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Department of Supernatural Crime (OOC)

Where all OOC threads for RPs that will take place within the Worlds of Balance will go.

Moderator: Athena [Georgeanna]

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Ares [Darkblade]
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Department of Supernatural Crime (OOC)

Post by Ares [Darkblade] » Mon Jun 11, 2018 5:03 am

The world has become an even darker place since they came out of the shadows, much of what was thought to be myth has become a gruesome reality.
The girl reading the newspaper on the train, a vampire. Your local butcher, a werewolf. The shadow in your shaving mirror, the victim of a killer who lives in the apartment above you trying to find peace.
How can law and order remain the glue that binds society together in the midst of such horrors?
That is where you come in, you’re to join the new FBI department, specifically formed to deal with supernatural crimes and the criminals who commit them.
Welcome to the Department of Supernatural Crime, and the world of supernatural crime.

---

The masquerade as vampires would call it fell at the turn of the millennium, when one of their own publicly declared himself as a vampire. Though there were signs for those that could see it, and a few other species had already been encountered. Weres had already been given protective status under federal law, their true status hidden from the public till it was all out in the open. Mexico was awash with reptilia marks assumed to be gang affiliations, sponge divers were going missing off the coast of Greece. When the shadows were removed, many decided to adopt the were’s method of working with the authorities for better legal protection. Others still cling to the hope of their activities continuing to go unnoticed, likely most just don’t care about humans enough to bother.
Organisations around the globe began to spring up to take control of dealing with these once hidden beings, which most suspect already existed and were part of the cover up to keep most of society ignorant to what had been in the shadows.
The Association of Magi took this turbulent period to make itself known, and acquired the right to act as part of the United Nations for investigating crimes associated with their own kind. They also control much when it comes to teaching the arts of the magi, and own academies across the globe.
When the dust settled, and the scrambling panic to deal with the new reality had calmed into a paranoia of one another. Much of the crime that had occurred during the collapse of masquerade was swept under the carpet, which is still a sore spot for some supernaturals who were victimized during it.
It’s been well over a decade now, and the American government has saw fit to create a new department within the FBI. A motion to have a specialist force when it comes to dealing with the special circumstances that lead to crimes committed by the things that went bump in the night, they’re also to be at the forefront at discovering species of supernatural beings that did not make themselves known.

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Character Sheet

Name:
Race: (Human, Were, Vamp, Magi, Metas, Paths) (If Meta include the 'super human' aspect you have)
Gender:
Age:
Appearance: (Picture is acceptable, not a fan of just grabbing random famous person photo though so try for original works)
Service Weapon: (Handgun, typically a 9mm though will allow up to .45)
Personality:
Background: (You'll have been involved in other federal law enforcement divisions for at least five years to be considered for a position in the unit)

(I’ll be taking the necromancer slot myself hence why I didn’t add it to the list, you can bring up other supernatural beings but pm me first about them so we can discuss their natures and if they’d be allowable as a player character. As I will have an extensive list of races you won’t be able to play as well as the ones listed)

One rule I'm adding from the previous attempt, no loli vampires.. they tend to create a dissonance in the mood of this style of rp.

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Ares [Darkblade]
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Re: Department of Supernatural Crime (OOC)

Post by Ares [Darkblade] » Mon Jun 11, 2018 5:03 am

Vampires (Playable)
Humanoids that require to feed from other humanoids in order to increase their lifespan, they a typically associated with the undead they have a pulse and it doesn’t stop before their rebirth. They are unable to reproduce, pregnancy has always resulted in still births with a high risk of paternal death regardless of the mother’s race. At present three sub types are openly living in the general population, there are likely more.
Vampires share the same traits regardless of subtype.

Aging
A vampire will no longer age beyond the day they became a vampire, nor has any vampire died from old age.

Strength
Vampires tend to become stronger than humans, though the gap is not insurmountable it can lead to accidental death due to the frailer nature of the human body.

Durability
Vampires though having a similar body to humans have become far tougher, and have a far higher threshold for pain. Though it should be noted that this is on average, some vampires have been found to have worse tolerances to pain than a human though likely to be derived from their previous life.

Regeneration
A vampire who maintains a healthy feeding cycle will regenerate wounds rapidly, the less feeding the slower this cycle to the point the vampire no longer heals at all.
Silver interferes in this process, a vamp can bleed to death from a silver wound if not treated promptly. They are unable to regrew an entire new limb, though they’ve been shown to not reject transplants.
Persuasive - A vampire has the ability to lull the mind into a stupor, it’s a form of audio hypnosis. Though this effect cannot be replicated by recording the voice of a vampire using this ability, nor will a video suffice. Suggesting that the physical presence of the vampire is required, and this skill is not equal among the sub types. Empathic vampires being able to convince those they’ve lulled to commit even acts against their conscience, while a blood vampire is able to only convince them to do something they’d be unlikely to do but not against their moral fiber. Sexual vampires have not exhibited any such talent for this, though it’s likely a subconscious part of their natural charisma.
It is possible to overcome this ability, and training in resisting it is given to all federal employees with failures not being able to remain employed. Necromancers are completely immune, as are undead, and Weres in their transformed state. Other species are too rare to get a good gauge over what is personal training vs racial immunity.

Allergies
Silver is able to remove their ability to regenerate while within the body, garlic can cause them to become very sick, sun light though while in Hollywood would spell their doom doesn’t kill them. They become lethargic, the older vamps tend to fall asleep while younger ones can motor on even if it isn’t wise to trust them operating heavy machinery.
Death - Decapitation is the most common method, silver stake/bullet to the heart to avoid it healing and letting the vamp bleed out. They burn well too, though they will regenerate if given even a moments respite, generally used by anti vamp movements as a means of torture.
A vamp can survive weeks without feeding, but will eventually succumb to hunger either by dying or a frenzy (common reason for deaths caused by vamps).

Embrace
While BVs are known to share their blood in order to create a new vampire, EV and SVs have been less willing to speak of their own rituals. Though it is likely to involve the sharing of that which fuels them in some fashion, and to take some time to achieve full conversion. Weres are one of the few known species to be unable to be embraced via the BV method, their blood’s shifting nature likely the reason. It’s unknown if they are able to become EVs or SVs, but likely they are not.


Empathic Vamprism (Playable)
These vampires feed of the emotions of their victims, though calling them victims is a bit of a stretch as these vampires rarely ever kill. If anything since going public they’ve provided a niché market, feeding off the stressful emotions of their clients. Their breeding methodology requires a strong emotional connection between the master and the prospective new vampire, they’re likely to be lovers before the embrace. They don’t really have much of an organisation ruling their day to day lives, but they do tend to have extended social circles that include fellow Empathic vampires. They’re typically called EVs for short, though some people have taken to calling them Prozacs of late. A vast majority of EVs also were human empaths before their embrace, research has been ongoing into this intriguing trait. This sub type is also the most interested in finding a method to reproduce normally, having strong paternal instincts also gravitating them towards care giving jobs.
EVs that kill are rare, and tend to be followed by the suicide of the EV. Of the criminal research done into this rare event, it generally occurs when an emotional trauma in the past of the EV triggers an instinctual defense. Being highly emotionally charged beings, they’re unable to live with the aftermath.

Sexual Vampirism (Playable)
This type of vampire feeds through the act of sex, commonly referred to as a Sucubus/Incubus depending on gender. They tend to be solitary, but frequently have been found operating in the same areas. Studies suggest that around 67% of all those involved in legal and illegal adult entertainment are an SV. Cannibalism is not a taboo amongst these vampires, some have even found themselves preferring to target their own than another humanoid. They’ve no interests in fostering emotional relationships, and most likely to spawn a new vampire and leave them without any instruction on how to deal with their new life. Most crimes by this group are committed by these directionless vampires, though there are cases of older ones that have devolved into serial offenders.

Blood Vampirism (Playable)
The most famous type of vampire, and the one most synonymous with the word Vampire. They preferred to operate in the shadows, being seen as pariahs due to the nature of their vampirism. The step to come into the open was made to gain similar federal protection as Werewolves, and the fact they were finding it harder and harder to cover up their existence in the digital age. They’re the most organised type, great families locally, with councils for interstate and even global control of their kind’s day to day business. Some of these families have been found to have ties to organised crime, though for the most part it’s a survival tactic that’s been refined over the centuries. It does mean it’s rare for a BV to operate alone, but there are cases, or at least that’s what the families maintain when investigation into the activities of their own. Some of the first vampire hunters were hitmen for the families, culling those that would bring unwanted attention their way. They’re certainly the most violent of the three known forms of vampirism, many historical serial killers may have actually been BVs.


Undead (Not Playable)
Ghoul (Not Playable)
A “naturally occurring” form of undead, the typical zombie of fiction.
However a ghoul has no preference towards human flesh, they will hunt and kill any animal.
The bite of a ghoul will likely fester, due to the rather diseased ridden nature of the walking corpse.
There is however no virus transmitted via the bite to turn a human into a zombie, another product of Hollywood fiction.
At present it is unknown why a given corpse becomes a ghoul, though a high proportion of recent ghouls have received the death penalty.
A zombie will not ‘die’ from a head wound, only become stunned for a few moments.
Complete dismemberment and incineration is the only way to permanently deal with a ghoul.
It’s become standard hospital policy to strap corpses down on transit to the morgue, as a ghoul can rise within a few minutes after death though no more than an hour after.

Revenant (Not Playable)
A rare form of undead, though far more dangerous than the random ravening of a ghoul. These beings have a fair bit of their original mentality intact, though they are just as single minded and determined in their actions as a ghoul. You cannot reason with a revenant, even if in some cases some have been shown to understand human speech. While the actual mechanics of how they rise is still unknown, 100% of revenants are victims of murder. Which makes it academic as to the reason why they’ve rose, revenge. Though they are fixated on their own killer, they will attack anyone who acts aggressively towards them and in some cases have engaged in vigilantism. There are two ways to deal with a revenant, allow it to avenge itself, or treat it like a ghoul and destroy it’s body.

Risen (Not Playable)
The term given to an body that’s been raised by another, they come in two varieties.
The first is just an animated corpse, more akin to a flesh puppet serving the whims of the person who summoned it.
The second is only able to be created by a necromancer, this form of undead retains their memories and can understand and use language. They have no other aspect of their personality, the soul once departed never comes back. It’s still a legal debate whether or not testimonies taken from Risen should be admissible in court, as Risen need a bit of coaxing to get them to answer a question given to them which could be construed as leading.
Risen can become revenants the moment they lay eyes on someone who has wronged them, particularly if it involved violence and almost certainly death of the Risen or someone close to them.
Risen regardless of form will return to death the moment the one who raised them wills it, or the spells they’ve used wear off depending on caster.

Ghost (Not Playable)
Come in two main varieties, though there may be other types out there to be enountered.
They cannot truly be combated, as they are imprints of the soul of a dead being.
Typically they are bound to a specific area without means to leave it under their own will.
Ghosts are not indefinite, they will eventually fade with time though some cases have shown some locations have been haunted for centuries. Meaning there are factors as to how long it takes for that fragment of soul to fade.
Destruction would require knowledge of the ghost’s life or a geographic profile, to enable them to locate where the ghost had become bound. Typically their bones, though on occasion objects have been known to become soul bound. Those seeking to destroy a ghost would then purify the soul bound object, most seeking outright destruction in fire. Though this method is crude, as with mage craft it’s possible to remove the bindings.

Spirit (Not Playable)
Typically benign, a spirit is bound by a sense of duty. Anthro spirits are typically bound to their pack, their emotional spectrum shifting should dangers come their way. Only a skilled shaman would know the signs to look for in their spirit wards, and the anthro’s faith is such that spirits are considered ancestral guardians. They are able to move objects with their will akin to spectres, though they tend to leave the actual fighting to the living to avoid devolving into such a state of being. Aside from weres the most famous human example of a spirit is the Banshee, a wailing ghost, typically female, who haunts their living kin. Their wailings sound as a warning of ill tidings for the those they haunt, though other beings can hear a banshee’s wail. These are pure magi, anthro shaman, and necromancers, all of whom can also see spirits who typically are invisible to the mundane world.

Spectre (Not Playable)
A spectre is a dangerous entity to encounter, known to attack and even kill the living. They tend to attack in a manner similar to their deaths, or their crimes in some cases.
Able to move objects at will, and even possess them, a few have managed to use that skill to take control of victims typically children who are more at risk due to their mind being more open to such things. Spirits can become Spectres if they engage in violence, twisting their once protective instincts to more destructive ends. Spectres can appear to the living, regardless of their race, their form typically the same as it was in life though twisted by their rage.

Weres
Come in two distinct varieties, though they have a few common traits.
Physical strength - Anthro’s particularly are much stronger than humans and vampires, even in a non transformed state. When they transform they’ve shown physical prowess unmatched in the animal kingdom. Ferals are less impressive, above average in their normal state. Transformed a feral outperforms the animal it takes the form of easily, making it quite easily to tell the difference between them if one has been around animals long.
Regeneration - While in their transformed state their wounds will rapidly heal, some breeds particularly of reptile and lizard varieties have been known to regrow limbs. Should the would be one that could kill them in their normal state they will be unable to return to that state till they heal, this final defensive state is also the most dangerous as they will lose restraint acting on self preservation and have been known to kill with little provocation.
Should it be provable, deaths caused by a were in this state are treated as self defense. It does however take a lot of evidence to prove it, due to wounds regenerating and leaving no trace of their existence. A were will reject transplants from anyone that isn’t also a were, though a human given a were organ can become a were.
Silver Sickness - a were subjected to a silver weapon will become very ill afterwards, a few weaker weres have died from this illness. Symptoms included an extremely high fever, convulsions, sweating, false nerve messages ranging from numbness to dying sensations, weeping blood from the wounds caused. This can last anywhere between a few hours to a few weeks, depending on the severity of the wound and general health of the victim.
Death from the sickness is investigated as murder.
Transformation - Hollywood is once again wrong about this, a were can transform at will. Ferals take longer than Anthros, likely due to the drastic nature of their change in comparison.
Infection - Weres tend to be born rather than made, though it has been noted that a human can become a were should they receive were blood or for greater infection chance an organ. Research is being done to screen for were, though they are still happy to take donors of the were persuasion. Both sets do however have rituals to turn a human into a were, though that requires great trust from the pack in the human selected. It likely involves sharing of blood, due to the nature of were infection. No human has ever turned were via a bite, though if the were’s mouth was cut open who knows?

Anthros (Playable)
Beings with the ability to transform into a bestial form, the origin of the affliction as some would call it is unknown. Due to the similar tribal natures, it would be safe to assume a shared history. Though they keep that and other such secrets to themselves, but they can’t hide that some of the major native tribes are also were packs. They tend to be run along the lines of an Alpha couple, who lead the pack as a whole, a shaman who conduct their ‘religious’ ceremonies and a few other families. They tend to arrange marriages to other packs, both to keep good relations with their fellows and to keep the number of their pack within manageable limits. Some solitary anthros come from these packs, the majority of solitaries are spontaneous weres, most likely by infection or even just a genetic fluke.
All crime pertaining to Anthros is a matter for federal investigation.

Ferals (Playable)
Gypsies were the origin of this type of were, and the reason they were much harder to find as their culture is far more insular than the anthros. Rather than take on a bestial bipedal form of their animal, they transform into a full blown version of it. They tend to end up larger than the animal they become, leading many to believe they are the origin of tales involving abnormally large animals. There are fewer solitary ferals, with a majority being cast offs from a travelling group. They tend to be involved in criminal behaviour far more than their anthro cousins, likely in part due to their culture. Breaking and entering, theft, anti social behaviour, all activities engaged by non and feral gypsies alike. They’re less likely to kill due to their cultural taboos on it, though a few cases have been found of serials.


Metahuman (Playable)
A general term used for humans who able to operate beyond normal human limitations.
While individually unique, they all come under this general term.
Some are able to regenerate, while others are as strong as a were, able to perceive things at a faster rate or even focus to a greater extent.
The possibilities are as endless as are the limitations of the human body, a lot of these beings were born this way however the majority are artificially granted and those born are likely to have a meta parent.

Empaths (Playable)
These people are able to feel the emotions of others around them, and with training are able to feel whether or not someone is lying to them. It’s not an exact science though, as it greatly depends on the empath’s ability to interpret the emotions correctly and how much emotional discipline their target has. Empaths find a lot of work in both care giving, and law enforcement. They’re also five times more likely to end up becoming an EV than a normal human, for some reason EVs become quite fascinated with empaths like moths to flames.

Technopaths (Playable)
Almost every great hacker is at some level a technopath, with most just having a great instinct for programming or technology in general. The higher levels of technopath are able to create devices from memory, dream up new technologies, and even communicate with technology with their thoughts. This last type are rare, but all technopaths seem to also have learning disorders with the rarer types having a complete lack of empathy suggesting tehnopaths are a form of empath.

Anipath (Playable)
This is basically an empath whose talents are fixated upon animals, making them more likely to enter employment around animals. They make great trainers, and even do well in environments where they deal with Weres. Anthros have a high regard for Anipaths, as their shamans believe they are ancestors reborn. Anipath deaths have resulted in Anthro and even Feral reprisals, an Anipath is much more than likely to be approached with an offer to become a were.

Skinshifters (Playable)
Commonly referred to as Mimics, their most defining trait being their ability to alter their body. They typically do so to appear as someone else, though they also do so out of personal preferences. They’ve been difficult to track down due to this ability, and have on occasions been found to be mimicking people in power. They tend to be solitary beings, though a few times in history it’s been noted members of the species worked together as a group to achieve some common goal before fragmenting back into their natural way of life.
Historically they’ve been behind alot of the misinformation spread about other supernatural beings, weres receiving a lot of mistreatment as a result. Though it is Vamps who returned this hostility, having found it much hard to control the public perception due to this agenda to expose them all to the normals. Since the fall, Vamps have had little need to care about Mimics exposing them due to Federal protection. Weres are still a target of Mimic aggression, even founding racist fundamentalist groups against the species.
It’s been suggested that during the time of the inquisition many high level churchmen were Mimics, and as such the true target for these hunts were to find non humans especially Weres. Later versions of the inquisition now exist specifically to hunt Mimics within the ranks of the clergy, British history suggests Mimics were behind the rise of Cromwel. Who ironically instigated the very witch hunts against Mimics they’d likely have wanted to fuel as they had in Europe.

Shape Shifting
A mimic requires more than their visual sense to truly mimic a person, while able to give a rough approximation that may fool the eye they are trumped by security screening devices.
To overcome such things a mimic requires a sample of the target’s dna.
Physical contact is required and on a living body will always cause a stinging sensation akin to static shock.
To fully transform they must consume alot of food, particularly foods high in protein, they will then enter a cocoon like state in which they are extremely vulnerable.
When they hatch (typically a 1-2 hours) from this state they are a prefect replica of the humanoid they’ve sampled.
After transformation they require a high calorie diet to off set the energy expended in the transformation process.
*DNA scanners though have been adapting to this, screening for junk DNA as a Mimic’s will not match the original due to the Mimics own dna among the others they’ve sampled over their lifetime.
** A mimic is limited by their body mass, as though they can gain extra mass from the consumption pre transformation it would not be enough for extreme changes. A scrawny small mimic could not in one transformation become a tall musclar being. But could with multiple transformations build up their body mass. The reverse is much easier but wastes the biomass they shed in the process.
*** An injured Mimic undergoing full transformation can typically recover fully via the process, silver interferres and can make this a lethal experience literally tearing them apart.

Were Poisoning
Due to the need to sample dna to truly replicate someone, it was quickly noticed by Mimics that were dna was deadly to them. This is due to the nature of the were dna to convert existing dna into a were, which in a Mimc causes a lot of stress upon their body and eventually kills them. Like some of the most potent diseases that effect humanity only a small amount of were dna equates to a lethal dose, it’s an agonizing way for a mimic to die. They typically end up losing all cohesion in the later stages becoming a blob of fur, meat, fangs and eyes unable to move by will snap at anything that gets close.
This effect seems to be enough to cause the Mimics to unite against the were population, and has been the source of centuries of Were oppression in Catholic Europe.

Silver
A trend in non humans causes them to react poorly to the presence of silver. Mimcs find wounds effected by silvers do not react to their shifting abilities, a few have even made such wounds worse in attempting to shift them. Silver within a Mimic prevents all transforming till it is removed, though once removed only the wounds caused by it remain affected. Mimics find they recover in a couple of days from the silver effect, with a less like prognosis of fatal after effects from minor wounds than other non humans.

Metabolism
Due to their need to consume rather large amounts of food in short order, a Mimic has a higher than normal metabolic rate. This has a dual effect on their health, allowing for quicker vital responses to injury and stunting their age. With an average lifespan around the seventies, the eldest known being eighty four before they died.


Magi (Playable)
Witches, Wizards, Voodoo, etc, all come under the classification of Magi. They’ve become far more a science of late, using internal energy to alter something that already exists in a manner that also already exists. (Magi could for example cause an object to burn, manipulate the resulting fire’s path and even how hot it will burn, but could not just make the fire appear from nothing or exist in places where fire could not.)
They form schools dedicated in returning to what they call the age of miracles, devoted to studying all forms of arcane knowledge in the hopes of finding the true magics long ago lost to the world. Most Magi give up on this pursuit, more than happy with their abilities seek to use their power for their own ends. This has led to the creation of the Association of Magi, a global enterprise to ensure Magi do not run amok. While Association Magi will aid in the capture of any criminal Magi, all criminal proceedings are done by that countries laws. Many developed countries have integrated AM agents into their law enforcement units, as their talents in the arcane are useful for combating other criminal elements.
Magi call what they do, Magecraft to differentiate it from true magic.
While magecraft can be a learned skill, a child born of magi parents (pure magi) would surpass a normal human learning the art with little effort. The shamanism of the anthros is a form of magecraft, though the shaman’s won’t take kindly to the person pointing it out to them. Vampires are capable of learning magecraft, many older vampires being just as good as pure bred magi. Vampires can gain a boost in their magi proficiency by feeding off a magi, though the association do tend to frown upon this practice even though they’ve not made it illegal.

Magicians (Not Playable)
These beings reputedly are capable of surpassing the limitations of the Magecraft, utilising magic to achieve that which should not be possible normally. There have been five magicians since the ‘age of miracles’ ended, of which two are known to be alive by the Association of Magi. Magicians are able to perform magecraft, their proficiency in this art is similar to any other magi. Their ability to achieve magic is what sets them apart, even if they’re inferior to their fellow Magi. There are five forms of Magic known to the Association, with more likely to be uncovered. Each magician is capable of one of these magics, it’s unknown if a Magician can learn more than one due to the lack of magicians in a position to teach one another. Though it is said Magic will be passed on to a new inheritor when the previous magician dies, and that it does not necessarily go from parent to child. Which makes locating the missing magicians harder as they may not know themselves what they’re capable of.

1st Magic - This magic operates around the principle that nothing does not exist, and that everything that exists always has existed and will continue to exist. Breaking the natural order of entropy, it is capable of creating permanence and even Resurrection. Nothing has been heard of the magician of this magic, however the Magi speak of them as though they still exist though they’ve long forgotten their name.

2nd Magic - This magic focuses on parallel worlds, normally completely separate from the present reality of the main universe. The Magician is not only able to view and travel to other universes but also able to bring objects back. This also enables the user to tap into a near unlimited source of energy for their magecraft, theorised to be the potential energy of all the choices unmade in the main universe. The Magician of this magic currently has a seat in the high councils of the Association, and is a renowned teacher of Magecraft, though has a habit of setting their students effectively impossible tasks for ‘homework’. One such homework given out to a high born family of magi whom he felt was a bit lax in their studies was to invent the Sixth True Magic, something he believes will take them a few thousand years to even have an idea of what miracles are already possible with the previous Five True Magics.

3rd Magic - Materialization of the Soul, this concept is hard to truly understand. Even more so since the Magician and the Magic itself was lost soon after it’s creation leaving behind no inheritor. What is known, is that a being subject to 3rd Magic would be truly immortal with unlimited energy provided by their now unending soul. It’s theorised this magic was to create a bridge to the spiritual world, a place where the ‘truth’ of the world is held and remain intact in the physical world able to use that truth. So it could be said 3rd Magic was intended to create a god, or at the least the closest a being of the physical world could become.

4th Magic - This magic is lost, no living Magi or Magician even knows what it was meant to be. However they are all sure it still exists, saying it still feels like it’s out there.

5th Magic - While it still exists, and the current Magician is known. They have yet to fully understand that which they have inherited, so the details of what it’s capable of is still unknown. Thus far it breaks the laws of conversation allowing time travel, though this as the Magician states is but the tip of the iceberg as time travel is governed by 2nd Magic’s multiverse. Though the current user did manage to prematurely age themselves by a decade as a side effect of unlocking it’s power, so it is truly a separate form of magic. This magic is also barely a generation old, so it’s very likely not even it’s original creator was fully sure as to the true miracles this magic could achieve.

Necromancers (Taken)
While all necromancers are capable of magecraft, magi are not all capable of necromancy. A magi can make a corpse move about to their will, with powerful magi could theoretically control an army of these puppets. A necromancer is capable of bringing the mind of the dead to life, though they remain souless beings though able to think for themselves. A necromancer is also capable of compelling undead, even vampires fear this ability as it’s said a necromancer can stop the heart of a vampire if they will it. Some Magi consider them to be a form of Magician, though too numerous to be an inheritor of True Magic they are none the less treated with respect regardless of their actual magecraft talent.
A necromancer must wait till the soul disperses before attempting necromancy, though it’s theorised they may achieve a true resurrection if they could overcome this barrier. It may have already happened, as both 1st and 3rd Magic involve a form of resurrection.
Were’s become unnerved around necromancers, though the Shamans speak of them with respect. Beings who can converse with the ancestors, and see the spirits that guide the pack with naked eyes.
Vampire’s though have a tendency to fear necromancers, none more so than the blood drinkers. Having tales of their apparent abilities to enslave and even kill them with a thought wouldn’t engender anyone to like a necromancer, though some do see the benefits to having such a being in their corner. Other vamps tend to not even know the difference between a necromancer and a magi, but those that have heard of them try to give them a wide berth.
Normal humans have been bigoted towards them in the past, though they’ve been that way with all supernaturals at some point or another. Necromancers tend to also be hauled in for questioning every time a corpse does something funny, even if it’s obviously a Ghoul which occur naturally. Not that the law isn’t right quite a lot, as they can cause quite a lot of criminal damage even without intending to. Necromancers who do turn to crime are very difficult to deal with, and the Association will not tolerate a rogue one even if they uphold the laws of the nation they are within. Typically another necromancer will need to be called in to deal with the situation, as they’re best equipped for cleaning the mess. Some nations have taken to employing necromancers to create risen soldiers, it has become a war crime to use necromancy in such a manner. Some historians believe that such Risen troops were to be used by the Axis forces during World War II, and if not for the efforts of certain organisations the Axis may have won the war in a tide of undead that the allies would not have been prepared to face at that time.

The Feyfolk (Not Playable)
Fairies, Pixies, Leprechauns are what most think of when they speak of fey, but that is the tip of the iceberg. They live in a world that is just out of sync with the physical world, known to them as Avalon, it is possible to travel between the two. While fey like the dullahan have a reputation for violent deeds, this is more a case of mistaken identity. For though some fey have been known to cause death, it was more the case of a practical joke gone bad. Dullahan’s more likely to scare something to death accidentally than swing their sword, they do feel sorry about it when they figure out the person’s died.
They do however abduct people, an adult who has committed some crime by their laws who is then tried and if found innocent sent back to the real world who typically wakes up believing it was a dream, the guilty are never seen by mortal eyes again.
When it’s a child, they typically want to play, though some few of these children they select to keep. Most never return, spending their lives in the fey world and if the fey are to be believed becoming a form of fey themselves. The existence of fey and the name of their land suggest Arthurian legend may be linked to fey, which presents intriguing theories for those that study such tales.
Combating a Fey is virtually impossible, having a grasp of a form of mage craft that borders on magic. Magi don’t call it magic as it’s not one of the five, but it can easily surpass anything a magi could throw at them. Their bodies are also typically impervious to harm, and what harm can be done tends to disappear the moment the fey stops playing dead.
They cannot bear the contact of iron, they cannot use their mage craft while in contact with it and they feel a dull ache where it touches them. Fey also have a tendency to become distracted easily, a leprechaun for instance would stop whatever they was doing to dance at the sound of a fiddle. Dullahan are extremely fascinated with gold, fairies love compliments, pixies can’t help but laugh at a joke.
There is only one known method of killing a fey, and that is with weapons forged by Fey.

Merfolk
They are shy, typically never leaving their colonies. Though enough have been seen to spark tales across the ages, the most typical version being the beautiful woman upper body with the tail of a fish. This is not the case for all types of Merfolk, and those who find the other varieties to tend to become quite disappointed by that.
They are typically stronger and tougher than land dwelling beings, having lived beneath the extreme pressures of life under the sea. Their main weakness is most breeds can’t live long out of the water, though they can enter a comatose state before death takes them with some able to be revived with immersion in water a few hours after entering this state.

Fishfolk (Not Playable)
These are more akin to an anthro’s beast form, though in the form of a variety of fish. Though a few versions are mammalian in nature, it’s said they were originally a form of were that eventually cast aside their human self to live within the sea. They typically have no contact with those that dwell on land, being the least able to survive in open air. Mammalian variants are able to do so though need to become immersed every few hours to regulate their body temperature, and act as ambassadors these days for their entire species. Like anthros, each breed typically sticks to it’s own ways, but the need for communication with the land folk has helped break their insular nature to at least speak with their cousins about issues they want land folk to be aware of.
They did have a habit of killing people who entered their territory, the victim typically drowned as the fishfolk have no means to hold a human prisoner for long. These days they’ve become less abrupt and will return their captives to the surface to await federal prosecution.

Mermaids/men (Not Playable)
The more typical merfolk, they prefer warmer waters. They tend to have fish tails, though a few have had squid legs, eel tails, lobster tail with legs. Very much like fey in personality, they love to play tricks, and were to blame for a few ships sinking. Leading to the myth of the sirens, though these days they’ve at least stopped tricking ships onto rocks. Though that doesn’t mean they’ve kicked the habit of tricking altogether, unlike fey they do try to fix things when they figure out they’ve done a terrible thing. Pulling drowning people to the surface, protecting them from other sea life, guiding lost ships to a safe moorings. Even when the cause isn’t their fault, though they have been known to drown those that offend them. Their society is monarchy based, with a vast kingdom beneath the waves, they do try to get along with the other merfolk even if in some cases that’s more trouble than it’s worth.

Lizardfolk
Amphibia (Not Playable)
South America is where they dwell, their homes massive underwater temples suggesting links to the Mayan culture of central america. Secretive and guarded, they want little to do with the outside world. However they do respect the need for law and order, and will aid in investigations taking part on their lands.

Reptilia (Playable)
Cousins to Amphibia, though with cultural links to Inca. Their culture though has evolved with the modern era, so unlike the Amphibia, they’ve attempted to integrate. This had led to them being the victims of hate crimes, though they’re more than capable of criminal acts on their own account. A major drug cartel in mexico is run exclusively by Reptilia, and many of their youth end up in street gangs these days.

Naga (Not Playable)
These beings are rarely seen, and only their cousins even have a fair idea of what they are. It’s said they’re a dying race, ever since the fall of the Aztec culture they helped create. It was they that inspired the need for human sacrifice, specifically the heart, which they would feast upon. They apparently are not subject to the ageing process, which likely helped them give off the aspect of being gods. It’s unlikely Aztec culture was the only one they influenced in order to secure a willing food supply, but it’s one that bares most of their markings. They’re solitary in nature, only seeking out their fellows when it’s time to mate. These usually see a spike in disappearances in the area two meet, the first Naga of the modern era were discovered by the FBI investigating a what was thought to be a serial killer.

Easterners (Not Playable)
Oni
While trolls and Ogres have not been seen to exist, their Eastern counterparts do range the mountains. They’re typically shy, preferring to avoid being seen more than anything else. Though they are prone to violence should avoidance be impossible, but mainly to drive people away from their homes. They’re capable of critical thinking, if not human language, and have been known to help other species who are in distress. Their diet is similar to a normal humans, and have a life span of several centuries. Their strength is on par or even beyond an anthro were’s transformed state, making them rather dangerous when they find themselves needing to be violent.

Tengu
They were quite inconstant in nature, likely due to the misconceptions created by the faith’s they accidentally inspired. While they’ve ranged from wicked demons to protectors in myth, Tengu tend to adhere to feudal Japanese morality though have willingly adopted the modern era’s laws. Akin to fey they do have a mischievous streak, which has led to accidents. Such accidents tend to cause Tengu to become ashamed, and typical leads to suicide as a method to atone. Those that don’t adhere to that strict punishment, attempt to help those harmed by the incident. They have a strong sense of family, and will not allow anything to harm their family. Their wings are capable of lifting them off the ground for short range flight, they tend to become light headed afterwards.

Kappa
Akin to the Amphibia of the west, they’re quite similar to their myths. Though they don’t have a thing for killing people, even if during a prank. Their head does indeed have a indentation that typically holds water, and a Kappa prides itself on not spilling it. They also have an addiction for pickled foods, likely spawning the myths that they’d force people into giving them pickles with the threat of drowning. Kappa’s do also have an excessive need to be polite, which has led to people tricking them into bowing and spilling their water. This typically leads to a depressive episode, which typically lasts until the bowl of their head is filled with water once more. People who have helped a Kappa by refilling the water they’ve spilled, tend to find Kappas always repay their debts in excess.

Angels & Demons (Not Playable)
Neither have been verified to exist, but as new supernatural beings are being found almost daily nothing precludes their existence either.
It’s said the Vatican not only has proof of their existence, but that the Sacred Congregation of the Holy Office has contact with them.
Which would suggest an ulterior motive than the historic texts to the papal inquisition, the Vatican denies any such knowledge.
Both are extremely powerful entities, according to legend, capable of wide scale devastation.
While untested, there are certainly alot of documented methods of dealing with a demon.
Typically to banish it, or expel it from a person’s body, nothing is known to kill them if indeed they exist at all.
It’s unknown if any such methods would work upon an Angel, as though they are related they are not identical in their natures.

Pagan Gods (Not Playable)
Beings that were worshiped in the age of miracles, the Olympians being the most famous example to the western world. Many super and preternatural species have been noted to influence the beliefs of early man, Naga being most prolific amongst pre-colonial american cultures.
As these beings were capable of surpassing the possibilities of magecraft, they could be said to be Magicians. Though it may be that magecraft back then was far stronger, and thus not one of the true magics discovered, or lost. But it could be that a few were indeed Magicians or Magi passing themselves off as gods, which would certainly appear the case to early man.
Though modern sightings of these beings are few and far between to truly make a definition of them being a true species, it’s still not been disproved either.
Many Eastern concepts such as kami or even the native american Gahe could be described as a form of pagan god though culturally they’re defined as spirits.
Fey have had a hand in forming many old faiths, and legends, especially Arthurian and Celtic so many of their great figures/gods are though powerful still not truly a pagan god if a separate entity does exist.
Supernatural beings tend to have powerful entities as the foundation of their existence, some progenitor that is revered as a god in some cases. Though it could very well be some species are descended from a pagan god, as legends suggest their ability to inter breed with other species to create demi gods so may have in truth created new species by their actions.

Kitsune (Not Playable)
A rather unique being, in that it’s considered a Pagan God, Were, and Vampire.
Linked with the Kami, as well as the Shinto deity Inari. They themselves are likely the source of the belief in the Kami, akin to anthro culture’s belief in spirits. So they would certainly tick the box of being an entity subject to a pre biblical religion, and are powerful beings in their own right. Making them the most likely entity to be confirmed as a Pagan God, though studies to find other similar beings are needed for the classification to be made official. Kitsune are more akin to Feral Weres when it comes to their transformations, though they are not true foxes as they do indeed have the nine tails and are much much larger some being larger than bears. A kitsune itself considers it’s human form to be it’s transformed state, which they do to satisfy their hunger, for all Kitsunes are Succubi, though unlike typical succubi they form monogamous a relationship only leaving to find a new mate when the previous one dies. There has been no recorded incident of an Incubi Kistune, but Kitsune themselves believe there will come a day one will be born to be what they define as the eternal mate. Kistune are not subject to ageing, and while silver harms them it doesn’t cause the sickness as it would on a normal were.

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Re: Department of Supernatural Crime (OOC)

Post by Ares [Darkblade] » Mon Jun 11, 2018 5:03 am

Reserved for Accepted Characters and Important NPCs

Darkblade
Name: Sirius Hartigan
Race: Necromancer (He’s a skilled Magi, binding rituals being his specialty)
Gender: Male
Age: 34
Appearance:
Six foot, two inches tall, he generally avoids wearing wearing suits and tries to be as unofficial looking as possible. He tends to wear a scarf and long shirts, hiding scars upon his wrists and necks.
Image
Service Weapon: Glock 21 .45 ACP
Personality: While it may appear he’s an extrovert, this is compensation for a man who has no desire to let people in. He’s prone to becoming lost in his own thoughts, and musing aloud when something he finds interesting pops up. Has a habit to care more about catching criminals than following procedures, which tends to put him at odds with his superiors.
He rarely references his own victimization, though he is generally more open with those who have been victimized.

Background: The man known as Sirius had been the FBI’s radar since childhood, the surviving victim of an apparent serial case. His identity was changed to Sirius Hartigan, placed in under protective custody till arrangements could be made. It wouldn’t be long before they learned just what he was, the Association of Magi making their own covert investigations into the crime eventually ended up crossing paths with the FBI. They would eventually take Sirius to one of their schools, being best equipped to deal with the child of two Magi.
The FBI nor the Association were able to find the culprit, and the case went cold. Sirius professed little memory about the incident, considering the trauma involved in the case it was likely to be repression. Sirius’ studies into Magecraft were such that he was quickly given tasks above that of the average student, his studies into necromancy though led to the disconcerting discovery of his nature as a necromancer.
This led to him becoming the apprentice of Teclis, a Magician, having none of the concern other teachers had in teaching a necromancer. Sirius’s would quickly become an adept under his tutelage, even if he did take on much of Teclis’ eccentricities in the process.
After the fall of the masquerade his apprenticeship was cut short, due to the need for the Association to have Magi out in the world putting out the fires that coming out of the shadows had sparked. He would eventually be given leave to join the FBI, more an asset than an agent at first due to his own supernatural abilities. He would quickly rise to the rank of Supervisory Special Agent, and when it came time to create a new department to specifically target supernatural crimes he would be assigned as Unit Chief of their first team. The success or failure of his unit will determine whether or not resources would continue to fund such a department.

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Re: Department of Supernatural Crime (OOC)

Post by Grey » Mon Jun 11, 2018 12:27 pm

Almost had a character sheet fleshed out but then completely changed my mind to something else. Should have something more solid up tomorrow.

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Re: Department of Supernatural Crime (OOC)

Post by Grey » Tue Jun 12, 2018 7:58 am

Quick thought that popped into my head, what country does this take place in?

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Re: Department of Supernatural Crime (OOC)

Post by Ares [Darkblade] » Tue Jun 12, 2018 8:29 am

America, FBI and all that jazz.

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Re: Department of Supernatural Crime (OOC)

Post by Grey » Wed Jun 13, 2018 12:03 pm

Cool beans. Finally found some pics to match the character. Should be finished tomorrow.

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Re: Department of Supernatural Crime (OOC)

Post by Puck » Wed Jun 13, 2018 12:28 pm

I’ll flesh out a character sheet sometime this evening, I hope!!

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Re: Department of Supernatural Crime (OOC)

Post by Puck » Thu Jun 14, 2018 3:13 pm

Name: Johnathan Clyde

Race: Metahuman (Empathic abilities, though this sometimes causes him to become overwhelmed in large groups.)

Gender: Male

Age: 27

Appearance: Short for his age, only five foot nine, Johnny has light-brown hair that constantly seems a little bit too long, and has an expression akin to a kicked puppy. He typically wears button-up shirts in an attempt to look presentable.

Service Weapon: 9mm. Handgun

Personality: Johnny isn’t shy so much as simply used to not being noticed, though his demeanor is almost always friendly when approached. Being mute, he communicates largely through ASL, though he has a small notepad he carries on his person in case of emergencies. Though skilled in his abilities, which makes him useful in interviews and other scenarios, he is not the best in combat, and is liable to freeze up under pressure. He is extremely loyal to friends, and can be quite good at calming down frantic victims due to being able to understand and help process their emotions.

Background: Jonathan Clyde was born in a small farm-house in southern Indiana, far from any notable city or outpost. He was homeschooled as a child, and spent a lot of time doing chores and tending to the animals, which he particularly enjoyed. His empathic abilities stayed largely under the radar, with his parents simply labeling him as ‘sensitive’, comparing his own abilities with those of his late grandmother. Eventually, Johnathan moved away from home and into the city in order to continue his studies, alongside a childhood friend named Lola Arbanathy.

Unfortunately, Lola became involved with an Empathic Vampire, and entered a relationship which ended in the death of both herself and the EV involved. Johnny was never able to understand what had happened, and how it had happened seemingly so quickly. When the masquarade fell, he was left with his answer, and had a strong aversion to any supernatural dealings for several years. However, this experience also left him with a strong drive to help protect people who could be hurt by individuals with these abilities. His empathic abilities had landed him a steady spot on the police force, and he indicated interest of the unit in order to further this ambition.

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Re: Department of Supernatural Crime (OOC)

Post by Grey » Fri Jun 15, 2018 1:50 pm

Cool character Puck. I'm liking the choices. :cool:


Name: Brie Timberwood

Race: Werewolf - anthro
Gender: Female

Age: 32

Appearance:

Human (art by Joey Granger)
Image
Werewolf
Image


Service Weapon:
Glock 32 .357 sig

Personality: Brie has a joyful disposition. She gets pleasure from the simple things in life and doesn’t shy from trying new things. It’s for these reasons that she blends into a crowd and is easy to make friends, but only to a set limit. In truth, the stress of living a double life has slowly been eating at her. Her social/day life is strictly separated from her family/night life and will immediately disengage at the instant they begin to commingle. To the outside world, she’s merely an ordinary woman striving to do her job and work her hardest.

Background: Brie was born the middle child of 3. Similar to the majority of weres, her parents and siblings were part of a pack which served as a larger family unit. Though they had federal protection, she and her siblings were home schooled in the woods, closer to the pack and away from society, in order to avoid any “accidents”. Growing up, being close to nature and embracing her wilder half was what she saw as normal. It wasn’t until her teens where her family moved closer to the city when she realized how different she truly was and that she was anything but normal.

Society may have viewed her people as monsters if they knew the truth, deep down it frightened her. However, she smiled through the fear, adapting to her new surroundings by copying social norms and working hard to be accepted by other youths. As much as she loved the ways of her pack, she equally enjoyed her new freedoms at public school and the conveniences of suburban life.

Her family remained supportive through her college years as Brie eventually earned an accounting degree. Almost immediately after college, she landed an entry job with one of the country’s largest accounting firms. To this day, that’s where her family and pack believe her career path has taken her. In reality, Brie had left the firm after two years and became a forensic accountant for the FBI, tracking the money trails and funding of criminal activity. Brie thrived in her position and helped bring a number of crooks to justice. In the beginning, her true identity remained sealed to her peers except for the top brass in charge of supernatural matters. Not too long into her FBI career, the group of vampires known as the masquerade had fallen, shining a bright light on the world that has remained hidden to the public for so long. Brie had thought her days in the FBI were numbered, that she would be outed as a werewolf to her peers and the public. To her surprise the opposite happened, her law enforcement and judicial partners were still oblivious a werewolf walked amongst their mists, and her family remained in the dark of what their daughter was doing during her long work hours.

Over the years, Brie valued her role in the FBI and found the work fulfilling. However, her instincts never allowed her to shake the feeling that she was on borrowed time, that her family would eventually know the truth. What’s more, she always wondered why exactly the higher ups never outed her, that her identity remained sealed for so long after the fall of masquerade. Whatever the reason, her instincts told her it wasn’t just for forensic accounting.

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Re: Department of Supernatural Crime (OOC)

Post by Ares [Darkblade] » Wed Jun 20, 2018 1:14 am

Just so you know the delay is that I'm waiting for a few others to make their character sheets.

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Re: Department of Supernatural Crime (OOC)

Post by Grey » Wed Jun 20, 2018 7:47 am

No problemo duderino. I wrote my character twice until I decided on this one. May make another depending on how my schedule is.

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Re: Department of Supernatural Crime (OOC)

Post by Ares [Darkblade] » Wed Jul 11, 2018 12:07 am

I was hoping to have this started and all, but some people are just taking a long time to complete their characters. Probably the Olympics is delaying them.

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Re: Department of Supernatural Crime (OOC)

Post by Grey » Sat Jul 14, 2018 1:05 pm

No problemo duderino.

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