The year is 2026. Ever since 2019, humanity has become aware that not everything that goes bump in the night is benign. Werewolves, vampires, golems, zombies, the fae. All of them exist, and none of them are benign. In 2020, there was 6/7, an attack in Hamburg orchestrated by a vampire in which almost three thousand people were killed.
In response, the Supernatural Weapons and Tactics teams were established in almost every country which could afford them, individuals from law enforcement and the military trained specifically to deal with these new threats.
Anytown City: USA. An irrelevant city of around 2 million people in the state of New Hampshire. Previously thought a low threat area for supernatural attacks, the fact that it has enough population to sustain the supernatural comfortably and lack of a S-SWAT division has turned it into a place well known for the supernatural to hide. After a horrifying werewolf triple-homicide, now a S-SWAT department is being made.
Rules:
No breaking forum rules. Basic people.
This is 18+ for gore and violence- there will be some pretty horrifying missions later on.
Keep relationships to 16+ please, fade to black or take it to PM’s.
No god-modding. Simple.
AKA The X Files (Music plays.)
A Class:
A Class supernatural are the absolute worst for any supernatural organisation to deal with. They are some of the most powerful and most dangerous supernatural individuals in the world, and any S-SWAT team must take extra precautions. Most departments have a separate squad for dealing with A Class supernaturals, but not this one.
Vampires:
Out of all the A Class, these are the worst. If you don’t have specialist equipment or skills, then you are pretty much fucked when it comes to these supernaturals. They are capable of flight, supernatural speed, have lightning-fast reflexes, are unharmed by religious symbols and anything generally holy, garlic… The only thing that will stop a vampire is damage or destruction of the heart or brain, or exposure to UV light. Only 1 in 10,000 people infected with the vampiric virus mutate into vampires.
Werewolves:
Werewolves are certainly powerful, but not as powerful as the vamps. Werewolves have three individual forms: human, lycan and wolf. Pure wolf is just as it sounds, as is human. Lycan is a combination of the two, giving them enhanced endurance, speed and, of course, natural combat abilities. Werewolves are extremely vulnerable to silver, and any extreme damage to them will kill them.
Sorcerers/Witches:
Sorcerers and witches are incredibly powerful individuals. Their powers manifested at birth, and although not all magic uses are sorcerers, those that are are an incredible risk. Capable of making golems and zombies, and binding them to themselves, they do not have any natural combat abilities, but a coven of them are absolutely a nightmare for any S-SWAT units.
Golems:
Golems are magically-bound creations, traditionally from stone, clay or metal, commanded by a sorcerer. They are incredibly strong, and depending on their materials, are almost invulnerable. Should their sorcerer be slain, or if they are made from a vulnerable material, enough damage will cause them to break down.
Hellhounds:
Although not technically from hell, hellhounds are essentially dogs that have been exposed to magical energy that has permanently changed them. They are much larger, much stronger and much more aggressive, and tend to work in packs. Despite this, they are incredibly rare, although when they do appear, havoc is sure to come after them.
B Class:
B Class supernaturals are the bog-standard type of creatures encountered by S-SWAT teams, forming the bread and butter of their supernatural foes. S-SWAT teams are advised to take caution around them, but with their equipment and training, they shouldn’t have too many issues.
Zombies:
Zombies, like golems, are made and bound to sorcerers, and are effectively ‘corpse golems.’ They have incredible durability, but are shockingly slow and have no natural abilities other than the strength they had as a human. They cannot use tools or weapons however, so range is an easy way of safely dealing with them, and as such are not A Class monsters.
Ghoul:
Ghouls are those individuals who have been infected by the vampiric virus, but rather than being killed or turned into vampires, they are one of the around 2000 infected who turn into ghouls. They are essentially faster, more intelligent zombies, and can work independently. They cannot fly, but are not vulnerable to light.
Gargoyles:
Where golems are found, gargoyles will naturally follow. Much smaller and less powerful than the golems, they are very durable due to their stone construction, although are not particularly clever, they can work independently. Their ability to fly is what truly makes them a difficult foe, and as such are B Class.
Ghosts:
Ghosts are sorcerers who have been murdered or killed via magical means; S-SWAT teams do not create these monsters. Although when not inhabiting a body they are harmless, they can possess people and drive them insane. Proper procedure for killing a ghost is to either kill a body they are possessing, or quarantine the area they are in, thereby denying them the ability to possess someone, eventually killing them.
Humans:
What, you thought you could get away with humans because of the ‘S’ in your name? Good joke that. Not magically talented for the most part, humans are, of course, highly intelligent, capable of using military grade weapons and are a PR nightmare to kill. For the sake of PR, try not to kill the unarmed black ones. Tends to get people all riled up. Standard SWAT procedure applies.
C Class:
C Class supernaturals are generally regarded as harmless to people and will rarely have an S-SWAT Team sent out to deal with them. Despite this, they are easily the most common types of supernaturals. They pose little to no threat to S-SWAT teams unless in large numbers, or accompanied by others of a higher class.
Fae:
Extremely powerful, Fae tend to stick to their own business and rarely meddle with human affairs. Whilst a rouge Fae is equivalent to an A Class supernatural, overall they are C Class, and it is not unknown for them to assist S-SWAT teams when their affairs overlap.
Imp:
Imps are diminutive, sarcastic and generally annoying creatures that are about a foot tall. They are innately magical, although not innately magically powerful, and can be punted across the room with a good kick should they become a pain. Despite this, multiple imps can be powerful should they ever come to agreement on something.
Dryad:
Dryads are normally entirely harmless, and New Hampshire has an unusually large amount of these creatures. Bound to a tree, especially older ones, they will protect the wooden constructs with their lives. They are capable of rejuvenating plants and the soil around them.
A Class:
A Class supernatural are the absolute worst for any supernatural organisation to deal with. They are some of the most powerful and most dangerous supernatural individuals in the world, and any S-SWAT team must take extra precautions. Most departments have a separate squad for dealing with A Class supernaturals, but not this one.
Vampires:
Out of all the A Class, these are the worst. If you don’t have specialist equipment or skills, then you are pretty much fucked when it comes to these supernaturals. They are capable of flight, supernatural speed, have lightning-fast reflexes, are unharmed by religious symbols and anything generally holy, garlic… The only thing that will stop a vampire is damage or destruction of the heart or brain, or exposure to UV light. Only 1 in 10,000 people infected with the vampiric virus mutate into vampires.
Werewolves:
Werewolves are certainly powerful, but not as powerful as the vamps. Werewolves have three individual forms: human, lycan and wolf. Pure wolf is just as it sounds, as is human. Lycan is a combination of the two, giving them enhanced endurance, speed and, of course, natural combat abilities. Werewolves are extremely vulnerable to silver, and any extreme damage to them will kill them.
Sorcerers/Witches:
Sorcerers and witches are incredibly powerful individuals. Their powers manifested at birth, and although not all magic uses are sorcerers, those that are are an incredible risk. Capable of making golems and zombies, and binding them to themselves, they do not have any natural combat abilities, but a coven of them are absolutely a nightmare for any S-SWAT units.
Golems:
Golems are magically-bound creations, traditionally from stone, clay or metal, commanded by a sorcerer. They are incredibly strong, and depending on their materials, are almost invulnerable. Should their sorcerer be slain, or if they are made from a vulnerable material, enough damage will cause them to break down.
Hellhounds:
Although not technically from hell, hellhounds are essentially dogs that have been exposed to magical energy that has permanently changed them. They are much larger, much stronger and much more aggressive, and tend to work in packs. Despite this, they are incredibly rare, although when they do appear, havoc is sure to come after them.
B Class:
B Class supernaturals are the bog-standard type of creatures encountered by S-SWAT teams, forming the bread and butter of their supernatural foes. S-SWAT teams are advised to take caution around them, but with their equipment and training, they shouldn’t have too many issues.
Zombies:
Zombies, like golems, are made and bound to sorcerers, and are effectively ‘corpse golems.’ They have incredible durability, but are shockingly slow and have no natural abilities other than the strength they had as a human. They cannot use tools or weapons however, so range is an easy way of safely dealing with them, and as such are not A Class monsters.
Ghoul:
Ghouls are those individuals who have been infected by the vampiric virus, but rather than being killed or turned into vampires, they are one of the around 2000 infected who turn into ghouls. They are essentially faster, more intelligent zombies, and can work independently. They cannot fly, but are not vulnerable to light.
Gargoyles:
Where golems are found, gargoyles will naturally follow. Much smaller and less powerful than the golems, they are very durable due to their stone construction, although are not particularly clever, they can work independently. Their ability to fly is what truly makes them a difficult foe, and as such are B Class.
Ghosts:
Ghosts are sorcerers who have been murdered or killed via magical means; S-SWAT teams do not create these monsters. Although when not inhabiting a body they are harmless, they can possess people and drive them insane. Proper procedure for killing a ghost is to either kill a body they are possessing, or quarantine the area they are in, thereby denying them the ability to possess someone, eventually killing them.
Humans:
What, you thought you could get away with humans because of the ‘S’ in your name? Good joke that. Not magically talented for the most part, humans are, of course, highly intelligent, capable of using military grade weapons and are a PR nightmare to kill. For the sake of PR, try not to kill the unarmed black ones. Tends to get people all riled up. Standard SWAT procedure applies.
C Class:
C Class supernaturals are generally regarded as harmless to people and will rarely have an S-SWAT Team sent out to deal with them. Despite this, they are easily the most common types of supernaturals. They pose little to no threat to S-SWAT teams unless in large numbers, or accompanied by others of a higher class.
Fae:
Extremely powerful, Fae tend to stick to their own business and rarely meddle with human affairs. Whilst a rouge Fae is equivalent to an A Class supernatural, overall they are C Class, and it is not unknown for them to assist S-SWAT teams when their affairs overlap.
Imp:
Imps are diminutive, sarcastic and generally annoying creatures that are about a foot tall. They are innately magical, although not innately magically powerful, and can be punted across the room with a good kick should they become a pain. Despite this, multiple imps can be powerful should they ever come to agreement on something.
Dryad:
Dryads are normally entirely harmless, and New Hampshire has an unusually large amount of these creatures. Bound to a tree, especially older ones, they will protect the wooden constructs with their lives. They are capable of rejuvenating plants and the soil around them.
Name:
Callsign:
Age: Note that the age for this will be higher compared to a lot of RP’s. All of these characters are highly trained ex-military/police guys with years of experience, so even if they joined the uniforms at age 16, they ain’t putting an S-SWAT badge on at that age. 23-40
Height:
Weight: Use a BMI scale. Most characters will be a bit heavier than is ‘healthy’ due to a larger amount of muscle mass, and muscle is a lot heavier than fat. Keep it in mind folks.
Appearance: What’s your character’s mug look like? Pic or description please, but god help you if you use an anime picture.
Other appearance: Any scars? Tattoos? All here.
Uniform appearance: S-SWAT have a bit of leeway with minor uniform edits, but keep it small. A nonstandard balaclava or a bit of paint here and there is fine, bright clashing colours is not.
Trooper Type:
Psych Evaluation: Personality. What makes your trooper tick underneath the hood?
History: How did your trooper end up working in New Hampshire of all places? What’s their family like? Got any partners?
Callsign:
Age: Note that the age for this will be higher compared to a lot of RP’s. All of these characters are highly trained ex-military/police guys with years of experience, so even if they joined the uniforms at age 16, they ain’t putting an S-SWAT badge on at that age. 23-40
Height:
Weight: Use a BMI scale. Most characters will be a bit heavier than is ‘healthy’ due to a larger amount of muscle mass, and muscle is a lot heavier than fat. Keep it in mind folks.
Appearance: What’s your character’s mug look like? Pic or description please, but god help you if you use an anime picture.
Other appearance: Any scars? Tattoos? All here.
Uniform appearance: S-SWAT have a bit of leeway with minor uniform edits, but keep it small. A nonstandard balaclava or a bit of paint here and there is fine, bright clashing colours is not.
Trooper Type:
Psych Evaluation: Personality. What makes your trooper tick underneath the hood?
History: How did your trooper end up working in New Hampshire of all places? What’s their family like? Got any partners?
Gear:
Do some research here ladies and gents! SWAT can use European and American made weapons that special forces use too, and these guys have a big budget. Don’t be afraid to break out the reasonably big guns!
Primary (not available to pointmen): carbines, shotguns, PDW’s, SMG’s, assault rifles and the ballistic shields.
Secondary: Pistols. Yes, you can bring the desert eagle, but we’ll all think you’re really overcompensating for something.
Specialist (Assault only): Masterkeys, underslung grenade launchers (NO HIGH EXPLOSIVES,) or something else!
Equipment: Breaching charges, spy camera, dynamic entry hammer, bolt cutters, taser, stingers, flashbangs and smoke grenades.
Equipment (Not available if specialist equipment have been taken): see above.
The Uniform:
Do some research here ladies and gents! SWAT can use European and American made weapons that special forces use too, and these guys have a big budget. Don’t be afraid to break out the reasonably big guns!
Primary (not available to pointmen): carbines, shotguns, PDW’s, SMG’s, assault rifles and the ballistic shields.
Secondary: Pistols. Yes, you can bring the desert eagle, but we’ll all think you’re really overcompensating for something.
Specialist (Assault only): Masterkeys, underslung grenade launchers (NO HIGH EXPLOSIVES,) or something else!
Equipment: Breaching charges, spy camera, dynamic entry hammer, bolt cutters, taser, stingers, flashbangs and smoke grenades.
Equipment (Not available if specialist equipment have been taken): see above.
The Uniform:
Wanted to know more about the gear? Here you go:
Standard issue: What everyone carries
S.T.A.K.E: Yeah, the eggheads must’ve had a fucking laugh when they came up with the name, but it works a charm. Silver-titanium alloy kinetic endpoint. Stab a human, stab a vampire, stab a werewolf, stab a ghoul. Ends in the same way. Can’t get that anywhere else.
Handcuffs: Cmon, you know what handcuffs are. 4 carried by each trooper. Don’t get the keys mixed up.
Taser: Standard issue, 50,000 volts straight through the fucker. Won’t work on A classes bar the sorcerers, and gargoyle’s spit in your face, but hey, it does work on everything else. Reloadable, 4+1 charges carried.
SCU: Supernatural containment unit. It’s an oversized shirt with a high-explosive charge strapped to the chest area. If for some reason you need to capture a supernatural, cuff them and stick this on them. Glorious.
UV flashlight and pulse grenade: Only taken on missions with a high likelihood of vampires being around. Burns their skin in short doses, crisps them if you can keep it on them for long enough. The grenades are stuffed with gunpowder though, so you can toss them into a crowd and it’ll blow off a foot or something.
Non-standard/optional:
Dynamic entry hammer: Also known as the ‘Thor,’ or just ‘breaching hammer.’ It’s a big rubber and lead mallet that you whack down doors with. Not so good on people though.
Stinger: The closest damn thing you can get to a frag grenade these days. Throws out hundreds of tiny plastic balls. Stings like a bastard, and if you get too close to the initial hit, can kill you. Careful around friendlies and hostages.
Breaching charge: It’s a big fucking explosive charge that absolutley’ll kill anything behind it. Blows open the door with no warning and lets the trooper fire into the area instantly. Easily one of the loudest pieces of gear in the arsenal though.
Masterkey: It’s an underbarreled shotgun that will wreck a lock’s day. Too much dispersal for anything but end-of-you barrel combat.
Underbarreled launcher: Smoke charges only I’m afraid. Still can’t get clearance for frag grenades.
Bolt cutters: From the hardware store. Nothing special about this one.
Flashbang: Flashes you and bangs you. Nothing special.
Smoke grenade: Do I have to explain this?
Spy camera: Real James Bond stuff here. Small camera attached to a flexible optic cable. Slip it under the door to take a peek, and yes you can shoot through the door.
Shields:
Threat level III: ‘Take Point.’ A simple ballistic shield that offers maximum movement whilst protecting your vitals. Reliably stops pistol and SMG rounds, as well as lighter calibre rifle and shotgun rounds and you can probably bash in a head or two with the thing itself.
Threat level III: ‘Gunslinger.’ For when you need a bit more control with your pistol, use the gunslinger. Specially designed for maximum protection whilst being as light as possible, rifle and shotguns will punch straight through it and you’ll need some luck for anything more powerful than a .45.
Threat level IV: ‘Bruiser.’ When you’re expecting something larger to jump out at you, the bruiser is the way to go. Full body protection, but won’t stop heavy rifle calibres I’m afraid. Also not great for aim. Laser sight is recommended so you’ve got the foggiest of where the bullets are going.
Threat level V: ‘Ironman.’ It’s huge, it’s heavy, and it stops even the rifles half the time. Full body protection, but good luck moving in it. Or even not moving. Damn thing weighs about 60 kilos, and you gotta lift that with one arm.
Threat level VI: ‘Hellfire.’ This stops everything, everywhere, all the time. Nicknamed because that’s the only thing that’s going to break it. Be aware that you literally cannot fire a sidearm with this shield; but the fact that it can block an entire doorway and let your team shoot from safety behind you might just be worth it.
Armour:
Threat level I: ‘Bandit.’ Soft kevlar plating. Fast and light for troopers to wear, it'll stop handguns and punches, but knives, claws, fangs, shotguns, rifles and everything else will wreck your day. Still better than going out with nothing.
Threat level II: ‘Trooper.’ Standard-issue S-SWAT armour. Soft Kevlar plates on the sides, ceramics on the back and front. Plus, get padding on the shoulders, neck and groin. It won't stop anything bar, perhaps, a punch, but it's a nice thought.
Level III: ‘Assaulter.’ Now we get into the big boys of armour. The padding becomes replaced with proper soft Kevlar plate as in Level I, and you get ceramics on the side. Neck and shoulder have still got that useless padding however so beware.
Level IV: ‘Raider.’ Good old raider armour. Many a trooper's balls have been saved by this. Hard ceramics over the groin, soft Kevlar plating for the neck and shoulder, and an extra steel baseplating for the ceramics to go over. 60% chance of completely blocking a rifle calibre round, but even if it makes it through, the chances of it landing a killshot are minimal.
Level VI: ‘Brimstone.’ Aptly named considering that it’s the hellfire of body armour. Incredibly heavy, but with two layers of steel plating, soft armour covering for the legs and arms, thicker ceramic plates on the chest, sides, back and groin and metal around the neck and shoulders, it's weighty for a damned good reason.
Ammunition types:
Silver: Good against werewolves, vampires, ghouls and pretty much anything supernatural.
Hollow point: Standard issue.
.50 Calibre Action Express: Yes. I know. It stops anything dead, but we still think your dick is tiny dude.
Standard issue: What everyone carries
S.T.A.K.E: Yeah, the eggheads must’ve had a fucking laugh when they came up with the name, but it works a charm. Silver-titanium alloy kinetic endpoint. Stab a human, stab a vampire, stab a werewolf, stab a ghoul. Ends in the same way. Can’t get that anywhere else.
Handcuffs: Cmon, you know what handcuffs are. 4 carried by each trooper. Don’t get the keys mixed up.
Taser: Standard issue, 50,000 volts straight through the fucker. Won’t work on A classes bar the sorcerers, and gargoyle’s spit in your face, but hey, it does work on everything else. Reloadable, 4+1 charges carried.
SCU: Supernatural containment unit. It’s an oversized shirt with a high-explosive charge strapped to the chest area. If for some reason you need to capture a supernatural, cuff them and stick this on them. Glorious.
UV flashlight and pulse grenade: Only taken on missions with a high likelihood of vampires being around. Burns their skin in short doses, crisps them if you can keep it on them for long enough. The grenades are stuffed with gunpowder though, so you can toss them into a crowd and it’ll blow off a foot or something.
Non-standard/optional:
Dynamic entry hammer: Also known as the ‘Thor,’ or just ‘breaching hammer.’ It’s a big rubber and lead mallet that you whack down doors with. Not so good on people though.
Stinger: The closest damn thing you can get to a frag grenade these days. Throws out hundreds of tiny plastic balls. Stings like a bastard, and if you get too close to the initial hit, can kill you. Careful around friendlies and hostages.
Breaching charge: It’s a big fucking explosive charge that absolutley’ll kill anything behind it. Blows open the door with no warning and lets the trooper fire into the area instantly. Easily one of the loudest pieces of gear in the arsenal though.
Masterkey: It’s an underbarreled shotgun that will wreck a lock’s day. Too much dispersal for anything but end-of-you barrel combat.
Underbarreled launcher: Smoke charges only I’m afraid. Still can’t get clearance for frag grenades.
Bolt cutters: From the hardware store. Nothing special about this one.
Flashbang: Flashes you and bangs you. Nothing special.
Smoke grenade: Do I have to explain this?
Spy camera: Real James Bond stuff here. Small camera attached to a flexible optic cable. Slip it under the door to take a peek, and yes you can shoot through the door.
Shields:
Threat level III: ‘Take Point.’ A simple ballistic shield that offers maximum movement whilst protecting your vitals. Reliably stops pistol and SMG rounds, as well as lighter calibre rifle and shotgun rounds and you can probably bash in a head or two with the thing itself.
Threat level III: ‘Gunslinger.’ For when you need a bit more control with your pistol, use the gunslinger. Specially designed for maximum protection whilst being as light as possible, rifle and shotguns will punch straight through it and you’ll need some luck for anything more powerful than a .45.
Threat level IV: ‘Bruiser.’ When you’re expecting something larger to jump out at you, the bruiser is the way to go. Full body protection, but won’t stop heavy rifle calibres I’m afraid. Also not great for aim. Laser sight is recommended so you’ve got the foggiest of where the bullets are going.
Threat level V: ‘Ironman.’ It’s huge, it’s heavy, and it stops even the rifles half the time. Full body protection, but good luck moving in it. Or even not moving. Damn thing weighs about 60 kilos, and you gotta lift that with one arm.
Threat level VI: ‘Hellfire.’ This stops everything, everywhere, all the time. Nicknamed because that’s the only thing that’s going to break it. Be aware that you literally cannot fire a sidearm with this shield; but the fact that it can block an entire doorway and let your team shoot from safety behind you might just be worth it.
Armour:
Threat level I: ‘Bandit.’ Soft kevlar plating. Fast and light for troopers to wear, it'll stop handguns and punches, but knives, claws, fangs, shotguns, rifles and everything else will wreck your day. Still better than going out with nothing.
Threat level II: ‘Trooper.’ Standard-issue S-SWAT armour. Soft Kevlar plates on the sides, ceramics on the back and front. Plus, get padding on the shoulders, neck and groin. It won't stop anything bar, perhaps, a punch, but it's a nice thought.
Level III: ‘Assaulter.’ Now we get into the big boys of armour. The padding becomes replaced with proper soft Kevlar plate as in Level I, and you get ceramics on the side. Neck and shoulder have still got that useless padding however so beware.
Level IV: ‘Raider.’ Good old raider armour. Many a trooper's balls have been saved by this. Hard ceramics over the groin, soft Kevlar plating for the neck and shoulder, and an extra steel baseplating for the ceramics to go over. 60% chance of completely blocking a rifle calibre round, but even if it makes it through, the chances of it landing a killshot are minimal.
Level VI: ‘Brimstone.’ Aptly named considering that it’s the hellfire of body armour. Incredibly heavy, but with two layers of steel plating, soft armour covering for the legs and arms, thicker ceramic plates on the chest, sides, back and groin and metal around the neck and shoulders, it's weighty for a damned good reason.
Ammunition types:
Silver: Good against werewolves, vampires, ghouls and pretty much anything supernatural.
Hollow point: Standard issue.
.50 Calibre Action Express: Yes. I know. It stops anything dead, but we still think your dick is tiny dude.