Zeph

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  1. Discord??

    Some have asked if we have a Discord for Resonance. Curious if people want a Discord. If you do, send me a PM on why you think this would benefit Resonance and I will put all the ideas together - thanks!
  2. nice suggestion. Will look into the coding to see if its compatible with this platform.
  3. This is your chance to offer up some suggestions for Resonance! I always like to get feedback from our writers on what works well or not well for them in the game. This is your safe place to say the things you would like to see more of, less of, for us to start doing or stop doing. Keep in mind things like "more threads" is not constructive (you are as responsible for that as I am!) nor is "faster posting" because it is not the style meant for this game. Be as specific as you can - the more specific the easier it is for me to potentially implement it! It can be anything from suggestions for races/factions/settings to perhaps a technology we don't leverage on the site. If you are willing to help get it implemented be sure to say so as well!!
  4. Face Claims! A Alex Pettyfer - @Brandon Valosa Annabelle Wallis- @Melissa Cruz Antonia Bragina - @Rhyse Falmarin B Ben Dahlhaus - @Calder Muireadach Ben Hill - @DeClan Asher Quinn Brandon J. Boyd - @Haslan Senai Bren Foster- @Reid Thomas Bridget Moynahan - @Derrick Mason Gray C Charlie Hunnam - @Kelan Bishop Chris Hemsworth - @Rhome Del Santo Chris Pine - @Jacob Minor Chris Pratt - @Boone (Paddy) Fitzpatrick D Daisy Ridley - @Kett Evangeline David Gandy - @Gabriele Salvatierra Diego Klattenhoff - @Bo Salvatierra E Edgar Ramirez- @Endika Ofeo Emilia Clarke- @Aingeal Clarke Emelia De Ravin- @Altheia Martin Evangeline Lilly - @Maree'Anca Marin F Fergal Devitt - @Gavin de Luc Francois Telombre - @Durion Caranthir G Gabriel Macht - @Etan Jaeger Gal Gadot - @Abernathy Wynn Gemma Arterton - @Rorye Shannon-Kearney Gong Li - @Kagami Suzaku H I J Jake Gyllenhaal - @Isaac Wilson Jason Momoa - @Alec Walker Jean Dujardin- @Thomas (Tom) Gallo Jessica Biel - @Deyanira Kain Jolin Tsai - @Lee Yen Joshua Sasse - @Matteo Carducci K Karen Gilian - @Phoebe Sheridan Kat von D - @Faye Johnson L Liam McIntyre - @Josef Carroll Boudreaux Luke Evans - @Kai Alexander Morgan Lyndsey Fonseca - @Cassandra Greene M Maggie Q - @Raeden (Rae) Seiko Mary Elizabeth Winstead- @Pandora Chapel Michelle Rodrigues- @Mila Markovich Monica Bellucci - @Calista Burke N Nicki Clyne - @MacKenna Zielinski O Olga Kurylenko - @Eris London P Q R S Sharlto Copely - @Towenaar Van Aarde Stephen Amell- @Donovan Beckett Steve Vai - @Mythos Vistani T Theo Gauchet - @Kashmir Dorsanos Tom Hiddleston - @Will Tennesen 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 * Kelly Hu - Adria Nighttraveler * 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
  5. Veil Crossers/Outworlders

    These are any races that were from other worlds and have crossed the Veil during the Resonance Event; now stranded on earth. They are most commonly referred to as "Outworlders". You are of course welcome to develop any kind of 'Veil Crosser' you desire but note that certain characters are not allowed. For instance, we do not allow Deities, nor Planeswalkers that phase through dimensions. If you have an idea for a Outworlder race and would like to have them highlighted here as an option for other players just submit a help ticket with the information and we will be happy to review it for inclusion. Note: Veil Crosser character can come from a world with a technological level that surpasses Earth's BUT none of their technology has come with them which likely is frustrating as they now live on a "backwards" world. Just a FEW examples of races that can be outworlders when the character was not originally from Earth but another world. You are really only limited by your imagination and of course the Resonance rules! Faerie (see race page for more) The Sidhe or Faerie, can be of Earth and altered or meta humans, there are also those that crossed from other worlds. Natural races that existed beyond our own. They come in various forms and many lost much of their powers when they became stranded on Earth... read race page for more. Elves (see race page for more) A wide variety of creatures defined by the name of 'Elf' crossed over during the Event. From the tall Nordic Light Elves to their smaller kin. One race in particular has made a significant impact on Human society... read race page for more. Oceanid Outworlders from worlds where water races have thrived. They come in a wide variety. These can be simple humanoid adaptations such as gills and ability to breathe in water to more complex races that are part fish/ocean creature. They are often mistaken for the fae mermaids but these are in truth not the shifting fae but races that have adapted to water life. Some have a humanoid form, some do not. Centaurs Outworlders that have what humans perceive to be half equine bodies. Known for being a family oriented or "herd" race, they struggle in the world now as outcasts, often having been stranded here alone without companions of their own kind. Ranging from 5-9ft tall they can weigh a delicate 200lbs to a very robust 900. Because of their larger size, it takes much more than a few bullets or arrows do take centaurs out. Their thick skin is the equivalent of hard leather armor. Poison that would work quickly on Humans works much slower on Centaurs more robust system. They can carry a little over their own weight and size with ease. They also have keen senses, being able to detect the scent of an equine within an hour of their having passed an area. While sturdy in general, like many large creatures, the centaur is susceptible to a hard fall. A broken leg can mean the end of these creatures. Bastet Feline humanoid races that the earthborn often associate with the large cats of their own world. Unlike shapeshifters or lycanthropes, these races do not have another form. Their skin is covered in a very soft short fur and it often has patterns much like the large cats of earth (cheetahs, panthers, tigers, lions, etc). In general these races are faster than humans, they have an uncanny balance that allows them to land on their feet even when falling from large heights. Their eyes tend to be larger than humans and can see far more in the dark. Nails tend extend beyond the fingertips and have a crested point as strong as any steel blade. With a preference for prides, these races have a tendency to be matriarchal in nature. (yes... for those of you old enough to remember... these are your thundercats!) Avian Winged humanoid races that tend to be more petite than their human counterparts. Typically the males will have the tendency for multicoloured wings; the females tending to have either creams, browns, or grayed shades of blue or lavender wings. Avians usually have light hair colors as well as light eyes (though this varies between species), with extremely large pupils that tends to enhance their attractiveness to Earth humans. Their skin is soft like doe skin to the touch. While the males can be as tall as 6ft, they tend to range more in 5'-5'9" range and top out in weight at ~140lbs while females are more 4'1"-5'5" and top out at ~110lbs. The wingspan of an avian is 9-12 feet depending on their mature size. Their feet typically possess talons suited for kicking and striking at enemies and while their musculature is strong, their body weight is significantly lower than their human and even elven counterparts because most Avians retain hollow bones to aid in lift/flight. Avians are of four species; Chipotera, Paridisi, Herbivores and Carnivores. Chipotera are batlike and have leathery wings and tend to be the only species with dark hair. Paridisi are the tropical small version of Avians. Herbivores are of course 100% vegetarians; their constitution unable to digest living tissue. The Carnivores rely on raw meat like their bird of prey counterparts to maintain their health and strength. The larger talons on the feet are the sign an Avian is a Carnivore. Carnivores also tend to live on average longer than Herbivores. Avians have especially sharp eyes that give them the ability to read small signs from over a mile away. The sensitive eyesight makes Avians highly keen to movements and their attention is quickly caught by anyone or anything moving even when done with stealth. The avians skin is always very pale and very soft, reminiscent of a doe’s skin. Because their skin lacks the tough elasticity of humans, they can damage easily. Also, Avians high metabolism bodies need to feed frequently but also end up sleeping about nine and half to 11 hours instead of the usual eight practiced by their human counterparts.
  6. 8d0cccf368153e5b008694edbcd6afbc.jpg

    From the album Resonance II

  7. a373943dfa85605b6ea82006628401a0.png

    From the album Resonance II

  8. centaur-trotter.jpg

    From the album Resonance II

  9. ARMA - Alistair Greene

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

    bumps cuz there is a building storyline for outworlders that could be fun to jump into!!!
  12. Fleshing (Literally) Out Eris' Crew

    Bumps this to bring attention back to some needs/wants!
  13. Will have more time to post starting this weekend because big project at work will be done!!!

  14. Brandon and possible Affiliations

    Actually Gaspari's is much more powerful with the molecular manipulation (its an OP ability ) Brandon is more like Matteo.
  15. --OVERVIEW-- Do you have what it takes to survive the modern day coliseum? This is the ULTIMATE in cage fighting. Two enter, one leaves under their own strength... if they are lucky. Opened in 2020, this is Bakkhos' latest major endeavor in the states. Throngs of screaming fans came quickly, enticed by the concept of a free for all blood sport that allows people to test their abilities in a "legal" way. --FACILITIES-- Satyr Stadium (formerly MetLife Stadium) was abandoned after the Resonance. Bakkhos moved in around 2016 and began to rebuild the entire venue with the purpose of a coliseum. Fast Facts Venue Size: 2.1 million square feet Capacity: 30,000- it held 70k in its day, but the very top rows have been replaced with enclosed, bullet proof black glass outlooks for Bakkhos guards, ready in the event a fight, or the crowd, gets out of hand. The lowest rows are also now off limits, the seats removed and replaced with the second mage enchanted cage that engulfs the entire first cage that encloses the former field of the Satyr Stadium. This second barrier between the rowdy audience and violent combatants not only prevents the fight from spilling over into the audience and causing injuries, but also prevents drunk and dumb spectators from trying to enter the ring in the middle of a fight. Suites: 100 private suites on four separate levels; 12-24 seats per suite Clubs: Bakkhos Minor now stands where MetLife 50 Club once was, the party between fights is rowdy and loud Food: 20 venues are located around the stadium to invite patrons to grab food and stay for the show Technology: Bakkhos spent a fair bit of money and time on restoring the original technology of the Stadium. 2,000 HDTVs and four 30’x 118’ high-definition LED video boards in each corner of the seating bowl, fans are presented a great view of the match from any angle in the building. An elite sound system built into the floors and ceilings was a new addition to allow for music venues between fights. --FIGHT DIVISIONS-- All fighters first fall into one of two divisions, unaltered (humans without any abilities), and altered. Fighters caught cheating (altered pretending to be unaltered and fight in a class where they have an advantage) will be banned for life and possibly dealt with personally by Bakkhos. Note that there are not separate divisions for male and female - both genders are welcome into any class/division. UNALTERED DIVISION Unaltered are placed in a class by weight. Lightweight - up to 155 pounds Middleweight over 155 to 195 pounds Heavyweight over 195 to 265 pounds Super Heavyweight over 265 pounds ALTERED DIVISION Altered fighters are matched by their Level not by their ability type. This allows for some fairness in the fight without always matching an elemental with another elemental. These games are expected to be thrilling venues pitting fighters against eachother in a way that truly tests the limits of their capabilities. All altered fighters get ranked by an independent review based on an abilities questionnaire they submit as part of their application into the games. Their actual abilities are not shared beyond the independent reviewer to ensure there is an element of surprise for all the fighters when they get in the ring for the first time - this makes it more exhilarating for the audience as well. The fighters get ranked as Level 1-3 with Level 1 being the lowest, and 3 the highest in the division. NOTE: in game you do not need to "submit" an application to get leveled - assume it is done via NPC. If you are unsure where your character might rank ask staff in a ticket. If you plan on "lying" on the application and getting into a lower level than your character would qualify for be sure you know that Bakkhos will go after you in game! To aid in your decision on where your character might rank we have some info below as a guide. Elemental/Energy Manipulators Level 1 - Elemental that has only mastered a couple abilities Level 2 - Elemental that have mastered not only the basic elemental abilities but also some of the mid levels Level 3 - Elemental that has significant mastery over low and mid abilities while also sporting some high. Personal Physical Enhancement Level 1 - Basic sense enhancements (ie Daredevil) Level 2 - Physical enhancement that are offensive such as spitting poison (ie Poison Ivy, Banshee) Level 3 - Maxed out strength/resistance/attack capability (ie Hulk) Other Altered Level 1 - Low level abilities or non-offense abilities Level 2 - Mid level abilities Level 3 - High level abilities Infected (Lycanthropes / Vampires) NOTE: during full moon cycles Lycanthrope fights are normally restricted to Lycan on Lycan as there is no refereeing a wild animal battle which can lead to death. Non-Lycan fighters are matched with Lycanthrope at their own risk and will sigh waivers that management will not be held responsible for their deaths. Level 1 - Vampires and Lycanthropes are not permitted in Level 1 division fights. Level 2 - Vampires and Lycanthropes less than 5 years infected. Level 3 - Vampires and Lycanthropes greater than 5 years infected and mastered their infected abilities. Magus Level 1 - Mastery of low level spells Level 2 - Mastery of low and mid level spells Level 3 - Mastery of low, mid and at least 1 high level spell --RULES-- DIVISION RULES The divisions are in place to give some form of level playing field. Altered MUST register themselves as altered and are not permitted to fight in unaltered division fights. No higher ranked fighter can fight in a division lower than himself, however, the Bakkhos establishment is not responsible for those of lower levels that insist on competing in higher divisions, including unaltered competing in altered divisions. They do so at their own risk. Waivers are always signed. ROUND LENGTH Each non-championship mixed contest is to be for 3 rounds, each round no more than 15 minutes duration, with a rest period of 10 minute between each round. Each championship mixed contest is to be for 5 rounds, each round no more than 15 minutes duration, with a rest period of 10 minute between each round. STOPPING CONTEST The referee is the sole arbiter of a contest and is the only individual authorized to stop a contest. The referee may take advice from the ringside physician with respect to the decision to stop a contest. The referee and the ringside physician are the only individuals authorized to enter the ring/fighting area at any time during competition other than the rest periods. Note: this is ultimate cage fighting - a little blood doesn't stop these fights! FOULS Not much is off limits in the UMCFA matches. However, the following acts constitute fouls and may result in penalties, at the discretion of the referee: Eye gouging of any kind Biting Groin attacks of any kind Striking to the spine or the back of the head Throat strikes of any kind, including, without limitation, grabbing the trachea Kicking or stomping a grounded opponent Attacking an opponent on or during the break Attacking an opponent who is under the care of the referee Attacking an opponent after the bell has sounded the end of the round Flagrantly disregarding the instructions of the referee Using altered abilities in an unaltered fight division. If a combatant uses abilities when he is registered as an unaltered fighter in order to have the upper hand, they will be swiftly subdued by security (formidable altered) and receive a lifetime ban. Purposefully misclassifying yourself as a lower level altered fighter in order to have an advantage in the fight, also dealt with swiftly - including a lifetime ban. If a foul is committed: The referee shall call timeout and order the offending contestant to a neutral location. The referee shall check the fouled contestant's condition for severe injury. The referee shall then assess the foul to the offending contestant and deduct points if deemed appropriate, notifying the judges of his decision on whether the foul was accidental or intentional and whether a point is to be taken away. Lying about one's fighting class is grounds for immediate lifetime ban - lying and causing a life altering injury or death in the ring as a direct result of the mis-classification results swiftly in the fighter being dragged from the ring and thus far in all cases, they have never been heard from again. Bakkhos is keen to keep the fighting as "legit" as is possible so as not to draw the ire of NWDD, ARMA, The Order or Vanguard. CONTEST RESULTS Submission by: Physical Tap Out Verbal Tap Out Knockout by: when Referee stops the fight and calls a knockout when an injury is severe enough to terminate a bout when contestant is rendered unconscious Decision via the scorecards, including: Unanimous Decision of all 3 judges Split Decision - 2 to 1 decision by judges Draws, including: Unanimous Draw - all three judges score the contest a draw Majority Draw - When two judges score the contest a draw Split Draw - When all three judges score differently Disqualification Division Cheating - the fighter exposed to have dumbed down their division level to get up in a fight will be instantly disqualified and the other fighter declared victor 10 Point Penalty - a fighter that accumulates from the judges 10 points in penalties will be disqualified and the other fighter declared victor. Weapons Cheating - a fighter caught bringing a weapon into the cage will be immediately disqualified and the other fighter declared victor. Forfeit At any time a fighter may declare forfeit to the referee and the other fighter will be declared victor. Items permitted in the ring Fighters are not permitted to bring any weapons into the cage other than themselves. Attire is recommended to be simple (tanks and sweatpants) but fighters are welcome to wear anything so long as no article of clothing includes any weapon, armor or reinforced padding. All fighters will be searched and scanned prior to entering the cage for violations.
  16. Want to help??

    Do you have some free time? Are you interested in helping spit and polish Resonance? Just willing to help out your overworked admin? If yes to any of these then GREAT! Below are some things that I could use assistance with. If you are interested just post under here the item you will work on so others don't double up. If you need more clarifications then just PM me and I will be happy to explain. Thanks Everyone! Helping on these will free me up to work on the upcoming site events!! Play By Clean Up - have had some help with this before but think we are out of whack again. This would be taking the time to go through all the Characters and check their PB on the Face Claim page. Are they all on there? Are there old ones on there that we missed deleting? Then also need you to go through the CoStars page to check they are all on there and each faction section because their costars are listed with the factions. If you can give me each time the character name and play by that needs to be added, or deleted and in the case of Costars give me also the link to the Costar page that would be awesome! Dead Forums - Not all of these will be deleted but we would like to go through and streamline the forums some more. So this would be going through ALL the forum pages and look if there are no posts ever in certain ones. So for example you need to click on New York, then Around the City, then look at all those forums to see if any have no posts. If you find no posts please don't just give me that forum name because then I have to go find it, give it to me as NY/Around the City/Central Park. That way I can easily find it to see if its one slated for a future story or one we can ditch! Checking Locations Against Forums - similar to the dead forums, I am looking to see if any of the places we have listed in our locations section are not represented in the forums OR if we have forums that do not have a matching locations page. One for a Newer Player - Rules and Guidelines Check - writers that have been here a while take for granted that everything is clear and easy for a new player to understand. Would love one of the newer players now that they are writing to go back now and look at the Rules and Creating a Character pages and let me know what worked well and what was confusing or if more or less information is needed. Similar to rules check - Cliffnotes Check - would also like to know if the Site Cliffnotes are helpful, missing things, confusing at all, etc. I will have several more that I will add but these were the first ones I could use some help on!!
  17. Brandon and possible Affiliations

    Aw... don't get discouraged! Remember that this sites pace is a little slower because most players are late 20s and thirtys so family and careers takes a little time for people to free up from existing threads to add new ones. I have a doc that works the hospital. He is a bit of a loner but would definitely be someone to interact with there.
  18. wayne-nj-Beer-Tap.jpg

    From the album Resonance II

  19. Sláinte

    Owner: @Boone (Paddy) Fitzpatrick This is your hometown bar. The one you are comfortable coming to after work or after a day out on the lake fishing. Six pool tables line the exterior walls. Games are free so long as you're drinking. The walls are decorated with an assortment of hunting heads and old photographs of movie stars. Brick and beams gives it an old pub feel right in the middle of New York. Stools line all the pillars as well as the thirty foot long bar with twenty beers on tap at all times, at least six of which are Irish.
  20. slainte1.png

    From the album Resonance II

  21. If you have more than one character you can switch between them very easily without logging in and out. Go to your name up top and choose Linked Accounts icon. Look for the Manage Your Accounts link at the bottom. Link your additional accounts by adding the login name and corresponding passwords and the accounts will show up. If you have 3 accounts then you need to log into all 3 accounts and add the other 2 to each. Once you do you can use the Linked Accounts icon at the top to speed swap between your accounts without logging in and out!!