Knights and Ghosts is a Lovecraftian RP based in the Luxan Canon. Composed of hero's, villains and normal people from the various nations in the Luxan Empire and her allies this RP focus's on two main organizations the Knight of Luxa and the Ghosts of Luxa. The Knights are a government force created by the homeland to deploy individuals as civil protectors. They operate under government jurisdiction and are mascots of Luxan Peace and safety. They are among the Luxan front lines in the fight against crime and subversion taking on the most dangerous threats to the homeland by terrorists and criminals. Meanwhile the Ghosts are a less official agency founded to fight the secret wars that the Knights cant and to take on threats that the public can never know existed. Operating in secret and only at night the Ghosts act as s subtle tool of select Luxan groups to prevent chaos and destruction.
The major themes of this RP will be cosmic horror and seeing how immoral one can be as still be called the hero.
HERE'S HOW TO JOIN
Read the rules, skim the settings Factbook, read the character lists, read about the locations, fill out an application and then post it in this thread.
Guidelines
Actual Rules
- You can play your characters as either serious or light but try to have them blend with the tones of others
- Got a problem with a player? Take it to that player in TG to resolve it.
- Do NOT join in the IC play unless your application has been approved in the OOC thread. If you sign up and are approved but don't post, your character is dropped from the roster.
- You are expected to understand the setting well enough to RP in it.
- Please don't be a God Mode Sue. Anti-man is already the most powerful characters and will remain so unless stated otherwise.
Actual Rules
- HAVE FUN!
- OP is GOD. Co-OP Vassals.
- NO godmodding.
- There will be NO structural changes made to cites and nations without full permission of OP and Co-OP.
- Code: Select all
[spoiler=Application][b]Character Name:[/b]
[b]Character Super Name:[/b]
[b]Character Gender:[/b]
[b]Character Species:[/b]
[b]Character Physical Description:[/b]
[b]Power or Skill:[/b]
[b]Weakness’s: [/b]
[b]Origin Story/Bio:[/b][/spoiler]
Please read some of the other applications before you post to get a sense of theme, style and how you character might fit in to the big picture.
IC
Overveiw: Downtown is dominated by several large intersections each in the center of the various shopping malls, sports arenas, and other large building. It is where the vast majority of the city goes to work, party, play and shop.
Bezzel Terrace: Bezzel terrace is an eight block section of downtown Horizon City which is legally outside the juristict of the local government has non-control over. A long time ago a series of feuds and legal debacles separated the area from the rest of Horizon City. It has its own laws and procedures but for the most part is connected to the rest of the city except for the the fact Cops aren’t welcome here and the Terrace is mostly populated by a small coven which has risen to power recently.
Bloodstones-R-Us: A toy store down town which sells all the strange objects which kids play with.
HCPD (Horizon City Police Department): A large fortress like building which houses the 75 Grey Guards, 15 Enforcers and 3 Detectives which exist in the city. It is equipped with a large armory, an underground holding cell for prisoners, and other traditional accommodations.
Knights tower: A large state of the art skyscraper which is used as the home and headquarters of the Knights. The Tower is equipped with almost every feature that one could ask for but follows the layout for an average apartment building fairly consistently. More to come on this as time goes on.
Megaton Mall: Horizons city largest mall. Composed of a few dozen outlets and stores it is the go to place for shoppers. Some stores inside include Fleshmoulder Skin Boutique, SystemCorp Electronics, and Eden Inc Modifications.
Philetas Living and Dead Skins: A clothing and exotic pet store hybrid. Specializes in selling exotic animals or turning them into clothing.
Bezzel Terrace: Bezzel terrace is an eight block section of downtown Horizon City which is legally outside the juristict of the local government has non-control over. A long time ago a series of feuds and legal debacles separated the area from the rest of Horizon City. It has its own laws and procedures but for the most part is connected to the rest of the city except for the the fact Cops aren’t welcome here and the Terrace is mostly populated by a small coven which has risen to power recently.
Bloodstones-R-Us: A toy store down town which sells all the strange objects which kids play with.
HCPD (Horizon City Police Department): A large fortress like building which houses the 75 Grey Guards, 15 Enforcers and 3 Detectives which exist in the city. It is equipped with a large armory, an underground holding cell for prisoners, and other traditional accommodations.
Knights tower: A large state of the art skyscraper which is used as the home and headquarters of the Knights. The Tower is equipped with almost every feature that one could ask for but follows the layout for an average apartment building fairly consistently. More to come on this as time goes on.
Megaton Mall: Horizons city largest mall. Composed of a few dozen outlets and stores it is the go to place for shoppers. Some stores inside include Fleshmoulder Skin Boutique, SystemCorp Electronics, and Eden Inc Modifications.
Philetas Living and Dead Skins: A clothing and exotic pet store hybrid. Specializes in selling exotic animals or turning them into clothing.
Overveiw: Mostly a residential neighbor. This area is also populated by occasional small business and other service buildings.
Farmers Fields : This area is a small place just outside of the actual city composed of half a dozen farms and a few isolated houses.
Black Moon Airport
Farmers Fields : This area is a small place just outside of the actual city composed of half a dozen farms and a few isolated houses.
Black Moon Airport
Overview: The Richer area of the town extends far outside the city and is composed of rolling hills and large mansions for the most part.
The Immortal Dreadlord Gardens: A large and well tended public park. Consists of a flower plantation, a children's play ground,and a pool. The area strangely removes the magical and meta physical powers of anyone who enters.
Ghosts Mansion (Gutwold Manor): Gutwold Manor has been abandoned for several decades without anyone knowledge. Now Creeper has turned it into the lair of the Ghosts and refurnished it into a impressive estate filled with all the amenities one could ask for. More to come on this as time goes on.
The Immortal Dreadlord Gardens: A large and well tended public park. Consists of a flower plantation, a children's play ground,and a pool. The area strangely removes the magical and meta physical powers of anyone who enters.
Ghosts Mansion (Gutwold Manor): Gutwold Manor has been abandoned for several decades without anyone knowledge. Now Creeper has turned it into the lair of the Ghosts and refurnished it into a impressive estate filled with all the amenities one could ask for. More to come on this as time goes on.
Overview: This area is the old city downtown and is filled with smaller buildings and businesses. It is also home to a small residential area but is generally and overdeveloped cluster of shops and houses.
SCP-936: This building is an old dilapidated building which looks like its about to fall apart. It has the strange ability of causing any magical or meta physical powers used within to increase in power exponentially. In addition the building has the ability to regrow after suffering serious damage and a week after total destruction it will be back to normal. The build is known to be strange but the city lacks the resources to truly deal with it and it seems harmless enough for now.
Royal Atomic Industrial Park: On the edge of West Wing sits the Industrial Park. A nuclear power plant and manufacturing hybrid which produces uranium products, ores, and energy for the entire city. Part of the Royal Atomic energy conglomerate it is a heavily fortified compound bristling with defenses features as well as esoteric treasures.
The Zarnak River: This small river is 270 km long. It drains an area of the southern Sierra Nevada mountains northeast of Horizon City and is fed by snow melt. It has a small dam near its end and is a popular destination for rafting.
Reala State University
SCP-936: This building is an old dilapidated building which looks like its about to fall apart. It has the strange ability of causing any magical or meta physical powers used within to increase in power exponentially. In addition the building has the ability to regrow after suffering serious damage and a week after total destruction it will be back to normal. The build is known to be strange but the city lacks the resources to truly deal with it and it seems harmless enough for now.
Royal Atomic Industrial Park: On the edge of West Wing sits the Industrial Park. A nuclear power plant and manufacturing hybrid which produces uranium products, ores, and energy for the entire city. Part of the Royal Atomic energy conglomerate it is a heavily fortified compound bristling with defenses features as well as esoteric treasures.
The Zarnak River: This small river is 270 km long. It drains an area of the southern Sierra Nevada mountains northeast of Horizon City and is fed by snow melt. It has a small dam near its end and is a popular destination for rafting.
Reala State University
Overview: The seedier side of town. In some parts its merely low income housing and in others it straight up slums. The area is full of makeshift camps for the people whose homes were destroyed by Quetzalcoatl.
”Scum Street” Solaris Street: The single most violent neighbor in the entire Luxan Empire, statistically. A lack of police and high concentration of underground living places making tracking down crimes commited here nearly impossible for the city.
”Scum Street” Solaris Street: The single most violent neighbor in the entire Luxan Empire, statistically. A lack of police and high concentration of underground living places making tracking down crimes commited here nearly impossible for the city.
Roof: Contain a great bonfire which is lit each time the Knights are working, the fire can also be manipulated to act as a teleportation beacon. The roof also possesses a trio of small Surface to Air Missiles.
6th Floor: Observation Deck (houses security canners that monitor nearby city sectors for interlopers), Stellar Telescope (Optical arrays chart dimensional, magical and physical anomalies), Long Range scanners (Microwave and multispectral arrays monitor radition levels throughout the city to monitor movements of powered individuals), Round Table (The Knights meeting chamber)
5th Floor: Living Quarters (Personalized suites for all the active members), Galley (Kitchen and dining area provides cuisine and is stocked with dietary requirements of each member)
4th Floor Guest Quarters (Living space for associate and reserve members, as well as authorized visitors)
3th Floor Power Tower (Converts Anti-mans Antimatter into power for the Towers operating systems), Power Annex (Distributes power to the other levels of the tower), Workshop (High tech foundry and lab includes secondary surveillance controls), Armory (Secure vault of “last resort” weapons and other technological counter measures)
2th Floor Trophy room (contains mementos – some authentic others facsimiles of the Knights adventures), Additional storage (spare parts, supplies, and items of use are kept here), Gymnasium,
1th Floor Web Womb (Interactive computer systems monitor city wide media food and real time magical events.)
Basement Bulk Teleporter (Larger teleport units transports only inorganic matter, used to ferry supplies)
Sub Basement
6th Floor: Observation Deck (houses security canners that monitor nearby city sectors for interlopers), Stellar Telescope (Optical arrays chart dimensional, magical and physical anomalies), Long Range scanners (Microwave and multispectral arrays monitor radition levels throughout the city to monitor movements of powered individuals), Round Table (The Knights meeting chamber)
5th Floor: Living Quarters (Personalized suites for all the active members), Galley (Kitchen and dining area provides cuisine and is stocked with dietary requirements of each member)
4th Floor Guest Quarters (Living space for associate and reserve members, as well as authorized visitors)
3th Floor Power Tower (Converts Anti-mans Antimatter into power for the Towers operating systems), Power Annex (Distributes power to the other levels of the tower), Workshop (High tech foundry and lab includes secondary surveillance controls), Armory (Secure vault of “last resort” weapons and other technological counter measures)
2th Floor Trophy room (contains mementos – some authentic others facsimiles of the Knights adventures), Additional storage (spare parts, supplies, and items of use are kept here), Gymnasium,
1th Floor Web Womb (Interactive computer systems monitor city wide media food and real time magical events.)
Basement Bulk Teleporter (Larger teleport units transports only inorganic matter, used to ferry supplies)
Sub Basement