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

    Admin
    • Posts

      2,091
    • Joined

    • Last visited

    Everything posted by Zeph

    1. Zeph

      Elf

      NO IMMUNITY TO VIRUSES This race CANNOT be immune to the super viruses which turns humans, humans with abilities, meta humans, and certain other original Earth inhabitants into vampires, werewolves, and zombies. When Elves become a Vampire, they are naturally Elfin Vampires but in truth retain very little of their Elfin nature. They are Vampires. Consequently when they contract the Lycanthrope Virus, they do in fact maintain their Elfin appearance while all their magical abilities are greatly reduced if not completely lost. They only maintain those most inherent attributes. An Elf becoming a Vampire or a Lycanthrope IS NOT a matter of taking the best of both worlds! A Metahuman Elf would revert to a Human-like Vampire and no trace of their transformed Elfin nature would remain. Elves can be of either Metahuman or Veil Crosser origin. This simply means that they can be either a Human that was turned into an Elf at the time of the Resonance or an Elf from another world that plummeted through the Veil. There are many types of Elves, their descriptions vary from the small and diminutive spritely beings of English lore to the tall fair haired warriors of Norse mythology. We prefer all races to be derived from actual world lore, mythology and your imagination rather than borrowing a race from another fantasy genre if you wish to develop your own type of Elf. This means no Sindar Elves from Tolkien Lore or Drow or Valley Elves from D&D. We ask that if you are not going to choose one of our current Elfin races to submit a race write-up prior to your profile. Please ensure that your race doesn't end up being too similar to one of our pre-existing ones as we will not accept races which are duplicates of our own save for a few minor deviations. On this site we have the following established Elven races: Southern Elves, Light Elves (Ljósálfar) and Dark Elves (Dökkálfar). COMMON TO ALL ELFIN RACES MAGIC Elves are magical beings. Their abilities are similar to those of a Magus but more 'natural' and passive thus they do not attain the same level of power. By comparison, Elfin 'High Magic' is more akin to the 'Mid-level' spells of a Magus. These abilities can be organized in Low, Mid, and High level categories or can just be listed like any other 'Non-Magus' type character. As Elves are often possessed of other natural abilities we expect that their magical abilities are balanced so that the overall strength of the Elfin character is not too high. HEIGHTENED DEXTERITY The average Elf is very nimble, able to perform acrobatic maneuvers equal to a Human with years of training. They are able to react far faster than your average Human and able to leap twice their height from standing position. Their balance is amazing. A healthy Elf can walk a tight rope drunk while juggling. Their almost magical movements make them exceptional fighters being equally proficient in both melee and ranged weaponry. An trained Elfin archer is deadly, but this accuracy is not limited to bows, give one a sniper rifle and they will be all the more lethal. HEIGHTENED HEARING We should mention here that all Elves have pointed ears. This doesn't really improve their hearing much only that it's a common physical trait. They do in fact possess exceptional hearing which can be best compared to that of a fox. They are able to pinpoint noises at ranges of up to 160 feet and perceive up to 65,000 Hz of sound. This allows them to identify sounds (clearly deciphering conversation) through typically constructed walls. NIGHT VISION Elves see extremely well by moonlight and starlight. They cannot see in total darkness absent of light. SEE ELFIN SUB RACES BELOW
    2. FIRST (ATLANTA) LEGION COMMANDER — A career soldier, Xavier was an army sergeant prior to the Resonance. After what many in the south referred to as the 'apocalypse' he quickly rose to the position of Legion Marshal in Vanguard. He was then promoted to the position of First Legion Commander (Atlanta Commander) after the relocation of the Patriarch, Delaney Grant. APPEARANCE A big man, Xavier stands an imposing 6'6" with the build of a bear. Battle scars across his face tell the story of his life. He has brown wavy hair, greying on the sides and greenish coloured eyes. He looks to be a man in his late forties but could be older. He's in good shape, still able to fight alongside the legionnaires if required. PERSONALITY Xavier can best be described as a guard dog on a short leash, you don't want to get too close. People naturally tend to recoil from the man which is precisely the effect he desires to project. His tactics are often brutal when it comes to protecting the city and ensuring the safety of the citizens. He doesn't believe in beating around the bush and likes to strike first. ABILITIES Xavier's a Human, through and through. At least that's what he tell's everyone and still believes. Never tested due to his loyalty and devotion to the HLNA he is in fact an Empowered Human. His ability, however, is easy to hide and he himself remains in denial of it. Simply, he possesses a permanent field (invisible and undetectable) that retards kinetic energy which literally cuts all forms of damage he takes in half. All those wounds that would normally threatened the man's life have become lucky recoveries. Being extremely lucky or blessed is usually how people describe him. SKILLS He possesses all those skills associated with army training. Xavier is also an exceptional communications officer and can operate a variety of military vehicles including tanks. HISTORY Born in South, he'll die in the South. Xavier grew up in a small town outside of Atlanta and received his military training in the great state of Alabama. Ever the patriot he fought in several campaigns overseas against terrorism and when his home was threatened through in to defend Georgia from the shifted. He was also a member of the Vanguard prior to the Resonance. He was honored to be appointed First Legion Commander and even though he has the upmost respect for their Patriarch Grant, may be reluctant to return to being the Marshal of Atlanta.
    3. NY LEGION DIRECTOR OF OPERATIONS — Ex-CIA turned Vanguard, Pharell (pronounced fair-el. It's an old English name) is infamous in the intelligence community. Originally from Montana he believes in the Alliance more so than the Federation but has reservations about the Order of the First Light and now ARMA. Being a spy before he became a scientist, he has difficult time letting go of the old world while studying the new. ABILIITIES ABSOLUTE TIMING ('PREDICTION') Pharell has the ability to precisely calculate and coordinate events as they unfold around him. Every factor that he can 'humanly' be aware of can be instantly factored in to his calculations allowing him to perform one specific maneuver perfectly. There are always going to be factors that he is unaware of, his calculations are based upon what he can perceive and limited by his own physical attributes. This ability which is almost constantly working, allows him to calculate travel times based on speed and known factors and conditions. He's usually accurate within a few minutes barring no unforeseen events. This ability also allows him to make predictions based on movement. An example of this would be being able to 'predict' an accident at an intersection or knowing which 'racer' is going to win at the track after watching multiple performances. SKILLS Counter Intelligence, Networking, Computer Systems, Surveillance, Firearms, Masters in History and Computer Science, Extremely well read. LANGUAGES Can speak, English, French, Spanish and some Russian. APPEARANCE A very handsome and distinguished man, Pharrell stands 5'9" with golden blonde hair and vibrant blue eyes. PERSONALITY A friendly sort, he's often quite chipper, preferring to keep things light until a heavy hand is required then he can become quite stern and serious. He tries not to take too strong of a stance on his points of view in order to remain as flexible, preferring to see as many sides of a situation as possible. HISTORY Born and raised in Montana, he eventually moved to California where he attended Cal-Tech where he earned both of his degrees. Specializing in information technologies he was a shoe-in for the CIA where he began working right of college. He began as an analyst but then showed a talent for field work which he did for a number of years. After the Resonance he set his sights on the Vanguard and rose through the ranks quickly because of his experience and exceptional qualities of leadership.
    4. NEW YORK LEGION MARSHAL — Jericho is not a man to be trifled with. A former Colonel in the US Marines he's survived and commanded countless missions and now he had chosen to lend his experience and skills to a cause he believes in... the Vanguard. ABILITIES HEAT ABSORPTION Jericho can absorb heat via a permanent field that surrounds his body. Fire cannot touch him, some of it becomes extra energy for his body the rest is deflected. He can use fire or intense heat to help his body heal faster and increase his physical strength. He can grab a red hot poker and suck the heat energy right out of it turning it cool, in fact he can absorb five square feet of heat energy per second up to a maximum of fifty square feet. Can he use all the energy? No. Jericho can only utilize a fraction of the heat energy he absorbs, the rest is deflected but not all of it can just be tossed aside. A portion of it is diverted and that energy is usually forced into the solid objects around him but of course the amount they can store is finite. Eventually a wall will crumble, the ground beneath his feet with heat to a point that it melts away. Ideally, standing in large body of water would allow him divert a large amount of heat energy. Jericho's physical strength can only ever increase to up four times normal but it fades fast, usually only lasting a few minutes. If he absorbs heat, he can channel it into healing a wound but he needs to be strong enough in the first place to use the power. If he's too damaged, the strain of absorbing the heat itself could kill him. DIVERSION ATTACK Can he absorb heat and reflect it as an attack? Yes, but he has to touch a person. He can channel the power into, say, his hand, turning it white hot but he'd have to touch a person to cause any damage, and while using his power he can't move around very quickly. HE CANNOT PROJECT A FORCE OF HEAT. After he absorbs any heat, he can only utilize it's energy for a few minutes. It burns up quickly. Usually to use it as a weapon he has to be taking in energy as he uses it. SKILLS Marksman, Sniper, Close Combat expert, Ballistics, Gunsmithing, Survival Training, Repelling, Tactical expert. LANGUAGES Can speak, English, Spanish, some Arabic and few words of Cantonese. APPEARANCE The right side of his face bears the scars of war, marring his bold handsome features. His wavy hair is a light brown and he has blue eyes. He stands 5'11" with a strong athletic build. PERSONALITY A tactician through and through Jericho craves a challenge, little else interests him which is why he took on the position of New York's Marshal. There's always some war on the horizon and he aims to come out on top. He's gruff and blunt. A man of few words but what one's he does say are chosen carefully. HISTORY Born in Germany, he spent the first five years of his life in Europe before his military parents were transferred back to the States. An army brat he pursued a military career and became a marine. As a soldier his missions were legendary and as a colonel his campaigns were inspiring. After the Resonance he tried to assist in maintaining the failing military but then like many others like him ended up working for the powerful factions that took place of government. He was not part of the Vanguard prior to the Resonance.
    5. The Silver Skull boasts a variety of rock and dance music, cheap entrance fees and cheaper drinks, with the occasional happy hour. Outside Located in the warehouse district near the Los Angeles River, this six story industrial building was once used for industrial purposes. Now, various sorts of rock music can be heard from the street and the windows pulse with an energetic light. Cleaner than the area around it, the building still retains its industrial appearance. People can often be seen queuing outside or smoking on the corner. Ground Floor Upon gaining entry into the Silver Skull, visitors will find the chill area. The double volume room is lined with plush leather couches and tables. In the centre of the room are pool tables and foosball tables and against the wall by the stairs are a selection of old arcade machines. A small bar and kitchen provide drinks and, of course, snacks for people readying themselves for a night of drinks or as a cure for the munchies. The background music is relaxed, showcasing classic artists such as The Doors and Led Zeppelin. Every second Sunday, a jazz band plays on the small stage in the corner. First Floor The double volume first floor is the rock area, where the music is of the heavier variety. Bar stools and tables surround the dance floor, where dancing and occasionally moshing is encouraged. Bring out those air-guitar solos. A large stage is located on the opposite side of the room from the large bar, this is where popular rock bands play every weekend, such as the owner's band The Dirty Crows. Happy hours at 10pm, midnight and 2am. Second Floor This area is closed off from the main stairway by a secure gate. Here we find comfortable rooms to rent and rooms for the club staff. On this floor is also the owner's large open plan apartment. All rooms are invitation only. Third floor Right below the rooftop, this area is the dance chilled area. Relaxed trance or house music plays in the background. There are a few couches to one side, and bar stools and tables closer to the bar. This is a good place for party-goers to meet up before heading upstairs. Roof Top The rooftop overlooks the Los Angeles River and surrounding warehouse district. Half covered, half open, the perfect area for dancing crowds. Every night except Sundays, there will be a selection of trance, electro, dubstep or hardstyle music played by the resident disk jockey, with occasional features of well known DJs. The lights and lasers light up the night sky into the early hours of the morning. Activities such as consummation of illegal substances are advised to be done discreetly. Happy hours at 10pm, midnight and 2am. The Basement - The Ring A black door with a viewing slot on the ground floor leads to a stairway to the low ceilinged basement, where mild cage fighting contests known only to a handful of patrons take place in a small wire-fenced area. This is all in the name of entertainment so killing is strictly prohibited. Bets may be placed on each match at the small bar in the corner. No fighting on Sundays.
    6. Zeph

      Rodeo Drive

      Located west in what was once Beverly Hills, the iconic strip of retail is coming back to life. While not all the stores are open again, a few of the staples, Prada, Gucci, Armani, and Versace now have their doors open and are selling all items that can still be found by these designers. Other stores are opening without the iconic names on the front, showcasing new designers who hope to become the new "it" thing in a reinvented world.
    7. Shadow Nightclub only came into being after the Nevus event. The gaudy neon signs that once marked the building as a department store are now gone making the building a rather nondescript structure. Its exclusivity is enhanced by the fact that it is hard to find. There is a hefty cover charge to even walk in the door and that's assuming the bouncers think your money is good enough here. There is good reason it's hard to get in, this place protects the identity, and habits, of its prime clientele. The exterior that was once encased solely in concrete, is now gloved in foot thick burnished steel plates that reflect the small lights above the panes to give an almost retro glow to the metal. A veritable fortress, the only evidence that the place is active comes when the red rope is set out at night and the array of bouncers come out to control the crowds that have begun to clamor for a chance to enter the exclusive Shadow. Once inside, the club features a state-of-the-art, fully integrated throbbing sound, light, laser, and video system. The 25-foot high ceilings are adorned by crystal chandeliers, and sleek white leather booths reflect the mood altering colors to bathe the club in an ever changing landscape. This is no trashy bar. One doesn't see drugs or sex here, if anything is going on its discreet on a level of fort knox because a bouncer is around every corner to toss out any trouble makers. Once an open expanse of 22,000 square feet, the club was expanded into the next building to now boast over 45,000 square feet of club space and while there is a massive center club, there are sections that have been separated into more "secluded" corridors. The three VIP halls are lined with an array of custom white leather couches and have private bars and dance floors. These corridors are not enclosed, they are exposed to a main corridor where bouncers keep an eye on all activity. These are the first level of exclusivity within the club walls itself, typically populated by the "stars" of LA, those seeking more privacy or to be counted among the elite tend to try and gravitate to these VIP hallways. There are nine VIP rooms down a corridor by itself and are a do not enter zone. Each have a single steel door entry that is guarded by a bouncer specifically chosen for their unique skills to avoid persuasion. There is also a hidden camera on every one of these doors in the event someone attempts to get by. Only those invited back into the VIP rooms can enter, requiring an "invitation" card that must have been granted to them by an existing VIP member, as well their name must be on the list. These VIP rooms typically have a "host" that is throwing the exclusive party and are the gathering place of the real Shadow clientele, vampires and hematomaniacs. Blood-letting fetishists of the Sheut Nation are invited to these exclusive vampire parties to drink and indulge in an array of drugs as they offer their crimson liquor for the drinking pleasure of the vampires present. NO ONE outside those invited have a clue what is going on back there as vampires do not "exist", still figments of fantasy to most. Each room has two personal waitresses there to assist in acquiring the crimson liquor and to clean up any "spills". This world is Sheut only and secret, those that do not keep to this code tend to disappear. Club Rules No weapons. Knives, guns etc. These need to be checked at the front room before entering the main club. (we suggest you leave them home) There is a metal detector at the entry and those under suspicion of carrying will submit to being searched or asked to leave. No drug dealing. The club is the only one selling here, those caught may be turned over to the police or.....may be dealt with personally by the club. Fights will be hauled out of the club by the extensive bounce staff. Attempting to enter VIP vaults without an invitation will result in a lifetime ban from the club. Thursday and Sunday nights the lovely Shadow dancers are on our elevated stages. Guests are free to tip and touch but not further undress nor harass if the dancer asks them to back off. They are neither strippers nor prostitutes so don't take any liberties. There is a bouncer assigned to every dancer even if YOU dont notice they are there. Those violating any of these rules will be photographed and forbidden from future entry into the club. VIP Sheut Rules Only vampires who have garnered a host card from the owner of Shadow can host in the VIP Vaults - General population DOES NOT KNOW ABOUT THESE ROOMS! No biting - ever - and thus no infecting. Blood is garnered through IVs that pull from the fetishists to crystal containers with spouts to fill never ending wine glasses. Cutting and dripping is allowed as well. Our beautiful waitresses ensure a pleasurable experience and that any "spills" are attended to. No abusing the invited hematomaniacs. They are here to enjoy as much as the vampires and are part of our Sheut Nation. The waitresses are not to be harassed or bled. Violations will be addressed swiftly and with the backing of the nation. Behind the bar, hidden through a secret cabinet of glass shelves is a steel door secured by fingerprint and pupil recognition. This leads to a set of stairs that go up to the private residence of the owner. A residence not a single employee has set eyes upon. NOTE: Only the select few vampires and bloodletters know that this club is for vampires to feed - so please don't go "figuring it out" the moment you walk in. To the public this is a very exclusive, expensive, high end dance club. STAFF (player characters): @Gabriele Salvatierra - Owner @Bo Salvatierra - Bookkeeper @Jacob Minor - Head Bouncer @Nyriala Cassian - Lead Bartender STAFF (NPCs - you can use them in threads but don't abuse them): Charles Kip - Bouncer Rarely speaks but can tear a man's head off in under a minute Ari Lyn - Bartender Petite asian woman whose ice breath allows her to chill the glasses before serving but also to drastically drop the temp in the club to help kill the heat out of any fight. Her touch can also drop a person's body temperature dangerously when her ability is engaged.
    8. Zeph

      Major Factions

      THE SEPARATISTS — THE CALIFORNIA REPUBLIC PARTY Political Leader: Wilkes Ambrose This group of renegades started as a small group of like minded men like Ambrose, affluent owners of non-citizen corporations who have grown tired of the sanctions upon their businesses. Their coarse motto is "Defense be Damned!", a popular bumper sticker. Their Anti-New World Defense Division campaign has been going on for years. PHAROS— L.A. BRANCH The city-state of Los Angeles became the first foreign authority to officially accept the civilian run agency on May 28, 2015. L.A. SHEUT NATION Perhaps they've always been around, timeless creatures shuffling along the boardwalk of broken dreams. Unknown to the outside world, the Shadow nation has moved into the heart of California and take their fair share. THE VANGUARD OF HUMANITY While the VANGUARD has attempted to establish a Legion in L.A. they have been constantly bombarded with protestors and bad press. They have no presence in L.A., but this is not to say they do not have operatives in position for special assignments. THE ORDER OF FIRST LIGHT - L.A. BRANCH Information to come...
    9. Politics in Southern California/ LA Since the collapse of the United States, it has been determined by the powers that be in the FEDERATION OF WESTERN AMERICA that certain privileges should be void in the case of a permanent national emergency under FEMA. The FWA has determined that the Post Altered World is one which universal rights cannot be feasibly maintained. Therefore it has developed in partnership with the New World Defense Division's backing, the requirement for Citizenship being granted to those who have the western nation's best interests in mind. All government employees, federal, state and local, have full rights of Citizenship under the Constitution of the Confederation of Western American States including but not limited to the right to vote, the right to hold public office, and the right to travel unmolested by random searches and seizures at checkpoints. Additionally, in terms of trade, only goods and services with the stamp of NWDD and FWA approval may be traded or marketed. Deprived Rights of Non-Citizens No right of assembly without an approved permit. Free speech is allowed in carefully moderated/policed 'zones', and certainly not in the media, including Hollywood. Media that paints the NWSI or the government of the CWAS or it's Citizens in a poor light will be banned. No right to be free of personal search and seizure of property. No right to carry firearms. No right to vote. No right to hold public office. No right to profits deemed as excess and therefore not beneficial to the commonwealth. This applies for both persons and non-citizen corporations. Non-Citizens, designated by NOT bearing the standard of the NWDD or FEDERATION, on their person and/or property (such as their vehicle) are subject to search. Citizens are required to carry/wear the standards at all times when in public and brandish their identification on demand. The 'standards' are not to be confused with I.D., these are stylized brands on merchandise that allow the FEDERATION to recognize their product. Those not wearing or using the nation's brands are looked upon with mistrust and scrutiny. The California Republic Coalition Naturally, these tyrannical methods have sparked the rumblings of a revolution among non-citizens, which is secretly being backed by NWDD competitors. The group that is known as the California Republic Coalition are attempting to restore freedoms for non-citizens, which rewards them with harassment by the heightening police state. The Police State Naturally, when the government demands security, it tends to go overboard at times. Especially since the LA region of California has become a political powder keg. The energy in the air is that revolution is imminent. Anyone who is a non-Citizen can be a suspected enemy of the state and therefore are wholly targeted for search and harassment by the police and the NWDD.
    10. Zeph

      PHAROS - LA

      LOS ANGELES The Ward Institute had purchased the Bradbury Building back in 2001 and it seemed a fitting place to set up a west coast headquarters for the newly revealed Pharos. Naturally other facilities ownned by the Institute in the Federation still exist, but they wanted to develop a 'face' to distract the populace from thier actual research facilities. Not that, the Bradbury isn't functioning. It serves to help maintain some of the concealment of the many layers of Pharos. PERSONNEL • BRANCH DIRECTOR - Sapphron Ward • LEAD AGENT - Anand Dayal LOS ANGELES POLITICAL RELATIONS Unlike its parent agency, the LA branch of Pharos has no special privileges with law enforcement. Their credentials are more for identification. Agents are at best called in for consultation purposes only. They usually aren’t called at all. This means that most Gnosis sanctioned investigations typically run along a very thin line. Acquiring an artifact often involves bending or breaking a few laws. So long as an agent doesn’t do anything too drastic, the LAPD usually lets it slide. Of course, this also means agents have no official protection. LOS ANGELES HEADQUARTERS The Bradbury Building is located at 304 S Broadway. While it is their headquarters it's use relies on the premise that they would preserve the appearance of the building. Whom better to care for an architectural landmark than Pharos. Pharos technicians took on the meticulous task of securing the building without altering it's appearance. All of the agents offices are original and the foyer sports a museum which visitors are able to peruse. As of 2017 only a fraction of the Bradbury Building is being used to accommodate the handful of agents, technicians and researchers. If anything, the presence of Pharos has only re-popularized the landmark and the headquarters is more of a tourist attraction in L.A. than anything else. Director Ward who was in the beginning adverse to what she believed was 'negative attention' started taking advantage of the sight seers, directing her staff to inform and educate the visitors in the policies of Pharos.
    11. At dawn on Friday, October 13, 1307, scores of French Templars were simultaneously arrested by agents of King Philip, later to be tortured into admitting heresy and other sacrilegious offences in the Order. Then they were put to death. Throughout the trial there was never any physical evidence of wrongdoing, and no independent witnesses; the only "proof" was obtained through confessions induced by torture. The Templars reached out to the Pope for assistance, and Pope Clement did write letters to King Philip questioning the arrests, but took no further action. This was the end of the Knights Templar or so it was believed.

The earliest masonic texts date back as far as 1390, well over eighty years after the persecution of the Knights Templar. Throughout history fragile links have been established between the Masons and the Templars but none of these theories have ever held water. In truth they did maintain after their victimization but so feared were they of the church and the king that they made every effort possible to conceal their existence — and they had succeeded.

In 2010, when the Nevus appeared in the heavens they knew the time had come to step out of the shadows.

 THE SECRET SOCIETY So secretive were the Knights Templar that not even the Masonic Society in which they existed ever knew about them. They were literally a mystery wrapped in an enigma. In time, they would penetrate the Illuminati and remain unknown. They called themselves The Vanguard of Humanity and dedicated their lives to thwarting the corruption of the church and society in general. They were the bane of the 'secret societies' attacking them from within destroying the best laid plans of some of the most powerful figures throughout history. The Vanguard were everywhere and nowhere. They survived through centuries due to the fact that their numbers remained small and each generation was carefully prepared to succeed their fathers, and mothers. Founded by the ‘Original Twelve’, the Vanguard which began with one hundred and seventeen members would over time grow into the thousands. A hidden society speckled across the globe, hidden within the obscurity of the Masons and Illuminati. WE ARE LEGION The Vanguard of Humanity made themselves known shortly after the ‘Event’ and were warmly received and supported as a force against the zombies, veil crossers and all other manner of monstrosity. During that first apocalyptic year, their numbers greatly increased, as they absorbed the personnel and much of the resources of the failed military. People followed strength and embraced their philosophy so long as they received protection. It was only as order was restored that many citizens of the Eastern American Alliance and Federation of Western America began to consciously consider their policies and reject them. Only the majority of the South Coalition remained staunch supporters of their campaign and to this day remain so. The command center of the Vanguard is located in Atlanta, Georgia, known as the FIRST LEGION. They are the heart of the Coalition and the driving force behind it. Many of the laws and policies of this new government has been set and enforced by the Vanguard, but this is not to say that they do not exist elsewhere. The Vanguard exist across the Eastern Alliance and the Federation but those citizens are not as excepting of their methods of dealing with those ‘Altered Humans’ who do not meet their standards. MISSION The Vanguard were first brought together for their hatred of sovereign rulers and their betrayal by the church. A deep seeded loathing that would not be satisfied by the sharp edge of a blade nor even the slow painful demise of an iron maiden. No, nothing was more important to these high ranking officials than money, reputation and legacy. They would spend their entire lives ensuring that those directly and indirectly responsible for the torturous deaths of their brothers lived out their lives in pain and utter distress. It proved a difficult and arduous task but they had faith. Faith that were they did not succeed their successors would continue and it is this mental fortitude that best defines the Vanguard. They stand for what is best for man-kind, but what is best is not always what’s desired. They never, ever, spurned the bible, just it’s interpretation by those corrupt members of the church. They had long been awaiting a sign. A sign that would let them know that it was time to rise up and take their place in society and that time came with the Resonance. At first sign of the effects of the Nevus Event, the Vanguard’s mission evolved in defence of the Humans of this new world. The Vanguard believe that the overuse and abuse of magic will lay waste to the world. Beings from the ‘Other Realms’ and those lacking the semblance of Humanity only threaten to irritate the ‘black scar’ of the Resonance and bring about the destruction of the solar system. In order to prevent this, they are forced to retire these beings and through their death send them back through Nevus so that it may completely heal and seal forever. Lycanthropes are some of their main concerns. These parasitic and maniacal monstrosities are at the top of their purge list and are a major part of their campaign to 'RE-HUMANIZE' the world. THE CREED OF HUMAN-KIND When the Vanguard revealed themselves a new church arose with them. The Church of Human-kind. It embraces all of Christianity, Judaism and Muslim faiths. It is really only a transplanted belief allowing their creed to be spoken within the hallowed halls of these other religions, a simple creed that outlaws all that are not ‘Human’. THE CREED OF HUMAN-KIND also known as the DOCTRINE OF TEMPLAR begins like this: UNITED BY OUR BLOOD AND OUR BELIEF IN THE SOLIDARITY OF HUMAN-KIND, WE PLEDGE TO PROTECT OUR BROTHERS AND OUR SISTERS. IT IS RIGHT AND JUST. WE RECOGNIZE OUR BROTHER BY THE HUMANITY IN HIS HEART. HE IS RIGHT AND JUST. WE HEAR OUR SISTER BY THE HUMANITY IN HER WORDS. SHE IS RIGHT AND JUST. WE REJECT THE BLACK SCAR OF THE RESONANCE AND THE HORRORS IT HAS BROUGHT TO OUR WORLD. WE ARE RIGHT AND JUST. EMPOWERED PEOPLE IN THE VANGUARD? If you're asking why an person who received amazing abilities chooses to side with the VANGUARD then you clearly do not belong in the South or the organization. Someone questioning their allegiance would not understand the loyalty they have for their home, their friends and to what they were. They did not ask to change, they do not want to change. Those altered individuals who embrace the mission of the Vanguard are seeking security not only from being persecuted but also from their own kind. Those empowered persons who choose to stand side by side with Humans, share the same desire to restore the nation to what it was. They believe that their 'abilities' if not controlled and concealed will in time be the downfall of Human society. For the most part they seek only to maintain the dominance of Humanity because they trust it. They are patriots and people who do not embrace the change of the Resonance but fear it. They fear the magic and what it will do to their world and will do anything and everything to drive it back into the shadows. DEFINING HUMANITY — ENEMIES Before one can defend Humanity one must first define it. The Vanguard considers all who ‘appear’ Human and ‘behave’ Human to be the ‘chosen’ but of course there are many creatures able to pass as Human, such as Lycanthropes and Demons. These are the ‘Deceivers’ and it they who are more actively sought out and purged from this world. Truly it is the ‘life-style’ and ‘beliefs’ of a Humanoid that define it. The Vanguard does not discriminate against subtle ‘in-human’ traits such as ear shape, eye, or skin colour. They are beyond such trivial differences. The major trait that makes a 'non-human' an enemy is the use of their powers. For those who are possessed on any extra-abilities they must exercise caution at all times and strive not to ever abuse them. The are to be used only in dire need, and even then, with restraint. It is an almost impossible requirement for an Altered Human to uphold and yet many try. Many 'altered humans' DO NOT embrace the change or see their abilities as gifts. To some, especially those in the South, they are seen as 'curses'. These 'Altered Humans' that maintain what they believe to be a ‘Human’ lifestyle and control their 'curses' are welcome among them but those who are monstrous beware. Vanguard will ALWAYS see Lycanthropes as MONSTERS. There are no shades of gray here, it is simple black and white. The Vanguard and Weres are enemies. Period. STRUCTURE & POLITICS The Vanguard is an extensive organization comprised of ‘corporate administration’, ’military force’ and ‘religion’. Faith and Spirituality rest at it’s core, empowering them to slay the ‘deceivers’ with impunity. Essentially hidden away for centuries they have many secret structures throughout the world which they utilize in their battle against the ‘Unacceptable Altered’, those from other realms and the ‘deceivers’ such as Lycanthropes. THE VANGUARD IS PRIMARILY A LAW ENFORCEMENT ORGANIZATION. While they possess a strategic military task force the bulk of the organization is perceived as 'Law Enforcement Personnel' not unlike police officers and state troopers. They wear uniforms and generally patrol the streets in white and gunmetal grey cars with their distinctive emerald green flashing lights (in our current society we might perceive them as a private security force). They disdain the New World Defense Division. Even more they despise the Order of Light and ARMA. No Magus are accepted into the Vanguard due to the fact that they 'overuse' magic. While they may have dealings with Rogue Magus they or the Coalition will not tolerate their kind. Not all members of the Vanguard are going to embrace all their beliefs but for many their ultimate goal of reclaiming the world is worth fighting for. Some know no other way — soldiers and law enforcers lost and searching for a cause, any cause, to fight for. PUBLIC PERCEPTION — The Portrayal of your Vanguard Character Public image means everything to the Vanguard. Their very presence in the Eastern Alliance relies on people viewing them as a safe and secure alternative to ARMA and the Order of Light. Confrontation between them and the Order can be disastrous so it is avoided as much as possible, especially when there is reasonable doubt of them not appearing to be in the right. Patrolling troopers try to be as helpful as possible to the local police but they will not ever trade their beliefs and breath of their oath for public relations. Assistance will always be refused where those who do not meet their standards are concerned. THIS DOES NOT MEAN THEY ARE PRONE TO INCIDENTS OF VIOLENCE. The Vanguard, above all, will always try and promote good relations between themselves and standard law enforcement. It is NOT UNCOMMON at all for local police to accept the assistance of the Vanguard. Since they tend to patrol those areas they are unable to, the two organizations tend to pool their resources and work together. Portraying a member of the Vanguard in any other part of the world other than the South is all about keeping up appearances. Everywhere else they are the minority and realize that they are often perceived as fanatics and devout fundamentalists, even described by some as a cult rather than an organization. All members of the Vanguard realize that brute force alone will not help their cause, especially in the Alliance where they would be going up against superior forces in the form of local police combined with ARMA and their allies. There are some, however, who desire the prospect of a civil war and thus taunt opposing forces in order to provoke them. The majority of the Vanguard do not condone the actions of these few but at the same time do not fear it. Never make the mistake of assuming the Vanguard to be accommodating, where the Order of Light and ARMA are concerned they are only as compromising as necessary because their presence in the East is reliant upon their tolerance and the backing of the civilians. Their support could easily sway the other way if the population ever learned of their many schemes to improve their image and darken the Light of the Order and tarnish the image of ARMA. Behind the assertive and orderly facade of the Vanguard is a scheming beast hiding it's claws, lurking in the shadows, ever plotting. This is the reality but it is not known to all members nor do all believe that Magus in general are truly as bad as they are told. The bottom line is that if you're a member of the Vanguard you do not fraternize with any 'Altered or Otherworldly Individuals' unless they meet the requirements of 'Humanity'. APPEARANCE — Uniforms Distinction is very important to the Vanguard. Their uniforms, their vehicles and offices are all designed to stand out and intimidate. Their philosophy is such that no member of the Vanguard is above the requirement of a uniform. All employees, especially corporate executives must wear gun-metal gray. With the exception of black foot wear their attire must be this specific color, and at all times they must wear a symbol of the Vanguard in the form of a lapel pin, brooch or ring. Gunmetal Gray is their color. Everything reflects this look with the exception of their vehicles, some of which will be flat black. One of the most distinct characteristics of their vehicles are their warning lights which are neither red nor blue, but green. The ominous emerald glow of the Vanguard lights stands out in the night and is well known. JURISDICTION Outside of the Southern Coalition the power of the Vanguard varies. It is only by corporate and public support that they exist in the Alliance. In the public eye they police alongside local law enforcement and even ARMA and the Order of Light. They add their fire power to theirs and defend civilians from criminals in any shape or form. Naturally, however, their policies differ and this is where conflicts occur. The clashes are actually quite common but for the good of both parties involved they are kept out of the media. It is only because of the nation's fragile government structure that factions like the Vanguard and even the Order of Light can exist in their current capacity. At this time in history, they are needed, but some would rather the Vanguard not be on the streets just like others would rather see them in the place of the Order. When it comes down to it, the Vanguard hold jurisdiction over a few areas in New York where lack of funding has forced the closure of local precincts. These holes, allow the Vanguard to slip in and set up shop. They gain the support of the community and pretty soon they are a permanent fixture. They call these ex-precincts, BASTIONS. There are several 'bastions' throughout the city speckling the light of the Order and ARMA with gun metal grey. If ever arguments arise between regular police and government agencies the policy of the Vanguard is to simply step back. Where ever there is a LEGION there is generally support in the local police force and it is the desire of the Vanguard to get along with standard law enforcement personnel. TRAINING / TACTICS Vanguard troopers are no slouches when it comes to combat. They are highly trained, being the equivalent of specialized teams like S.W.A.T. units. When a character comes up against these NPC's in-story it is the writer's responsibility not to make them out to be weak or incompetent. The Vanguard and normal police officers for that matter are not fools when it comes to law enforcement (contrary to the stereotypical portrayl of them in TV shows). They may make poor choices but when it comes to enforcing the law they're formidable foes.
    12. Zeph

      PHAROS - NY

      NEW YORK PERSONNEL • DIRECTOR: Stone Ward • CONTROLLER: Deirdre Park • LEAD AGENT: Connor MacBride THE WARD FOUNDATION BUILDING — THE COOPER UNION for the ADVANCEMENT of SCIENCE and ART [port][/port]Pharos decided to set up it’s main New York Branch Office and the headquarters of North America in the Ward Institute’s most prestigious holding of Cooper Union. The seven floor brick building built in 1859 was one of the Institute’s first purchases when Ward Holdings became Ward Institute. Located in Cooper Union square at intersecting boundaries of the Flat Iron District, East Village and Lower Manhattan the facility best defined the organization. Known formally as the 'The Ward Institute Foundation Building', it is simply referred to as the Ward Foundation or by it's original name, Cooper Union or just the Foundation Building. In New York and beyond it is synonymous with Pharos. THE DIRECTOR'S OFFICE Located on the fifth floor the room's main feature is the finely finished floor-to-ceiling bookshelves boasting an incredible collection. It’s antique architecture reflects the grandeur of times that may be yet returning. An old and grand armillary sphere stands in the corner of the room on the other side a large oil painting of an ancient lighthouse, the symbols of Pharos. The large room with it’s high ceilings and stately window backdrop is designed, if anything, to impress. Stone Ward sits as an iconic figure behind the massive wooden desk, adorned with his many souvenirs acquired through-out the world. They tell the tale of his active lifestyle and his many accomplishments. PLUM ISLAND FACILITIES In 2006 Ward Holdings purchased Plum Island as a subsidiary of the Ward Instittute and took over the PIADC - The Plum Island Animal Disease Control facility. The name officially changed to WARD ANIMAL DISEASE CONTROL in 2013. Few people are aware of other facility on the island called the FACILITY FOR THE TREATMENT AND STUDY OF THE ALTERED. Back in 2012 when Pharos became proactive in assisting special cases concerning altered individuals the Institute began construction of a brand new facility which was completed in mid 2015. The animal disease center is operated by the Ward Institute while the treatment facility is regulated by Pharos. It is headed by Assistant Director Asia Savin. The Treatment facility is a modern three story building with a single sub-level, a beautiful design with many windows, comfortable court yards and a pleasant staff. Patients stay in private rooms at the Facility or in one of the rustic cabins at East Point. There is no Ferry service to Plum Island. Visitors and employees have to call for a boat to pick them up at Orient Point or else have their own way of getting across the water. Both the disease center and treatment facility have their own helicopters when required. PERSONNEL • ASSISTANT DIRECTOR: Asia Savin • RESEARCHER / AGENT: Doctor @Atticus Gale SECURITY PHAROS utilizes their own personal security force for the safe guard of the island. These are highly trained individuals who are often ex-military. At any one time the Dsease Center has four guards on duty and the Treatment Facility has six on site. There are always two units patrolling the island (a Humvee with two guards) to deter any trespassers. They also have access to a patrol boat, even the helicopter (if necessary). The island is monitored by a network of cameras visible and hidden in the facilities and outside. They utilize image recognition software that alerts guards when a humanoid shape enters their field. The feed is automatically relayed to their device. They also utilize drones (flying cameras) for remote parts of the island.
    13. Zeph

      Kaminari Yakuza

      THIS SUBFACTION IS CURRENTLY INACTIVE - HOWEVER THE PLAYER THAT RUNS IT IS IN THE PROCESS OF A REVAMP AND IT WILL BE REACTIVATED SOON. (Currently the clan is not publically known - they are merely the owners and workers at the Guggenheim Museum) Clan Structure: Oyabun (Boss) - @Kagami Suzaku Wakagashira (First Lieutenant) - Hattori Hayato Shateigashira (Second Lieutenant) - Pending Shingiin (Law Advisor) - Pending Kaikei (Accountant) - Pending Kyodai (Big Brothers) - Pending Shatei (Little Brothers) - Pending (Permission is needed to join this clan - if interested in joining please contact the Oyabun via PM) Yakuza Culture: Yakuza are traditional organized crime syndicates in Japan. Consisting of members of Asian decent, the yakuza are secretive, notorious for their strict codes of conduct, very organized in nature and suspiciousness of outsiders. The formation of the yakuza adopted the traditional Japanese hierarchical structure of oyabun and kobun where kobun (lit. foster child) owe their absolute allegiance to the oyabun (lit. foster parent) or kumichō (family head). Later the code of jingi (justice and duty) was also infused into the Yakuza solidifying loyalty and respect as a way of life. The oyabun-kobun relationship was traditionally formalized by ceremonial sharing of sake from a single cup. This ritual is not exclusive to the yakuza—it is also commonly performed in traditional Japanese Shinto weddings, and may have been a part of sworn samurais as well. It is a custom fallen out of favor in more recent times, but then again modern day Yakuza have become more thugs and gangs in Japan. But the Kaminari clan is old school. Holding to the strict traditions, particularly around honor. They live truer to the code of Samurai than the modern day Yakuza of Japan. Members of Yakuza clans cut their family ties and transfer their loyalty to the Yakuza boss. They refer to each other as family members and you do not cross family. The Yakuza is populated almost entirely by men, the few women involved in Yakuza clans tend to be called "nee-san" (older sister). A Kumicho that is female is unheard of. The Kaminari clan is unique and because of this, hold a very steep price on their heads in Japan. The second in the chain of command is the wakagashira (First Lieutenant), who is not only the right hand to the oyabun, but in very large clans will govern the smaller factions in the clans region. Tattoos are a very integral part of the Yakuza culture. Youth's often receiving their first with their first act that honors the Yakuza clan. Many yakuza have full-body tattoos. These tattoos are still often "hand-poked", that is, the ink is inserted beneath the skin using non-electrical, hand-made and hand held tools with needles of sharpened bamboo or steel. The procedure is expensive and painful and can take years to complete. A full body array done in the old traditional way is a sign of one's strength of character. The old tradition is also not to share the tattoos with any but one's own Yakuza clan as they are a story of one's life as a Yakuza. When yakuza members play Oicho-Kabu cards with each other, they often remove their shirts or open them up and drape them around their waists. This allows them to display their tattoos to each other, it is a sign of respect and one of the few times that yakuza members display their tattoos to others. Yakuza syndicates are known for anything from money laundering, protection rackets, drug trafficking, human trafficking, protection for hire, corporate espionage, and simple blackmail. As a matter of principle, theft is not recognised as a legitimate activity of Yakuza. Ironically, a city with a strong Yakuza clan holding power is typically one of the safest cities to be in because "cheap" criminals such as street gangs and thugs are afraid to attract the Yakuza's attention so they avoid being active in such a city. History of the Kaminari Clan: The Keiryō-ka (Lightening) clan had been steadily growing in power in Japan before the Nevus event. Led by Negasashi Kaito, this clan was beginning to infiltrate all aspects of Japan politics and power. The man believed in the old honors and looked down on many of the existing powerful Yakuza clans that had become more gangs and thugs than samurai. He was trusted by his kobun and led them with a firm but caring hand. It was this environment that had raised Wong Aiko. A child of the streets she was taken in by Kaito who thought the bright five year old would make a good snitch, her pretty looks and large rare green eyes for a Japanese female had a knack for making people want to take care of her. He used this to his advantage and learned quickly the girl would only become more valuable in time. This foresight is what made the man put her through vigorous training, both her body and her mind. She was schooled in subjects normally reserved for men within the ninkyō dantai organizations as well as taught to walk in kimonos and traditional geta shoes. Her first kill for the clan was at age twelve, by her early twenties she could no longer remember the number and was responsible for keeping the “protection” books for Kaito, her sharp mind trusted with the multitude of numbers. He made her his wakagashira, first lieutenant, by twenty seven when his former first was killed protecting the boss from an assassination attempt. This did not sit well with Ito Masaru, the second lieutenant who had assumed he would be made first. The clan was solid but there was a cancer within its ranks. More than once she was cornered by the Masaru… more than once the first and second locked in combat to prove their worth in front of the clan members… and time and time again she put him in his place. Her sword skills had exceeded anyone else in the clan thanks to Kaito’s continued rigorous training. But then came 2010 and the world went insane. Kaito was killed in a manner that left her suspicious it was not the Resonance but Masaru that had killed him. She had every intention of trying to take Kaito’s place as was her right. Masaru had other plans. A woman yakuza was rare…. a woman boss was unheard of. The clan was quickly dividing its loyalty and it was not in her favor. The infighting was making them weak, easy prey for the more organized clans to overcome and absorb. She had several loyal followers but Masaru had the backing of other clans…. they refused to acknowledge her as kumicho. Her life was forfeit among the clans, a target with a very high price on her head, as she fled one district to the next with her few loyals that now called her kumicho in defiance of the other clans. But none of them were going to survive long… so she made a brutal decision…she and her small clan vanishing from the streets of Japan. In March 2014 they arrived in New York with a determination to build a clan here… a large and powerful clan that the Yakuza back home would be forced to respect. She paid homage to the man that had built her life, the Kaminari (Thunder) clan was born from the spark of the "lightening" the man had given her. Now the clan is working to slowly grow a foundation it can stand on. Alliance has already been made with the Bakkhos syndicate in New York and the clan has begun to slowly embed itself into the ranks of higher society within the city. The Guggenheim is proving a valuable front as the presence of a Yakuza clan is still unknown within the city. It is also providing a strong source of income to the clan that hopes to grow slowly, for a tree that grows fast falls too quickly, but one that is slow and spreads its roots is hard to kill. And this tree is proving strong, the kumicho is good to her family, and they are loyal to none but her. Location: Suzaku purchased the run down Guggenheim Museum and spent months restoring it and amassing an art collection to fill it’s vacant spaces, an honest business to put before the public. The top floor is no longer part of the museum. The glass roof seen from the rotunda below is actually a fake now. Specially placed lights give the illusion of the sun and moon when the day changes. Above, the entire floor has been soundproofed and reinforced as her home and office, the headquarters for the Kaminari Yakuza clan. More recently, the Kaminari clan purchased the Thomas J. Watson Research Center in Albany NY. The former research center for IBM, the technology labs are unprecedented now in the new world. The Kaminari plan have turned it into Phoenix Corp; the focus of the tech center on how to prevent magic from interfering with technology. The leaders in the field now, they are close to several breakthroughs in phone, vehicle and laptop technology.
    14. Zeph

      Wyrmbij

      Born of Norse myth, specifically pertaining to Jormongandr the Midgard Serpent, the Wyrmbij would flourish in the lore of many other cultures round the globe but for all intents and purposes we will concentrate on North America. It was the Native Americans that gave rise to the Wyrmbij in what their Viking couriers called Vineland. The deposited folklore rooting in the pre-existing mythology of the indigenous populous, particularly those tribes that revered the rattlesnake as grandfather and king of snakes. The manifestation established the legend and would continue to evolve through the centuries hiding behind the guise of such Christian cults as the Charismatics; protestants believing that snakes represented the Devil and thus taming the serpent, tamed one's sins and so on. All of these hidden cults, a fusion of myths transfigured all true believers into the visage of the venomous snakes they had worshipped for eons, becoming the pure Wyrmbij. The Wyrmbij will always have strong ties to the Norse myths from whence they were born. Like the Vikings who fused themselves and their seed into those they conquered, the Wyrmbij are as lusty and fearsome when provoked. A rare few are versed in Old Norse, such as the Wyrmbij Mutti. The Mutti will know the old tongue, a gift from the goddess, and a few of pure blood may also know the language. CULTS People have worshipped the goddess, Wyrmbij Mutti since before the Norsemen sailed the seas. In recent times, these cults were disguised in order to protect their members from the prejudice of society and allow them to continue with practices considered heresy by most. In America, the Charismatic faith was common facade due to the fact that they employed the use of snakes in their worship. The Wyrmbij Cult Members performed rituals much the same using snake bites to empower their belief and make them more like the goddess and their revered snakes. Many, of course died. The slumbering deity unable to provide protection for her devoted followers. The Nevus event changed everything. After the world, the universe, was transformed and the Wyrmbij Cults were rewarded. In their culture they worship the Wyrmbij Mutti, the Snake Mother of creation and endless life. Every cult possesses a representation of the goddess serving as their High Priestess or Mutti. She lives in seclusion from the rest of the cult and is likened to a prophet, employing such mediums as bones to divine the will of the goddess. The Mutti is pure, a metahuman transformed into a Wyrmbij at the time of the Nevus event. It is considered a great honor for other pure Wyrmbij to be allowed into her lair to perpetuate the pure blood line. It is they who are the strongest, born and not made into Wyrmbij. Other forms of their kind are made by the transformation of a devoted cult member. These individuals who have all but permeated their blood with rattlesnake venom will receive the 'mark', a patch of snake skin somewhere on their body. it will not be long after that they will undergo the change. They will go into stasis forming a cocoon of snake skin which will eventually shed revealing their new form. BIOLOGY Their head is the most human part of their body, but still holds abnormally large glossy green eyes along with a forked tongue and mere slits for nostrils. Covered in snake scales and as limber and flexible as their namesake, their structure is easily more serpent than man. Their Human sized torso rises an imposing nine feet tall when stretched upright upon their coiled bodies, able to strike out with blinding quickness. The pure bloods have twice the strength of a Human while the 'marked and made' gain only a slight enhancement. The Wyrmbij Mutti has three times the strength of a Human, stronger than the others of the cult or clan, but these statistics are only for their human halves. The bulk of their body, the massive serpentine coil below their waist is extremely powerful. The long serpentine body can flip a car and the Wyrmbij will naturally use this enormous appendage as weapon if needed, using it to ram opponents against the walls of their favored hunting grounds. All possess amazing endurance so long as their body temperatures remain warm. Just like snakes, the Wyrmbij are cold blooded. Their true strength lies in their healing abilities. They heal rapidly, can regenerate just about any amount of damage save for being burnt to a crisp or losing their head. Wyrmbij are highly intelligent and cunning creatures that have a great deal of patience when it comes to the craft of stalking or hunting their prey. They will not strike unless the odds are heavily in their favor of injuring or killing their victim. Their speech is like an exaggerated lisp, dragging out any “s” in a word due to their forked tongue. REPRODUCTION ONLY THE WYRMBIJ MUTTI CAN PRODUCE PURE BLOOD OFFSPRING. The Mutti is selected by the goddess as her representation on Earth, every cult has a Mutti. Her destruction can destroy a clan and thus they will protect her with the last breath. She can only mate four times a year at very specific times which are not always convenient. Every year, few pure-bloods are produced. Naturally female Wyrmbij are highly sought after and closely guarded for it is only they that become Mutti and able to perpetuate their kind. The gestation period is four months and ten to sixteen of the offspring will spill from the Mutti's abdomen. The creatures will then fend for themselves under the protection of the clan, but have a very high mortality rate. Only a third are expected to survive as they are extremely susceptible to disease and will instinctively prey upon one another. Females, however, receive some nurturing and they being larger than the males have a higher chance for survival. Maturation rate is triple that of a Human. They reach maturity (equal to a fourteen year old) within six years. As of 2015, five years after the Nevus event it can be assumed that every existing clan has produced on average eight off spring a year and the oldest of those 'children' would appear to be between seven and eight years of age. Wyrmbij cannot transform into Human form until they are fully mature. After the age of six they will be able to disguise themselves. ENVIRONMENT Wyrmbij dwell deep within the rock and prefer shale. Due to their cold blooded physiology they warm their caverns with fires, which, since they lack the ability to see in the dark also serves as light sources. Eerie flickering lumination reveals the shadowy corners making it all the more inviting for exploration. Entering the maze of their intricate caves is easy. Beware! For once you are deep enough with the heart of their mountain labyrinth, disoriented and without sense of direction, they will converge upon their prey when they are strongest and their prey is at it's weakest. ABILITIES Venom The Wyrmbij have a poisonous bite, their fangs possessing enough venom for five bites, each releasing a full dose capable of killing a full grown man. If not treated within half of an hour your average Human will most likely be dead by the end of the hour. Victims can, however, extend their life. Unlike other poisons the toxicity of the Wyrmbij venom does not increase with movement. As long as person remains in motion and keeps the adrenaline high they can double, even triple their time, that is if they do not pass out from utter exhaustion first. Symptoms include: Fever, profuse sweating and the gradual change of eye color to a milky white as the poison progresses. Victims experience gradual paralysis as well as the venom expands through their blood and eventually saturates it with deadly toxins. Antidote: It is the same as the poison used to kill a Wyrmbij Mutti, listed below in the “Weaknesses” section. It must be combined with the saliva of a human and placed into the wound of the bitten party within the half hour to hold any hope of salvation. If the antidote is administered too late, there is still hope of life, but the victim will be paralyzed for the rest of their days. The extent of this will depend on when the antidote is administered. Heightened Senses The Wyrmbij also have a heightened sense of smell and vibration. They can detect fain doors at a distance of ten yards and sense vibrations from as far away as twenty yards. Combining these attributes allows them to learn the “imprint” of a scent and distinguish it once exposed. Transformation The Wyrmbij have the ability to transform into a Human. This is done by literally sloughing off their snake body and growing legs, a metamorphoses that takes a full six hours. During this time their facial features will change and the only trait of the Wymbij left will be a patch of snake skin somewhere on their body which can be hidden by clothing. This form lasts for seventy-two hours then they will begin to change back. The legs will cease to function, bind together and start to transform back and so on. The return is quicker, taking only one hour. Common Wyrmbij, those transformed after the Nevus event via ritual, can hold their previous Human forms much longer than pure bloods. They can maintain the form for at least five days and even extend that time by using certain herbal mixtures to slow the change, possibly remaining Human for two weeks if desired. WEAKNESSES (How to kill these critters) The common Wyrmbij, those transformed after the Nevus event (or not born as a Wyrmbij) can be killed by cutting off their head, but pure bloods require the severing blade to be bathed with a concoction of Monkshood infused with sunflower seeds soaked in a liquid mixture of the moisture of Yggdrasil root and Poison Hemlock. The Wyrmbij Mutti can only be destroyed by a snake-wrangler…. (more to come) WYRMBIJ OF THE APPALACHIANS Dwelling in the Appalachian Mountains of North America, these Wyrmbij reflect the physiology and appearance of a copperhead rattlesnake. Their cults are cleverly hidden among the mountain folk who have always instinctively maintained their secrecy.
    15. Zeph

      Wendigo

      The wendigo (also known as windigo, weendigo, windago, waindigo, windiga, witiko, wihtikow) is a creature of Algonquin legend but it's origins are far older, and even more sinister. Born from the blackest depths of the 'Inner World' these horrors are the very root of the undead. Not living, and not dead but somewhere in between, these monsters exist only to destroy life, it is all that gives them pleasure. It is through the demise of, and consumption of the living that they can for but a few brief moments remember what it was to be as Humans. The time passes quickly and is replaced once more with rage and hate. The Wendigo were never meant to walk the world or any other plane but Hell itself but an eon ago a few of them oozed out of their pit, seeping deep in the earth, ever waiting for a chance to rise. Such opportunities, however, were extremely rare and those few that escaped to become immortalized in Human history were gone shortly after their arrival. They have no tolerance for natural sunlight. Not UV rays, but actual light from the sun itself. A single beam of sunlight will burn right through them and further exposure will consequently destroy them in a matter of seconds. They can only exist at night and come dawn must retreat to complete darkness. The creatures are humanoid, their height varying but averaging roughly six feet tall. They are all male in appearance with no genitalia, as these creatures do not procreate in the common biological sense. More of their kind are spawned from the collected pools of their bile and excrement; born fully developed into their savage existence. Gaunt to the point of emaciation their thin, desiccated, gray skin is pulled tautly over their bones. Long thin strands of grey hair, tinged green from mold, hangs from their head and waist. Often tossed before their ghastly faces, the strands stick to the green mucus drooling from their gaping mouths, tattered lips peeling back to reveal rows of jagged teeth capable of slicing through unprotected flesh. Their skeletal faces have no eyes, only deep sunken sockets from which they can still see. It is not known how they possess vision without eyes but their sense of the detail around them is far too keen to be just from smell, taste and touch alone. They are no stronger than Humans but possessing no sense of pain the creatures are not hindered by lactic acid or a sense of straining muscles, they are simply at full strength all the time. Due to their lack of sensation killing them is difficult. One has to either cause severe trauma to the brain, decapitate them or destroy their heart. Nothing else will matter. Naturally stealthy the Wendigo move at a slow pace when no prey is sight and tend to surprise people. There presence, however, is often betrayed by a disgusting, putrid odor of decay and decomposition. They do not speak, they have no verbal language other than guttural barks and grunts, but they do communicate with another. They are cunning and will also utilize simple weapons when and only when they are at hand. They do not have the presence of mind to carry weapons with them, but will pick up a bat or a knife and use it to their advantage. Wendigo DO NOT carry a virus, but one clawed or bitten by one will most likely develop an infection if the wound is not cleaned right away.
    16. PATRIARCH OF THE VANGUARD OF HUMANITY — Delaney Glory Grant came into this world kicking and swinging. She was born into the Vanguard, as was her father before her, and his father and so, on. She is a descendant of Ulysses S. Grant (the 18th President of the United States). Losing her mother at the tender age of nine Delaney was raised by her militant father. While other girls were playing with dolls she was cleaning her sidearm and learning how to disassemble and reassemble it. SKILLS Expert swordsman and marksman. She always carries a sword cane, an accessory like a purse, only of course, lethal. When in dress uniform she wears a sabre on her belt. Specializes in hand to hand combat, specifically grappling. Knowledgeable in advanced military tactics. Extremely well read and knowledgeable Educated in Philosophy, Psychology and Criminology. Can pilot small aircraft and operate other military vehicles. Technologically savvy. Gifted public speaker and tactician. APPEARANCE Hgt: 5'10" • Wgt: 130 lbs • Eyes: Deep Blue • Hair: Reddish Brown She rarely wears anything but her uniform or garments that are 'uniformesque'. An attractive woman, she possesses features of which her age is difficult to determine. PERSONALITY She is driven, to say the least and seems to be completely emotionally unattached to everything. One would be lead to believe she has nothing to lose and perhaps this is the cold truth. Delaney has no close friends, no one she confides in, she is an island on to herself. It is very likely that Delaney is a sociopath, perhaps even a psychopath, albeit a functional one. She utterly detests physical contact and loathes looking upon relationships that she can never feel; tenderness and sexual desire only angers her. HISTORY Delaney was groomed to lead and some even dare to believe that she was prepared for the apocalypse. When the Resonance hit and the sky ripped open she took charge and her and handful of troopers single handed beat back the zombie hordes at Time Square. She is a legend among the Vanguard. In 2011 she took control of the Atlanta Legion and by the following year she was voted to hold the station of Patriarch over the entire North American Division of the Vanguard of Humanity.
    17. One might question the NWDD's motives for purchasing ICOR, knowing the nature of Jude Matthews, but the man is a genius in cybernetic science and his own research in bio-mechanics is unprecedented. ABILIITIES Jude fits into the Meta-human category as his abilities are constantly on, but he appears and is by all means Human. IMMUNITY TO DISEASE - Jude possess a resilience against disease in all forms. This does not make him immune to the super-viruses or any viruses for the matter. SUPER OXYGENATION - Looking at the man no one would ever suspect that he possesses the ability to super-oxygenate his blood. Were he an athlete his endurance would be phenomenal but as it so often happens in life these heightened attributes simply aren't needed. This ability, however, which unconsciously kicks in gives Jude an abundance of energy which he tries to eliminate not by exercising but by smoking. Yes, smoking calms him down because it helps neutralize the ability. He smokes at least two packs a day. Though not athletic, this ability provides him with boosts that prevent his muscles from tiring. He still will build up lactic acid of course and so he will never rival an athlete. He is simply deceptively fit for his unhealthy lifestyle. SKILLS Cambridge educated: Ph.D Microbiology and Cybernetic Science. Speaks, German, English, French, and Swedish. DESCRIPTION Hgt: 6'2" • Wgt: 180 lbs • Eyes: Blue-grey • Hair: Dark and greying Jude is a White male of English-German descent. He is a chain smoker and consequently the constant habit has made his face appear even older, but regardless of this he is a spry and energetic man. He commonly wears dark suits and keeps his greying hair neat at all times. PERSONALITY Jude Matthews is a duplicitous individual. His morality knows no bounds when it comes to perpetuating his corporation, but after the economic collapse of America had no choice but to allow the NWDD to absorb ICOR into its Research Division. Now a partner with one of his long time rivals, Genomorph Labs.
    18. Zeph

      Russia

      The Viral Outbreak Russia maintained it's status as the largest country in the world even after the Soviet Union dissolved in 1991. It had been contending with that past ever since, unable to revive it's economy… and it never would. At the onset of the Resonance, Vladimir V. Putin who had reclaimed his presidency offered little hope against adversity. He was among the first of the populace to fall victim to the dreaded Zombie-virus and his 'demise' was covered up to maintain order, but all they did was cloud people's judgement with false hope. Zombies were kept alive by loved one's who believed the government was in the process of distributing a cure. Caring for them, protecting them, getting infected by them.... then... it was too late. At the onset of the NEVUS Russia's population was an estimated 142,946, 800 persons by February of 2013 it had been cut to an estimated 50 million. Over half of Russia's people had been infected, their undead remnants hunting the streets. The Russian winter leant it's frigid hand to the survivors, freezing the older and starved aberrations. People had a chance to escape but do little else, the country was lost. Only the three most populated cities remained intact: Moscow, Saint Petersburg and Novosibirsk (actually in Asian Russia). These three major cities organized a cleansing and were able to slaughter the infected unfortunately they soon learned that Zombie-virus was part of a trio of super-viruses. In March of 2011 Russia had gone from slaying mindless undead to battling Lycanthropes. It would seem that the Slav's in general seemed highly susceptible to contracting the first wave of the super-viruses but for the most part the transformations had been retroactive. Two months after the RESONANCE, the new menace emerged, vying for power and blood in true Russian fashion and what remained of Human and Altered Human alike were lost in the strife of war. Nuclear Winter Nuclear meltdown is the accidental melting of the core of a nuclear reactor. It occurs when the heat generated by a nuclear reactor exceed the heat removed by the cooling systems to the point where at least on nuclear fuel element exceeds its melting point. Once fuel elements melt, the primary containment is breached resulting ultimately in radioactive contamination and fallout. Due to loss of personnel only three of Russian's thirty six nuclear reactors were able to be shut-down. Some designed with passive nuclear safety features were able to cool down and avert contamination, but twenty-five reactors still leaked radiation into the atmosphere. By May of 2012, Russia was on the verge of becoming a radioactive hot zone. It seemed hopeless and indeed it would have been if it would not have been for the untimely arrival of The . This new power for a new age lent their talents and knowledge to the three remaining cities. With their assistance the allied forces were able to reduce the population of the Lycanthropes. The Order implemented their powerful magic in the form of wards placed all over each city to repel the fallout. Well into the year 2015, these wards still held true creating a save zone amidst a radioactive wasteland. A dome, reaching five thousand feet above each city and spanning one mile beyond the perimeters keeps the radiation at bay, but their is a noticeable side effect to this 'mana-field'. Radiation Approximately 90% of Russia's entire area is radioactive but it's spread was mercifully contained by an event caused by the Nevus. It can't be explained but for the most part, Russia's radioactivity is contained. The Radiation is mysteriously localized to Russia and some of it's bordering countries. It is surmised that the fundamental nature of the radiation was altered by magic. This causes certain areas to give off a faint luminescence. It can even affect the look of storms, generating lightning with a spectacular range of colors (but green is predominant), a phenomena referred to as 'Spectral Storms' (more information after the heading 'Green Skies'). The toxicity ranges from levels causing chronic to acute radiation sickness or poisoning. The most severe of these conditions is known as ARS (Acute Radiation Syndrome) a constellation of health effects which present within 24 hours of exposure to high amounts of ionizing radiation, and may last for several months. The term refers to acute medical problems rather than ones that develop after a prolonged period. The onset and type of symptoms depends on the radiation exposure. Relatively smaller doses result in gastrointestinal effects such as nausea and vomiting and symptoms related to falling blood counts such as infection and bleeding. Relatively larger doses can result in neurological effects and rapid death. Treatment of acute radiation syndrome is generally supportive with blood transfusions and antibiotics. Similar symptoms may appear months to years after exposure as chronic radiation syndrome but the Russian radiation has no lingering effects. Once a person is removed from the 'exposure' their bodies will normalize after a few weeks, sometimes as little as a few days, depending on the level of exposure. For the most part the majority of Russia is so toxic that prolonged exposure in it's wastelands will lead to certain death. A mammal can endure the radiation for roughly two to four days and the third day is the point of no return. Green Skies — 'The Mystical Aurora' Whether by the grace of God, the Nevus, or perhaps even the Magus known as 'Poryadok Pervogo Sveta' (The Order of First Light) some of Russia's major cities were spared from the radiation. It is kept at bay by unknown force that can be seen when it manifests itself in cloud cover and storms at night, taking on an eerie greenish hue. The strange form of radioactivity throughout the region causes this phenomena as well. In the cities, however, the intensity varies with the speed of the winds acting on the barrier. The stronger the winds the more green the sky appears. Swirling green rays rush across the night sky on windy nights which locals refer to as the 'Ghost Wind' or 'Phantom Aurora'. 'Spectral Storms' The term is used to describe the 'green' storms that from time to time occur over the cities. While this phenomena occurs in Russia's radioactive wastelands intense versions also form over the cities. The magically altered meteorological phenomena that are primarily green in colour are particularly intense over the cities due to their overall energy being increased as they pass over or through the protective barriers. Spectral Storms are charged with the 'radioactive-mana' that pollutes the wastelands, increasing their intensity. Over the cities, the radioactivity is filtered out but their magical intensity actually increases. While all of these storms have the potential to become incredibly violent, most are in fact no more dangerous that natural storms. The main difference is their spectacular display of colorful lightening, dominated by their characteristic green hue. At their worst they can have three times the strikes of an average storm. They retain the 'mana' as they cross over the city and can carry for several kilometers after. The mana-charged lightening exhibit normal behaviour except for the fact that they are also 'magical', often rendering vulnerable any empowered individuals able to control such an element, causing strange effects, and making magic in general go awry. Spectral Storms are a spectacular display, some have even traveled to the isolated cities just to witness one. They occur most often in the months of June and July. Beyond the mana-field in the wastelands radioactivity increases to frightening levels within these storms and there are no suits able to stave off the effects. Survival can only be ensured by remaining in the specialized vehicles designed for travel through the wasteland but the intensity of the lightening is so great that there is a constant threat of the power systems being shorted out, stranding a group in the middle of nowhere. The Wastelands The 'Russian Badlands' is dangerous territory. Altered creatures able to survive the radiation stalk the land, an constant threat to transports and supply caravans. While the three cities have learned from the example of New York City and turned many of their roof tops and vacant space into farmland they are still reliant on imported goods. Caravans are heavily armed and quite often successful in their travels but there is still the occasional raid that it successful. A common problem that still occurs are Zombie hordes blocking the road like cattle. These 'Wasteland Zombies' are a mystery since they should have expired but they still appear here and there. Their flesh is irradiated actually giving it slight glow. On those dark, cloudy, moonless nights when all is black they have the appearance of ghosts marching across the landscape. The radioactivity does not extend past the country's defined borders and in some places the land is inhabitable miles into the interior. Transportation While a variety of trucks and vans have been modified to endure the wastelands people commonly travel via train. The Russians have adapted old military locomotives to transport citizens and visitors to and from each of the cities. Each is equipped with armored military cars, heavily armed with anti-artillery weapons used to bring down larger predators. A precaution, but there have been incidents. The windowless locomotives use night-vision cameras, heat-vision and even sonar to alert them of oncoming obstacles which is why they have no lights. Lights attract zombies and predators on night trips so the trains are kept dark, betrayed only by their noise as they stream across the barren steppes. Russians are already quite complacent in regards to the danger of the travel. There have been no serious attacks and whatever they have come up against the train's weaponry has been more than ample to deal with it. A low frequency of zombies are usually just bashed aside. The trains are extremely luxurious. They want to inspire travel and tourism and have thus brought back that old extravagance when trains were the main means of travel. Government Each of the cities are independent of one another. They are each headed by a Minister and ideally are thought of as the Russian Council of Ministers. Beneath them are 'Deputies' that form a house. The cities of Moscow, Saint Petersburg and Novosibirsk are all that remains of Russia but populations are dwindling. Every month more people and leaving (or rather trying to leave) the isolated cities fearing that one day the protective wards may fail, or that the Lycanthropes might rise up once more. As it is, those creatures are still a constant threat and many of the people strive to escape before they become yet another victim of what many believe is a shadow government influencing their Ministers. The Order of the First Light ('Poryadok Pervogo Sveta') has an advisory role with what remains of Russia. For the most part, people do not trust these sorcerers but there are some who believe them responsible for protecting the three surviving major cities of Moscow, Saint Petersburg and Novosibirsk. Population The following numbers are based on former estimations. Moscow: 11,514,330 in 2010 now less than 3 million. Saint Petersburg: 4,662,000 in 2002 now less than 2 million. Novosibirsk: 1, 473, 737 in 2010 reduced to less than 1 million. While these are the last remaining large cities supporting large populations there are in fact other settlements in Russian that were spared. In the wastelands there are some isolated communities in areas void of radiation that continue to survive. Some keep in contact with cities, others are completely cut-off.
    19. Zeph

      Sinful Delights

      Sinful Delights is located just off of the Jersey City docks, specifically at the corner of Hudson Street and Christopher Columbus Drive. Even with explicit directions one can still easily miss the nondescript location, the inconspicuous reinforced steel doors of what could only be described as a seedy building revealing nothing of the club within. Come sundown, the doormen emerge and the growing line publicizes the establishment. A typical venue within a converted warehouse coining in on the industrial look. The music genre varies in accordance with the night: Fridays - House Music/ Rave music Saturdays - Popular dance music, grab bag. Wednesdays - Disco Night Tuesdays and Thursdays - Karaoke The popular club caters to all classes and 'kinds', no one is discriminated against. On busy nights a dress code is enforced; clientele chosen by the bouncers, an entry requirement that all regulars are well aware. Known for its elaborate costume nights Sinful Delights is one of Jersey City's most popular night spots for Altered and Humans alike.
    20. Face Claims! A Alex Pettyfer - @Brandon Valosa Antonia Bragina - @Rhyse Falmarin B Ben Dahlhaus - @Calder Muireadach Ben Hill - @DeClan Asher Quinn Brandon J. Boyd - @Haslan Senai Bridget Moynahan - @Derrick Mason Gray C Chris Hemsworth - @Rhome Del Santo Chris Pine - @Jacob Minor Chris Pratt - @Boone (Paddy) Fitzpatrick D David Gandy - @Gabriele Salvatierra Diego Klattenhoff - @Bo Salvatierra E Evangeline Lilly - @Maree'Anca Marin F Francois Telombre - @Durion Caranthir G Gemma Arterton - @Rorye Shannon-Kearney Gong Li - @Kagami Suzaku H Hettienne Park - @Keeley Saunders I Ivana Baquero - @Kett Evangeline J Jean Dujardin- @Thomas (Tom) Gallo Jessica Biel - @Deyanira Kain Joshua Sasse - @Matteo Carducci K L Liam McIntyre - @Josef Carroll Boudreaux Luke Evans - @Kai Alexander Morgan Lyndsy Fonseca - @Cassandra Greene M Maggie Q - @Raeden (Rae) Seiko Mary Elizabeth Winstead- @Pandora Chapel Max Riemelt - @Darius Kayne Monica Bellucci - @Calista Burke N O Olga Kurylenko - @Eris London P Q R S T U V W Weston Boucher - @Rami deChartres X Y Z _______________________________________ Reserved Claims! _______________________________________ PAST DUE CLAIMS _______________________________________ Canons & Co-stars While these are not 'claimed play-bys', we ask that if you have your heart set on a face used by either a canon or co-star to please inform the staff so that we can adjust their image. You can pick up any of our Canon characters to play. Those with a "*" beside the name are Co-Stars and can not be picked up. CANON • CO-STAR * A Akshay Kumar -Anand Dayal* Amelia Warner - Alia Safina Andrej Pejic - Aegir Saemundson* B Barbara Meier - Marellis Severin* C Carman Kass -Oracle* Cate Blanchett - @Dacia Setgrave* Clancy Brown -Xavier Pattison* D Dennis Haysbert - President Dean Stanley (E.A.A.) * Diane Lane - Lyric Locklin* Dolph Lundgren - @Atticus Gale Dorothea Mercouri - Alessia Nicosia E Edoardo Costa - "Lucky" Luciana Cavalli * F G Gillian Anderson - Sapphron Ward * H Harrison Ford - Christopher Ward * Harvey Keitel - Kosta De Cerbo* Henry Ian Cusick - Connor MacBride * I J Joe Montegna - Victor Nuzio * K Kathy Chow - Deirdre Park * Kevin Costner - Stone Ward * Kevin Spacey - President Jackson Davenport (S.C.)* Kristanna Loken - Sasha Starling* Kristin Scott Thomas -Chloe Rutherford* L Laz Alonso - Angelo Gaspari * M Mads Mikkelsen -Soren Strand* Marine Vacth - Asia Savin* Matt Bomer - Ethan Markson Michael Jai White -Dante Hudson* Michael Weatherly - Lance MacAdoeh Moon Bloodgood - Ahanu Walker N Noomi Rapace - Stevie "Mouse" Hayes O P Peter Coyote - Ezra Waterstein * Q R Raffaello Balzo - Anthony Bazzini Richard Harris - Angus Leary* Robert Redford -Pharell Shore* Ryan Reynolds - @Alistair Greene S Saffron Burrows -Delaney G. Grant* Sandra Oh - Hyun Jae Sohn * Sigourney Weaver - Chief Executive Leighton Holt (F.W.A)* Susan Sarandon - Chelsea Redgrove Svetlana Khodchenkova - Viktoriya Stradinsky * T Taye Diggs - Toby Lavoie Taylor Kitsch- Gerren Marouk Tom Berenger -Jericho West* U V Viggo Mortensen - @Vacily Rezanov W William B. Davis - Jude Matthews* William Hurt - Karl Reinhardt* X Y Yvonne Strahovski - Solstice Davies Z Zoe Saldana as Neytiri - Chiarra RETIRED PLAY BYS These are play bys that for one reason or another have been retired from the game. It could be the character was killed, it could be the character was key but vanished. Either way we will not allow these back in the game. - Eric Dane - Mathew Fox
    21. LOS ANGELES LEGION MARSHAL — By the age of thirteen Dante was living on the streets of LA. Homeless, he survived the only way knew how and that was embracing the bible. Fortunate enough to find sanctuary in the church he worked hard to make the old priest that adopted him proud but it seemed God was not done taking things from him, not by a long shot. A mugger took the life his guardian and it was then that Dante took the law into his own hands and made the kid pay with his life. After that, he trained hard every day, honing his body into a lethal killing machine. Years went by and Dante found himself on the path of law enforcement. He rose through the ranks quickly, proving himself to be an outstanding police officer, but always lingered that desire for 'true justice'. A failing judicial system ever made him question the path he was on and ironically when he had reached an impasse the Resonance occurred and his purpose was renewed. In the chaos of a world born anew into darkness, Dante proved himself worthy of the position of Marshal in the Los Angeles Legion. SKILLS COMBAT TACTICS MASTER OF AKIDO EXPERIENCED BOXER PARA-MILITARY TRAINING MECHANICS APPEARANCE Dante is an extremely muscular African American man, standing six foot even. He keeps his hair short in a military style and has dark eyes. PERSONALITY He can be an intimidating man but once a person get's to know him they find him to be a very personable and warm-hearted man always willing to listen to anyone's side of a story. LIKES: Working in the Church, Singing Gospel, and a good fight. DISLIKES: The Altered, Most of the crap on TV and laziness. STRENGTHS: Logical WEAKNESSES: Can be too trusting
    22. LA LEGION DIRECTOR OF OPERATIONS — Prior to the Resonance Event the California native was a successful journalist. She was famed for unearthing several government scandals, forcing one governor and a senator to retire from politics. Ruthless and determined, Rutherford is armed with a network that spans the globe. SKILLS Doctorate in Psychiatry from Cambridge. Survival Training (Tried and Tested) Seasoned Mountaineer Exceptional Fact-Finder Was a ballet dancer and theatrical performer in her youth. APPEARANCE Chloe keeps her reddish brown hair short simply because it's efficient and makes her appear more serious. An attractive woman with a slim athletic build she does not try and hide the lines of age, she embraces the marks of time and flaunts her experience in the face of youth. She is fifty years of age as of 2016. PERSONALITY / LIFESTYLE An adventurer through and through, she has traveled the world facing danger for her stories. There isn't much she fears, but she is not foolishly bold either. Able to think well on her feet, Chloe often prepares to deal with situations in the moment rather than wasting time with tedious plans. She loves the theater. If she has a weakness, it would be her love for the performing arts.
    23. CORPORATE The corporate side of the VANGUARD is controlled by a board of ten chairpersons and seated at the head of this committee is the Patriarch who is also the Legion Commander of Atlanta. This person controls 30% of the board and so they need only the support of three chairpeople to stand as the majority. Below this board it is broken down into a standard structure consisting of Presidents, Vice-Presidents and Executives dealing without the business side of the organization. Their role is out of the public eye but indirectly dictates the configuration of the military side of the faction through budget and behind-the-scene dealings. Appearance is extremely important to the philosophy of the VANGUARD and corporate executives are not above the requirement of a uniform. All corporate employees must wear gun-metal gray. With the exception of black foot wear their attire must be this specific color, and all at times they must wear a symbol of the VANGUARD in the form of a lapel pin, brooch or ring. CAVALIERS Among the Vanguard is an order of fighter-monks known as Cavaliers that hold standing among in the ranks. Cavaliers are essentially 'warrior-priests'. They are shining examples of the Vanguard, reminiscent of the Templar Knights themselves. They reflect the highest ideals of 'Humanity', a combination of physical and spiritual perfection. Within every Legion there are only a handful of Cavaliers. Not many care to live as they do. They are completely devoted to the Faith, there isn't much room for anything else. Converting, preaching and upholding the laws of the Vanguard is all they do. While they do not take vows of abstinence, they are married to their order and take vows of poverty. They own only that which allows them to best serve the Vanguard and the Faith. They are expected to completely commit to their order and doing so receive a special ranking that compares to their level of devotion. Cavaliers generally do their own thing. They exist outside of both the military and police sides of the organization and are afforded special privileges to by-pass a certain levels of security protocols. Cavaliers are highly trained and highly motivated. MILITARY & LAW ENFORCEMENT The Vanguard is comprised of three tiers: Corporate / Research and Development, Law Enforcement and a expeditionary military force. Below we will explore the two main recognized tiers that the general populace most often associates them with. Every branch is referred to as a LEGION and is headed by a Legion Commander who oversees the entire city/area. The LEGION itself is centrally located, often residing in a building large enough to contain and conduct all their daily operations. Every city, however, will develop sectors and in time the Vanguard will set up what they refer to as a 'bastion', in each sector, which is more or less like a police precinct. This structure is more urban. The true strength of the Vanguard exists in the military which has absorbed many of the detached personnel of the former United States. MILITARY TASK FORCE Due to the fact that a large amount of the Vanguard is former Military they have adapted the Marine Air-Ground Task Force structure (MAGTF). A balanced air-ground, combined arms task organization of forces under a single commander (The Marshal) that is structured to accomplish a specific mission. There are four core elements: • The Command Element (CE), a headquarters unit that directs the other elements. • The Ground Combat Element (GCE) comprising infantry, supported by armor (tanks), and artillery, but may also include special units such as scouts or Recon Battalions, snipers, and forward air controllers. • The Aviation Combat Element (ACE), which contributes the air power to the MAGTF. The ACE includes all aircraft (both fixed wing and helicopters), their pilots and maintenance personnel, and those units necessary for aviation command and control. • The Logistics Combat Element (LCE), contains all of the support units for the MAGTF: communications, combat engineers, motor transport, medical, supply units, and certain specialized groups such as air delivery and landing support teams. The four core elements describe types of forces needed and not actual military units or commands. The basic structure of the MAGTF never varies, though the number, size, and type of Marine Corps units comprising each of its four elements will always be mission dependent. Within the Military tier of the Vanguard the standard 'Marine Corps' rankings incorporated apply but this is not say that every LEGION possesses the elements of a full MILITARY TASK FORCE. They are mainly for emergency situations and perimeter missions outside of standard Law Enforcement jurisdiction. EVERY LEGION IS PRIMARILY OF LAW ENFORCEMENT STRUCTURE AND THE MILITARY TASK FORCE COMPONENT IS UTILIZED WHEN NECESSARY. LAW ENFORCEMENT - BASTIONS & OPERATIVES Bastions are named in relation to the area of the city they reside and are coordinated by a Marshal who is the right hand of the Legion Commander. Each bastion in turn is controlled by a Captain and from their the ranks branch out to Lieutenants, Staff Sergeants, Sergeants, Lance Corporals and Troopers. Legionnaire is a term that could describe any Vanguard Officer but it is most commonly used to describe the lowest rank, more popularly known as Trooper. Every LEGION and BASTION has several departments of specialized personnel, so ranks will vary in accordance. Some of these legionnaires are known as Operatives and outrank common troopers, their authority bordering on the importance of a Lieutenant. Operatives hold rank like any legionnaire, but their titles are different. They begin as a Cadet then after approximately six months to a year will be promoted to an Officer and referred to as an 'Operative'. From their they can work toward Special Operations or Covert Operations, and these three departments and headed by Deputy Directors, Assistant Directors, and finally a Director of Operations. After the Resonance many of the police officers and soldiers who joined the Vanguard had their previous ranks transferred to a comparable status in the organizations hierarchy. Many of it's initial Operatives were F.B.I. and C.I.A. agents, and much of their legions consist of absorbed military personnel. LEGIONNAIRES (TROOPERS) The bulk of the Vanguad's force consists of Troopers, the majority of them law enforcers and soldiers displaced after the Great Resonance. Easy to dismiss as fanatics most Troopers are anything but. They believe in upholding the law, a law that does not tolerate allowances for those possessed of unregulated abilities that threaten the peace. Many are family men and women working to ensure that their children's world will be safe and void of 'free shifted beings' in the future. They wear stylish gun-metal gray colored uniforms, commonly light weight kevlar armor designed for a wide variety of situations. More serious incursions and specialized departments warrant different types of armor ranging from heavy duty to extremely light weight scouting outfits, whatever is required. The bottom line is that the Vanguard remain uniform at all times. Immaculate appearance is prided upon and an unkept uniform will be reprimanded. LANCE CORPORAL — TROOPER Troopers work in six to eight person, partnered units commanded by a Lance Corporal. It is their duty to regulate and conduct their five one of which will be their direct partner. Some Lance Corporals, however, may request for specialization and work outside of unit with a single partner, another Lance Corporal or Sergeant. STAFF SERGEANT — TROOPER These higher ranking Troopers are responsible for five to seven units (30 to 56 Troopers). They fall into a coordinating role and only enter the field during full scale operations. They directly under a Lieutenant who oversees all units in a bastion. SERGEANT — TROOPER Sergeants who do not take on the role of coordinating Staff remain in the field. They either command a unit which will contain a Lance Corporal or specialize and work with a single partner. LIEUTENANT — TROOPER A lieutenant can choose to remain in the field as a specialized officer or accept the position of a commanding role where they are responsible for assisting and carrying out the direct orders of their Captain. A bastion may have several lieutenants. CAPTAIN — TROOPER A captain commands a bastion, works in other capacities at the main office or specializes. MARSHAL — TROOPER This is the highest rank a Trooper can achieve and is a distinguished role. The Marshal is the bastion overseer and answers directly to the Legion Commander. There is only one per city unless the area becomes so large that it warrants the existence of two to regulate everything. DEPARTMENTS The Law Enforcement side of the Vanguard is also divided up into various departments, ranging from Forensics, to Ballistics, to Weapons Development. Investigations is often the area of Operatives but depending on the nature of a case, Legionnaires may be assigned investigative cases. SPECIAL OPERATIONS The Vanguard like any other militant faction has specialized operatives. Depending on the nature of their function special privileges are afforded to these teams. They exist in both the Military and Law Enforcement tiers. OPERATIVES Troopers that specialize are on the path to becoming an Operative but many often decide to remain serving the Vanguard in a public capacity. Those who choose to continue their training can enter the covert world of an Vanguard Operative, agents prepared for very specific tasks in the war against 'The Altered World'. Highly trained and highly motivated, Operatives are the cream of the crop and it is these Legionnaires that tend to be a little more fanatical than the rest. Another way to become an Operative is to enter the cadet program right out of basic training. Test scores must reach a certain standard and if the person qualifies they begin Operative training after which they will serve as a Cadet for approximately six months to a year. Operatives hold rank like any legionnaire, but their titles are different. They begin as a Cadet then, God willing, are promoted to an Officer and referred to as an 'Operative'. From there they can work toward Special Operations or Covert Operations, and these three departments are headed by Deputy Directors, Assistant Directors, and finally the Director of Operations who would be equal to if not of greater importance than a Marshal. If an Operative held a rank from their time as a Trooper, they will retain that ranking and all their accolades. Operatives wear various styles of the HLNA uniforms including suits when in the public eye. Unless their mission is covert or revealing their color could invariable threaten their well-being they are bound like every other HLNA member to wear the gun-metal gray. HRAT — HIGH RISK ASSAULT TEAM Captained by @Samantha Cooke this hand selected of team of ten to twelve individuals is used to carry out precision strikes when all other avenues of diplomacy have been exhausted and the target is deemed to be exterminated with extreme prejudice for the greater good. HRAT reports only to Legion Commander Strand and are allowed to set their own targets, which sets a stigma on the group in the eyes of Vanguard Legionnaires. So long as they operate with the parameters set by the Legion Commander they are fully funded to carry out their own missions. These missions involve the extermination of hostile 'altered entities'; to strike fear into the hearts of the non-human population and do so while maintaining their anonymity. Above all, HRAT is undercover, nothing they do is to be linked with the Vanguard in order to maintain deniable plausibility. The team does, however, occasionally performs public missions for the Vanguard in High Risk situations where they will wear the gun metal grey uniforms of their faction. WATCHERS (WATCHMEN) This is a term used to describe implants in society who the Vanguard have always counted on, and still do, to obtain information and subtly sway the public mind. They are political and law enforcement personnel only (for game purposes no others are allowed). They maintain their lives as such and are truly not part of the Vanguard structure. They do not hold 'rank', they are not part of their daily routines. They are only called upon when necessary and in turn are able to contact the Vanguard with pertinent information. They DO NOT have their own agenda where the Vanguard is concerned. Watchers HAVE TO maintain their secrecy, if their allegiance and devotion to the Vanguard was ever found out not only would they lose their job but they'd probably go to prison as well. Any member who wishes their character to be a 'watcher' of the Vanguard must request permission first before doing so. We only allow certain types of characters to play this role, and the requirements vary in accordance with the overall state of the world at the time. RESEARCH AND DEVELOPMENT - SCIENCE DIVISIONS Because the Vanguard believes that the 'altered' are incurable soulless beings who are no longer the people they were, there is no need to invest time in cures. All their investments in science are to develop better weapons and humane ways to control 'altered' individuals. Every Legion has a science division headed by a Director of Science. The hierarchy is then simply based on seniority and merit.
    24. LOS ANGELES LEGION COMMANDER — Soren can be as ruthless as he is charismatic. His unwavering devotion to the Vanguard and all they stand for is surpassed only by the Patriarch herself. This passion and his commendable service record lead him to the promotion of the leadership of the Vanguard's Los Angeles Branch. ABILITIES No one is aware that Soren is an Empowered Human. He goes to great lengths to conceal this fact and ironically his ability aids to this camouflage. He possesses the unique ability to 'alter' his alter his physiology as a genetic level, simply put he can change his code. It's actually an uncontrolled defense mechanism allowing his body to spontaneously change it's blood type, even it's DNA, which makes it impossible to ever get genetic evidence on the man. SKILLS Marksman, Sniper, Master of Akido, Electrical Engineering, Ballistics Training, Kenpo, Traditional Fencing, Gun-smithing, Artist (Painter), Pilot (Commercial Jet), Survival Training, Mountaineering and Free Climbing, Racing (Rally Driving), Masters Degree in Physics, World Chess Master. LANGUAGES Can speak, English, Danish, Swedish, some Norwegian, Russian, German, French and Spanish. APPEARANCE Soren is meticulous, and this is revealed by the way he dresses. The finest suits, polished shoes, everything perfect. Standing six foot one he has lean, wiry build. Dark hair, now peppered with streaks of iron grey often fall over one of his stormy blue eyes. Pale skinned, he bears the complexion common to the natives of his homeland of Denmark, as well as the distinct features. PERSONALITY Precise, calculating and brooding best describe the man. He rarely smiles and when he does, if it is not around someone he trusts, it usually over something puzzling if not inappropriate. For all his eccentricities, however, Soren is a strong leader. When duty calls there a very few who can compare to his speed of thought and tactical prowess. LIKES: A passion of Soren's in painting. All his works are done with red paint and there are rumors that he makes the color himself by using the blood of metahumans. Completely, untrue but many such stories surround the man. DISLIKES: Soren has a profound dislike for the open sea. He detests water but one would be mistaken thinking he fears it. STRENGTHS: Soren simply fears very little and what he is apprehensive of does not hinder his decisions. WEAKNESSES: A major flaw of Soren's is his relentless nature when it comes to eradicating thoe 'Altered' who do not attempt to maintain their Humanity or frivolously wield their magic. He will often waste extensive resources just to rid the world of one single creature rather than concentrating on the 'big picture'. PERSONAL POSSESSIONS Soren often carries a black cane with a silver handle carved in the shape of a skull. It is actually a sword cane, containing a double edged blade of sterling silver. He also always carries some kind of hand gun and knife hidden somewhere on his person. HISTORY Soren was born in Denmark and came with his family to the States when he was fourteen years old. Repeated visits to his homeland kept him immersed in his ethnic culture and language but he is still pure West Virginian through and through. Despite the opportunity Soren did not attend university. Possessed of an extremely high I.Q. he educated himself and concentrated on a career in law enforcement. In a very short time, he attained the rank of detective in the Huntington Police Department. A few years later he was invited to collaborate with the Bureau and after was offered a position as a 'profiler' in the F.B.I., which he accepted. When the Resonance occurred, Soren joined the ranks of those who took up arms against those that had been transformed it what many down south believed were demons. He hunted down and killed several of the creatures to protect his home, acts that attracted the VANGUARD. Since then he proved himself again and again to arrive at his current rank.
    25. The world does not know it, but we have always been its protectors. We have guided history from the first it was recorded - for what is writing without the light by which to read? There have always been people who thought they knew who pulled the strings. The so-called Illuminati, the Freemasons, the Templars... We have lived among all these groups. We have been part of them, but they have never been part of us. We have been waiting for this Event, for it has brought the full brilliance of our Light back into the world. The shadows have served us well. But now it is time we stepped into the fore. The world has need of us now, more than ever. More than its people can even know. But we have always known, and we will not fail in our charge. Let our foes be the ones to hide. With their secrecy and influence, the Order of the First Light (usually shortened just to the Order of Light, or OFL) is a group nearly tailor-made for conspiracy theories, and so no small number of them have flown regarding the origins of the group. The true origins of the Order are secret to all but fully fledged mages, and even to them much is kept hidden. What is known, at least for them, is that the Order has existed for centuries, even during the magic-less times of the last age. Their records claim to date back thousands of years, and what is certain is that when the Resonance Event occurred, the Order was the first group to take advantage. RECRUITMENT They worked immediately to locate and bring those who had newly gained magic powers under their influence. Their first choices were family members - often distant - of the small group's members. Once they had secured their first mages, they used that small core to locate more, and spread out. Amongst the chaos this was difficult, but they had the initiative and the plan. Next, they reached out to the unaffiliated mages, selecting the best candidates they could find before spreading out again. Their first crop of mages was fewer than a thousand worldwide, and these men and women were trained as quickly as possible, given basic instruction before being thrown into battle against the horrors that had been unleashed on the world. The attrition rate amongst these poorly trained magi was enormous, and more than two thirds of them would not survive their first months as warrior mages. Those who did, however, would prove to be some of the Order's greatest champions... and in at least one instance, its greatest disappointment. ESTABLISHMENT Once they had established some foothold, and gained a reputation as saviors, they had time to work. Their recruitment activities only sped up, their propaganda casting the Order as the great defenders of the Earth and the innocents against the new and confusing threats in the world. They cast themselves as the ones who understood, the ones who could teach and the ones who could protect... and in many cases they did exactly that. The Order found its strongest footholds in Rome and New York City, where it utilized powerful spells to drive the worst of the monsters from the cities and create areas of relative calm. Others would follow. In every city they gained a foothold, however, the Order did one key thing: they would take the building they thought of the greatest import, for one reason or another, and seize it for their headquarters. In New York City, this was the Federal Reserve. In Rome, it was the Vatican. This pattern would be repeated across the globe... despite the more than occasional resistance, it was difficult for many of these places to resist one of the few organized groups who could help them. Since then, the Order has pursued its goals as stated. Protecting and serving at times, while gathering the most powerful mages and artifacts they could manage, many of these disappearing for reasons unknown. For the next several years, this would go on, the greatest pushback coming from other groups who were formed later on - the Vanguard and its largely anti-magic stance prime among them. This would go on until the rebellion. REBELLION For many groups, the greatest of threats always resides within, and for the Order, this was no exception. Their goals had always had a shadowy aspect, secret often even from its own people, including the Archs. One of these Archs, a man known to some as the White Knight of New York, declared his rejection of the overall Order leadership. He claimed that their humanitarian goals were only a cover for a much darker purpose, that they believed it was their right and their destiny to rule over the world, and that they would take any path they needed to in order to make this the truth. He brought evidence and claims of magics the Order had outlawed being used within its halls, humans experimented on with demons, methods of mind control and the creation of soldiers without free will. Including experiments done on his own sister. REFORMATION And so the first sundering of the Order came to pass - the largest single branch office split away with nearly all hands, devoting itself fully to the protection of the populace and calling itself ARMA, while simultaneously promising to oppose the Order's darker plans. The Order of course denies the accusations, and it has launched several attacks on ARMA to destroy the traitors to its cause. And so the war began. Salvatore Avara was originally part of the Inquisition sent from Rome to purge New York of ARMA and any members of the Order with questionable loyalties. Descended from one of the Order's oldest families his own allegiance would never be doubted but over time he too began to doubt the wisdom of the Hight Arch Magus. in 2016 he became the self-appointed Chancellor of the Order, the acting 'Overseer' until the High Arches in Rome would officially appoint one. Namely himself, or so he believed. In the beginning he delivered war to the ARMA rebels, but as time went on his focus changed. Salvatore began to develop his own agendas rather than those of an Inquisitor. He became indifferent to ARMA, concentrating on bolstering the Order's and strengthening government relations. Few knew better than he of the treachery that existed in Rome and their absolute power. It is utterly futile to resist their will but in the West, so far from the High Arches' shadow, he began to believe that maybe he could escape their control. That is until, in early 2019, fantasy was turned reality by the appointment of a new Overseer. As of January of 2019, Dacia Setgrave controlled the New York Chapter of the Order of Light and Chancellor Salvatore Avara was relegated to her number two. But as the public image continues to be plagued with rumors of slaughtering magus and experimenting on the viruses, could it be that Salvatore opposed too much? Mid 2020 the Chancellor went missing and it is now rumored that Lucas Torrence has already been named his replacement.
    ×
    ×
    • Create New...