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EmperorZuma

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[HEADING=1]What Lies In Shadow[/HEADING]​
How much do you think you know about our world?

What if I told you that, at the dawn of Humanity, the Earth was already inhabited by two other sentient species? First were the Trolls, heavy-set beasts that rose up from pools of clay and mud, who claimed the spaces underground. Then, there were the Fae, extremely adaptable creatures that best resembled Angels of human lore, though not as divine in appearance. Both of them came before humans had taken their modern form, though all three races were still young in relative terms.

Over time, the Trolls and Fae grew content in their small places in the world, but Humanity did not. They grew, stretching their borders with each successive generation. Even their internal clashes and disputes did little to stop this growth. It was only a matter of time before they came upon the other races. The Fae realized this, an reacted in a strange way...they breeded with them.

History does not remember why the Fae, while wielding power unimaginable to Humanity (which they poetically called the "Arts"), decided to do this. Whether it was because they knew they were too few in number to stave off the humans advance, or something more romantic, no one can recall. Regardless, the Fae began to mix their genes with Humanity, spawning the first of the "bastard breeds": Vampires and Werewolves.

This continued until there were no longer any "pure" Fae, and the world became cluttered with subspecies wielding strange powers that normal humans could not understand. These new creatures of the dark frightened the humans, while the never-slowing spread of these frightened humans made the Fae-spawn and the Trolls restless.

Eventually, things came to a head during the Black War, where the Artfully-inclined races decided to assert their existence over Humanity's indirect oppression. However, they miscalculated how many of the human horde would fight back, which led to a crushing defeat. Those that survived had to deal with inquisitions, witch hunts and merciless torture. Obviously, co-existence after this became a pipe-dream.

So, with little option, those that remained used all the power that had to rewrite history. Memories were changed, written records were revised, and rumors with misinformation were spread across the world. And what the Trolls and the Fae-spawn remember as the Black War, Humanity now remembers as the Black Plague.

To this day, the races of the "Shadow Community" have kept a unspoken pact to never let the general populace know of their presence again, for few doubt that they would ever survive if the billions of humans on Earth were made aware of their existence. So, they hide in plain sight, fighting an ever-present battle to hide their existence, and also between themselves.

[HEADING=2]Setting[/HEADING]

This story will take place in modern-day New York City, at a time where the city finds itself full of factions aware/part of the Shadow Community. This makes the urban sprawl a hotbed of activity ready to entertain anyone, from those wanting to get down and dirty in a brawl to those who like to see plots and conspiracies unfold.

The RP will play in a sort of different way, as while it could be considered an open-world kind of RP, there will be a sort of indirect story through the "Bulletin Board".

On the Bulletin Board will be a short list of missions that players can have their characters participate in to effect change in the setting. Some will be directed at specific factions, and some will run concurrently, meaning it's impossible for character to join in on every mission.

Also, the missions are not mandantory, meaning that you can ignore them if you like. However, missions that no one participates in a certain time-frame will "auto-complete" in the outcome that is logical in the context of non-interference. (e.g A mission says that a faction is intruding on another faction's territory. If no one participates, the mission will end with the aggressor gaining a foothold in the defender's territory.) This will keep the world evolving even if, as GM, I fail to entice players to take part in the missions.

[HEADING=2]The Arts[/HEADING]

What can basically be described as magic, the Arts are the ability to channel and bend, using one's own energy, supernatural forces to the user's will. Most Artfully-inclined individuals will have a proclivity towards one school of the Arts, but it is possible to learn one that he/she is not predisposed towards. There are a few levels to a user of an Art, an Artist, goes through on the path to master their specific Art:

Level 1 (Apprentice)- The Artist has just begun to learn of their Art, and is limited in its use. Using their Art for long amounts of time will tire an Apprentice. They will eventually pass out if they push themselves too far.

Level 2 (Practitioner)- Through study and better understanding of their Art, the Artist can better use the fundamentals and also use the intermediate abilities of their Art. This is usually as far as most Artists go when they simply want to use their Art's power, due to the sacrifices one must make to move to the higher levels.

Level 3 (Virtuoso)- The Artist painfully sheds a piece of themselves for better use of their Art, usually becoming somewhat like their Art in pursuit of greater power. This change is noticeable, and more often than not the Artist is no longer able to hide among humans. However, the Artist is now able to use the fundamentals with ease, and they are able to use the intermediates to their full effect. The highest level of spells is now open for tampering.

Level 4 (Maestro)- The Artist sheds all of what they once were for their Art, now becoming the embodiment of their Art. This change is excruciating, but the Artist is now a master of their craft. Because of what goes into mastering an Art, there are very few Maestros.

Note: Player characters can not be Maestros.

Art Schools:

This Art is focused on the beckoning of beings to Earth to serve the Artist. Who or what is called is not up to the caller, but rather whatever answers the call. The kind that are susceptible to calling are Demons, spawn of the Elder Ones, beings that exist on a scale unfathomable to mere mortals. Each "family" of spawn is so diverse that no Caller could ever hope to call more than one group of spawn in their lifetime.

Level 1-The Artist can bring forth a demon minion, meant to augment the caller's ability or assist in combat. They are relatively weak and can be beaten by strong opponents, they also disappear back into the ether if they are allowed to venture too far from their caller.

Level 2-The Artist can now call 2-3 minions at the same time, or can focus their call to a lesser demon to aid them. Lesser demons are larger and can hold their own in combat.

Level 3-Qualities of the demons the Artist calls begin to grow from the Artist in a violent fashion. The Artist can spawn standard demons, the strongest willing to be called. Whispers from an unknown source begin to be heard...

Level 4-The Artist becomes a demon, like those he/she called, and can hear the instructions of his/her new master as clear as day.

Elder Ones' Spawn:


Servants of a being who revels in conflict, with stories told of how worlds burn simply by catching his gaze. Wukraten's spawn are ferocious beasts and the most difficult to call. Even their Imp minions are chaotic and sometime due more harm than good. Callers are strongly discouraged to choose Wukraten's spawn for their calling, but the practice is not forbidden so long as the callers keep control over their demons.


The spawn of Islato are more servants than the Elder One's children. The stories tell of Islato as a being split between two dimensions, whose throne's shadow covers the universe. His demons are actually races that have sworn allegiance to him, either willingly or tricked into service by Islato's intricate plots that span the lifetime of worlds.

Compared to Wukraten, Islato's spawn are weaker, but are much smarter and skilled in the ways of deception. They are willing to work out deals with their callers, making them better allies as long as the caller is skilled in negotiation.



Guladar is a wanderer of the stars, a being of supreme intellect that travels the stars. He uplifts and twists beings from the worlds he visits in an attempt to create and then emulate perfection. So far, he has met only with failure, filling the stars with his abominations.

It's these abominations that answer the call by the Artists, usually leaving their usefulness up to the Caller's luck. Sometimes a useful, stong, and smart demon will appear, other times one with will have just one of these qualities in spades, and sometimes the caller wil receive something that's pretty much useless. Callers who choose these demons to call should be skilled in another form of combat to compensate for the universal grab-bag.


The queen of a swarm that would black out the light of a galaxy if they were ever to gather, Atraxia's spawn service comes at a cost. While her minions are powerful, smart, and able to come in a swarm while others could only come by themselves, you must become part of the swarm.

When a caller first brings forth a spawn of Atraxia, that spawn lays an egg inside the caller. Once planted, the egg will inevitably grow and give birth to a new demon. The more the caller beckons Atraxia's spawn, the faster and greater the egg grows. Because calling these spawn guarantees a horrific being born on Earth, practice of this Art is strictly forbidden, and any Artist practicing this kind of calling is to be put to death. Reason for this fear is fueled by the suspicion that Locusts are actually Atraxia spawn that have flourished after being born on Earth.

While similar to Calling, Summoning is different as it doesn't beckon a "willing" creature to come and aid you, rather it brings forth a specific being, intended by the Summoner, from the Astral Plane. The Astral Plane is a plane of existence inhabited by the souls of the dead, or beings that have been generated by anyone with a connection to the Astral Plane, through dreaming. In order to better focus their skill, an Artist must pick between whether to summon humanoid souls or animals.

Level 1-The Artist is able to summon a single animal or an ancestor to their aid.

Level 2-The Artist is able to summon a group of small animals, a large animal, or a historical figure.

Level 3-The Artist starts to be pulled between the Astral Plane and reality. They experiences moments of intangibility, outside of their control. They also see visions of the Astral Plane, disorienting the Artist. However, they are now able to summon beings given form by collective belief, beasts of myth and heroes of legend.

Level 4-The Artist becomes a ghost, intangible, stuck, and ever-shifting between the Astral Plane and reality. However, the Artist is now able to summon creations of their own imagination.

The most generally practiced Art, Mancy is the use and manipulation of materials by Artists to their benefit. It stretches over a wide variety of elements and materials, but the basic breakdown of advancement in the Art is the same.

Level 1- The Artist can manipulate the material he/she has chosen to become a mancer of within a 30 foot radius. However, the Artist can not change the material's state of matter or composition.

Level 2- The Artist can now generate small amounts of the material they manipulate, as well as manipulate greater amounts of the same material for 50 feet. They can also change the state of matter for their material.

Level 3- Now exhibiting qualities of the material they are manipulating, the Artist can now generate larger amounts of their material and give it form. They can instill within it a simple will of its own and have it act without the Artist expending more energy to maintain it. So long as none of the material passes 100 feet from the Artist.

Level 4- Now an elemental, the Artist is one with their material and can manipulate it within a massive radius, changing it's matter and composition at will. (A Maestro-level mancer for non-elements would be like a Lich, for nercomancy)

A type of Art different from the others, Enhancers focus on their own body, making their internal energy manifest physically. Once they have accomplished this, then Enhancers can direct this "aura" to different parts of their body and improve their ability. Some Enhancers profess the ability to understand another Enhancer by the appearance of their aura, though there is little proof of their honesty.

Level 1-The aura first manifests, it is weak, but stable. The Artist can tighten the aura to their skin, making it act like armor and deafening blows, though not stopping their kinetic force. Their aura can also be moved to specific parts of the body to improve their power and heal them at a faster rate.

Level 2-The aura grows stronger, and the Artist can better manipulate it. Its previous abilities grow stronger and the Enhancer can now use the aura to deliver explosive blow to their opponent by sending a shockwave through the target's body.

Level 3-The Artist's body actually begins to atrophy as more energy is put into the physical aura. However, while the person's body may be weaker, the aura is so much stronger. Not only has it become a force the Artist can now project far from his body, capable of hitting a target with a powerful punch/kick without their fist/foot being near it. The Artist can also pour their aura into an object they hold, enhancing its power as well.

Level 4-The body is now a husk, kept alive by the aura of the Artist. However, the aura now fills a space yards around the body. For all intents and purposes, the Artist is more of the aura than the body. Its barrier is strong enough to shrug off tank shells, and any object within the aura can be used like it was a limb. The body is a major weak point, but the sheer power and capability of the aura makes it nearly impossible to touch.

These artists pour their energy into the pursuits of the mind, seeking to exercise an intangible power on others or on the world itself. However, due to the different ways the mind effects other minds and the world outside, Mental Artists can only be either telekinetic or telepath, not both.

Level 1-The telekinetic is still bound to the body-mind relation, and can only manipulate two handfuls of material. The telepath is limited to simple deceptions, hiding (or displaying) sleight of hands and movement around the periphery. Illusions that can be seen through with a double-take are possible. They can also transmit their thoughts into the minds of others, but not read them unless they are normal humans.

Level 2-The telekinetic enforces the body-mind relation on the outside world, and trades the two-hand limitation with one of weight. They can not lift something that would be too heavy for them to carry with their own strength. The telepath can now hear the thoughts of other non-humans, save for those who also practice the Mental Art. Their illusions are harder to see through and last longer. A telepath experienced in creating illusions can also make illusions that deceive the target into bypassing subconscious defenses, harming themselves.

Level 3-The forehead of the Artist becomes more pronounced and veins start to pop out of the skin and deliver more blood to the brain. Telekinetics at this level have learned to abandon the mind-body relation, able to move large objects regardless of weight. However, these same object require all of the Artist's focus to move, so they can not defend themselves when performing this. Telepaths can also create illusions able to deceive almost anyone, even tricking the target into thinking they're somewhere else. They can also make phantasms, illusions able to deceive the target's own body into thinking it's been damaged, making it create its own injuries.

Level 4-The brain has now obviously pronounced itself and enlarged the skull, with large veins branching all over the head. Telekinetics can move almost anything while only having to focus on moving building-sized objects. On a micro scale, a telekinetic can even rip apart molecules and disassemble matter. A telepath has taken illusions to the final step, able now to create territories. In territories, the universe essentially becomes the telepath's plaything. The rules of reality can be shifted on a whim, and anyone trapped in the territory is at the telepath's mercy. However, the telepath must bind themselves to the same rules they hold over their victims, or else the illusion would be too unstable to maintain.
 

EmperorZuma

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Jul 16, 2009
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[HEADING=2]Races[/HEADING]

While the beginnings of what became the Shadow Community began with just the Fae and Trolls, the Fae's crossbreeding with Humanity has given rise to several other races that combine the traits of both in many interesting ways. At this point, the world is now filled with several "bastard breeds", along with the traces of what is now the modern Fae.

A humanoid, with retractable fangs being their key feature, Vampires subsist on the blood of other creatures; mainly humans for most breeds, though the drinking of Fae blood does keep them satisfied longer and lessens their species' weaknesses. The most crucial of these weaknesses is to greater-than-small doses of high-energy light (from ultraviolet to gamma in the EM spectrum), which will quickly burn a Vampire's skin and leave them a blistered corpse in a matter of moments. Because of this, the most common source of this light, the sun, is to be avoided at all costs. Also, though the why is not really understood, contact with silver for more than a few seconds causes a usually-fatal allergic reaction.

They are also long-lived, though the hunger for blood increases with age. What starts out as a need to "feed" once or twice a week at the age of maturity becomes an insatiable hunger at around age 500. While it is technically possible to keep a Vampire alive indefinitely with a constant supply of blood, it is unfeasible due to the amount of attention gathering that much blood would cause.

Subtypes:
Born from generations of Vampires hiding from humans in the actual dark places of the world. The Nosferatu are Vampires that have embraced the more bestial nature of their species. They have lost all their body hair, have pointed ears, jagged teeth, and pale, wide eyes (which gives them rather impressive night vision). When they move, it's on all fours and their slender frame has made them quite agile. They also no longer drink blood for substance, but eat flesh. Any raw flesh will sustain them, which means that while they're the embarrassment of the species, they aren't actively hunted unless they try making a meal out of humans.

However, their primal nature has sparked an incredibly powerful usage of the Arts from them. So while it appears they have sacrificed the ability to disguise themselves from humans, they are the most powerful Artists in the Shadow Community.

The diplomats of both the Vampires and the Shadow Community in general, the Glint have the rather odd ability: to project the image of what whomever looks at them would consider attractive. This appearance varies from person to person, and can be resisted by someone schooled in a Mental Art (or another Glint), but has nevertheless made them quite popular.

They also have the ability to enthrall humans they feed upon, though few Glint can do more than one at a time. Once the first bite is made, if the biting Glint wills it to be so, the victim's mind becomes "foggy" and they find themselves unable to resist the Glint's commands. However, if the Glint tries to enthrall more humans then he/she is capable of, not only will the enthrallment attempt fail, but the other victims will break free as well.

A Kindred is a Human-turned-Vampire, and is usually the result of a Vampire feeding on the soon-to-be-Kindred at a time of great passion, or emotional feeling. While the "why" or "how" is not completely understood, mainly due to the relatively few Kindred to examine, the result is clear: the creation of what is for all intents and purposes a half-Vampire.

A Kindred will have the ability to perform the Arts, but never as well as most of the Shadow Community (they cannot become Virtuosi). They will also lack the heighten senses of the pure Vampire brethren. However, they are also more resistant to vampiric weaknesses. They can tolerate high energy light for three times as long, and aren't allergic to silver.

Clansmen are the most common of the Vampire breed, they have no special quirk nor hindrance.

Those who would otherwise appear to be normal Humans have the special ability to transform into large, bipedal wolves. Though, for most, this change is by choice. Their strength is guided by the moon, when the moon is full, the werewolves are at their strongest, and the opposite is true during the new moon or daytime. A pack mentality dominates a werewolf's psyche, with a set hierarchy that can't be willingly broken.

The Alphas sit at the top of the Werewolf hierarchy, and are recognized as such by the non-Alphas. So much so that an Alpha's call and inspire great emotion in the non-Alphas, though the emotion evoked might not be the one desired.

An Alpha also has the ability to change parts of their body into their werewolf form at any time, though they are forced into their werewolf form during the full moon. They also have the power to change humans into werewolves with a bite to the back of the neck. However, because of the necessity of hiding the Community's presence, Alphas are expected to "adopt" their bite victims, or be punished for their transgression.

Their strength, speed, and senses are unmatched, though the cost of this is the lack of any skill in the Arts.

Either a born werewolf or one turned by an Alpha, the Pack member is the most common kind of werewolf. They lack any special traits, other than an imprinted desire for leadership and a need to react to an Alpha's call.

Craven werewolves are specific werewolves that have somehow lost the traits of the Pack Member, usually through some traumatic disconnect from their former pack. They are loners and are immune to the Alpha's call. Most Cravens are characterized by a lean, agile build that is apparent in both human and werewolf form.

They are considered the opposite of the Alphas, capable of great agility and power in the Arts, but lacking in strength.

A Shifter is basically a Pack Member, sharing the common traits, but is not bound to the standard wolf-form. Instead, they change into another anthropomorphic form, for reasons unknown. It is believed that Shifters are the next evolution of Werewolves, as their numbers are on the rise and they can be born from werewolf parents and even come from the Alpha's bite. However, this has yet to be proven.

The Earthborn breeds are perhaps the strangest of the Shadow Community races, not only do they eat rocks and soil for nutrition, but they also don't procreate. They're actually born from special pools, called "Pools of Earthblood" by the Earthborn, of what could best be described as mud and clay, though what is exactly in the pools is a closely guarded secret. Originally, the Trolls were the only creatures to emerge from the pools, but as time passed, Goblins emerged, and even more recently, the Orks. It is unknown what caused these new races to be born, but some Trolls with a religious fascination in the pools regard this as a sign the Earth itself is evolving with the times.

Regardless, there is a general air of concern among the Earthborn, as for the past two centuries, their pools have begun to harden and become lifeless. The few that remain active have become burdened with the influx of Earthborn seeking safety, Trolls specifically.

The first of, and for a long time the only, Earthborn, Trolls are large, bulky creatures. They easily reach ten feet tall, and most of their mass if focused on their forearms and legs. Because of this, they obviously can't hide from Humanity, so they live almost entirely underground. This is too their liking, as they need to be close to an Earthblood Pool in order to sustain their biological immortality. When born, a Troll's body is incredibly sturdy, but damage and the wear of time weakens it, just like everything else. However, if a Troll were to submerge itself in an Earthblood Pool before succumbing to death, the pool regenerates it. Within a day or two, the Troll emerges, the body as fresh as it was when the Troll was first born.

As a culture, they are quite industrious, actually supporting human infrastructure underground. They are even employed by Community organizations in building projects and maintaining underground facilities. The first few modern sewer systems were actually created by the Trolls.

First born when the pools began to harden, the goblins are looked down upon as the source of the Earthborn's woes. However, that hasn't stopped the little devils from becoming a rather modern race. Standing at just four feet tall, with long pointed ears and frail forms, the Goblins also keep to the underground. Though, because they don't have the luxury of the Troll's immortality, they have become tinkerers. Many modern advancements have actually come from the Goblins, employed by several of the Shadow Community's corporations. This is due to an odd ability the Goblins have, called "Groupthink" by the Goblins themselves.

When Goblins are in close proximity, their minds begin to come together can form a sort of collective, allowing the immediate transmission of advanced concepts. However, this distance is very small, only a few yards, so the Goblins are limited as to how many can be added to their local collectives.

The youngest of the Earthborn, the oldest being born just 50 years ago, the Orks seem to be a mix of the "best" qualities of the Trolls and the Goblins. They are about human-sized, though they do run a bit taller, and their muscular build is comparative to that of a bodybuilder. Combined with their brutish, but not strange, appearance, it is, however difficult, for an Ork to walk among humans and not be found out. This has given more weight behind the myth that the Earth itself is better "crafting" its children for the civilization of its surface.

Regardless, the cost of this appears to be that an Ork isn't as strong as a Troll, and lack their immortality; and they aren't as quick as Goblins, and lack their ability to form collectives.

Originally a completely different species, the term "Fae" now covers any creature that expresses an average skill in the Arts and doesn't fall into the other races. Most Fae appear to be human, but contain an odd trait or two carried down the bloodlines. Either manifesting in a strange process or a physical quirk.

There are Fae that contain an appearance completely separate from human or the original Fae, but they are few and usually are a result of strange mutation or breeding mishap. The black sheep of the greater Fae "family" these sort of Fae are forced underground unless they have a special circumstance.

The most widespread of the races, humans outnumber the others a thousand to one. They were originally unable to use the Arts, but the genes of the Fae unlocked this potential in a select few, even if there was only one instance of crossbreeding in the family history. However, with only a trace amount, the ability to use the Arts in these few is low. Rare is it to find some more powerful than an Apprentice.

However, humans have displayed the rather intriguing power of Communion, where humans with similar talent in the Arts are able to "bind" their powers together, allowing them to project more power than any one of them could.

(For an example of this, I direct you to the description of the Asura Group.)

[HEADING=2]Factions[/HEADING]

Within the Shadow Community are several group of people how have banded together to pursue like goals, since the standard governments of the world could never fulfill their desires. The most common of these are the Societies, guild-like groups that exist to give a sense of unity to those of like skills and situations. These organizations that rose to prominence before the Black War but have since fell into decline do to the need to maintain secrecy. Though a large number of them do exist, the few that can draw their history to before the Black War know that Societies in general have only bottomed out from a golden age of prosperity. In their place, modern companies have arose, working within Humanity's economic system for the betterment of the Community. In New York City, a number of very influential factions have laid claim:

A booming company headquartered in Pinnacle Tower in Manhattan, Gareth Corp was founded during the Gilded Age by a family of Vampires that had been phantom supporters of the city for decades. The Gareth clan had far-spread branches, and the company has since used its influence in both the shadows and at large to dug roots deep into the city. Ever the philanthropists, the corporation have been the great peacemaker between other Community elements in the city, and maintaining good conditions for the Earthborn beneath the city.

The clan itself has several Fae "client families" living in the cities, who agree to donate their blood for Gareth consumption in return for comfortable lives and protection. Any Vampire willing to work for the corporation can be paid in this blood, if they agree to:

1. Not to feed on anyone.
2. Not to interfere with other groups unless ordered to do so.
3. Seek out any attempts to expose the Shadow Community.

With the fall of the Grey Talon, and the rise of the Asura Group, the corporation has found it former dominance in the city brought into question. Streets that they used to own have become dangerous places to walk at night. In order to combat this threat, the corporation has turned inward, spending whatever resources they can spare to reclaim the city. Even if that means scorning the Grey Talon in favor of a more secure Society.

A recent power in Manhattan, the Asura group used to be nothing but a scattered group of local businesses that one day fused together into a surprisingly strong conglomerate. This is due to a power wielded by the Board of Directors, who are all human telepaths. Able to read the minds of the omcpetition, it was child's play for the group to climb onto the national stage, and almost as easy to see what dwelled under the city and in the shadows.

However, instead of exposing the Shadow Community, the telepaths choose to use them just like they used everyone else. They hired superpowered mercenaries and started a campaign to take the globe by storm. It was only when the Gareth Corporation flexed their muscle did the group realize that local threats had to be eliminated first. For years a cold war has been brewing on the island, with both sides picking and prodding one another to find where to hit the hardest. For all this time, the Board has kept in close contact, knowing that their telepathic power was the key to their continued existence.

The cream of the crop, or at least so they believe, the Pale Eye Society doesn't maintain knowledge of their founding, though it was undisputed that it was created for members of the Community who had reached a high stature. They used to be based in the Old World, but migrated over after they suffered great devastation after the first World War stripped them of most of their wealth.

Over the century, they have worked their way over to America and started on the upswing. Lucky for them, they arrived in New York when the Gareth corporation was in need of allies. Seeing a perfect opportunity, the Pale Eye offered their assistance in exchange for a healthy sum. Once properly paid, the Society became the corporation's deft left hook in the their struggles in the city.

Born in the ruff and tumble of the Detroit gang scene, the Black Fang was both an attempt to connect to the local Shadow Community's roots, and an attempt to bring the city to heel. At first, it appeared to be a failure, the Society's members were strong, but the criminal elements were just too many. So, a different approach was made.

Instead of just sweeping the local gangs aside, the Black Fang decided to simply manipulate them all from behind the scenes. Seeds of dissent were planted, rumors spread, and soon the gang ate each other alive, with only those the Black Fang supported left standing in the end.

Moving from city to city, the Society did the same thing, working behind the scenes to have humans do their dirty work. Eventually, they came to New York, seeing the weak and decadent Grey Talon territory ripe for the taking. In a grand play, the Black Fang sparked conflict all over the boroughs the Grey Talon claimed for a solid year, knocking the few attentive members of the Society off their feet. Then, in a single night, the Black Fang swooped down and knocked the Grey Talon out of the Bronx and Queens in one bloody stroke.

Since then, with their foothold in the city secure, the Society has been content to rest on the laurels. Using their criminal connections to spread trouble and keep elements in the underground in control.

An old society, the Grey Talon can trace their history to before the Black War, spreading as a knightly order to protect the downtrodden from the elite. However, the aftermath of the Black War started a decline that has slowly eroded the Society, to a point where they depended on the charity of the Gareth Corporation to hold down most of New York.

However, even that didn't last. The Grey Talon were stuck in their ways, forever grappling with the changing times. Their role as the Gareth's allies came to an abrupt end at the arrival of the Pale Eye and Black Fang. The Pale Eye used their connections up top to gain a foothold in the south, grabbing the attention of the Gareth, while the Black Fang crippled the Talon and stole over half their territory.

In their most desperate hour, the Grey Talon's last hope, the Gareth Corp, left them to rot on the vine once they proved to no longer be useful. Now with an ax to grind on almost every faction in the city, the Grey Talon now fought back like a cornered animal to hold down Brooklyn. The Black Fang backed off once they felt resistance, and for a little while the Grey Talon were able to recuperate. However, it didn't last, as the Chosen elements started to make themselves known, and with them came the Templars. Now finding themselves in the midst of another war, Grey Talon must either come out swinging, or finally die out.

Beneath the city there lies the Underworld, a sprawling system that houses the outcasts of society and the Earthborn. Of these elements, some have been to wonder why they must live where the sun doesn't shine. They grow tired of the power that be decreeing they are unfit to live on the surface without even understanding their plight. These scattered agitators that were once content to complain and bemoan have now banded together to take a place on the surface, even if it means damning the laws of the Shadow Community. Their flagrant disregard for these laws has won them no love on the surface, but that hasn't stopped them yet.

"The Chosen" is not exactly a name given to a specific group, but rather a mocking label given to an assortment of cults of various sizes and threats to the Community. Most preach nothing but occult nonsense, but some are either being guided are are led by those more aware of the real demonic forces. These cults threaten not only secrets the Community has sworn to hide from the public, but have the potential to bring extremely dangerous beings to Earth. Even bringing the world's attention to these maligned forces would spell utter doom. It is the common goal of the Shadow Community to stop the Chosen before they stumble upon something dangerous.

Unlike the Chosen, the Templars are an order that draws upon the oldest histories for their founding. They originally existed to curb the powers of the Community, but after the Black War, their efforts shifted to cleansing Humanity itself of "foreign taint", and now directly oppose The Chosen.

Currently they are guided by Judeo-Christian beliefs, believing their cause to be "holy". For a long time, this was brushed off as human superstition. However, disturbing rumors have been heard: of the order being lead by a Knightlord, guided by an Archangel.

[HEADING=2]The City[/HEADING]

Up until around 50 years ago, the city of New York found itself stable in the hands of the Gareth Corporation and the Grey Talon Society maintaining order. However, now the Grey Talons have fallen to new lows, and Gareth Corp's hands are tied with keeping the Asura Group in check. This shift in the balance of power has set the stage for chaos to grip the city on an unprecedented scale. Will it be consumed by the growing conflict, or can it yet be saved?



1-Manhattan: The large-scale staring contest between the Gareth Corporation's Pinnacle Tower in Lower Manhattan, and the Asura Group's HQ in Upper Manhattan. The city streets are usually left quiet as both sides focus more on the espionage side of their current skirmishes, rather than meeting for an all-out brawl.

2-Brooklyn: The last bastion of the Grey Talon, the Society finds it putting out fires left and right as the Templars start to dig into the city and take a bite out of the Chosen, who seem to have been flourishing for quite some time. Occasional probes by the Black Fang remind the Grey Talon that there's a world out side of their borough.

3-Queens: A lovely prize from the all-but-defeated Grey Talon, Black Fang has kept this borough in check with their usual methods, though they still must deal with several small pockets of Chosen moving up from Brooklyn. While the gang violence is certainly an issue to any outside observer, this section is actually one of the more peaceful, for now.

4-Bronx: Another war prize from Grey Talon, the Black Fang have put this Borough under the same treatment as Queens, but found themselves continuously annoyed by the Emergence Coalition, who have chosen this section of the city to being victim to their attempts to move to the surface.

5-Staten Island: Gareth's gift to the Pale Eye, the corporation's new ally have run a tight ship on the island. Relatively removed from the affairs of the rest of the city, the island is currently a vacation spot for anyone wanting to get away from the bloodletting spreading across the city.

6-Underworld: Beneath the city lies a massive complex of underground tunnels and chambers, stretching far beneath New York's subway and sewer system. The sprawl of tunnels spreads far across the city, reaching every part of the metropolis. Travelling through the Underworld is an accepted method for getting around the city for most of the Community, especially for Vampires benefiting from the Gareth Corporation's "Deeptram", an Underworld subway maintained by the Earthborn. At the heart of the Underworld sits one of the last Earthblood pools in the world, which has led to the tunnels being filled with Earthborn seeking a home that can sustain them. Fortunately, the city's underworld can...for now.

Name:

Gender:

Age:

Race/Subtype: (Example:Vampire/Glint)

School/Level/Specific Art (if applicable): (Example:Mancy/Level 1/Pyromancer)

Appearance:

Faction (can be freelancer):

History:

Skills (what your character is good at beyond their Art):

Weapons (optional):

Notes:

1. Player versus player combat can either have a set outcome decided on between the players, or decided by a simple d20 roll before the fight begins.

2. In order to promote communication and help everyone keep in contact, Skype is highly recommended, though there will be a group for anyone who can't get it (the Bulletin Board missions will be posted there).

3. If you choose for your character to not be an Artist, then you are allowed to fill the skills space with more abilities.
 

JokerboyJordan

New member
Sep 6, 2009
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Interesting indeed... very Shadowrun-esque. This deserves more attention than at the moment.

I just want to reserve my interest for now, and hopefully I'll decide on a path for my character soon.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
2,244
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Giving this a friendly bump and showing my interest.

I'm already mulling over character ideas. ^^
 

figment of mind

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Jun 26, 2008
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Debating whether i should join or not since skype (or any other video service besides youtube) won't run on my computer currently and i don't know when the problem can be fixed. Just to make sure, the Bulletins Board gonna be in the group right, or am i just not getting it?

Regardless, i really like the idea and hope it succeeds whether i'm in or not.
 

Evrant-Knight

An Interloper
May 5, 2010
2,615
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Bristol
Country
United Kingdom
Gender
Male
Hmm, an interesting idea, and certainly unique given the setting and Bulletin Board feature. I'll keep an eye on this one, and I might post a sheet once there are some other sheets here as well.
 

EmperorZuma

New member
Jul 16, 2009
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figment of mind said:
Debating whether i should join or not since skype (or any other video service besides youtube) won't run on my computer currently and i don't know when the problem can be fixed. Just to make sure, the Bulletins Board gonna be in the group right, or am i just not getting it?

Regardless, i really like the idea and hope it succeeds whether i'm in or not.
Yes, all necessary information will be in an Escapist group.
 

TheDoctor455

Friendly Neighborhood Time Lord
Apr 1, 2009
12,257
0
0
Hmm... like the idea.

Just to clarify things a bit...

what is the technology level of the world at this point?

I don't remember if it was mentioned in the OP or not...

but basically...

how much like Shadowrun is this?

Are there cybernetic enhancements? Does the matrix exist? (no, not like the stupid movies)

Also... are there giant bugs running Chicago?

Regardless...

Color me interested.

Oh, one more question...

can the Glint and Nosferatu use The Art?

Don't think that was made clear...
 

EmperorZuma

New member
Jul 16, 2009
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TheDoctor455 said:
Hmm... like the idea.

Just to clarify things a bit...

what is the technology level of the world at this point?

I don't remember if it was mentioned in the OP or not...

but basically...

how much like Shadowrun is this?

Are there cybernetic enhancements? Does the matrix exist? (no, not like the stupid movies)

Also... are there giant bugs running Chicago?

Regardless...

Color me interested.

Oh, one more question...

can the Glint and Nosferatu use The Art?

Don't think that was made clear...
1. The world is modern, the tech we have here and now is the same kind stuff in this setting (internet, smartphones, etc.). I think this answers the following questions regarding technology.

2. No, aside from the suspicion about Locusts, Atraxia's spawn haven't been able to stay here for too long....yet.

3. All species/subtypes aside from the Werewolf Alpha can use an Art to some degree. The Nosferatu are actually one of the more powerful users of it, the Glint are average.
 

figment of mind

New member
Jun 26, 2008
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EmperorZuma said:
figment of mind said:
Debating whether i should join or not since skype (or any other video service besides youtube) won't run on my computer currently and i don't know when the problem can be fixed. Just to make sure, the Bulletins Board gonna be in the group right, or am i just not getting it?

Regardless, i really like the idea and hope it succeeds whether i'm in or not.
Yes, all necessary information will be in an Escapist group
Ok, so i did read that right and just overthought it. Thanks for clearing that up.

Working on a sheet now, it'll be done in a day or two.
 

TheDoctor455

Friendly Neighborhood Time Lord
Apr 1, 2009
12,257
0
0
EmperorZuma said:
TheDoctor455 said:
Hmm... like the idea.

Just to clarify things a bit...

what is the technology level of the world at this point?

I don't remember if it was mentioned in the OP or not...

but basically...

how much like Shadowrun is this?

Are there cybernetic enhancements? Does the matrix exist? (no, not like the stupid movies)

Also... are there giant bugs running Chicago?

Regardless...

Color me interested.

Oh, one more question...

can the Glint and Nosferatu use The Art?

Don't think that was made clear...
1. The world is modern, the tech we have here and now is the same kind stuff in this setting (internet, smartphones, etc.). I think this answers the following questions regarding technology.

2. No, aside from the suspicion about Locusts, Atraxia's spawn haven't been able to stay here for too long....yet.

3. All species/subtypes aside from the Werewolf Alpha can use an Art to some degree. The Nosferatu are actually one of the more powerful users of it, the Glint are average.
So can subtypes besides Kindred reach Virtuoso?
 

EmperorZuma

New member
Jul 16, 2009
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Ok, glad to see some interest in this. To help you all with character sheets, I've decided to put down a few sheets for NPCs for reference. When the game starts, these characters will be in the setting, but I will not actively control them unless it's necessary.

Name:Richard Gareth

Gender: Male

Age:29

Race/Subtype: Vampire/Clansmen

School/Level/Specific Art: Mancy / 2 / Metalmancer

Appearance: A mostly average build, Richard has quite the pale tone of skin, even beyond one would expect from a Vampire. This stark whiteness is contrasted by his brown eyes and black hair; along with a proclivity to wear darker-shaded outfits when in public.

Faction: Gareth Corporation

History: Born to the current head of the Gareth Corporation, Richard entered the world saddled with the burden of soon heading one of the most influential companies in the world. From the day he would learn how to talk, Richard was taught everything the leader of a Community organization and CEO of a major company would need to know.

When most kids were surrounded by friends, he was surrounded by servants and tutors. While most would think this would be a lonely life, it wasn't for Richard. He was content in his situation, not really dreaming of taking control of the corporation, but not rejecting it either. Instead, his passion has been directed toward his Art. The subject has been fascinating for him, in the philosophy side of as well as its practical implication.

Skills: Being groomed to rule a corporate empire, Richard has been taught extensively the social arts, along with a necessary education in economics. He is also well versed in the local politics, both on the human side and the Community side.

Weapons:A ten-foot long chain

Notes:
-As the heir to the corporation, even though he is an Artist, Richard is flanked by bodyguards at all times.

-One of his bodyguards is "Agent Matilda", a rather skilled Fae Enhancer that Richard is instructed to drink from when in dire need of blood or needing a boost to his strength.

Name: Mary Mathenson

Gender: Female

Age: 18

Race/Subtype: Fae

School/Level/Specific Art: Summon / 1 / Animal Focus

Appearance: A fair-skinned blonde, Mary has little to distinguish herself aside from the odd pairing of her hair color and her green eyes. However, a much more recognizable feature is on her back where, just between where the shoulder blades meet the spine, there are two long scars.

Faction: Pale Eye Society

History: Born to a lineage that claims the blood of nobility flows through their veins, Mary's childhood was one of privilege. Her family was certainly well off, even before one considered their connection to an affluent Society. Mary's life was easy until she come upon the rite of passage all in her family had to take: the Divesting.

This rite of passage grew out of necessity to hide the Mathenson family's Fae characteristics. For you see, ever Mathenson is born with a pair of vestigial wings on their back, which grow to about twice the size of chicken wings at maturity. Obviously these would be impossible to hide, so they are removed. However, her family, ever the traditionalists, believed that removing them at birth would cause their children no longer feel Fae, and that the family history would become irrelevant. So, the children are allowed to keep their wings, hidden from public view, until they start puberty. Then, the children are put under and the wings are plucked.

Mary reacted strangely compared to the rest of her siblings. While most soon forgot their wings and embraces the prospects of living outside the family manor, she felt...disconnected, incomplete. The family saw this and had her meet dozens of therapists, who all seemed to come to different conclusions. Finally, another Fae finally told the family that they had gotten what they wanted, that Mary had become attached to her Fae heritage, and they had stripped her of it. Fortunately, the Fae did not come to merely make the family feel guilty over what they had done.

The Fae was a Summoner, a rather strong one at that, and knew how to repair Mary's perception of the world. The Fae taught Mary of the nature of the Astral Plane, and helped her connect to a new piece of Fae heritage. Mary then began to practice the Art of Summoning herself, and she eventually became whole once more.

Once she became good at her Art, she joined up with the Pale Eye, if only because that seemed to be what the other Artists in her family did.

Skills: Mary's sheltered life has led to her knowing little beyond her Art, but she does have a good sense of character. While she can still be deceived, a person's nature can be known to her with just few meetings.

Notes: Mary maintains a repertoire with the animals she summons, as some of them were former pets of her's that had passed on, while the rest were animals that grew close to her after summoning through her dreams. Because of this, while she still isn't as skilled a a Practitioner in her Art, her summons come to her easier and she can sustain them for longer periods of time.
 

TheDoctor455

Friendly Neighborhood Time Lord
Apr 1, 2009
12,257
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Name: "Johnny D'Ville." a.k.a. "The Smoker." a.k.a. "The Silent Wench", a.k.a. "Captain Jack Sprat". Real name unknown. He goes only by aliases. And these are only his known aliases.

Age: 87 ( generally appears to be about 31)


Gender: originally male, but... who can say anymore? Even he doesn't quite remember.

Race/Subtype: Vampire/Glint

Art/Level: None and none.

Appearance: Irrelevant; even his clothing is part of a projected image. That's not say he runs around naked, but describing it would be pointless since you'll probably never know what he's really wearing anyway. Early on in his life as a Glint, he managed to perfect his projected image to the point that only a Mental Maestro would even have a shot of seeing through it. This came at a cost however: he can't turn it off. Whenever he takes a look in the mirror, his image constantly shifts and changes in every possible way. With two exceptions... first, his eyes, which are a deep blue, and seem to be trying to glare at their owner. Second, a black tattoo shaped like several bolts of lightning streaking across his face. His eyes might change size and shape, but never color; likewise, his tattoo might change its position on his face, and change size and opacity... but it'll always be there. More distinctive is his voice, which he's trained to speak in a Northern British accent, but his smoking habit has done his vocal cords no favors, leaving his voice with a very gravelly quality to it. (basically what you'd get if Totalbiscuit's voice had a kid with Adam Jensen's)

Faction: Grey Talon Society.

History: He never knew his parents, but they were probably Gareth blood-slaves. He grew up on the streets of Brooklyn, and has grown to know it better than he does the back of his hand. Despite being a Glint, he never really fit into any 'clique' he tried to get into as a child. It isn't that he wasn't unwelcome, he just felt no hint of kinship for anyone he was hanging around with. He avoided child services like the plague, and thus kept to the streets until he was an adult and city hall stopped giving a shit. During his childhood, he picked pockets to buy what he needed. When he was a teenager, he stole what he needed. When he reached adulthood, his crimes became more violent as his sanity had started to degrade. The Glint just sort of came naturally to him, and as such, he never felt he could trust anyone's interest in him whatsoever. And after a while, he stopped remembering what he originally looked like, and has been going through a bit of an ongoing identity crisis as a result. Generally though, his hobbies include murder, larceny of any kind (though grand is his favorite), joyriding, kidnapping, murder, assault and battery, desecrating corpses, murder, and...

to be honest, its mostly murder. He usually works for himself, but make him the right offer, and he'll give you service with a smile.

However, more recently, he's taken to hanging around with the Gray Talons, who despite their 'honorable' disposition... allowed him to join their order as they have found themselves in a tight spot. To be fair though, almost all of Johnny's targets have been among the wealthy and privileged... and a few times... corporations. He is being actively hunted by several groups with a grudge against him, but they've been very unsuccessful so far due to his mastery of image projection. Plus, he tends to discourage people tracking him with a bullet to the foot as a warning, and a creatively grisly death as a stronger warning.

The Gray Talons tend to keep him on a tight leash, only letting him unleash his talents for death and destruction when absolutely necessary. He hangs around them because they give him a nice place to crash in, and they seem to more or less share his hatred for the elite.

Skills: Hacking into computers and networks, pick pocketing, expert marksman with his trademark dual revolvers, double-barrel shotgun, and smg; very handy with a knife, hotwiring, robbery, stealth. Basically, he's a great infiltrator, pirate, and killer for hire.

Weapons: When he isn't restricted: smg loaded up with incendiary rounds, phosphorous shells for his shotgun, and exploding rounds for his dual revolvers. When he's highly restricted: normal rounds for all weapons. When he's moderately restricted: tranq or knockout rounds for his weapons. When severely restricted: no firearms whatsoever. They would take his knives as well, but... he's too good at hiding them. Do you have any idea how hard it is to search pockets that may or may not actually be there (or currently visible depending on your fashion sense)? Anyway... he always carries a six-inch combat knife with a retractable blade at all times. If he gets any money on him, he might buy some poison to smear all over it.

Notes: Feel free to use the 'groups that have a grudge against him' bit in your characters' stories (any player may do this), or as part of the RP in general. (that's obviously up to the GM; just an idea).

Also... due to the added guises...

he now also has around 4 or 5 phone numbers attached to his cell phone. To help keep it from being too obvious that these guises are all really the same person.

So what do you think?

EDIT:

Added a weapons section for him. Whoops. I forgot. Some of it may seem outrageous, but his use of firearms has a few different layers of restriction on them. Which gives the GM a lot of control over how dangerous Johnny is at any given moment.

And generally... I'll assume "complete restriction"... meaning he only has the use of his knife at any given moment.

EDIT 2:

As per request from Zuma... I'm adding a few "masks" that Johnny can adopt at will.

These are appearances that he's saved, and are attached to some of his aliases.

His default one is:

This is the face that you'll normally see when Johnny's working on a job or just relaxing. Unless his mind wanders of course, then the image shifts to whatever whoever he's with finds attractive.


The Smoker is his guise as low-key information broker. Or so he claims. This guise is really for Johnny to scout out potential clients, allies, enemies, etc. and find out more about potential jobs that need doing. This is also the guy you contact in order to hire Johnny. The voice, while still British, hides some of the gravelly undertones, affecting a more... scholarly voice.

The Silent Wench is his only female guise. And for good reason. He's still trying to learn how to emulate a woman's voice. He's had limited success so far. Hence this mysterious beauty here. The mask is actually there. As in, there is a physical mask for this guise. That mask hides the image's rotted, almost zombie-like left side (of the face only). Such a deformity, Johnny figures... would neatly explain any oddities in her voice... in the rare moments when this "mask" speaks.

This 'mask' is unusual for Johnny for two reasons. You see, for once in his life, he decided he felt like going somewhere he'd be appreciated, so he signed up for the Korean War and later, Operation Desert Storm, where he felt his... talents would be appreciated. The image is the the approximate age that this person would have by the end of Desert Storm if they were real. Captain Jack Sprat had the highest number of unconfirmed kills in both wars. (in fact, he has an entry in the military equivalent of the Guinness World Book of Records) Unconfirmed because there was often very little left of the enemy when he was done. Of course, Johnny's amusement would only last for so long before he felt it was time to go AWOL, switch sides, and get Jack "killed". As you might imagine, this 'mask' isn't one that Johnny uses very often these days. He only tends to use it when he knows his target is a massive history buff... and/or was in one of the wars Jack Sprat served in.
 

EmperorZuma

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TheDoctor455 said:
snipped

So what do you think?
I like it, nice little jab at the Gareth Corp and an interesting twist on the Glint power. Good thing you didn't pick an Art, cause that might've been too much.
 

TheDoctor455

Friendly Neighborhood Time Lord
Apr 1, 2009
12,257
0
0
EmperorZuma said:
TheDoctor455 said:
snipped

So what do you think?
I like it, nice little jab at the Gareth Corp and an interesting twist on the Glint power. Good thing you didn't pick an Art, cause that might've been too much.
My main goal was to write up a member of the Gray Talons that wasn't the goody two-shoes one would expect from them, given what little we've been told of their ideals...

the knight in shining armor seems more like the type to join up with them.

D'Ville doesn't necessarily care who he robs from... he just finds rich bastards more fun.

Also...

he's based on a member of a band I saw once: The Mechanisms.

Based on the lead singer whose character has the same name.

Umm... put it this way... you know how some bands have concept albums?

Well... The Mechanisms are pretty much a concept BAND.

And if he were to have a theme song... it'd probably be this:


Skip to around 1:30 to get to the part I'm talking about.
 

EmperorZuma

New member
Jul 16, 2009
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TheDoctor455 said:
Well, this detail probably got lost due to me marathoning the OP until 5 in the morning, but the Grey Talons are a far cry from what they draw their roots to. When they were charged with the "protection" of New York, they were simply fair-handed in their methods, nothing too chivalrous. However, the Grey Talons now are pretty much like you depicted them, desperate and willing to take anyone strong enough to hold their ground.

After all, if they survive, they can always cut away their less-than-reputable elements.
 

TheDoctor455

Friendly Neighborhood Time Lord
Apr 1, 2009
12,257
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0
EmperorZuma said:
TheDoctor455 said:
Well, this detail probably got lost due to me marathoning the OP until 5 in the morning, but the Grey Talons are a far cry from what they draw their roots to. When they were charged with the "protection" of New York, they were simply fair-handed in their methods, nothing too chivalrous. However, the Grey Talons now are pretty much like you depicted them, desperate and willing to take anyone strong enough to hold their ground.

After all, if they survive, they can always cut away their less-than-reputable elements.
That's what I figured. Seemed like the most plausible scenario to me.

And neatly explains why they'd put up with Johnny D'Ville.

I fully expected them to turn on Johnny once it looks like they're in a position of strength.

He's... preparing for it, in his own way.
 

drmigit2

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Dec 25, 2008
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Name: Andrew Markson

Gender: Male

Age: 28

Race/Subtype: Craven Werewolf

School/Level/Specific Art (if applicable): NA

Appearance: Andrew rarely if ever transforms into a werewolf, as such, his appearance is almost entirely human. He is a bit hairy, but his high power electric shaver has solved that problem. Andrew is rarely ever seen without some kind of dress shirt on, though often without a blazer. He has a very warm gaze and seems to be very happy to see anyone willing to talk to him. His hair is black, his eyes brown and his skin a healthy but pale white.

Andrew is mildly aged from all the constant stress he has been put under, but those that he works with tell him that it's a good thing. He has a watch on his left arm that is stuck at 9:43 PM. The glass is polished and stands out from the rest of the watch, seemingly haven been replaced. Some parts of the watch are dented. Under Andrew's shirt is a large scar that goes around his arm and across his chest.

Faction (can be freelancer): Independent, hates all factions, though works with them if needed.

History: Andrew spent a lot of his early life in the Slums of the Bronx. His family was in no way wealthy, had zero connections and were mostly segregated from the shadow community. In fact, outside of his own family, Andrew never met a single other werewolf until he turned 13. The Black Fang were taking rounds when they realized Andrew and his family were werewolves, when his father refused to cooperate with them, they decided to turn his family into an example. Andrew watched as their leader killed and maimed his mother, brother, sister and father all at once. He only escaped by feigning death after being mauled by one of the Fang members.

When the police came, they documented it as a knife wound and so Andrew was then tossed into the Shadow world. The investigation on his killers went cold at the request of several large corporations run by Vampires and Werewolves in order to maintain secrecy. Andrew attempted to continue pressing on it but soon found no support in any of his endeavors. Andrew was adopted later by a wealthy family in Manhattan who recognized his potential and quickly sent him through college. At NYU, Andrew studied criminal justice and political science, receiving top marks in each of his own classes and graduated with a law degree. Andrew worked his way through the justice system and is now campaigning to become Mayor of New York City with the lofty promise of eradicating the Black Fang and anyone who would cause harm to others. The Asura Group has attempted to meet with Andrew, but he has refused an audience with them so far, preferring not to expose his mind. Still, letters of caution have come in warning Andrew of how fragile secrecy can be. He is counting on it.

Andrew is married with children and spends most of his time with them if at all possible. Though he has

Skills (what your character is good at beyond their Art): Persuasion, mostly. Andrew also has the police at his disposal and can ruin the life of anyone he deems suspicious. He has enough clout in the city to get major projects passed and can easily cover something up if needed. Because of how favorable the election is moving towards him, thanks to the Black Fang getting more and more powerful and deadly, he is able to balance his mayoral race and personal life. It is also worth noting that he can acquire body guards very quickly if needed, and his house is highly guarded.

Weapons (optional): None

Notes: The man who killed Andrew's family is out there somewhere. He doesn't know the man's real name but does know he goes by the alias of Talon. Andrew will risk everything to apprehend this man.
 

figment of mind

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Jun 26, 2008
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Name: Olivia Grigson

Gender: Female

Age: 22

Race/Subtype: Werewolf/Craven

School/Level/Specific Art: Summon/Practitioner (level 2)/Animal focus

Appearance: Like all Craven, she's thin though she prefers lithe. She stands at 6 foot 2 inches, has slightly tan skin with a mole on the back of her upper arm (right) and dark brown hair that reaches the middle of her back. Her face is rather plain and the only thing worth mentioning are that her eyes are black.
She tends to wear a few tight-fit shirts and some jeans but some shorts or a a boat-neck shirt arn't out of the ordinary for her. She does tend to wear a grey wool double-buttoned coat which she shows a favoritism for, wearing it almost everywhere and having 2 to 3 replacements at a time. Lastly, she has a messenger bag with a book and a sketchpad in it, the latter being useful for taking notes and sketching objects and faces while the former is just for entertainment.

Faction: Gareth Corporation

History: Born in Queens, Olivia was born into a family of werewolves that had finally gotten in good standing with the Grey Talons. She never knew her mother but her father swore up and down the city that her mother was alive somewhere and someday, he would make arrangements for Olivia to she her. Her father, Grant, officially joined the faction a few weeks after she was born and was set to raise her in their ways. Her "uncle", a Craven named Gilbert, however rejected the idea of joining the Grey Talons, preferring to stay a freelancer but still kept contact with the family. Her father at first tried everything he could to try and convice his brother to join but the uncle refused every time, saying that the Grey Talons were just barely able to keep in control and once someone realized that then there would be trouble and he didn't want to be affiliated with them when it happened. Each one tried to see the others point of view but ultimately couldn't, opting to just let the other go about his life. They were even able to set aside their differences without too much arguement so as to allow Olivia the ability to know her uncle.
At first everything was good, Olivia's dad played with her whenever he could while he and the pack members taught her about math, reading, writing, art, etc. while her uncle taught her the more "practical lessons" of hunting, socializing with humans, being independent, and defending oneself. This was sufficient until she was ten when tensions between her father and uncle started growing due to an event that she was told that she couldn't understand yet. Afterwards her father began to get frustrated as, as he put it, her "uncle" started meddling in affairs that were none of his concern and that her uncle didn't trust that he could handle it; This went unexplained also. As she grew, he father started growing distant and colder to her in particular, as he and her "uncle" used their time that they were to teach her to spite each other subtly, having it go over her head and making her feel as if she was just a tool to them. This little battle of wits came to a head when her father found out that her "uncle" was teaching her The Summoning Arts behind his back.
The resulting fight was the worst they had had in a long time and only stopped when the rest of the family were able to come up with a compromise, Olivia could continue her training but she had to focus on Animal summoning only. The father reluctantly agreed, stating that the Art in and of itself was disrespectful to the dead and he wished she never had started the training and had started Mancy training instead while the "uncle" claimed that her father was just afraid of what she would learn from their recently dead.
Soon after, her father started restricting her time with her "uncle", allowing her to see him less and less, and so with more and more time on her hands, she tried to find out why her father and uncle had startes hating each other. At first she assumed that it had to do with the Grey Talons, but she had no evidence to prove it, she didn't even know that much of her father's group and had met nobody that she could remember from them. She got no info from the family either, all they would say is that she would learn when her father was ready to tell her. She tried sneaking into his office but whenever the door wasn't locked the desk drawers were and if he had gotten any texts or calls to his phone then they had been instantly erased. She did find tidbits that the work and the duties that he fulfilled to the group were not one and the same but not enough to tie this fact to the feud. One night she just finally up and asked him, provoking a slew of insults directed at his "former brother" and a 2 hour rant. Needless to say, she learned nothing from this exchange, snd she soon gave up, resolving to find out when she was older and less restricted, something she worried about since the more time passed, the more she and her uncle drifted apart.
Eventually, she only got to see her "uncle" once a year, a far cry from their original times. At the last meeting, some odd years later, her uncle, who joined the Gareth Corporation, had grown more aggravated, saying that her father was more focused on attacking him than caring for her or noticing the growing threat. It felt weird for her to call this man her uncle, probably what her father wanted, and he seemed to be having a similar problem. He nonetheless tried to rebuff the notion that her father didn't love her and pointed out that his work and his duties to the Grey Talons was wearing on him, confirming the fact that he was working outside the organization too. Though pressed about it, her uncle gave no more info about it other than confirming that said work was a part of their feud. That year was the toughest time for her father, dealing with a verable platterful of conflict that was sparking up. The more it continued, the more worried he got for his daughters saftey, and so he took precautions to keep her safe.
He had one last talk with her before the hammer struck and the Black fang revealed themselves. He called her in and sat her down before letting it all out and apologizing to her for his cold and unwarranted behavior towards her for his brother's actions. He promised that he would reveal what he had been planning one day, and why that had caused such hatred between his brother and him.
When the Black fang struck, Olivia's father was blindsided by the attack. With the sudden attack, all he could do was get his daughter to safety and try to rally the pack and fight back. Dragging her away from the fighting, he handed her over to a friend in the underground, who would care for her and look after her until he got back and this hostile takeover was squashed. She didn't understand why he did this, she could help since she had learned how to fight and use the Arts from her uncle. Nonetheless, she stayed hiden in the underground, stayying there for a few weeks, until someone came and contacted her. The entirety of Queens was swept over in one night and the Grey Talons were thrown out by the Black Fang, a relative newcomer in the city. Almost all of her pack was either missing or dead, her father amongst the latter.
After the funeral, her uncle offered to let her live at his home for a while, which she accepted. She kept to herself most of the time and rarely interacted with her uncle while he did his best to give her space. Curiously, she saw him slip into his own melancholy over the death but she never questioned it. Over this time, she began hating the Black Fang, and began looking for ways to "repay" them. She considered joining the Grey Talons but felt that they weren't strong enough to help her acheive her goals and besides, she had no knowledge or no loyalty to them due to her father keeping her away from the group. In the end, she settled for following her uncle and joining up with Gareth Corperation, figuring that they would at least be concerned about getting their old territory back which ment fighting the Black Fang.
A while later she recieved some mail, in it was a letter from her father, apoligizing for failing to explain everything to her and hoping that this would help her understand, along with a stack of...papers. She had no idea about what it was about and what it ment but she recognized a few of them from his office. Still, it was a lead on a big question and with that, she moved out, got her own place, and started working on her two big goals, destroy the Black Fang, and find out what happened between her father and uncle.

Skills: Due to her rather viscously-passive hatred her father and uncle had for each other and their teachings she's retained enough to function in normal society while having a rather large interest in radically different subjects but her skills mostly include sketching, writing/taking notes, tracking (not hunting as a whole), and knowlegde in the arts and The Arts. As a trade-off, she's not good at socializing, can overlook the obvious, and sometimes can't prioritize as well as she needs to.

Weapons: None

Notes:
-Her uncle is an old friend of her father's, near brotherly, and technically her godfather, just to clear up the relationship.
-Her werewolf form is basically a similar size to her normal form and is more used for dodging and running while the summons do their thing.
-She has made a few friends, some human, some fae, but mostly she keeps to herself.
-She may not be a member of the Grey Talons but due to her family once being close to them, she harbors a secret hope that they'll survive, if not for said family.

Sorry for the delay, the original version got deleted by a family member.

I wanted something my character could focus on when not on a mission but the idea that i had involved a bit of set up so sorry for the wall of text for the backstory. If anything is wrong just tell me and i'll fix it.

EDIT: Jesus bloody drunk as a duck christ! I wrote that much up in a day? I thought the escapist would make it look smaller. Sorry.