Wrath of Darkness
History and Where it All Went Wrong
Nobody really knows what happened, but everyone knows when it started. The year was 2257 everything seemed like normal and mankind was on the path to world peace and after that, who knows! However, that's when the strange reports started coming in. Tales of creatures and monsters moving across the land; beasts never before seen were found migrating from the West coast to the East, some were aggressive, but others were docile. At this stage it was isolated; rare cases of unusual and explainable phenomenon, but that didn’t stop mankind's savior, General Williams, from making Anselmo the first to prepare. At first the whole world laughed at him, he was trying to prepare a whole city against animals! Nobody would realize just how right he was until much later. With rest of the world taking the changes as a sort of natural evolution. They only strove to identify the new aggressive animals and clear them to be hunted, turning a profit from selling permits.
Things returned to relative normality for a while, but it wasn’t long before more disturbing news arrived. The year was 2259 when the first stories of the supernatural came. Creatures crawling out of nowhere, ripping through reality to enter our world. Humans who weaved what could only be called magic, consorting with the unholy and monstrous forces that began their invasion of our world. This was the beginning of the witch hunts. After all if ever there was an answer for this horrible, supernatural invasion it was those touched by magic pulling them from whatever Hell they dwelled in.
In the year 2260 the witch hunts proved to be a failure as more and more of the monsters and mages appeared. That was when it turned into a full scale war between the sane world and the wicked madness that strove to fill it. Yet it seemed like this was a fight we were destined to lose as the monsters grew to corrupt all in their path, turning men to beasts of gnashing teeth, sharp claws, twisted skin, and other horrible mutations. Worse still was how their number seemed to be without end as for each one that fell another took its place.
General Williams had proven to be humanity’s savior and it was thanks to his preparations that Anselmo had the resources to begin setting up our defenses before the monsters made it to us. For the next 5 years we strove to turn our city and the surrounding 3,000 square miles into a fortress. Our goal was a wall unlike any made before, 80 meters high and fully wrapping around our little corner of the world. While we were building, the next few years were not pleasant to mankind, the war was being lost and as cities and millions of people were destroyed we could only pray our wall would be finished in time.
Finally in the year 2263 we had a breakthrough. We had found the home of the monsters, The Other. A dimension parallel to ours and almost impossible to comprehend. Yet with what little we could understand humanity started work on a weapon. Something through The Other that would turn the tide of the war. However, after four years of brutal fighting Anselmo lost all communication with the outside world. The last few communications we had told only of slaughter and chaos sinking through our forces. With our eyes and ears gone all we could do was build and hope. It was an ambitious goal, but with the threat of Hell coming we banded together and we did it. In the year 2265 it was finished and we armed it to ready ourselves for the coming tide.
For a year we reached out into the world, trying to find what happened to the weapon and the rest of humanity, but we found nothing. No matter how hard we looked and how much we tried all we found was chaos and death. What’s worse is a new type of monster was found, creatures enormous in size and unstoppable in power that roamed the land at random.
It is the year 2353, it has been 87 years since the rest of the world died, and today we live in peace and safety behind our walls. The great monsters that roam the wild world have been named Leviathans and are forces to be feared by all. Anselmo is the only place that can hold against their assault, if only barely. The good news is that they don’t seem to be organized. It’s like they’re animals; each with its own agenda. We have continued to send out Expedition Teams to try and find survivors who have not submit to the chaos of the world. More importantly we send them out to find remnants of the weapon in hopes that one day we can finish it. Without it we can only hide behind our walls; keeping the idea that one day our world can be ours again, out of reach.
Things returned to relative normality for a while, but it wasn’t long before more disturbing news arrived. The year was 2259 when the first stories of the supernatural came. Creatures crawling out of nowhere, ripping through reality to enter our world. Humans who weaved what could only be called magic, consorting with the unholy and monstrous forces that began their invasion of our world. This was the beginning of the witch hunts. After all if ever there was an answer for this horrible, supernatural invasion it was those touched by magic pulling them from whatever Hell they dwelled in.
In the year 2260 the witch hunts proved to be a failure as more and more of the monsters and mages appeared. That was when it turned into a full scale war between the sane world and the wicked madness that strove to fill it. Yet it seemed like this was a fight we were destined to lose as the monsters grew to corrupt all in their path, turning men to beasts of gnashing teeth, sharp claws, twisted skin, and other horrible mutations. Worse still was how their number seemed to be without end as for each one that fell another took its place.
General Williams had proven to be humanity’s savior and it was thanks to his preparations that Anselmo had the resources to begin setting up our defenses before the monsters made it to us. For the next 5 years we strove to turn our city and the surrounding 3,000 square miles into a fortress. Our goal was a wall unlike any made before, 80 meters high and fully wrapping around our little corner of the world. While we were building, the next few years were not pleasant to mankind, the war was being lost and as cities and millions of people were destroyed we could only pray our wall would be finished in time.
Finally in the year 2263 we had a breakthrough. We had found the home of the monsters, The Other. A dimension parallel to ours and almost impossible to comprehend. Yet with what little we could understand humanity started work on a weapon. Something through The Other that would turn the tide of the war. However, after four years of brutal fighting Anselmo lost all communication with the outside world. The last few communications we had told only of slaughter and chaos sinking through our forces. With our eyes and ears gone all we could do was build and hope. It was an ambitious goal, but with the threat of Hell coming we banded together and we did it. In the year 2265 it was finished and we armed it to ready ourselves for the coming tide.
For a year we reached out into the world, trying to find what happened to the weapon and the rest of humanity, but we found nothing. No matter how hard we looked and how much we tried all we found was chaos and death. What’s worse is a new type of monster was found, creatures enormous in size and unstoppable in power that roamed the land at random.
It is the year 2353, it has been 87 years since the rest of the world died, and today we live in peace and safety behind our walls. The great monsters that roam the wild world have been named Leviathans and are forces to be feared by all. Anselmo is the only place that can hold against their assault, if only barely. The good news is that they don’t seem to be organized. It’s like they’re animals; each with its own agenda. We have continued to send out Expedition Teams to try and find survivors who have not submit to the chaos of the world. More importantly we send them out to find remnants of the weapon in hopes that one day we can finish it. Without it we can only hide behind our walls; keeping the idea that one day our world can be ours again, out of reach.
Who's Who, What's What, and Where's Where
Anselmo is the last remaining stronghold of humanity. The city's walls stretch for over 3,000 square miles, leaving plenty of room for the survivors of the apocalypse to hide away in. Using technology from both the old world and the new to find a sustainable living in the Hellish world. It takes everybody working together and at their best in order to keep the massive megalopolis standing and ticking away. Life in the city is rather fulfilling given it's place in a destroyed world with those inside the city's incredible wall feeling actually safe and sustainable. As long as it's citizens continue to work the farms and man the fishing boats, nobody goes hungry in the city.
The government of Anselmo consists of two leaders with the first being the Civil Commander. He/she is basically the president of all civil affairs. Should you want to start up a new business, file for marriage, or want to pass new legislation either he/she or his/her underlings will have a hand in it. The current Civil Commander is Sarah Michelle Burns. The second leader is the Lord General. This man/woman is the head of any military and enforcement activities. Should you wish to settle a dispute, deal with the military, or venture outside the walls he/she or his/her underlings will have a hand in it. The current Lord General is James Matthew Williams, great grandson of General Williams.
Districts of Anselmo
Farming District
The Farming District of Anselmo is the chief food provider for the city, using large swathes of land both inside and outside the walls to produce fruits, vegetables, and feed for the livestock that they also breed, maintain,
and house. Similarly most Duvari breeders and suppliers are within this district.
Port District
The Port District run along the Eastern side of Anselmo which connects to the ocean, letting the city reach out into the ocean for fish and coastal transportation. The Anselmo Guardians as well as the Rangers keep their ships docked in this district for city defense and transportation to coastal outposts.
Industrial District
The Industrial District is where the builders, mechanics, and engineers work together with the researchers and scholars of the Civil District to build, repair, and maintain the city and it's possessions.
Military District
This district is where all of Anselmo's military force is gathered to train, maintain, and store the fighting force and power it uses to keep the city safe as well as venture out into the Wild World. The Rangers' headquarters in located in this district just as the Guardian's and the Armored Division's. THis is the final stop for an Expedition Team before the are cleared to head out into the Wild World.
Civil District
Within the Civil District lies the heart and soul of Anselmo. While all of the districts have homes and residential sub-districts this district is primarily housing mixed with key infrastructure. The governmental buildings are located in this district with most of the large schools, educational societies, and all of the chief research laboratories. The Seer Corp headquarters is located in this district with the Anselmo Educational Society and Center of Advancement.
After the end of the world came about nature started to reclaim back it's territories, over growing cities, turning towns to ruins, and making standard biomes all the more extreme. Forests have become overgrown with massive trees that damn near reach the clouds. Deserts have grown hotter and have expanded to encroach on plains. Tundras are falling more South to reach what were once temperate climates. Even for places that were once occupied by men have now become groves of ruined rumble held together by the growing foliage that seeps in the concrete cracks. Even the sky turned extreme by turning the upper atmosphere winds into a massive perpetual windstorm. This limited the use of aircraft to nothing more than airships and helicopters.
Yet out there are worse things than mother nature. Humanity beyond Anselmo has collapsed, turning sane men mad with primal insanity. These Wild Ones live in crude tribes and are scattered all over the Wild World. While each tribe can vary on their views and reactions towards the citizens of Anselmo, it is usually a hostile response. Most tribes also have taken to worship of the monsters that inhabit the world they do, leading to ritual sacrifice, cannibalism, and feral tactics.
While Anselmo is the Last Bastion of Man, it isn't the only one in the world. Scattered throughout the area around Anselmo and spreading out further are outposts and lookouts where Expedition Teams can rearm, resupply, rest in relative safety, and learn more about recent, local events.
Also scattered through the Wild World is remnant of the old world. Bunkers that hold technology beyond the current scope of Anselmo given their current backwards state. Using these old places one could find memories of how life was before the apocalypse as well as devices and tools that are far more advanced than anything Anselmo can provide.
Yet out there are worse things than mother nature. Humanity beyond Anselmo has collapsed, turning sane men mad with primal insanity. These Wild Ones live in crude tribes and are scattered all over the Wild World. While each tribe can vary on their views and reactions towards the citizens of Anselmo, it is usually a hostile response. Most tribes also have taken to worship of the monsters that inhabit the world they do, leading to ritual sacrifice, cannibalism, and feral tactics.
While Anselmo is the Last Bastion of Man, it isn't the only one in the world. Scattered throughout the area around Anselmo and spreading out further are outposts and lookouts where Expedition Teams can rearm, resupply, rest in relative safety, and learn more about recent, local events.
Also scattered through the Wild World is remnant of the old world. Bunkers that hold technology beyond the current scope of Anselmo given their current backwards state. Using these old places one could find memories of how life was before the apocalypse as well as devices and tools that are far more advanced than anything Anselmo can provide.
In the world of Wrath of Darkness there are many roles, but all can be brought down to a few factions and 'classes' within some of the factions. Listing from soldier to scholars, all of the listed members can join a trip beyond the walls to explore the wild world.
Anselmo Ranger - The Rangers are men and women who make a living beyond the wall. Trained to fight and survive outside the walls using a mix of weaponry and survival tactics to assist the other members of his/her team.
Anselmo Guardian - Also called Wall Guards, this faction is the defenders of Anselmo manning the giant cannons on its walls, patrolling the immediate area around Anselmo, and making sure nothing makes it past them.
Seer Corp - While under the Seer Corp does fall under the Anselmo Educational Society and Center of Advancement, they are vital members in most major functions of the new world offering a connection to The Other in order to see the mysteries and wonders that it hides as well as shifting and bending reality in very minor ways to assist their teams.
Anselmo Armored Division - Some consider this faction to actually be an extension of the Anselmo Guardians as their job shares most of their duties. This faction uses heavy armored vehicles to patrol around and defend Anselmo, but a duty they don't share with the Guardians is transport and resupply with the forward outposts outside of Anselmo.
Anselmo Educational Society and Center of Advancement - This faction is based on education and learning. All of Anselmo's education system is under this faction, but so are many researching Occultists and Monster Biologists. Similarly, the Seer Corp fall under this faction.
Anselmo Engineering and Maintenance - This faction makes sure Anselmo stays standing. If it needs to be fixed, cleaned, built, or deconstructed these are the folks you will need.
Anselmo Ranger - The Rangers are men and women who make a living beyond the wall. Trained to fight and survive outside the walls using a mix of weaponry and survival tactics to assist the other members of his/her team.
Anselmo Guardian - Also called Wall Guards, this faction is the defenders of Anselmo manning the giant cannons on its walls, patrolling the immediate area around Anselmo, and making sure nothing makes it past them.
Seer Corp - While under the Seer Corp does fall under the Anselmo Educational Society and Center of Advancement, they are vital members in most major functions of the new world offering a connection to The Other in order to see the mysteries and wonders that it hides as well as shifting and bending reality in very minor ways to assist their teams.
Anselmo Armored Division - Some consider this faction to actually be an extension of the Anselmo Guardians as their job shares most of their duties. This faction uses heavy armored vehicles to patrol around and defend Anselmo, but a duty they don't share with the Guardians is transport and resupply with the forward outposts outside of Anselmo.
Anselmo Educational Society and Center of Advancement - This faction is based on education and learning. All of Anselmo's education system is under this faction, but so are many researching Occultists and Monster Biologists. Similarly, the Seer Corp fall under this faction.
Anselmo Engineering and Maintenance - This faction makes sure Anselmo stays standing. If it needs to be fixed, cleaned, built, or deconstructed these are the folks you will need.
In the passing 87 years from the fall of the world and the time in which we will be playing nature has made a point of growing over the destroyed and decrepit remains of society. This has made travel difficult for vehicles. In order to get around this the people of Anselmo learned that some of the creatures that came to our world back in 2257 and thrived in the passing years make excellent mounts and companions for extended travel. The favored being the Duvari a race of horse sized cats with 6 legs in total. Their agility and dexterity makes travel over rugged terrain easy and with their strength, good pack animals. Even though each Duvari has clawed hands they are meant for climbing over hunting as they are actually Herbivores, using their frontal sharp teeth to cut parts of dense vegetation to chew up using the grinding teeth in the back of their jaws. Most natural Duvari have primary color schemes but breeding done by Anselmo’s breeders has given them an assortment of colors that would rival a rainbow. Generally following a main coat and underbelly pattern for color. The other notable feature is the Duvari’s extremely long tail that can extend up to eight feet. So far no use has been found for this needlessly long tail.
The Other is a true mystery. Technically The Other isn't a thing, but more of a place, yet this place thinks, talks, and shifts about as if it's alive. The Other is the home dimension of the monsters, yet it not inherently malicious like it's denizens. Being said it also isn't particularly good either. The Other is probably the closest thing to a truly neutral and curious omnipotent being in the world. It jsut exists and by existing weird and strange things happen around it, as well as how it can influence people at places where the barrier between the material world and The Other are particularly weak or even fractured.
Seers have the ability to access The Other at these junctions or through beings connected to The Other in deep ways. Using this the Seer can glean information through supernatural events, twisted dreams, or even through direct trips into The Other through the spiritual bridge. Though of course this must be done with caution. If you can see into The Other, The Other can see into you.
So as a bit of an aside. While this RP takes place a few hundred years in the future the level of technology has fallen back in many fields. Weaponry and transportation being two of the hardest to fall.
Current weapons technology exists of only ballistic weapons. Types of ballistic weapons have grown and become more advanced leading to modular weapon systems and harder hitting rounds to battle the more durable and deadly monsters, there are no more advanced weapons such as ones that shoot laser or plasma. All the ones that did were lost in the Fall of Man.
Transportation technology has faded as well as the world changing to make the currently existing ones less viable. Airborne vehicles are almost non existent given that during the war most were destroyed. Beyond that civilian craft were repurposed or just fell victim to the growing dangerous wind paths located high up in the sky. The only ones left are airships and helicopters that are in very scarce supply, but offer a much safer alternative mode of transportation.
Agricultural technology has taken a hit as well but not nearly as bad as other fields letting Anselmo retain a self-sustaining food supply for it's citizens. This is the same for Anselmo's fishing and livestock industry, allowing them to maintain a sufficient food supply for the foreseeable future.
Current weapons technology exists of only ballistic weapons. Types of ballistic weapons have grown and become more advanced leading to modular weapon systems and harder hitting rounds to battle the more durable and deadly monsters, there are no more advanced weapons such as ones that shoot laser or plasma. All the ones that did were lost in the Fall of Man.
Transportation technology has faded as well as the world changing to make the currently existing ones less viable. Airborne vehicles are almost non existent given that during the war most were destroyed. Beyond that civilian craft were repurposed or just fell victim to the growing dangerous wind paths located high up in the sky. The only ones left are airships and helicopters that are in very scarce supply, but offer a much safer alternative mode of transportation.
Agricultural technology has taken a hit as well but not nearly as bad as other fields letting Anselmo retain a self-sustaining food supply for it's citizens. This is the same for Anselmo's fishing and livestock industry, allowing them to maintain a sufficient food supply for the foreseeable future.
Monster Codex
The Monster Codex is broken up into two sections. The first being Type, which is broken into Reaver,
Breaker, Swarm, Occultic, Command, and Leviathan. Reavers are monsters who are usually quick and attack with sharp attacks like claws, teeth, and blades. Breakers are monsters who usually are very large, durable, and slow; fighting with blunt and powerful attacks like crushing fists, heavy stomps, and bony tails. Swarm monsters are monsters that move in hordes, swarms, or deal with nests and hives and attack in massive numbers to make up for their often smaller size. Occultic monsters are monsters who have a great connection to The Other and always have magical properties. Command monsters are leader grade monsters that can have subordinates in the other types, yet to qualify for this type the monster in question must have noticeable differences from their lesser counter parts. Finally Leviathans, which have to Categories as they all follow the same level of danger and are great beasts with a very wide variety of strength and powers.
Next section is the Danger Category that has six levels. Category 1, monster is docile and poses no threat or danger to others. Often cowers and feels when presented with danger. Category 2, docile and peaceful, but dangerous when provoked. Category 3 is hostile and low threat. Category 4 is hostile and medium threat, meaning they are a challenge to beat and shouldn't be fucked with. Category 5 is hostile and serious threat, which means these guys are a danger that should be treated with the utmost care and dealt with by a team when the monster is isolated and with heavy weapons that include rocket launchers and heavy machine guns. Category 6 is hostile and unsafe threat. This category is the one you pray you never see as they are the worst of the worst with dense natural armor, great speed, and vicious attacks. If you engage a Category 6 you'd best have a tank and even then still hope that it doesn't reach you as it could probably open that tank up like a tin can.
Breaker, Swarm, Occultic, Command, and Leviathan. Reavers are monsters who are usually quick and attack with sharp attacks like claws, teeth, and blades. Breakers are monsters who usually are very large, durable, and slow; fighting with blunt and powerful attacks like crushing fists, heavy stomps, and bony tails. Swarm monsters are monsters that move in hordes, swarms, or deal with nests and hives and attack in massive numbers to make up for their often smaller size. Occultic monsters are monsters who have a great connection to The Other and always have magical properties. Command monsters are leader grade monsters that can have subordinates in the other types, yet to qualify for this type the monster in question must have noticeable differences from their lesser counter parts. Finally Leviathans, which have to Categories as they all follow the same level of danger and are great beasts with a very wide variety of strength and powers.
Next section is the Danger Category that has six levels. Category 1, monster is docile and poses no threat or danger to others. Often cowers and feels when presented with danger. Category 2, docile and peaceful, but dangerous when provoked. Category 3 is hostile and low threat. Category 4 is hostile and medium threat, meaning they are a challenge to beat and shouldn't be fucked with. Category 5 is hostile and serious threat, which means these guys are a danger that should be treated with the utmost care and dealt with by a team when the monster is isolated and with heavy weapons that include rocket launchers and heavy machine guns. Category 6 is hostile and unsafe threat. This category is the one you pray you never see as they are the worst of the worst with dense natural armor, great speed, and vicious attacks. If you engage a Category 6 you'd best have a tank and even then still hope that it doesn't reach you as it could probably open that tank up like a tin can.
- Name: Duvari
Description: Duvari are six legged cats that are about the size of horses with clawed paws and sharp teeth. They have short fur that covers the entirety of their bodies that usually follows a top and under belly coat pattern that can be almost any color. Having long tails that can reach up to eight feet in length. Fast and dexterous these monsters are nimble and quick, moving with almost unrivaled agility when unladen. Wild Duvari form packs that travel and roam the Wild World being lead by a strong alpha, though the alpha Duvari have no special qualities from normal Duvari.
Average Size: Standing height of 5-6 feet and a length that can range from 8-16 feet.
Weapons: Clawed paws that are used to rend and shred aggressors as well as sharp teeth that can easily tear into unarmored foes.
Occultic Properties: None.
Durability: 4/25
Agility: 17/25
Strength: 8/25
Special Properties: Climbing claws and long tails help the Duvari scale and traverse tough and rugged land with ease, even letting them climb up trees with a good bit of effort.
Weaknesses: Duvari have softer underbellies that lack the natural muscle of the rest of their frames,
leaving that area more susceptible to damage. - Name:
Description: The Varm can be often heard before they can be seen. Swift, agile and fast, Varms are almost impossible to be caught by any predator while they are flying. Their flexible bodies are able to fly full speed even in the closed forest. Their cheerful songs echo through the woods as these happy and playful creatures fly through the forest. Their speed on air is unrivaled. These herbivore creatures are completely harmless to humans, often flying alongside their ships and helicopters singing and playing around it. Their diet consist mainly of seeds and fruits. Most of the time these birds spend on land, they spend on the trunk of big trees, using their claws to latch themselves on it and move, flying from tree to tree to eat, find a mate and play. A female Varm lays a number of eggs ranging from 1 to 3 every year. The mother Varm then proceeds to use its own body as a cradle to both heat, protect and hold its eggs until they hatch. Little Varms are already able to confidently move on the trunk of a tree as young as a few weeks, which it spends mostly being fed by its parents until its old enough to fly by itself.
Average Size: About the size of a domesticated Duvari, a little smaller than wild Duvari.
Weapons: Their claws need to be big enough to be able to pierce the thick trunk of the trees in order for them to climb, but that same thing also make them deadly weapons. Their claws are long enough to cause pretty deep wounds if they feel threatened. Male Varm get particularly more aggressive after the breeding season, when the female Varms laid their eggs. Any creature that approach the tree they made their nest on will be greeted with threatening cries from the male Varm. If ignored, the male Varm will start flying low near the trespassers to convince them to back off. On the last case, the male Varms will start attacking the trespasser.
Occultic Properties: None
Durability: 9/25
Speed: 24/25
Strength: 9/25
Special Properties: Although the Varm can be mounted, they are extremely shy creatures, and to earn one's trust a great deal of time and patience is required.
Weaknesses: Weakness: If their wings are impeded of moving by any means (a net, tying them with a rope or something) they will not be able to get free by themselves, since their beaks are made to eat seeds and not cut meat or other things. Their entire body can be pierced rather easily due to their physiology. Their bones are hollow, so blunt strikes are very effective in breaking their bones and making them incapacitated. Their necks significantly less protected than the rest of their bodies due to them having less feathers and their skin being rather thin.
- Name: Ifrit
Description: A beast with deep bronze scales covering it's entire body. It's upper half is almost humanoid in nature, with a longer neck and a head similar to a cow's skull. Where it's waist ends a serpentine body begins, striped with black and varying reds. It can move with or without it's clawed arms pulling it forward. It tends to move faster when digging it's claws into the floor, and does so while chasing prey. These creatures are very territorial, and tend to travel in small groups of 3 or 4. They make their homes in caves, and give off a massive amount of body heat. Their faces are easily their weakest point, the scales are thinner there, and between the eyes is where the bones fuse, meaning it's easier to shatter in said location. It has wide antlers spreading from each side of it's head.
Average Size: When "standing" it is roughly 10 feet tall. It has a full length of roughly 20 feet.
Weapons: Their sharp claws and teeth are both threatening, though the strength in their digits outdoes the strength of their jaw.
Occultic Properties: They put off an unnatural heat at all times. So hot in fact that their heat can be felt emanating from them a fair few feet away.
Durability: 6/25
Agility: 7/25
Strength: 8/25
Special Properties: Can spit bouts of flame up to 5 feet away, seem impervious to flames. Have decent climbing prowess. Their skulls are the weakest part of their body, but their spines are also susceptible to shock.
- Name: Crion
Description: The Crion resembles a crocodile but instead it has legs that are beneath it, like a horse or dog, rather than legs on the sides of it. This allows it to gallop at a great speed. It has massive hind legs, which are used to leap onto its victims as well as very thick scales reinforced with bone stubs. Bone spikes go along its spine, defending it from larger creatures. The Crion resides near rivers and lakes, but often ranges miles from water to hunt for prey. The Crion is not afraid of humans and will often hunt them, using its sharp sense of smell to locate potential victims. Crions usually hunt alone or in a small group of 2-3, usually a couple females led by a male.
Average Size: Its head sits at 4m tall and its body has a length of 8m.
Weapons: Massive, sharp claws and teeth, and a snout which can act as a battering ram.
Occultic Properties: None.
Durability: 11/25
Agility: 14/25
Strength: 8/25
Special Properties: A scaled and bony exterior allows it to shrug off a few bullets and it has the chameleon ability to camouflage.
- Name: Ripper Demon
Description: Ripper Demons are savage beings from the Other, twisted and tormented to the point of total insanity by… something. They’re humanoid, though they have a small torso and very long limbs, and whatever they have for a head is covered by a gray cloth. Four red orbs shine through this cloth, though it is unknown if these are eyes or not, the bodies dissolve into a putrid, black paste within a minute of death. In fact, they’re believed to operate primarily on scent and sound due to the extreme precision they’ve displayed while hunting. They have no hands, instead possessing four claws that each measure about one foot in length and a brutal hook in place of a thumb. Five more of these hooks are present on each foot. The majority of their bodies appear to be wrapped in faded bandages. They live in groups of anywhere from three to ten and seem to possess no social hierarchy, and they use abandoned mines as homes. They’re active both at night and day and rest for around one hour at dawn and dusk. They’re a much more significant threat in the dark; none have been recorded to have been killed in this setting. There is no known distinction between male and female, or even if there are separate sexes. Some theories suggest that they’re humans that have been cursed by an ancient evil that came from the Other.
Average Size: 2’01” crouched, 6’06” standing
Weapons: Ripper Demons use their claws as their primary weapons. They’ve been known to mesmerize larger prey into willinging following them into their dens with their eyes.
Occultic Properties: No
Durability: 6/25
Speed: 22/25
Strength: 15/25
Special Properties: Ripper Demons have two things that put them at their extreme danger level. The first is an attack that’s preceded by them jumping straight up into whatever happens to be above, which they quickly used to launch themselves at a victim. No known armor has been able to block or deflect this attack, and there has only been one survivor of it. Also, when close to death, they’ll go into a berserk state, in which they become much more aggressive and disregard their own safety for a kill.
Weaknesses: Ripper Demons have an aversion to sunlight, in that once exposed their movement is greatly reduced, they become blinded, and overall their senses are greatly dulled.
- Name: Nomad Giant
Description: Humanoid beasts, they usually keep to themselves, sticking to dead or dying animals for food, and traveling in groups of 4-8. Most monsters don't mess with them because they're quite deadly once provoked. They have some intelligence and can perform basic tasks such as creating temporary houses in caves and communicated in a language composed of grunts. Their young travel with them, and grow very slowly, like a human. They also live for a few hundred years and consult their elders for directions. The giant's have hairy limbs and bodies, but they don't have fur. Most male giants have beards, while females don't. They also have basic hide clothing, which covers their private parts.
Average size: They range from 5m to 6m, about 16ft to 19ft (biggest maybe 8m, 26ft) tall and have a lean, muscular build.
Weapons: They can use all four limbs as giant clubs, kicking, smashing, and hitting their enemies. They also can use small trees as clubs and throw rocks.
Occultic Properties: Every once and awhile, a group of nomads has a Shaman which can minorly interact with The Other.
Durability: 16/25
Agility: 8/25
Strength: 12/25
Special Properties: Nomad giants have extraordinary endurance, being able to travel for long amounts of time without food or water, while also being able to take a hit. - Name: Silverback
Description: The Silverback resembles a gorilla but is a good bit taller and are extremely muscular, and both the males and females have silver/white backs. They are omnivores but prefer plants, being mostly passive, especially towards humans. In fact, the Silverbacks know how to speak the common language of Anselmo, albeit broken but nearing near average. They prefer forests with large trees near human outposts, living in the treetops, where they build simple platforms as homes. Females are the same size as males and both share guard and hunting duties. The gorillas are territorial and sometimes battle Renks over territory. While the name used to mean a male mountain gorilla, the females have evolved to be like the males so that they, and their nests, won't be as easily identifiable and targeted by other creatures. The Silverbacks usually live in bands of twenty to fifty.
Average Size: 3m-4m tall.
Weapons: The Silverbacks are extremely strong and use crushing/smashing techniques, beating their enemies to death with their large hands and forearms. They are also known to fall down onto their enemies from the trees.
Occultic Properties: None
Durability: 8/25
Agility: 8/25
Strength: 16/25
Special Properties: Nothing too special, they just have a higher level of intelligence than other creatures.
Weaknesses: For their large, bulky size, meaning a large target, they are susceptible enough to bullets that a squad could hold them off without too much trouble.
- Name:Dire Bear
Description:Dire Bears are simply gigantic bears capable of levelling villages. They tend to travel in pairs and are typically passive, though they’re easy to provoke since they’re territorial.
Average Size:17’06”
Weapons:Dire Bears use their front paws and jaws as weapons to crush enemies.
Occultic Properties:None
Durability: 13/25
Agility: 6/25
Strength: 20/25
Special Properties:The only unique thing about Dire Bears is their size and strength. Otherwise, they’re basically grizzly bears.
Weaknesses:Dire Bears, while thick-skinned, can be easily killed by shooting or stabbing soft spots such as the eyes or the belly.
- Name: Will-O'-The-Wisp
Description: Jellyfish like creatures that hover up to 7 feet above the ground. Supported by expelling gasses from beaks at the bottom of their body. They function much like plants by taking in sunlight and generating energy from it. They also seem to filter the air and somehow process pollutants, seeming also for food. They are lazy little things that glow brightly at night, giving them their names. They seem to be as mindless as jellyfish as well, as they don't fear other creatures. Noticeably, other creatures don't seem to feed on it. Their bodies consist highly of water, air and other gasses, with very little "meat" so to speak.
Average Size: Roughly the size of a basketball. (75-76 cm all around. It has very short tendrils that seem to assist in directional floating.)
Weapons: Seemingly none, they get by through fact of being worth very little as a food source.
Occultic Properties: Unknown how they can properly "digest" filtered particles from air. They also glow far brighter then should be able to by simply in-taking sunlight from the day.
Durability: 1/25 Can be shredded like paper.
Speed: 3/25 Usually extremely slow and lazy, but can balloon on wind and propel quickly with expelled gasses.
Strength: 1/25 They may use their tendrils to fasten to the floor or other hard surfaces.
Special Properties: Seem to be called to music. Will bob melodically with a tune. Glow brightly at night. Hover for up to 30 minutes, then rest on a surface before taking "flight" again.
Weaknesses: No inherent strengths. While they can move quickly they are easy to get the jump on. Have to land every so often, and will do so to rest. This leaves them vulnerable. Generally low constitution, easy to tear through with minimal force. No defensive or offensive capabilities in general.
- Name: Vyre
Description: Vyre are best described as feral vampires, creatures that have an insatiable bloodlust that they’ve been unable to feed for an extended period. As a result, they’ve lost their minds and tend to wander the land in search of sustenance. Appearance-wise, most are very bat-like, sporting slits for nostrils instead of a nose, gray skin, feyish ears, and a total lack of hair. Most have a thin, wing-like membrane stretching from the elbow to about the bottom of the ribcage.What clothes they wear show a loss of status, often little more than rags, if that. Most have extremely emaciated figures. Their fangs are hollow and are quite brittle, though they regrow within three hours of breaking. While they’re not exactly a rare sight as individuals or small groups, they’re most commonly seen in hordes under the command of more powerful Vyrelords and Vyreladies.
Average Size: 5’07”
Weapons: Vyre very rarely have little more than their claws and fangs to use as weapons.
Occultic Properties: No
Durability: 2/25
Agility: 6/25
Strength: 2/25
Special Properties: Vyre rely on blood to survive, and while they can go extended periods of time without it, they’ll eventually starve to death. If it lives, they’ll try to bite it.
Weaknesses: Vyre are weak to direct sunlight, they burn up within ten seconds of standing in it and turn to ash immediately afterwards. They can also be starved to death if contained. - Name: Renk
Description: The Renk is a baboon which has a craze for blood. They have black fur, red eyes, and a lean body. They have a hunter's intelligence, meaning that they are good at surrounding, baiting, and fooling their prey. The Renk hunt in groups of hundreds, overwhelming their enemies. They sometimes battle Silverbacks for territory, but normally lose.
Average Size: 1-1.5m tall.
Weapons: They have strong jaws and claws as well as the speed to get them to a target while evading most gunfire.
Occultic Properties: They have the ability to use The Other to locate prey.
Durability: 5/25
Agility: 15/25
Strength: 6/25
Special Properties: Ability to connect to The Other.
Weaknesses: They're basically as flimsy as a human with soft, level one body armor: if they were to be shot be a soldier's weapon, they would die.
- Name: Ghast
Description: Ghasts are spirits from the Other that are totally passive, no one’s witnessed them attack anything. They appear as translucent half-skeletons wearing a yellowish robe and float about two feet off of the ground. Their faces are mostly featureless aside from glowing, green eyes. They appear more curious about humans than anything and will stay a safe distance away from them at all times, despite the fact that we have literally no idea how to harm them. Swords, guns, etc. have had absolutely no effect on them, though they can be warded off by light magics often applied by Wild Ones. The swamps they inhabit have an accelerated decaying effect on any who enter them, though this has rarely amounted to anything unless a period of at least 72 hours is spent inside them without warding magic.
Average Size: 3’04”
Weapons: Ghasts have hands tipped with ethereal claws. Their damage on organic creatures isn’t known, though they have been able to wound each other.
Occultic Properties: Yes
Durability: 5/25
Agility: 3/25
Strength: 4/25
Special Properties: Ghasts cannot be harmed by physical means, though they’re highly susceptible to magic. Good thing they don’t actively attack humans.
Weaknesses: Ghasts have a great aversion to magic and Occultic attacks, taking great harm from them.
- Name:
Vyrelord
Description:
Vyrelords are intelligent monsters that are often found in command of a large force of Vyre, due to their ability to manipulate other living creatures through magical means. They appear similar to other Vyre, except they’re taller, have membranous wings, and are very well-built. They also have larger ears and thick tails that taper to a point, and smaller fangs. They behave condescendingly towards anything that isn’t another Vyrelord and resent humanity, to the point where they’ve enslaved smaller outpost villages.
Average Size:
7’02”
Weapons:
Vyrelords primarily rely on their magical prowess and raw strength for weapons. Some use non-lethal weapons such as whips and clubs if trying to take something alive.
Occultic Properties:
Vyrelords are able to control the minds of the weak-willed and the greedy, which gives them total control over Vyre. They also have access to a wide range of magic and lace their words with persuasive or intimidating motives.
Durability: 16/25
Agility: 14/25
Strength: 18/25
Special Properties:
Vyrelords are highly magical and resistant to most forms of attack. Oftentimes, they’ll try to persuade or intimidate their victims before a fight.
Weaknesses:
Vyrelords are weak to direct sunlight, they burn up within a minute of standing in it and turn to ash immediately afterwards.
Monster Template
Name: Monster's Name
Description: 4-10 sentence description talking of the monster and it's capabilities. As well as notes on it's behavior.
Average Size: Average size of the creature
Weapons: Brief summary of the weapons and attacks the monster has such as sharp claws, sharp teeth, crushing strength, etc.
Occultic Properties: If the monster has magical or otherworldly porperties as well as a connection to The Other.
Durability: 1 to 25 scale of the monster's Durability. Humans have a Durability rating of 4 for reference.
Agility: 1 to 25 scale of the monster's Agility. Humans have a Agility rating of 4 for reference.
Strength: 1 to 25 scale of the monster's Speed. Humans have a Strength rating of 4 for reference.
Special Properties: Special properties of the monster such as bio-luminescence, weakness to something, or a special capability such as climbing prowess or the ability to carry great loads of weight.
Weaknesses: All monsters have points or types of damage that effect them greater than other areas. This is where you list them. please note that some monsters have no weaknesses at key points and can just take all around the same damage, but that generally means they don't have naturally impervious bodies.
Recommended Type and Category:
Description: 4-10 sentence description talking of the monster and it's capabilities. As well as notes on it's behavior.
Average Size: Average size of the creature
Weapons: Brief summary of the weapons and attacks the monster has such as sharp claws, sharp teeth, crushing strength, etc.
Occultic Properties: If the monster has magical or otherworldly porperties as well as a connection to The Other.
Durability: 1 to 25 scale of the monster's Durability. Humans have a Durability rating of 4 for reference.
Agility: 1 to 25 scale of the monster's Agility. Humans have a Agility rating of 4 for reference.
Strength: 1 to 25 scale of the monster's Speed. Humans have a Strength rating of 4 for reference.
Special Properties: Special properties of the monster such as bio-luminescence, weakness to something, or a special capability such as climbing prowess or the ability to carry great loads of weight.
Weaknesses: All monsters have points or types of damage that effect them greater than other areas. This is where you list them. please note that some monsters have no weaknesses at key points and can just take all around the same damage, but that generally means they don't have naturally impervious bodies.
Recommended Type and Category:
Where To Go and What To Do
With the backstory, special places, and oddities part done, we can all finally move onto what this RP is all about, what the CS looks like, what the rules are, and a bit about how I run my games!
To get the boring things out of the way...
To get the boring things out of the way...
I'll try to keep this brief. I'd like to think I live and let live, so whatever happens and goes on will be all for the effort of maximum fun. Similarly I run my games a little different in that I will put things that truly can't be beat by putting powerful creatures and such in the team's path. This is not meant to kill you as that is the LAST thing I want to do. I just know that to make a great story the heroes must be put in danger and overcome it through their great will and wonderful characterization. So I guess to word it otherwise, I really, really, REALLY don't wanna kill anybody, even if it looks like it in the IC chat.
To keep this short and sweet:
1. No metagaming, Godmodding, or Powergaming. This is meant to be fun and enjoyable for all parties so don't do any of those three and ruin it for others.
2. Be mature and not weird. I'm all for being mature and weird, but not maturely weird. To explain, this RP is meant to be very mature with a lot of adult themes. That doesn't mean I want people going around talking about really offensive or bothersome topics.
3. Try not to flood the IC with posts. As a general rule of thumb, let at least 2-3 posts go in between your own posts.
4. Be civil. This is more of a preemptive rule, but in the event folk disagree, please try to solve the issue civil-like so we can get back to having fun. I really don't want to have to get involved.
Golden Rule. Have fun dammit!
1. No metagaming, Godmodding, or Powergaming. This is meant to be fun and enjoyable for all parties so don't do any of those three and ruin it for others.
2. Be mature and not weird. I'm all for being mature and weird, but not maturely weird. To explain, this RP is meant to be very mature with a lot of adult themes. That doesn't mean I want people going around talking about really offensive or bothersome topics.
3. Try not to flood the IC with posts. As a general rule of thumb, let at least 2-3 posts go in between your own posts.
4. Be civil. This is more of a preemptive rule, but in the event folk disagree, please try to solve the issue civil-like so we can get back to having fun. I really don't want to have to get involved.
Golden Rule. Have fun dammit!
Name: Character's Name
Age: Character's Age
Gender Character's Gender
Role: What the Character is and what they are for the team such as Ranger, Guardian, Seer, Mechanic, etc.
Skills: A list for what skills yoru character seems to have taken up, from cooking to killing and what way they prefer to do it!
Equipment: This is what your character has. Be reasonable with how much you take and I'd recommend a theme such as long ranged fighter, close ranged slugger, etc.
Appearance: This is what your character looks like, either some paragraphs, a picture, or a combination of the two.
Background: The history and background of your character to include how they reached the team and something from their past that defines and drives them, such as personal goals. Also don't be afraid to world build. Anselmo is a big place and so is the unclaimed world. Don't be afraid to explore it a little bit.
Other: This is the part where you can add anything else you think would be good to know about your character or would like to add for characterization.
Wish: One thing your character truly wishes they could have, could see, could be, could do, etc.
Trauma: One traumatizing event your character went through that haunts them to the present day.
Age: Character's Age
Gender Character's Gender
Role: What the Character is and what they are for the team such as Ranger, Guardian, Seer, Mechanic, etc.
Skills: A list for what skills yoru character seems to have taken up, from cooking to killing and what way they prefer to do it!
Equipment: This is what your character has. Be reasonable with how much you take and I'd recommend a theme such as long ranged fighter, close ranged slugger, etc.
Appearance: This is what your character looks like, either some paragraphs, a picture, or a combination of the two.
Background: The history and background of your character to include how they reached the team and something from their past that defines and drives them, such as personal goals. Also don't be afraid to world build. Anselmo is a big place and so is the unclaimed world. Don't be afraid to explore it a little bit.
Other: This is the part where you can add anything else you think would be good to know about your character or would like to add for characterization.
Wish: One thing your character truly wishes they could have, could see, could be, could do, etc.
Trauma: One traumatizing event your character went through that haunts them to the present day.
Since I didn't say it before... Welcome to the Wrath of Darkness RP! First things first, thanks for giving this page a look! If you've given the first few hiders a look then I need to salute you for making it through my mad ramblings.
Yet now we get to the part about what will be happening. The goal of this RP is to have the members of a particularly varied Expedition Team to leave the safety of Anselmo to search, explore, and find out about a wild world destroyed and now on the verge of total insanity. The primary goal is to seek out the Monster Killing Weapon. With that the Leviathans can be beaten and once again humanity can reclaim the world. However, just because the main goal is to seek out the weapon that doesn't mean it is a direct route or even one that has to be 'on the beaten path'. I made a world and I'd like to visit it with some good players!
For anybody who thinks this may be up your alley the RP has been posted in the Casual chat and I'd love to see new folks! roleplayerguild.com/topics/170319-wra…