The Ratcatcher of Duskbürg is utilizes a variety of equipment for his operations. Contrasting most other vigilantes, the Catcher's technology relies on a fine balance between cost and effectiveness. This necessitates the creation of comparatively simpler devices and use of commercially available materials or outright assimilation of pre-existing technology. These vary from handheld gadgets used in the field and combat rigs to the creation of custom computer systems and fantastic vehicles.
Additionally, the Ratcatcher's operation is not oriented towards generic 'crime-busting' and is moreso aligned with the standardization of crime-solving. This includes crimes of paracausal nature, as Duskbürg is known for its supernatural scene. To this end the utilities at play tend to veer more towards forensic purposes, traversal, stealth, surveillance and paracausal study. Resulting combat application is often a byproduct or a per-case effect.
Most of the utilities and operation infrastructure are believed to have been invented by Miles Metcalf, a prodigy in the field of mechatronics, with design input from Howl.
PROTOC%L'S PROTOTYPE
HELMET Fashioned similarily to a military ballistic helmet out of tungsten carbide for additional protection as well as to obscure Howl's facial features. The ears or horns of the helmet are razor sharp and function as antennae for the Catcher's SATCOM unit. Polarized lenses mask the wearer's eyes as well as provide protection from bright flashes (e.g. flashbangs, fires) and there is a panel with basic air filter capabilities that can slot over the wearer's mouth for added defense against airborne agents.
Prototype pOS Contact Lens - One of the more expensive items in the inventory, Metcalf designed a smart lens that is connected to the server-farm back in his workshop. Currently, these lenses have limited utility but can at least provide HUD for the user. Extended use is unadvisable until better materials are obtained.
WATCHMAN PLATE CARRIER SYSTEM (WPCS) A flexible upper body ballistic protection system based on the innovative CRYE Precision Hitcoat and designed to offer dramatically more ballistic coverage than traditional vests, the WPCS allows the Ratcatcher to conduct high risk operations with significantly more protection, mobility and comfort. Mechanically speaking, it is distinct from the U.S. Army-issued KDH Magnum TAC-1 in that plates are attached on the outside instead of being loaded into the mesh. The trauma plates used are made from boron carbide, a high-hardness core ceramic material.
ITC HANDS FREE HARNESS - This support harness allows the wearer a broader range of container and weapon costumisation. Includes a rifle sling add-on for quick switching in combat. Can be assembled into various configurations such as a hip-holster, shoulder holster, waist utility or any permutation in-between.
BLACK 3.0 TOP - Arguably, the most special part of the entire war-rig, the 100% pure cotton shirt has been treated with Black 3.0 which significantly lowers The Catcher's profile in darker areas. This treatment is more effective than the alternative Vantablack treatment as well as much more financially viable.
DUTY RIG Ordinarily, a police duty belt (sometimes referred to as a gun belt, "duty rig" and/or kit belt) is a belt, typically constructed of nylon or leather used by police, prison and security officers to carry equipment easily in a series of pouches attached to the belt, in a readily-accessible manner, while leaving the hands free to interact. This belt can carry any number of useful items. The Ratcatcher brought this over from his days on the force, but made it more secure by incorporating a locking mechanism into the lock.
GLOVES & "BLADE-BREAKER" VAMBRACES The Catcher wears both gloves and bracers for added protection. His bracers are equipped with metal fins, typically serving a defensive purpose and are used to defend against bladed weapons, such as swords or knives. Additionally, there are some hidden pieces of the arsenal in these gloves, such as a lock pick and miniature darts. The knuckles of each glove contain a small amount of lead shot to increase the force of his blows.
Xiaomi Mi6 Smart Phone - Modified high-performance smart phone, preinstalled with PROTOC%L's pOS, can be slotted on the inside of the left vambrace. Functions as a haptic interface for laptop apps and CPU for the telemetric systems inside the helmet, paired with the SATCOM unit. Equipped with a Ghost Chip which prevents triangulation attempts. Utilizes virtualization to boost performance past physical limits.
ADVENTage™ BLACK MULTI-CAM PANTS Combat pants designed for operation in any situation. The material is hydrophobic and includes a myriad of tactical pouches and holsters for utility equipment. Features boron carbide kneepads.
FIELD BOOTS The basic design of the boots are modeled on tactical boots, but they are made from lightweight rubbers and are much more flexible to allow for full extension when kicking. The bottom is a flexible split sole design and is textured for a variety of surfaces. The boots also have steel toes, making them much more effective when on the offensive.
Last Edit: Mar 16, 2021 13:58:18 GMT by The Warmint
"Operator Goodnight is one of C*O*N*T*R*O*L's top field-agents and one of the youngest strategists on record. Director ████████ evaluated his abilities with the highest marks since Operator █████████, prior to the introduction to neuro-mod technology into the field doctrine."
"Fluent in 12 languages, including English, French, Italian, Russian, Spanish, and Chinese. Also understands human sign language and Esperanto."
"After exposure to neuro-mod requalification, Goodnight's skillset has been added upon with the accumulated expertise of previous AHAB-type operatives. These acquired skills expand his previous capacity for CQC, marksmanship and espionage with lifetimes worth of experience. Additionally, Goodnight's combatives incorporate archived fighting styles of the 15 greatest contemporary martial artists and further with the approximation of para-combatives (further reading: [SUBJECT:Akinjide], [SUBJECT:Curaré], [SUBJECT:Owler])."
"Operator Goodnight is a recipient of extensive, low-yield zootonotic gene therapy intended to further augment his innate physical capabilities. Specifically, the treatment targeted vestibular/somatosensory systems, the reflex arc structure and the greater immune system. Compared to the Aristotle template, Goodnight's baseline is nowhere near the super-human levels of GEN-V's recorded metrics."
"In direct response to the assassination of a high-ranking CIA officer at the height of the Cold War by a SERAYA SLAVA agent, the primary olfactory cortex area of Goodnight's brain has been expanded to actively transduce meta-human traits and mechanisms. Admittedly, the efficacy is highest with electrogenetic individuals."
"Operator Goodnight is onboarded with a subordinate slave personality that provides back-end intelligence activity. Goodnight is capable of delegating any number of bodily functions to this slave-mind in order to enter a perfect flow state at any given moment."
"Operator Goodnight is sterile."
"Operator Goodnight is physically unable to rank any concept above his own competence."
"Operator Goodnight is weaponized with paracausal mesmerism. Offensively, he's capable of cast off Concept Chaff — a suggestive attack that actively disorganizes the target's thought process — induce a narcoleptic episode or tamper with memories over a period of time. Unlike conventional hypnotism, Goodnight's ability relies on 'reality saturation' rather than the psychic emanations of an actual psychic. This mechanism allows Goodnight to baffle both organic and computerized imaging."
3. ADDENDUM
ADDENDUM #1 - EVALUATION RESULTS 1
ADDENDUM #2 - EVALUATION RESULTS 2
ADDENDUM #3 - QUARTERMASTER REPORT
ADDENDUM #4 - MISSION DEBRIEF AESATURN-23Y
Last Edit: Apr 21, 2021 9:21:41 GMT by The Warmint
I got hit by lighting and now I can talk to birds.
FIGHTING SKILLS
So my dad is like an exile from some foreign warrior society. It's a whole thing.
He had this theory that movement is the only language worth learning, so I didn't speak until I was 15. My logopedist likes to point out how horrible a parent he is whenever we meet, but now I can do some freaky shit. One-inch punch? Check. Quadruple sommersault? Learned that when I was six.
Don't wanna brag but I only need to see something once to replicate it perfectly, no cap.
EQUIPMENT
For the record, the faculty pretty much forced me to wear this costume. I don't know what it's made of but it's definitely not swampass resistant. The soles are comfy and they even added reinforced joints, but it's not like I need either. The domino mask is a nice touch though. Oh and I guess they gave me a pair of escrima sticks so that I can like...throw them and shit.
The South District of Millennium city is the least prosperous. Falling under major poverty and crime in last couple of decades. It has earned the name “The district of no tomorrow” for such conditions. Although its real name comes from its original Germanic settlers. It is one of the only two districts in all of Millennium which has kept its original name since its conception. Their colony lasted until the British army settled and took hold of the rest of Millennium.
Since then, Duskbürg has been an area of turbulence. The Irish Famine brought about an influx of Irish Immigration, resulting in conflict between the natives and the Irish immigrants. These two groups would form the first gangs the city had seen. They would be known as the Red Stripes and the Black Boards. Their constant power struggle over the neighborhoods resulted in the creation of the Duskbürg Police Department.
This district became prosperous during the World War 2 era by holding the majority of the factories inside the city. The economic boom that was heard throughout the country seemed to have been especially loud in Duskbürg. With economic opportunity, men started bringing their families into the district and with them also came new small businesses. Some of these businesses remain open today, while most have been crushed by the oppressive nature of the district.
The era of prosperity did not last long. It was brought to an end by two distinct factors:
METAHUMAN CRIME - The gangs that were in Duskbürg before the economic boom never left the district. The only difference is that they evolved or splintered off into metahuman gangs. The rising presence of metahuman crime caused great concern in the eyes of the public. These rising tensions eventually lead to rioting in the district, causing a lot of the middle or upper class citizens to move away during the ‘60s and ‘70s.
OUTSOURCING - The decline of Duskbürg was accelerated by corporations. The unstable nature of the district along with cheaper alternatives resulted in Duskbürg being one of the first cities in America to be a victim of macro-outsourcing.
The majority of the factories that were previously used as legitimate business operations have been transformed into shady criminal dwellings. Some of these factories have been turned into sweatshops, opting to use illegal immigrants and human trafficking for cheap labor. Some of these factories have been repurposed as night clubs for youths looking for cheap thrills. These clubs are known to be epicenters for heavy drug use and are typically owned by members of different criminal organizations.
In the 1970s, they say that a spell was cast by the Umbra Magi upon this entire district, making this part of the city be cursed with an eternal night. Taking the district’s infamous slogan “It’s always night in Duskbürg” to an extreme level. It was also during period of confusion when rumors of a clandestine criminal organization known as The Trust began to spread, though its existence remained unconfirmed for a long time.
Despite all its shortcomings, the increase in crime within the district keeps attracting the attention of many masked vigilantes and super-criminals. Many are born out of Duskbürg's harsh situation, while others simply find opportunity in such an environment. This has resulted in a power struggle between vigilantes, police officers, and criminals. Oftentimes, these three classes collaborate with one another, especially police officers and criminals. Regardless of said struggle, the criminals are winning and they have been for years much to the disdain of everyone.
CRIMINAL ECONOMY
Crime has seeped into the deepest recesses of the city. Demand drives supply and the people of Duskbürg are demanding. The flexibility and resourcefulness of these criminal organizations can be attributed to their identity rooted in traditions set before them. Some of these gang members trace their lineage back to the original Red Stripes and Black Boards and take pride in it.
Most “legitimate shops” are just money laundering fronts for the criminal organizations. Mom and pop shops, movie theaters, fetish shops and anything in between. They either launder money or pay the crime families for protection.
People traffic weapons into the city and sell them out of their legitimate businesses as side operations. Most of these weapons are stolen from actual gun stores or imported through the Docks. The serial numbers are usually taken off by the vendors themselves. The average Glock goes for about $300 in the black market compared to $500. Buyers range from criminals with intent of using it for illegal activities to families for self protection.
The average hit for about $10,000 from a trained professional and up depending on the importance and/or danger of said target. Metahuman targets average about $15,000. Masks with reputations can range from anywhere to $200,000 to millions of dollars.
Human slaves sell for about $1500 each.
Police corruption used to be as severe as it got until 8th December 2019. The eve of that day saw the department butchered in what has been described as a bizarre satanistic ritual. City council has immediately elected Iraq veteran and former Precinct 7 sergeant, Sylvester Cohen as a replacement for the late commissioner Parsley. Due to Cohen's extensive vetting system and background checks, corruption within the force has gone down drastically within Duskbürg's 13th Precinct, though it has not been eradicated entirely. The new commissioner is fighting a war on two fronts.
The only true 'alternative' in the last few years has been Monarch Solutions. The multibillion-dollar multinational corporation founded and helmed by Edgar Dover has returned to Duskbürg after almost 50 years and began buying off property damaged in the terrorist attacks as well as seizing decomissioned industrial plants at an astounding rate. This move poured some fresh blood into Duskbürg's drying arteries as evident by the creation of over 5000 new work positions.
ARCHITECTURE
The districts architecture takes its roots in a marriage between Gothic Revival and Art Deco. Most of the Gothic Revival buildings tend to trace their age back to the early days of Millennium City. Duskbürg being the main Germanic colony of the time. The city is riddled with gargoyles. The most notable building of Germanic ancestry being Sternako Cathedral, which was built in 1883 and is considered to be one of the city’s main tourist attractions despite being unfinished. Though sermons are still held every Sunday, it has long been rumored that the Cathedral is haunted by demons.
However, a significant part of Duskbürg was recently rebuilt in a modernized homage to the original styles. This was due to the terrorist attack by the individual known as Outlaw in late 2018 that left many buildings demolished or burned down. Most of these renovations are now complete, but Duskbürg is always in flux when it comes to buildings.
NEIGHBORHOODS & LANDMARKS
Downtown Millennium (also referred to as the Dusk Heights) "Characterized by the tall, art deco buildings. It can be considered to be one of the only truly “nice” areas of Duskbürg. It seems that way on the surface. Beneath, it’s the home of the creme de la creme members of the crime families. Once you can afford an apartment there, you can be considered made. It’s the kind of area where every boss wants to raise their children. Criminal activity within the Heights falls under The Trust even though many moving pawns aren't any wiser to it."
Bunker Hill - The northern-most neighborhood within the Heights where people can actually tell the time. It is also one of the newest neighborhoods, even though that doesn't mean much in Duskbürg. It is known to be one of the most congested parts of the whole city. Living in the Hill is cheaper and crime is kept largely under the hood. Many of Monarch Solutions' employees reside in this part of town because of that.
Old Duskbürg "As the name indicates, Old Duskbürg holds the original properties and landmarks built with German architecture. It’s the home of the Duskbürg police headquarters, Sternako Cathedral, and the Adams Clocktower. Some of Monarch's laboratories are located within this part of town."
The Murk "Considered to be the shadiest neighborhood of Duskbürg. Neon signs forming triple exes. It’s known for its considerable concentration of homelessness and prostitution. The businesses are made up of sex shops, porn theaters, and strip clubs. Going missing or being found stabbed in this part isn’t just a danger, it’s a statistic inevitability if you don’t know the right people. This area used to be anyone's game when it came to territory, that changed when the vampires moved in and took over."
The Drains - Although Duskbürg's sewer system at large belongs to the vampires, the heart of the Murk could be considered the seat of their power. It is a place with quiet streets and plenty of storm drains for the noctural beasts to hide in.
Honka Honka Park "An abandoned amusement park that was closed in the 90s after a child died from one of the attractions and the family sued the owners, causing them to go bankrupt in the process. Now the park sits there gathering rust and trash. Some of the leftover rides that couldn’t be sold off were a Ferris wheel, a broken down roller coaster, a carousel, and other rides that used to bring people joy. Some of the rides still work, others don’t at all, and others are just being held together by chance."
The King's Palace "An abandoned theater that once held the city’s most attractive plays. It was abandoned when an small Earthquake caused the the roof to fall of the viewers during a playing of Les Miserables. Now, most seats are torn to pieces. Rats crawl within the walls. Some blood stains can still be found in the ground. Torn posters. Who knows what else crawls inside the King’s Palace?"
South Docks "Home to the drug, weapons, and human trafficking operations of the different criminal gangs. The families made a pact not to sabotage each other’s imports and have managed to maintain said oath with a few exceptions. It is said that whoever controls the Docks holds the keys to the city. Currently, the Docks are somewhat of a contested territory between the vampires and the Trust."
The Murder Swamp "Known as a popular location among the common denominators as a place to take people and “get rid of them” for good. Most wisemen know better than to venture into the deeper parts of the swamp, since this is where the Eiling Brood lives. Strange things happen here at night."
The Skeleton River "Actually called “The Bagley River”, but nicknamed the “Skeleton River” for its popularity as a hideout of corpses and murder weapons. As a result, it has been outlawed to swim, fish, and ride a boat due to what people are likely to find there."
BARS & LOUNGES
The Spot "It’s located in an alleyway, it doesn’t have a door or even a sign up. It smells of cigarettes and spilled liquor. Inside there are some hanged pictures of old time masks, the bartender was one of them. They called him the Black Claw. Some of the people drinking are of the old guard and others are the new guard. They talk about times gone by and their adventures."
Club des Tueurs "The city’s central spot for assassins for hire. A place where the most hardened assassins of the world come together to interact with each other and discuss business. Neutral ground. House rules prevent the members from conducting business inside. Failure to follow this rule results in immediate excommunication. The building has small suites for the members should they choose to seek the club as a safe haven for a fee. Members have access to a doctor and a weapons seller for extra fees."
El Balcon de Paul "Everyone talks about Paul, but no one knows who Paul is. They say give a man a mask and he’ll show you who he really is. One of the entire city’s most luxurious spots frequented by the 1%. Thematic of the Italian Renaissance styled masks and Roman debauchery. The customs that occur inside are a mystery to anyone who isn’t a member. By day it passes as a high class restaurant, but at night the club takes a more twisted turn. It turns into a place dominated by hedonism and fulfilling the most dark desires inside the human soul. No one ever talks about what happens inside because anyone who enters doesn’t come out the same. There is no government, blogger, no cell phones, no censorship. It’s a passage to paradise in hell. Everything is hard, nothing is soft."
RULES
PM @nox on Discord for questions / major destruction / or events.
This OP is NON-CONCLUSIVE. This means you are free to ask for additions to the lore.
This is mostly a street level environment, but it's more of a guideline than anything.
The theme is crime, corruption, and vigilantism. Try to abide by that theme.
Standard RPF rules apply.
Last Edit: Feb 15, 2021 18:50:46 GMT by The Warmint
For thousands of years, there has always been a Daimyo.
A defender, teacher, spiritual leader and ultimate judicator for all clan affairs. In Japan, a Daimyo was traditionally one of the great warlords who were vassals of the Shogun. But within the isolated clan of the Ōchi Clan, said to be more ancient than Japan itself, the Daimyo is the ultimate grandmaster - no individual nor combined vote comprising even the entire clan can overturn a decision by the fabled Daimyo.
The Ōchi Clan has been detached from the modern world for over three thousand years, dedicated and disciplined in their singular mission - prevent Ōwari, the end... of everything.
[attr="style","grid-area:Right"]
● 大名の天の巻物 ●
史 History of the Ōchi Clan 史
Umare-Era, the Beginning
The Umare-Era was perhaps the era of the most democratic nature in the Clan history.
It compromised the original Daimyo, a collective group of men rather than a single man. Born in ancient Japan, the then de-facto leader, Ōchi Yoshida, oldest of five brothers, is said by historians of the Clan to have birthed the idea to his younger siblings after a Japanese Goddess had come to him in the night and foretold him of Ōwari, the end of reality itself. It is uncertain if this myth it true, but the five brothers, Kudō, Kyōgoku, Mikumo and finally Mōri set out to save the world. But to do this, resources were required. Resources... and influence.
The Five Brothers (the Inkurūdo), were supreme martial arts masters in their own right, save for the eldest, Ōchi. Each brother held within their body and minds absolute specialism of their chosen and familiar martial art. Alone, the brothers were strong, but not immovable, but when fighting as one? The Inkurūdo were unstoppable.
The Five Brothers used their strength to defeat the contemporary and traditional warlords of the day and claim land, power, money and influence over various then unnamed Japanese Islands. Eventually, the Clan held not only military and police powers, but also economic power within Japan. They accumulated these powers throughout the first decades of the Jōmon period. Using what could only be described in the modern day as magic, or even ancient myth, the Inkurūdo managed to 'protect' themselves from aging, using secret techniques passed down to only Yoshida blood - prolonging their aging and allowing their influence to grow alongside experience.
All looked great for the Ōchi Clan. Despite there being no set date for Ōwari, the brothers had accumulated a monstrous degree of strength and wielded a fierce cohort of strict warriors - willing to die in service. But then the first of many battles and tests would come, one which in time would fracture and lead the Clan to finally succumbing to fate... or entropy, nothing lasted forever after all.
After an unspecified number of years, lost to history, but no longer than 500 and shorter than 400, the Akula War began - many in Japan and even the Clan itself were unhappy with how the Clan was being ruled. The Five Brothers refused to share secrets to their power. They refused to give up the now long lost, "Five Arts," which had allowed them to solidify power at the very beginning. They refused to give up the most vital art of them all - the art of Prolonging Life itself - the way in which the Clan had managed to survive for over 400 years without aging.
Knowledge was power after all.
And a struggle ensued. A Civil War. The Akula War, lead by the Gongu-Lu Sifu, Akula, declared a major uprising in which his own troop and the Five Daimyo fought - the battle itself lasted just under 6 months, many hundreds were slain on both sides during this extended conflict, eventually leading to the death and eradication of the Akula Clan in it's entirety.
But there was a death.
Ōchi Yoshida was slain away from the. Betrayed by one of his own - a trusted advisor turned traitor, promised riches by Akula.
The Clan mourned for fifty days and nights.
The intellectual 'leader' and spiritual guidance of the Clan had forever been stripped away. The remaining Four Brothers would try their best for another few hundred years, repairing the damage and awaiting Ōwari if it came...
Kakumei-Era - the Revolution
The Kakumei-Era ushered in four changes to the clan. In order of notability; distance, divide, insurrection and repurpose.
The Four Brothers tried in earnest to protect & prosper the Clan. To truly prevent Ōwari, the Clan needed to be strong and stable, capable of warding off enemies from both within and outside. But it was dying from within. It had been hundreds of years, perhaps thousands, since their eldest brother had been laid to rest. The Four Brothers were more than able to defend it from the outside - but within it was rotting to the core, unable to govern the settlement, defend it from outsiders, train new cohorts, play within ancient Japanese politics and create a prospering and thriving economy - the Ōchi began to fade away.
Traditions were kept up, but living conditions decreased decade upon decade.
Kudō was the now eldest brother and decided to take drastic measures before the Clan itself broke apart. It was a decision all four of the brothers made, but ushered in by Kudō - perhaps one of the biggest decisions made, even till this day, the Four Brothers thought it was time - out of necessity rather than desire, to shroud the Clan's location - relocating the entire Ōchi world to a previously unexplored region of Japan, and cloaking the position of the once fabled but not degrading society with what could only be described as otherworldly magic.
Distance allowed the Clan to reform and rejuvenate somewhat - going back to their roots at preventing Ōwari. They trained their society, harder than before, longer than before, martial reform became stricter and the warrior mentality. Do or die, was born. Those that were not capable were discarded. But the divide arrived. Kyōgoku did not agree with the way in which the Clan was treating it's elders, cast aside in favor of the younger, more physically capable - he sought out his brothers and told them this, but they laughed in distain and did not heed his warning.
Insurrection was among the Clan. The population no longer respected the Four Daimyo. They no longer wanted to be treated like warrior slaves - and although still believing in preventing the end of the world, they felt that the Four Brothers had grown accustomed to power and hungry for it, no longer caring about preventing Ōwari and instead seeking to train soldiers for the sake of POWER and STRENGTH. Those who had joined in their youth were the first to speak up... but were slain by the brothers in rage.
A mighty civil war transpired - seeking to return the clan to it's roots of preventing the end of days - the brothers, victims of their own success, were unable to fend off their now ultra-skilled and impossibly talented soldiers - they were deposed - apart from Kyōgoku.
Kyōgoku was the only brother to assist in the revolution. The only of the Four Daimyo to seek to relinquish personal power to grow more powerful as a society, knowing what his siblings were doing was simply... wrong. Kyōgoku was declared sole Daimyo of the Ōchi.
Some call Kyōgoku, The First Daimyo - the first true Grandmaster of the Ōchi Clan.
Chikara-Era - the Power
The Chikara-Era era, the 'Power Era', was the last named and current era.
Solidifying his power over the Clan, and seeking to spread the knowledge of all the Five Martial Arts that his brothers had kept a secret, The First Daimyo, Kyōgoku, taught a selection of students the Five, 'Death Arts', knowing all five would be required in the distant future to prevent the end of the world and save Japan from Ōwari.
Kyōgoku tried to act like his eldest brother Ōchi - never using physical brawn and instead intellectual prowess to settle disputes within the Clan. For thousands of years, the clan prospered in secret. One could count on a single hand the amount of times the Clan embarked on various adventures or trips to the outside world, safely guarded within their own impenetrate walls and mystical shrouding.
In absolute solitude from the outside world the 'Death Arts' and other ancient learnings on the nature of the universe were studied by countless cohorts of the Ōchi Clan. Eventually, through simple age, now being over three thousand years old, Kyōgoku was laid to rest.
His lifeforce - however strong - had finally faded. No man, even the First Daimyo, was fated to live forever.
Through his teachings Kyōgoku lived on. For millennia the Ōchi Clan prospered and prepared in silent instruction. Although no new Daimyo were reached the heights of Kyōgoku or Ōchi Yoshida, many came close - none ever forsaking their duty, or revealing the clan to the outside world without need.
The history of the Clan in the Chikara-Era is perhaps the least known. Not out of a lack of trying, but a lack of success. No major issues plague the Clan, and the secretive nature was steadfast. The most recent Daimyo, Niiro Yoshida - a direct descendent of the fabled Ōchi, some say... prophesied to be 'The Last Daimyo', whether that means via success or failure to prevent Ōwari - only time will tell.
史 The Five Ōchi 'Death Arts' 史
Legendary for their potency, the Death Arts are more than mere martial prowess. Each allows the user to 'unlock' a power that would not normally be possessed by their body. Some say these arts can only be learned once one has bathed in the Ōchi Springs, for bathing in the waters ingulfs one and spreads supernatural energy throughout their body.
Each of the Five Brothers, the Inkurūdo, had mastered a single art, each art respectfully named after them, being the only accreditable creators in existence, save for Ōchi, named after the oldest tree in Japan, the eldest brothers favorite location:
Jōmon - The Art of Reflection: Ōchi Yoshida was not a strong man. But with Jōmon, he was able to overcome most foes. It was this art which allowed the common recruit to join the ranks of the elite within the Clan - taking a mere farmer to a warrior, and a warrior to a legend. Said to have been invented by Ōchi, this art is not a skill, but a knowledge - arcane exercises and meditation techniques, allowing one to unlock or 'tap into' the true strength held within their genes. In essence, allowing a Jōmon user to unlock their peak potential. Only a master of Jōmon can teach another user Jōmon, due to the ardous nature of the exercises required.
Kudō - The Art Of Perfection: Kudō was a perfectionist. Unable to live without every aspect of his life in proper order and according to strict rules. This went for his military training, too. Kudō devised a martial art which allowed him to hone his body in a way that enabled one to become the absolute perfect martial artist - taking full advantage of their body - different to Jōmon because of it's physical nature rather than just mentally. A Jōmon user may be able to throw a STRONG punch, but a Kudō use can throw a PERFECT punch - which is more lethal? That, is in the hands of the user - in simple terms, Kudō increases ones mind-body connection, the kinesthetic sense, to perfection. Learning new moves and using these moves is effortless. There is no set of physical movements which a Kudō cannot perform. It was said that at his peak, Kudō could demonstrate any physical movement without mistakes one hundred percent of the time, no matter the complexity. There is no way to improve ones technique when mastering Kudō, for that itself means one has not mastered Kudō.
Kyōgoku - The Art Of Life: Kyōgoku was smart. Very Smart. His talent was life itself. No matter the being, be it god, human, mutant, metahuman, even robot, any 'living', thing, was made up of mass and energy - all of these 'things' have universal energy flowing through them, be it described as atoms or magic, some say Chakra, some say DNA, it does not matter - Kyōgoku is able to disrupt the 'energy flow' within an opponents body, not unlike acupuncture in nature - this digs down into the very core of an opponent - Kyōgoku allows one to learn the movements to disrupt life itself, pressure points, chi disruption, it has many names but the same outcome - a limb or organ can be paralyzed, a mutant may temporarily lose powers, a machine malfunction or short circuit. Like a surgeon capable of dissecting a human body one wielding the power of Kyōgoku can do the same - but with mere physical touch. A terrifying artform.
Mikumo - The Art of Fate: Mikumo loved fate. Prediction. Gambling. He got far too good at the last one, leading to gambling being banned by the entire Clan many eon ago. How? Mikumo is the art of prediction. All actions have a consequence. It is a universal constant and one that the brother Mikumo had perfected over his many hundreds of years studying within the Ōchi Springs. It is said that in combat, Mikumo was able to predict each and every single outcome - with all variables considered, in a fight, instantly - like a supercomputer, Mikumo was able to run simulations of fights and then choose the most optimal outcome. It is unknown if this art is truly attainable with practice alone or if Mikumo possessed some metahuman mind that his brothers did not have. Nobody in existence has since perfected Mikumo in the way he had. Some have come close, but never perfected.
Mōri - The Art of Fragility: There is no single item in this world without a structural weakness. Nothing. Adamantium might look impenetrable or impossible to destroy, but within it's atomic bonds, somewhere, anywhere, maybe even transiently - a weakness is lurking... it was this weakness which Mōri was able to exploit. One can exert seemingly far more strength than their body alone should be able to achieve, punching concrete blocks with fingertips and shattering them like a sledgehammer, or even applying perfect leverage in a grapple as they understand their opponents 'weakness', and can isolate, and exploit. The art of Mōri allows a master to penetrate armour that a conventional weapon alone is not able, evening the odds against even the mightiest of foe.
史 K'un Rei 史
● Home of the Ōchi Clan ●
A temple of stupendous magnitude, K'un-Rei is home to perhaps the globes most fearsome warriors. The Ōchi Clan have been the sole residents of the temple for over five thousand years, hidden away within a remote island on the Japanese archipelago. The island itself features on no maps, digital or otherwise, and has never been surveyed by outsiders to the clan - shielded by occult magic, the island simply does not exist. Home to a population of roughly 10000 people, a quarter of which study the lethal Ōchi arts - another quarter have dedicated their lives to academia and philosophy, allowing the warriors to bask in unrivalled spiritual and occult teachings that rival even the most supreme magical communities.
There are many named areas within and around the temple, such as;
The Passage of Shinjitsu: Leading to the temple is a large PATHWAY - one which any adventurer or pupil seeking training much cross. The clan call this the 'Passage of Shinjitsu', one of the first defense mechanics for the islanders. Through thousands of years of magic cast upon the surface, runes, inscribed wizardry and ancient Japanese Chakra-imbued stones, any wanderer transversion Shinjitsu will have their inner most desires come to light - the incantations held upon the pathway reveal the visitors intentions - if good, or natural, a visitor will find the clouds part for them and the sun will shine on their body - but if their intentions be ill, the skies will crackle with lighting, darken, and danger will be foreseen by the clan.
The Hall of Tōku: The single largest 'room' found within the Temple. Here. daily prayers and meditations take place. Led by the Elders and sometimes overseen by the Daimyo himself, Tōku has the images of all the former Daimyo spread across the walls - their chosen martial arts and weapons decorated around them and imagery and history of their lives dancing and racing across of the surface. If one were to look closely, they might even feel that the paintings are alive. Perhaps they are imbued with magic, perhaps it is just the imagination playing tricks upon itself. Whatever the case, the Halls of Tōku allow anybody visiting, or even those living there, to bask in the history and glory of K'un-Rei.
The Ōchi Springs: It is unknown how or where the Springs originated, but what is known as fact is the spiritual, or magical energies that run through them. It is said that the eldest and original brother of the Clan bathed in the Springs prior to seeing his prophetic dream - it is a ritual for all new Ōchi Clansmen to bath in the waters for up to one week, soaking within the rejuvenating waters - once emerged, a man is able to unlock his full potential. It is not known how this occurs, only that is has done so for thousands of years.
The Springs have a secondary function; healing - if injured, the Clansmen have been known to bathe within the waters, speeding up their recovery process dramatically. It has been noted that some of the more elite of the Clan, with permission of Niiro, have small vials stored on their person, able to be drunk in need of protection mid-battle if an injury is sustained. It might not fully heal them there and then, but it would speed up whatever healing capacity a person naturally was awarded.
The waters are associated with the Art of Health, and although the techniques are required to prolong ones life, bathing within the Springs is an essential ingredient to attain this. It is even said one may be brought back to life... but this myth has never been proven yet.
The Tamashī Theater: Perhaps the oldest and most used area of K'un-Rei, the Tamashī Theater is where pupil meets master and masters meet elders, an arena where one can battle test themselves. Big enough to accommodate 50 students at a time, and large enough to accommodate 300 spectators, the Theatre is basked in thousands of years of spiritual and magical energies, allowing for training and growth to be greatly expediated - as though the long deceased souls of countless warriors whisper into your ear, imparting their knowledge and wisdom into your very soul. Where it might take one a month to learn a punch in a normal dojo, one might learn here in a day - and as more warriors train over decades and decades, the more combined experience refines the passive gains for the entire clan.
Only the Strong Survive - arriving at K'un-Rei: From the outside one might think it looks, 'cold', on the lead-up to the temple. This would be a near-fatal mistake for even the strongest metahuman.
To first be able of finding the island itself is a challenge, but locating K'un-Rei itself would take days, weeks or even months perhaps, shielded by exotic magic that has been tested and evolved after thousands of years, one much venture through what can only be described as 'badlands', a truly inhospitable island outside of K'un-Rei's gates.
Due to the fact K'un-Rei has been isolated from the world for so many thousands of years, from man or beast, protected by magic so strong that after thousands of years, the climate leading up to the temple itself is piercing in coldness - without adequate preparation one would succumb to frostbite within hours, and without adequate mental toughness, one would give up searching through the harsh island before stumbling upon K'un-Rei - some say the island hides the temple from you until it is ready and satisfied you have shown the necessary heart to be saved.
RULES
PM @pyro on Discord for questions / major destruction / or events.
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Standard RPF rules apply.
Last Edit: Mar 3, 2021 16:23:33 GMT by The Warmint
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OFFICER IN CRITICAL CONDITION AFTER MASSACRE AT THE STATION
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Body-cam footage of Det. Rourke recovered from the shooter. (CREDIT: J. Olsen.)
Earlier this week, the denizens of Duskbürg witnessed a new kind of terror as armored vehicles unleashed machine gun fire into the streets. The assailants? None other than the very police men we thought would protect us from such attacks. At first, it was believed that the policemen were fighting off a monstruous assault, but the truth is much uglier than that.
At around 22:13 AM, minutes before this action movie scene took place across Dusk Heights, citizens registered gunfire in the police station itself. This was later confirmed to be due to a mass execution of mostly married police officers.
Sources speculate a satanistic ritual took place at the PD that could've caused the officers to become possessed in the process which led to their rampage in the streets.
The only person who can shed some light into the matter is 24 year old David Rourke. A lone survivor of what is now being dubbed the "DBPD Massacre". Rourke managed to fight his way out of the station only to be shot down by one of his co-workers mere moments before vigilantes arrived at the scene.
Cohen is currently hospitalized at St. Dismas General but remains unresponsive.
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continued on pg. 2.
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TODAY'S STORIES
MAYOR SWEARS IN NEW POLICE COMMISSIONER Earlier this morning the city council came to a decision on who would replace the late commissioner Parsley as the head of the Duskbürg department. It has been decided that Iraq veteran and former Precinct 7 sergeant, Sylvester Cohen, would be the most suited candicate for the task of bringing crime statistics across Duskbürg to heel.
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continued on pg. 3.
MONARCH SOLUTIONS ANNOUNCES MOVE INTO MILLENNIUM Industrial super-giant belonging to none other than Millennium City's own Edgar Dover has announced a return to its roots in a long suspected return to Milly. Monarch Solutions has already acquired several assets across the city in the last few weeks and promised to create over 2000 new jobs by the end of the year.
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continued on pg. 4.
VAMPIRES OVER DUSKBURG Another sighting of the noctural predators in the Murk brings the tally of exsanguinated victims up to 37. Police reserves from Precinct 14 have been mobilized to investigate.
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continued on pg. 5.
SUNSCREEN MANUFACTURER FILED FOR BANKRUPCY Cosmetics upstart Voir has filed for bankrupcy due to a lack of local sales. The founders were dumbfounded by their first week sales numbers but remained optimistic. Now their warehouse has over 100,000 bottles of sunscreen and buyers. Some of the assets are already being bidded for by Monarch Sol.
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continued on pg. 6.
ALIGATORS RETURN TO THE BAYOU After 5 years since their disappearance, aligators have finally returned to the Murk! The scaled inhabitants of the swamp were choked out of their habitat by now defunct Ronson Chemical. Scientists suspect that local toxicity must have either went down or produced a new, much fiercer breed of reptile.
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The Spectre's ability is easily mistaken for alchemy or other thaumaturgy. He has the power to combine the properties of several items into one - selectively transposing many objects into a state similar to quantum superposition. Items influenced by this power effectively become finely balanced tesseracts with unified spatio-temporal coordinates.
The overlaying of objects is the most direct application of Propriokinésis. In order to maintain functionality, layered objects must match up as precisely as possible.
Indirectly, Spectre can also 'pour' arbitrary amounts of qualities from one object to another and vice versa to freely manipulate the phase shift and state of his surroundings to for example impart elasticity onto asphalt by drawing it out of a nearby tire. Doing so causes affected objects to physically take on traits that are in the mix.
It is unknown how Spectre's power affects organic matter at this moment in time, although witnesses will regularly cite that Spectre can walk through solid walls. Therefore he may be able to affect himself at the very least or displays has extremely fine-tuned control over his power.
A largely secret facet of his power involves sensory input from his surroundings that fuels his ability to see properties.
This 'Abstract Vision' allows Spectre to see odd representations and aspects of a target's life. Through this extra-sensory lens, he appears to be able to percieve metaphysical occurences.
URBAN SHINOBI
noun :a stealth operative equipped to take on the modern world. “huh?!.. must have been my imagination”
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[opacity=75]●虎として生まれたウサギ●[/opacity]
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🟆 USAGI 🟆
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∼ ⛩️ ∽ "I curse thee, irreverent dog! With my dying breath I damn thee!
By my brethren, I curse thee to never see the morn o' thine victory come.
No maiden will bear thy child and no man will ever bow his head to thee. You will hold no land nor employ any retainers.
In the stead of veneration you will find only mourning. A legend gelded in its making. Yes, that is my absolute decree... Your history forever bound to my name. Ha!
That is your destiny, Onigoroshi! One worse than Death itself..."
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[opacity=75]●銀の縞模様の八月のウサギ●[/opacity]
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THE DEATHLESS ● Techniques & Training ●
Nth-level Ninjutsu
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In his time, Usagi Kozō was a notorious warrior whose reputation alone served as a deterrent from physical confrontation. Though his mixed heritage also caused others to look to him with disdain. Thus his social status was lower than that of a commoner and little higher than that of a serf.
His origins and history are poorly documented with reports ranging from being a penitent theif to those that cite his association with Oniwa-ban, or those that name him as one of the sōhei. Some folk stories describe him as having been brought up by 'those cruel monkeys in a valley of poison' and those that talk of his exploits often involve the use of ninpō or onmyōdō.
It can be surmised that Usagi Kozō was not a samurai and perhaps not even a ronin. Though feats of his swordsmanship are well lauded within his mythology. Whoever he may have been in his life, Usagi's last and perhaps greatest moment was immortalized in dated woodblock print. The piece depicts him locked in battle with the demon lord over a torn Mt. Ōe.
There exist some historians, however, who claim that Kozō's lionized image does not reflect his actual persona. As one of his lesser known epithets carried through down the ages is Gohyakusatsu Usagi or 500-Deaths Usagi.
- Mikiri - Sixth Sense of Abandoment Sources aren't clear on who gave Usagi his name as there are extremely few accounts detailing his youth. However, several folk talkes from his time in which Usagi appears as a secondary character explain that the was derived from his alertness.
Apparently, much like a rabbit, Kozō had extraordinarily acute hearing and possessed animal instincts that alerted him to nearby danger. This would be consistent with his own canon which repeatedly has him outmaneuver impossible odds. This hypothetical ESP might have been the fruit of martial prowess sharpened over the decades. In fact, even today's professional fighters talk about having developed a 'proximity sense' in sparring that elevates their awareness.
On a similar note, Usagi was also extremely spry and intent on living. In the Story of Oba, he is depicted as having supernatural relationship with nature as 'the wild rabbit clad in stripes'. Spiritual énviromentalism was a recurrent theme. This also manifested in the guiding wind that itself often performed in his stories. Its breeze acted as a prescient advisor that blew him towards points of interest.
Perhaps the most extreme credit of this faculty can be found in Usagiyama's prologue where these animal qualities and instincts are brought up as the main driving force behind Usagi's incredible martial art feats. A contrasting picture is also painted in the very same story, wherein his Mikiri allowed him to sneak into the underworld without notice.
- Fuujin Kagura - Dance of the Wind God In Tales of Hattori, Usagi Kozō is briefly mentioned in a list of rivals Hanzo hands to his liutenant. There he is described as a 'master of the cutting wind, unmatched under the heavens and strong contender even for Fuuma Kotaro'. This alludes to a sort of dance* or perhaps technique that Usagi had mastered and made him favored by the Wind God. [* - THOUGH IN USAGIYAMA THIS IS ATTRIBUTED TO BEING BORN IN THE YEAR OF THE TIGER.]
Several of his feats include wielding the wind itself as a weapon through manipulation of the chi. Most notably used in his fight with the demon lord of Mt. Ōe and Usagiyama's later passages.
- Niten Ichi-ryū - Two Heavens As One From historic records and art pieces we can extrapolate that Usagi utilized a form of two-sword combat. This is noteworthy mainly because it would make him one of the first dual wielding swordsmen of the period as the Niten Ichi-ryū was only being conceptualized by Musashi at that time. This unorthodox sword style contributed significantly to his legendary swordsman status and possibly helped him to overpower his deadly adversary.
Usagi is cited by older historians to be a first-class 'ronin' and a match for any of the iconic swordsmen of Japan. Rival to such names as Itō Ittōsai, Miyamoto Musashi, Benkei or Toyotomi Hideyoshi. The Rabbit is said to never have lost a single honorable duel in his lifetime and that he was never second to draw his blades.
Kozō was also seemingly well versed in Taijutsu and Yawara, from which all schools of modern Judo descended, both of which were complimented by his peerless speed and physical prowess.
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ONIGOROSHI ● Weapons & Tools ●
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"Usagi Kozō was a man who prefered to live in solitude. His visits to civilization were few and far between with most of his stories occuring in remote and fantastical places.
Because of this, he was equipped to live outdoors indefinitely and had no issues living off the land.
One of his few prized possessions was a unique obi, or belt equipped with a stronger sash to hang weapons from. It came with a toju, which was generally seen with women. A sort of satchel used store and transport items and fit a smaller blade as women couldn't hang swords from their sashes like men."
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Personal Sword(s)
- Tomokiri; Friend Slayer - One of the most famous swords in early samurai History, a Tachi called Sun-Nashi (Missing Sun) of a length of 2 shaku & 7 sun (roughly 81,8 cm), forged by the great Munechika, with the help of Hachiman Daimyōjin, or so the legend says. Also nicknamed Higekiri, Onikiri and Shishi no ko and Tomokiri.
Tomokiri, for having cut, by its own will, through the steel of another sword of great quality, Hizamaru, who had been made at the request of the Emperor of Japan, by a smith rival of Sun-Nashi's maker.
Higekiri, beard cutter, was earned when the blade beheaded a criminal, the earliest Tameshigiri recorded.
Onikiri, Oni Slayer, came from Usagi's battle with the demon lord at Mount Ōe.
Shishi no ko, lion's cub, came from a legend where it made noise like a roaring lion at night, as if possessed by some Yōkai.
And Tomokiri (again), after having by its own will (again), cut through a copy of its blade and shortened it in order to make it the same size.
- Kotengu; Little Devil - Usagi's original blade of dubious make. Story has it that the blade was originally a 2 shaku long katana whose blade became slowly became cropped through Kozō's unrefined swordsmanship exhibited in his early life. The sword was halved and halved as it clashed with other meito until it turned into a wakizashi. It is peculiar in that it has a small line with a hook at the end which can attach to the guard of Tomikiri, allowing to be used to scale sheer walls.
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Special Sword(s)
- Kutone; Kutoneshirika - The sword seen in Ainu myth cycle. Acquired in Usagiyama.
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Real Name: Sean Besim Howl. AKA:The Ratcatcher; New Shadow Over The Borough; Postulio; Duskbürg's Dark Detective; The Barbed Saint; King Tenebrous; MIB; Ghostwise Shinobi; 'Catcher.
[div="width:55%;margin:auto;background: rgb(225,168,61); background: linear-gradient(145deg, rgba(225,168,61,1) 0%, rgba(252,210,120,1) 65%);padding:5%;color:white;font-family:Simsun;font-size:75%;"] BIO-WEAPON noun :a harmful biological agent used as a weapon of war. "fears mount about smallpox as a bioweapon"
The man calling himself Calvin Rose was experimented on at NAUKOGRAD-666 along with multiple other дети members. Unlike them, however, he wasn't brought in with the intent of studying powers. He was one of the subjects on whom these findings were to be tested and as such has undergone an undetermined amount of surgical and neo-occult procedures.
It is unknown what the extent of the alterations done to his body is and Rose likes to keep it that way. Going even as far as to spread rumors and misinformation about himself and his capabilities. [/spoiler2]
[opacity=0].[/opacity] [div="width:55%;margin:auto;background: rgb(225,168,61); background: linear-gradient(145deg, rgba(225,168,61,1) 0%, rgba(252,210,120,1) 65%);padding:5%;color:white;font-family:Simsun;font-size:75%;"] DARK DETECTIVE noun :a stealth operative equipped to take on the modern world. “huh?!.. must have been my imagination” [/div]
As a credit to his pseudonym, Calvin Rose is a relentless man-hunter.
As the Catcher he cannot be bought, bullied, or intimidated, regardless of an antagonist's size, strength, wealth, or power. He is fully self-aware of his imposing nature and the effect that his own force of intimidation can have on others. He also seems to have more than thorough understanding of criminology and detective methodology which allows him to solve cases that would perplex ordinary investigators.
Rose is cunning and rather intelligent. He demonstrates more self-awareness than other vigilantes, allowing him to maintain his cool demeanor, especially under pressure, and not fall under the weight of vindicating himself. Admittedly, he actually thrives in duress.
An ultimate pragmatist, Rose makes an effort of making the most out of any situation. He isn't above taking some of the spoils of the criminals he busts to finance his vigilante activities. Money is money.
Calvin believes in no justice other than the one he can exact himself. To this end, he cultivated a blackguard skillset that makes him extremely proficient in stealth, prestidigtation, infiltration and escape artistry which is only augmented by creative use of his powers.
His maxims serve to make prepared for any situation. Rose will stretch several times over the course of a day, as well as stick to physical education and extensive martial arts training. The latter going to such an extreme where he will spar for hours on end and employ trainers who have augmented physical traits and eidetic kinesthesia. [/spoiler2]
Built from scrap by the Artificer with input from the Ratcatcher.
This uniform builds on a traditional foundation used by ancient japanese spies to bring something deceptively effective to life. It incorporates multiple verified crafting techniques enriched by the surplus of modern materials and fabrication techniques. This results in a masterful, durable yet lightweight espionage system with an animal theme.
Most uniquely, the cowl and cape exhibit several strange properties imbued by the Artificer's Propriokinésis. Chiefly, the outer of the helm and the entirety of the cape is made out of shadow itself. Shade imbued with mass that plays tricks on an observer's eye and legitimizes the monicker of Man-In-Black. Other than improve stealth, the vigilante can also achieve glide by calling upon Patron's gifts. The inner of the cowl is further proprio-transposed with a full military ballistic helm and several types of viewing goggles as well as gutted Proton Industries Active Noise Control headphones.
[*]Trilayer Protection Its design misleadingly simplistic, the conservative grays and blacks conceal an innovated concept used by the Oniwaban agents during the Edo period. Offering protection from both assault and from the elements. The most proximal layer to the skin is a comfortable skin-tight weave of yak fur and cotton that act as an impeccable natural insulator and allow the wearer to maintain a stable temperature even in frigid conditions. A secondary and main means of defense is provided by fine chainmail kusari, blunting most slashing and cutting intentions. Lastly, the dark body glove is composed of durable hemp woven into a twill formation to offer relative water abhesion and major resistance to wear and tear.
Additional ceramic armoring pieces can be sloted on individually at the cost of reduced mobility and range of motion. [opacity=0].[/opacity] [*]Concealed Inventory The tenets of the Iron Code are upheld by the armor's intricate use of neatly concealed compartments for a broad range of shinobi tools. The obvious placement of shiny kunai along the belt and neko-te is intended to draw attention from an entire plethora of equipment and other throwables concealed along the suit. For example, the inside of the left forearm is actually a stealthy senbon holster. Other compartments contain medicines, poisons but also intense opiates and cannabinoids among an array of hidden blade mechanisms and grappling gear.
Almost every piece of The Nightmarcher's weaponry has an inbuilt hollow hilt or a compartment for such purposes. [opacity=0].[/opacity] [*]Rudimetary Traversal Tools A sturdy holster adorns the uniform's hip, attached by clips to the larger belt. Tucked neatly inside is a simple pneumatic decompression device that can propel a grappling hook or an inserted throwable at high velocities with unparalleled precision towards the target. Completed by clawed hands and bladed soles of the feet, the wearer can easily scale almost any surface or at the very least force their way up to the top of an obstacle.
[/hr] b. Utility Belt For all intents and purposes literally fuckin' bottomless. [/hr]
c. The Beast A veritable man-o'-war. This vehicle was the first proper investment into Ratcatcher's career. Much like his previous equipment, this one incorporates several different types of transport stacked on top of each other. Chief among them: a Lamborghini Huracán liberated from a Venezuelan drug lord and a 65 ton Israeli Mk IV Merkava battle tank.
This coupled with the internals of a F-22 Raptor allow for a surprisingly nimble engine of absolute destruction on wheels. In its cruise mode, the vehicle is capable of AT movement at high speeds with sufficient ballistic protection. For casual protection the car sports 4 mounted, automated machine guns capable of switching between 14.5×114mm and rubber ammo seamlessly.
Combat mode sees the vehicle rise up as wheels spread apart on limbs with the Merkava cannon manifesting from the right side of the engine bay as well as the passenger side of the cockpit.
The Beast sports some form of internal electronics as it can be remotely piloted by OP-1. [/hr] [/div] [/spoiler2] [opacity=0].[/opacity] [spoiler2=transparent,inherit,Simsun,"2. INFRASTRUCTURE"]
дети атома Founded from the remnants of NAUKOGRAD-666's horrible children, дети is a diminutive shadow organization operating world-wide. Largely though their elected operative: The Ratcatcher, who has been sighted in Eastern Europe, France, Israel, Japan and lately even the US.
Little can be found about the command structure or even the confirmed existence of дети.
Most of the think-tank's resources are admittedly scavenged or emancipated and reverse engineered from the threats they face. A vast underground server-farm is one of their most guarded properites, providing surplus financing through data-mining and bit-coin trade. The logistical backbone of Ratcatcher's operation consists of several specialists that can be contacted through OP-1.
OP-1 stands for OPERATOR-1, a skilled telepath whose gifts are synaptic in nature. Conventionally, she would need to be in the immediate proximity in order to use her powers. This is circumvented through another member known only as PATRON whose power lies in making pacts that allow the sides of the 'contract' to pool their powers and skills. The Catcher acts as an extension of PATRON's power, allowing him to briefly invoke some of the PATRON's collected powers and skills.
The last cog that allows Ratcatcher to work the way he does is the resident quartermaster. ARTIFICER's power other than their inventive genius is propriokinésis, the supposed ability to freely rearrange properties of objects around them. Through the use of said propriokinésis they can create gadgets and tools that defy conventional laws of physics.
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Last Edit: Mar 21, 2021 23:08:31 GMT by The Warmint
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II. Electric Athamé
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An athame or athamé is a ceremonial blade, generally with a black handle. It is the main ritual implement or magical tool among several used in ceremonial magick traditions, and by other neopagans, witchcraft, as well as satanic traditions. A black-handled knife called an 'arthame' also appears in certain versions of the Key of Solomon, a grimoire originating in the Middle Ages.
The proper use of the tool was started by the Hermetic Order of the Golden Dawn, in the early 20th century, for the use of banishing rituals. The tool was later adopted by Wiccans, Thelemites and Satanists.
The athamé stands as one of the four elemental tools in modern occultism, traditionally standing for fire, for witches, and air, for ceremonial magicians. (From the known origins of Wicca, with Gardner's own Book of Shadows, the athame represents fire; where the wand corresponds to air. Other varieties of Wiccan practice may switch those two around.) The other three elemental tools are the wand, the pentacle, and the cup or chalice. These four magical tools correspond to four "weapons" of significance in Celtic myth—the sword, the spear, the shield, and the cauldron (and/or grail). The same four ritual tools also appear in the magical practices of the western hermetic tradition, derived from The Golden Dawn, who pioneered the modern occult tradition and new age spirituality; and they appear in tarot decks as the four card suits: swords, cups, wands, and pentacles.
The athamé is an elemental tool, while the sword is often a tool representing power, used to keep Spirits in check during goetic Evocation.
Van de Moor's particular athamé is a cobbled together instrument unlike any other of its kind. The blade is wrought Cold Iron, an exceedingly rare paranatural material first invented in ancient China. Not only does it give the weapon proper heft and durability but it also repels paranatural actors, especially those of Fae origin. The metal is kneaded more than it is smelted during the smithing process for the biting cold imbued in the blade is apparently what gives Cold Iron weapons their unique property.
Another deviation is present in the form of a high-yield EM alterator built into the athamé's hilt. The mechanism is virile enough that it causes light-bulbs to flicker and burst in the vicinity and interferes with electronics due to the strange frequency it oscilates with. Since the EM field is one of the four fundamentals that the universe operates on, a charged edge only enhances the blade's anti-magic properties.
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♝
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[column][col]Birth Name:[/col] [col]Daud Marlon Van de Moor.[/col][/column]
[column][col]Alias:[/col] [col]The Samaritan.[/col][/column] [column][col]A.K.A.:[/col] [col]David Moore, Witchfinder; The Green Mage; The Mountebank; Herian Querent; He-Who-Mans-The-Wall.[/col][/column]
The Source • Rift Mage Birthright • Daud is one of a dying breed: a sorcerer of the purest arcane pedigree. A son born into a family of sorcerers who carry an occult birthright conferred upon them by an exotic bloodline stretching back to the days of Atlantis. Such is the blood of the House of Moor. No one chooses sorcery; the power chooses the sorcerer.
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• I. The Magician •
A sorcerer is archaically recognized as a Source of Power. Daud is, to his dismay, one of the most promising Sources of our time; primarily due to his fine mastery of the paranatural arts. As a veritable prodigy of this craft he can freely siphon and manipulate mana from his enviroment on demand in order to will his lies into reality. He can do this on his own, but prefers the aid of an arcane focus, e.g. his wand. These talents make it possible for him to keep pace with the crème de la crème, being one of the few who have mastered Veilfire—a rare form of eldritch arcana most mages cannot learn.
There are many specializations and arcanas though Daud has always been a realm-class escapologist and abjurist. Rumor has it that Samaritan even managed to escape his own abortion, forcing an unfortunate nurse to carry him to full term. However, what truly sets Daud apart from his contemporaries is his ability to adapt and improvise. In the current age magic is weak and it's creatures have been mostly hunted to extinction. This worries him not for Daud is an artificer—a man's mage who can make do with more modern spell components.
As a Rift Mage whose portfolio includes The Fade, The Veil, Places of Power, magical imbuement, Mana, Patterns, revelation, resonance, spellcasting and Truth, Daud is afforded following benefits:
Seventh Sense [tab=10]On a basic level, any practicioner of magic has an innate sense of it's boundary. This sensory phenomenon is called The Sight. Daud has honed his sense of magic religiously, developing a eerily holistic sense on par with hyper-cosmic awareness. Not only can he detect the mysteries and abnormalities within the materium, but he can also determine the ills of a grander universe on an otherwise unfathomable, conceptual level.[/tab] [tab=10]Moor can detect magic at will as well as read the auras of individuals to determine their mental state. His eyes can also see a plethora of other phenomena by using other schools of magic as a 'lens'. For example, the school of necromancy would allow him to see souls and differentiate between vampires.[/tab]
Eldritch Magic [tab=10]There are many sources a mage can draw from for their spells, most veer towards elements, but House Moor has always been aligned with The Veil and The Fade. Daud drinks in mana from The Veil in order to allow dimensional permeability and can thus mold raw magic to his liking. He can push and pull the Fade and manifest his spells in the materium with a sea-green hue to them.[/tab] [tab=10]Generally, Eldritch magic can be considered 'raw' magic though The Sons of Moor can channel pandimensional energies of various mythical and non-mythical emittents. Another peculiar ability granted by the Elder blood is authority over Places of Power.[/tab]
Breaching, Barring & Banishing [tab=10]The elder ability to extert influence over dimensions lies in his bloodline. Daud's family is one of the few who do not require components of any kind to affect dimensional and planar anomalies. He can simply use force of will to sew together wounds within the arteries of the multiverse. The inverse is currently not possible given how feeble magic is on Earth.[/tab] [tab=10]Additionally, since his authority over realms is nigh-indisputable, his mere presence causes extreme agony to outsiders. This gives Daud a natural resistance, but not immunity, to possession. As there exist even such entities that enjoy self-mutilation.[/tab]
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• Spellcraft & Wizardry • Inconclusive assortment of actionable paranatural formulas and invocations. Higher level spells generally cannot be cast on demand.
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I. Cantrips
Transmutation & Thaumaturgy — Basic manawork and application of alchemy. The Green Mage relies on these cantrips heavily in a time when magic is low for their components are minimal, sometimes requiring naught but friction. Fundamentally, transmutation alters natural vectors through paranatural means. It cannot create or destroy but it can push and pull, enhance or diminish existing physics. On the other hand thaumaturgy is known as 'wonder-working' and includes all manner of minor (mostly temporal) magical techniques and mana infusion.
Wristpocket is also known as the Smuggler's Sleeve or as Conman's Cantrip. Its been coined so due to its infamous hiding ability. Among mages, the use of wristpocket is often frowned upon due to its deceitful nature. The cantrip can sort of store things in an extradimensional slipspace of unknown dimensions. Only users of the technique know the true nature of this trick, but arcanists propose that the volume it can contains corresponds with the user's own.
Telepathy or Mentalism is the field of thought-base techniques. It also confers astral projection, telempathy, hypnosis, premotion or clairvoyance. Daud has a significant mastery of this art founded on self-preservance. Though his area of influence is rather small he can manipulate lesser minds to a brutal effect. He relies heavily on the use of Astral projection while sleeping and frequently hones his skill with memory manipulation.
Eldritch Lance — The bread-and-butter of eldritch magic for most users. It's the straight forward ability of the user to channel and project paranatural energies from the Fade into the materium. The lance is technically a technique from the school of evocation and it's application is mainly as long-range artillery.
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II. Spells
Veilfire of Vidimyr, also known as The Secret Fire or Flamma Reconditus, is a kind of magical flame passed down between dungeoneers. It burns with a greenish plume that is known to reveal the hidden things in the world. Story has it that the first wielders of this magic were the dwarves who sought to uncover the work of their sworn enemy. [tab=10]Veilfire can also be used to activate certain dormant spells and, most importantly, as an advanced form of writing. Messages written using veilfire can transmit tangible sensations and complex ideas and feelings to the reader. Weaponized, the pyre will force the target to endure their greatest shames and secrets. For the pain of knowing can ache much worse than a pain of the body.[/tab]
Abjurist Arts (Counterspell, Dispel, Silence) — The practice of exorcism, wards and protective charms. Abjurism is often mislabeled as occultism due to its rightful place in each magic-wielder's repertoire. Higher order practices are almost entirely ritual based, though there exist minute spells that are highly prized for their combat application. [tab=10]Daud's utility spells are effectively disruptors. For example, counterspell is a scalable spell which cripples the flow of mana within the target and can cause an enemy spell-caster's spell to disintegrate with a cryptic sentence or two. Dispel, another mainstay, serves to remove more permanent paranatural afflictions and occult devices. Silence is technically an evocation spell, erecting a sphere where sound cannot propagate.[/tab]
Shields of Shambhala are Van de Moor's signature spell. Taken from an old scroll found in a Nepali temple, the spell erects a sort of arcane counter-force of positive energy that acts in opposition of harm. Its formulation is rooted in Buddhist mandalas used to ritually protect against malevolent entities known as 'hungry ghosts', or pretas.
Tristan's Wyrmfire Asylum is a form of protective echantment that Merlin supposedly invented for the Arthurian knight-errant Tristan. It is intended to insulate the caster against heat and fire or the breath-weapon of an adult wyrm. Daud has used its extensive protection during Volksgeist's volatile anastasis on Krakatoa.
Slumber of Somnus is an oft underestimated spell of the enchantment school. It's main strength is in its easily scalable properties. Effectively, the incantation and magically enchanted sand will seek to deprive any affected creature of consciousness. The victims are safely placed to peaceful sleep for several hours or until roused.
Goëtia or demonology, is the forbidden science of summoning creatures from alternate dimensions or worlds across time and space, usually with the intention of bargaining with them for information or services.
Taking: The power of Taking has been sought by many occultists and evil sorcerers across history. It is an inversion of many of Goëtia's principles; it is the forceful take-over of an outsider and the taking on their power and responsibility. No known cases of permanent Taking are known to exist due to its direct tie to the caster's willpower.
Herne's Braving is an ancient Van de Moor ritual. The cost can be terrible as the caster can forfeit their very soul to summon their familial patron.
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• Transitive Exploits • Because teleporation functions via the de-construction and re-construction of the body (and thus definite death of the caster) magic cannot be used physically teleport as is often the common misconception. Though the Querent knows how to weasel around these hardset limits.
Sympathetic Translocation: Possibly one of, if not the, most mystifying aspects of Daud's esoteric nature. The Mountebank has the ability to seemingly connect two locations across an undetermined, possibly global, distance. To do this he needs a Freudian medium, usually a pair of seperate doors. Either by warping space-time around two closed doors or bending the space to briefly connect the two when opening them: He can walk through a door at a starting point and walk through a different door even if they are seperated by oceans. Daud stated that those powers aren't based on a mutant or mutate state nor magic, but come from a specific use of physical knowledge and seem available for anyone with "the right kind of hands and a good grounding in subjective physics".
Catoptric Cruising: Substituting doors for materials with high solar reflectance (water, glass, certain plastics and mirrors in general), Van de Moor can also transport himself across vast distances. Unlike his ability to traverse seperate doors, this ability involves a liminal subspace adjacent to our own space. This Mirrorverse is functionally a doppelganger of the material universe in topography, though inhabited solely by light.It is unknown how time flows in this dimension as sometimes Daud will emerge immediately and other times can stay there for hours.
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THE VISITOR
REAL NAME: Unknown. ALIAS: Golden-arm; The Man From Outer Space; Thunderer.
SEX: M♂
HEIGHT: ~6’8”. WEIGHT: ~260 lbs.
BASE OF OPERATIONS: Undetermined. RESOURCES: Alien.
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“I am the Hammer, I am the mail about His fist. I am the Spear in His hand. Though we are lost, I am the Shield on His arm. I am the flight of His arrows. I am the Hammer. I am the Sword. I am the Shield. I am a Soldier at the battle at the end of time.”
WHEEL noun :the invention that changed the world. “the wheel lives”
The Visitor is in possession of an extremely advanced device refered to as 'The Wheel'. This device is an armor of similarly exosolar origin as the alien himself. Very little is actually understood about either subject. What powers The Wheel as well as how it manages to effectively influence its own gravity and mass for flight remains to be determined as well. Its construction and make appear to be so foreign in design that fore-most scientific minds cannot agree on how they would go about replicating it. As modern scanning apparatus fail to properly read the device, current census is that the civilization that created the armor must have been somehow capable of freely rearranging atoms.
The Visitor hasn't left his armor since touching down on Earth which indicates either that he doesn't need to or that the armor provides him with the ability to do so. It is unclear which is the case. Though the Visitor himself, despite his giant statue, appears ostensibly human or atleast humanoid.
However, The Wheel seems to endow The Visitor with vastly superhuman levels of strength and durability. So far, none of the weapons systems employed against it were able to breach its plating. It can be surmised that none but the sub-atomic measures at Earth's disposal can damage The Wheel. Although The Visitor's actions so far have not mandated nuclear strike.
The Wheel either sports or is capable of fabricating a wide variety of offensive counter-measures ranging from surprisingly rudimetary anti-radar chaff to incredibly advanced energy weaponry and conventially experimental options such as vestibo-ocular neutralizers. Indeed, the armor's prefered mid-range choice are a pair of twin wrist-mounted masers while close-range engagements are handled via a combination of superhuman traits and hard-energy weaponry.
It is unclear whether The Wheel has any translation capacity. [/spoiler2]