONG ISLAND, NY (2012) - Headquarters of the Silver Winged. Former laboratory and site of Nikola Tesla's greatest ambition, it was later turned into a museum in his honor. The rebuilt Tower stands at the heart of a military enclave, where the SW's mercenary forces are trained and housed.. REST OF THE WORLD Coming Soon NEW VENUES AND CHANGES ARE ALWAYS BEING MADE. PLEASE FREQUENTLY CHECK THIS ARTICLE.
    25. Zeph

      Africa

      The landscape of Africa has been dramatically altered. The bulk of the populace, after the appearance of the Nevus, was simply 'gone'. Whether they were obliterated or transferred to another universe is unknown, many prefer the explanation of the latter. In some places the land has been renewed, in others abandoned settlements remain upon a changed landscape. It is not the Africa the world remembers. Explorers have documented sightings of extinct creatures prowling the plains and the horrific sight titanic monsters dwarfing trees! Gone are the days of the cliché safari tours. It's enter at your own risk! AFRICA IS A TECHNOLOGICAL FREE ZONE! All forms of electrical devices go awry the closer one gets to the center of Africa. This means no vehicles, no phones, nothing will work once one travels thirty or so miles from the coast of the mainland. It is there, at it's center, that the deepest, darkest, forest has formed. No one for sure knows what's there. While satellite imaging will reveal Africa's coastal areas nothing will penetrate the interior. Fifty miles to sixty miles in nothing can be detected by technology or magic. No scrying, no remote-viewing or clairvoyance can see what may lie at the heart of Africa. It is a true mystery of our time. A few teams of explorers have gone into the interior and never returned. Those that made it back to report what we currently know about the 'Heart of Africa' did so at their own peril and barely made it back with their lives. Those 'altered individuals' that have made it back from seeing the edge of this dark secret landscape have reported that their own 'abilities' were effected, specifically the reduction of 'range'. No members may launch an expedition without permission from site administration. Exploration of Africa will most likely be a 'Site Event'.
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