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The primary location of this RP will be the Salem, Massachusetts HQ. Though you may have a character from any branch across the world, there may be cases that take Enigma agents across the borders. There will be discussions for potential claims; not every Cryptid will be killed, and not every investigator will survive. On a side note, investigators do not have to be human, but they have to have a human disguise. There will be a pool to select a case; if there are over 2 investigators, the more cases can be done simultaneously. However, there will be extreme cases where they will need 2 to 4 investigators. Players can make any type of character they wish to in the world. Agents will have lives outside of Enigma United and the world isn't empty. However, if you want to take part in the investigations. Or be a human aware of the supernatural would a player would have to list that for their characters.
Magical items are available though they are limited to their uses and applications. Magic is taxing to cast unless you are a witch or a warlock and born with the ability to use magic. Most magic comprises the natural world, although mild fantasy is allowable. Very mild. Some Magic users such as Witches and Warlocks have different taxation depending on the magic they use. A witch using white magic might mix a healing potion or smudge a house, but if they were to do some real spell casting, it could take days to prepare the spell depending on the level of complexity and the spell's effect would be. Items that have been enchanted with magic are few. They rarely come in weapons, but the most powerful of these magic items are the books. Some books can be reasonably safe to read from. Other books are so dangerous we keep them under lock and key. The only people allowed to read their pages were the occultists of Enigma. Most of the weapons that magic has enchanted have been found and kept in the British HeadQuarters. The Salem headquarters are keeping most objects and books of magic.
The building that was chosen as the HeadQuarters of became the Proctor house in Salem, Massachusetts, after the witch trials in 1692. The headquarters modernized but still holds secrets from its original construction. Secret rooms from the den and library house Enigmas secrets. Journals and grimoires, items from history that have significant magic power. Demons and spirits trapped in items. There are five known ghosts of the Proctor house. Two of which are from the 17th century. The other three are from various places. Reith Vond is a spirit bound to a book no one knows who she was, where she came from or what her life was like before she had died. But she is a friendly spirit. Other spirits are the Librarian, and Elizabeth Bassett is another spirit that lives in the manor. She remains trapped in an ouija board made from the tree they had hung her in after being convicted of witchcraft. She is a dangerous spirit and kept under constant lock and key. Elizabeth Bassett kills the living, so she remains trapped in the ouija board kept in a basement only the Handler has access to.
"Hello, welcome to Enigma United. I am Special Agent Jacob Bishop." He places his bag on the table. "We have given you the same bags. These are your best friends." Jacob opens his bag and starts pulling the items out. An iron pipe roughly six inches long. "The bag is magic. You can put everything you will ever need on a case in it." Jacob removes some charms and pendants that connected to various faiths. Boxes of silver ammunition, iron and Oak stakes. Along with various electrical devices and some plastic bottles containing liquid. So many items it would be strange how they all fit in the small doctor's bag. Meant to only carry a stethoscope and some basic medical tools. "The bags act as a small dimension you can stick things in. We will fill each of your bags with the basic needs of an investigator. Plus a service pistol." Jacob removes the Black Desert Eagle from his bag and the spare magazines.
Humans: we can categorize Humans into two classes: magicians and regulars. Regulars are ordinary people who do not know how to use or even that magic exists. There are some Regulars that are investigators, but we give them the less extreme cases. Unless they are skilled. The Magicians can use magic. These are known as witches and Warlocks. Witches often belong to a covenant and are not all bad. Some witches are helpful and even work alongside Enigma Agents. Witches, however, are mortals and will pass on with age, though they keep their power in spirit form. Warlocks and sorcerers are magic users that had dabbled in dark magic that is forsaken since the middle ages—granting them immortality. They can be killed if you sever their heads or break the curse they used to gain immortality. Warlocks can use magic items such as tarot cards to warp reality. They are considered extremely dangerous. A skin walker is a type of warlock.
Vampires: Not all vampires are evil creatures that thirst for human blood. Scattered around the world, there are vampire communities that live with humans peacefully. There is a local blood bank where they can get their blood, alarming no other citizens. However, there are still those vampires that are bad. They live in the old ways, and often they aren't what they appear. Jeffery Dahmer. He was a vampire. True story. Vampires have various magical abilities. Hypnosis, enhanced speed, enhanced strength, the strongest of vampires, known for have shape-shifting and telekinetic powers though Enigma has never encountered such a vampire. The older the vampire, the harder it is to kill. The oldest known vampire origin legend comes from Greece. But they directly linked most modern vampirism to Necromancy.
Spirits/ghosts/angels/Demons: Spirits are often aware and much more potent than your average ghost. We know spirits as phantoms, poltergeists, intelligent hauntings. Ghosts are lost souls that haven't crossed over, but both can be dangerous. Burning the bones of a spirit doesn't kill the ghost; you can't kill a ghost; they are dead. You can force them to cross over or bind them to an object. If you can convince a spirit to cross over, it will be easier to force them to be more arduous. Demons are an entirely different beast; they often take advantage of vulnerable people and make them do terrible things. Remember the Amityville horror. Enigma couldn't allow the truth to escape. Demons get sent back to wherever they came from when their physical body dies or the demon is exercised. Sometimes both. Angels are the same. They can possess humans and use magic on humans. But that is the limit.
Cryptids: These are the monsters in the forests, the strange sightings—the Loch Ness monster, the dogmen. Yes, Werewolves and Lycanthropes, you too. All creatures of an unnatural origin. The Moth Man, the swamp creatures. Ashmen Wendigos, Chupacabra Bunny Yips and Pudwudgees. Sea monsters fall under Cryptids as well. Some of these beasts are just meant to be tracked and observed, then left alone. Others have to be moved because of the human invasion of their territories. Other creatures, such as Ashmen and Wendigos, have to be killed with fire. These Cryptids show some signs of intelligence, but they are still just wild animals, some active predators.
Shifter: The shifters' lore will encompass all things that involve changing forms or shape-shifting. There are many types of shifters and many ways to shape-shift using magic. From Vampires to werewolves, the otherworldly creatures that fall into this category can be from other areas. Even ghosts can have shape-shifting capabilities. We start first with the Eponymous of the shifter category. Werewolves or Lycanthropes have a long history. Dating back further than Greece. Shape-shifting into a wolf is as old as the epics of Gilgamesh. Shifting or shifters are one of the oldest of all supernatural beings. We suspect that shape-shifting came into vampires during the late 18th century, when necromancy was at its highest practice. We believe vampires pick up traits from blood they feed on. So it is possible that a vampire at some point fed on a shape shifter and adopted that trait.
This is all for now. We will go further in depth into each of these things and more until then. DM questions. there may be a discord in the future.
Magical items are available though they are limited to their uses and applications. Magic is taxing to cast unless you are a witch or a warlock and born with the ability to use magic. Most magic comprises the natural world, although mild fantasy is allowable. Very mild. Some Magic users such as Witches and Warlocks have different taxation depending on the magic they use. A witch using white magic might mix a healing potion or smudge a house, but if they were to do some real spell casting, it could take days to prepare the spell depending on the level of complexity and the spell's effect would be. Items that have been enchanted with magic are few. They rarely come in weapons, but the most powerful of these magic items are the books. Some books can be reasonably safe to read from. Other books are so dangerous we keep them under lock and key. The only people allowed to read their pages were the occultists of Enigma. Most of the weapons that magic has enchanted have been found and kept in the British HeadQuarters. The Salem headquarters are keeping most objects and books of magic.
The building that was chosen as the HeadQuarters of became the Proctor house in Salem, Massachusetts, after the witch trials in 1692. The headquarters modernized but still holds secrets from its original construction. Secret rooms from the den and library house Enigmas secrets. Journals and grimoires, items from history that have significant magic power. Demons and spirits trapped in items. There are five known ghosts of the Proctor house. Two of which are from the 17th century. The other three are from various places. Reith Vond is a spirit bound to a book no one knows who she was, where she came from or what her life was like before she had died. But she is a friendly spirit. Other spirits are the Librarian, and Elizabeth Bassett is another spirit that lives in the manor. She remains trapped in an ouija board made from the tree they had hung her in after being convicted of witchcraft. She is a dangerous spirit and kept under constant lock and key. Elizabeth Bassett kills the living, so she remains trapped in the ouija board kept in a basement only the Handler has access to.
"Hello, welcome to Enigma United. I am Special Agent Jacob Bishop." He places his bag on the table. "We have given you the same bags. These are your best friends." Jacob opens his bag and starts pulling the items out. An iron pipe roughly six inches long. "The bag is magic. You can put everything you will ever need on a case in it." Jacob removes some charms and pendants that connected to various faiths. Boxes of silver ammunition, iron and Oak stakes. Along with various electrical devices and some plastic bottles containing liquid. So many items it would be strange how they all fit in the small doctor's bag. Meant to only carry a stethoscope and some basic medical tools. "The bags act as a small dimension you can stick things in. We will fill each of your bags with the basic needs of an investigator. Plus a service pistol." Jacob removes the Black Desert Eagle from his bag and the spare magazines.
Humans: we can categorize Humans into two classes: magicians and regulars. Regulars are ordinary people who do not know how to use or even that magic exists. There are some Regulars that are investigators, but we give them the less extreme cases. Unless they are skilled. The Magicians can use magic. These are known as witches and Warlocks. Witches often belong to a covenant and are not all bad. Some witches are helpful and even work alongside Enigma Agents. Witches, however, are mortals and will pass on with age, though they keep their power in spirit form. Warlocks and sorcerers are magic users that had dabbled in dark magic that is forsaken since the middle ages—granting them immortality. They can be killed if you sever their heads or break the curse they used to gain immortality. Warlocks can use magic items such as tarot cards to warp reality. They are considered extremely dangerous. A skin walker is a type of warlock.
Vampires: Not all vampires are evil creatures that thirst for human blood. Scattered around the world, there are vampire communities that live with humans peacefully. There is a local blood bank where they can get their blood, alarming no other citizens. However, there are still those vampires that are bad. They live in the old ways, and often they aren't what they appear. Jeffery Dahmer. He was a vampire. True story. Vampires have various magical abilities. Hypnosis, enhanced speed, enhanced strength, the strongest of vampires, known for have shape-shifting and telekinetic powers though Enigma has never encountered such a vampire. The older the vampire, the harder it is to kill. The oldest known vampire origin legend comes from Greece. But they directly linked most modern vampirism to Necromancy.
Spirits/ghosts/angels/Demons: Spirits are often aware and much more potent than your average ghost. We know spirits as phantoms, poltergeists, intelligent hauntings. Ghosts are lost souls that haven't crossed over, but both can be dangerous. Burning the bones of a spirit doesn't kill the ghost; you can't kill a ghost; they are dead. You can force them to cross over or bind them to an object. If you can convince a spirit to cross over, it will be easier to force them to be more arduous. Demons are an entirely different beast; they often take advantage of vulnerable people and make them do terrible things. Remember the Amityville horror. Enigma couldn't allow the truth to escape. Demons get sent back to wherever they came from when their physical body dies or the demon is exercised. Sometimes both. Angels are the same. They can possess humans and use magic on humans. But that is the limit.
Cryptids: These are the monsters in the forests, the strange sightings—the Loch Ness monster, the dogmen. Yes, Werewolves and Lycanthropes, you too. All creatures of an unnatural origin. The Moth Man, the swamp creatures. Ashmen Wendigos, Chupacabra Bunny Yips and Pudwudgees. Sea monsters fall under Cryptids as well. Some of these beasts are just meant to be tracked and observed, then left alone. Others have to be moved because of the human invasion of their territories. Other creatures, such as Ashmen and Wendigos, have to be killed with fire. These Cryptids show some signs of intelligence, but they are still just wild animals, some active predators.
Shifter: The shifters' lore will encompass all things that involve changing forms or shape-shifting. There are many types of shifters and many ways to shape-shift using magic. From Vampires to werewolves, the otherworldly creatures that fall into this category can be from other areas. Even ghosts can have shape-shifting capabilities. We start first with the Eponymous of the shifter category. Werewolves or Lycanthropes have a long history. Dating back further than Greece. Shape-shifting into a wolf is as old as the epics of Gilgamesh. Shifting or shifters are one of the oldest of all supernatural beings. We suspect that shape-shifting came into vampires during the late 18th century, when necromancy was at its highest practice. We believe vampires pick up traits from blood they feed on. So it is possible that a vampire at some point fed on a shape shifter and adopted that trait.
This is all for now. We will go further in depth into each of these things and more until then. DM questions. there may be a discord in the future.