Infernal Warfare
Ever thought life was just too… bland? Dull? The same old stuff happening every day, wondering when something exciting is going to happen to sweep you away into something amazing? Well, these people did. A small handful of young men and women, barely half a dozen in number, had little in common beyond knowing one another. Childhood friends, they had separated after high school to wander off to their own lives. A few went to college, one or two set off on an early career. Either way, barely any of them had actually seen each other for several years. Ten years after their “break up”, each received a phone call – not mysterious or fantastic in any way, simply their employer – or other good friend – telling them of a work opportunity across the world. Who would’ve known their other long lost friends had gotten this same message… at the exact same minute… the exact same day?
Some had to fly in, some had to just drive to it, but somehow each found one another at the airport. Much happy reunions were made, describing their lives and subtly one-upping one another. Explanations ran around about some business opportunity somewhere off in the wild, none of them pieced together that it was the same deal. Happily getting back together, they kept with one another until the plane arrived.
Our story takes place there, several moments before their ride arrives. Unbeknownst to them, powerful forces were at work to send the world into a hurtling spiral of fire. These six young individuals had been chosen, not by random but by design, to herald a new era to the world. Each, from their birth, were tied to a god, or a being much like one. Their souls were powerful enough to take this powerful tie. This “tie” allowed them to pierce the Veil, a barrier that kept an invisible world… invisible. Beyond the Veil lies the Ravagers, the tales demons, monsters, and horrible creatures were created from. While this only lasted their childhood, they were able to see these monstrous creatures only during extreme emotional points in their lives. However, not all was darkness. There are more benevolent beings beyond the Veil, though not all are as good as they appear. The beings these young people were tied to guided them through those trying times, keeping those demonic creatures sensitive to their abilities off the children’s tracks. All of this disappeared, however, as they grew older. It was forgotten, believed to simply be imaginary antics of developing children.
The Veil has begun to crack, great tears along its length have sprang up, letting a small number of creatures leak into our world. While they can only last so long on our side, they were able to wreak suitable devastation that humans began to notice. But because of their nature, humanity’s sight was clouded, and they only saw more human error as the Veil continued to weaken.
Our six individuals are to be thrust into a new world they have no understanding of. No time to learn their soon-to-be-given abilities, nor time to develop an understanding of themselves. Thrust into a dark world, they only have one another to survive the Ravagers. Godlike powers or not, there are nastier things than the monsters you see. Something wants out of the Veil, to devour the people of Earth and gain dominance over all, and it will do all it can to do so.
Powers: M – Sorcerer: Energy. Raw, untempered energy, and the ability to wield it. Using some sort of focus – usually some metal device or special wood – they can channel this energy to epic proportions. Magic, as it were. Explosive and deadly, there’s nothing pretty and sparkly about it. Indigo fire and brimstone, total destruction as it their command. However, it is incredibly addictive, and gives a rush of heighten senses that give a powerful high.
F – Dream Walker: Sounds petty and oft-used, but this is different. She doesn’t walk a person’s dream, but knows them. Not the dream they have in their minds to be some big, important person, but their literal dreams. To wield the essence much alike to the Veil, she can conjure Nightmares, grotesque creatures that wreak havoc at her request; can lash out with a wall of force that, while sending her enemy flying, causes the mind to overload its imagination. Hallucinations abound. But that isn’t the extent of her powers. However, it drains the body over time, and sometimes leaves aftereffects of the used ability on the Walker. At times, she cannot control her dreams, or those that she summons. Taken
M – Vengeance: Unlike the Elemental, he is able to generate his abilities – Fire. Not just any fire. A fire of hatred, wrath, and unquenchable anger. Taking the visage of a vengeful angel, he is a powerful adversary. Every bit of him, when channeled, is wreathed in fire. These flames cannot be controlled by the Elemental, for they are not natural flames. Physical manifestations of the need for justice, the flames of Vengeance can cut through almost anything, and physically change their desired weaponry into a more potent and deadly instrument. The more used the power is, the harder it is to come out of it, or to control oneself within it. Taken
F – Elemental: The physical embodiment of Mother Nature. She wields the elements in all of their entirety: Fire, Wind, Water, and Earth, though she cannot generate them herself. To wield the burning wrath of fire, the patient deluge of water, the brute force of wind, and the unshakable presence of earth, and unleash them upon the unwary targets. Addictive, much like the Sorcerer, but along with a powerful high comes the tendency of the controlled element to try to convince her to let it simply “go wild.” Their suggestions become more powerful the longer they are used.
M – Vampyre: Unlike the name suggests, there is no glittery boyishness to this man. Instead of the need to bite or devour their target/victim, they need only touch them to absorb their spiritual energy. However, eating the souls of their targets is only the drawback. He represents Death, and as such is the polar opposite of Vengeance. While Vengeance wields fire, the Vampyre wields ice, the cold embrace of Death. Not death, but Death, as in the person. They can call the dead to walk – not legions, just a few, though legions of undead minions would be awesome – and incapacitate (or incredibly annoy) their enemies with the biting, harsh cold of death, capable of freezing any living thing. The only drawback is the need to devour more souls the more they use their powers. Icky, since sometimes the victim doesn’t entirely die, and simply becomes a husk that follows the Vampyre around. Taken
F – Countess: The only person who is as she appears. The physical embodiment of sexual attraction. Seductive and cold, she can achieve anything with her abilities to worm her way into the hearts – or genitals – of her target. However, this doesn’t make her some useless girly-girl who just looks amazing in ANYTHING she wears. A master of subterfuge, a sexy assassin is the Countess, using powerful poisons and darkness to sneak up and do nasty things to that dude – or girl – who strikes her fancy. Incredibly quick, she keeps back with either thrown weapons or some ranged weaponry. If not in the darkness stabbing some poor bloke, she’s sniping from a distance. Never one to get into the face of her enemies.
Lord Arimor Darkheart · Fri Apr 06, 2012 @ 04:18am · 0 Comments |