[h1][i]The Beginning[/i][/h1] [i]The Awakening didn’t happen in a vacuum. The world was already fraying at the edges. Corporations had grown so powerful that governments bent to their will, and the police seemed less and less interested in protecting the people—especially when crime served the interests of those same corporations. So the people took matters into their own hands. They donned masks. At first it was desperation: duct-taped armor, stolen bats, cobbled-together gear from pawnshops and scrapyards. An age of vigilantism had begun, where ordinary men and women tried to play hero—or villain—with whatever they could get their hands on. And the movement spread like wildfire. Corporations soon caught wind of the public’s obsession. Some even endorsed the rise of masked crusaders, sponsoring vigilantes and stoking the flames of a new cultural phenomenon. No one realized then that these same corporations were laying the foundation for something greater: the guilds. Then came the first Awakening. A warehouse in downtown Chicago erupted in chaos—fire raging, water flooding the streets, dozens dead. No one had a clue what had happened. The media spiraled into panic: was this the work of a rogue “supervillain,” a corporate experiment gone wrong, or some terrifying new weapon? Soon after, others Awakened. Their manifestations were less catastrophic, but no less shocking. It became clear the world was changing: humanity had entered the age of superheroes. Yet these heroes weren’t like the ones from comic books. No one could fly or shoot lasers from their eyes. Instead, each Awakened wielded a weapon drawn from the stories of humanity—myths, legends, fantasies made real. And with their weapon came transformation, reshaping their very bodies into something stronger, stranger, or entirely new. The corporations who had once cheered on masked vigilantes seized their chance. They built the guilds, pouring money into them, branding them, and selling the public an image of safety and glory. Crowds donated. Merch flew off shelves. The Awakened became celebrities, soldiers, icons—while the corporations pulled the strings—for better or for worse.[/i] [hr] [hider=The Hero Handbook] [h3]Welcome to the Order[/h3] Congratulations on your Awakening. Whether you discovered your power weeks ago or only yesterday, you now stand among the few who have been chosen by legend itself. Weapons drawn from the stories of humanity have been placed into your hands, and with them comes the responsibility to decide how they will be used. [hider=Introduction] Most guilds today are corporations in disguise. They measure a hero’s worth by profit margins, fan followings, and marketability. The Order of the Lake is different. We are a [b]smaller, independent guild[/b] founded on the original ideals of vigilantism: [i]to protect, to serve, to inspire hope[/i]. Here, your deeds matter more than your sponsorships, and your [b]potential as a true hero[/b] outweighs raw destructive power. [list][*][b]Assessment:[/b] Your evaluation will measure not only your combat ability but [i]why [/i]you fight. Why did you don the mask in the first place? What drives you to stand in harm’s way? [*][b]Funding:[/b] The Order is supported by a private benefactor—an eccentric but wealthy individual who grew up reading comic books and believes in real heroes. Though his fortune keeps us afloat, he also hires his own team of researchers to study the Awakening phenomenon on the side. [*][b]Ranking:[/b] Where other guilds rank based on power and spectacle, the Order judges on [i]heroic acts first, power second[/i]. A hero’s worth is measured in the lives they touch, not the merchandise they sell.[/list] This handbook will guide you through what it means to be Awakened, the structure of guild life, and the world you now step into.[/hider] [hider=Guild Structure] The Order is organized into three core divisions, each serving a vital role: [list][*][b]Combat Division:[/b] Those who wield their weapons in the field. They take on direct missions, protect civilians, and confront threats. Their role is dangerous, but they carry the Order’s name with every strike they make. [*]Support Division: The tacticians, healers, and supply teams. They may not always stand in the spotlight, but they keep the Order alive in the shadows. Without them, missions would crumble before they began. [*]Public Relations Division: The faces who interact with the world outside. They mediate with communities, speak with journalists, and ensure that people see [i]heroes [/i]rather than vigilantes or mercenaries. In a world still learning to trust the Awakened, their role is more vital than most realize.[/list][/hider] [hider=Guild Ranks] Your path in the Order is marked by rank. Unlike corporate guilds that rank only by destructive potential, our system honors growth, discipline, and heroic character. [list][*][b]Apprentice:[/b] The beginning of the journey. Apprentices are fresh from their Awakening and still learning how to balance their new power with their old self. Mistakes are expected, but effort is what truly counts. [*][b]Journeyman:[/b] A step above the novice. Journeymen have proven they can be trusted on missions, but they are still under guidance. They are expected to learn from others, refine their bond with their weapon, and begin forming their own path as a hero. [*][b]Adept:[/b] Skilled and reliable, Adepts are recognized for their consistency in both power and integrity. They are often given leadership roles over smaller groups and trusted with more delicate missions. [*][b]Expert:[/b] Veterans of the Order, Experts have mastered their weapons to a level that makes them both symbols and guardians. They often serve as mentors to newer recruits, shaping the next generation through their example. [*][b]Master:[/b] The highest honor in the Order. Masters are paragons of both strength and virtue, embodying what it means to be a hero. They are few, and they are remembered.[/list][/hider] [hider=Rivalries and Other Guilds] Not all guilds share our vision. Rival guilds pursue their own agendas: [list][*][b]Corporate Guilds:[/b] Wealthy, well-funded, and focused on sponsorships and entertainment. Their heroes are ranked by ratings, not righteousness, and many of their members act more like celebrities than protectors. [*][b]Government-Backed Guilds:[/b] These guilds work closely with law enforcement and the military, seeing the Awakened as resources to be managed rather than people to be trusted. They often push for regulation and control above compassion. [*][b]Rogue Guilds:[/b] Independent groups that reject both corporate and government control. Some are noble and allies, while others are radical. Their methods are unpredictable, and their presence complicates the already fragile trust the public has in heroes.[/list] The Order of the Lake stands apart: we uphold the [i]spirit of the mask[/i], believing that true heroism is defined by courage, sacrifice, and integrity.[/hider] [hider=Cultural Shifts] The world is still adjusting to the Awakened. Some celebrate us, others fear us. [list][*][b]Celebrity Heroes:[/b] Merchandising, action figures, fan clubs, and endorsement deals have turned many Awakened into global celebrities. For some, this fame is a burden. For others, it is their driving goal. [*][b]Public Fear:[/b] For every cheering crowd, there’s a neighborhood that bars entry to heroes, fearing collateral damage and chaos. The scars left by the First Awakening still burn in many minds. [*][b]Black Markets:[/b] Not all weapons belong to heroes. Illegal guilds and criminal syndicates bankroll villains, offering them resources and staging spectacles designed to terrify. Their rise mirrors our own, but without conscience.[/list][/hider] [hider=The Mystery of the Awakening] Every Awakening begins with a vision where time itself halts. • [b]Heroes:[/b] A woman standing in the waters of a mountain lake, offering their weapon and speaking a message only they can hear. • [b]Villains:[/b] A hooded figure in a burning village, presenting their weapon with words cloaked in smoke and flame. And with the weapon comes transformation. The magic does not stop at your hand—it flows through your body, reshaping it. Some emerge as the peak version of themselves, strong and radiant. Others undergo complete physical changes, becoming unrecognizable from who they once were. Each transformation is unique, a mirror of the weapon’s story and the wielder’s soul.[/hider] [hider=Weapons of Fiction] Your weapon is not born of science fiction. It is drawn from the stories humanity remembers: myth, folklore, or fantasy. [list][*][b]Well-Known Legends:[/b] The more famous the weapon, the stronger it manifests. Excalibur (only rumored to exist) dwarfs the Master Sword, which in turn surpasses the Buster Sword. [*][b]Myth Made Flesh:[/b] From the blade of Gilgamesh to Save the Queen of Final Fantasy, the line between myth and fantasy blurs. [*][b]Resonance:[/b] Your bond with your weapon strengthens over time. As Resonance grows, so too does the stability and potency of your weapon.[/list][/hider] [hider=Government & Corporations] • [b]Neutralization Tech:[/b] Governments have developed countermeasures against the Awakened—dampening fields, suppression cuffs, even anti-weapon drones. • [b]Corporate Control:[/b] Mega-corporations fund the largest guilds, stamping their logos on everything from uniforms to cereal boxes. They control the narrative, deciding which heroes rise and which fall. • [b]Legal Uncertainty:[/b] Is Awakening a right? A privilege? A curse? Laws are still being written, often favoring those with the deepest pockets.[/hider] [hider=Timeline of Events] [list][*][b]Year 0 – The Masks Rise:[/b] Vigilantism begins. Corporations begin endorsing the movement. [*][b]Year 1 – The First Awakening:[/b] A warehouse in Chicago erupts in chaos. Rumors spread of the first hero. Guilds form shortly after. [*][b]Year 2 – Present Day:[/b] Our story begins. You are entering the Order of the Lake for assessment.[/list] You may have Awakened only recently or up to a few months ago. Regardless, you now stand before the guild, ready to be tested.[/hider] [hider=Conclusion] This handbook is not a contract—it is an invitation. An invitation to become something greater than yourself. The world will judge you by your power. The Order of the Lake will judge you by your heart. So, recruit—why did you don the mask?[/hider] [/hider] [hr] [h3][i]Character Sheet Template[/i][/h3] [code][h3][u][b]Basic Information[/b][/u][/h3] [b]Name[/b]: [b]Alias/Hero Name:[/b] (If any) [b]Age[/b]: [b]Gender[/b]: [u][b]Appearance (Before Awakening)[/b][/u] (What you looked like before your body transformed.) [u][b]Appearance (After Awakening)[/b][/u] (How your body changed — from subtle improvements to dramatic alterations.) [u][b][h3]Awakening Details[/h3][/b][/u] [b]Vision[/b]: (Describe your Awakening vision. What message was spoken to you? Usually involving a woman standing in the waters of a mountain lake, offering their weapon and speaking a message only they can hear.) [b]Rank[/b]: (1st–4th, which denotes how many items can be summoned; 1st and 4th are rare, most characters should fall within 2nd–3rd. Must include at least one weapon.) [b][u]Summoned Weapon(s)[/u][/b] (Name & origin of the weapon. Can be drawn from mythology, folklore, or fantasy — but not sci-fi.) [list][*] [/list] [u][b][h3]Lore & Power[/h3][/b][/u] [b]Origin Story[/b]: (Where does your weapon come from? Historical myth, fantasy legend, or iconic fictional source?) [b]Relative Strength[/b]: (Remember: power is tied to how well known the weapon is. A famous mythic blade like Excalibur will naturally outclass something obscure. Let's do a scale from 1 to 10 and I'll ask for adjustments if needed - for example Excalibur would be 10 and would probably be the only 10 since it's a world famous legend.) [b]Manifestation[/b]: (What does the weapon look like when summoned? Any unique glow, aura, or traits?) [u][b]Attributes[/b][/u] (For the ease of use of roleplaying battles out, you'll assign up to 15 points to your attributes that I'll match up against enemies and do very simple dice rolls, then you're free to RP the result however you see fit - minimum of 1 and a maximum of 5 in any category) [list][*]Might: (Raw physical strength, lifting power, and the force behind weapon strikes. Affects how hard you hit and how imposing you are physically.) [*]Agility: (Speed, reflexes, and coordination. Useful for dodging, acrobatics, and precise weapon handling.) [*]Endurance: (Stamina and toughness. Governs how long you can fight, how much punishment you can take, and how resistant you are to fatigue or injuries.) [*]Presence: (Not “intelligence” or “charisma,” but your force of will and confidence. Presence affects leadership, intimidation, morale, and how strongly you embody the hero ideal.) [*]Instinct: (Represents combat awareness, reaction speed, and intuition. Helps with reading the flow of battle, sensing danger, or making split-second decisions.) [*]Resonance: (Your bond with your weapon. The higher your Resonance, the more stable and powerful your summoned weapon becomes — and the stronger the physical/magical transformation of your Awakening.) [/list] [u][b][h3]Guild Information[/h3][/b][/u] [b]Guild Assessment Result[/b]: (To be revealed IC—leave blank until after your initiation scene if you’d like.) [b]Affiliation[/b]: (Is your character loyal to the guilds, skeptical of them, or just in it for survival?) [u][b][h3]Background[/h3][/b][/u] [b]Personality[/b]: (How does your character view their Awakening? Optimistic hero, reluctant fighter, or something else?) [b]History[/b]: (A brief look at their life before Awakening. What led them to this point?) [b]Motivation[/b]: (Why did they choose to become a hero rather than a villain?) [u][b]Optional[/b][/u] [b]Side Roles[/b]: (Do you also want to play a supporting character — civilian, journalist, opportunist, etc.?) [b]Theme Song / Quote[/b]: (Just for flavor if you like.)[/code]