The Guardians of London: Third Echelon CHAPTER THREE [6 Slots Open]

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Lord_Ascendant

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War is inevitable

As death is inevitable, so to is war. Earth is torn by war between the Axis forces of the Third German Empire, the Empire of the Rising Sun and the now toppled Italian Fascist Party. Europe is in ruins, America suffers famine and all seems ready to crumble. Then it appeared, a great black monolith towering over Geneva.

Out of it poured the Maledictum and their black flags. The German Empire stood no chance, they surrendered five days later. But this was not the end, British forces pushed with Americans attempting to crush Germany once and for all but the Maledictum halted them. Forcing an armistice between the Allies and the Axis. Things became a quiet, cold war of spies and deceit.

In London the Guardians returned from their civil duty to protect London from the daily bombings and received their commendations. Returning to their duties as the police between monsters and men, but things are as peaceful as they seem.

Tensions mount between the secretive Germans and the former Allies. America still faces famine as communist forces take South America and install themselves as the "South American Alliance". Mexico, America's neighbor, joins with their once enemy to fight against communist invaders from the south while a drought begins to sweep the desert of Mexico.

In London, the Vampires and Werewolves can no longer hide and are persecuted, necessitating protection from the Guardians. The public eye turns against the Guardians and Parliament faces ridicule for their stalwart support of the Guardians. Ordinary humans lash out against innocent werewolves, vampires and fey. Things seem ready to break into war.

As all seems ready to crumble, a secret society long waiting to destabilize the United Kingdom resurfaces. Once the Dark Guardians, now the Naughty Hellfire Club, these humans and Warlocks alike work together against that which is good. However, two of their number have turned up dead and a mysterious serial killer is on the loose. These dead have two things in common, they do harm to innocent people and creatures and they all died without using their magic. The Guardians are hot on the trail of this killer and as war looms all around they must step carefully or trigger another, terrible conflict.


PREPARE TO DROP INTO THE WORLD OF THE GUARDIANS OF LIGHT SEPTEMBER 15TH 2011
CHECK HERE http://twitter.com/#!/jacksonoconnor FOR UPDATES AS THEY DEVELOP!
THERE ARE TEN SLOTS OPEN FOR CHARACTERS AND THEY BE RESERVED AHEAD OF TIME.
THE FIRST TEN TO RESERVE SPOTS WILL PLAY ALL OTHERS MUST WAIT FOR A PLAYER TO LEAVE TO JOIN.
ALL ARE FREE TO READ HOWEVER, THE GUARDIANS OF LONDON ARE COPYRIGHT 2010 TO ME AND MAY BE USED UNDER FAIR USE. ENJOY THE SHOW!
 

Lord_Ascendant

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InfectedStar said:
Can I join?
Anyone can.

~~~

RULES FOR THIS RP
1.) No Trenchcoating, Mary Sueing or Ripping off any charachters from any other story/movie/comic book/graphic novel/tv show (Especially you can't be Nathan Fillion)

2.) No godmodding or making up your own powers. (No Hadoukens or going Super Saiyan)

3.) All out of character things must be in this format
text goes here

4.) GM Decisions are final

5.) If you decide at any time to leave the RP, your character will be killed off at the most convenient time.

6.) If you do not post for 3 consecutive weeks your character will be killed off and you will be removed from the game (you get two freebies)

7.) The plot of this RP is driven by your actions, you reap what you sow. If you place yourself in a situation where you are likely to die (facing 10,000 bad guys) then you will die...

8.) Finally, No adult content at any time (romancing is OK, we don't need a play-by-play)
 

Lord_Ascendant

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CHARACTER CREATION
PART 1

Choose your race and rank (as usual, the Rhyle Stewards are equal to a Guardian in rank but talk to Huss if you want to join them)

Human: Since the end of the Second World War and the beginning of the Long Age of Silence, Humans have been slow to changes in the world.

Fey: The Fey folk are elfin in appearance and live for many years. A closed culture of traditional and mysterious ways they follow a traditional monarchy and defer the power of the house to women. They are quiet and reserved. For centuries their groves and cities were secret but no longer, now they attract tourists and Fey are loosing their distinct culture to assimilation with humans. Some cling to the old ways of their druidic lore.

Vampires: A vampire is seldom a Guardian and usually holds dual loyalties with their House. Crellyx appear, in pure form, as white skinned creatures with cat pupil eyes and oblong faces, like a stretched egg. They have vestigial, bony structure wings with no membrane between the fingers and long, reverse jointed legs. Argus are red-skinned, muscle-bound and have long tongues covered in serrated points for tearing flesh. They have bat-like ears and large bat-like faces with long fangs for the draining of blood. Saras are terrible looking undead horrors with greyish skin stretched over bones and in many places flesh is missing, revealing bones and eldritch light within. Others would call Saras ghouls. Crellyx feed on the very essence of life, the soul, and siphon it from the living with a touch. It requires much discipline to prevent casual hugs from killing. Argus drain blood and drink it, if they drink another Argus vampire it is like drinking poison. Saras eat the corpses of the dead and through this regain its latent energies, becoming more "normal" but unable to see daylight lest it sear and burn their flesh. They must, in daylight, stay in the shade.

Lycanthropes: Seldom do they join the Guardians but when they do they are forces to be reckoned with. A lycanthrope is turned by a Loup Garou, a wolfman who is controlled by the moon. In return, the turned are controlled by the Loup Garou who can make them turn even against their will. However, once a Loup Garou's hold is broken either by distance or by psychic disruption a lycanthrope can change at will. The lycanthrope must liberate the uncontrolled changes due to anger or arousal of emotions by meditating, finding the beast and taming it. Lycanthropes can be any mammal but commonly they are foxes, wolves, bears, dogs or rats. All maintain roughly the same size as their human counterparts plus or minus muscles added.

Athames (Witchknives): Speakers of the Silrian tongue, the base language, and original denizens of the Earth they live in huge underground complexes and cities where they hoard wealth and knowledge. They are toad-like with orange scaly skin and large, orange eyes. They are quite fond of languages and have mastered the art of diplomacy and negotiation. They abhor magic and will never be born with it.

Star-Bourne: Human-like sometimes, but not often... they were humans who, when Thassaria fell to the Darkness, were transformed into beasts without and within. Some are betrayers, others are those who stayed behind to fend off the Darkness while Humanity fled. They are mysterious in their ways but their power is clear, more than a human can do magically and are connected to the World Tree and receive its magic. Human-like Star-Bourne are the result of mixed marriages or matings and cannot use typical Star-Bourne abilities such as Strato-Jumping (able to leap about 5 stories in one jump) or using The Fyre (an ability to use sources of flame to teleport by invoking energies into the flame itself) or the ability to survive in a vacuum.

Initiate: To join the Guardians of Light, one must be inducted and to be inducted one must be taught the ways of magic and the creed of the Guardians. A two year process of selection and training ends with induction into the ranks of the Guardians. They have no mantra.

Apprentice: Following the every order of a Master, Apprentices learn in the field of how to be a Guardian. Their mantra is "Unto our dying breath". An Apprentice stays until they beleive they can solve a case on their own, proving their aptitude. They are then confirmed as a Guardian.

Guardian of Light: A warrior of the Guardians in full, they do most of the work of the Guardians. They are called to battle against foes of the common good, dispense justice and council police in cases concerning magic or monsters. Their mantra is "In the unhallow darkness, these blades shall light our way"

Master: A Guardian who has reached at least 7 years experience within the Order is selected to undergo a period of trials where their every move is watched by other Masters and examined. If they are accepted, they become Masters and their rank supersedes a Guardian's. They may choose their apprentice and gain access to the Archives, where important information is kept secret even from the government. Their mantra is "Upon the blood of our ancestors we swear victory"

High Master: The leadership of the Guardians of Light. They undergo a terrible and painful trial within their dreams. The Trial of Locus is slow and one by one their soul is imparted with the powers of a High Master. The Trial of Ar-Tel-Ah puts one through a burning out of the soul and a painful purification which makes one a High Master as well. Either way, High Masters gain the power to create light where needed, dodge death once and speak to the dead. There are only four High Masters at any time and their skill and prowess with magic, weapons and anything else are honed to perfection. Their mantra is "The true leader commands not from the throne but from the front lines"
 

Lord_Ascendant

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CHARACTER CREATION
PART 2

Choose your school of magic and main weapon skill.

NATURAL MAGIC
Uses the suffix "mancy"

PYROMANCY: The ability to supernaturally control fire from the source. Using ambient heat sources, a pyromancer kindles flames.

CRYOMANCY: The ability to supernaturally control cold from the source. Using ambient cold, a cryomancer creates ices and other frigid things. Can control meteorological forces.

AQUAMANCY: The ability to supernaturally control water from the source. Uses sources of water from puddles to oceans to move them from place to place.

AEROMANCER: Controls air, moving it as well and sucking it out of the lungs of a living thing.

GEOMANCY: Controls earth and magnetism, creates earthquakes and shapes from stone or controls magnetic fields.

AURAMANCY: Controls and reads the aura of a living being. The energy of its life force appears as contenctric rings of colors co-ordinated to mood. Light colors are good moods, darker colors are bad moods.

SANGUINIMANCY: Controls blood and the bodies of living beings. Able to use the flow of blood to controls muscles in other beings as well as ceasing blood flow or tearing out hearts. Must be within a certain radius of effect. It looses effectiveness with distance equaling 15 miles for every notch of effect until it is negligible.

FORTUNAMANCY: Controls probability and fate, able to "spin" fate by winding out "fate strings" from the universal fabric. Fate strings can be used to create "incursions" wherein a caster imagines something occuring somewhere they can see with their eyes and it occurs. The probability of something occuring effects its outcome. The more grandiose, the more chance the incursion also creates unwanted effects....too many incursions unravel universal fabric and can cause areas of existence to collapse and create rifts to the realm beyond the Far Veil.

CHRONOMANCY: Controls the flow of time by synchronizing the body or a warded area with the temporal stream and then controlling the flow either in reverse, forewards or stopping it entirely. Chronomancers live their lives out of order and often gain glimpses of the future by peering into the temporal stream. Chronomancers can die on Thursday and be alive and taking lunch on Friday, the more they disturb the temporal stream the more their life is interrupted. They can even shuffle through time and wake up in a whole different time.

PHASMAMANCY: In the lands of the dead, called Ou'rus, those who have unfinished business with the living world tend to get lost on their journey to another life. Some spirits resist the call to be reborn as well. Phasmamancers can see and speak to these spirits, calling them into being through the universal fabric. They use ectoplasm in order to call spirits into being, a clear gel-like substance which is exuded from portals to the Far Veil which dries quickly if not kept sealed from air. Phasmamancers use this to allow spirits to take shape and interact with the physical world for as long as they maintian their link. All Phasmamancers have a spirit guide who is an older spirit who has elected to stay behind and not move on into the Light in order to aid those who have this gift. Spirit Guides help Phasmamancers through the spirit world of Ou'rus in order to bring spirits back with them. Often female, males rarely have this ability.

IMPERIOMANCY: The control of the mind is extremely important and well controlled. Entering the minds of others, an Imperiomancer can see their subconscious but the deeper they delve into memories the more and more likely psychological damage can be inflicted. Imperiomancer use "splinters" and "metasplinters" to control the mind and the real world. In the outside world a splinter is a piece of information inserted into the conscious mind like an image or a sound used to misdirect or confuse. Metasplinters exist within the mind and affect the subconscious and memory areas of the brain. Imperiomancers can use Augments, living metasplinters captured at the deaths of important Imperiomancers throughout time, in order to augment physical abilities by inserting them between the 4th and 5th vertebrae of the spine. Imperiomancers can also imbue an object with a psychic connection allowing it to be used to communicate long distance using telepathy. Imperiomancers also create "synapses" or "wards". A synapse is a blank spot or hole inside the mind where something has been deleted or something has been emplaced within the mind like an idea or memory. A ward is an area which is protected from further intrusion, Impriomancers ward their own minds by meditating upon a single object and using it as a template to guard their minds from intrusion. Only an Imperiomancer can ward the mind of a non-Imperiomancer.

PERDITIONMANCY: COncening creation and destruction, Perditiomancers are precarious. They can use primordial energy pulled from a source (for those who worship the Light it is the Light's Wrath, to those who worship the Darkness it is the Destroyer's Wrath and to those who worship neither it is negative energy from the Far Veil) and then use it to do physical harm either by disintegrating, burning, maiming, blinding, deafening or sickening with pestilence or hunger/thirst. They can also create things from nearby material as long as the material is in their hands or can be touched. However, the more a Perditiomancer uses their magic the more likely they are to destroy themselves. The energy within them which creates this magical force is volatile and dangerous and can release when the user does not wish it to and can even build up within them to dangerously high levels and can destroy them from the inside with the very energy they use. Overuse or abuse is 90% of the problem, 10% is emotional outbursts. Perditiomancers who die from energy build up become energy themselves and will evaporate into the Far Veil to become part of it in the form of positive and negative energy.

DRACONIC MAGIC
From a bloodline which was mixed with Dragons who using magic, had assumed human shape

POSITIVE ENERGY
Those who have blood tainted by good Dragons like Red, Green, Blue, Gold, Silver, or Purple control positive energy. A White Mage uses magic concerned with mending, healing and protecting from harm. A Blue Mage uses energy to form anything from a bolt to an object, though the object is illusory and cannot be manipulated without the aid of an Imperiomancer to trick the mind.

NEGATIVE ENERGY
Those those blood has the taint of evil Dragons like Black, Maroon, Bronze, White or Copper control negative energy. Black Magic harms those that are living but heals those that are undead, they also animate them. Red Magic harms by using energy, which is usually embodied by shadows or by simply inflicting pain. Negative energy power waxes and wanes with the moon and the energies become more potent at night.


BARGAINED MAGIC

Begotten from bargains with infernal powers, heavenly sources or from the dead.

THAUMATURGY: A demonic magical power, the ability to affect an object or creature at a distance. Using any form of blood sacrifice or sinful act, a Thaumaturgist surrenders their soul to an infernal keeper who imbues them with power. However, the Thaumaturgist is beholden to that power for a year and a day then they are freed from the Chain of Sin and set loose. Once loose they have the choice to let their powers fade or continue to use them to keep it alive. In a Thaumaturgist does not invoke their powers once per week, their power begins to become less effective and after a year and a day it is gone completely.

LIGHT MAGIC: Used by those who put faith in the Light, intercessors such as the Great Guardians or the Saints come before the Light and impart power to those such as High Masters of the Guardians or the High Preist/Preistess of Avalon. This energy also can raise a user from death but this will cause the energy to weaken. Light magic can damage those who are enemies of the Light or simply light a room. If faith is lost, the powers vanish.

NECROMANCY: Death isn't an end, but another step on the journey. Those who journey the lands of the dead and prove themselves to the Grey Maiden of Death return as undead and with power over life and death. Keeping the sacred laws of Darkfall, Necromancers enforce death on those who cheat it and return life to those whose time had not yet come. Necromancers can never die before their time, and because of this they "revert" to a corpse-like state. Though ambulatory and capable of speech they cannot eat, breathe or have any bodily functions. Memory is impeded if the brain is damaged. As such, shooting a Necromancer to death only causes them to revert and rot. Also, when using their magic they revert a little. Too much energy released can return a Necromancer to an immobile and comatose state until the energy rebuilds and they can move and talk again. Necromancers at the end of their time are snatched away by darkness, not The Darkness which is the Light's foe, and are brought to the land of the dead to join the Grey Maiden's entourage of spirits. A Necromancer never knows when their time is but recongnises it when it comes. Whether they resist, however, is up to them.


These are the types of weapons allowed for use in this game.

MELEE
Swords
Daggers
Knives
Hidden Blades
Hammers
Maces
Flails
Whips
Polearms

RANGED
Pistols (Revolvers & guns up to 1920)
Rifles (Repeaters & Bolt Action but no Automatics)
Crossbows
Bows (No Compound)
Maxim/Gattling Gun (Mounted)
Cannons
Throwing Knives (Can be poisoned)

EXPLOSIVE
Alchemical Explosives
Gas Bombs
Grenades
TNT & Dynamite

MATERIALS AVAILABLE
Steel
Iron
Brass
Glass (for bombs only)
Quintessence (solidified temporal material, antimagic)
Star Metal (meteor & asteroid metal)
Silver (anti-monster)
Anything period for Steampunk
 

mcpop9

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i'll join, but would a wooden staff with a ball of silver in the end be out of question for weaponry?
 

Fanfic_warper

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If there's still room left, I'd like a chance at trying....Please note though that I'm a bit new to forum rp-ing.
 

Lord_Ascendant

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mcpop9 said:
i'll join, but would a wooden staff with a ball of silver in the end be out of question for weaponry?
Nope., thats alright....crackin' skulls sounds alright...

InfectedStar said:
So should we put down a character sheet or something now?
Yes, if you could please.

Fanfic_warper said:
If there's still room left, I'd like a chance at trying....Please note though that I'm a bit new to forum rp-ing.
That's alright, you have to start somewhere.

Oh right, meet
RANK: Guardian of Light
RACE: Human
SCHOOL OF MAGIC: Fortunamancy (Natural Magic)
SIGNATURE WEAPON: Short Sword (Silvered; inscribed with the word "fortune" in gaelic)
SIDEARM/RANGED WEAPON: Smith & Wesson Revolver (standard cartridge)
SUPPLEMENTARY WEAPONS: Throwing Knives

Sebastian Wyre is a Scots-Irish lad in London who was recruited into the Guardians off of the street. He spent his formative years taking care of two younger brothers and a younger sister, his parents having died of starvation during the Second Great Famine. Cheating at cards in order to feed his family with his magic, he was saved from death by Master Alma DeWitt, who became his teacher and formed him into the Guardian he is today. Sebastian is young and strong, and though he tries to be brave he still finds himself scared of the dark.

Sebastian Wyre's family still lives in London, he uses most of the money he is paid to keep them fed and housed. He's earned some notoriety as "The Guardian Who Gives Back" in the papers.

in other news:
Wut?
 

Fanfic_warper

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Lord_Ascendant said:
RULES FOR THIS RP

1.) No Trenchcoating, Mary Sueing or Ripping off any charachters from any other story/movie/comic book/graphic novel/tv show (Especially you can't be Nathan Fillion)
Again I'm new, so....what's trenchcoating?

ALso on ripping off characters......Really?? I promise my Amuro Ray won't be a newtype!!!!......

LOL, joking aside....FINE....if I must be original.....this is going to take a while...(PS: I don't blame you if you don't get the reference)
 

mcpop9

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RANK: Guardian of Light
RACE: Vampire, Crellyx
SCHOOL OF MAGIC: Aquamancy
SIGNATURE WEAPON: A wooden staff with a silver ball on the end.
SIDEARM/RANGED WEAPON: longbow, arrows which deliver pure h20 into the victims body when hit.
SUPPLEMENTARY WEAPONS: hidden blade gauntlets.

The breaker was thrown out of her house after her mother died suspiciously, and she blamed a rival house. she went on a rampage tearing the other house apart. after the incident, she had no one left and took to the streets to defend herself, in the process left her homeland of Ireland. she eventually found herself in London and with the guardians. after years she became a guardian of light, but mostly keeps to herself.

They turn a blind eye to her as she feeds, knowing Breaker is a vampire. she has made a vow to feed on those only doing harm, mostly petty criminals and thieves. the bodies are never found and the authorities don't complain because it helps keep crime down. she also likes to use her looks to attract her prey to their doom.

Appearance: About 4 ft 9in. very curvacious and she uses it well to her advantage. likes to wear tank tops and short skirts, even as a Crellyx she gets many a stare walking down the street.
opinion?
 

Lord_Ascendant

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Fanfic_warper said:
Lord_Ascendant said:
RULES FOR THIS RP

1.) No Trenchcoating, Mary Sueing or Ripping off any charachters from any other story/movie/comic book/graphic novel/tv show (Especially you can't be Nathan Fillion)
Again I'm new, so....what's trenchcoating?

ALso on ripping off characters......Really?? I promise my Amuro Ray won't be a newtype!!!!......

LOL, joking aside....FINE....if I must be original.....this is going to take a while...(PS: I don't blame you if you don't get the reference)
Trenchcoating means not having a Biography or short "about me" for the charachter. Being "the mysterious man in a tranchoat with a secret past"

I ban those because its typical RP policy.
 

Lord_Ascendant

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mcpop9 said:
Great, just a small note. There -were- 14 Houses of Vampire. Only a few remain, and you can guess why ;)

Good charachter, would work well with a Sanguinemancer.
 

mcpop9

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Lord_Ascendant said:
mcpop9 said:
Great, just a small note. There -were- 14 Houses of Vampire. Only a few remain, and you can guess why ;)

Good charachter, would work well with a Sanguinemancer.
choose water cause it seemed more appropriate as its everywhere and i have London stuck in my head as the city that's always wet, even when its not.
 

Lord_Ascendant

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mcpop9 said:
Lord_Ascendant said:
mcpop9 said:
Great, just a small note. There -were- 14 Houses of Vampire. Only a few remain, and you can guess why ;)

Good charachter, would work well with a Sanguinemancer.
choose water cause it seemed more appropriate as its everywhere and i have London stuck in my head as the city that's always wet, even when its not.
Good choice, though Bastian is a Fortunamancer for reasons of plot which I can't discuss....

Water was a good choice, though but anyone can choose any kind of magic as their forte. All the stuff listed is open for choice.
 

Hussmann54

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*runs in doorway, throwing off coat* crap crap crap crap crap crap crap! SHHHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII
Sorry I have been completely swamped with college stuff. Anyways now Im back....
 

Hussmann54

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Name: Rueben Chantal/ Nicholaus Kin
Race: Human
Magic: Imperiomancy
Weapons: Whatever he can find. He is adaptable.
History: Nicholaus Kin was a Rhyle. He worked as an Imperiomancer. His job was primarily to investigate the minds of others. One day Nicholaus was inside of Silas Greys mind when something happened. When he came out, the body was dead but the mind lived on.

Rueben Chantal was a captain in WW2. His unit was involved in heavy fighting and some more questionable activities behind the lines. He hasnt told anybody exactly what went on, but it scarred him deeply. Now he is in a mental institution in London. He hardly talks to anyone and has frequent suicidal tendencies.

Yeah its brief (especially for me) I was distracted when I wrote this....very distracted... a girl was involved...
 

Lord_Ascendant

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OffTopic: Character Sheet < Getting Laid ;P

Alrightie, thumbs up to all the characters so far. The 15th of September is when the PROLOGUE hits so make sure to read that thoroughly before the opening story post. The prologue is important to the story.

On another note: I'm surprised no one picked like anything but the basic magics...