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OPERATION: La Chasse Commence

Something stirs beneath Paris

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Venetian Emergency Signal

Pattern-Weld

Dreamcatcher Laboratories, CoV
((Hey guys! I will be running a scene for ya'll this weekend. It's sort of a side/mini boss, connected to the rest of the Paris plot, but at the same time a little bit separate. I'm put in charge of running everything related to the supposed "revenants" that have been plaguing the cities surface during this time. Will be trying to schedule mini events for anyone who is interested weekly. Small action scenes, with a bit of investigation after. The plan for this one is to start at 10 PM EST Friday night, and finish sometime on Saturday. Will be breaking it up into two groups to try and make sure everyone who wants to participate, gets to participate. What this means is, I would like all of you to wait to make anything done IC until after the doc is done. I will let you all know when it is starting in real time.))

Anyone connected to the Council Emergency Frequency would hear this, or get a voiced message on their faction smartphones on September fifth, Saturday morning.


A robotic voice chimes in after. "This is the Council of Venice Occult Emergency Alert. This is not a test. Please stand by for further details."

"Hello, everyone? This is Nickoli Vandask, i'm at the morgue in the 18th district of Paris. Same spot we did the autopsies on the bodies of the murdered Fae found on the surface......we have a bit of a situation. As I speak we are erecting a barricade out front.....it looks like there are corpse golems inside. Similar to the ones down below the city....but definitely different. Covered in that black tar. We are trying to keep them in as long as we can but, well, we can't keep this area blocked off forever. If anyone is able, I need your help neutralizing this threat. You will be compensated for your service by the Council. Please arrive as soon as possible-" there is a large crash in the background, what sounds like glass breaking. "Shit...I have to go. If you can make it, we need you." The line goes dead, and the emergency noise repeats.

((If you have any interest, please post below so I can get a feel for how many are going to show. Going to be doing this with Google Docs.))
 
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Matalon

New Member
OOC: Siiiiign me up!

IC: Nickoli would receive a notification that his report had been received, filed, and appropriate reinforcements were on the way. Rich is loading for FilthBearDemons.
 
OP
Pattern-Weld

Pattern-Weld

Dreamcatcher Laboratories, CoV
Just wanted to thank you all for taking an interest! If you guys have the free time, feel free to post your characters combat abilities, thinks like offensive powers/techniques and defensive powers/techniques they might have. If you feel like it, you could also post a weakness. Thanks again!))
 

Matalon

New Member
Powers/weapons: Rich typically carries an M4 with M203 grenade launcher attachment. Along with the set of grenades for the attachment, he'll likely carry a few clips of armor piercing and incendiary ammo for the rifle with his standard loadout. Because of the unknown threat and the words "Corpse Golems", he'll also be bringing a semi automatic 12 gauge sawed off shotgun with slug rounds, and if allowed, explosive rounds too. The Illuminati weapon master might not let him have such valuable ammo. He'll also take his blood magic focus, he never leaves home without it. Magic wise, Rich is exclusively a blood mage, and a very good one. He's kind of a crap mage in all other aspects of magic. He can barely light enough fire for a smoke. Don't even get me started on Chaos magics.

Rich is also a vampire, but not a souped up super soldier like the Red Hand. Think peak human, maybe a little stronger, a little faster than a very strong man his size and weight.

Other than the physical increases, Rich also has extremely good night vision. A pitch black night with few stars and a new moon is approximately as dark as a mildly overcast noonday to a normal human. However, that night vision comes with some draw backs, see weaknesses. I'm not sure if this will matter in the RP, but he can also track almost any creature if he has a fresh blood sample on hand, within a few miles. Similar to how a great white shark can sense and follow a drop of blood in the ocean.

Defensive: A good defense is a superb offense. Rich has hand to hand and some close range weapon skills, but other than his vampiric speed and strength, he's not too good. A human martial arts master would make a mockery of him. He's also knowledgeable of healing blood magics, but due to his nature, he will always be better at the destructive rather than the restorative. His body will recover quickly from some of the worst injuries if he has access to a source of untainted blood.

Weakness: Brighter than average lights, if he's not expecting it, can stun and blind him briefly. Sunlight will burn him after ten or so minutes of exposure if he doesn't take some kind of cover or cover up. (He is a heavy investor in sunscreen.) Poisoned blood will make him super sick and cranky. Lack of alcohol will too. In very rare instances, men and woman of great faith combined with significant holy artifacts have been able to harm him.

If he's injured very badly, survival instincts will take over and he'll look for a way to feed to repair his body. To try and cover these weaknesses, Rich carries an emergency flask of blood, and wears sunglasses or extremely tinted goggles.

Edits: Because needed to add some stuff, because I am forgetful!
 
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Russell K. Kobayashi

Senior Investigator, Council of Venice
Moderator
Powers/weapons: Russell is a Bee, with all that that typically entails. He would have on him three pistols: a pair of SIG-Sauer P220 .45s, and a USP Compact. The former are modified for anima channeling and draw their ammunition from his personal anima; the latter is loaded with hollowpoints and has one extra clip. He also carries a combat-optimized elemental focus, a Seal Pup Elite tactical knife, and an HK G36A2 assault rifle with AG36 grenade launcher (that last carried in a gym bag of sufficient size, so as not to draw attention while en route. The rifle has the same modifications as his P220s, but the grenade launcher requires physical ammo, and he would bring frag rounds). Russell is highly talented with firearms (especially handguns), blades, and elemental magic. In addition, he has developed a specialized technique that lets him channel elemental magic through his firearms (usually, he uses air manipulation to enhance his weapon's accuracy and stopping power).

Defensive: Russell's command of elemental magic is sufficient to use air or fire manipulation to generate brief "barriers" of those elements. He trusts his talent with those, and with a blade or pistol, to keep opponents from getting too close, but he also would have a body armor vest to hedge his bets. (He'd have on a long coat to better conceal said vest.)

Weakness: While Russell has basic competence at aikido and Krav Maga, he is somewhat out of practice with those skills. As with Rich, a practiced martial artist could make anima-flavored hash of him (provided they got close enough to disarm him first). His skills with his weapons come close to overspecialization. Finally, his cop's instincts are to protect innocents and civilians; if he sees some in danger, there is a chance he'll place himself and the barricade at risk to save them.
 
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Ivan Azarov

From Russia, With Love
Admin
((I'm interested in joining, but I may not be able to attend depending on some personal matters. Is it alright to slot me in as a "Maybe"? :) Here is Ivan's mini-profile, just in case:

Strengths / Abilities:
  • Shapeshifting: Ivan can shift into a wereleopard, which grants him immense strength, pain tolerance, and healing capabilities. He only uses this as a last resort, however, as shifting into this form consumes a lot of energy, and maintaining it for longer than a few minutes of sustained combat requires intense focus.
  • Close-Quarters Combat: Ivan is quicker on his feet than your average goon, and has superb reflexes. He uses this to his advantage to make quick strikes with his claw bracers. He's also trained in kick-boxing and Krav Maga.
  • Enhanced Senses: Ivan enjoys more sensitive senses of smell and hearing, as well as limited night vision, which allow him to pick up on things quicker than most folks. This can also be a disadvantage, as he's easily stunned by loud noises.
  • Good Shot: While he isn't in the secret world's very top percentile, Ivan is well-trained with pistols, PDWs, and bolt-action rifles. Put a shotgun in his hands, though...
Weaknesses:
  • Mortal: What is says on the tin. Ivan can endure a lot more than your average human, but chop off his head? Stick a stake through his heart? He's a goner.
  • Filth: While Ivan is capable of fighting minor to moderate Filth infections, recent events have left him more vulnerable to the psychological effects than usual.
  • Magic? What Magic?: Ivan is basically incapable of using magic, not counting some very basic chaos magic spells. He's SOL if he finds himself in a situation which absolutely requires magic to move forward. He's also incapable of creating his own barriers, and has to rely on those that others cast, or his limited immunity to hostile spells.
  • A Good Offense is the Best Defense: Ivan has... little to no defensive abilities in his human form. He's built and trained for quick precision strikes. He's definitely capable of holding a position in a firefight, but that's pretty much the extent of it.
  • Protective Instincts: Ivan's able to stay focused on the mission, for the most part, but if he sees a civilian or other innocent in danger, things might get... interesting.))
 
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Jericho Blake

Illuminated Agent
Moderator
Here's a copy of the dossier in case you want TMI: http://www.thelowerworld.com/showcase/jericho-iwo-jima-blake.4/

Combat abilities:
Firearms:
Blake is trained with all manner of small arms. As a former Spec Ops Marine, he is excellent by mundane standards but only good by bee standards. He is able to channel anima into his rounds to make them more effective, but not to a remarkable degree.
Melee: This is where Blake excels (Though he's smart enough to shoot foes down before engaging them up close).
Martial Arts: He has mastered Jiu jitsu, Kyokushin Karate, and his go-to style, MCMAP
Blades: He's skilled with all types of knives (through MCMAP) and swords (kenjutsu and fencing). Not only is he very skilled, but it is through blades that he can channel anima most effectively, and they are his most potent weapon against supernatureal foes. Again, he'll try to shoot first if he can. Of note, his Eye instructors used stolen manuals to teach him the Templar paladin style of sword and pistol, which he adapted somewhat, and can be devastating with.
(Basically think of old Norris movies like the Octagon and MIA: good with guns, great with kung fu :) ))

Weaknesses: Blake's main weakness is his inability to use magic to any great degree. He has very basic ability in Chaos Magic, but rarely carries a focus. (Does not bring one today)

Special: (just in case) Jericho has passive spirit sight. Means he can see spirits before they manifest, though he can't otherwise interact. He has no control over this. He wears the shades to avoid being distracted by flitting evil spirits, such as those of hate, lust, and envy so common in Ealdwic.

Weapons:
Mk18 Mod 0 carbine with reflex and laser sights and IR emitter, with standard FMJ 5.56mm ammo
Underslung KAC Masterkey (short barreled shotgun) with slugs and flechette rounds
Katana - very early, 14th centrury model forged by a student of the legendary Goro Masamune. Not enchanted, but particularly good for channeling anima.
Twin Springfield TRP operator .45 ACP pistols with extended magazines loaded with RIP rounds.
Ka-bar fighting knife
Browning Backlash dagger as a boot knife
 

Moira Taggart

New Member
Moira stuff yay.

Offensive: Moira prefers to fight close combat, and utilizes anima with her fist fighting more than anything else. Because of this, she tends to prefer brass knuckles and other close range weapons to anything else. That being said, she has does have a pistol she keeps on her for when she can't fight close up (either because it'd be too risky or because of the environment). When all is said and done, she's a brawler, more at home in a bar fight than a boxing ring.

Defensive: While she also has whatever the Templar training has to offer, Moira's fighting style leaves her open more often than not. Because of this, she's learned some blocking but generally does better just taking hits. She is, for all intents and purposes, a tank: she can dish decent damage, and take just as much.

Magic: What little magic Moira does have is mostly focused on helping her heal quickly; she has little other magical skills and certainly none that are offensive.

Weaknesses: Due to some interesting issues (past stuff/background, I can expand as needed), Moira has to use a lot of concentration to not just black out during battles and go into "kill everything that moves" mode. She's a bit of a time bomb, and will more likely take herself out of the fight than risk becoming a threat to those around her.
 

Nvida Elena Noire

Networker
Game Master
Combat abilities

Firearms:
Nvida could use whatever firearm she wanted, however she is well versed in the Assault Rifle. Her rifle is a burst shot, with a fast reload time and laser targeting. The weapon does fire actual rounds, however most are anima infused. Sending out frost/electric rounds.

Melee: Nvi thrives with distance, she cannot fight well up close.

Martial Arts: Nvi knows Aikido, the art of rerouting a person's momentum to use in her favor, but can only do so much.

Weaknesses: Nvida cannot handle too much heat, due to her frost abilities controlling much of her anima. She has a a coolant system attached to her right hip. It cools her down when she reaches high temperatures, but it has been known to short if the temperature is too hot. At that point, she starts to get extremely dizzy, using her ice abilities as a last resort to cool her off. However once her anima is depleted, she will just fall over. She will need to placed into an area of below freezing temp to regenerate.

Special: (just in case) Nvida is able to seal wounds with her ice touch. Once she touches the wound, it acts as a band aid until your anima can catch up and heal you. The ice chips away as the healing process activates. Nvi can also go into (what I like to call) Tempest Mode (Kind of like the young girl from Annabel Innsmouth) this allows her to do large AOE attacks, but she is only in control for so long. If her emotions get the best of her, she will treat everyone around her as a potential enemy. Her anima takes over, placing "Nvida" in a bystander phase ((If that made any sense xD ))

Weapons:
Assault Rifle
Elemental focuses
Her hands (Ice/electric abilities)

Other: Nvida wears a gas mask that has many different capabilities. She has a HUD interface on the inside, which displays air quality, anima signatures, tactical advantages, maps, and etc.
 
I apologize for how long this took me. I'll likely be editing it when I'm not sleep deprived.

Combat Abilities
Elementalism:
Klaus is an excellent elementalist, with his focus on beautiful plasmas, easily wielding fire and lightning as he controls their reactions to his benefit. His plasma packs a punch! He knows very well when not to play with fire, however, and when to play with electricity. It can be quite the shock. The majority of his skills in combat rely on his destructive capabilities, either for offense or for an offensive defense.
Fire: When enraged or sufficiently disturbed to the point of ultimate panic, Klaus subconsciously bursts into flames, his anima control lacking too much under duress to prevent combustion. This is an extension of his elemental mastery as well as his extremely volatile temper.
Flickering: Through his plasma prowess, Klaus is capable of zapping himself to an open location in his field of view. He is wary to do it anywhere he can't see, for fear of teleporting into objects, people, or things.
Blood Manipulation: Capable of manipulating the blood of enemies, Klaus has never been seen using his own or willfully enduring the pain that is required to do so. Primary uses of the manipulation of others' blood is for control, often rendering them unconscious through a slowed blood flow or causing their heart to stop. It is more effective when touching the victim, but Klaus is loath to touch anyone so filthy. He is also able to induce a state of anesthesia in them though careful manipulation of the victim and not solely the blood. This however is more difficult to do under distress. He has some healing capacity, but requires concentration to manage, and he is unable to properly concentrate at all when stressed or in combat.
Shapeshifting: With the aid of his feather cloak, Klaus can take the shape of a human-sized raven. This allows for flight, but its size makes it an easy target as well as suspect. He still prefers not to touch anything if he can help it while in this state. The strange raven has moderate night vision and remains roughly as physically weak as Klaus normally is.

Weapons and Tools
Kitty Elementalism Focus:
Klaus regularly carries a focus intended to help properly harness his magics. It is a small, stuffed siamese cat with bright blue button eyes and appears to be an old doll of many years, sentimentality empowering it. Like many focuses employed for use in such reactionary magics, it is not actually used in the casting process. He treasures it greatly.
Poisons: Sometimes Klaus carries a poison or two at his disposal. What it is depends on either Klaus's knowledge beforehand to bring it, or what he simply felt like using. It is not often mentioned. He has gotten in great trouble before for using them.
Feather Cloak: Recently, Klaus has acquired a raven-feather cloak that allows the adaption of the form of an eldritch raven of roughly the same size as he was as a human, as to maintain conservation. He requires the cloak to achieve the form.
Wards: Klaus can write runic wards, but this is hardly effective in the midst of combat and can only be employed as a precaution beforehand. It takes a long time to write the right runes, and combat rarely gives the proper opportunity. It is rarely relevant and is only a minor talent. As a result, some of his equipment is enruned for added protection against dirt, disease, and filth. He is very worried about getting dirty and it seems to preoccupy much of his attention when he is in danger of such.

Weaknesses:
Cowardice:
Klaus is a terrible, terrible coward. If anything comes to harm him, attack him, or cause him any pain, real or imagined, he begins his retreat. Even the mere idea of it causes him to keep out and away.
Distraction: Easily distracted, there is little Klaus is actually capable of during combat while he's trying not to hurt, die, get touched, dirtied, or keep up with a moving group. He loses concentration too swiftly and can't think in the midst of a highly stressful combat situation.
Physical Capabilities: He is a physical weakling. Even with anima enhancing his stamina and strength, he is on the weaker end of the honeyed scale. He can often become clumsy when efficiently perturbed or distracted. This is a bee not meant for the front line. Even with the cloak, he is pathetic. A true glass cannon, Klaus will freak out if put into any form of melee situation. He has poor reflexes in avoidance and can be easily harmed. He scrambles to avoid this.
Kittens: Don't you dare harm a kitten. You will cut to his very soul if you dared harm one of those precious babies. He will know true suffering. How can anybody harm such adorable things?
 

Angelique Richter

Active Member
((Subject to edits because I'm not sure if I like it all yet or not!))

Combat Abilities-
Blood Manipulation-
Angelique is a natural blood mage. Her ability is both offensive and defensive in nature, and she is adept in weaving complex shieldings around others as well as healing and sealing their wounds on the fly. The faster the fix, however, the more prone to scarring or hasty markings as well as feeling awkward when she works. If she takes her time and focuses, it is soothing and comfortable. Offensively, she is able to focus and feel blood and manipulate it within a body, to slow it and cause cardiopulmonary arrests or hasten it and cause a haemophiliac state. She can manipulate and shape her own blood into thin, sharp flechettes to throw if need be.
Firearms- Angel is ex military and trained in a large variety of firearms. Her personal preference is for bullpup rifles and large caliber pistols. She has training in SOCOM as well as sniper training.
Martial Arts/Melee/Close Quarter Weapons- Angel is less adept at melee by comparison to her firearms and blood magic, but is still strongly built for her size. She is versed in US MAC and Aikido mostly. She has only recently (past two years) begun any sword fighting.

Equipment-
  • IMI Tavor TAR-21 Assault Rifle of the STAR variant with various types of 45mm rounds
  • MK-23 MOD0 SOCOM standard with normal and RIP rounds
  • Various small knives are equipped
  • Her Blood Tome (Focus)- is a small moleskine style journal that is filled with tons of her writings, notes and hints at spells found and translated and practiced from other ancient texts and books she’s borrowed and read from others. There are little sketches and writings in English, German, Spanish and French in a mishmash. It’s really hard to follow and a lot of it is in shorthand or acronyms or euphemisms.
  • Her disguise magic ring- Made by her friend Pati to cover her inhuman characteristics, she is morphed back to her original human appearance when wearing it.
Special-
Necromancy-
An extension of her Blood magic, Angel is a necromancer, albeit a neophyte level one. She is able to animate dead flesh into ambulatory walkers, manipulate currently mobile undead and is working currently to learn how to shackle the less tangible, less powerful ones. If she focuses, she can interact tangibly with the spirits beyond the veil.
Jackalope/Wolpertinger- Recently due to a mishap with an ancient alchemical formula, Angel is currently not entirely human in appearance. She has smallish antlers and rabbit ears as well as vestigial owl wings. Both of these are currently morphed away while wearing her disguise ring. Without the ring these are huge flaws to her!

Weaknesses-
Other Magics-
Angel is not very good with Chaos nor Elemental magics. Chaos will give her a severe headache and she often ends up burning herself if she tries Elemental fire. She will however endure such headaches to keep others out of harm's way if necessary.
Protective- She is severely protective of her husband and of any innocent bystanders, preferring to protect people rather than hurt them. She will also choose to heal others if she sees injured allies rather than press an attack.
Too much blood magic- Her energy is finite and she will weaken over extended castings as well as use a lot of her own blood during emergency combat manipulations. Same with necromancy. She has the danger of passing out after too much magical workings.
Inhuman appearance- When not wearing her ring, she appears fairly inhuman! But probably pettable and adorable.
 
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