Wiseman
Junior Member
Welcome one and all to the First Wiseman and Wisdom RP. The one we have crafted for you today is the result of a many hours of work and processing, and is sure to keep you entertained with fast paced action, thought out story lines, and memorable characters, scenarios, and villains. Below you will find the details to the W.A.R.A.L.o.C.K. RP, and everything you need to know to join us in playing this exciting story.
- Brief Summary
- The Rules.
- History of the Fall of the World.
- W.A.R.L.o.C.K. and their Agents
- Threats, Outsiders, and Enemies of Mankind
- Character Sheets
The year is 2030, and through the use of technology, mankind has opened portals to other worlds, worlds long since sealed off from Earth in the past. Now, thanks to these portals, nearly every city is aflame, every nation torn down, and humanity teeters on the brink of annihilation. The humans who continue to survive live on the Island City of San Nuada, the largest and most advanced city in the world. The inhabitants of the city live their lives normally, completely unaware that the rest of the world is dead or enslaved, completely oblivious to the situation they are all placed in. This is thanks to the cunning maneuvering of the organization, Secret G.o.D., which both defends humanity from the otherwordly threats of the outsiders, and keeps its in the dark.
San Nuada is warded, defended, and maintained by Secret G.o.D., and the illusion they have created is a thin one, and despite all of Secret G.o.D.'s power, the otherwordly some times make it into the last city of man. In this world of lies, illusions and schemes, of conspiracy and tragedy, there is but one truth, one tenant. Safe guard humanity by any means necessary. This is where you come in. You are part of W.A.R.L.o.C.K., a sub organization of Secret G.o.D. which acts as the sword and shield of humanity, the last line of defense once all other defense have been breached.
Warlocks are the guardians of San Nuada, using both magic and technology to defend its citizens from the other powers that be. Guns, swords, and spells are but a few of their many weapons, and they use these to great effect against the outsider menace. They are the guardian angles of Secret G.o.D., maintaining the illusion of peace and order for those who yet live, so that their might be hope tomorrow. (If you read this, Put the words BLUE PASS on your character sheet)
The Rules are fairly standard for any of my RPs, but lets go over them.
- No God moding: It is fairly hard to God Mode in my system of RPing anyway, but this is for anyone who try to get creative. Dont make yourself overpowered, and remember that I have final say on how powerful or effective anything is.
- No Power Playing: You only have control over your own character, you can not take control of someone else's character, for any reason. You can not describe their reactions unless they have already stated them, and you can not make assumptions about behaviors, though you can make scenario posts, which I will cover more later on.
- You must write a minimum of two paragraphs per post: There is always something to write about, and there is never an excuse for a one liner or anything short of my minimum. Your character can think in more than two paragraphs, so you can write that much at least.
- Keep it appropriate: Remember, we are on a sight which plays host to many who may not yet be old enough to drink, much less think thoughts that are too sassy. In any case, cursing in character is fine, but keep your sexual escapades down to a black out scene with obvious innuendo, there are kids around for gods sake!
- There is a three post limit before you MUST wait for me to post: This means that if you are talking with another character, or otherwise interacting in a way that does not strictly require the GM's input, then you may make up to three posts before you must wait. If you are talking, this means three posts for you, and three posts for the person you are talking two, making a total of six posts between the both of you involved in the conversation.
- ANY problem can be solved by the GM: In other words, for the sake of order and constancy, I have final word on all things RP related. (If You Read this far, then put ORANGE PASS, on your character sheet)
The Style of RP that we are using is Game Master Story Teller Style, or GM style for short. This means that a player may control their character's thoughts, expressions, reactions, and attempted actions, but can not control whether their attempted actions succeed or not. In other words, You can choose to throw the axe, but only I can say that it hits the goblin. Obviously I use this appropriately, and if you are a master gunslinger, then expect to hit most of your targets. The reason I have so much control is for two main reasons.
The first is because I am telling story, and you are characters in that story, thus I must exercise some control over the world for the story to flow smoothly. The second reason is to give you a challenge to pit your characters against, one which will make you think, stay on your toes, and worry about the mortality of your character. In my experience, this tends to make the RP style even more enjoyable and dynamic, and Im sure that if you have tried it then you know what I am talking about. If you are new to the style then I welcome you to try it for yourself.
- No God moding: It is fairly hard to God Mode in my system of RPing anyway, but this is for anyone who try to get creative. Dont make yourself overpowered, and remember that I have final say on how powerful or effective anything is.
In the year 2014, scientist working for the Tetracorp organization discovered Quantum Thread manipulation technology, and began experimenting with the barriers which exist between worlds. In their exploration and testing of their new technology, they discovered that they could make small windows into other worlds through channels which once connected the worlds together, long since severed and dried up. Their they learned that the ancient legends of the past were not legends at all but actual recounting of creatures which had crossed over from different worlds during a time when the earth was much less stable in its Quantum space.
What they did not realize was that with each window they created, a new channel was opened up between the earth and another world. The scientist were ravenous in their pursuit for knowledge, but in the end that was their undoing, for they opened so many windows that, by the time they realized the damage they were doing, it was too late, and earth was once again a center point for dimensional travel and otherworldly phenomenon. This was the beginning of the end.
The initial symptoms of the world crossovers was not immediately evident. Magic began to slowly seep into the world, giving power and meaning to mundane objects and granting some the ability to manipulate reality, but only if they knew how. Monsters also began to seep into the world, but they were not the innocent victims of warping they had been in the past. These dimensional entities had spent just as much time as we had, developing, growing, and mastering their particular power. They came by will, and they hid, beginning a silent invasion of earth.
At the same time, otherworldly effects began to manifest. The dead began to rise as flesh hungry zombies, some people became infected with strange diseases, some transformed into vicious animals, while others sought blood and hid from sunlight. These were but the first steps, and several governments took many measured steps to hide this fact from their populaces, in order to avoid panic and uprising. It was not until later that they would realize that this was all part of the Demons Plans.
In the face of the rising threats created by the windows, and the evidence of armed otherworldly forces massing in the wilderness or hiding in cities, the United nations convened in a secret council to decide what was to be done about it. The result of what later came to be known as the "Chamber of Silence" meeting was the formation of the Secret Government of Defense, which would be devoted to protecting the people of the world from otherworldly threats. With this the people of the earth took a step towards survival for the first time, but for most, it was already too late.
For ten years Secret G.o.D. waged an unseen and unreported war against the forces of the other worlds, the demons being key amongst their main enemies. Many died in secret battles, and humanity struggled to exterminate the threat before it could become public. Demon attacks and other incursions were blamed on terrorists and rebels, and Secret G.o.D. always moved in quick to silence anyone who might blow the cover of their silent war. Meanwhile, humanity began to learn about how to use magic, and about the individuals who could use magic. They learned many interesting facts, such as that to uncover a person's power they needed to expose that person to source of magic or otherworldly power.
Secret G.o.D. was always at the fore front of magic research, and their agents were always the best equipped and informed to fight the forces of the other worlds. Early in the war there was nothing but loses, but as humanity learned and adapted, they began to make a stand, and win battles. They even began to create secret strongholds and wardings that would protect entire islands. They grew more adept and media control and coverage, and had command over a large force capable of moving around the world unimpeded.
Then came the day, that dark day. The Demons finally lashed out in force against humanity, employing the use of their forces to attack all major cities all around the world. The attacks were heavy, and casualties were high, but they were successfully repelled...but their attacks were nothing but a diversion. While Secret G.o.D. fended off their attacks, the demons invaded Tetra laboratories. Their they killed nearly all the scientists and forced the others to serve them in activating their machines. It took Secret G.o.D. two hours to realize what had happened, but by then it was too late.
A hundred thousand windows were created, and broken, and suddenly the otherworlds poured into earth, attacking every unwarded city and killing continents of people. Secret G.o.D. was forced to retreat and in an attempt to regroup, and fell back to their warded positions, effectively letting the world burn in exchange for saving what little could be saved.
One by one, the warded positions that remained in the world were overrun or fell prey to dissolution, fatal despair, and infestation. In the end, only one city managed to remain protected, the great city of San Nuada, the greatest city in the world, and the most heavily warded place on the planet. What remains of Secret G.o.D. protects the city, its fleet circles its warded perimeter, its men and women protect the last civilians in the world. But despite the overwhelming force of the demons, and the hopelessness of the situation, San Nuada held for years, impervious to conventional attack and invasion. But despite this, the population continued to drop at steady rate, and at last the doom of the city loomed over it, and it was not demons or otherworlders which threatened to destroy it.
What was the city's great doom? It was despair. The people of the city knew they were the only ones left on earth, and that thought terrified them, and depressed them. People were losing hope, unable to continue on knowing that humanity had been reduced to nearly nothing, just one city. Suicide was a common occurrence in the city, but what really started killing people was Asymptomatic Demise Syndrome, or A.D.S.. People would just fall asleep and not wake up again, or wander off and simply die. In the span of three years, nearly a quarter of the already dwindling population of San Nuada was dead, and no enemies had killed them. Large swaths of the city became abandoned, San Nuada itself being nearly as large as the island it sat on. When it became clear that this was a problem that could destroy humanity, drastic action was taken.
The new Director if Secret G.o.D., Harlan Sleaper, initiated a massive program to solve the problem of despair, permanently. It was then decided that the people could not be allowed to know that their city was the only city left on earth, or even that the planet was under constant attack by other worldly forces. They could not be allowed to know about the various diseases and viruses which had entered our world, like Lycanthropy, Vampirism, and Zombification. In order to survive, the Island would need to think that they were still just one part of a larger human world.
But how? How does one make the people forget what they already know? How can you reverse three years of warfare mentality? The answer was magic. For five more years, the island was reconstructed, not only to turn the city streets themselves into wards against demons and their kind, but also create a magical circle that would affect everyone in and around it. The circle's purpose was to cast a powerful spell of memory control over the entire populace of the city. After five years, it was time to test it, and see if mankind really did have a future.
The spell was activated, and everyone in the city forgot about demons, and vampires, and monsters. They forgot about the war and the losses they received, and they also forgot about their secret protectors. But merely erasing people's memories was not enough, records had to be destroyed, Dairies replaced, lives reorganized, and a grand illusion needed to be maintained. The city wide memory loss was blamed on a terrorist attack, one that had used the city's water supply to drug the populace with a memory agent. Terrorists were made up, found, arrested, put in court, confessed to their crimes, and were sentenced to death. It was also because of these terrorist attacks that people became less free, and were forced to remain on the island, as travel was deemed unsafe save for necessary flights.
Meanwhile, the agents of Secret G.o.D. initiated their plans in order to keep the illusion running. False overseas news stations, fake overseas corporations, a fabricated U.N. is shown and broadcast for the people, and Secret G.o.D. even maintains the embassies to other countries which no longer exist.
The infrastructure required to turn San Nuada into a covertly controlled security complex was massive and started long before the spell was cast. All facets of appeasing human interest had to be accounted for, so delegating the protection and management of San Nuada into various sub-organizations was necessary in order to meet the required standards.
Companies that have already been set in history are already under S: GoD manipulation, whilst local business is left to prosper in San Nuada and its provinces. Available occupations vary amongst the populace, certain circumstances dictating how direct the control of S: GoD is. There are several hydroponic farm facilities on the island which produce tons of raw vegetables and animal feed. Understandably, anything that dealt with foreign relations, outsourcing or trade beyond the isle of San Nuada was either entirely ran and operated by a revolving cast of agents, or maintained by specialized overseers that regulated the work flow so as to keep only the appropriate intel available to employees.
Media was regulated heavily, so much so that fabricated news networks sprung as buffer agencies that were able weave information to all types of viewers while maintaining the illusion of differences in style and opinion, along the facade of being competitors. PNN (Premier News Network) and Sentinel were the two highest rated competing country and world news organizations, while SNT (San Nuada Today) and WIN (Western Isle News) covered the local-news farce. Paper news had various sources, alongside radio and other outlets that targeted communities.
San Nuada had its own tinsel town, and that was called Sun Haven. Sun Haven was ridden with esteemed socialites and movie stars, few of whom were in on the plot while others were unknowingly managed by double agents. Sports stars and their teams were also a part of the conundrum of distraction of which S: GoD used to accommodate San Nuada's spirits. The San Nuada Gnashers swept basketball and not so surprisingly won many championships, and the list goes on with football, baseball and the like. All teams from other states and countries were actors used in the illusion, understandably a large cast. And as for travelling, that was a far more involved process.
Anyone who desires to vacation or leave San Nuada naturally takes a boat or flies via airplane, though all flights and rides instead go to facilities that keep people. Passengers are usually sedated and sent in to holding to undergo intense illusions of their travels, which really are all manipulated accordingly by S: GoD and elaborate machines and hypnotherapeutic techniques and magics.
The "internet" is also monitored and regulated from a centralized system that has set intelligence parameters. All conducted searches can be progressed easily through the various search engine companies that were all manufactured in secret by S: GoD, but nothing can be found that would ever destabilize the throng upon San Nuada. No one breaks the internet, ever. Crackers get so far as being appeased with false leads, but every so often someone gets the know how to tap into dark places of truth. True hackers and other skilled info-rogues are usually accosted immediately, for being able to surpass the wall of scrutiny protecting all information designed by the worlds' leading security force is admirable. Unfortunately however, they are given only two options in response to their actions which leads to the one of harrowing necessities of the complex.
If by some chance some is able to seep through the system, they are analyzed for potential in becoming a part of the plan. If they show promise, then the individual may be used. Upon refusal, people tend to become lobotomized or just disappear entirely.
There are also the unfortunate circumstances in which those of the nefarious kind interact and expose their world to a civilian. In said cases, the civilian is given roughly the same option as an infiltrator of secret intelligence would, but with far less chances of utilization due to the chances of the individuals skill not being noteworthy. Ideally, any handlings undergone are executed in utter secrecy so as to eliminate the possibility of wanton knowledge. The individual is sorted and placed within one of Secret G.o.D.'s departments. One of such sub-organizations is W.A.R.L.o.C.K.
In order to deal with breaches in defense, either internal, or external, Secret G.o.D. created W.A.R.L.o.C.K, or "Weapons Against Rogue, Lost or Chaotic Kind". W.A.R.L.o.C.K. specializes, as its name suggests, in the tracking, containment, or killing of Rogue, Lost, or Chaotic elements which have subverted San Nuada.
Any enemy considered rogue is typically human, for the common usage for rogues amongst the Lock culture are those who once shared forbidden secrets or have defected in one way or another. Understandably these can be the most dangerous of individuals next to the actual sources of conflict, particularly when it is a member of W.A.R.L.o.C.K. itself. The lost were but the unfortunate few who were caught in the ebb and flow of corruption and somehow became a vessel for it. These can manifest as lycans, zombies or otherwise corrupted human beings who can no longer truly be called "Human" at all.
Last is the most dangerous of all three of the threats, Chaotic kind, otherworlders. Otherwordler or chaotic kind is a catch all term for all creatures that came to earth from another world, be these demons, Ogres, Basilisks, Dragons, Witchbreed or what have you. Though some profess to having no interest in destroying mankind at all, such as the fairies and pixies, all are treated as malignant threats to San Nuada's Security. It is a Warlock's job to kill or capture any and all of these entities and defend mankind against the forces which almost destroyed us.
The most common type of Warlock unit is the street Warlock, men and women who live inside the city, receive assignments, and carry out exterminations, either alone or with one or two partners. Few Warlocks know each other, and the only way for them to recognize one another on the street is to reveal their warlock badges to each other. Warlocks are equipped and trained to deal with any threat they might face. They are the street cops of the apocalypse, as well as Swat and special forces, and when they come knocking, evil starts running.
Warlock is the catch all term for agents who work for W.A.R.L.o.C.K. (Weapons Against Rogue, Lost, or Chaotic Kind), but there are, in fact, three different divisions of W.A.R.L.o.C.K., each dealing with a Specific aspect of defense. The first division was called the Control Division, or Mind. They are, as their name suggests, the center of all operations, the HQ, the eye in the sky, and intelligence you get on the ground. They are in charge of setting up missions and supplying the other divisions with their orders and expectations. Without Mind, W.A.R.L.o.C.K. would have no guidance, no single objective or coordinator. The men and women who work in this Division are commonly known as Coordinators, Spy Masters, Sky eyes, Central Commanders, and Mother May I.
The Second Division, known as the Supply Division, or Body, is in charge of supplying and maintaining the other two Divisions of W.A.R.L.o.C.K.. They are in charge of maintaining the facilities which produce W.A.R.L.o.C.K.'s weapons, food, magical ingredients, electrical power, and other supplies, as well as delivering and making available said supplies. Without Body, there would be no bullets for warlock guns, and no power to supply the massive super computers of the W.A.R.L.o.C.K. HQ, nor any emergence rations or even maintained shelters. The men and women of the Supply Division are known as Suppliers, Haulers, Cargo Jockeys, Supply Commanders, Bullet Saints, Blood, Cells, and Country Boys.
Lastly we have the Final Division, also known as the Combat Division, or Weapon. Weapon is in charge of all the stereotypical warlocks, the magic flinging, gun slinging warriors of humanity. They are charged with carrying out the missions given to them by Mind, and with the general protection of all of W.A.R.L.o.C.K., as well as Mankind. There are several different sub divisions within Weapon, all dedicated to a specific type of threat and defense. The most common (And the kind you will be playing as players) are the Local Agents, or "Street Locks". These men and women live inside the city in special apartments or homes, both completing missions for Mind, and keeping a watchful eye on the populace. From here an agent may prove themselves worthy enough to enter the secretive, and highly regarded E.R.C. Initiative, where the best of the best are always sent.
Combat Warlock recruitment is normally started at a very young age, normally around twelve or thirteen. All Warlocks, regardless of their profession, are given heavy indoctrination to discourage going rogue and to enforce loyalty to the cause. It can make them appear fearless and stalwart in battle, but generally, the more indoctrinated one is, the less free their thoughts tend to be. Everyone takes to the indoctrination in their own way, and there are still defectors and traitors, all of which must be killed quickly before they can do any real damage to the cause.
Recruits come from two general sources. Either the orphanages in the city supply promising orphans for the program, or children, and some times teenagers or adults rescued from the wilderness or from slavery become warlocks as well, since they can not be integrated back into society. Both go through and must pass indoctrination training as well as standard training. Once training is complete, and Warlock will be given a street address and residence.
This residence is never large or glamorous, as that would attract unwanted attention, and is often on the top floor of city apartments. These apartments are often warded and secretly made strong against the darker powers. Some apartments do this on obvious, bizarre ways, such as having a whole horde of squirrel monkey living inside the apartment itself, but other times it is done is more subtle ways, murals of animals, carpets with warded patterns, ect.
Inside the Warlocks living quarters, there will be three items and places of great importance that must be in place for all warlocks. The first is the Phernamitar, a magical device which is linked into the detection wards of the Warlock's local ward net. It will, by some method, deliver addresses and locations to the Warlock where and intrusion has been detected. Phernamitars can take nearly any shape or form, from chalk boards which magically write the locations of intrusions on their own surface, to a tank of fish which assemble into the shape of a face and speak the name of the intrusion location. Preferably this would be something that a casual observer would not notice as out of the ordinary.
The next is the Armory, a hidden location in your apartment where you store your various weapons and ammunition. This MUST be hidden, and must be maintained. It is not abnormal for one agent to have many many weapons, both for back up and for personal use all the time. The armory also contains the gear necessary for proper maintenance of the weapons housed there. If the agent uses magic, then it is possible that portion of the armory is dedicated solely to magical ingredients or substances. This generally comes out of a wall or some such, it is always hidden.
Lastly there is the living space, kitchen, bed, and bathroom, made so that the agent can live in relative comfort. They are only ever in regular contact with their handler, which they will know by a code name and symbol. The handler delivers all specialty missions and orders to the agent, and the agent can only contact HQ through their handler. The agents pretend to live normal, albeit solitary, lives in the city, though they do not have a false job or some such. They can enroll in a college, or take on other extra curricular activities that would leave plenty of time for the agents actual job.
Weapon Warlocks come in two flavors, Equipment based Warlocks, and Magic based Warlocks. Generally, the former are called Assassins, and the latter are called Spiritualist.
Assassins are those agents who are not born with magical powers, and thus can not specialize in a magic art. Still, despite this, assassins are the back bone of W.A.R.L.o.C.K., and most of the top agents in the organization are famed assassins. Instead of spending years picking up on their magical talent, and studying all the safe ways to use magic, assassins are rigorously trained and conditioned from day one.
Their bodies are trained to and then kept at their Appropriate physical peak, and for the first three years, of their mandatory ten year training involves all the possible ways a person can kill another living thing with just their body. The next two years are spent honing their mental fortitude, and of course, continuous physical conditioning. Then they spend another three years learning how to use every kind of fire arm conventionally used by human forces, all the while being briefed and trained on how to engage the enemy. The last two years are used for the mastery of melee weapons, which have reemerged as necessary in the new fight. Put all that together and you have a human weapon which has not been matched since the Spartans themselves.
Training normally begins very young, around the age of twelve or thirteen, so that by the time they are twenty three they will be fully trained warlocks. But the training is only one half of the warlocks power. The rest of their edge comes from their equipment, namely, their combat drugs and their wardings, both of which are normally off limits to Spiritualists because it interferes with their magical powers. Here is a list of common weapons and items used by Assassins. Do not think of this as a restricting list, but rather a guide to show you what you are likely to have. Also note that Spiritualist have access to this list as well, but can not make use of Wardings or Combat drugs.
- Ancient Weapons - Magic resides in things that have taken shape and have managed to maintain integrity to a ripe old age. It it this natural rule that has prioritized the use of classical technology since antique weaponry contains greater amounts of magical potential that is necessary in overcoming the threats of chaos. A flintlock that once held in the palms of one of Blackbeard's ilk, responsible for many uncanny yet primitive and sloppy deaths, would serve as a far better alternative to a fully trimmed tactical M-16. One would imagine that magic power would rise in a weapon that was repeatedly exposed to conflict but it is not a factor at all. It is the craft of the weapon that constitutes its natural killing potential, its upkeep that determines how it'll stand the test of time, and its age that propels the item's magical value. A good weapon would be a classic renaissance rapier, but an exemplary relic would be the dagger of an ancient Egyptian king that was made to match its rending capability in aesthetics.
- Anti-Creature Fire Arms - When any ranged weapon is modified to accommodate specialized ammunition tailored to creep (any form of chaotic bestiary) slaying, it is considered to be an anti-creature fire arm. Silver rounds are intended for lycanthropes of any kind while E.V. rounds, harnessing the power of the sun, turn vampires unto weeping ash. Blessed rounds undergo sacred spiritual practices before being utilized and aid in decimating demons. Incendiary and Acidic rounds work magnificently on the pyrophobic troll, Salt rounds for all walks of un-life, and the Rooster bullet which was specifically designed for Basilisks and contains within dozens of compacted rooster feathers. Iron rounds are technically for faeries, but the act of slaying one is considered a wasted effort. One super-unique type of bullet however is the Hammer round, which usually is intended for ogres and requires a precise manufacturing, has the capability of taking down almost any type of foe, whether it be undead, lycan, vampiric, demon or otherwise. Using Anti-Creature weaponry in combat alone is inflexible, but a talented assassin always carries both the former and Ancient Weapons to undergo all scenarios. And while technically arrows can be tipped with specialized elements, the power and speed of a gun better compliments the purpose of ranged combat. There are also Anti-Creature Grenades, which mimic the properties of their corresponding types of bullets, but simply work as a standard grenade would, varying between shrapnel and elemental bursts.
- Combat Drugs - The Assassin's ace in the hole, these body altering substances provide humans with the extra edge in physical and mental realms of warfare. This is on a chemical level, so the drugs will make the necessary altercations by manipulating bodily functions or the genetic code itself. These abilities are not to be confused with augmentations of a magical nature. There are several popular brands which directly affect strength, speed and wit, though all effects are temporary. Like any substance, user beware of overuse and irresponsibility for these drugs are arguably twice as addicting as normal street paraphernalia.
- Warding - Wardings are normally geometric symbols and shapes which cause certain effects in magic, though arguably the most popular wardings are the animal wardings, which work differently from regular wardings. Regular wardings are symbols, and they can have many effects, such as making you invisible to certain types of outsider, or repelling a certain creature. The wardings are being discovered all the time, and can be worn as symbols, pins, badges, clothing on patterns, or even tattoos. Animal wards are different and are related completely the magical effects that certain animals possess. Monkeys guard against evil, bears are good luck, fish repel magic, hawks repel fairy folk, boars scare trolls, and fireflies repel lycans. Even symbols or pictures which represent these animals have some of the power of the effect, though the most potent effect comes from a living specimen.
- Trinkets-various items and tools used against specific enemies. Cross and other holy objects work on Vampires, rooster feathers harm basilisks, and iron drives away fairies. The various objects that an assassin may employ are bound only by his means, since they may also use magical trinkets created by Voodoo Spiritualists as well.
Spiritualists are warlocks that were born with the capacity to manipulate magic. In place of their normal training, the individuals are separated from the others and taken to learn about the theories of magic, and under go magic exposure and conditioning in order to draw out their latent talents. After five years of this process, the Spiritualist should be able to proceed to choosing her magic art, and begin training on it for five more years.
The training is unique depending on the person and the art they are destined for, but even before they choose whether they will be shamans or Mahoists, they are trained physically and mentally to take the strain of magic, and be able to withstand great pain and mental stress. No one understands magic like a spiritualist, and they are experts which are needed on the field for more than just their capacity for battle.
The following are the known magic arts, which all Spiritualist must choose from. When a Spiritualist begins training, they can not turn back or change their art, they must follow it through to the end. This makes Spiritualist more specialized in certain ways than assassins, but they can also do things that are completely unavailable to assassins.
- Voodoo: Voodoo specializes in the creation of magical objects, trinkets, and tool which can create effects in magic. The amazing thing about Voodoo is in the often bizarre ways that it can create nearly any effect in the world. A shrunken head might create a portal to dimension full of snakes, or spawn three purple tigers. A charm might cause lighting to appear in the sky and strike the ground before the wielder, or it might transform into a flaming sword. These trinkets are not easy to make, and thus can not be made out in the battle field, but must be prepared ahead of time.
- Shamanism: Shamans use different hallucinogen drugs to enter different states of mind, which grant them a set of powers, often a set of themed powers. Smoke some Oko leaf, and you might be able to breath smoke, turn into smoke, travel through smoke, and some such. The power depends on the drug that is used, though the same drug may not affect the different people the same way. Each drug grants roughly three or four powers to the user. Shamans must beware of overdose and addiction.
- Alchemy: Alchemists are like voodoo spiritualists in some ways, but different in two key ways. Instead of building trinkets, Alchemists create potions, and instead of affecting the world around them, the potion causes an effect within the alchemist. The alchemist might grow huge after drinking the potion, or become fast and swift, or invisible, or turn into fire, wind or smoke. As with the voodoo priest, the alchemist can create virtually any effect within himself, though the potions must be prepared ahead of time.
- Maho: Maho is an oriental art which involves the syncing the body and mind to create and effect in the elements. Practitioners of maho must be in excellent physical shape to be able to use their art, and they must also be mentally sound. By moving their bodies in certain ways, they can control preexisting elements, like water, earth, and fire, though the user can not create any of these elements, having to use what is already there.
- Ancient Weapons - Magic resides in things that have taken shape and have managed to maintain integrity to a ripe old age. It it this natural rule that has prioritized the use of classical technology since antique weaponry contains greater amounts of magical potential that is necessary in overcoming the threats of chaos. A flintlock that once held in the palms of one of Blackbeard's ilk, responsible for many uncanny yet primitive and sloppy deaths, would serve as a far better alternative to a fully trimmed tactical M-16. One would imagine that magic power would rise in a weapon that was repeatedly exposed to conflict but it is not a factor at all. It is the craft of the weapon that constitutes its natural killing potential, its upkeep that determines how it'll stand the test of time, and its age that propels the item's magical value. A good weapon would be a classic renaissance rapier, but an exemplary relic would be the dagger of an ancient Egyptian king that was made to match its rending capability in aesthetics.
Demons
emons come from a hellish other world with but one simple intention. The complete and total extermination or subjugation of Mankind. They delight in all things dark, evil, and cruel, and are the epitome of war and slaughter. They are stronger and faster than regular humans, but their technology relies heavily on magic, and even then it is not as advanced as our own. Their bodies are tough and hard to destroy, and bullets seem to have little to no affect on them unless they are blessed before hand. Blessed and holy objects seem to harm demons for a reason we can not yet explain. They are not driven away by such objects however, and will often suffer horrible wounds at the hands of such things rather than retreat.
Demon's can also turn themselves into mist and flow into a human through their eyes, ears, mouth, and nose. If the human is incapable of resisting the demon, they will become a vessel for it, and will be possessed. Demons are also more affected by wards than any other encountered creatures of the other worlds. Demon's are mankind's foremost enemy.
Orcs
rcs come from a world that is half misty jungle, and half industrialized city scape. They are cold, calculating creatures who can think of nothing but profit and conquest. They have technology, and like us they seem to have little understanding of magic, maybe even less than us, but their technology is about fifty years behind our own, which gives us a slight edge. They are incredibly tough creatures, able to loose limbs and keep fighting, and they certainly do not feel pain the same way we humans do, but otherwise they tend to be amongst the weakest of the adversaries which man kind must do battle with.
They are tricky, and have learned human languages, seemingly in order to lie to and trick us. Still, it is possible to negotiate with orcs, though when it became clear that humanity was on the down slope, they eagerly joined the demons in killing and enslaving us, mostly enslaving. Their bodies are susceptible to regular guns and bullets. Physically, they are 20% stronger and faster than an average human being. Orcs are mildly affected by wards, but not enough to be reliable as a weapon and defense, thus direct methods must be used to keep them at bay.
Ogres
: Massive beasts enslaved by the orcs and used as lumbering weapons of war, the Ogre can range in size from twenty feet tall, to sixty feet tall at its tallest. These beasts are nothing but natural armor and bulging muscle, capable of destroying tanks and crushing fortifications. They are usually led by an orc handler, and without the handlers aid the creature tends to be easily tricked, trapped, and routed from combat. We are not sure if these beings are sentient.
Ogre armor is so thick that it requires incredibly high caliber rounds to pierce, and it is often not enough to kill it, only cause it to route. It is not recommended for agents to engage ogres in anything less than a thirty to one ratio. Ogres are highly affected by wards, but generally only ones built on their size, thus Ogres can not normally enter or even approach San Nuada.
Trolls
: Trolls range from twelve, to fifteen feet tall, and though they are not competent with magic, and have very little technology, they are one of mankind's greatest threats. This is due, in part, to the natural strength and speed of a troll, which far outdoes a humans natural ability. But what really makes them formidable is their ability to heal. If you render a wound onto a troll that has not been burned into it, such as by fire or acid, it will heal quickly and completely.
If you cut a troll in half with a sword, you will soon have two trolls. If you blow one up with an explosive then in a few hours you will have ten, twenty, or a hundred trolls. They have no genders, and no reproductive organs because of this, and a small infestation of trolls can quickly become a huge problem if left alone. Trolls are affected by wards, and they can be used reliably against them.
Witchbreed
: Otherwise known as witches, witchbreeds are human like crones with one sex which come from a dark world where all light has been blotted out. It is from their world that the three great magic Diseases hail from, and they are often the ones who spread them. They are weak physically, easily overpowered by a human being, but magically there is no greater foe. Witches have an incredibly advanced understanding of magic, making them more than a match for most agents.
Their goals are unknown, some times they seem to aid humans, and some times they lead them astray, but one thing that can be made certain is that they are evil. The favorite food of a witch is child flesh and blood, and they go to great lengths to get a taste when the opportunity presents itself. They are greatly affected by wards, but can also learn them, and use them to bypass other wards, so it is not always a reliable defense. Always be sure to outnumber a witchbreed before fighting it.
Basilisks
: Shape shifting monsters who delight only in deceit and in feeding. Their natural shape is that of a giant serpent, but they can transform into any creature they desire in order to masquerade amongst its kind. Basilisks can speak every language, and love to eat severed limbs, even going so far as to leave torsos behind after feeding. Basilisks hate birds, and will feel pain if they hear bird song or, particularly, a roosters crow, though the sounds must be authentic, and not recorded.Rooster feathers are poisonous to Basilisks, and roosters themselves seem to instill fear in them. Basilisks are very venomous, but a bite from a basilisk can be cured by rubbing it with bird droppings. Infections often occur by they are preferable to death.
Basilisks have deadly eyes that can kill if one stares into them, so they often wear glasses or some kind of obstruction in order to keep them giving them away. The famous rooster bullet is used exclusively for basilisks, and it contains ground up rooster feathers and bones. Basilisks can kill themselves if they look into a mirror, but basilisks are well aware of this threat, and often avoid making initial eye contact with anyone for just this reason. Basilisks are not affected by Wards almost at all.
Dragons
:The only thing that can surpass a Dragon's might, is its greed. These terrible beasts roam the earth, hording treasure and ever plotting to obtain more from any source. They are terrible, monstrous creatures, who often choose the most violent method of acquisition available to them. Their scales are bullet proof, and their claws can casually rend tanks in half.
They are massive, some being as much as a hundred feet long, and the only things the like besides treasure are riddles and fresh milk. If a dragon can be tricked into a game of riddles, it will always keep its word if it is defeated, which is no easy task at all. They can almost always be bribed with treasure and milk. Dragons are highly affected by wards.
Fairies and Pixies
: Fairies and pixies are the most magically powerful creatures that have yet been encountered, brimming with magic, power, and impossibilities. their mastery of magic is so profound that they could, in theory, do anything at all. Yet despite this, fairies are far from the most deadly enemies a warlock can face. Fairies seem content to use their awesome power to play pranks on humans.
Untying shoes, hiding keys, and making things stick together are but a few of their favored pranks, and it can be quite a nuisance when one of them begins to follow you around. To drive them away, merely reveal iron or iron objects to them, and they will flee from them. Touch them with iron and they will scream and act as though it hurts to touch, though no physical damage can be seen. Fairies are immune to wards, and can even reverse their abilities.
Angelics
:Seemingly entirely uninterested in humans, Angelics are powerful beings which resemble angles, and constantly battle against the demons. They are ruthless killers, and though they seem to follow their own form of honor and morality, they are also Peerless masters of combat slaughter. They never fly in packs, and one is often sufficient to kill several demon. They have helped humanity before, but only in that they attacked the demons while humanity did as well, and no contact has ever been made between the two.
Angelics dont often attack humans, but when they do there is very little that can be done. They are nearly immune to magic and wards, and can only be killed with highly explosive munitions. Humans have never been able to kill one, though it they have seen angelics die at the hands of demons and the such.
The undead
: The undead are people who have been infected with a witch disease which causes zombification in those infected. The living dead rise after dieing, and roam, either mindless flesh hungry monsters that live only to spread the disease, or as pawns controlled by a witch somewhere in the area. Either way they must be killed on sight, for the only cure is death.Salt seems to cause an end to zombification, and salt bullets can kill zombies without having to destroy their brain, as is usually necessary. Zombies are unaffected by wards.
Vampires
:Vampires are humans who have contracted the witch disease which causes vampirism. These humans crave blood and living flesh, do not age, burn in the sunlight, and are usually under the control of a witch, though it has been documented that vampires have been able to break free of witch control. Like The other two diseases, it is spread through a bite, though a vampire may choose when he infects his victim, unlike the other two.
Vampires hate the taste of garlic and salt and wont eat it, but otherwise it has no effect on them. They can not stand to be in the presence of holy symbols, such as crosses or stars of David, and will flee from them if possible. They can seem entirely human, or take on a bat form, though in either case they are much stronger and faster than the average human. Vampires are not affected by wards.
Lycans
:Lycans are humans that have been infected with the witch disease which causes lycanthropy in humans. When the night comes, depending on how much of the moon is visible, lycans transform into part animal, part human monsters that almost cant be killed. The animal they transform into can vary from lycan to lycan, and the man to beast ratio depends on the moon, the more moon, the more beast.
Though Lycans are formidable and deadly in their transformed state, they are regular, weak humans during the day, and can be killed easily at such times. Otherwise it is suggested that you bring silver, which they are violently allergic to. Silver bullets are famous werewolf killers, and they work, though maybe not as effectively as the movies portray. Lycans are immune to wards.
Character Sheet: Assassin
Name: (your name, true or chosen)
W.A.R.L.o.C.K. Designation: (the name given to you upon completion of your training. Examples include, Wild Fire, Prejudice, Hercules, Ect.)
Age: (cant be older then 65, can't be younger than 22.)
Sex: (Your gender)
Appearance: (picture or detailed description please)
Personality: (I don't mind if this is short and sweet, but there must be at least three sentences)
History: (three paragraph minimum)
Personal Short Term Goal: (what is your character"s immediate goal? This is short term, what your character is doing or working towards now)
Personal Long Term Goal: (why does your character live? What is your ultimate goal.)
Specific Conditioning: (According to your body type, you were given a specific kind of physical conditioning when you were trained. This conditioning comes in three different types. Strength training, Acrobatic Training, Speed Training. Strength Training means that you are of Olympian strength, and can lift two and a half times your body weight (List your body weight if you choose this). This incredible strength makes you a match for even an orc and allows you to take hits and suffer damage that would normally bring a man down. Whether its punching through a wall, caving in a skull, or kicking a door down, strength comes in handy. Acrobatic Training allows someone to be incredibly flexible, allowing them to escape bonds or traps by either contorting their bodies into the proper shape, or using their acrobatic prowess to leap, vault, or otherwise jump and escape. They can climb very easily, and are capable of following a chase across rooftops. Lastly, speed training enables you to be fast, have the quickest reflexes, the highest top running and swimming speed, as well as the fasts draw speed and reaction time. Not only that, but speed training also involves free running training which makes crossing difficult terrain easy, and gives the assassin an edge in any chase. You can only choose one specialization.)
Master Martial Arts: (You may choose either four martial arts that you became adept in during training, two martial arts which you excelled in during training, or one martial art which you completely mastered during training.)
Weapon Specialization: (As an Assassin, you were given training in all manner of weapons. But there are Two weapons in particular, either melee or ranged, were you're lethal edge truly shined. You must be specific, for example, Sword is not specific enough, since swords come in so many shapes and sizes. Long Sword is acceptable, and the same goes for guns. Pistols is two vague, instead specify the gun type and caliber of bullet, such as a 5 mm Pistol, or name a specific model. All weapons you specialized in can be drawn in less than a second, provided the holster or sheath is within reach, and are deadly accurate with, able to make called shots (Shots to specific body part) with a 85% success rate. If the weapon is a melee weapon, you can fight up to three people of equal skill to you while using the weapon, and have a chance at victory. You are never inaccurate or unskilled with this weapon unless you are physically impaired. Fear will not make you any less accurate, nor will any other emotion, and you may take lessened penalties to hitting things when you are in extreme pain. You are a storm of death with these weapons.)
Armory Contents/Weapons: (all the weapons you currently own in your armory. You can have a lot and even make up your own, but you can not have all the weapons, no more than three specialty ammo variety. You can have a good amount of melee weapons so long as you realize that you can't take them all with you on each mission)
Combat Drugs: (the name, effects, and doses of the drugs you have)
Wards and Wardings: (Your wards, what they are written on, and what they do.)
Other Gear: (include any trinkets, charms, or gear that you may have that does not fall under the other categories)
Character Sheet: Spiritualist
Name: (your name, true or chosen)
W.A.R.L.o.C.K. Designation: (the name given to you upon completion of your training. Examples include, Wild Fire, Prejudice, Hercules, Ect.)
Age: (cant be older then 65, can't be younger than 22.)
Sex: (Your gender)
Appearance: (picture or detailed description please)
Personality: (I don't mind if this is short and sweet, but there must be at least three sentences)
History: (three paragraph minimum)
Personal Short Term Goal: (what is your character"s immediate goal? This is short term, what your character is doing or working towards now)
Personal Long Term Goal: (why does your character live? What is your ultimate goal.)
Armory Contents/Weapons: (all the weapons you currently own in your armory. You can have a lot and even make up your own, but you can not have all the weapons, no more than three specialty ammo variety. You can have a good amount of melee weapons so long as you realize that you can't take them all with you on each mission)
Magic Art: (Choose from the Spiritualist arts. You can only have one, and you must stick with it once you have chosen your art)
Charms, Trinkets, and Items: (For Voodoo Spiritualists only. Here you may choose what items you can make, how hard it is to make them, and how many you have already made. Note, most items can only be used a few times or even a single time before it is used up by the magic which flows through it, and another must be made. Your items can do practically anything so long as they are not overpowered effects, weirdness is encouraged. More powerful items or items that can be used several times will often have magical components, like dragon tooth, or vampire blood. Keep this in mind. Try to make no more than ten items, unless you are forty or more years old, in which case you may add one item per Decade above and including forty. These later items may be powerful.)
Hallucinogens: (Shamans only. Choose the different drugs you have access to, their effects on your mind, and the powers they grant you while you are on them. Up to four powers per drug, and drugs can be combined but they may have...unanticipated effects. you may have up to four drugs that you use. The powers can be nearly anything, though nothing over powered will be accepted. Bizarre or trippy powers are encouraged. Generally the powers granted from a drug will be themed, keep that in mind.)
Potions: (For Alchemists only. Here you may choose what potions you can make, their effects, how hard it is to make them, and how many you have already. The potions can do nearly anything to you, but overpowered effects will be rejected. Generally the potion has one or two perks, and one Con. This potion turns you to stone, but now you move slowly and cant swim. This potion turns you into gas, but now the wind might blow you away. This potion gives you the strength of a rhino, but also transforms your body part way into one, ripping your clothes, and making you clumsy. You can drink up two three potions at a time, but even then you may find yourself altered in unexpected ways, and some potions might even cancel each other out, E.g. a potion that gives you wings for flight, and a potion that makes you larger. You would not be able to fly despite your wings, as you are now too heavy for what the spell intended. Drinking more than three potions at a time causes you to explode, turn into a chicken, or turn into an exploding chicken. The effects can not be reversed. You may know how to make up to ten different potions, unless you are forty or older, in which case you can make one extra potion per decade including and after forty.)
Maho Specialization: (Mahoist only. As a Mahoist, you must choose one element to specialize in, choosing from either Fire, Earth, Wind, Water, Metal, Lightning, or Magma. Whichever one you choose becomes your preferred element, being the easiest for you to manipulate, and the one you will use in reflex. You can also control twice as much of this element, and can guide half of that without having to move your body, as you must when using any other element. You still can not create this element from nothing, and must either call it to yourself, or have a steady source nearby to use. You may only have one specialization, unless you are forty. At Forty you gain one additional specialization, and at sixty you gain another, all benefiting from the specialization abilities.)
Other Gear: (include any trinkets, charms, or gear that you may have that does not fall under the other categories)
Please feel free to ask me any questions, and I will answer as soon as I can.