|
|
|
|
|
|
Posted: Thu Nov 08, 2012 6:24 pm
When the Light Fades A World of Darkness AdaptationTable of Contents/Directory 1: Introduction/Rules 2: World Information 3: The Masquerade 4: Clan (Class) Information 5: Discipline Information 6: Statistics Information 7: Profile Skeleton 8: Accepted Profiles/Inactive Players 9: Thread Status/Recruitment Status 10: Waiting List 11: Combat Information 12: The Story So Far 13: Noteworthy Persons 14: FAQ 15: Terminology Introduction: This is a role play that will revolve around the modern day world veiled by something called "The Masquerade." It will be explained in further posts. I will act as the Story Teller, creating numerous NPC's and controlling the flow of the story. While the concept remains the same and takes place in the World of Darkness setting, the city and characters will be of original creation and will not interact with canon characters from any other media.
Further information will be included below. Rules 1: Follow Gaia ToS. If you're in this RP and you don't, you don't belong here, let alone on Gaia. 2: No cybering. This should be self-explanatory. Romance is encouraged, however anything more than PG-13, take it to PM's. 3: No God-Moding or Auto-Hitting. Meaning if you are performing an action for example: Running from the town guards after stealing from a shop. You do NOT get to say: "And then *Insert generic name here*, got away." You allow myself, or whomever is controlling the other characters an opportunity to react and then respond accordingly. 4: Thread Activity will be a goal in this thread. I would like each member to *check* the thread once a day or once every two days. 5: Follow the information that I give you. 6: The main killing that will occur in this RP will happen against my NPC's, however, if a player fight occurs and both players consent to a character being killed off, then and only with my approval will such an event come to pass. 7. Swearing is fine, just know your limits. One warning, then you're out if it happens again. 8. Copy the profile Skeleton and fill it out, send it in a PM to me titled I want to show you something... 9. Do not post until after you have received a confirmation message from me saying that you have been accepted. 10. Do NOT post Out of Character (OOC) chat in the main Thread. There will be a separate thread for this purpose. A single line of ((Oh sorry I fixed the spelling error)) is ok, but do NOT have a full OOC conversation in the main thread. 10. Have fun and enjoy. If you have any questions, PM me.OOC Thread
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 6:54 pm
World Information
Welcome to sunny Metropolita!
Wish you were here!
Metropolita became one of the fastest growing cities in America around the turn of the century. It's strong technology and electronic development centers have brought great wealth and prestige to the city and over time, rivals even New York and Chicago in size and population. The main attraction though is the film industry "Tycoon Pictures", who are one of the few movie studios to set up their shop this far north in the country. Their presence has brought a wave of starry eyed hopefuls and wanderlust individuals who chase their dreams straight into the skies or down to the gutters. As the population grew, so too did the homeless society, as is expected in any large city. Beneath all of the glamor and simultaneous depression in the working stiffs and high life celebrities, there is a completely different society taking root in this thriving civilization after the sun goes down. This society is one far older than the city or even the country. Vampires have set up within this city and have begun their plans to make it their own. The Camarilla, the largest sect of vampires in the world, are comprised of six clans and use that versatility to their advantage. They have utilized subterfuge, bribery and in some cases force, to solidify their position in this "new" city. While the Camarilla are composed of the creatures of night, they simply wish to "live" in peace and coexist with humanity while remaining in the shadows. Another dark organization known as the Sabbat are the greatest threat to the safety of the way of unlife for all who wander the shadows. These vampires embrace their predatory nature, and cause trouble constantly no matter where they go, it is often they, whom occult enthusiasts often catch pictures or videos of and risk revealing their entire society to humanity. The Sabbat are overwhelmingly bloodthirsty, diabolical and evil and wish to destroy the weak Camarilla while using humanity as its cattle for the extraction of blood. Surprisingly enough, there are whispers of others within the city who belong to neither faction. Werewolves typically dominated the northern territories until Metropolitan was built, there are rumors that a handful have stayed behind, preferring to leave the safety of their packs in order to keep an eye on the place they once called home. And what of the humans? Do they all remain completely unaware and unassuming of the invisible battles going on in front of their faces? Mostly, yes. However, there are a few, who know the truth and have dedicated their lives to rooting out all evil in this world. These Hunters come from all walks of life and while some might say their faith blinds them, it also empowers them. The Camarilla recognize them as a threat, but do not move upon them, as they may prove useful in the long run.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 6:57 pm
The Masquerade
The basics of the Masquerade are enforced through self-policing and harsh penalties. When a breach (colloquially, an "oops") occurs, the methods of repairing may vary, but somebody is going to be punished — and while it would be nice for that somebody to be whoever caused the breach in the first place, Princes are known to prefer an early morning dusting over a long thorough search.
Generally, a breach consists of any evidence of vampiric powers: feeding on blood, obvious use of Disciplines, regeneration in plain sight and the like. Certain things (such as ghouls) are considered potential breaches all the time — although in this case, its assumed that the domitor will take necessary steps.
Camarilla vampires are taught to blend in and to cultivate their Humanity in order to make imitating living people easier. However, when something severe happens, the Camarilla usually calls on the Ventrue, who have made Masquerade-patching something of a science. The Ventrue will apply whatever resources are necessary — cash, judicious use of Dominate, machine guns — to make the problem go away.
While the Sabbat does not itself have a Masquerade, it survives primarily through the Masquerade enforced by the Camarilla, and a similar "patch squad" managed by the Grimaldi ghoul family. Werewolves while not friend to any vampire organization, they are aware of the dangers of alerting mankind to their presence. They are not bound by the rules of the masquerade.
Breaking the Masquerade three times will alert all hunters to your existence. Breaking the Masquerade five times will cause all vampires to go on a Blood Hunt for you until you are dead.
Feeding and Humanity
Vampires Must Feed on blood regularly. If they do not receive a regular transfusion of blood, they will begin to succumb to the Beast within them. The Beast is the term used to describe the frenzy that vampires enter when they are starved of blood for too long. It is an unstoppable homicidal rage that will likely end up killing the vampire due to loss of self-control or outside forces.
Humanity gauges how easily a vampire (or werewolf) succumbs to their bestial tendencies. One loses humanity by performing "evil" deeds, such as killing innocents. For example, vampires are able to feed on humans without killing them, if the vampire does not release their host before they are drained, the human will die and the vampire becomes more susceptible to giving into the Beast.
*All Vampire/Werewolf players start with 6/10 Humanity. With the exception of Toreador who begin with 8/10 and Nosferatu who begin with 4/10.*
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 6:58 pm
Clan/Class Information
The Camarilla (Playable Vampire Clans)
Brujah - Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.
PROS: Increased Physical Strength, Increased Intimidation CONS: More Susceptible to Frenzy
Tremere - Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict heirarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow the more their enemies gather.
PROS: Unique Discipline: Thaumaturgy. CONS: Slightly physically weaker than most other clans.
Ventrue - Clan Ventrue has long been one of the proudest lines of vampires, and its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has ever pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. Considering themselves the oldest Clan, it's no surprise they see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they've long been chosen from the ranks of nobility and privilege, traditionally those roles have included kings, knights, and merchant princes; in more modern years, businessmen and lawyers and government leaders have filled the void.
PROS: Domination is an added option when dealing with mortals and lesser vampires. High-born status grants recognition and acceptance from other supernaturals. CONS: Unable to gain any nutrition or benefits from drinking the blood of animals or low-class humans due to delicate tastes.
Toreador - The Toreador are some of the most beautiful and glamorous of the Kindred. Famous (and infamous) as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.
PROS: Able to control their humanity more easily than other clans. Bonus to Seduction and Persuasion. CONS: Any actions that would cost humanity are doubled.
Malkavian - The Malkavians are a Clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
PROS: Insight allows periodic bursts of clear thought that pierce all lies or subterfuge. Unique Discipline: Dementia/Hysteria CONS: All Malkavians are incurably *insane*. Their insanity varies with the individual, it could be something as simple as rambling words that make no sense to an outside person, or as extreme as unprovoked near homicidal tendencies or even near-catatonia.
Nosferatu - The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.
PROS: Masters of stealth. Able to gain sufficient nourishment from rats and animals. CONS: Unable to use Seduction. Appearance is a breach of the Masquerade and as such must never be seen by mortals.
Werewolf "Birth" Packs
Uktena - Uktena are said to be comprised of animistic peoples from all over the world. Most are of Native American heritage, though adopted werewolves are from a variety of backgrounds. The Uktena are a tribe of mystics, shamans and arcanists; because of their close ties to the magical and knowledge of the arcane many fear that there are those among them who may be turning to the Dark Arts, and their history of having their land gradually taken from them have made some of the Uktena very bitter indeed.
PROS: Unique Discipline: Arcane Magic while in human form. CONS: Lower Defense against supernatural attacks.
Wendigo - The Wendigo are comprised of wolves and indigenous peoples of the Arctic and Sub arctic of North America. Unlike their Brother Tribe the Uktena they have not actively begun to include other cultures outside of their traditional Kinfolk into the tribe. As a whole the Wendigo tribe carries a grudge against the rest of the Garou Nation (of which they only consider themselves nominally part of) for the conquest of their caerns and protectorates during the European colonization of North America.
PROS: Extreme physical strength and speed. CONS: Highly Aggressive, difficult to avoid using force.
Hunter Organizations
Society of Leopold - The Society of Leopold is a vampire-hunting organization unofficially sponsored by the Catholic Church. As the modern-day Inquisition, the Society continues its practice of research into supernatural and occult lore, discovering the best ways to hunt and kill vampires using the latest technology and tactical methods. A great number of their members are quite overzealous and fanatical.
PROS: Always deal increased damage to supernatural enemies. CONS: Unable to regenerate health due to mortality.
Independent Hunter - There are some soldiers of the night who avoid the fanatical call brought on by religious zealots and find their own way in the world. These hunters are extremely resourceful and while lacking some of the faith that their organized contemporaries sport, they make up for it in their ability to move undetected even by their supernatural prey.
PROS: Able to remain hidden in stealth against most supernatural enemies. Increased Lockpicking and Hacking abilities. CONS: Normal damage to supernaturals. Unable to regenerate health due to mortality.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 6:59 pm
Discipline Information
Animalism - Available to: Nosferatu & Werewolves. This is a set of powers that allow the supernatural to use their beast-like affinity to contact and manipulate nearby animals. These animals then be used as agents against your enemies. Its manipulation ranges from simply having birds distract a target to having spectral creatures maul their foes.
Arcane Magic- Available to: Uktena Werewolves ONLY The arcane is a powerful and mysterious part of our world. Only a handful of supernaturals and mortals know how to wield it. The smaller practices can summon mists or rain to conceal their movement while the more intense shamans may generate lightning from the palms of their hands.
Auspex- Available to: Malkavian, Toreador, Tremere & Hunters Auspex allows you to see the auras of those nearby. As well as being able to see enemies through walls you'll receive stat boosts and heightened senses. Characters will have different colored auras depending on their status: a white aura means the character is neutral; a red aura means they are hostile; and a blue aura means they're scared. Additionally, supernatural creatures have different auras from mortals. Vampires, for example, show up as a black smoky cloud.
Celerity- Available to: Brujah, Toreador & Hunters Celerity enables a vampire to move at superhuman speed. As you move faster the world around you appears to slow down. You can avoid incoming fire and close long distance quickly to deliver powerful blows before you opponent can react. Hunters who employ this discipline are not as fast as vampires who utilize the ability but they are able to at least keep pace with them while they are moving in such a blur.
Dementation- Available to: Malkavian ONLY A discipline unique to the insane Malkavians, it allows them to channel their madness into the minds of those around them. It can be used both out of combat and in combat. Its powers range from making a target laugh hysterically or causing them to suffer a major heart attack. (NOTE: Instant kill attacks do not work on players or strong supernaturals.)
Dominate- Available to: Tremere & Ventrue Dominate allows you to leverage the power of the vampire mind against mortals and other vampires alike. Early forms allow one to simply force the target to do as you ask, putting them in a trance while the strongest form of domination can cause someone to fight to the death to protect you or even cause a mass suicide. (NOTE: Instant kill attacks and permanent control effects do not work on players or strong supernaturals.)
Fortitude- Available to: Ventrue & Werewolves Fortitude increases a supernatural's ability to withstand damage. Fortitude also soaks aggravated damage which is particularly harmful to supernaturals as it increases the likelihood of entering Frenzy.
Obfuscate- Available to: Malkavian, Nosferatu & Hunters The power to make one's self disappear, whether in dark shadows or under the glare of a spotlight. Those who use Obfuscate can hide from anyone including those standing just a few feet away. At all levels, if the character is "lurking" (i.e. not moving or performing any actions), the Obfuscate timer will not run down. The vampire can stay invisible indefinitely as long as he or she does not move. If a vampire is seen moving the effect is broken until the vampire is hidden again, at which point the timer resumes. A vampire cannot enable Obfuscate if someone is looking at him or her. The Hunter version of this works similar however their ability hides them more from the supernatural senses of their prey, so their auras remain hidden but are more susceptible to being seen by the naked eye as they are not completely invisible like their vampire counterparts.
Potence- Available to: Brujah & Nosferatu Potence allows vampires to channel their blood and increase their strength to superhuman levels. The stronger the vampire, the more powerful this discipline amplifies their power.
Presence- Available to: Ventrue, Toreador & Brujah A vampire with the power of presence can instill dread and abject fear in those nearby. It can reduce their ability to fight the user or mesmerize them, rendering them paralyzed with fear. (NOTE: When used on players or other supernaturals, the effect is weakened.)
Protean- Available to: Werewolves ONLY This is the strength that allows the werewolves to change their shape, it allows them to make physical changes to their bodies thus enhancing their potency in combat. The changes range from the subtle glowing eyes to the bestial transformation.
Thaumaturgy - Available to: Tremere ONLY Unique to clan Tremere, Thaumaturgy is the vampiric progression of the blood magic the sorcerers had been refining for centuries when they were still mortal. As the power of their blood was increased by the introduction of the vampire curse, so too was the power of their magic. The lowest forms allow the vampire to drain blood from their victim without having to physically bite them up to making their blood boil and ignite within their unfortunate foes. (NOTE: Instant kill attacks do not work on players and have a lesser effect on other supernaturals.)
------------------------------------------------------------------------------------------------
DISCIPLINE EXPLANATION
You will be allowed TWO Disciplines from the 3-4 available to your chosen clan/class. You will not have access to the unchosen disciplines, so make your decisions carefully, especially if your clan/class has unique abilities available to them.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:01 pm
Statistics Information
Primary Stats
Strength - Determines physical power. A high strength score will mean your character is allowed to do more forceful actions and also hit harder in melee and unarmed combat.
Dexterity - Determines agility and speed. A high dexterity score will mean your character is allowed to perform faster actions and also be more accurate and deadly with ranged combat.
Defense - Determines resistance to physical and aggravated damage. A high defense score will mean your character is able to withstand stronger hits and keep fighting unhindered.
-----------------------------
Conversation Stats
Seduction - The ability to manipulate others through your physical appearance and sultry use of words. A high Seduction score will allow your character to use Seduction to get your way with others without the target complaining (i.e. vampires are able to feed on humans who are seduced without fear of breaking the Masquerade, even in public.)
Persuasion - The ability to charm others through your wit and insight. A high Persuasion score will allow your character to convince NPC's to see your point more easily, thus avoiding unnecessary bloodshed or inconvenience.
Intimidation - The ability to bully others into submission. A high Intimidation score will allow your character to threaten others more effectively. Some people will be more easily intimidated than others.
-----------------------------
Stealth Stats
Lock Picking - The ability to break through security. The higher the skill level, the more challenging lock you are able to break into.
Hacking - The ability to read and write electronic code. The higher the skill level, the more cryptic passwords you are able to crack and reprogram.
Sneaking - The ability to move silently. The higher the skill level, the more quickly and effectively you can move without alerting others to your presence.
------------------------------
Combat Stats
Unarmed - The higher your Unarmed skill, the more powerful your fists/feet or claws will be. This score also determines how easily you can be disarmed.
Melee - The higher your Melee skill, the more effective you are with using melee weapons, such as hammers, swords or knives.
Ranged - The higher your Ranged skill, the more effective and accurate you are with using guns, bows or crossbows.
-------------------------------------------------------------------------------------------------
STATS EXPLANATION
All characters will have 25 points at their disposal during creation. The max skill level for any statistic is 5. Your choices of where you place these points will determine the success of future actions. IMPORTANT: You are more than welcome to create a powerhouse character who has nothing but strength and brawling capabilities, but you will be sorely handicapped in social situations. The reverse is also true, a socialite with no combat strength will likely have to rely on allies to survive in a fight.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:01 pm
Profile Skeleton[b]Gaia UserName:[/b] [b]Character Name:[/b] (Choose one that is thematically appropriate please) [b]Class:[/b] (Vampire Clan, Werewolf Pack or Hunter Affiliation) [b]Gender:[/b] (Male/Female) [b]Age:[/b] (Vampires/Werewolves: Under 200 please. Hunters: 21-45) [b]Height:[/b] (Self-Explanatory) [b]Weight:[/b] (Self-Explanatory) [b]Disciplines Known:[/b] (Choose TWO of the disciplines available to your class.) [b]Appearance:[/b] (Give a short detailed description of your character, do NOT list weapons/armor, or post a picture, or it will be ignored outright.) [b]Background:[/b] (Who is your character? Where did he/she come from? One or two small paragraphs will do.)
(YOU HAVE 25 POINTS TO SPEND, You may put a MAX of 5 in any one skill.)
PRIMARY STATS: [b]Strength:[/b] [b]Dexterity:[/b] [b]Defense:[/b]
CONVERSATION STATS: [b]Seduction:[/b] [b]Persuasion:[/b] [b]Intimidation:[/b]
STEALTH STATS: [b]Lock Picking:[/b] [b]Hacking:[/b] [b]Sneaking:[/b]
COMBAT STATS: [b]Unarmed:[/b] [b]Melee:[/b] [b]Ranged:[/b]
Use this skeleton, fill out all necessary areas and message Tonash Drahow in a PM titled "I want to show you something..."
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:03 pm
Accepted Profiles/Inactive Players
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:03 pm
Thread Status/Recruitment Status
CURRENTLY: ACCEPTING
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:05 pm
|
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:06 pm
Combat Information
In a system without stats or dice, action in which failure might occur (combat and skill use) can be tricky. Here we will use a system of attempt and result where the PC makes an attempt and the Story Teller declares the result. Success of an attempt is based on several factors:
1) Plausibility: could the character logically succeed given stated skills on the character profile and past actions within the RP.
2) Writing: to encourage good writing, a well written attempt can push a borderline plausibility into success. Conversely, a poorly written attempt can push a borderline plausibility to fail.
3) Awesomeness: a clever, cool, humorous, or otherwise awesome attempt can push a borderline plausibility into success. A truly spectacular attempt can bend the laws of physics if well written.
4) Dice: the GM will occasionally use dice when other factors are not present to help decide the outcome.
5) Plot: some things will just happen (or not) for the sake of the plot. This should not be a common occurance but it may happen.
This system should be used whenever there is a real chance of failure. Don't bother with things that should obviously succeed but do use it when:
1) The attempt could easily fail
2) Any combat situation: PvP or NPC
3) Other opposition: sneaking past guards, hacking
In all cases the Story Teller dictates attempt results, especially PvP situations. This should lighten up as characters master skills and players become more established in the system.
How to Do It To make an attempt the player states an action with open ended vocabulary:
Quote: Player: The inexperienced hunter made a desperate lunge with her sword, aiming for the vampire's heart. GM: In a feat of newly honed skill, or blind luck, the sword found its target and sank deep into the vampire's chest. Player: The hunter smiled, pleased with her first kill, and jerked the sword back from the disintegrating beast's rib cage to turn on another with a slash of her blade.
Note the outcome is not stated by the Player, only the action. The Story Teller follows with the result of the attempt and the Player then reacts with a new attempt. This example was decently plausible but slightly borderline due to the specific aim and moderate skill level of the PC. The attempt is properly written but neither particularly well nor poorly and there is no awesomeness to help tip the scales. Dice rolls will only be implemented if I feel the two opposing sides are equally matched in the above mentioned fashions.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:07 pm
The Story So Far
Metropolita has become a shining beacon in the northern territory, with "Tycoon Studios" arrival, the city is bustling with people on a daily basis and is ripe for the picking. Every night an invisible war goes on without the knowledge of the general populace.
The Camarilla leadership have set up their base within one of the city's skyscrapers and have already begun controlling the media and are settling in nicely.
The Sabbat however also have their sights set on this fledgling metropolis, seeing it as a new foothold in the north and an entire field full of bodies ready for the harvest.
The Werewolves who remained after the city expanded to such dramatic lengths, are here to ensure that order is maintained and the metal madness remains contained within the city and devours no more of nature than it has already.
Finally, the hunters of the Society of Leopold are frantically searching the shadows for any opportunity to please their God with their bloodshed. There is no one that hides within the shadows that will remain safe from their zeal.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:08 pm
Noteworthy Persons
Prince Dalron la Hire - The local Ventrue leader of the Camarilla within Metropolita. He resides at the penthouse of his skyscraper and ensures the Masquerade is enforced. It is rumored that he once served beside Joan of Arc.
Elder Running Wind - The oldest werewolf that has remained behind to observe Metropolita. He is wise even beyond his years and directs the few Garou who chose to stay behind as well.
Bishop Granthus Farthing - A fanatical leader of the Society of Leopold, he seeks the destruction of all the "unclean" and sends his subordinates out nightly to seek out the new darkness that hangs over their city.
Unknown Sabbat Leader - There is rumored to be a Tzimisce elder directing the Sabbat's movements, but no such evidence has thus been found.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:10 pm
FAQ
Q: How do you plan on working a WoD style game without rolling dice constantly? A: Review the Combat Information post above please.
Q: I didn't join the RP at the beginning, can I still join up? A: OF COURSE! I will *always* be accepting applications and profiles. The maximum number of players within the RP at any time may only be 8; *however*, we have a waitlist for this very purpose. People sometimes drop out for no reason or for good reason, in any event, the waitlist is there to ensure that if you are interested and active, we will jump you right into the action.
Q: If I die, is that the end of my character? A: Yes, in this WoD adaptation, your character dies for good. You are free to create a new one, but that character is gone.
Q: You said romance was encouraged. I'm not really interested in romance, do I have to pursue a relationship with someone in this roleplay? A: No, of course not. Romance subplots are wonderful, but that is *not* the focus of this role play. I want everyone to participate and have fun creating an awesome story.
Q: Can I haz cyberz? A: If you *are* going to romance, do it well and do it with dignity and subtlety. Firstly, contact the other player and ask if they want to pursue that same option in game. *IF* you decide to do anything more than PG-13, take it to PM's and keep it there. I realize that we're playing a modern day vampire game, and seduction is involved, but if you're a skilled writer, you won't need to be graphic to let us know that you are using seduction.
Q: If I bite someone as a vampire, won't that make a new vampire? A: No. In World of Darkness style games, vampires are "born" through "The Embrace". Biting a victim merely attempts to drain them of their blood.
Q: Will I gain more stat points as the story progresses? A: At the moment, I do not intend to increase points as we go, but if I feel that people would benefit from it in the future, I may consider it.
---More will be added to this list if needed.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Thu Nov 08, 2012 7:11 pm
Terminology
Kindred - The term used by most vampires to describe themselves as an individual or as the vampiric community as a whole. The Sabbat refuse to call themselves such, as they believe the Camarilla are merely denying their predatory superiority by hiding behind the Masquerade.
Kine - The term used to describe most mortals.
The Embrace - The Embrace is the act of turning a mortal into a Vampire. It ia a conscious act of will that begins with death-a torid rush of blood spilling from the throat or wrist of the victim. At the right moment, a Vampire tears his/her own skin and places a few drops of precious Vitae on the lips of the victim. The dark magic works its blasphemous miracle then. The vessels die...and yet they don't. While their natural processes cease, their sires Vitae infuses them with the force that sustains them beyond death. This is The Embrace, the first step from existance as a mortal into the gothic world of The Damned.
Ghoul - A mortal who has been given vampire blood, as a result, they are stronger, faster and live longer lives. They also adopt some of the traits inherent from their master's clan. For example, a Malkavian who converts a human into a ghoul will likely suffer the same form of insanity as their master.
Vitae - The term used to describe Blood.
Garou - The term used by werewolves to describe themselves. Most vampires and hunters do not use this term.
Clan - A term used to identify oneself with the group of vampires one is affiliated with such as Malkavian or Tremere, etc.
Pack - Term describing which group of werewolves spawned oneself.
|
 |
 |
|
|
|
|
|
|
 |
|
|
|
|
|