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World of Darkness: Master Thread (Always Open)

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Imperialisium
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World of Darkness: Master Thread (Always Open)

Postby Imperialisium » Thu Aug 16, 2018 11:31 am

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The World of Darkness is a world were the supernatural walk among the innumerable throngs of Human mortals. Deriving directly and adapted from the sourcebooks published by White Wolf. Angels, Changelings, Demons, Fae, Garou, Kindred, Mages, and Wraiths among numerous others. The circles of the Fallen World, Earth as the human's call it, is but one aspect to a far larger picture. A tapestry of the universe that is all there was, is, and will be. A more grand design than that mundane existence Humans share as their so called reality. No, there is far more to this than what they believe to be possible. Gateways to other worlds, like the fabled land of Arcadia, home of the Fae and were the Changeling's come from. Escaping through the Hedge that separates both realities. Demons, banished in ages past by God and the Elohim or Angels as they are now largely called, may be summoned or escape via cracks in the walls of the Abyss. That very same Abyss separating the Fall World and Near Umbra from the Realms Supernal. The Realms of Magic were Mages, Wizards, Witches, and Warlocks may draw power from. A realm once walked by the fabled Atlantean Mages before that Blessed Isle sank beneath the waves of the Atlantic. Then there is the Garou, otherwise known as Werewolves, one of many shapeshifters created by Gaia in ages past. They are her claws and fangs. Protectors of the wilderness and the natural Earth. Then there is the Kindred, Cainites, but popularly known as Vampires. The blood of Caine, the first murderer, flows through their veins and the myriad Clans and Bloodlines of the Cainites or Kindred among themselves vie for control across the globe. Lastly there are Wraiths, ghosts and specters, souls fettered to the mortal world due to unresolved events that transpired in their life and possibly due to their passing. Stuck in the mortal world before moving into the Umbra, the realms of the spirit.

There is more, much more, but those can be touched upon in greater detail in later sections of this auspicious tome...


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If you are a fan of supernatural, paranormal, horror, fantasy of gothic or otherwise, or even science fiction then you may find yourself a home here. The World of Darkness is expansive and nearly without boundary. Do you wish to be a Vampire stalking unsuspecting mortal prey? Politicking against your fellow Cainites and supernatural for more wealth and power? Or perhaps a Garou, Wolf of Gaia, is more to your liking. To form a pack of your own or be apart of another; or even walk the globe alone for long does the lone wolf trod. A warrior of Gaia to fight the taint of the Wyrm, Gaia's antithesis, seeking to corrupt all. But maybe you have a taste for corruption and all it brings maybe? Then may I suggest becoming employed by the megacorporation known as Pentex. So thoroughly is the Wyrms corruption that many do not even suspect that they are unwitting pawns in a much larger game. Yet, maybe all of that does not suit your fancy. Have a taste for magic....that sorcery which can be so beneficial and so harmful to all who are subjected to it's wondrous ways. A mage you are then? But what kind? A Mage from the Mysteriums, the Pentacle, the formal traditional orders claiming heritage from the Atlantean Mages of old! Maybe modern technology is your fancy....a bit of that science fiction that is such a hit with the younger mortals on this planet. Perhaps you can blend the magical with reason then? Then I would suggest that of the Technocracy. But all of this may be not to your wishes either. So then I would finally suggest the Free Assemblies. Mages who call no authority than each others their own.

I could be completely wrong on all accounts of course. You could be a spirit from one murdered and now possessing another. A Changeling escaping the clutches of the Fae and finding themselves back on Earth. Yet, not the same as before when they were snatched by the Fae and taken to the lands of Faerie Home. You are changed. The effects of Glamour have changed your features to be more elf-like. You may use it's power to mask your appearance to others. Or use wonderous powers to make yourself a place in the world! But I must warn you....The Fae do not like their toys escaping from them...They may just come to Earth as wild huntsmen to take back what they believe is rightfully theirs...

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Perhaps some backstory is in order? The role play is currently centered in and around the city of Los Angeles. Los Angeles, the City of Angels by day, City of Darkness by night; is torn apart in a struggle for dominion by the Vampire Sects, Werewolf Tribes, Changeling Courts, and all manner of individuals. The only races not allowed are Angels, Demons, along with Antediluvians and Methuselah for Vampires. Basically your character must not be exceedingly old. Otherwise feel free to write up a character of your own imagination. Role Players will take control of an individual or individuals if they are so inclined, along with any support network or NPCs that they wish to have, in their bid to survive the dangerous world of Los Angeles underworld. In summation you may play as singular characters or as a character heading a faction. So you may be a gangster, mafia don, entrepreneur, politician within Los Angeles, or what have you so long as you can fit into the general premise and narrative of the role play.

The role play itself will take place after the events known as Bloody New Years. The event, January 1st of 2017, was an action that led to the ongoing conflict over Los Angeles and the surrounding area between the two main Kindred communities of LA (Camarilla and Anarchs), but soon drew all the other supernatural communities into the fray. Changelings assaulted Werewolves in the suburbs. Vampires murdered vampires in the inner city. Human's, either aligned with a side, independent, or Hunters of the supernatural alike are caught in the whirlwind.

The current IC, Midsummer Nights, is set during the Summer of 2017. While the first IC, City of Angels, takes place in the Spring and begins mere weeks after Bloody New Years. Midsummer Nights takes place directly after the events of City of Angels. The Camarilla has managed to kill the members of the Anarchs Revolutionary Council in Los Angeles and scatter the Anarchs who are greatly diminished in numbers. The Free State is in a state of collapse as a result while its remaining leadership is nowhere to be found. The Sabbat, also seeking to invade Los Angeles in the chaos of Bloody New Years has been repulsed but still a threat on the horizon for the Camarilla. For the Sabbat is not far, having control of San Diego, and merely licking their wounds.

Further, the megacorporation known as Pentex, is increasingly active in Los Angeles. Seeking to oust the Camarilla from control of the city and take their place as the true leaders of the region. The mortal human population remains unwitting pawns in this struggle for domination. But the Camarilla is not the only threat to Pentex. The Garou, their arch nemesis, are ever ready to fight back. Better yet, Mages and Hunters are also in the mix. Of course those two pale to the fact that the Society of Leopold, the militant branch of the Inquisition, is also present and seeking to finally fight back to free Los Angeles from the grip of the supernatural in the name of God, Jesus Christ, and for the immortal souls of Mankind.

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A Brief Introduction To The Main Races In World Of Darkness


Vampires

Perhaps the most prominent in the World of Darkness is that of the descendants of Caine. The very same one that murdered his brother Abel. Whom bear the Curse of Caine to this very day. However, they are not descendants by birth or genetics. Rather by blood via the act known simply as The Embrace. The Embrace is the act of draining a mortal of their blood and replacing it with a small bit of their own. Therefore passing on the curse of vampirism to the mortal who will in either minutes to hours rise from death as an immortal vampire or Cainite. Once turned they become a Neonate, a Childer to their Sire, and generally in Cainite society they are the latter's property until released by some higher power such as an Elder, Prince, Baron, or Bishop. Depending on what faction the sire's allegiance lies.

Vampires do not age and are not afflicted by diseases of the flesh like mortals are, Kine as vampire's call them, but must feed via The Kiss. The Kiss is a pleasurable experience on the levels of intercourse if not above for both the vampire and their victim. It also need not end in the victims death either. For the vampire may smartly nurse a group of mortals to regularly feed from. Maybe even give them small bits of the vampire's own vitae and thus make them into ghouls. Servants of the vampire that do not age while they receive a small dose of vampiric blood or vitae once a month. For all other extents and purposes they are humans and possess no other supernatural power.

Cainites also can possess a variety of supernatural powers and abilities known as Disciples. Many are Clan or Bloodline specific such as Thaumaturgy for Clan Tremere. For it is rare for a Cainite to be of such sufficient age and wisdom to use let alone master disciples from different clans and bloodlines. The level of power these abilities have directly correlates to the Cainites generation and blood potency. Generations being very straight forward in being how many genealogical steps removed you are from Caine. The only First Generation Vampire. The Progenitor of the entire species. Caine and the three Vampires of the Second Generation are regarded as mythological or shrouded in mystery. For no one knows if Caine is still alive or even existed depending on who you ask. The Third Generation, commonly referred to the Antediluvians, though that term is used loosely due to some like Augustus Giovanni becoming of that generation well after The Deluge. As that title would suggest it was originally intended to refer to vampires embraced before the biblical Deluge that occurred sometime in the late third millennium B.C. on the word of some Cainite scholars. Needless to say the Antediluvians are so rare and so old that should they ever awaken from Torpor, if you believe they exist that is, that their power would equate them all to being near-godlike. Following these near mythic beings is the Cainites of the Fourth and Fifth Generation. The Methuselah, though that term means any Cainite over a thousand years old, and it is they who are the grand masterminds of many plots. It is they who prosecute the Jyhad. The war between the various Methuselah and their attendant factions for global domination. Not that many are privy to their plans or even all their locations for their plans are so complex that to try and comprehend it all would be mind boggling. After them, the 6th and 7th Generations are the Elders. Often taking the titles of Monarchs and holding control over vast territories. Elders are vampires more than three hundred years old and the most visible during the High Middle Ages. They are powerful and not be dealt with lightly. Being the most visible overlords of Cainite society to date. After them is the 8th and 9th Generations, the younger vampires during the Middle Ages and bridging the gap between Elder and younger generations. Finally the vampires of the 10th through 13th Generations are the one's leading up from the Early Modern Era to the present. There are generations after but they are known as Thin-Blooded and are not full vampires. However, generation is not set in stone and can be lowered by mystical means or through diablerie. Diablerie being a heinous crime of draining a fellow Cainite belonging to a lower generation of all their vitae and finally absorbing their very soul. This will lower your generation to the generation of the vampire you so selfishly murdered.

Then there is blood potency. Which increases with age, experience, and diablerie. Blood Potency at the time of embrace is at 1 to scale. Until Blood Potency 3 a Cainite can feed on any source of blood. After blood potency 3 only the blood of humans will suffice. Six and up only the blood of the unnatural will nourish the Cainite. However, against this is Torpor. Torpor is akin to a deep comatose state for a Vampire. A vampire in starvation may enter Torpor to hibernate, or if critically injured may fall into or go into it voluntarily to heal if fed, while also lowering Blood Potency. In fact going into Torpor for a cumulative 25 year period can lower a blood vampire's potency a whole level. Thus may one over time keep their feeding habits easy.

Politically most vampires are part of a Sect. Which is made up of Clans and Bloodlines that have agreed upon a form of government. These will be described below.

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The Camarilla was borne from the events of the First Anarch Revolt during the Late Middle Ages. Signed into being by the Convention of Thorns in 1493 by representatives from Clans Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Venture. As a means of protecting themselves from the roving Anarchs, the newly threatening Inquisition, and the increasingly deadly mortal mobs. It is the largest Sect by numbers and states that it protects and represents all Cainites by promulgating and protecting The Masquerade. The Masquerade being the name for the vast effort in shielding the existence of Vampires and supernatural from the Human masses. It considers all Kindred (Cainites) under its jurisdiction and welcomes any who obey it's laws. It also seeks to maintain the status quo in Kindred society and as such it is structured feudally with an Inner Council made up of one representative from each of the founding Clans, Princes that govern actual temporal territory, and within these territories society is regimented with Elders at the top and everything else falling below. They are opposed principally by The Sabbat and Anarchs who seek to overthrow Cainite society for their own ends.

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The Sabbat or Sword of Caine, originally founded by Clan's Lasombra and Tzimisce and later any vampire that stands against the Camarilla or to further the Sabbats own goals (vampires belonging to a clan that is officially attributed to the Camarilla like Clan Ventrue become known as antitribu), is a loose organization of Cainites founded in 1493 in response to the formation of the Camarilla. The remnants of the First Anarch Revolt being their initial members and unlike the Camarilla who deny the existence of Caine and the Antediluvians; see themselves as the army Caine will use to destroy the Antediluvians once Gehenna arrives. Gehenna being the Cainite equivalent of the Apocalypse. The Sabbat is organized in packs, with titles being similar to the Catholic Church either in open mockery or humor one can only know, with the establishments of Diocese for territory under the control of Archbishops and Bishops. Mexico City is the informal capital of the Sabbat.

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The Anarchs by the early 21st Century is more or less described as a movement. Though they are loosely grouped as a Sect by virtue of their existing a political affiliation called The Anarch Free State that emerged in the 20th century. The Free State being based out of California, North-Western Mexico, and the American South-West. It is a term to describe Cainites that reject the status quo nature of Kindred society. Seeing a more freelance and possibly even democratic form of governance. Yet their own agenda is their very weakness as the Anarchs are often divided along gang, territorial, and ethnic lines. Affiliations that the Camarilla and Sabbat view as non-Cainite forms of demarcating groups. In the Free State territorial leaders are known as Barons. But truthfully due to the anarchical nature of this group you may find gang titles to downright lofty being used.

Vampire Application (Must be younger than 250 years old to avoid over saturation of elders)
Code: Select all
Vampire
NationStates Name:
Character Name:
Physical Appearance and Description: (Try to stay away from using anime portraits. Those are last resort only)
Demeanor: (one word description)
Sire: (Make one up, if you do not know then put Unknown which means a clan less vampire or one of unknown lineage)
Generation: (You'll be between 10th and 13th Generation)
Blood Potency: (Your starting Blood Potency will be between 1 and 4 and be lower for being younger)
Clan:
Bloodline: (if applicable)
Age:
Birthdate:

[u]Physical[/u]
(7 Points to use at start with a maximum of 8 per field possible as the story progresses)
Strength:
Dexterity:
Stamina:

[u]Social[/u]
(6 points to use at start with 8 per field possible as the story progresses)
Charisma:
Manipulation:

[u]Knowledge[/u]
(6 points to use at start with 8 per field possible as the story progresses)
Perception:
Intelligence:
Wit:

[u]Abilities [/u]
(8 Possible to use at start with 8 per field possible as the story progresses; up to 10 points possible as story progresses for Disciplines)
Melee:
Ranged/Firearms:
Disciplines:(list and give numerical value of skill)

Additional Skills:(Where you a lawyer, college student, bilingual. Do not go overboard, no one likes a Mary Sue).

[u]Biographical Information[/u]
(Expectation is two paragraphs minimum)
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The Changelings are those of mixed Changeling and Human blood. Either through the couplings of a mortal and a type of Fae or more commonly from the prolonged effects of being taken to Arcadia by the True Fae. The Changelings are one of the few kinds of Fae that can survive in the modern world and use Glamour, a form of magic, not only to shield their appearances of they differ from humans but also to conduct sorcery. Changelings often remember their times in Arcadia as traumatic and as time has no meaning in Arcadia they may be taken in the 1700's as children and return to Earth when its 2017 and be in their thirties. Or even vice versa were they may be gone in Arcadia for what seems to be a life time but in reality a year has passed on Earth. Every experience is different and every realm that a True Fae own's is as different as their personalities. Changelings gather in what is known as Courts and divide the world into Kingdoms ruled by Monarchs for their own self protection. But like all the races there are loners and smaller factions of various types. However, their abilities are checked by the metaphysical force known as Banality a.k.a reality. Banality is the summation of human conscious on what reality is and should constitute.

Changeling Application (Arcadia time is meaningless, as such you may be abducted by the True Fae a hundred years prior and only escaped back to Earth recently. But on Earth you age normally).
Code: Select all
Changeling
NationStates Name:
Character Name:
Physical Appearance and Description:
Age and Time of Abduction:
Current Age:
Demeanor:
Seeming: (the physical embodiment of one's experience in Arcadia. Becoming Beasts, Darkling, Elementals, etc that as one can point out take on an aspect of nature. Beasts become more animalistic in appearance and behavior. Darklings embody shadow and resemble Black Irish appearance etc.)
Kith: (Within each Seeming are specific groupings called Kiths.)
Affiliation: (If any Court; or, Motley which is a smaller group; affiliation state so here)
Entitlement: (Some Changelings also join Orders which have narrower more specific agendas. This affiliation grants them an title known as an Entitlement that bears supernatural and social weight. However it does increase the chances of being targeted by True Fae)
Contracts: (If applicable. The Magic of the True Fae is based on contracts. While in Arcadia True Fae have total power over such things. But on Earth they wield lesser but still awe inspiring power. Having been in Faerie for extended periods of time this has touched your character. Who now has a store of Glamour within them, the name for the magic of Faerie, and works on a Contractual nature. You may contract with people, animals, concepts, or objects. Your characters time in Faerie having allowed them to learn some clauses from these contracts to wield supernatural power. Naturally, you do not wish to expend Glamour needlessly and such exploit Catches in the contracts clauses so that you wield power without suffering Glamour loss or to a lesser degree)
Pledges: (Like contracts these supernatural agreements are charged with the magic of Faerie. Any and all participants to a pledge must uphold their ends of the bargain or suffer banality and glamour loss. Naturally, you may wish to make such agreements that favor yourself)

[u]Skills and Abilities[/u]
(start with six points with up to eight total per field allowed as the story progresses; Glamour and Clarity you can pick 1-5 and 5-8 respectively at start)
Agility:
Intelligence:
Perception: (Able to see through illusions)
Glamour Rating:
Clarity: (More or less how one relates to humans. Higher rating is more able to distinguish the supernatural and mundane worlds. Lower rating naturally finds their perceptions spiraling out of control and may lead to moral and sanity issues)

[u]Biographical Information[/u]
(Expectation is at least two paragraphs minimum)
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The Garou, or also known as the Garou Nation, are the fangs and claws of Gaia. One of the Triad of Celestial beings and the personification of Earth's natural being. The Garou are often seen as Gaia's warriors and protectors of the wilderness. Though in more modern contexts they promote environmentalism and conservation as a new way of protecting the Earth. But in the shadows they fight real conflicts with other supernatural races over territory and material gain, protecting the Earth, and fighting the corrupting influences of the Wyrm. The Wyrm being the Triad Celestial personification of corruption and perversion. The third celestial being the Weaver and the Garou have mixed relations with the creatures of the third Triad member. However, not all Garou loyally serve Gaia. Some like the Black Spiral Dancers are corrupted by the Wyrm and fight for it rather than Gaia.

The Garou are in effect two spirits trapped in one form. A human soul and a soul of the wolf. As such a Garou can take multiple forms and change into them fluidly. From being fully human looking, to hulking werewolves straight from the Hollywood big screen, to prehistoric sized wolves or normal modern grey wolves. They can take substantial damage while in their werewolf forms, to the point that silver is the only way to kill them expediently and quickly, unless you can pump them with so much lead in the seconds you have before they rip you limb from torso. The Garou are not immortal and reproduction wise the Garou gene can only pass to offspring when two Garou mate or if a Garou mates with a wolf. There are no mixed half-humans and half-Garou walking around.

Garou Application
Code: Select all
Werewolf
NationStates Name:
Character Name:
Age:
Birthdate:
Physical Appearance and Description: (Try to stay away from using anime portraits. Those are last resort only)
Breed:
Auspice:
Tribe:
Pack Name: (If applicable)
Pack Totem:
Demeanor:

[u]Physical[/u]
(2 points automatically in Strength and Speed with three more to be used else ware. Up to eight points a field is possible as the story progresses)
Strength:
Dexterity:
Speed:
Melee:
Ranged/Firearm:

[u]Knowledge[/u]
(6 points to use at start with 8 per field possible as the story progresses)
Perception:
Intelligence:
Wit:

Gifts: (Abilities bestowed upon them by a spirit or other supernatural and tied to what kind of being that gifts it. A spirit of wisdom may teach a Garou a language or bestow the knowledge of it for example. You may start with one to three and this scales up with rank. Each rank unlocking two additional gift options to pursue)

Gnosis: (The spiritual ability of a Garou. Garou are literally half spirit already. As such they can naturally perceive the supernatural. However, that is not the same as interacting or controlling supernatural beings and objects. You may start at either Gnosis 1 through 4 out of a 10 point scale. The starting parameter is age. An older Garou in their late twenties/early thirties is more adept than a sixteen year old. You can have young characters but lets try to keep it a tad grounded here at the starting line)

[u]Biographical Information [/u]
(Expectation is at least two paragraphs minimum)
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Shapechangers or Shapeshifters are the numerous races and species of the Gaia, Wyrm, and Weaver. The Triad of Celestial beings. The Garou as stated above have their own section by virtue of being far more numerous. This section is for the various other, rarer, shapeshifters in the world. The Ajaba (Werehyenas), Ananasi (Werespiders), Bastet (Werecats), Corax (wereravens), Gurahl (werebears), Kitsune (Werefoxes), Kumo (Goblin Spiders, werespiders corrupted by the Wyrm), Mokole (werecrocodiles), Nuwisha (Werecoyotes), Ratkin (wererats), Rokea (weresharks). All operate the same as the Garou and use the Garou application, simply change the name wherever Garou is mentioned to the appropriate name listed above.
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Mages also known as the Awakened are humans that awoken to the reality of magic. Non-magic using humans being known as Sleepers in turn. Mages wield quintessence also known as magic and upon awakening their soul will seek to cross the abyss and follow one of the several Watchtowers. The Watchtowers representing one of the Realms Supernal and have specific spheres like Time, Fate, Forces, et cetera. These form the core of the Mages powers and abilities. What they specialize in and what sphere they are proscribed too. A group of mages is known as a cabal and unless you are rogue or a freelancer they belong to specific societies. For freelance mages without access to the vast reservoirs of knowledge the societies provide typically end up as nothing but charlatans peddling fanciful tricks at dinner tables. True magicians join a group and are trained over the years. Honing their abilities and talents. The natural counter to a Mages magic is the metaphysical force known as Paradox. Which is the natural order of the world trying to undo or backlash against the Mage for forcing it to change. Paradox is directly tied to the overall consciousness of Mankind and became more apparent after the Age of Enlightenment when most Humans stopped believing in Magic and superstition.

Mages primarily are part of the Adamantine Arrow, Free Council, Mysterium, Guardians of the Veil, Silver Ladder and Technocracy. Other groups like the Seers of the Throne, Banishers, and The Mad either seek to kill all other mages like the former two or are insane from the psychological effects of becoming Awakened like the latter.

Magical abilities are not passed genetically. Technically any mortal soul can become awakened.

Mage Application
Code: Select all
Mage
NationStates Name:
Character Name:
Age:
Birthdate:
Physical Appearance and Description: (Try to stay away from using anime portraits. Those are last resort only)
Demeanor:
Affiliated Watchtower: (influences the Arcana a mage uses)
Paths: (Two dominant arcana and one inferior of which there are ten Arcana to choose from)
Cabal Alignment: (what faction of mages, if any, do you proscribe too)

[u]Physical[/u]
(three points to start out with up to eight possible per field as the story progresses)
Athleticism:
Melee:
Ranged/Firearm
Senses/Initiative:

[u]Mental & Social[/u]
(Start out with four points with up to eight possible per field as the story progresses)
Intelligence:
Wit:
Leadership: (The weight you bear in Magical meetings or respect among mages)

[u]Abilities[/u]
(Start off with four points which may be used
Gnosis: (Magical Understanding)
Mage Sight: (To calculate the understanding of a mage in perceiving the symbolism, power, flow, and meaning of magicks in the real world or Realms Supernal)
Wisdom: (This is directly in contrast to hubris. Higher wisdom correlates to negative Hubris and is earned by learning magic and completing certain actions in the RP. This is an amplifier to your Gnosis and Mage Sight scores by .25x per point)
Hubris: (The opposite of Wisdom and what all mages must watch out for. Hubris is earned by certain actions in the RP or by certain affiliations. It counts as a negative to your Wisdom modifier by -0.50. A mage high in hubris may even have totally negative modifiers which are RP'd as failed spells, greater paradox accumulation, and overall descent into madness to the point of where if a 10 score is reached your character is largely lost to madness)

Paradox Modifier: (Stars at zero and is accumulated up to 100. It is reality fighting back against your magic which is you essentially forcing things to happen. Like shooting fire from your hands which by realities rights should not happen. Abusing this power, especially conducting magic out in the open were Sleepers can see it will undoubtedly cause a negative Paradox backlash. The higher the score the greater the backlash. Once one hundred is reached reality will literally remove your character from existence. So tread carefully)

Attainments: (Magical power that may be physical changes or in abilities that are due to learning more magic such as enchanting. List and describe attainments here)
Legacies: (If applicable list and detail them here)

[u]Biographical Information:[/u]
(At least two full paragraphs is the minimum standard)
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The Imbued, also sometimes erroneously referred to as Hunter's and not to be confused with the Non-Imbued Hunters whom are just regular Humans, are mortal humans that have had the supernatural world revealed to them by contact with The Messengers at a point of crisis in their lives. As such the contact with The Messengers is often a traumatic experience and they never are physically revealed. The success or failure of this leads to the Human becoming Imbued; failure makes them a Bystander and is due to them recoiling or rejecting the contact. The Imbuing process is relatively short. The Messengers quite literally having a message enter the persons mind that reveals the supernatural world to them. A phrase or utterance that reveals a co-worker to be a Werewolf, a person mugging them as a Vampire, or perhaps that creepy guy that walks around your block at night is a zombie. At any rate the phrases need not always be helpful or even sensical. Such as, "Do Not Breathe," or, "Burn The Office Down," and while some can be straight forward as simple writing on the wall. Many are understood by the Imbued as puzzling and nonsensical utterances that either prove helpful or not later on. This first phenomenon is approximately the same with following whispers and messages sent by The Messengers later on if they do occur.

The exact nature of The Messengers is unknown. Some believe them to be the voices of the Elohim or Angels. Others view it was voices in their head or perhaps even the voice of their own soul revealing to them the greater world hidden beneath. At any rate no one has ever actually seen a Messenger physically, but every voice is different, with some being feminine and comforting while yet another voice to a different Imbued is masculine and harsh.

Directly after the Imbuing, The Messengers, generally bestow two types of supernatural powers on the individual in question. A Conviction which is a reserve of strength and bolstered by faith if they are religious. Conviction allows the Imbued to face the creatures of the supernatural, pierce their illusions, and increase their mental fortitude against maddening terrors that could drive a regular human to insanity. The second power given is known as Edges. Edges are typically minor supernatural powers and generally innate abilities that activate to help resist or defend against the Supernatural. Edges are largely determined by the Creed that the Imbued identifies with and what Virtue they proscribe too. There are three Creeds per Virtue and the latter are: Mercy, Vision, and Zeal. Those who proscribe to Mercy seek to protect those worth saving Human or Supernatural. Vision is the least understood and those Imbued proscribed to it literally receive visions. These visions often are confusing, not linear chronologically, and either may represent the near future or a possible future. Finally, Imbued of Zeal are one's of righteous anger and pursue those that they Hunt with dispensing justice in mind. What exactly constitutes justice is of course up for debate and the opinion of the Imbued in question.

Imbued Application
Code: Select all
Imbued
NationStates Name:
Character Name:
Age:
Physical Appearance and Description:  (Try to stay away from using anime portraits. Those are last resort only)
Demeanor:
Virtue:

[u]Physical[/u]
(4 points to use at start, up to 3 possible per category as story progresses and 1 point must always be in Conviction. Exception is Conviction which may have up to 8 points as story progresses)
Strength:
Speed:
Stamina:
Conviction Physical Modifier: (modifier of physical stats by .25 to simulate your Conviction steeling your physical strength when in combat against the supernatural)

[u]Mental[/u]
(4 points to use at start, up to 6 per category as story progresses. Exception is your Conviction modifier which must always have 1 point and can have up to 8 points as story progresses)
Intelligence:
Wit:
Resolve: (How well you resist supernatural influences)
Conviction Mental Modifier: (.50 modifier when facing the supernatural, representing your focus and mental fortitude against the horrors you face)

[u]Biographical Information [/u]
(Minimum standard is two paragraphs)
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The modern day Chamber Militant of the Holy Order of the Inquisition. The Society of Leopold was founded by Leopold von Murnau in the 13th century on the orders of Pope Gregory IX to fight the supernatural. Forming an organization originally known as The Shadow Inquisition or more formally: Holy Inquisition Against the Devil and Other Demons. The Papal Inquisition targeted mortal heretics, the Shadow Inquisition targeted the supernatural, and at its peak in the 15th century the Inquisitors of this group forged a path of fire and steel against the denizens of the night.

They still fight this secret to the modern day. But with different methods and weapons necessary to operate in the 21st century. Unable to parade around like they did in ages past the members of the Society as they style themselves since the Victorian Era operate in total secret. Using infiltration, espionage, assassination, fighting in isolated areas or with little possible outside observation. At their disposal is the resources of the Catholic Church in terms of finances, armaments both mundane and supernatural, and armed with True Faith. A fully fledged Inquisitor is no laughing matter to fight. Their mind shielded by Faith against the forces of darkness they are able to look at the terrors plaguing the world in the face and spit at it. They bring gun, sword, halberd, and fire to the enemies of mankind day and night. Fighting a war that the vast majority of humanity is unaware too, the very war for Mankins immortal souls, and as such these heroes go nameless and un-thanked by the billions of humans on Earth.

The Society of Leopold is very organized with strict and harsh training. Preferring to take in youth as young as ten if not lesser in age. All the more time to steel their mind against the horrors going bump in the night. Assisting the Inquisitors are all manner of supporting personnel either auxiliary or combat oriented. The Condotierri lances (typically three man teams) are trained in defensive tactics and guard the Cenaculum of the Society around the world. The Gladius Dei are the elite assault corps of the Society. Forming a core of shock troops for the Inquisitors in the field. The Order of St. Joan operating as intelligence and supporting medical personnel while the Office of the Censor is a full time internal auditing and investigation service. Additionally, while most Inquisitors remain generalists in skill set, some may specialize and be offered to join a sect. There are seven in the Society and all have different ways of going about fighting for mankind's salvation. The Sons of Tertullian, Order of Saint Michael, Sisterhood of Saint Claire, Sanbenito, Fathers of the Good Death, Children of Lazarus, and Brethren of Albertus (whom is also made up only of sanctioned mages).

The hierarchy of the Society is also regimented with the Inquisitor-General in the Vatican answering only to the Pope. Below him are the Provincials who oversee particular territories around the globe. In turn they are aided by the Abbes who steward their Cenaculums. The Abbes are in turn aided by Censor(s) who provide internal investigation, counter-infiltration, and other support services. Finally there is the Councilors and Tertiary's. The Councilors are Inquisitors who have proven their worth and are experienced veterans of service and typically the most senior Inquisitor in a Cenaculum. The Tertiary's are regular Inquisitors who have that additional title to show they have passed their novice training and become Inquisitors in their own right. Below them are the Novices and numerous supporting staff brought into the fold.

The Society operates in Cenacles that operate out of Cenaculum's around the world.

Society of Leopold Application
Code: Select all
Society of Leopold
NationStates Name:
Character Name:
Age:
Title(s): (your rank)
Physical Appearance and Description:  (Try to stay away from using anime portraits. Those are last resort only)
Demeanor:
True Faith: (Start out between 3-5 and can go up to 8. Actions, relics and artifacts, and quests may increase or decrease this stat. This is a passive buff to your defensive and offensive abilities by .75 and simulates your Faith giving you increased strength, mental fortitude, and ability to wield supernatural abilities powered by your belief)

[u]Physical[/u]
(5 points at start with up to 3 possible per field)
Strength:
Speed:
Stamina:

[u]Mental[/u]
(4 points to use at start with and up to 7 possible per field)
Intelligence:
Wit:
Resolve:

[u]Biographical Information[/u]
(Minimum standard is two paragraphs)
Image


Its what you and me are. Plain old mortals who are either aware (usually Hunter's and not to be confused with Imbued cause when I say Hunter's for plain old Humans...it's Hunters without the supernatural abilities) or not of the supernatural at the start of the role play.

Human Application
Code: Select all
Human
NationStates Name:
Character Name:
Age:
Job/Employment:
Physical Appearance and Description: (Try to stay away from using anime portraits. Those are last resort only)
Demeanor:

[u]Physical[/u]
(4 points to use at start, up to 3 possible per category as story progresses and 1 point must always be in Conviction. Exception is Conviction which may have up to 8 points as story progresses)
Strength:
Speed:
Stamina:


[u]Mental[/u]
(4 points to use at start, up to 6 per category as story progresses. Exception is your Conviction modifier which must always have 1 point and can have up to 8 points as story progresses)
Intelligence:
Wit:
Resolve: (How well you resist supernatural influences)

Corruption: (If you are corrupted or tainted by a supernatural entity. No corruption will have a zero rating. Higher the rating and the more you will exhibit mental and physical changes depending on what is corrupting or tainting you)

[u]Biographical Information:[/u]
(Minimum standard is two paragraphs)



Rules

1. I reserve all rights as OP to give rulings and I will stand by them. No exceptions. Nor do I have to give lengthy reasons for doing so. This isn't a democracy.
2. Have fun.
3. Be respectful and if you must criticize then I request that you be polite and constructive.
4. Rules are subject to change.
5. Knowledge for the World of Darkness lore is not required, though a wiki and various Wikipedia entries are available through google, also a DM or TG to me the OP also works.
6. No double posting or advertising for other role plays please.
7. All OOC chatter is to be KEPT in the OOC. If you must leave a footnote for a reader in the IC then you MUST spoiler it and label it appropriately.
8. When pursuing a Quest or Objective you MUST put the title of the Quest as titled by the OP in the header of your post appropriately,

Applications
Delete everything in Parenthesis.

For Assistance in Application Construction I highly recommend visiting the White Wolf Wiki. Specifically for information drawn from Vampire: The Masquerade, Changeling: The Lost, Mage: The Awakened and Ascension, Werewolf, Hunter: The Imbued, and Wraith. Alternatively, feel free to drop the me, the OP, a line for any questions or concerns.

Additionally, any NPCs or if you want to lead a faction or group you are break down the details of it in the Biographical Information section.
Last edited by Imperialisium on Mon Sep 17, 2018 3:11 pm, edited 6 times in total.
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Maps and Links

Postby Imperialisium » Thu Aug 16, 2018 11:37 am

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Applications & Rules

Postby Imperialisium » Thu Aug 16, 2018 11:38 am

Reserved for repurposing
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Quests and Objectives Section

Postby Imperialisium » Thu Aug 16, 2018 11:38 am

Quests and Objectives

The Eternal Rose
The concept of a Rose being eternal is an old one. But it is a feat most often in reference to a rose having been painted, sculpted, or forged. However, among more mystical lore and a popular myth or rumor depending on who you ask within Clan Toreador. There is indeed Rose's that are Eternally in bloom. Borne of seeds from a bush that was heralded to have been in the Garden of Eden before being scattered around the world by an unknown cause. These rose or roses depending on what you believe, mostly if you're Toreador or not, can become linked to one who holds it. A prick of its thorn and it will drink a drop of the owner's vitae, Holding it in its petals and should the bearer's body perish. The planting of the rose upon their resting spot shall give them resurrection. Naturally, those outside Clan Toreador balk at this as fanciful nonsense. However, rumors have floated for years that within Los Angeles a rose has ended up. To possess such an item would be a great boon to have, but to a Toreador, the rose if the very symbol of their Clan. Such a thing would set them apart from others in their Clan. For the rose need no water nor will it wilt by the passage of time.(edited)
The Bridges of Arcadia
Mystical gems that bear all the colors of the rainbow. Possessing within them nodes of glamouir/quintessence and allowing the bearer to cross into and out of the Umbra no matter how tough the gauntlet is in their particular area. Allowing them to potentially land in Arcadia and back on a safe route that in the case of Arcadia follows a path through the Hedge.
Saint Vincent's Hood
The hood and cowl supposedly worn by Saint Vincent himself. It allows the wearer to hide from common supernatural forms of detection like scrying. While also providing a Faith power amplification to those with high True Faith. Allowing them to withstand common magical forms of attack. Does not protect against line of sight or technological means of detection. Nor does it protect against physical assault or conventional weaponry. Supposedly lost during the Anarch assault on the Inquisition Cenaculum just outside Los Angeles in August of 1998 and last seen being worn by Inquisitor Feldmann.
Feldmann's Staff
An Inquisitorial Weapon that channels True Faith into a weapon of destruction. Shooting holy flame from its tip and forged by monks in the Vatican. It has numerous sister staffs and this one was given to Inquisitor Feldmann after ridding the city of Naples from vampires in 1985. Becoming a sign of his Inquisitorial status as and in July of 1998 he was confirmed as the candidate to become Provincial of Pacifica. The Inquisitorial Diocese covering California, Baja, Oregon, Washington, and Alaska. The staff has not been seen since Feldmann was slain in the assault on the Los Angeles Cenaculum of August 1998
Wolfarths Glaive A weapon dating from the 13th Century Welsh Werewolf Wolfarth. Crafted from the bones of those possessed by Fomori and having a jagged steel blade like the teeth of a great Wolf. It deals Aggravated Damage to Shapeshifters, Werewolves, and Fomori spirits. The weapon was transported to the Americas aboard the Don Seville in 1822 and became a symbol of Garou Chiefdom until it disappeared in Nevada during the 1900's. In reality it was captured after its last Garou owner was ambushed by vampires in the Rocky Mountains. It is in the possession of an Autarkis vampire named Eric van Demberg who masquerades as a Dutch trader in European and Americana artifacts while also peddling supernatural relics for considerable sums to the supernatural community.


Lords of Anarchy: Main Quest
This is a set of quests that carry the objective of subjugating or uniting the disparate Anarch remnants into a cohesive force once more.
-Saints and Hearts: The Dockyard Saints and Coven of the Purple Hearts are at odds. Attitudes are boiling over after an altercation at the Purple Heart's Gentlemen's Club leads to a Saints member getting thrown out and beaten in a back alley. A Purple Hearts stripper (ghoul) is found by the LAPD three blocks away from the Club unconscious and in a coma from blunt force trauma to the back of the head along with numerous other cuts and contusions. Success will lead to either reconciliation between the two, failure will result in open warfare between the two Anarch coteries.
-Skulls and Hermits: The Brazen Skulls are always looking to flex their muscle on those weaker than them. Their leader, Alessandro Corchiga, is looking to expand to hold the entirety of the South Los Angeles district in his grasp. To do so he needs to eliminate or absorb the dozen solitary Anarchs living in the area along with any ghouls or servants they possess. Success will lead to the absorption or elimination of a dozen Cainite Anarchs and Brazen Skull domination over the Southern Los Angeles District along with increased financial prospects. Failure will lead to the Brazen Skulls suffering losses and be checked by their contemporary rivals in The Blood Claws. Total Failure will result in the dissolution of the Skulls into smaller coteries and heavy losses.
Verse ZeroToday at 3:44 PM
-Not Quite Bloody Hands: The Blood Claws, rivals to the Brazen Skulls in South Los Angeles, used to secretly run the Bank of America branches in South Los Angeles. Unfortunately, as a side affect of the deaths of the Revolutionary Council of Los Angeles courtesy of the Camarilla any pretense of cooperation among Anarchs of not-so-strict-loyalty has fallen asunder. The Anarch-turned-Autarkis Horace Gelderstein, 11th Generation vampire (originally 12th but diablerized his sire in 2010 and thus outcast to the Camarilla cause Final Death isn't all that fun), and a reclusive millionaire living on an estate outside Los Angeles. One might ask why the Camarilla hasn't swooped in or the Blood Claws taken revenge on the betrayal. It certainly isn't only due to the platoon of heavily armed Ghouls guarding his estate. Or the pair of childe he sired in 2015 and 2016. It's cause he is protected by someone powerful in Los Angeles. But who? The Blood Claws won't touch him themselves. They need an enterprising individual willing to work a contract and failure is probably not going to be pretty.
-Anarcho-Capitalists? The first Act II quest of the Lords of Anarchy main quest. The start of this quest is entirely predicated on the success or failures of Saints and Hearts and Skulls and Hermits. This quest will involve seizing and consolidating the Anarchs economic and financial apparatus to support themselves in the Nights to come. Either way someone's kneecaps are getting broken in a back alley.
-The New Revolutionary Council: This cannot be started unless Anarcho-Capitalist's is also being started cause reasons. This Act II quest can be taken simultaneously or directly after the events of Anarcho-Capitalists and follows new political landscape in South Los Angeles. Specifically who is going to sit on the new ruling body of the Anarchs. Better yet who will actually hold the reins of power and what plans will be laid for the future. Success in this leads to the formation of a new ruling body for the Anarchs in Los Angeles that will solidify them against external threats (but still internally divided....think of a confederacy of sorts). Failure will prevent a Council forming and undoubtedly lead to renewed internal warfare between the surviving Anarch factions.
Verse ZeroToday at 4:00 PM
-The New Baron- Alternatively can establish the Anarchs into formalized domains and work cooperatively under a strong figurehead. If that figurehead is truly strong or just a puppet is to be determined. Success will lead to an Anarch taking the title of Baron and uniting the Anarchs into one solid group in South Los Angeles. Failure will probably lead to renewed strife and a defector to the Camarilla who will betray crucial secrets to them.
-Subvert the Revolution- If the Revolutionary Council is formed then one can pursue corrupting and subverting its membership to their cause. Vampire or otherwise. Success will basically make all the Anarchs a players by puppet/proxy. Failure will lead to an angry council striking against the player directly.(edited)
-The Los Angeles Free State- The third act quest is a culmination of events that leads to three choices. The continued subversion of the Los Angeles Anarch population which will inevitably lead to their self-destruction. The resurgence of the Free State territory in Los Angeles with the other Anarch territories in the American Pacific Coast and South-West that leads to stability. Or them shaking of the players shackles and a resurgence in the Anarch Free State with assaults on the player to follow.


Consilia Ruins
The Ruins of an old Consilium to the South-East of Los Angeles, deep in the foothills of the Santa Ana Mountains, has mysteriously gone active. The site was abandoned in the 1920's for obscure reasons and forgotten by the larger Mage community. Yet, now it is crisscrossed by Ley Lines with an energy signature similar to a full node. Immediately the Las Vegas Consilium and Free Assemblies launched an expedition. None returned.

Central City:Territory Objective
Central City, which contains the Los Angeles Downtown and other densely populated neighborhoods. Is the site of a multi-front war being waged day and night across the streets and city blocks. While the innumerable Human mortal masses are unaware of the secret war that has been raging in their streets and neighborhoods. To the supernatural it is all to real. Striking from the West and North the Camarilla had made several probing patrols and raids into the area. Seeking to bring the remaining dozen Autarkis, and twenty Caitiff, Cainites known to be operating in the area under their sphere of influence. While also anchoring the Central Boroughs under their rule. They are led by Hernan di Belaz, 12th Generation Cainite, and Ancilla of Clan Brujah. A veteran of the Camarilla-Sabbat conflict that occurred in Spring. Hernan may be high in generation but he is astute in military tactics. Under his command is an entire cohort of Vampires, Gargoyles, Ghouls, and Kine. Along with a personal directive from Prince Anasztazia Angelos to prosecute the campaign there in the name of the Camarilla. Opposing him, but by no means united, is a trio of Anarchs and their attendant Ghouls. A band of Free Assembly Mages numbering eight individuals along with a half dozen apprentices. Several Garou living or working in the area but so far have not shown any one pack affiliation. All are vying for control of Central City. Successfully capturing Central City will yield a recruit able manpower pool of one hundred mortals.
Last edited by Imperialisium on Fri Aug 17, 2018 6:06 am, edited 2 times in total.
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Roster and Misc

Postby Imperialisium » Thu Aug 16, 2018 7:55 pm

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Postby Imperialisium » Fri Aug 17, 2018 6:21 am

reserved
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Officially taking applications!
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Fascist Republic Of Bermuda
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Corrupt Dictatorship

Postby Fascist Republic Of Bermuda » Sat Aug 18, 2018 7:39 pm

Human
NationStates Name:
Fascist Republic of Bermuda
Character Name: Samantha “Sam” Graves
Age: 34
Job/Employment: Special Agent, Federal Bureau of Investigation
Physical Appearance and Description: Visual Aid
Demeanor: Graves accepts nothing less than success. She will dive into a case with a dedication that borders on obsession, refusing to let it go even when it is all but unsolvable. It takes a lot for her to admit defeat in anything. While she is willing to admit her mistakes, she absolutely refuses to acknowledge when she dives too deep. This obsessive demand for results can lead to the solving of a case where others were admit defeat, but it can just as easily lead to her pushing too far and breaking protocol, sometimes to acquire a result that isn't even the truth. This obsession makes casual social interaction with her a chore.

Physical
Strength:
2
Speed: 1
Stamina: 1

Mental
Intelligence:
2
Wit: 1
Resolve: 1

Corruption: 0

Biographical Information: Samantha Graves was born to an unremarkable middle-class family in the Chicago area. Growing up, Sam Graves did well in school and athletics- a GPA that never dropped below a 3.5, shortstop on her high school softball team, member of debate club. She attended Columbia University in New York City for her psychology degree.

After graduating from Columbia, she stayed in NYC and signed up for the NYPD. She passed the NY Police Academy without much note. Graves served in the NYPD for 7 years, rapidly rising through the ranks because of her habit to never stop pursuing a perp. She didn't get along so well with her colleagues, many of whom often joked that she always on-duty, even when she was asleep. By the time she applied for the FBI, she had settled quite comfortably into the rank of Sergeant. Taking into account her personality and performance in the NYPD, the Bureau assigned her to deal with old case files that were unresolved and had either lacking investigations or investigations that were shut off. She took to this task with great vigor,

That was until she came across a very strange unresolved case file, buried in a filing cabinet deep within the J. Edgar Hoover building. The details she acquired on the case from other sources just didn’t add up with the case file, especially the testimony of one now-retired FBI Agent, Hank Baker. Tasting something fishy, she contacted the CIA to see if the follow-up investigation had turned up anything. Her request for information was flatly refused, and she was advised that the CIA investigation was "ongoing". As unwilling to admit defeat as always, she contacted the DEA and sent them all available information on the case. Worrying about this mysterious new Russian drug circulating the streets of the second largest city in America, the DEA dispatched an agent to meet with her in Los Angeles. And so she left for LA, looking to close one of the strangest cases she had yet seen.
N U T S !

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Postby Imperialisium » Sat Aug 18, 2018 8:18 pm

Fascist Republic Of Bermuda wrote:
Human
NationStates Name:
Fascist Republic of Bermuda
Character Name: Samantha “Sam” Graves
Age: 34
Job/Employment: Special Agent, Federal Bureau of Investigation
Physical Appearance and Description: Visual Aid
Demeanor: Graves accepts nothing less than success. She will dive into a case with a dedication that borders on obsession, refusing to let it go even when it is all but unsolvable. It takes a lot for her to admit defeat in anything. While she is willing to admit her mistakes, she absolutely refuses to acknowledge when she dives too deep. This obsessive demand for results can lead to the solving of a case where others were admit defeat, but it can just as easily lead to her pushing too far and breaking protocol, sometimes to acquire a result that isn't even the truth. This obsession makes casual social interaction with her a chore.

Physical
Strength:
2
Speed: 1
Stamina: 1

Mental
Intelligence:
2
Wit: 1
Resolve: 1

Corruption: 0

Biographical Information: Samantha Graves was born to an unremarkable middle-class family in the Chicago area. Growing up, Sam Graves did well in school and athletics- a GPA that never dropped below a 3.5, shortstop on her high school softball team, member of debate club. She attended Columbia University in New York City for her psychology degree.

After graduating from Columbia, she stayed in NYC and signed up for the NYPD. She passed the NY Police Academy without much note. Graves served in the NYPD for 7 years, rapidly rising through the ranks because of her habit to never stop pursuing a perp. She didn't get along so well with her colleagues, many of whom often joked that she always on-duty, even when she was asleep. By the time she applied for the FBI, she had settled quite comfortably into the rank of Sergeant. Taking into account her personality and performance in the NYPD, the Bureau assigned her to deal with old case files that were unresolved and had either lacking investigations or investigations that were shut off. She took to this task with great vigor,

That was until she came across a very strange unresolved case file, buried in a filing cabinet deep within the J. Edgar Hoover building. The details she acquired on the case from other sources just didn’t add up with the case file, especially the testimony of one now-retired FBI Agent, Hank Baker. Tasting something fishy, she contacted the CIA to see if the follow-up investigation had turned up anything. Her request for information was flatly refused, and she was advised that the CIA investigation was "ongoing". As unwilling to admit defeat as always, she contacted the DEA and sent them all available information on the case. Worrying about this mysterious new Russian drug circulating the streets of the second largest city in America, the DEA dispatched an agent to meet with her in Los Angeles. And so she left for LA, looking to close one of the strangest cases she had yet seen.


accepted
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Trowulani Knights
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Postby Trowulani Knights » Sat Aug 18, 2018 8:52 pm

Hey this is interesting. Do I need to have knowledge of the previous IC threads and the lores of The World of Darkness or I could just join? I have read some The New World of Darkness material but only briefly and this RP looks like a fun place to try some of the concept.

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Postby Imperialisium » Sat Aug 18, 2018 9:24 pm

Trowulani Knights wrote:Hey this is interesting. Do I need to have knowledge of the previous IC threads and the lores of The World of Darkness or I could just join? I have read some The New World of Darkness material but only briefly and this RP looks like a fun place to try some of the concept.


You do not need knowledge of the previous IC and your knowledge of the lore also need not be extensive. Anything in the previous IC that is pertinent to new comers has been summarized in the first OP post above under the section header: Welcome to the City of Angels

So feel free to slap up an app and hop right in! :D
Last edited by Imperialisium on Sat Aug 18, 2018 9:25 pm, edited 1 time in total.
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Trowulani Knights
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Postby Trowulani Knights » Sat Aug 18, 2018 9:30 pm

Imperialisium wrote:
Trowulani Knights wrote:Hey this is interesting. Do I need to have knowledge of the previous IC threads and the lores of The World of Darkness or I could just join? I have read some The New World of Darkness material but only briefly and this RP looks like a fun place to try some of the concept.


You do not need knowledge of the previous IC and your knowledge of the lore also need not be extensive. Anything in the previous IC that is pertinent to new comers has been summarized in the first OP post above under the section header: Welcome to the City of Angels

So feel free to slap up an app and hop right in! :D


Nice, I'll try to make an app.
Am I allowed to be member of a Hunter Conspiracy? Or are we limited to Compacts?

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Imperialisium
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Postby Imperialisium » Sat Aug 18, 2018 9:33 pm

Trowulani Knights wrote:
Imperialisium wrote:
You do not need knowledge of the previous IC and your knowledge of the lore also need not be extensive. Anything in the previous IC that is pertinent to new comers has been summarized in the first OP post above under the section header: Welcome to the City of Angels

So feel free to slap up an app and hop right in! :D


Nice, I'll try to make an app.
Am I allowed to be member of a Hunter Conspiracy? Or are we limited to Compacts?


Yes you can be a member of a Hunter Conspiracy
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Postby Ralnis » Sat Aug 18, 2018 9:43 pm

Can I be a indie Ghoul?
I'm a damn fool, asking me anything is like asking a brick wall the meaning of life. I don't know anything and will never know anything for that is my meaning on this Earth.

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Postby Imperialisium » Sat Aug 18, 2018 9:45 pm

Ralnis wrote:Can I be a indie Ghoul?


Yes
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Postby Parcia » Sat Aug 18, 2018 11:47 pm

Tag so i can find this again.
I remember her...
Fear the Dread Lady.
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Herador
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Postby Herador » Tue Aug 21, 2018 8:11 am

If I were to make a Ghoul, which application would you prefer I use.
"Any man's death diminishes me, because I am involved in mankind"

Your waifu is trash

Political Sextant

Political Compass
Economic Left/Right: -7.5
Social Libertarian/Authoritarian: -5.85

8values:
Closest Match: Libertarian Socialism
Economic Axis: Socialist (88.4%)
Diplomatic Axis: Peaceful (73.4%)
Civil Axis: Liberal (68.5%)
Societal Axis: Very Progressive (82.5)

Political Spectrum
far-left moderate social libertarian.
Left: 7.77, Libertarian: 3.12

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Imperialisium
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Postby Imperialisium » Tue Aug 21, 2018 8:50 am

Herador wrote:If I were to make a Ghoul, which application would you prefer I use.


Human and specify that you’re apping as a ghoul
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Postby Imperialisium » Tue Aug 21, 2018 12:59 pm

roster updated
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Postby Shark isle » Tue Aug 21, 2018 8:39 pm

Can i rejoin this? If so, can i make a pro wrestler turned movie star?

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Postby Imperialisium » Tue Aug 21, 2018 9:06 pm

Shark isle wrote:Can i rejoin this? If so, can i make a pro wrestler turned movie star?


Yes and I guess you can?
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Postby Danceria » Wed Aug 22, 2018 6:13 am

Tagger stagger
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

“The real man smiles in trouble, gathers strength from distress, and grows brave by reflection.” - Thomas Paine
-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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Imperialisium
Powerbroker
 
Posts: 9621
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Wed Aug 22, 2018 4:01 pm

Danceria wrote:Tagger stagger


Questions or concerns let me know!
Resident Fox lover
Moonlight Lounge

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Trowulani Knights
Spokesperson
 
Posts: 118
Founded: Aug 12, 2014
Corrupt Dictatorship

Postby Trowulani Knights » Fri Aug 24, 2018 1:48 am

Ay, if I make a mage can I only use the watchtower from the source or can I create my own?

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Imperialisium
Powerbroker
 
Posts: 9621
Founded: Apr 17, 2011
Democratic Socialists

Postby Imperialisium » Fri Aug 24, 2018 1:52 am

Trowulani Knights wrote:Ay, if I make a mage can I only use the watchtower from the source or can I create my own?


Has to be one of the watchtowers from any of the source materials.
Resident Fox lover
Moonlight Lounge

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