Backstory of The Regiment:
The year is 2015, not much has changed in the world, or so it seems to the common man. But those that know that there's more to the world than meets the eye can sense there is more to life. Hidden beneath the shroud of dismissiveness and darkness. A world which seemingly could only exist in popular fiction, one where vampires dig their teeth into unwary innocents, where werewolves howl at the full moon and where ghosts haunt abandoned homes. Someone must monitor these supernaturals, the ones that do it are called "The Regiment", an agency hidden away from the public, their existence unknown to much of the world.
The Regiment is the result of the effort of many developed nations, it originally began as a small, but incredibly skilled Allied task force in World War II, who specialized in defeating and destroying supernaturals which had aligned with the Axis. The Regiment did their part in the war, in secret of course. Though their contributions were not publicly recognized or even acknowledged, behind the scenes, they were heroes. Those that survived the war returned home, silent to their loved ones, but proud of what they had done and scared of what they had seen.
The Regiment was completely established years after the war ended, sometime in the mid 1950s, as the world's governments noticed more and more of the supernatural who if revealed to the public would cause mass hysteria. The soldiers that had been part of the Regiment who were still alive by the time of the establishment were offered to be charting members, many turned it down, while a brave few took the offer. With that The Regiment started in secret, within years secret headquarters began to pop up all over the world. The governments of the world sanctioning them as the P.I.B. (Paranormal Investigations Bureau), though the Regiment prefers to call themselves the Regiment, it sounds less like a government given name.
Los Angeles, New York, Las Vegas, London, Berlin, Toyko and many more cities were deemed areas of supernatural interest and sectors of the Regiment were established within them, in secret of course. This particular story takes place in the headquarters on the outskirts of Los Angeles, an area full of paranormal beings. Times have changed among The Regiment, they no longer hunt every supernatural being they encounter, instead they focus on simply keeping those beings out of the public's knowledge. This practice in particular has been in place for the last four decades. The other huge change was the recent decision to allow certain vampires and werewolves into the task force, this decision has caused much argument among some of the older members who believe that only humans should be allowed in, not the creatures they sometimes must eliminate. The more recent members, who are in favor of the change see it as a way to strengthen the cause and a less xenophobic stance.
You are a new recruit of The Regiment, you have been chosen because you have a specific set of skills The Regiment needs. Whether in your past you were a police officer who encountered a werewolf, a doctor who found himself operating on a vampire or simply a prestigious soldier who has no fear of the unknown. The Regiment wants you, are you willing to take their hand and join?
Operations of The Regiment:
The Regiment is the top supernatural dealing entity on the planet which operates entirely out of secret. The goal of The Regiment is to hide supernaturals from the public's knowledge, and if need be, eliminate the supernaturals if they are a threat. There are several branches in The Regiment. They are investigations, research, medical, criminal and military. Each branch solves a purpose and is staffed by the top people available. Secrecy is the strongest weapon of The Regiment.
The divisions of the Regiment: These are the five divisions of personal of the Regiment, the list goes down in order from most populace to lowest. Every division is as important as the other.
Military - The most populace division in the Regiment, they employ highly trained soldiers, pilots and tacticians of all backgrounds. The brute of the military force is operatives, or what would translate to infantry in an actual military. There are six squads which each have no more than 25 individuals. They are: Alpha, Bravo, Charlie, Delta, Echo and Foxtrot. Carson Merrow is the commander of Foxtrot Company, which will be filled with the newest recruits. Given the top modern weapons and technologies, the military division is what keeps dangerous supernaturals at bay, they are the fist of the Regiment, yet at the same time they operate with the secrecy of the other divisions.
Research - The second most populated division in the LA branch of the Regiment, the research division puts all their brainpower to researching supernaturals, this is where the people who can speak Goblinese and slice up corpses for science are. They are the brains of the Regiment, occasionally co-coordinating with the military division to come up with new technologies.
Medical - The doctors, nurses and surgeons of the Regimen, these are the men and women responsible for patching up any serious wounds our operatives may endure, they also are occasionally deployed to designated areas to assist healing the locals injured by supernaturals. They also co-coordinate with research to come up with cures and vaccines for supernatural related diseases.
Criminal - The crime scene investigators of the Regiment, the criminal division are the ones that are sent in to figure out if an attack is of paranormal origin, they are the ones that can tell the signs of a fully drained corpse done in by a vampire, the ones that can tell a werewolves claws from an ordinary wolf. They also monitor criminals who happen to be supernaturals.
Investigations - By another name, spies of the Regiment. The investigations division consists of agents who are sent out into the cities and towns to either just watch or spy on supernaturals, to make sure nothing evil is brewing, of if there is, they immediately report it. They are the ones that feed intel on missions to the military division.
Accepted active characters:
Mikael Mikkonen (human)
David Rouland (vampire)
BĂ©atrix de Le Croix (vampire)
Marigold Breeze (werewolf)
Playable Races: Humans, vampires and werewolves are your three choices that your character can be in this RP.
Humans - I shouldn't really have to explain humans. You're one, you know what they bring to the table. They're the most populace species in The Regiment. There are two ways humans may join, the first way is those that have been chosen as potential recruits are unknowingly monitored for months before, a profile is built on them, then when The Regiment feels they are ready, they are put through an event that solves as their final test, if they pass this test, then they are formally approached about joining. The final test may be something such as unleashing a weaker werewolf/vampire on or near the potential recruit, in hopes that the recruit stops it.
The other way is through a more simple simple method. Trusted and dependable soldiers who have proven themselves to their government are simply brought in, typically by curiosity or payment. Either of these methods gets The Regiment what they need.
Vampires -
They do not sparkle, modern fiction has romanticized vampires to an absurd extent. While many vampires are seductive and beautiful, many more are savage and vicious creatures who won't hesitate to drain an innocent human of their blood and leave their scarred body in an alley.
A human is turned into a vampire if they are bitten by one and a high enough amount of blood is sucked out of them. After the blood has been drained, the human will pass out for several hours. When they awaken, they will discover that they are now fledgling level vampires, creatures of the night. All vampires are ageless, if they're 300, they don't look it. The age they were bitten is the one they will physically remain the rest of their lives.
The vampire hierarchy is as follows, the older the vampire, the stronger they are:
Master: 900+ years old
High Lord/Lady: 650 - 900 years old
Elder: 500 - 650 years old
Lord/Lady: 200 - 500 years old
Hunter: 50 - 200 years old
Fledgling - Under 50 years old
Strengths:
- Immortality. The longer the individual has been a vampire, the stronger they'll be.
- Superhuman strength, senses, mind and agility. This is to an extent, they are not as physically powerful or quick as a werewolf, but they are beyond what a human is. Vampires can lift someone with one hand and toss them with enough power to cause broken bones when the unfortunate person lands. Vampires also think and learn faster. The older the vampire, the quicker the processes.
- Wall crawling. They can literally walk on the walls and ceilings.
- Vampirization through biting. They are able to turn humans into vampires by drinking enough of the human's blood.
- Night vision.
- Older vampires (+500 years) are able to enter a state of hibernation where they are able to rest for decades.
- Mind reading and mind control. They can read the minds of humans. Some of the older vampires (500+ years) are capable of controlling humans mentally, turning them to their side in battle or forcing them to do things they normally would not do.
- They do not need to breathe, they can't be drowned.
- Healing factor, to an extent. Vampires are able to heal from wounds. Bullet holes heal up within minutes. They can grow back a limb, but that takes longer.
- Heightened powers of seduction and persuasion. A female vampire is one of the most beautiful things you can lay your eyes one. Vampires in general are smooth talkers, skilled ones are able to get others to do their bidding through clever conversation.
Weaknesses:
- Decapitation is an instant death, as is destruction of the brain.
- Impaling or destruction of the heart. Stake, arrow, knife, it doesn't matter, puncture far enough into the heart and they die.
- Fire, whilst on fire, their healing factor is lost, they are vulnerable then.
- Must ingest blood to survive. The longer they go without blood, the weaker they become until they eventually die of starvation.
- Sunlight, it just depends on how long since they have fed. If a vampire has fed within 24 hours, then they can go out into the sun with no issue. The farther away from their last feeding, the more damage the sun does. Over 48 hours causes burns on their skin and over 72 hours without feeding is instant death. Vampires in general prefer darkness, they will only go out during the day if they absolutely need to.
- Will die from overly severe injuries such as removal of all limbs or getting cut in half.
- Garlic causes skin irritation. Contrary to popular belief, crosses and holy water do nothing to them. Garlic does though.
- Have to be invited into a person's home in order to enter. This is where the persuasion factor comes in big, if they want into your home, they'll really try to get you to let them in.
Vampires in The Regiment:
Those vampires that The Regiment feels are suitable recruits are monitored for months, possibly years, they are made sure to have full control over their powers and urges. Then when the time is right, The Regiment will either approach them or set up a meeting. Once they have agreed to join, The Regiment puts them through several tests and stipulations, these vampires will not feed on humans while in The Regiment, they will be given a healthy supple of blood packs to keep their urges low.
Werewolves (Lycans) -
Typically more vicious than vampires, werewolves, commonly called lycans, are immensely powerful and immortal, like vampires. They show no signs of being a werewolf while in human form, virtually indistinguishable until their teeth are replaced by fangs, their nails replaced with twisted claws and thick fur erupts from their skin. They also don't have any of their powers while in human form. Werewolves are incredibly resilient and The Regiment sees the value in a trusted werewolf in their ranks. The ways to tell a werewolf apart from the an ordinary wolf are that werewolves have no tail and tend to favor walking on two legs.
A human is turned into a werewolf after either being bitten by one or through ingesting the blood of one. The human will feel sick, akin to a cold, then when the next full moon occurs, they will twist and turn into a werewolf. Until that moon sets, the werewolf will either run off into the wilderness or go on rampage. If they survive to the sunrise, they will turn back into a human and adapt to their new life as a lycan. Over time, the lycan will gain more control of his changes, eventually to the point where they can fully control when they will change and who they will attack.
The lycan hierarchy is as follows, the older the lycan, the stronger they are:
Master: 800+ years old
Alpha Male/Female: 600 - 800 years old
Beta Male/Female: 400 - 600 years old
Delta Male/Female: 200 - 400 years old
Hunter: 25 - 200 years old
Fledgling: Under 25 years old
Strengths:
- While not immortal, werewolves are able to live up to 1000 years. Once they reach this point, they will begin to die. Not many reach this point. While in human form, they do not physically age.
- Superhuman strength and agility, beyond that of a vampire and humans. Werewolves are incredible physical specimens, they have been seen tossing cars and running through concrete walls with ease.
- Increased height and weight while in Lycan form. Their arms and legs extend along with the rest of their bodies, causing them when standing on two feet, to be over 8 feet tall.
- Senses of a wolf, they can small you from a mile away and hear ten miles away in the open.
- Night vision.
- Extreme healing. Werewolves can shrug off ordinary bullets, healing within seconds. Lost limbs will grow back within a hour. The older the werewolf, the quicker the regeneration.
- Regrowth of teeth and claws.
- Natural pack creatures. A fledgling werewolf will start to feel a yearning to return the one that converted them and join a pack. Though there are solitary werewolves, many of them tend to stay together.
Weaknesses:
- Full decapitation is an instant death.
- Dismemberment of all four limbs is instant death.
- Silver greatly injures them and will kill them. It stops healing and causes burns. Limbs cut off with a silver blade will not regrow.
- Suffocation. If you can somehow manage to drown one, they will die.
- Wolf's bane distracts them. You lay it down within their scent range, lycans get drawn to it.
- Full removal of brain or heart also will kill them.
Werewolves in The Regiment:
Those werewolves that The Regiment feels are suitable recruits are monitored for months, possibly years, they are made sure to have full control over their powers and urges. No fledgling werewolves are allowed in, only the veteran ones that are used to what they are. When the time is right, The Regiment will either approach them or set up a meeting. Once they have agreed to join, The Regiment puts them through several tests and stipulations, these werewolves are given a plentiful supply of meat, enough to keep them from getting hungry.
Non Playable Creatures: These beings may be encountered in the IC. More will be introduced as the RP moves along.
Weapons and Armor of The Regiment: The Regiment uses a wide variety of firearms and other weapons in order to combat supernatural threats. These are the following weapons your character may select from in order to use.
The Regiment uniform -
When open combat is unavoidable, soldiers in The Regiment are equipped with some of the best armor. The armor is Centurion Mark I, the combined efforts of top scientists and years of testing. It is equipped with slings for weapons, grenades and other items. A dependable but lightweight layer of bulletproof armor covers the vital areas of an individual.
When undercover or just in non full operations, depending on the mission, Regiment members are suggested to wear whatever is suitable and does not attract too much attention. Many members tend to favor dark colored suits with a kevlar vest underneath and a sidearm concealed on their person. It is ultimately up to the member to decide what to wear.
Rules:
1. No godmodding, autohitting, absurdly overpowered characters, powerplaying, etc.
2. Original characters only, I don't want Van Helsing trying to join. I also would like to see some variety among characters, not everyone as a vampire or werewolf.
3. Everyone starts as a new recruit.
4. Cursing is fine, romance is cool, but keep it PG13.
5. Max of one character per person, it gets really confusing if I let everyone have multiple characters.
6. Proper grammar is needed, English is a must.
7. Your character can die (or get converted into a werewolf/vampire/zombie/whatever). So be careful and try to make intelligent decisions.
8. Have fun. Any questions or concerns can be addressed to me. I'll also take suggestions through PMs about making the RP better.
Character Sheet:
Character Name -
Race - (Human, vampire or werewolf)
Nationality -
Gender -
Age - (25 - 40 for humans. How long you've been a vampire/werewolf if you're one of them.)
Appearance - (Pics or description work, or both)
Height -
Weight -
Clothing -
Weapons -
Speciality - (Close combat? Infiltration? Sniper?)
Skills - (What special skills does your character have?)
Flaws - (Stuff like smoker, personality stuff, etc)
Fears -
Personality -
Backstory - (How you ended up in The Regiment. If you're a vampire/werewolf, describe when/where you were turned, how long, etc. Also this would be where you say where you got that sword training if you're using a katana.)
Here is the accepted characters sheet list thread, this is where you post your accepted character sheet after I gave the okay to post on the thread.
The year is 2015, not much has changed in the world, or so it seems to the common man. But those that know that there's more to the world than meets the eye can sense there is more to life. Hidden beneath the shroud of dismissiveness and darkness. A world which seemingly could only exist in popular fiction, one where vampires dig their teeth into unwary innocents, where werewolves howl at the full moon and where ghosts haunt abandoned homes. Someone must monitor these supernaturals, the ones that do it are called "The Regiment", an agency hidden away from the public, their existence unknown to much of the world.
The Regiment is the result of the effort of many developed nations, it originally began as a small, but incredibly skilled Allied task force in World War II, who specialized in defeating and destroying supernaturals which had aligned with the Axis. The Regiment did their part in the war, in secret of course. Though their contributions were not publicly recognized or even acknowledged, behind the scenes, they were heroes. Those that survived the war returned home, silent to their loved ones, but proud of what they had done and scared of what they had seen.
The Regiment was completely established years after the war ended, sometime in the mid 1950s, as the world's governments noticed more and more of the supernatural who if revealed to the public would cause mass hysteria. The soldiers that had been part of the Regiment who were still alive by the time of the establishment were offered to be charting members, many turned it down, while a brave few took the offer. With that The Regiment started in secret, within years secret headquarters began to pop up all over the world. The governments of the world sanctioning them as the P.I.B. (Paranormal Investigations Bureau), though the Regiment prefers to call themselves the Regiment, it sounds less like a government given name.
Los Angeles, New York, Las Vegas, London, Berlin, Toyko and many more cities were deemed areas of supernatural interest and sectors of the Regiment were established within them, in secret of course. This particular story takes place in the headquarters on the outskirts of Los Angeles, an area full of paranormal beings. Times have changed among The Regiment, they no longer hunt every supernatural being they encounter, instead they focus on simply keeping those beings out of the public's knowledge. This practice in particular has been in place for the last four decades. The other huge change was the recent decision to allow certain vampires and werewolves into the task force, this decision has caused much argument among some of the older members who believe that only humans should be allowed in, not the creatures they sometimes must eliminate. The more recent members, who are in favor of the change see it as a way to strengthen the cause and a less xenophobic stance.
You are a new recruit of The Regiment, you have been chosen because you have a specific set of skills The Regiment needs. Whether in your past you were a police officer who encountered a werewolf, a doctor who found himself operating on a vampire or simply a prestigious soldier who has no fear of the unknown. The Regiment wants you, are you willing to take their hand and join?
Operations of The Regiment:
The Regiment is the top supernatural dealing entity on the planet which operates entirely out of secret. The goal of The Regiment is to hide supernaturals from the public's knowledge, and if need be, eliminate the supernaturals if they are a threat. There are several branches in The Regiment. They are investigations, research, medical, criminal and military. Each branch solves a purpose and is staffed by the top people available. Secrecy is the strongest weapon of The Regiment.
The divisions of the Regiment: These are the five divisions of personal of the Regiment, the list goes down in order from most populace to lowest. Every division is as important as the other.
Military - The most populace division in the Regiment, they employ highly trained soldiers, pilots and tacticians of all backgrounds. The brute of the military force is operatives, or what would translate to infantry in an actual military. There are six squads which each have no more than 25 individuals. They are: Alpha, Bravo, Charlie, Delta, Echo and Foxtrot. Carson Merrow is the commander of Foxtrot Company, which will be filled with the newest recruits. Given the top modern weapons and technologies, the military division is what keeps dangerous supernaturals at bay, they are the fist of the Regiment, yet at the same time they operate with the secrecy of the other divisions.
Research - The second most populated division in the LA branch of the Regiment, the research division puts all their brainpower to researching supernaturals, this is where the people who can speak Goblinese and slice up corpses for science are. They are the brains of the Regiment, occasionally co-coordinating with the military division to come up with new technologies.
Medical - The doctors, nurses and surgeons of the Regimen, these are the men and women responsible for patching up any serious wounds our operatives may endure, they also are occasionally deployed to designated areas to assist healing the locals injured by supernaturals. They also co-coordinate with research to come up with cures and vaccines for supernatural related diseases.
Criminal - The crime scene investigators of the Regiment, the criminal division are the ones that are sent in to figure out if an attack is of paranormal origin, they are the ones that can tell the signs of a fully drained corpse done in by a vampire, the ones that can tell a werewolves claws from an ordinary wolf. They also monitor criminals who happen to be supernaturals.
Investigations - By another name, spies of the Regiment. The investigations division consists of agents who are sent out into the cities and towns to either just watch or spy on supernaturals, to make sure nothing evil is brewing, of if there is, they immediately report it. They are the ones that feed intel on missions to the military division.
Accepted active characters:
Mikael Mikkonen (human)
David Rouland (vampire)
BĂ©atrix de Le Croix (vampire)
Marigold Breeze (werewolf)
Playable Races: Humans, vampires and werewolves are your three choices that your character can be in this RP.
Humans - I shouldn't really have to explain humans. You're one, you know what they bring to the table. They're the most populace species in The Regiment. There are two ways humans may join, the first way is those that have been chosen as potential recruits are unknowingly monitored for months before, a profile is built on them, then when The Regiment feels they are ready, they are put through an event that solves as their final test, if they pass this test, then they are formally approached about joining. The final test may be something such as unleashing a weaker werewolf/vampire on or near the potential recruit, in hopes that the recruit stops it.
The other way is through a more simple simple method. Trusted and dependable soldiers who have proven themselves to their government are simply brought in, typically by curiosity or payment. Either of these methods gets The Regiment what they need.
Vampires -
They do not sparkle, modern fiction has romanticized vampires to an absurd extent. While many vampires are seductive and beautiful, many more are savage and vicious creatures who won't hesitate to drain an innocent human of their blood and leave their scarred body in an alley.
A human is turned into a vampire if they are bitten by one and a high enough amount of blood is sucked out of them. After the blood has been drained, the human will pass out for several hours. When they awaken, they will discover that they are now fledgling level vampires, creatures of the night. All vampires are ageless, if they're 300, they don't look it. The age they were bitten is the one they will physically remain the rest of their lives.
The vampire hierarchy is as follows, the older the vampire, the stronger they are:
Master: 900+ years old
High Lord/Lady: 650 - 900 years old
Elder: 500 - 650 years old
Lord/Lady: 200 - 500 years old
Hunter: 50 - 200 years old
Fledgling - Under 50 years old
Strengths:
- Immortality. The longer the individual has been a vampire, the stronger they'll be.
- Superhuman strength, senses, mind and agility. This is to an extent, they are not as physically powerful or quick as a werewolf, but they are beyond what a human is. Vampires can lift someone with one hand and toss them with enough power to cause broken bones when the unfortunate person lands. Vampires also think and learn faster. The older the vampire, the quicker the processes.
- Wall crawling. They can literally walk on the walls and ceilings.
- Vampirization through biting. They are able to turn humans into vampires by drinking enough of the human's blood.
- Night vision.
- Older vampires (+500 years) are able to enter a state of hibernation where they are able to rest for decades.
- Mind reading and mind control. They can read the minds of humans. Some of the older vampires (500+ years) are capable of controlling humans mentally, turning them to their side in battle or forcing them to do things they normally would not do.
- They do not need to breathe, they can't be drowned.
- Healing factor, to an extent. Vampires are able to heal from wounds. Bullet holes heal up within minutes. They can grow back a limb, but that takes longer.
- Heightened powers of seduction and persuasion. A female vampire is one of the most beautiful things you can lay your eyes one. Vampires in general are smooth talkers, skilled ones are able to get others to do their bidding through clever conversation.
Weaknesses:
- Decapitation is an instant death, as is destruction of the brain.
- Impaling or destruction of the heart. Stake, arrow, knife, it doesn't matter, puncture far enough into the heart and they die.
- Fire, whilst on fire, their healing factor is lost, they are vulnerable then.
- Must ingest blood to survive. The longer they go without blood, the weaker they become until they eventually die of starvation.
- Sunlight, it just depends on how long since they have fed. If a vampire has fed within 24 hours, then they can go out into the sun with no issue. The farther away from their last feeding, the more damage the sun does. Over 48 hours causes burns on their skin and over 72 hours without feeding is instant death. Vampires in general prefer darkness, they will only go out during the day if they absolutely need to.
- Will die from overly severe injuries such as removal of all limbs or getting cut in half.
- Garlic causes skin irritation. Contrary to popular belief, crosses and holy water do nothing to them. Garlic does though.
- Have to be invited into a person's home in order to enter. This is where the persuasion factor comes in big, if they want into your home, they'll really try to get you to let them in.
Vampires in The Regiment:
Those vampires that The Regiment feels are suitable recruits are monitored for months, possibly years, they are made sure to have full control over their powers and urges. Then when the time is right, The Regiment will either approach them or set up a meeting. Once they have agreed to join, The Regiment puts them through several tests and stipulations, these vampires will not feed on humans while in The Regiment, they will be given a healthy supple of blood packs to keep their urges low.
Werewolves (Lycans) -
Typically more vicious than vampires, werewolves, commonly called lycans, are immensely powerful and immortal, like vampires. They show no signs of being a werewolf while in human form, virtually indistinguishable until their teeth are replaced by fangs, their nails replaced with twisted claws and thick fur erupts from their skin. They also don't have any of their powers while in human form. Werewolves are incredibly resilient and The Regiment sees the value in a trusted werewolf in their ranks. The ways to tell a werewolf apart from the an ordinary wolf are that werewolves have no tail and tend to favor walking on two legs.
A human is turned into a werewolf after either being bitten by one or through ingesting the blood of one. The human will feel sick, akin to a cold, then when the next full moon occurs, they will twist and turn into a werewolf. Until that moon sets, the werewolf will either run off into the wilderness or go on rampage. If they survive to the sunrise, they will turn back into a human and adapt to their new life as a lycan. Over time, the lycan will gain more control of his changes, eventually to the point where they can fully control when they will change and who they will attack.
The lycan hierarchy is as follows, the older the lycan, the stronger they are:
Master: 800+ years old
Alpha Male/Female: 600 - 800 years old
Beta Male/Female: 400 - 600 years old
Delta Male/Female: 200 - 400 years old
Hunter: 25 - 200 years old
Fledgling: Under 25 years old
Strengths:
- While not immortal, werewolves are able to live up to 1000 years. Once they reach this point, they will begin to die. Not many reach this point. While in human form, they do not physically age.
- Superhuman strength and agility, beyond that of a vampire and humans. Werewolves are incredible physical specimens, they have been seen tossing cars and running through concrete walls with ease.
- Increased height and weight while in Lycan form. Their arms and legs extend along with the rest of their bodies, causing them when standing on two feet, to be over 8 feet tall.
- Senses of a wolf, they can small you from a mile away and hear ten miles away in the open.
- Night vision.
- Extreme healing. Werewolves can shrug off ordinary bullets, healing within seconds. Lost limbs will grow back within a hour. The older the werewolf, the quicker the regeneration.
- Regrowth of teeth and claws.
- Natural pack creatures. A fledgling werewolf will start to feel a yearning to return the one that converted them and join a pack. Though there are solitary werewolves, many of them tend to stay together.
Weaknesses:
- Full decapitation is an instant death.
- Dismemberment of all four limbs is instant death.
- Silver greatly injures them and will kill them. It stops healing and causes burns. Limbs cut off with a silver blade will not regrow.
- Suffocation. If you can somehow manage to drown one, they will die.
- Wolf's bane distracts them. You lay it down within their scent range, lycans get drawn to it.
- Full removal of brain or heart also will kill them.
Werewolves in The Regiment:
Those werewolves that The Regiment feels are suitable recruits are monitored for months, possibly years, they are made sure to have full control over their powers and urges. No fledgling werewolves are allowed in, only the veteran ones that are used to what they are. When the time is right, The Regiment will either approach them or set up a meeting. Once they have agreed to join, The Regiment puts them through several tests and stipulations, these werewolves are given a plentiful supply of meat, enough to keep them from getting hungry.
Non Playable Creatures: These beings may be encountered in the IC. More will be introduced as the RP moves along.
Weapons and Armor of The Regiment: The Regiment uses a wide variety of firearms and other weapons in order to combat supernatural threats. These are the following weapons your character may select from in order to use.
The Regiment uniform -
When open combat is unavoidable, soldiers in The Regiment are equipped with some of the best armor. The armor is Centurion Mark I, the combined efforts of top scientists and years of testing. It is equipped with slings for weapons, grenades and other items. A dependable but lightweight layer of bulletproof armor covers the vital areas of an individual.
When undercover or just in non full operations, depending on the mission, Regiment members are suggested to wear whatever is suitable and does not attract too much attention. Many members tend to favor dark colored suits with a kevlar vest underneath and a sidearm concealed on their person. It is ultimately up to the member to decide what to wear.
Rules:
1. No godmodding, autohitting, absurdly overpowered characters, powerplaying, etc.
2. Original characters only, I don't want Van Helsing trying to join. I also would like to see some variety among characters, not everyone as a vampire or werewolf.
3. Everyone starts as a new recruit.
4. Cursing is fine, romance is cool, but keep it PG13.
5. Max of one character per person, it gets really confusing if I let everyone have multiple characters.
6. Proper grammar is needed, English is a must.
7. Your character can die (or get converted into a werewolf/vampire/zombie/whatever). So be careful and try to make intelligent decisions.
8. Have fun. Any questions or concerns can be addressed to me. I'll also take suggestions through PMs about making the RP better.
Character Sheet:
Character Name -
Race - (Human, vampire or werewolf)
Nationality -
Gender -
Age - (25 - 40 for humans. How long you've been a vampire/werewolf if you're one of them.)
Appearance - (Pics or description work, or both)
Height -
Weight -
Clothing -
Weapons -
Speciality - (Close combat? Infiltration? Sniper?)
Skills - (What special skills does your character have?)
Flaws - (Stuff like smoker, personality stuff, etc)
Fears -
Personality -
Backstory - (How you ended up in The Regiment. If you're a vampire/werewolf, describe when/where you were turned, how long, etc. Also this would be where you say where you got that sword training if you're using a katana.)
Here is the accepted characters sheet list thread, this is where you post your accepted character sheet after I gave the okay to post on the thread.