NATION

PASSWORD

Cosmos Of Terror Episode 2 (Urban Fantasy RP) (OOC) (Open)

For all of your non-NationStates related roleplaying needs!
User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Cosmos Of Terror Episode 2 (Urban Fantasy RP) (OOC) (Open)

Postby Flarbinia » Mon Oct 16, 2023 11:16 pm

It is the year 2036. The United States has come out of the twenty-twenties strong. However, unbeknownst to most of Humanity, there is a world that exists alongside their own, hidden from them behind a carefully maintained masquerade. A world of Magic and Psionics. A world of Vampires and Werewolves. A world of Angels and Demons. A world of Elves and Dwarves. A world of Spirits and Gods. The world of the Supernatural and the Paranormal. Only a select few are entrusted with knowledge of its existence, for they are the only ones with the strength of will to know that there are things man was never meant to know, the mental fortitude to cover up incidents involving monsters or cursed artifacts, and the ability to accept that they and their loved ones live in a Cosmos of Terror.

In North America, Fay Nobles engage in court intrigue and Demons scheme while Elder Vampires juggle the demands and needs of various factions within their respective cities and Wizards master their craft in sanctums hidden from mortal eyes. Division 16, an agency created to handle rogue Psychics, is training new recruits in the art of Psionics. Werewolves drink and eat in bars or roam the countryside, waiting for their pack leaders to give them a call to action or a potential employer if they are a lone wolf. Necromancers raise the dead as their servants while Mad Scientists create monstrosities and occasionally a Trădător (Artificial Vampires. Viewed as traitors by Vampire Hunters for trading their humanity for power and rejected by Vampire society for gaining their Vampirism through scientific means instead of being turned by another Vampire). It is this world of the Supernatural and Paranormal that your characters were either born into or have become a part of.

Rules
1. I and my Co-Op's words are law.
2. No Godmodding
3. No Flaming or Trolling. This is an RP, not your personal soapbox.
4. Your characters can die, though they can be resurrected if there is still a piece of them left.
5. You are limited to two characters. Ask the OP if you want to make a third.
6. This ain't Twilight. Vampires do not sparkle.
7. All characters must abide by the Masquerade. Breaking it will result in the characters being hunted down and killed.
8. Only gods from pagan pantheons that are not currently worshiped in any effective capacity will be allowed.
9. The more powerful the spell, the less a magic user can use it.
10. Psychic characters can only have one or two powers (though there are exceptions). A player will need to complete quests to unlock additional ones.
12. Gods are limited to those from pantheons that are currently not worshipped in any effective capacity.

IC: viewtopic.php?f=31&t=544342
Discord: https://discord.gg/at4rgmyf9P
Last edited by Flarbinia on Fri Jan 05, 2024 2:12 pm, edited 7 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Character APP (God)

Postby Flarbinia » Tue Oct 17, 2023 6:42 pm

Character Name:
Nation Name:
Birthplace:
Pantheon:
Age:
Backstory: (one paragraph minimum)
Equipment:
Powers:
Pic/Description (Mortal Form):
Pic/Description (God Form):
Personality:
Skills:
Likes:
Dislikes:

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Character APP (Vampire)

Postby Flarbinia » Tue Oct 17, 2023 6:45 pm

Character Name:
Nation Name:
Birthplace:
Age:
Backstory: (two paragraph minimum)
Equipment:
Powers:
Pic/Description:
Personality:
Skills:
Likes:
Dislikes:

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Character APP (Other)

Postby Flarbinia » Tue Oct 17, 2023 6:46 pm

Character Name:
Nation Name:
Birthplace:
Race:
Age:
Backstory: (two paragraph minimum)
Equipment:
Powers (Ignore if character lacks magic or psychic abilities):
Pic/Description:
Personality:
Skills:
Likes:
Dislikes:

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Vampires

Postby Flarbinia » Wed Oct 18, 2023 10:32 am

Descended from Cain, Vampires are creatures of the night that predate human civilization (hence why holy water, religious icons, garlic, silver, and Wolfsbane do not work on Vampires), although the first Vampire Clan to be recorded in the Sceleratis Mihi ex Lamia (the Unholy Tome of Vampires) originated in Ancient Babylon. For the next few centuries, the Vampires preyed on Babylonian villagers, spreading to all corners of Modern Day Iraq. When the Persians conquered the Chaldeans, the Vampires expanded their ranks from Egypt to India, causing the creation of Clans in the regions controlled by the Persian Empire. However, the Persian Empire was inevitably conquered by its neighbor to the west and the leader of the invasion wasted no effort in hunting down and exterminating every vampire his spies and armies could get their hands on, resulting in the destruction of the Babylonian and Persian Clans. It took the Vampires that survived Alexander the Great's purge the decades following his death to recover from their losses. Rome's victories in the Punic Wars drew the attention of the Clan leaders and when one particular Roman became Consul, they used it as an opportunity to revitalize their dying race. Everywhere the legions under the command of Julius Caesar went, new Vampire Clans were formed where no Vampire had set foot before, only for the new clans to reject the Greek Clan's proposal to unite all Vampires under a single banner.

Centuries later, fortune once again turned against the Vampires. The French Revolution caused the destruction of the French Clan and the resulting Napoleonic Wars had shattered the unity of the German Clan, causing it to devolve into several smaller and weaker Clans. During this time, Dracula rose to power.

In modern times, the leaders of Vampire society continue to be the power behind the throne, using their influence to ensure that the existence of Vampires stays hidden from the Mortals they feed on. The difference is that, unlike the European Vampires, the American Vampires do not subscribe to the Clan System, their leaders being representatives of factions instead of liege lords.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Werewolves

Postby Flarbinia » Wed Oct 18, 2023 10:50 am

Afflicted with the Curse of King Lycaon, Werewolves have formed their own society of warriors centered around taming their bestial half in order to protect their Human loved ones. However, they did not start out this way. After Zeus cursed Lycaon, his offspring, and his retainers to turn into wolves, they were driven from Arcadia by their own countrymen, the deposed king and his followers forced to live like fugitives, moving from one place to another, feasting on livestock like beasts and attacking anyone they came across, every victim that survived the attack becoming Werewolves. These new Werewolves rejected Lycaon and his wicked ilk, fleeing north and forming their own packs. Werewolves would spread throughout Europe over the centuries, staking out new hunting grounds.

During the Middle Ages, Werewolves were hunted to the brink of extinction, as local lords retaliated against the loss of taxpayers and livestock by hiring Monster Hunters to rid their lands of the Werewolves, entire packs falling before blades of silver. Ironically, the success of these hunts would cause their end, as the Monster Hunters soon turned their attention to more numerous and more profitable prey. The Werewolves recovered, but they would never be as numerous as they previously were.

In modern times, the number of Lone Wolves have increased, as modern conveniences make it easier for one to survive outside of a pack. However, most Werewolves still live in packs, as they see subservience to a pack leader as a good trade off for safety in numbers.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Elves

Postby Flarbinia » Wed Oct 18, 2023 10:52 am

Lead by King Oberon, the Elves, like all Fay, have remained shrouded in Myth, Legend, and Folktale for centuries, stories of their existence being told from Ireland to Finland. However, unlike most Fay, they are allowed to travel to the Mortal World, a privilege that they share with Leprechauns and Goblins. This law is enforced by the Iron Paladins, a holy order tasked with punishing any Fay who have failed to abide by the Masquerade, its members having the power of Judge, Jury, and Executioner. To be hunted by them is a death sentence, for the Iron Paladins wield blades of iron and carry the ashes of a branch torn from an ash tree.

In Modern Times, Elves living in the Mortal World are divided into two categories: those who live in cities and those who live in Fay communities hidden deep inside the world's forests. The Elves who live in the cities saw that tree dwellers as superstitious and ignorant Luddites who cling to the old ways whereas the Elves who live in the Forests see the ones in the cities as fools who've abandoned the traditions of their ancestors for modern luxuries.

Like all Fay, Elves are naturally attuned to Magic, able to detect the use of a spell that has been cast in the last twenty-four hours regardless of whether or not they can use Magic. This ability has allowed some of the more enterprising city dwelling Elves to make a living as Private Investigators, as there are spells that can harm or kill someone without leaving any physical damage.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Dwarves

Postby Flarbinia » Wed Oct 18, 2023 10:53 am

Created from grubs by the Aesir, the Dwarves are known for their skill as artisans and craftsmen, Brokkr and Eitri having forged Mjolnir and Draupnir (Odin's ring) and the sons of Ivaldi having forged Gungnir. The Elves may recite poems and sing songs about how foes have fallen before their ancestral sword or how many arrows failed to pierce an expensive suit of armor, but on the battlefield, both can be cut and broken by a blade forged by a Dwarf. In addition to this, the Dwarves have adopted the use of firearms to a greater extent than the Elves, as Elven culture holds archery in high regard. However, they have a weakness that the Elves do not have: the light of the sun will turn them to stone, for they are creatures of the underground. It is for this reason that the Dwarves built mighty strongholds within mountains instead of on them like humans. Alviss met this fate when he agreed to prove his wisdom so that he can take the hand of Thor's daughter in marriage.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Gods

Postby Flarbinia » Wed Oct 18, 2023 10:54 am

In the beginning, the first of the Gods were born. The centuries that followed were filled with conflict between the Gods: Marduk slew Tiamat in battle. Cronus/Saturn overthrew and emasculated Uranus, Aphrodite/Venus being formed from the foam that bubbled from the ocean. Set was banished after losing a duel with Horus, son of Osiris. Zeus/Jupiter and his siblings overthrew the Titans with the help of the Cyclopes and Hecatoncheires (hundred-Handers). The war between the Tuatha Dé Danann and the Fomorians that ended when Balor, the king of the Fomorians, was slain by his grandson Lugh. During this time, the Gods discovered that the belief of Mortals can give them power.

When Columbus arrived in the Caribbean, the Aesir and the Vanir were already in the New World. As more people came over from overseas, more Gods arrived with them. Some chose to continue living among the humans while others chose to return to their Pantheon's realms, the ones who chose to stay having made new lives for themselves.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Angels

Postby Flarbinia » Wed Oct 18, 2023 10:56 am

Servants of Jehovah, Angels are the inhabitants of Heaven. While the Judeo-Christian God may be Heaven's ruler, the day-to-day running of his kingdom is headed by a council comprised of the most powerful Archangels, Michael being the head of this council. Angels, in contrast to Demons, are creatures of law and order, placing high value on following the laws passed by the Council. To fail to abide by their rules will result in the offending angel, regardless of their rank or social status, become a Fallen Angel, an exile that is barred from Heaven for eternity unless they perform a deed that redeems themselves in Heaven's eyes.

When an Angel meets their Final Death, they cease to exist. However, causing an Angel's final death is easier said than done, as only a weapon forged in Heaven or Hell can permanently kill them. Any Angel killed by any other means will result in them being resurrected or reincarnated if they are unable to resurrected. In addition to this, Archangels who have been trained in the ways of war, fallen or not, wear armor strong enough to take direct hits from cannonballs, making them more difficult to slay.

In Modern Times, the largest community of Fallen Angels on Earth is Little Heaven, a town located in an abandoned part of the most desolate ghetto in New York and named out of mockery for their former homeland, hidden from Humans by arcane wards. The Fallen Angels that live in Little Heaven see their heavenly brethren as either uptight and stuck up or naive and narrow-minded. However, not all Angels living on Earth are Fallen, though those who live on Earth at the behest of Heaven are more willing to bend the rules to accomplish their objectives than their brethren in Heaven.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Demons

Postby Flarbinia » Wed Oct 18, 2023 10:57 am

Having been banished to Hell after their rebellion against God was crushed, Demons are only honest and trustworthy when it suits them. Despite what the Mortals might want to believe, Demons have rarely needed to influence and tempt man into committing sin, preferring to watch carnage unfold when they get bored with torturing the damned for all eternity. Hell is divided into nine circles, which circle a soul goes to being determined by the sins they committed in life. However, once a soul goes to Hell (outside of a near-death experience), it cannot escape.

The society of Hell is divided into a feudal meritocracy with the Seven Princes Of Hell (Lucifer, Belphegor, Mammon, Beelzebub, Satan, Leviathan, and Asmodeus) on the top and Imps on the bottom. Status within this society is determined by strength and cunning, a Demon being able to rise up the ranks by slaying those directly above them if their predecessor proved to be weak, inept, or both. However, this is easier said than done, as only weapons forged in Heaven or Hell can permanently kill them.

Demons are one of the few magical races that could have children with Humans, the end result being born with horns and a tail or wings and hooves. These Half-Demons are not allowed to leave Demon communities on Earth without using Glamour to hide their true nature from Humans who were born without Psychic or Magic abilities.
Last edited by Flarbinia on Fri Sep 06, 2024 11:15 am, edited 2 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

CO-OP APP

Postby Flarbinia » Wed Oct 18, 2023 10:36 pm

Code: Select all
CO-OP APP
Nation Name:
Previous RP experience:
Last edited by Flarbinia on Wed Oct 18, 2023 10:48 pm, edited 1 time in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

List Of Organizations That Uphold The Masquerade

Postby Flarbinia » Sat Oct 21, 2023 10:26 am

Iron Paladins: Knightly order that deals with Rogue Fay
Division 16: US Agency that handles Psychics
Enforcers: Vampires who deal with rogue Vampires
Order Of The Witch Hunter: Branch of The Vatican that deals with rogue Witches and Wizards
Bureau of Magical Investigation: Witches and Wizards who deal with rogue Witches and Wizards
Templar Agency: British Agency that deals with eldritch abominations
Brotherhood Of Constantine: Secret society that deals with Demons and Spirits

User avatar
Honghai
Ambassador
 
Posts: 1665
Founded: Dec 31, 2021
Inoffensive Centrist Democracy

WIP, gonna add bio and personality later

Postby Honghai » Sat Oct 21, 2023 9:57 pm

Character Name: Joylyne the Shrewd
Nation Name: Honghai
Birthplace: Canada (Quebec)
Race: Elvish
Age: 26
Backstory: (two paragraph minimum)
Equipment:
  • Enchanted Winchester rifle
  • Enchanted revolver
  • Most of her clothes are enchanted, as well as her hoop earrings.
Powers (Ignore if character lacks magic or psychic abilities):
  • Enchantress
  • Wild magic - because of this power she has more kinship with animals and beasts or untamed and feral creatures than tame/domesticated creatures
Pic/Description:
Personality:
Skills:
  • Protector
  • Tracker, keen sense of smell and heightened touch
  • Rifleman
Likes:
  • Snow, winter and ice
  • Snacks (she has a huge sweettooth, she likes cookies)
  • Iced tea
Dislikes:
  • City elves (ironically she was, originally a city elf herself but as she is more attuned to Wild magic, she feels more at-home in the forests)

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Laws Of Magic

Postby Flarbinia » Sun Oct 22, 2023 3:36 pm

Laws Of Magic
• Wild Magic
    Wild Magic can be argued to be stronger and easier to learn than more "Academic" forms of magic due to it being the first to be used, but this comes at the price of being more random. Practitioners of Wild Magic have a better connection to beasts of the wild than other Magic Users, as they don't have to use Charms. It can be used by anyone who with the ability to cast spells with the obvious exception of Warlocks and Necromancers.
• Elemental
    The effectiveness of Elemental Magic is limited by climate and geography. Fire Magic is more effective in a warm dry climate than ice magic, Ice Magic is more effective in cold wet climates, and Earth Magic is most effective in areas with lots of stone and dirt or sand and rocks. Storm Magic is more effective than Fire Magic and Ice Magic in humid tropical climates. Elemental Magic, like Hexes and Charms and Enchantments, can be used by any Magic User.
• Conjuring
    Conjuring requires one to be powerful enough to bind what they are conjuring to their will. Once something has been conjured, the Conjurer can be potentially killed if the proper precautions have not been taken. Whether or not the death of a Conjurer will result in what has been conjured being banished from the Mortal World depends on the ritual and what the Conjurer has summoned.
• Illusions
    Illusions require intense concentration to maintain, with the sole exception of those created by Charms or Enchantments. Psychics can detect someone creating illusions and animals can sniff right through the illusion. Illusions cannot harm someone and any deaths caused by that illusion are either self-inflicted or caused by one's confused comrades.
• Blood Magic
    Blood Magic requires the use of human blood to cast spells and/or perform rituals. While a Blood Mage can use his own blood, the blood of others is preferred, as the body can only lose so much blood before it passes out and/or dies. Additionally, a Vampire have access to more powerful spells and rituals than a blood mage due to not expending their own blood. The practice of Blood Magic has been banned in Wizarding communities due to being primarily used by Dark Wizards.
• Divination
    Divination, while allowing one to peer into the future, is not one hundred percent accurate, as the future is not set in stone. A predicted outcome may not occur for the one asking for their fortune to be told or may not occur at all. Those who fail to take their visions with a grain of salt are driven to madness, making them a danger to everyone, themselves included. The odds of someone being born with Chrono Vision, the ability to see events as they occurred, as they occur, as they will occur, is a million to one.
• Dream Walking
    Dream Walking, the mental ability to enter, walk through, and interact with Dreams on a whim, is double edged sword, that only one in twenty million are born with. Dream Walking does not require the use of portals, allows one to travel through areas that residents and even other visitors would not have access to, and are able to warp reality to a small extent. However, wounds that afflict the Dream Walker in the dream afflict them in the real world and if the mind dies in a dream, the body will inevitably follow. Another weakness of Dream Walkers is that, like others who can enter the Dreamlands without a portal, they can only enter the Dreamlands by naturally falling to sleep, meaning that those who rely on sleeping medication to sleep or are placed under anesthesia will be unable to use that power. Another weakness is that entering another person's dream requires a ritual to be performed outside the Dream.
• Necromancy
    Necromancy, the ability to reanimate corpses as one's slaves, requires life force in order to reanimate the dead or perform rituals, limiting the number of undead slaves that can be created and the number of rituals a necromancy can perform. One can take another person's life force, but the magical connection requires a lot of concentration.
• Hexes/Curse, Charms, and Enchantments
    Whether or not Hexes/Curses, Charms, and Enchantments can be cast depends on the Magic used to create them. If all users of a particular Magic die off, then all Hexes, Charms, and Enchantments related to that magic cannot be cast by any modern-day magic user without a grimoire or scroll written by users of that particular magic. Some hexes/Curses require a cursed object to be in proximity to a cursed object, others require line of sight and/or being in earshot, and the rest require an object belonging to or related to the person they curse (a picture, a fingernail, a toy, etc.). Charms and Enchantments, no matter how powerful, can be broken, either through the use of Anti-Magic, an Atlantean ritual, or the right combination of magic and brute force.
• Voodoo/Voodou Magic and Hoodoo
    Voodoo/Voodou Magic and Hoodoo are Folk Magic granted by the Loa. Hoodoo is used for improving one's life while Voodoo/Voodou Magic is primarily used to cause harm. However, unlike Hoodoo, Voodoo/Voodou Magic comes at a price depending on the Loa that granted those powers.
• Daemonic Magic
    Daemonic Magic, magic used by Warlocks, comes at a price. This price is usually a soul, though a Demon does not care whose soul he recieves. Demons can also use Daemonic Magic without relying on other demons, but they still have to draw power from Hell.
Last edited by Flarbinia on Sat Apr 06, 2024 11:09 am, edited 3 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Postby Flarbinia » Mon Oct 23, 2023 10:30 pm

Honghai wrote:Character Name: Joylyne the Shrewd
Nation Name: Honghai
Birthplace: Canada (Quebec)
Race: Elvish
Age: 26
Backstory: (two paragraph minimum)
Equipment:
  • Enchanted Winchester rifle
  • Enchanted revolver
  • Most of her clothes are enchanted, as well as her hoop earrings.
Powers (Ignore if character lacks magic or psychic abilities):
  • Enchantress
  • Wild magic - because of this power she has more kinship with animals and beasts or untamed and feral creatures than tame/domesticated creatures
Pic/Description:
Personality:
Skills:
  • Protector
  • Tracker, keen sense of smell and heightened touch
  • Rifleman
Likes:
  • Snow, winter and ice
  • Snacks (she has a huge sweettooth, she likes cookies)
  • Iced tea
Dislikes:
  • City elves (ironically she was, originally a city elf herself but as she is more attuned to Wild magic, she feels more at-home in the forests)

An Elf from Quebec? Interestin'.
Last edited by Flarbinia on Mon Oct 23, 2023 11:05 pm, edited 1 time in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

List Of Psionic Powers

Postby Flarbinia » Thu Oct 26, 2023 10:29 am

Telepathy: Mind Reading. An experienced Psychic can use Telepathy to create mirror images or make themselves appear invisible.
Telekinesis: Moving or crushing objects with the mind.
Pyrokinesis: Lighting things on fire with the mind.
Clairvoyance: Ability to gain information about objects, people, locations, and physical events with one's mind.
Threat Detection: Detecting threats one can't see or hear.
Psychic Detection: Ability to detect Psionic Auras and other signs of Psychic activity. An experienced Psychic can detect Psychic energies from a continent away, though this requires them to meditate in special chambers to avoid information overload.
Hydrokinesis: Ability to control water with the mind.
Force Fields: Creating a protective bubble. This power requires a lot of skill and training to use effectively.
Levitation: Using the mind to float in the air.
Psionic Blasts: Rays of Psionic Energy fired from a Psychic's hands or forehead.
Last edited by Flarbinia on Sun Oct 29, 2023 5:32 pm, edited 2 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Vampire Powers And Weaknesses

Postby Flarbinia » Fri Oct 27, 2023 4:55 pm

Powers
Shapeshifting
Superhuman Strength
Superhuman Speed
Enhanced Senses
Immortality
Mind Control
Levitation
Weather Manipulation
Regeneration

Weaknesses
Decapitation
Sunlight (effects vary by age)
Wooden stake to the heart (paralysis)
Fire
Drowning
Cannot cross the ocean unless in a coffin or on a ghost ship.
Vampires get weaker the further they are from their homeland, as they must sleep in native soil.
No reflection or shadow.
Must obey Laws of Hospitality (varies by time period the Vampire lived when they were mortal and the culture they were raised in).
Losing large amounts of blood leaves Vampires weakened.
Ancients and Elders hibernate when the human population becomes too small to sustain the Vampire. Younger Vampires cannot hibernate if deprived of blood.
Animalistic urge to feed and kill can cause Vampires to Feral.
Weather Manipulation is an ability that is not gained until a Vampire turns one hundred and has to be learned.
Last edited by Flarbinia on Sun Jul 07, 2024 4:40 pm, edited 4 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Recap of Episode 1

Postby Flarbinia » Mon Oct 30, 2023 11:08 pm

Disclaimer: This Recap is not exactly in chronological order. I apologize for the inconvenience.

First Night
Four Slashers (Murderers with the powers of '80's Horror Icons) walked into a clock tower that served as a tourist attraction and started killing employees. This killing spree would last until they reached the top of the tower and encountered Chronos/Father Time, being defeated and teleported without being able to make a move after one of them made the mistake of referring to the Greek God of Time as Cronus.

At a grocery store near the clocktower, Alan Mcdonald, a latent Psychic from Scotland and one of Sal's employees, walked into the bathroom and saw three Trădători feasting on one of the customers. The Artificial Vampires charged at him, only to be killed by a Psychic who, other than the sunglasses and trench coat straight out of The Matrix, looked no different than anyone else on the street. The Psychic escorted him out of the bathroom and told Sal that he was a federal agent, the three corpses were doomsday cultists who were anointing a dirty bomb with the blood of an informant, and that he was taking Alan into questioning before putting him into witness protection as men in Hazmat suits entered the building. He drove Alan Macdonald home in a rental car, introducing himself, explaining that it won't be long before the creator of the Artificial Vampires would send his men to kill Alan and that his superiors would erase his memories and surgically alter his appearance and move him to another state with a new identity if he was a normal person, and offering to let him join Division 16. Once Alan Macdonald was out of the car and he was back on the road, Agent Forelli turned his car's radio frequency to one known only to Division 16 and informed HQ about what had happened.

Death arrived at the clocktower to reap the souls of those who had been killed by the Slashers, remarking about how odd it was for there to be so many Slasher related deaths in a city before October. He turned his attention to Chronos and told him and Anake (the wife of Chronos) that the Slashers were most likely there to steal an artifact of great power and that a bigger fish was behind the attempted robbery before leaving.

The First Day
Detective David and his partner Detective "Switch" arrived at the clock tower, "Switch" finding a shell casing while David found a wounded survivor and a piece of leather. David interviewed the owner of the clocktower (unaware that he was speaking with the Greek God of Time) and asked him about the killers, getting a good description of them. As he headed out of the building, Detective "Switch" revealed that he had found a blood red size twenty-four boot print.

At the same time as the investigation, an assassin disguised as a mailman arrived at Alan Mcdonald's apartment, picked the lock, and entered, shooting at what he thought was Alan lying on the couch with an illegally modified Glock, only to discover that it was a stack of pillows under a blanket. He entered the bedroom and attempted to kill Alan again, only to be distracted by the shriek of a terrified cat and miss. He pulled out his knife and was shot six times in the back by Agent Forelli. Agent Forelli propped the door with a chair, erased all memory of his presence from the real mailman, and helped Alan pack up before heading out of the building with the luggage. Agent Forelli placed in the trunk of his car before a monster fired an RPG at the fire escape, Alan being saved from death by the Psychic Agent before the monster was killed with what was left of the fire escape. The two got in the car and Alan was recruited due to him having a target on his back.

The Demon Who Sits In Shadow living in a lair in the Pacific was contacted by one of the four Slashers, who reported their failure. While the Demon Who Sits In Shadow was not surprised that the artifact wasn't at the Clocktower, he punished the Slasher by giving him and his brothers twenty-four years out of Hell instead of the promised thirty-three, hanging up before waving his hand over a jar, the souls heading to California.

Alan Mcdonald and Agent Forelli arrived at Division 16 Headquarters and were allowed in after going through Decontamination and sitting in front of an X-Ray scanner. Once he parked his car, the Agent introduced him to Raiden, Division 16's Treasurer and the financial genius responsible for Division 16 surviving into the Twenty-First Century, before drones arrived to take Alan's luggage, another Agent escorting the Scotsman to Orientation. The Agent introduced himself to Alan Mcdonald and the other recruits as Agent Connor, informed them that they were Psychics, and explained Division 16's role, what they would be taught how to use their powers, that they would be in real danger as Agents, and that Psychics don't go to any conventional afterlife when they die. Alan and the other recruits were ushered into the room designated for Basic Training. Agent Nolan activated a Psionic Nullification Array, revealed what it does, and informed him that he would set it to full power if he was attacked without orders, before introducing himself and telling Alan to pick up an empty can on a nearby titanium crate. Alan Mcdonald responded by picking up an ax and accidentally tossing it, Agent Nolan grabbing the ax while it was in flight and dropping it to the floor. One of the other recruits used her mind to bring the ax to her hand and tossed it at the can, slicing it in two. Nolan moved onto teaching the recruits how to crush things with their minds, how to detect threats that can't be seen or heard, and how to light things on fire. Agent Grant introduced himself to Alan and offered to teach him powers that would not be taught in Basic Training or Advanced Training. Alan agreed to the special training.

The Second Night
In Albany, Silvanus (Roman God of Woods and Uncultivated Fields), the landlord of Aos Si Apartments (an abandoned office building that had been bought by Silvanus and renovated into a home for Elves, Fauns/Satyrs, Centaurs, down on their luck Leprechauns, and the occasionally Psychic or Wizard, their true nature hidden from Mortal Eyes by an enchantment that enhances people's natural disposition to not to see what they don't want to, don't expect, or can't explain) asks Sylvian "Bramble" Greenbriar (Prince of the Blues Isles) and Malekith (the Dark Elf lover/spouse of Bramble) to get magical herbs for a migraine that Prometheus is having, as Epimetheus was completely booked on account of being the building's only handyman and Silvanus was too busy keeping businessmen (who he refers to as Yuppies) from tearing down the building to build luxury condos, keeping the building pest free enough to meet health standards, and preparing for Lupercalia to get them himself, telling them that they would not need to pay rent for another three months if they did this favor for him. Quaid, a Leprechaun who owns a bar on the seventh floor, asks Silvanus to send Epimetheus to fix the lights, the God of Forests saying that he will add the lights on the seventh floor to the list and that he should open it to nerds who play Tabletop RPGs (who would like the candle lit tavern aesthetic and be an opportunity for Quaid to break out the authentic Medieval Drinks) before threatening to evict him if he pisses off the Wizards in the building again (last time, Silvanus got a hefty Noise Violation Bill due to Quaid stiffing them on payment). Quaid simply nods in agreement before heading back downstairs.

An old Wizard named Grigori (a veteran who moved to the US after the end of the Soviet Union) greets Malekith before his Demon servant Trag'thug grabs the list and hands it to him. The old Wizard returns to the counter with Sanjeevani and jars of potions, only for a Dark Elf with Demonic tattoos entered the shop and mocked Malekith and Grigori before pulling a laser sighted AMT Harbballer Longslide at Grigori, the shopowner drawing his Makarov and plugging him between the eyes. After the Dark Elf ends up heading to the city morgue, Grigori loans Charms to Bramble and Malekith for their own protection just in time for some assassins hired by power hungry Elven nobles to arrive, only for their attempt to fail due to Bramble's ability to control plants and Malekith having been trained to fight in hand-to-hand combat during his time at his father's court. The Jersey Devil arrives, knocks Trag'Thug to the side, and attempted to kill Malekith with a slash to the throat, only for the blow to stopped by a wall of Azure light created by the charms. A pack of Werewolves hired to kill the two princes if The Jersey Devil fails watch the entrance to the shop before deciding to leave the area and wait until Silvanus, Prometheus, and Epimetheus are in Italy before making their move. The Jersey Devil tosses Trag'Thug towards the ceiling (causing a shapeshifter who was watching the fight to change from a spider to a fly to flee through the vents) and mocked him for working for a Human before getting balls of Hellfire tossed at him, retaliating by breaking the smaller Demon's legs. Grigori hits the Jersey Devil with a bolt of lightning, knocking him all the way to the doorway and stunning him for a few minutes. The Jersey Devil comments on it before getting hit in the arm with an ice beam from the Wizard's staff, responding by pointing out that nothing will stop him from killing the two Princes. The old Wizard asked him what he would get, the Jersey Devil revealing that he had been offered gold and jewels and magical artifacts of great power but refused to accept anything less than their souls before turning his gaze to Bramble.
Last edited by Flarbinia on Thu Nov 21, 2024 6:26 pm, edited 3 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Race: Sasquatch

Postby Flarbinia » Thu Nov 02, 2023 7:58 pm

Larger and taller than a man, Sasquatch lived in North America prior to the arrival of Humans, establishing Tribes across the continent. However, the extinction of the Megafauna they relied on for food caused their numbers to dwindle, entire tribes dying out in the resulting famine. The surviving Sasquatch tribes retreated deeper into the forests and swamps, yielding their former territory to Humans without them even knowing. They adopted an unofficial Masquerade to protect themselves from being hunted down and killed. Over the centuries, the Sasquatch became the stuff of myth and legend and folklore, their villages too deep in the forests and swamps for any Humans to find. This has not stopped them from becoming prey for Monster Hunters or kept Necromancers from pillaging their burial grounds. In addition, the Skunk Ape (the only Sasquatch tribe east of the Rockies) are isolationist, meaning that Sasquatch born outside the tribe are Tribeless and thus must either become Nomads, hire themselves out as bodyguards to the leader of a Trădător Sect, or join any community of Supernatural beings willing to accept them.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Monster Hunters

Postby Flarbinia » Wed Nov 08, 2023 12:04 am

In a world where monsters exist, there will always be someone who takes up arms against them. There have been Monster Hunters as long as there have been tales about heroes slaying monsters, protecting the human race from the shadows. They have trained for combat and read the lore on various monsters so they can fight them and win. A few choose to become Vampire Hunters or Demon Hunters, specializing in killing their respective prey. There are two types of Monster Hunters in Modern Times: those who belong to organizations of Monster Hunters and Independents. Of these organizations, the largest are the Circle Of The Sun (Monster Hunters who see monsters as an affront to God), the Jonah Society (a secret society of scholars who see hunting monsters as field research), and the Perseus Agency (government-sanctioned Monster Hunters). Independents are regular people who hunt down and kill monsters on their own prerogative.
Last edited by Flarbinia on Fri Nov 10, 2023 7:55 pm, edited 1 time in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

Monsters That Won't Be Appearing In This RP

Postby Flarbinia » Mon Nov 13, 2023 12:18 am

Scylla: This RP takes place in North America and Scylla is located at the entrance to the Mycenean Strait
Charybdis: Same as Scylla
Sirens: Hang out in Mycenean Strait
Dragons: Extinct
Hydra: Killed by Heracles/Hercules
Minotaur: Slain by Theseus
Medusa: Slain by Perseus
Chimera: Slain by Bellerophon
Last edited by Flarbinia on Sat Jan 27, 2024 3:27 pm, edited 3 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

List Of Supernatural Undead

Postby Flarbinia » Wed Nov 15, 2023 6:54 pm

Draugr: Undead warriors that are reanimated when their tombs have been desecrated or trespassed
Ghoul: Cannibalistic undead monster
Reanimated Skeleton: Bones reanimated by Necromancy. Whether a Reanimated Skeleton is dangerous or not depends on why it was reanimated
Revenant: Corpse returned from death to haunt the living until its unfinished business is concluded
Jiangshi: Chinese undead caused by a soul not being able to return to its home. Weaknesses are peach wood swords, mirrors, roosters, Jujube seeds, fire, vinegar, Bagua sign, Glutinous rice, Adzuki beans, hand bells, the hooves of a black donkey, Taoist talismans, and thread stained with a concoction of black ink, chicken blood, and burnt talisman
Last edited by Flarbinia on Sat Nov 18, 2023 3:41 pm, edited 1 time in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

List Of Spirits

Postby Flarbinia » Sat Nov 18, 2023 3:44 pm

Ghosts: Souls that are unable to move on after they have died either because they are cursed or have unfinished business or they are banished from the Afterlife.
Banshees: Female ghosts whose screech is an omen of death.
Myling: Vengeful ghosts of abandoned children who died without receiving a proper burial, doomed to roam the earth until someone can perform the deed that they were denied in life. They will lure unwary adults and once they get their hands on a person, a Myling demands that the person run to the nearest graveyard before dawn. If the person cannot make it to the graveyard, their necks are snapped like a twig. If they make it to the graveyard, the child would get so heavy and weak that they fall off, and the person who carried them buries them before sunset.
Navki: Ghosts of unbaptized or prematurely deceased children that wail aloud at night, mourning how their mothers never christened them. They take their anger out on the living by luring them into the wild and tickling them to death. The only way to defeat them is saying "I baptize thee in the name of The Father, The Son, and The Ghost" out loud. If their soul is not saved in seven years, they will mature into Rusalka or other far more dangerous Navia (spirits).
Rusalka: Rusalka are usually the ghosts of women who drowned and are confined to the lake or river where they died. They lure young men to their deaths by using their beautiful appearance and voice. However, they also act a fertility spirits, emerging from the water to deliver life to plants and the earth. Rusalka can be appeased by offerings and rendered harmless by garlic, incense, a magic circle, wormwood, verbal charms, and a cross and a pin or a cross and a poker.
Vodyanoi: Water spirits with face of frog and tail of fish that will break dams, wash away water mills, and drown people if angered. They live in underwater castles where the drowned work as slaves.
Poludnitsa: A tall beautiful female spirit who pinches or pulls the hair of anyone caught working the fields at midday.
Loa: Servants of the Voodoo (sometimes spelled Voodou) Gods (who are also referred to as Loa) who provide assistance to a Bokor (Human magic user who can considered a Voodoo priest) and magical powers to a Houngan (Voodoo priest) or Mambo (Voodoo Priestess) worthy of their attention, giving them an item or brand that signifies this bond. However, the powers/assistance comes at a price that varies depending on which Voodoo God that Loa serves.
Domovoye: Protective house Spirits native to Russia who live in a cellar or henhouse and resembles an old man. If angered, they act like tricksters, causing messes and accidents. If a Domovoi pinches the family in their sleep and the resulting bruises do not hurt, no meaning is derived from that action, but if bruises hurt, it means that the Domovoi wanted to drive the family out. If offended, they abandon the household. If they laugh, play, sing, or dance, good times can be expected. If they strum a comb, there is a wedding in the future. If they wails in the night, extinguishes a candle, or shows themselves, a family member, usually the head of the household, will die. If their touch is warm and fuzzy, it indicates good fortune. If their touch is cold, misfortune is coming. They are appeased with salted bread wrapped in linen, chicken and first slice of bread if moving into a new home, or, if angered, the blood of a rooster sprinkled on the nooks and crannies of courtyard or common hall, though they will also accept tobacco on rare occassions.
Bannik: Spirit that inhabits bathhouse. Given a Bannik's inclination to invite Demons and Forest Spirits to join their bath, Christian imagery is not allowed in a bathhouse inhabited by a Bannik lest they offend the occupants. If disturbed while washing, a Bannik will either pour boiling hot water on the intruder or strangle them to death. However, a Bannik has the ability to see the future and can be consulted by standing with one's back exposed in the half open door of the bath. A Bannik will gently stroke one's back if all boded well. If not, a Bannik will strike with his claws.
Ovinnik: Spirit that inhabits the threshing house and is prone to burning it down unless appeased with roosters and bliny. The touch of an Ovinnik would determine fortune on a new year. If the touch is warm, there will be good fortune. If the touch is cold, it means unhappiness.
Dvorovoi: Spirit of the courtyard. A Dvorovoi will pose a threat to livestock if disrespected.
Vazili: Spirits similar to the Domovoye, but live in stables.
Kikimori: A spirit that causes nightmares and drinks up the life energy of other tenants at night. Sometimes called the wives of the Domovoi.
Last edited by Flarbinia on Sat Apr 06, 2024 11:14 am, edited 2 times in total.

User avatar
Flarbinia
Negotiator
 
Posts: 5883
Founded: Apr 29, 2012
Iron Fist Consumerists

List Of Spirits (Addendum)

Postby Flarbinia » Tue Nov 21, 2023 3:22 pm

Kitsune: Japanese fox spirits with multiple tails. Tricksters who hate Tanuki
Huli Jing: Chinese fox spirits with multiple tails. Can be benevolent or malevolent
Hồ ly tinh: Vietnamese nine-tailed fox spirit. Arrived in North America with Vietnamese immigrants
Gumiho: Korean multi-tailed fox spirit that devours the hearts or livers of men to gain their life force. Have a marble/bead that provide them with power and can provide knowledge to Humans who devour it
Spirit Guide: Spirit that acts as a guide or protector to an individual
Dream Guide: Spirit Guide encountered in a dream
Last edited by Flarbinia on Wed Nov 22, 2023 10:46 am, edited 1 time in total.

Next

Advertisement

Remove ads

Return to Portal to the Multiverse

Who is online

Users browsing this forum: Terintania

Advertisement

Remove ads