The Shrouded Guard

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The Shrouded Guard is a team that has been assembled to guard the body of a Very Important Person who is in a clarity coma.

Members

The Safehouse

The safehouse that the Shrouded Guard protects is small two-story clergy house attached to an abandoned church. The house is humble, though fully-furnished, with the exception of the kitchen, and all the windows are fitted with blackout curtains. The VIP is in the upstairs bedroom--she is a very tiny woman, wrapped up in her hoodie and blankets who the changelings on guard will likely recognize immediately.

Rules

  • No one outside the guard is to know where the safehouse is.
    • Changelings are told explicitly, this includes all court higher-ups. If (for example) Lumi comes asking you where the safehouse is, report the matter to Mearc and refuse to give any information.
  • The codeword when entering the house is yahrzeit. All guards will provide the codeword when entering and whenever asked, as will anyone coming to tend the VIP.
  • The VIP is not to be disturbed unless it is by an oneiromancer.
    • Vampires, specifically, have this message enforced by the Sakima: If any of the vampires bother the VIP, they're going to get bothered by Saagochque.
  • No guard is allowed to trade shifts, get a replacement guard, or otherwise rearrange the watchbill created by Mearcstapa without his express permission.
    • (This is strictly an IC consideration. OOCly, grab whoever you want for a watch partner unless you know there's restrictions; for example, Asbolus never stands a shift alone, but some of the others might be asked to.)
  • All guards will use Signal or other encrypted message service for remote communication regarding this matter, for coordinating with Mearcstapa and one another.
  • Changelings and mages may bring snacks on watch. Vampires may not.

Information Control

  • No vampires or mages are being informed by Mearc as to the identity of the VIP
  • Everyone is made aware that the possibility of an attack. The likely attacker is known to carry an iron knife, and may be capable of manipulating cold and/or emotions, turning invisible, fading into a Twilight state
    • Due to the iron knife, changeling guards are recommended to have physical armor; anything magical won't stop iron
  • Full use of anything in the defense of the VIP is authorized, provided you don't breach secrecy for everyone somehow. If there is an attack, there is no need to attempt to take the attacker alive