Welcome back
In a world where humanity has evolved alongside all manner of mythical creatures, Santa Somabra is a sleazy, crime ridden city in the American West; a filthy metropolis caught in a seemingly unending whirlwind of gang wars and criminal activity. Cars whiz past, and gawking passers-by shamble aimlessly down grimy roads, as unseen mob bosses plot to destroy one another. Santa Somabra is a bleak, soulless city, where the strong pray on the weak, and those who have been spat out by civilized society turn when they have nowhere left to go.
The great crime families and ruthless gangs dominate Santa Somabra, with the law enforcement sat comfortably in their pockets –either brought or scared into submission-. Nyxvira Bloodbloom, is the all-powerful Faerie queenpin of the Bloodbloom syndicate, and Somabra’s most prominent crime lord. Having spent hundreds of years carving out her criminal empire, Nyxie’s devious cunning and underhand tactics were instrumental in her takeover of the city, in the wake of the collapse of the Martovanni family.
Those who make it in Santa Somabra do so by leaving all laws and moral codes in the dust, and stomping on whoever they can to climb up another crooked rung in the twisted social ladder.
Three years have passed since the death of the Canoness, and the dissolution of her so called ‘Forlorn Disciples’. Between bloody riots, twisted xenophobia purges, and demonic pacts with otherworldly beings, Santa Somabra was pushed to the point of splintering.
One hot summer evening, a working girl by the name of Joanna Calhoun is found dead in her apartment in downtown Santa Somabra. No more than a day later, a gun-for-hire called Hugh Blackwood turns up on the sidewalk, his head caved in. The one thing connecting these two individuals is their previous affiliation with the Forlorn Disciples, a history which they had both tried to shake off. But Santa Somabra is a cruel and merciless mistress, who isn’t one to let the past remain buried.
The pattern continues, and with each passing week it seems that a larger number of those who have ties to the Disciples are winding up dead.
At first there is little sympathy for the victims, but when the mayor of Santa Somabra, former police commissioner Dennis Murphy, is found dead in his apartment, eyebrows are raised.
Known Nyctari enforcers, and Rat drug dealers come next, followed finally by Cops.
Media attention around the case skyrockets, and the so-called “Somabra Slayer” becomes something of an internet sensation.
Wanting to close the case as quickly as possible, the Santa Somabra Police Department call on the help of everyone they know, from sanctioned officers to private detectives, in order to bring the slayer to justice.
OOC
The game takes place in a dreary noir setting, incorporating elements of the crime drama and fantasy genres, with the players able to choose from a wide roster of different mythical creatures, or play as a human character. Players may choose to take on the role of any member of society, be it a lowly thug, officer of the law, or a simple shop owner caught up in the struggle of getting by in Santa Somabra.
The growing threat of the Somabra Slayer presents a danger for everyone in Santa Somabra, and extends to every echelon of society. This does not, however, mean that every player must engage in the hunt for the serial killer. Players are free to explore Santa Somabra, and all it has to offer, but the city’s newest psychopath will constantly be lurking in the shadows, threatening to run rampant if they are not dealt with.
The original game can be found here; roleplayerguild.com/topics/82124-welco..
Useful bits of information
• Magic is a risky and unpredictable business, with most preferring to use physical means to get their dirty work done. However, a few occult groups exist within Santa Sombra, giving sacrifices to otherworldly beings in return for demonic powers, and the occasional down-on-their-luck gambler will pray to some obscure trickster god in an attempt to fix a poker game. The most common use of magic is in distilled manners, such as placing charms on weapons to increase their lethalness, or reinforcing bank vault doors with protective wards.
• Large mythical beasts (Dragons, Gryphons, giants etc) tend to stick to more rural areas, and are very rarely found in large urban zones.
• Whilst real-life drugs exist in this setting, many fantasy-based illegal substances are prominent in Santa Somabra. Fairy Dust, Demon’s Blood, and Runez are a few examples.
• Whilst dabbling with demonic entities has always been a taboo subject, the Nazi’s use of hellish magics in World War II cemented the world’s view of witches and warlocks as being something to be shunned and hunted.
The Factions
The Rats- A combination of different street gangs, the Rats have no specialized area, and make their money from selling a wide variety of different guns and narcotics. Notorious for using the vast sewer networks beneath Santa Somabra as a means of moving their goods back and forth, the Rats are only a real threat in the more poverty-stricken parts of the city.
The Nyte Kyngs- An unruly faction of vampires who broke away from the larger crime families, The Nyte Kyngs are a small but vicious gang of nocturnal bloodsuckers, who control the Fairy Dust dens.
The Brotherhood of Rot-A formidable mob-like gang, the Brotherhood was formed after the collapse of the Reaper and the Rotface gangs. With the arrival of the Pale Circle (Powerful Eastern Necromancers) in Santa Somabra, a whole new plague of undeath swept across the city. Intent to spread their sick and twisted concoctions throughout Santa Somabra, the Brotherhood of Rot specializes in poisons and chemical warfare.
The Hunters-Seemingly a group of feral homeless people, when the moon is full the Hunters reveal their true, savage nature. The werewolf community of Santa Somabra tend to stick to the outskirts of the city, only traveling inwards to organize their monthly hunting sessions, where they chase their pray throughout the cracks and crevices of Santa Somabra. After the death of Den Mother, Ameilkas, and her right hand Brunkas, the Hunters have struggled to recover from the crippling losses of the failed hunt.
The Nyctari family-An ancient society of vampric aristocrats, the Nyctari family have existed since the earliest days of humanity. Evolving alongside mankind, the Nyctari have spent an eternity praying on their weaker cousins; using the “inferior” races as thralls to further their malicious goals. In the modern day the Nyctari are a strictly organized crime syndicate, using their dark powers to extend their reach over Santa Somabra. The Nyctari control the red lights district, and the majority of the city’s human (and nonhuman) trafficking operations.
The Bloodbloom Syndicate- Originating in rural Surrey, England, the Bloodbloom Syndicate now has a vast empire which stretches across the continents. Nyxvira Bloodbloom took over the Runez and demon’s blood trades, after the collapse of both the Reapers and the Martovanni family, and has only become richer and richer as a result.
Drugs and narcotics
Fairy dust- A bright yellow/gold powder, fairy dust induces an incredible high, which floods the nervous system with a euphoric flying sensation. Sending the user into a temporary comatose state of unageing, prolonged use of the drug can result in a permanent comma, with the victim remaining in the exact state they were in.
Runez-Injected through the neck, Runez grant the user the ability to unstably shift in and of a corporeal form, and to teleport short distances. Whilst incorporeal the user becomes invulnerable, however there is no way to control when this process happens. Runez junkies are characterized by the eerier tattoo-like marks that spread across their skin after prolonged use of the drug, which have a bright blue hue to them.
Demon’s Blood- A thick, dark red liquid, Demon’s blood is ingested by drinking, or being injected straight into the blood stream for a more potent high. Blustering the user’s strength, speed, and agility, first time users become practical super soldiers, whilst also experiencing an overwhelming sense of greatness and self-importance. However, over the time the prideful sensation is replaced by an intense rage, as users begin to hear the whispers of otherworldly beings in their ears, usually drawing them into a state of extreme paranoia.
Races
This is not a definite list of every mythological race that players have the option of portraying, although if you do wish to play a species that isn’t listed then please run it by the GM first. Humans are also a viable option, and make up the majority of the population of Santa Somabra.
Vampires- Dwellers of the night who feed on the blood of the races they deem beneath them, Vampires possess superhuman strength, keen regenerative abilities, and the ability to travel at speeds unachievable by humans. Permanently frozen at the state their body was in when they became a vampire, these nocturnal creatures are seemingly impervious to ageing, or dying of age-related ailments. Elders of vampric society have lived long enough to develop potent blood magic, being able to imprint their will upon those susceptible to suggestion; gathering their own harems of thralls who are fiercely loyal to their dark masters.
Whilst not, as the stories would have you believe, vulnerable to garlic or running water, the sun’s rays are lethal to all vampires –forcing them to operate exclusively during the night-. It is rumoured that those of exceptional faith can ward off these blood-suckers with icons of their respective gods, but this is most likely just hearsay.
Technically considered a disease, official law enforcement guidelines state that Vampires should be hunted with extreme prejudice. Despite their enhanced capabilities, most smart Vampires tend to keep their dark secret guarded, for fear of attracting unwanted attention. Despite this, the Nyte Kyngs openly flaunt their vampirism.
Werewolves-Vicious half-man/half-wolf beasts, Werewolves are few in number, but possess immense animalistic speed and strength, making them a force to be reckoned with. Blessed with formidable senses, Werewolves can track their prey with ease, but prefer to stay away from urban neighbourhoods, mostly due to the fact that the huge variety of potent smells and noises overwhelm them, leaving them potentially vulnerable.
All Werewolves, whether they wish to or not, transform into their lycan form on the full moon. If presented with life-threatening danger, most Werewolves will involuntarily shift into their lycan form. Those who have poor self-control may find themselves transforming into their true forms when angered.
Despised by almost all of Santa Somabra, the monthly raids that the Hunters lead on the citizens of the city has given them a monstrous reputation, and law enforcement agencies well pay handsomely for known werewolves, alive or dead.
Elves-Tall and graceful, these humanoids generally resemble –what most would consider- to be extremely attractive humans, but with pointed ears. Possessing a lifespan several times that of a human, the Elves have evolved alongside mankind, with most communities housing a fair balance of Elves and humans.
Considered by some to be father-figures to humanity, and by others to be elitist fascists, attitudes towards elves vary depending on the community.
Undead- Reanimated by the most shunned form of magic, Necromancy, the undead are rotting husks of their former selves, forced to shamble through their miserable un-lives. Whilst mindless undead do exist, players will take control of sentient undead, who’ve managed to obtain their freewill, or were raised as being free willed to begin with.
The lowest of the low, Undead are almost universally rejected by all but the most benevolent of society.
Orcs-Brutish, rough-looking, creatures, Orcs have an appearance considered monstrous by most humans. Tall and hunched, with great tusks and sickly green skin, Orcs often find themselves filling the roll of enforcers in the criminal underworld. It has taken society many hundreds of years to allow the Orcs to dwell within their midst, and it will be hundreds more before they become properly accepted.
Having become known for being lazy and prone to violence, many Orcs find it difficult to shake the scummy reputation that the worst of their species have given them.
Goblins-Small, gremlin-like creatures, Goblins have huge pointed ears, stubby limbs, and knife-like teeth.
Considered to be dishonest and heartless, Goblins are regarded as untrustworthy rodents-like creatures by most of Santa Somabra.
Ogres- Ginormous beasts of monstrous proportions, these creatures tower above the other races. Ogres love two things; Fighting and Eating, and tend to be immensely strong and fat. Most Ogres are extremely dim-witted, although there are some intelligent Ogres. A few Ogres have been known to have multiple heads, each one possessing its own personality.
Generally considered little better than mongrels, Ogres are accepted as a necessity in terms of security work, but are rarely welcomed into non-Ogre communities, with a few exceptions.
Character Sheet
To begin with, each player may submit one character sheet. Once they have ‘proven’ themselves (by engaging in roleplay, being active OOCly etc) they may apply for a second character. You may play up to three characters.
Name/Nicknames:
Race: (The species of the character you wish to play)
Age:
Appearance: (Short, physical description of your character/picture/both)
Personality: (A couple of paragraphs to describe how your character behaves, and what drives them)
Bio: (A brief synopsis of what got your character to this point, and where they fit in to Santa Somabra)
Other: (Any other notes, pieces of information, etc that you wish to include)