~The Guild~
No one knows how long they've been there. As far as anyone knows it's been there since ancient times. Some even venture so far as to say it's been since tribal ones. It's been called many things - a cult, a gang, even a drug cartel. They prefer to go by a simpler, less daunting name, however: the Guild.
Perhaps you're a new member, or maybe you've been there since you were young. Maybe you stumbled in on it by accident or you could've sought them out. You might've been a thief, a mercenary, even a drug dealer, but now, you're the same thing as everyone else in this brotherhood of criminals: an assassin. It doesn't matter who you work for or where you've been because, no matter what, you kill people for money. It could've been greed that brought you there or maybe it's just where life led you. None of it is of consequence. The Guild doesn't care about your origins or your past. They only care that you abide by their law.
The Setting
It's a savage justice system, but a simple one. There are three rules, and only three. The first is that nothing is illegal if you don't get caught. The second is no infighting within any of the Guild's many safeholds or on Guild land of any kind. The last is, perhaps, the most important of them all. It is the golden rule, the only honor your kind possess: one must never, ever, break a contract. The moment a signature is left on the page or two hands meet in acknowledgement of a deal the deed is done and you will die fulfilling that agreement. If they don't find out, it's not breaking the rules, of course - that's what the first of the three rules states. But they will. They always do, and those who make the mistake of trying to get away with breaking Guild law never last very long and it's rare more than a few scraps of skin, bone, or bloodstains are found. Sometimes they just disappear without a trace.
Don't be fooled, however. They suffered before they died even if there were no ears close enough to hear their screams.
It was originally made as a place for individuals of such a particular expertise to have a safe place to return to and to find work. Soon, however, it became as safe haven for "others" - the supernatural. Vampires, demons, angels, undead, mancers, gifted. You name it, they've been through the Guild at one time or another, whether they're from Heaven or Hell or some place Between.
Over time it grew and now, in the present day, on Earth, there's bases in every major city of the world, and safeholds are found in smaller villages. The Guild conveys such locations through codewords and symbols. More often than not the places look mundane and unnoticeable but in some major cities, such as Las Vegas, the bases may be found in much flashier buildings - casinos, for example.
The Story
The Reapers have always been well known by the Guild. Most members have seen them one time or another, whatever form they take. They're who come and collect the souls of the dead. Many who have been through war, work in hospitals, or do work like the Guild does have seen them once or twice. Usually they keep their presence somewhat hidden but it's always there. And, after a time, most assassins learn to feel it.
They also have an affinity for death. They sense it like scavenging creatures, flock to it like crows to a battlefield. They have to, to have made a living at this job for as long as they have. This also means that they recognize Reapers even when they've taken a human guise. Normally, this doesn't mean much. Every once and a while an assassin will encounter a Reaper and then keep on living life until it finally comes for them.
Recently, however, there's been more, and this means only one thing: death is coming. A massacre, a slaughter, a war, something.
This isn't a concern for the assassins. Well, not usually, anyways. This time, however, Sly - the face of the Guild - has decided to take action. He's summoned five of the very best of the Guild for a very particular job funded by the organization itself. A very, very important one, with a single, simple goal.
Closing the Gates of Hell itself.
The Characters
Most of the Guild's members have three things that make every assassin a proper assassin. A professional. The first is a name, an alias, typically after an animal, item, or attribute - like Viper, Diamond, or Sly. The second is a mask. It can be any kind, really: plain and simple or elaborate and unique, so long as it covers some part the face. The last is a signature. They way they kill, or something they left. So, too, do the characters.
Characters may have supernatural abilities as well. This can range from being part demon or angel, being a 'gifted' - someone's whose abilities are derived from a divine gift granted to them by a deity or mystical being - or having natural magic. This last category is a diverse group known only as 'mancers.' They could be necromancers, geomancers, pyromancers, aquamancers, umbramancers, or any other of a plethora of mancer types. All mancers are elemental.
There are six open roles for the protagonists. The sniper is pretty self-explanatory - a specialist of ranged combat, accuracy and precision over speed and mass damage. The Saboteur is probably the most charismatic of the group and they're skilled at infiltration, deception, and seduction: this is the one who's most equipped to hide in the open and to get what they need right out from under the enemy's nose. The brains is the operator of the group - a hacker, scientist, or similar role (or maybe even a mix!). The Support is the medic of the team, and probably also the heart; they know how to heal people and may also end up as the emotional/moral support of the group. The Executioner is similar to the Sniper in that they specialize in the kill but they're pros at melee, close range, and/or run-and-gun combat.
The Sniper: @TinkerTwaggy
The Saboteur: @Magestorrow
The Brains: @Featherstone
The Support: @fraey
Character Profiles:
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