NOTE: WE ARE STILL ACCEPTING PLAYERS
The Agency has protected the world from paranormal dangers for over 300 years. However, they could not have ever have prepared for this.
In the year 2060, the Cataclysm occurred. In a moment, a third of the world's population inexplicably, unknowably, perished. They were reduced to ash by some mysterious force.
In some places it was worse than others. Police organizations fell apart into disorganized packs of vigilantes, infrastructure collapsed (no pun intended) and many nations simply fell.
It's been 20 years since the Cataclysm. An organization called Unity Front is setting up to rebuild the world in its image, led by two charismatic leaders.
Meanwhile, The Agency is now locked in a desperate struggle to maintain order in a world on the brink of collapse. Dark forces are at work today. The dead are rising, and it friggin' sucks. Zombies, vampires, slenderman, among other things seem to be having a party.
A zombie plague is being spread about, called 'Microbial SolarPhobia' (MSP). When it comes into contact with people, it turns them into zombies and vampires. Both of which are extremely dangerous, but the good news is that most undead are solely nocturnal, and injured by sunlight.
Races:
-Humans: Humans are rather self-explanatory. They have very few things they're good at, but very few weaknesses, either. The main benefit of being human is social dominance. You can be seen anywhere and while humans are discriminated against in some places, they are the majority race. A human infected with the MSP becomes a vampire. Human males are called 'Men' and females are called 'Women'.
-Amazons: Amazons are green skinned women with vegetation for hair and usually clothes as well. They have the ability to control plants. They're a monogendered race, most resembling females. They're capable of fertilizing, getting pregnant, as well as simply reproducing asexually. Their culture is rather xenophobic, particularly towards males. Because of this, the Agency tends not to trust them. Of course, this isn't inherent to Amazons, it's simply how they're raised to think. They can just as easily be raised not to think this way. MSP infected Amazons are called Succubi.
-Angels: Winged humanoids, with halos. Their bodies generate electricity, and lots of it. The more powerful they become, the more wings they obtain. Male Angels are called Titans, and Female angels are called "Valkyries". An MSP infected Angel is called a Demon. Angels are immortal, by the way.
-The Myr: The Myr are a race of blue skinned aquatic creatures. Some of them have legs, some have dolphin like tails, some have tentacles. Many of them have tentacle like structures for hair, also. They are capable of breathing underwater, and swimming fast. A male Myr is called a Merman, and a female Myr is called a Mermaid. An MSP infected Myr is called a siren.
-The Dijiin: Genies! Contrary to popluar belief, they cannot grant wishes, though they do tend have powerful earth magic and can convert their bodies into dust, smoke, and sand. They tend to grow extra arms as they become more powerful. An infected Genie is called a Banshee.
-The Pyrons: Flaming humanoids with reptilian features. They tend to live in volcanic regions, and have a proud warrior race culture. Many of them are hyrdophobic. They're not completely immune to heat, but they're very resistant to it. 150* F would be comfortable to them. An infected Pyron is called a will-o-the-whisp.
-The Iditoroids: Beings made of pure ice and frost. They tend to hate hot weather. Most of them are pacifists, and live in an eskimo-like or quasi-russian culture. An infected Iditoroid is called a Yuukite.
-AIs: Sapient beings constructed mechanically. They can have tools mounted onto them, and can power energy weapons and such. Another perk of being a robot is that they cannot be infected, and also are allowed to be seen anywhere in the world, as they're not technically supernatural. However, the biggest downside of being a robot is...they're at the bottom of the social totem pole. They have utterly no rights whatsoever. Unity Force in particular has plans to make things worse for them. A male Robot is called an android, and a female is called a gynoid.
If you have any other ideas for races, let me know.
Factions:
UNITY FORCE:
Unity force is a new world government formed after the cataclysm. They are a highly popular movement, considered to be very humanitarian by most people. They have 2 leaders, known as Vand and Jordon. They nearly have a cult of personality going for them, and are adored by nearly all people. However, there are four nations, currently, which are not members (America, Australia, Israel, and Japan). Still, Unity's reach is such that it is very likely that soon, the whole world will be joining them.
THE AGENCY:
The Agency is a 350 years old order of assasins, politicians, businessmen, religious leaders, soldiers, and law enforcement individuals dedicated to protecting the world from various paranormal threats. People do not invent machines to put people on the moon when dragons are flying about eating people. It didn't work for the dark ages, and it won't work for us now. As such, the agency must keep all paranormal activity a secret as much as can be done, and to make sure that supernatural powers are not abused by any.
The Agency has 5 sections. Each section is stronger and more elite than the last. Section 1-3 are essentially police organizations, while section 4 is a military organization called in to deal with very extreme threats. Section 5 is an incredibly elite group, with almost unlimited resources and very little rules to follow. Anything section 5 does is completely classified to people in any of the lower sections.
Name:
Faction: (You should have at least one agency character)
Age:
Race:
Gender:
Appearance:
Weapons:
Skills:
Choose at least one of these to fill out:
Personality:
History:
RP Sample:
DATABASE:
A note on disposition: The difference between 'hostile' and 'very hostile' is that hostile is an object that is anathema to human life, not always so. Very hostile objects are nearly always dangerous. In the terms of a living creatures, look no further than the tale of the Frog and the Scorpion. If the scorpion was merely 'hostile' it wouldn't sting the frog. If it was very hostile, it would. In general, a robber or a drug dealer would be hostile, while a suicide terrorist or a mass shooter would be very hostile.
Zombie:
-Object Type: Undead
-Disposition:
-Description: Zombies, also known as shamblers, are human corpses being controlled by a parasite (namely, MSP). They are hostile in their entirety; they are guided by two instincts alone: Avoid the sun (and similar objects), and feed. They are fueled off of blood. They do not, contrary to popular belief, eat their prey. They drink its blood, similar to most undead. This way, a bitten host is still viable for infection. They seem to exist solely for the sake of spreading MSP. If there is no prey nearby, they will try to move to an area where there is. If they cannot do that, they will collapse and return to a dormant state. In this dormant state, they are almost identical to a dead body, but will reanimate whenever prey comes near. They have no survival instinct, and are usually willing to get themselves killed in order to spread the infection. For example, if you put a wooden door between a shambler and yourself, the zombie will bash its skull against the door until either the door breaks...or it kills itself due to head trauma. They have amazing regenerative properties. If one were to slit a shambler's throat, it would return to a dormant state for about 5-15 minutes. It would then heal, and reanimate. The only two things that can kill them permanently is brain injury and starvation. Sunlight stops this regeneration process, however, making them mortal. They will generally follow their prey for as long as they can see them; however, once they lose sight of their prey, they'll usually continue in the direction they were going for another 8 minutes, or until they find new prey.
-Response procedures: Shamblers are not very dangerous except in large numbers. As such, when shamblers are discovered, an appropriately sized unit of section one (expendable, low ranking) agents will be deployed to kill them. Again, remember: Zombies are labeled 'Very Hostile' for a reason. They have no self-interest, and their only desire is to kill. They are living vessels of death without reason or feeling.
Health Potion:
-Object type: Potion
-Disposition: Benign
-Description: Health potions are a fizzy red liquid that tastes like cherries. It contains enchanted rose petals, and chemicals found in cherry coke. Subjects who drink it display remarkable regenerative for about 10 seconds. It is impossible to overdose.
-Response procedures: Any potions found in 'the wild' will be confiscated, and the owner of the fluid will be reimbursed if possible. People vetted to know about paranormal occurrences are allowed to purchase them at will, as long as they do not sell them or give them away to the uninitiated. As they are labeled benign, it is highly recommended that agents forgo the use of force to obtain them. An example of when to use force would be if a business began selling them openly, and were willing to use lethal force to protect their ability to do so. In general though, if they're not being sold openly, it usually isn't something to worry about.
Alteration Potion:
-Object type: Potion
-Disposition: Neutral
-Description: Alteration potions are potions which alter one's race when consumed. Depending on their exact make-up, it can change them into any known sapient race. The process is technically permanent in that it doesn't go away on its own, but it can be undone with another potion. Males should not take amazon potions.
-Response procedures: All alteration potions must be confiscated immediately, unless the person carrying it has a permit. Selling them without a permit is punishable by law.
Amazonian root:
-Object type: plant
-Disposition: Neutral
-Description: Amazonian root is a plant (or rather, a part of a magical lotus flower) which has a root that alters gender. Amazons are notably immune to it. Its effects can only be undone with another root.
-Response procedures: Like alteration potions, selling these without a permit is punishable by law. Any lotus plants growing in the wild are to be terminated with extreme prejudice.
Carebears:
-Object type: Animal
-Disposition: Benign
-Description: Care Bears are bipedal bear-like creatures. They have colored fur. At worst, they're pests. They seem to like hugs. When angered, they will preform a 'care-bear stare'. A care-bear stare is anathema to smaller undead forces.
-Response procedures: All care bears are to be captured and placed in the Agency's petting zoo. Do not use lethal force, even if they try to flee. Non lethal force, however, is fine if they force you to.
SlenderMan:
-Object type: Unknown
-Dispostion: Hostile
-Description: Slenderman is a long, slender figure with no face. It can grow extra limbs, and teleport. It also has incredible speed and strength. Slenderman's motivations are...unknown. It is mute (though it sometimes giggles). There is some evidence that it keeps a diary. Contrary to popular belief, it does not eat children (How? It has no mouth!), but it is, nonetheless, an extremely dangerous entity. It also has, seemingly, some regenerative properties. It is unknown if there are multiple slendermen, or if there is just one that keeps coming back.
-Response procedures: Section 4's SlenderTeam does its best to keep an eye on Slenderman. Should they get a confirmed sighting, they will be deployed into the area, most likely armed with silenced anti-material rifles (and other weapons if the situation allows). This team will have no less than 10 people on it. They will fire upon Slender as soon as he is spotted. If Slenderteam is unreachable, a lone section 5 agent may be sent in to deal with him, if they aren't too busy.
Vampires:
-Type: Undead (Sapient)
-Disposition: Hostile
-Description: Vampires are living MSP infected humans. They are strong, fast, and have a very powerful bloodlust. However, they can in fact be reasoned with, and can fight their bloodlust if they are strong-willed enough.
-Response procedures: Section 2 will keep an eye on vampires. If they fall prey to their bloodlust, a Section 2 combat team will come and arrest the vampire.
Cthulu:
-Type: Unknown
-Dispostion: Hostile
-Description: Cthulu is an ocean dwelling entity with a squid for a head. Cthulu is unbearably powerful. Very few weapons can even hurt it, let alone kill it. Most weapons that CAN damage it are either restricted, not known to the general public, or experimental in nature.
-Response Procedures: Section 5
Magical Lotus:
-Type: Plant
-Disposition: Hostile
-Description: The actual flower of the plant resembles a water lily. However, upon consumption, it causes a slightly different narcotic affect. It causes the use to become calm and docile. People under its effect are generally obedient to whoever gave them the lotus flower. They generally desire very little aside from consuming more lotus. Theoretically, one could become a cult leader if they began selling Lotus.
-Response procedure: As said before, all wild lotus plants are to be killed. Anyone growing or selling Lotus without a permit will be tried and, if found guilty of intent to sell, will be hung.
Haunted House:
-Object type: Buildings
-Disposition: Hostile
-Description: The undead are usually harmed in some fashion by sunlight. As such, they usually retreat to darkened buildings during the day. These buildings are called haunted houses. At night, an undead monster (usually a small one) will try to sneak into houses through things like an open window. It will then hide underneath or inside a piece of furniture (monsters underneath the bed). Once the monster feels well prepared enough, it will kill and infect people inside the house. It will then unlock the doors at night, and proceed to let other monsters crash there during the day.
-Response Protocol: The destruction of Haunted Houses is one of our most important duties. The zombie apocalypse is merely a haunted house taken to its logical extreme. Response procedures vary depending on the size of the threat. Should the haunted house be the size of a normal dwelling, section 1 agents will raid the building and clear it out. If the building is larger than say, a walmart, section 2 will raid the building. If it's the size of a shopping mall, section 3 will be sent in. Should there be a situation where the haunted area is rapidly growing (more houses are being haunted), then section 3 agents armed with shields and riot gear, along with helicopters and armored Humvee will be deployed around the perimeter to try and contain it. Should this containment fail, the threat will be labeled a necropolis.
Necropolis:
-Object Type: City
-Disposition: Very Hostile
-Description: A necropolis is a large community of haunted houses. They tend to expand very rapidly. Once there is a large enough community, the undead will no longer try to 'sneak' into a house. They will take them down with brute force out in the open, often by swarming them with zombies. A necropolis, left unchecked, will eventually destroy the entire city, and then the undead will proceed to conquer other cites.
-Response Procedures: Should Section 3 fail to contain the Necropolis, Section 4 will declare martial law in the area. They will prepare a military invasion of the city using tanks and planes. In places that are truly overrun, bombers will preform an airstrike. Citizens in the area will be evacuated, and their memories will be erased. Once the number of haunted houses becomes more manageable, section 3 will be sent in again to deal with the remnants while section 4 cleans up the mess. Should this invasion fail, and there is a legitimate risk of other cities being attacked, section 5 will be notified.
Walkers:
-Object type: Undead
-Disposition: Very hostile
-Description: After a shambler has been infected for a few months, it will go through metamorphosis into a Walker. Your standard shambler can move at about 5 miles an hour, and usually cannot walk upright. Walkers are able to break out into a light jog for very short distances. They have a much greater endurance than most humans. Unlike Shamblers, they will follow their prey for hours on end. They also have much greater healing abilities, and can regenerate from a non-brain damaging lethal injury in about 5-10 minutes.
-Response procuderes: A team of agents will be sent in to kill them. The size of this team varies depending on the size of the group:
Section 1: 1 agent for 1 zombie
Section 2: 1 agent for 3 zombies
Section 3: 1 agent for every 9 zombies
Runners:
-Object Type: Undead
-Disposition: Very Hostile
-Description: The third life stage of your standard zombie, a Runner is exactly what it says it is. A Runner is a zombie that is coordinated and fit enough to break out into a sprint. Combine this with zombie-like endurance, and you get one deadly predator. It's worth noting that Runners will often catch prey that is not human, such as deer. Their healing time is also improved greatly once more, now being able to regenerate from a life-ending injury in 2 minutes or less.
-Response Procedures: Runners are usually only one or two in number amongst a horde of walkers. Having said that, if there's 4 or more in a single group, calling section 3 is standard procedure.
Santa Claus:
-Object Type: Person
-Disposition: Benign
-Description: Santa Claus's life story is very long, however, it can be summed up in a few words. Santa Claus was a catholic saint, who, long ago was offered this: For as long as he is kind and generous, he would never age past 70. He accepted that offer, and has kept his side of the bargain. He's had time to study engineering and economics, and has become the ultimate self-made man. Secretly, he is in control of many large corporations, such as coke-cola. Having said that, he's again very generous, and takes very little pay. And every year, he gives away all that he's earned.
-Response procedures: Santa is an important ally to our cause, and agents are to make sure that remains the case.
Vegan Zombies:
-Object Type: Undead
-Disposition: Neutral
-Descritption: Every night, the Vegan Zombies will climb out of haunted houses, and shamble forth, seeking one thing: Graaaiiiiiinnnns. Yeah. This is where the myth about zombies eating brains comes from. Sometimes people mishear them. They roam about, and eat anything edible that is made of plant material. One way to protect against this is to coat your food in animal fats.
-Response procedures: Vegan Zombies are not dangerous to humans unless provoked. As such, their destruction is not a big priority. Having said that, they are just as deadly as zombies (if less aggressive), and can do massive damage to crops and grocery stores. As such, spare agents may be sent to thin the proverbial herd.
The Wolf:
-Object Type: Lycan
-Disposition: Hostile
-Description: The Big Bad Wolf. Yes, he's real, too. He's a very powerful Lycan. He's the werewolf equivalent to Dracula. Oh, he's also real, as well. So is bigfoot, by the way. Not the Loch Ness monster, though. That's tabloid bullshit. It actually lives in Lake Erie. Back to the wolf, He's a very dangerous thug, but is generally admired by his fellow lycans. He can move fast, has razor sharp claws, and can rip you to pieces. He also regenerates quickly enough, and his roar is powerful enough to tear down entire buildings. Not very well-put together buildings, however. He has been captured by the Agency, and he served a life-time sentence (that is to say, a human life-time sentence), but as soon as he got out, he has been causing more trouble.
-Response procedures: Section 3 has a warrant for his arrest, for multiple crimes, including multiple accounts of aggravated murder, consuming human flesh, possession with intent to sell, impersonation of a public figure, and flipping off a box of orphaned kittens. However, ever since the Agency has reinstated the death penalty, he's become much more evasive, but also seems to be committing crimes at a vastly slower rate.
SPIDERS!!!:
-Object Type: 'Animal'
-Disposition: Hostile Neutral
-Description: Spiders are a group of arachnids with poison fangs. They're among the hardest paranormal abominations to contain. In fact, you can find out quite a bit about them on Wikipedia. However, what you /do not/ know is that they actually have paranormal abilities. They have a supernatural aura about them that causes people (particularly, the weak-minded) to suddenly be filled with terror and panic. It is believed that they obtain this power by sacrificing flying insects to demonic forces. However, they are generally very docile creatures, and almost never attack unless provoked. There are some species of spider which are more aggressive, however.
-Response procedures: Some agents have been hired to work undercover as 'exterminators' for an organization called 'Orkin'. Orkin is actually a front for our war on spiders. Agents are to kill spiders as they see them, and try to limit their numbers as much as possible.
The Agency has protected the world from paranormal dangers for over 300 years. However, they could not have ever have prepared for this.
In the year 2060, the Cataclysm occurred. In a moment, a third of the world's population inexplicably, unknowably, perished. They were reduced to ash by some mysterious force.
In some places it was worse than others. Police organizations fell apart into disorganized packs of vigilantes, infrastructure collapsed (no pun intended) and many nations simply fell.
It's been 20 years since the Cataclysm. An organization called Unity Front is setting up to rebuild the world in its image, led by two charismatic leaders.
Meanwhile, The Agency is now locked in a desperate struggle to maintain order in a world on the brink of collapse. Dark forces are at work today. The dead are rising, and it friggin' sucks. Zombies, vampires, slenderman, among other things seem to be having a party.
A zombie plague is being spread about, called 'Microbial SolarPhobia' (MSP). When it comes into contact with people, it turns them into zombies and vampires. Both of which are extremely dangerous, but the good news is that most undead are solely nocturnal, and injured by sunlight.
Races:
-Humans: Humans are rather self-explanatory. They have very few things they're good at, but very few weaknesses, either. The main benefit of being human is social dominance. You can be seen anywhere and while humans are discriminated against in some places, they are the majority race. A human infected with the MSP becomes a vampire. Human males are called 'Men' and females are called 'Women'.
-Amazons: Amazons are green skinned women with vegetation for hair and usually clothes as well. They have the ability to control plants. They're a monogendered race, most resembling females. They're capable of fertilizing, getting pregnant, as well as simply reproducing asexually. Their culture is rather xenophobic, particularly towards males. Because of this, the Agency tends not to trust them. Of course, this isn't inherent to Amazons, it's simply how they're raised to think. They can just as easily be raised not to think this way. MSP infected Amazons are called Succubi.
-Angels: Winged humanoids, with halos. Their bodies generate electricity, and lots of it. The more powerful they become, the more wings they obtain. Male Angels are called Titans, and Female angels are called "Valkyries". An MSP infected Angel is called a Demon. Angels are immortal, by the way.
-The Myr: The Myr are a race of blue skinned aquatic creatures. Some of them have legs, some have dolphin like tails, some have tentacles. Many of them have tentacle like structures for hair, also. They are capable of breathing underwater, and swimming fast. A male Myr is called a Merman, and a female Myr is called a Mermaid. An MSP infected Myr is called a siren.
-The Dijiin: Genies! Contrary to popluar belief, they cannot grant wishes, though they do tend have powerful earth magic and can convert their bodies into dust, smoke, and sand. They tend to grow extra arms as they become more powerful. An infected Genie is called a Banshee.
-The Pyrons: Flaming humanoids with reptilian features. They tend to live in volcanic regions, and have a proud warrior race culture. Many of them are hyrdophobic. They're not completely immune to heat, but they're very resistant to it. 150* F would be comfortable to them. An infected Pyron is called a will-o-the-whisp.
-The Iditoroids: Beings made of pure ice and frost. They tend to hate hot weather. Most of them are pacifists, and live in an eskimo-like or quasi-russian culture. An infected Iditoroid is called a Yuukite.
-AIs: Sapient beings constructed mechanically. They can have tools mounted onto them, and can power energy weapons and such. Another perk of being a robot is that they cannot be infected, and also are allowed to be seen anywhere in the world, as they're not technically supernatural. However, the biggest downside of being a robot is...they're at the bottom of the social totem pole. They have utterly no rights whatsoever. Unity Force in particular has plans to make things worse for them. A male Robot is called an android, and a female is called a gynoid.
If you have any other ideas for races, let me know.
Factions:
UNITY FORCE:
Unity force is a new world government formed after the cataclysm. They are a highly popular movement, considered to be very humanitarian by most people. They have 2 leaders, known as Vand and Jordon. They nearly have a cult of personality going for them, and are adored by nearly all people. However, there are four nations, currently, which are not members (America, Australia, Israel, and Japan). Still, Unity's reach is such that it is very likely that soon, the whole world will be joining them.
THE AGENCY:
The Agency is a 350 years old order of assasins, politicians, businessmen, religious leaders, soldiers, and law enforcement individuals dedicated to protecting the world from various paranormal threats. People do not invent machines to put people on the moon when dragons are flying about eating people. It didn't work for the dark ages, and it won't work for us now. As such, the agency must keep all paranormal activity a secret as much as can be done, and to make sure that supernatural powers are not abused by any.
The Agency has 5 sections. Each section is stronger and more elite than the last. Section 1-3 are essentially police organizations, while section 4 is a military organization called in to deal with very extreme threats. Section 5 is an incredibly elite group, with almost unlimited resources and very little rules to follow. Anything section 5 does is completely classified to people in any of the lower sections.
Name:
Faction: (You should have at least one agency character)
Age:
Race:
Gender:
Appearance:
Weapons:
Skills:
Choose at least one of these to fill out:
Personality:
History:
RP Sample:
DATABASE:
A note on disposition: The difference between 'hostile' and 'very hostile' is that hostile is an object that is anathema to human life, not always so. Very hostile objects are nearly always dangerous. In the terms of a living creatures, look no further than the tale of the Frog and the Scorpion. If the scorpion was merely 'hostile' it wouldn't sting the frog. If it was very hostile, it would. In general, a robber or a drug dealer would be hostile, while a suicide terrorist or a mass shooter would be very hostile.
Zombie:
-Object Type: Undead
-Disposition:
-Description: Zombies, also known as shamblers, are human corpses being controlled by a parasite (namely, MSP). They are hostile in their entirety; they are guided by two instincts alone: Avoid the sun (and similar objects), and feed. They are fueled off of blood. They do not, contrary to popular belief, eat their prey. They drink its blood, similar to most undead. This way, a bitten host is still viable for infection. They seem to exist solely for the sake of spreading MSP. If there is no prey nearby, they will try to move to an area where there is. If they cannot do that, they will collapse and return to a dormant state. In this dormant state, they are almost identical to a dead body, but will reanimate whenever prey comes near. They have no survival instinct, and are usually willing to get themselves killed in order to spread the infection. For example, if you put a wooden door between a shambler and yourself, the zombie will bash its skull against the door until either the door breaks...or it kills itself due to head trauma. They have amazing regenerative properties. If one were to slit a shambler's throat, it would return to a dormant state for about 5-15 minutes. It would then heal, and reanimate. The only two things that can kill them permanently is brain injury and starvation. Sunlight stops this regeneration process, however, making them mortal. They will generally follow their prey for as long as they can see them; however, once they lose sight of their prey, they'll usually continue in the direction they were going for another 8 minutes, or until they find new prey.
-Response procedures: Shamblers are not very dangerous except in large numbers. As such, when shamblers are discovered, an appropriately sized unit of section one (expendable, low ranking) agents will be deployed to kill them. Again, remember: Zombies are labeled 'Very Hostile' for a reason. They have no self-interest, and their only desire is to kill. They are living vessels of death without reason or feeling.
Health Potion:
-Object type: Potion
-Disposition: Benign
-Description: Health potions are a fizzy red liquid that tastes like cherries. It contains enchanted rose petals, and chemicals found in cherry coke. Subjects who drink it display remarkable regenerative for about 10 seconds. It is impossible to overdose.
-Response procedures: Any potions found in 'the wild' will be confiscated, and the owner of the fluid will be reimbursed if possible. People vetted to know about paranormal occurrences are allowed to purchase them at will, as long as they do not sell them or give them away to the uninitiated. As they are labeled benign, it is highly recommended that agents forgo the use of force to obtain them. An example of when to use force would be if a business began selling them openly, and were willing to use lethal force to protect their ability to do so. In general though, if they're not being sold openly, it usually isn't something to worry about.
Alteration Potion:
-Object type: Potion
-Disposition: Neutral
-Description: Alteration potions are potions which alter one's race when consumed. Depending on their exact make-up, it can change them into any known sapient race. The process is technically permanent in that it doesn't go away on its own, but it can be undone with another potion. Males should not take amazon potions.
-Response procedures: All alteration potions must be confiscated immediately, unless the person carrying it has a permit. Selling them without a permit is punishable by law.
Amazonian root:
-Object type: plant
-Disposition: Neutral
-Description: Amazonian root is a plant (or rather, a part of a magical lotus flower) which has a root that alters gender. Amazons are notably immune to it. Its effects can only be undone with another root.
-Response procedures: Like alteration potions, selling these without a permit is punishable by law. Any lotus plants growing in the wild are to be terminated with extreme prejudice.
Carebears:
-Object type: Animal
-Disposition: Benign
-Description: Care Bears are bipedal bear-like creatures. They have colored fur. At worst, they're pests. They seem to like hugs. When angered, they will preform a 'care-bear stare'. A care-bear stare is anathema to smaller undead forces.
-Response procedures: All care bears are to be captured and placed in the Agency's petting zoo. Do not use lethal force, even if they try to flee. Non lethal force, however, is fine if they force you to.
SlenderMan:
-Object type: Unknown
-Dispostion: Hostile
-Description: Slenderman is a long, slender figure with no face. It can grow extra limbs, and teleport. It also has incredible speed and strength. Slenderman's motivations are...unknown. It is mute (though it sometimes giggles). There is some evidence that it keeps a diary. Contrary to popular belief, it does not eat children (How? It has no mouth!), but it is, nonetheless, an extremely dangerous entity. It also has, seemingly, some regenerative properties. It is unknown if there are multiple slendermen, or if there is just one that keeps coming back.
-Response procedures: Section 4's SlenderTeam does its best to keep an eye on Slenderman. Should they get a confirmed sighting, they will be deployed into the area, most likely armed with silenced anti-material rifles (and other weapons if the situation allows). This team will have no less than 10 people on it. They will fire upon Slender as soon as he is spotted. If Slenderteam is unreachable, a lone section 5 agent may be sent in to deal with him, if they aren't too busy.
Vampires:
-Type: Undead (Sapient)
-Disposition: Hostile
-Description: Vampires are living MSP infected humans. They are strong, fast, and have a very powerful bloodlust. However, they can in fact be reasoned with, and can fight their bloodlust if they are strong-willed enough.
-Response procedures: Section 2 will keep an eye on vampires. If they fall prey to their bloodlust, a Section 2 combat team will come and arrest the vampire.
Cthulu:
-Type: Unknown
-Dispostion: Hostile
-Description: Cthulu is an ocean dwelling entity with a squid for a head. Cthulu is unbearably powerful. Very few weapons can even hurt it, let alone kill it. Most weapons that CAN damage it are either restricted, not known to the general public, or experimental in nature.
-Response Procedures: Section 5
Magical Lotus:
-Type: Plant
-Disposition: Hostile
-Description: The actual flower of the plant resembles a water lily. However, upon consumption, it causes a slightly different narcotic affect. It causes the use to become calm and docile. People under its effect are generally obedient to whoever gave them the lotus flower. They generally desire very little aside from consuming more lotus. Theoretically, one could become a cult leader if they began selling Lotus.
-Response procedure: As said before, all wild lotus plants are to be killed. Anyone growing or selling Lotus without a permit will be tried and, if found guilty of intent to sell, will be hung.
Haunted House:
-Object type: Buildings
-Disposition: Hostile
-Description: The undead are usually harmed in some fashion by sunlight. As such, they usually retreat to darkened buildings during the day. These buildings are called haunted houses. At night, an undead monster (usually a small one) will try to sneak into houses through things like an open window. It will then hide underneath or inside a piece of furniture (monsters underneath the bed). Once the monster feels well prepared enough, it will kill and infect people inside the house. It will then unlock the doors at night, and proceed to let other monsters crash there during the day.
-Response Protocol: The destruction of Haunted Houses is one of our most important duties. The zombie apocalypse is merely a haunted house taken to its logical extreme. Response procedures vary depending on the size of the threat. Should the haunted house be the size of a normal dwelling, section 1 agents will raid the building and clear it out. If the building is larger than say, a walmart, section 2 will raid the building. If it's the size of a shopping mall, section 3 will be sent in. Should there be a situation where the haunted area is rapidly growing (more houses are being haunted), then section 3 agents armed with shields and riot gear, along with helicopters and armored Humvee will be deployed around the perimeter to try and contain it. Should this containment fail, the threat will be labeled a necropolis.
Necropolis:
-Object Type: City
-Disposition: Very Hostile
-Description: A necropolis is a large community of haunted houses. They tend to expand very rapidly. Once there is a large enough community, the undead will no longer try to 'sneak' into a house. They will take them down with brute force out in the open, often by swarming them with zombies. A necropolis, left unchecked, will eventually destroy the entire city, and then the undead will proceed to conquer other cites.
-Response Procedures: Should Section 3 fail to contain the Necropolis, Section 4 will declare martial law in the area. They will prepare a military invasion of the city using tanks and planes. In places that are truly overrun, bombers will preform an airstrike. Citizens in the area will be evacuated, and their memories will be erased. Once the number of haunted houses becomes more manageable, section 3 will be sent in again to deal with the remnants while section 4 cleans up the mess. Should this invasion fail, and there is a legitimate risk of other cities being attacked, section 5 will be notified.
Walkers:
-Object type: Undead
-Disposition: Very hostile
-Description: After a shambler has been infected for a few months, it will go through metamorphosis into a Walker. Your standard shambler can move at about 5 miles an hour, and usually cannot walk upright. Walkers are able to break out into a light jog for very short distances. They have a much greater endurance than most humans. Unlike Shamblers, they will follow their prey for hours on end. They also have much greater healing abilities, and can regenerate from a non-brain damaging lethal injury in about 5-10 minutes.
-Response procuderes: A team of agents will be sent in to kill them. The size of this team varies depending on the size of the group:
Section 1: 1 agent for 1 zombie
Section 2: 1 agent for 3 zombies
Section 3: 1 agent for every 9 zombies
Runners:
-Object Type: Undead
-Disposition: Very Hostile
-Description: The third life stage of your standard zombie, a Runner is exactly what it says it is. A Runner is a zombie that is coordinated and fit enough to break out into a sprint. Combine this with zombie-like endurance, and you get one deadly predator. It's worth noting that Runners will often catch prey that is not human, such as deer. Their healing time is also improved greatly once more, now being able to regenerate from a life-ending injury in 2 minutes or less.
-Response Procedures: Runners are usually only one or two in number amongst a horde of walkers. Having said that, if there's 4 or more in a single group, calling section 3 is standard procedure.
Santa Claus:
-Object Type: Person
-Disposition: Benign
-Description: Santa Claus's life story is very long, however, it can be summed up in a few words. Santa Claus was a catholic saint, who, long ago was offered this: For as long as he is kind and generous, he would never age past 70. He accepted that offer, and has kept his side of the bargain. He's had time to study engineering and economics, and has become the ultimate self-made man. Secretly, he is in control of many large corporations, such as coke-cola. Having said that, he's again very generous, and takes very little pay. And every year, he gives away all that he's earned.
-Response procedures: Santa is an important ally to our cause, and agents are to make sure that remains the case.
Vegan Zombies:
-Object Type: Undead
-Disposition: Neutral
-Descritption: Every night, the Vegan Zombies will climb out of haunted houses, and shamble forth, seeking one thing: Graaaiiiiiinnnns. Yeah. This is where the myth about zombies eating brains comes from. Sometimes people mishear them. They roam about, and eat anything edible that is made of plant material. One way to protect against this is to coat your food in animal fats.
-Response procedures: Vegan Zombies are not dangerous to humans unless provoked. As such, their destruction is not a big priority. Having said that, they are just as deadly as zombies (if less aggressive), and can do massive damage to crops and grocery stores. As such, spare agents may be sent to thin the proverbial herd.
The Wolf:
-Object Type: Lycan
-Disposition: Hostile
-Description: The Big Bad Wolf. Yes, he's real, too. He's a very powerful Lycan. He's the werewolf equivalent to Dracula. Oh, he's also real, as well. So is bigfoot, by the way. Not the Loch Ness monster, though. That's tabloid bullshit. It actually lives in Lake Erie. Back to the wolf, He's a very dangerous thug, but is generally admired by his fellow lycans. He can move fast, has razor sharp claws, and can rip you to pieces. He also regenerates quickly enough, and his roar is powerful enough to tear down entire buildings. Not very well-put together buildings, however. He has been captured by the Agency, and he served a life-time sentence (that is to say, a human life-time sentence), but as soon as he got out, he has been causing more trouble.
-Response procedures: Section 3 has a warrant for his arrest, for multiple crimes, including multiple accounts of aggravated murder, consuming human flesh, possession with intent to sell, impersonation of a public figure, and flipping off a box of orphaned kittens. However, ever since the Agency has reinstated the death penalty, he's become much more evasive, but also seems to be committing crimes at a vastly slower rate.
SPIDERS!!!:
-Object Type: 'Animal'
-Disposition: Hostile Neutral
-Description: Spiders are a group of arachnids with poison fangs. They're among the hardest paranormal abominations to contain. In fact, you can find out quite a bit about them on Wikipedia. However, what you /do not/ know is that they actually have paranormal abilities. They have a supernatural aura about them that causes people (particularly, the weak-minded) to suddenly be filled with terror and panic. It is believed that they obtain this power by sacrificing flying insects to demonic forces. However, they are generally very docile creatures, and almost never attack unless provoked. There are some species of spider which are more aggressive, however.
-Response procedures: Some agents have been hired to work undercover as 'exterminators' for an organization called 'Orkin'. Orkin is actually a front for our war on spiders. Agents are to kill spiders as they see them, and try to limit their numbers as much as possible.