Let's go to war
- Invitation Status
- Look for groups, Looking for partners
- Posting Speed
- One post per week
- Writing Levels
- Adept, Advanced, Prestige, Douche, Adaptable
- Preferred Character Gender
- Male, Female, Nonbinary, Transgender, Nonbinary, No Preferences
- Modern Fantasy, Sci-Fi, Low Fantasy, Historical, Horror
blue Recruitment Status: OPEN
Welcome to Vanaheim, a city of neon and looming metal skyscrapers set against a background of Gothic architecture and abandoned building developments. Just like any big city, it has its fair share of problems with crime. The Vanaheim police department has tried its best to keep the citizens safe, but a group made up entirely of humans hoping to deal with the paranormal and downright demonic that has always existed in this concrete jungle? Needless to say, Vanaheim PD has discovered it needs to enlist the help of a wider range of assets if they want to make a dent in the rising rates of murder and dangerous crimes.
High up the chain of command, it was decided that a new task force would be assembled to tackle these problems head-on. Of course, these individuals wouldn't be walking beats with the rest of the cops. Their assignments would be less strictly legal and very much more dangerous. Picking from skilled officers from their own ranks, as well as venturing to offer positions to notoriously adept criminals, and even willing volunteers who can bring something unique to their task force.
One way or another, either by conscription, an offer to terminate the rest of your prison sentence, or because you were gutsy enough to put your own life on the line, it's now in your job description to risk your life on a daily basis to investigate the seedy underbelly of Vanaheim. In a city full of gangs with psychic powers, blood-sucking demon CEOs, and terrifying myths of destructive beasts running rampant, it's easy to forget just how dangerous and ingenious humans can be. Keep your guard up. Good luck.
Rules and Run-down
I'll start off with the rules and a few words about the RP and how it's going to work. Then, you can glance at the CSs and world info.
- Although it should go without saying, all Iwaku rules apply to this game as well. So, basically, be respectful to one another, don't try to do anything you know would be frowned upon in other parts of the forum, and make sure to talk to your fellow players and GMs if something seems off or if you just have a suggestion to make. Communication is the key to a good RP.
- Please try to produce at least two paragraphs per post. This is a very loose rule, as I'm not going to kick someone out for a single paragraph, so long as something actually happens. Just ensure you maintain good spelling and grammar, as well as performing actions and interacting with the world around you whenever you post.
- This RP will feature an experimental hybrid system I'm cooking up, which will involve dice, a pointbuy system at the very start, and branching traits. If that sounds a little too technical for you, please don't fret. I promise it will be very easy. All you need to do, to start, is give your character number values for a selection of different traits and I'll handle the rest.
- Upon request, I will likely set up a Skype group for this RP to go alongside the OOC, just in case people want to goof around with their fellow RPers or want to plan something with the group but don't want to take up several pages in the OOC.
- Character death is a possibility in this RP. Sometimes, the dice just really don't like you, or you go charging after a boss character all by yourself and you previously ran out of bullets. Generally speaking, I feel it adds variety to the game. If your character does die, feel free to make another.
Below you'll find the CS you can fill out, as well as some rough info about the world. Feel free to ask any questions or make comments. I'm hoping to run this as a fairly fun RP, so while it looks a bit technical, don't let that fool you into thinking this is going to be entirely grim-dark serious. Humor will play its part in this game.
Race: (See Races tab)
Background: Each character will come from one of three backgrounds, Officer (meaning you were assigned here thanks to the higher ups), Criminal (meaning, of course, that you did something dastardly, but you did it well enough that your talents were kept in a handy file for a moment like this), or Volunteer (you offered yourself up to be a part of the action). Do keep in mind that the Vanaheim PD was strictly humans only before this point.
History: Expand a little bit on the one-word answer given above.
Skill Points: These skills will not be increasing as the game goes on, but they will determine the types of traits and skills you are allowed to access later. I ask that players select two of these to be their specialties, so even if you want to build a fairly jack-of-all-trades character to be safe, he or she will still fill a distinct role in the group. Each of these skills should have a value between 0-10, and each player has 30 points to distribute.
- Strength: Whether you use it to throw debilitating punches, lift heavy loads, or put some extra swing in melee combat, you're physically stronger than most people and it shows.
- Agility: You can run faster than others, and you're not bad at dodging, either. Basically, if anyone in the group is going to be an escape artist, it's you. You have the potential to make the city your running and jumping jungle gym.
- Charisma: If you need to get some information out of someone, you're going to use your words, rather than trying to punch the answers out of them. Conversely, you are also good at persuading others and generally, people just think you talk real smooth-like.
- Intelligence: Your brain is your best weapon, and it's thanks to your smarts that you pick up on things that others can miss, making you quite perceptive. Your intelligence also allows you to better grasp new technologies or solve difficult puzzles, as well as craft seemingly fool-proof plans.
- Dexterity: While some are fleet of foot, you possess nimble fingers that can easily be used for such activities as lockpicking, pick-pocketing, or faster gunplay. You are known for acts of phenomenal prestidigitation and that makes you quite useful if a job requires someone with a steady hand.
- Will: Courage and tenacity are your forte, and you are more resilient than your peers in the face of pain, as well as less likely to lose your nerve in tough situations. Good aim is usually inherent in this skill, and psions tend to find it useful in controlling their powers.
Traits: Give yourself two custom traits here that I will approve or deny, just to keep the game balanced. You can make them geared towards combat or they can help with things such as persuasion, sneaking and stealing.
Human: The most populous race in Vanaheim, humans have long been the most accepted race and few face the persecution of less-understood creatures. While humans do not display particular powers, they tend to be gifted in speech thanks to the social ease of being a human in the city, but their other skills can vary widely, making them some of the most diverse individuals in Vanaheim. (Bonus to Charisma)
Elf: These slim, fair creatures thrive mostly in the wilds, and those who have come to live in the city find themselves leading incredibly varied lives, some using their delicate yet striking features to take jobs in the entertainment industry. Others take advantage of their natural inclination towards agility to keep themselves afloat by working as thieves. (Bonus to Agility)
Psion: Anatomically identical to humans, psions are unique thanks to their access to psychic powers, which some might call magic. Being able to move things with their mind, read thoughts, or even harness the elements, to an extent (with attacks called psi-bolts), some psions become obsessed with their own talents and become chaotic presences in the city, leading the law-abiding psions to live under a prejudiced shadow. (Bonus to Will)
Dwarf: Shorter and stockier than elves and humans, dwarves are renowned for their craftsmanship and hair, both beards and often flowing manes. Not known as the most social beings, dwarves tend to resign themselves to jobs involving manufacturing or manual labor within Vanaheim so they can spend time to themselves once the work is done, pursuing their own individual hobbies and lives. (Bonus to Dexterity)
Draugr: Not nearly as mindless as a zombie, draugr are indeed undead creatures that walk among the living, but they bear more in common with the folkloric vampire than with shambling corpses. Most draugr are cursed, having been killed and "infected" by a rogue draugr, but some simply died feeling so incredibly vengeful or unfulfilled that they managed to transcend the finality of death. Not much is known about these mysterious creatures, but individual draugrs have shown interesting and paranormal talents such as the ability to visit dreams, induce madness, hypnotize, and shapeshift. A draugr is most akin to a corporeal ghost, and their relative longevity allows them to learn much from experience. (Bonus to Intelligence)
Werebeast: Most commonly found as a human that can transform into a monstrous wolf or other predatory mammal, werebeasts of all kind have been reported, and they are becoming increasingly common in Vanaheim. Its quick spread suggests that the "disease" is transferable. These individuals transform into their beastly forms involuntarily when the moon is full, but can attempt the change at night, realizing it is more exhausting to do so the further it is from the full moon, but they maintain more mental control in those cases. Humans, elves, dwarves, and psions can all be infected, and any werebeast will display markings or tendencies reminiscent of a beast when not transformed. (Bonus to Strength)
The Precinct (Center): Located centrally in the city, The Precinct is a fairly new construction that encloses the hospital, the police station, and the fire department. Its move to this location has helped to keep an eye on crime in some of the more troublesome spots of Vanaheim, but as a result, it is hardly used for much else.
- Vanaheim Police HQ, where you will be spending quite some time learning about your latest case and accessing their resources to aid in your investigations.
- Vanaheim Fire Department, where brave men and women slide down poles and drive incredibly hard-to-maneuver trucks in order to keep the city from burning down.
- Horne Medical Center, where the city's finest doctors work. The building has always been located in the Precinct, and has been able to expand greatly once this land was negotiated. Horne Medical Center has a tremendous record with its patients and a large laboratory dedicated to research.
Downtown: Only the best in entertainment and nightlife can afford to stay here. Always a bustling area, the Vanaheim's downtown provides an ever-changing landscape of clubs and 24-hour burger joints. However, some old favorites are here to stay, and a discerning eye who has spent too much time around these parts can always tell which pleasures are bound to be fleeting.
Park Plaza: Comprised mostly of affordable housing, office space, and restaurants, Park Plaza is also home to government buildings and the city's library. Thanks to its expansive sprawl and reasonable living space, it tends to be the home of younger people who don't mind apartment living while being close to exciting nightlife. Park Plaza also attracts many artists.
- Vanaheim Public Library, which many believe is haunted. Various rumors of ghosts haunting the halls after unconfirmed grisly murders and occult rituals scare off most casual browsers, but the librarians are made of much stronger stuff than that.
Western Heights: The premium community in Vanaheim. Food and shelter are incredibly expensive, but definitely the best the city has to offer. Western Heights is full mostly of old families and new money, both eager to prove they belong in the huge penthouses or borderline mansions that are exclusive to this area.
Sol Valley: A district known mostly for its shopping and galleries, it is also home to the offices for many wealthy and high-scale companies. Very heavy foot traffic tends to make this place susceptible to petty crimes such as pick-pocketing, but it is known to be a safe area.
- First National Bank of Vanaheim which, unsurprisingly, sees a lot of people come in daily in order to check their funds and manage things after a long day spent being distracted by the glittery things Sol Valley has to offer. They like to boast that they haven't been robbed in seventy-six years.
Sunset Station: So named because it was once home to the city's train station, this outskirt of Vanaheim is home to a large concentration of supernatural creatures, particularly elves. The community features a variety of well-maintained parks, which may attract some to venture out that way, but its relative poverty compared to the larger sections of the city tends to keep them isolated.
- The Rails, where many children growing up in the Station like to pretend they're cowboys and shoot finger-pistols at their friends until the sun sinks low into the sky.
The Industrial District: A smoggy and hazy conglomerate of factories, docks, warehouses, and smaller-scale offices. The items produced here bring in a sizable chunk of Vanaheim's revenue, and those who have to work here usually just remind themselves of this fact as they drive through a cloud of soot sandwiched between towering, grey buildings.
- Karff Pharmaceuticals Factory, which has been empty for years as the Karff company has moved its production to a larger facility across the country. However, the property remains in limbo after falling out of escrow, and is the source of a great feud between two halves of a rich and scheming family.
Lars Pier: Despite boasting wonderful river views, Lars Pier has been considered the slums of Vanaheim for decades now. Featuring housing projects, a high crime rate, and the creepy remnants of an abandoned amusement park project, Lars Pier is a place where many hope never to land and few manage to escape.
- Stray Alley, which has become known as the red-light district of Vanaheim. While not the only area to boast prostitution, skeezy sex shops, and an astronomical number of PTSDs per square foot, it is definitely the most dangerous, for both parties.
- Thrilltown, which was meant to become a valuable asset for Vanaheim, but now sits on Lars Pier like a sore thumb. It was mostly completed, with several rides able to run and the majority of the attractions built, but the project was abandoned without any word. While not a huge park, it still seemed like an ambitious project for such a small area. It still attracts kids and daredevil adults alike, though with a distinct lack of profits.
Ridgedale: Originally built as a suburban alternative to urban living, Ridgedale soon began to resemble its city counterpart, with buildings rising upwards and small communities gradually disappearing. The closer to the western edge you get, the more Ridgedale once again resembles suburbs. This is a predominantly peaceful residential area, home to most families and schools in Vanaheim.
Averly Row: A small but hotly contested district, it is home to Vanaheim's prison and is known to be the battleground for several major gangs, and some of them are highly volatile psion gangs. Violence from the Row rarely trickles down into Ridgedale, but its growing worse and worse by the day. The city hopes to move the prison into the Precinct, but few want the job of transporting them.
- Vanaheim Prison, where dangerous and violent prisoners are kept locked up in a secure facility. While many of the small-time criminals have been transferred to the prison adjacent to the police department in the Precinct, the worst of the worst still remain here.
Oculas Marbly | Human | Simen Demon
Locke Hjalvarson | Human | Hellis
Keye Hjalvarson | Psion | Hellis
Aust | Elf | Silverdawn
Asher Jericho | Human | Chris_Reaper
To be updated with information regarding the criminals in Vanaheim encountered over the course of the story, as well as leads regarding yet unseen foes.
Couldn't think of where else to put this at the moment, so I figured here would suffice.
There is magic in this setting, and draugrs and werebeasts are just the tip of the iceberg as far as that goes, but your characters won't be starting off with a working knowledge of it. Psions and their psychic abilities are decidedly not magic, and the odd talents some draugrs or more traditionally "magical" creatures may display (if you choose to include any in your customs) will be the extent of it at this point. Pretty soon, however, your characters will begin to stumble upon magic and understand it much more fully. It'll just take some time. For now, this tab will remain as a reminder of that fact, but it will soon be replaced with information on spells, types of magic, and magical beasts.