Certe Notatu Character Creation Character Sheet Dramatis Personae Enemies of the Order Ordinis Sancti Percute Personnel of Interest Most know that World War 2 began with the invasion of Poland in 1939 on September first. The history of World War 2 is in fact fairly well documented. The rise of Nazi aggression and power to their eventual fall. But this isn't the story of that well known tale. No, this is the true story. And it didn't begin in 1939, but in 1938, on the 22nd of December, the date of the Winter Solstice. In this time forces known by many names, including the Thule Society engaged forces deep in Poland, in a preliminary strike securing a number of artefacts, at their head the few survivors who hid and avoided detection reported the attack was fronted by werewolves and the dead with a Necromancer wearing Nazi regalia at their head. Numerous attacks of the sort happened across the breadth of Europe, strange stormtroopers lead by what had previously been believed were supernatural creatures. ... Within England and many other nations this caused a shift in an ancient covenant older than most nations and peoples. Representatives of the psuedo-government that simply called itself the Covenant of Peace came forth to allied nations. They explained millennium of concealing themselves from the world for fear of discovery and decimation at the hands of religious crusaders and their priests. It was something that was not received well and the allied nations, which joined in the entity now known as World War 2. Time forwards to 1940, June and a conference is announced in France between the leaders of the Covenant and the allied nations. A well hidden conference that was nonetheless discovered and, Paris fell. The entire invasion staged simply to conceal the murder of the Covenant's leadership and those leaders who were present. A grand deception by the Covenant to conceal the true meeting. Held in London itself. In the wake of the Covenant was formed the Ordinis Sancti Percute, the "Holy Strike Order" they were to be a team of specialists. Investigators, Magi, the 'otherkind' and the soldiers. Their purpose? To find, hunt and destroy the occultists of the enemy. Their undead, the otherkind who swore to their service, their magi and sorcerors. The secret war for world war 2. Little could they know how pivotal they were to it's outcome. It is now the 23rd of September 1940, the Autumnal Equinox. And word has reached the Ordinis Sancti Percute that the Nazi's are moving in secret on an artefact concealed in the Sphinx at Giza. The Egyptian Book of the Dead. Characters come in four varieties. Investigators: Investigators are often important parts of the teams, specialised in investigative methods they're basically private investigators with military and basic occultist training. The trackers of the team. Occultists: Occultists usually come in several varieties, the Magi, the Sorcerers and the Necromancers. The latter of which only exist within the Nazi's camp, the Covenant having forbid the practice of Necromancy more than a millennia beforehand, as such only the Magi and Sorcerers will be found in the Ordinis Sancti Percute, the former study magic and call their power from ancient tomes, devices and raw knowledge, the Sorcerers however do not much care for all the study and are more natural mages, calling on power as they need it, but they suffer from lacking much variety in their abilities, though they tend to be innately more powerful than that of a Magi. Supernaturals: Vampires, Werewolves and other 'unnatural' beasts all come under this title and they can be as varied as anything, though contrary to popular belief, ghosts and geists are not amongst their number, the 'intangibles' as the Covenant call them are a mystery even to the Covenant helping or hindering at whim, but as such the Order has none of these 'intangibles', nor to anyones knowledge does the Thule Society. Soldiers: The best trained fighters, while Supernaturals might have some unnatural advantages, the Occultists have some special powers and investigators are the best bookish types you get, when it comes down to killing the soldiers are pretty much the best. Pretty much all of their skills and trainings are in the use of weapons, tactics and related skills. Each player gets 7 "traits" to spend on their character. Choosing their type of character consumes one trait point. All the other traits are designed by the character as relevant to their character as shown below. Investigators:Traits include investigative skills, equipment and the like as well as basic weapons training in pistols perhaps. Sample Investigator: Steve Stevon Stevington the Stevecond. Traits: Six-Shooter ; Steve has a trusty old smith and wesson that he uses for when the going gets rough. Six-Shooter Upgrade; Steve has put in enough practice with Sixy to be considered a fair shot. Keen Sight; Steve has an uncanny knack for spotting when something just isn't quite right, allowing him to spot when something is out of place. Lockpicks; Steve carries a set of lockpicks on his person at all times. Lockpicks +; Steve had a magi enchant his lockpicks once to warn him of magical protections on a lock. Lucky Charm; Steve carries a bracelet of lucky charms, now and again this saves his life in a spectacular manner. Occultists:Traits include magical abilities, magical artefacts, innate strengths and depths of power. Be creative, but not too creative or i'll have to smack you :p Sample Occultist Wing-Chun-Nut. Traits Apprentice Elementalist (Fire); Wing has the basics of fire magic down and can sling small fireballs, create moderate flames, light torches and contribute if a ritual needs a fire element. Journeyman Elementalist (Fire); Wing is more adept with fire, able to sling down sheets of flame and hurl more impressive fireballs and so on. Elementalist (Fire); Though not yet a master in his art, he is an excellent fire mage, and nobody would choose to challenge him on this twice.Extinguishing Wand; This small arcane device is considered a must-have by any fire elementalist worth a damn, because fire is a bitch. It doesn't like being controlled, and any elementalist of fire who wants to reach their journeyman stage will need one just to live that long. Robes of Retarding; A dedicated fire mage usually wants to get a set of these sooner than later. Because burning isn't fun. No not at all. Well of Power: A ring on Wing's left index finger serves as a small reserve of power for when he taxes himself beyond his abilities. Supernaturals:Supernaturals traits generally reflect what they are, what they do and... it generally reflects their 'self.' Sample Supernatural Marie Sueanne Wolfing Werewolf Traits WEREWOLF!; Under the power of the full moon Marie is compelled to turn into a werewolf, this semi-wolf, semi-human beast. Werewolf 2.0; Marie has learned to take control of her power and can change regardless of the condition of the moon or day, though still compelled to turn during a full moon, Marie retains her self control. Strength; As a lycanthrope she has significantly more strength than a normal human, however counter to popular belief she has this strength at all times. Strength 2.0; Marie is even stronger than usual, though still below Alpha werewolves. Canine senses; Maries hearing and sense of smell are extremely strong and can follow where other trails might be lost. Full Wolf; Marie can actually transform fully into a wolf, allowing her to move more quickly and scout without being noticed... if she's lucky. Soldiers:Traits typically revolve around combat training and equipment. Sample Soldier George Ignatius Joe Traits: Basic Combat Training: Trained to use basic rifles, grenades and sidearms with limited body armour to effectiveness. Enhanced Combat Training: George is trained above and beyond in the use of basic weaponry. Grenadier: George likes his grenades. Pull the pin first, a nice curveball throw and BOOM bits of Nazis everywhere! SMG Training: George has been trained to use basic submachineguns, from the Thompson to the German MP-40. Body Armour: George has a set of experimental body armour said to be capable of stopping fore from an MP-40 for a time. CCW Training: George has trained in close combat and is accomplished at knife-fighting. You're relatively free to design your own traits, however all traits are subject to approval and trying to make them too broad will just get you slapped. (Metaphorically.) Note, you don't need to make your character all powerful to begin with, should they survive they will get stronger, learn more, gain more. If they don't survive.... well bad luck, feel free to try again :p The character sheet follows on the next tab. Name: Gender: Appearance: Specialisation: (Investigator, Occultist, Supernatural, Soldier) History: Traits: Trait; Trait Upgrade; Trait; Equipment: Miscellaneous: Disclaimer: I "Username here" consent to having my character murderised for the needs of the plot, to move things on, because i'm plain unlucky or did something incredibly stupid. Active Inactive Characters Corpsicles Active Characters: Inactive Characters: The Graveyard: Heinrich Himmler The man who's authority the Thule Society serves under. Though independent it is Himmler that gives the Society direction and, it is thought, directly in charge of the laboratories and 'temples' where the blackest practices are found. Walter Nauhaus. Walter Nauhaus is the leader of the Thule Society and it's believed, a necromancer with no equal. He runs the Thule Society with an iron fist and there are standing orders for ALL Ordinis Sancti personell that, if seen he is to be killed at any cost, up to and including their own lives and failing their mission. Though if a mission is of enough consequence, the officers in charge may suspend this standing order. Lady Von Stronheim Also known by the moniker "The Iron Bitch" she is Himmler's long arm. An assassin sent to eliminate any of the more persistent problems the Thule Society face in their duties. It's unknown if Stronheim is an occultist supernatural or simply a soldier without peer. None of the Allies seem too keen to discover the details. Rudolf Van Heimlein Rudolf leads a unit that is pretty much directly built as a counter to the Ordinis Sancti Percute, his sole duty and that of his unit is to find, counter and destroy and of the Sancti operating against Germany, or the Thule Society in specific. Though many suspect he harbours a desire to replace Walter as the Societies top dog. Regardless, he's an accomplished Necromancer. General Mark Thompson A British man who is in overall command of the Ordinis Sancti Percute, he made his name earlier in his life, though most of it remains utterly classified by the intelligence community though rumour amongst the unit says that he wrestled a dragon serving the Nazis and turned in its hoard to the Queen personally. He is also known to backhand anyone who says it in his hearing with 'Don't be a bloody daft bugger.' Colonel Julia Matrovka Julia is on secondment from the Soviet Union after the co-operation began her experience and skill are among the unions best and, so to, does it turn out her administrative skills are nearly a match. Julia serves as either a mission commander, or unit quartermaster. Lieutenant Bill Fullerton Bill is an overly enthusiastic young man new to the war, a capable man if one overly prone towards unwarranted enthusiasm and making exceptionally sexist jests. He's now known to avoid Julia at all times after stating that she was "good for nothing more than sitting on my hand and washing dishes" and nearly being shot for the remark. "Morgana Le Fay" Though people may argue over whether it is really THE Morgana Le Fay what nobody argues about is that she is the representative for the Covenant in the Ordinis Sancti Percute and in overall authority of any Occultists and Supernatural within the unit including being in overall charge of discipline. It's not known whether she is a super- natural or simply a vastly powerful occultist, though she does have some tales about Merlin, not many of them nice. She seems popular enough with people and doesn't seem to be the evil enchantress the stories claim her to be referring to the stories as "a woefully mistold tale of a divorce gone horrifically wrong." Thard Meadhands Thard is a Dwarf who serves somewhat as the Ordinis' inventor, he is enough of an occultist that he can integrate some exceptional ideas and practices into his inventions, and so when a historical means to defeat an enemy aren't to be found he'll work to invent a new, technological, means to do it instead. And then probably volunteer to join the teams on the frontline to test it personally.