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Posted: Sun May 28, 2006 5:10 pm
Hunter's Moon
Quote: Hunter's tip #109: Never trust a zombie selling life insurance.
One of many lessons learned in the life of the hunters and the hunted. There might have been a time when this notebook would have been read over and laughed at. But now well over half of them are facts of life, at least to those who gaze upon it.
Science gave man many things. Longer lifespans, more knowledge, technology... but like all things it came at a great price. Gradually, the world of humans became blinded by their own expance of knowledge, forgetting from one generation to the next to teach its people the lore and rituals of old. In the interest of chemistry and physics, man slowly lost its ability to use its "sixth sence", which was proclaimed by many as nonexistant. Vampires walk unnoticed in the dead of night. Creatures lurk in the dark waters of the marshes. Zombies sell life insurance, looking to others like any other salesman with tired plastered on smiles. Spirits are apathetically dismissed as "light flares" and "the wind".
Now and then, a figure will either intentionally or accidentally awaken their latent abilities. In most cases, this occurs during a close encounter with those creatures that hide under guises the normal five sences cannot penetrate. Those that manage to survive such unfortunate encounters are faced with a renewal of their sences, completed with their missing counterpart. They are able to see then the world where monsters have hidden for years, forming their own cultures under the noses of their former hunters.
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Posted: Sun May 28, 2006 5:45 pm
Settings
Hunter's moon is set in the modern era, and for most people is it the same mundane dog-eat-dog world our own players know.
Specifically, it is centralized in a large town that is surrounded by farmland on one side, and marshy woodland on the other. It has its fairs, sports teams, parks, and other forms of entertainment. But it is not deemed large enough to have "city" flares. (Thought the big city of darkness setting was getting a bit cliche).
The population (from "normal" eyes) is typical. You have your small bands of delinquents, stray dogs, and small business merchants that have seemed to have been around forever. From the perspective of the "awakened" however, the place is festering with various monsters. Some are simply living out their lives among humans, while others have their own agendas that may range from having someone for dinner to enslaving the human race for their own enjoyment.
Each monster and awakened human is unique. Each by birth has their own strengths and weaknesses from folklore (or white wolf manuals). One vampire may be alergic to sunlight, while another might not take a liking to garlic for example.
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Posted: Sun May 28, 2006 5:56 pm
Groups
This is where any groups of hunters or monsters will be kept note of as they become known in the game. There are currently zero player groups and zero npc groups.
Places
This is where significant places will be noted through gameplay, as well as their importance. There are currently zero places of importance in rp.
People
NPC's and a brief listing of their roles in the game.
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Posted: Sun May 28, 2006 7:05 pm
Profiles
Note: Please pm forms to me and I will add them. You may begin play once you've submitted a form, but wait until the form is approved and posted before using abilities.
Quote: Name: Name of character Age: Real age and how old they appearRace: Human, vampire, werewolve, etc (classic horror monster). Appearance: Description, not pictures. (Monsters include how you appear to normal people AND actual form). Personality: Self explanatory. Abilities: You must list any abilities you want the character to have or they can not come into play later. This includes any abilities you want your character to learn in the game. (Put unlearned abilities in italics or parenthesis to show they are still unlearned). Humans may select ONE supernatural ability. Weaknesses: For every ability you pick, you must also choose an equal weakness. Monster types may pick either folk lore weaknesses or those listed in a white wolf manual for that monster type. (Movies, anime, and comics unfortunatly do not provide very balanced alternatives). Brief History: A short account of what has happened to them up to this point. (There is a place where more detailed profiles can be posted in the information center--optional). Additional notes/Picture: Optional
Human Profiles
None currently
Monster Profiles
None Currently
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Posted: Sun May 28, 2006 7:11 pm
Ground Rules
1. Keep to Gaia rules and our Guild rules
2. Monsters may select abilities and weaknesses from either folk lore or white wolf (being white wolf is an attempt at balance with reference to folklore).
3. Every strenth must be balanced with an equally strong weakness.
4. No moding
5. Character to Character Combat minimal, and need to have a valid ic reason.
6. No Auto's. Auto once, you are warned. Auto twice you are penalized. Auto thrice and you are banned from this thread.
7. NO killing charas without permission from the player and forewarning the GMs in pm to avoid confusion.
8. Technology Level: Modern
9. Magic Level: Folk lore or White Wolf manuals.
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Posted: Sun May 28, 2006 7:15 pm
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Posted: Sun May 28, 2006 7:16 pm
Aaaaaaaaaaaaaaaaaand...Reserved
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Posted: Sun May 28, 2006 7:18 pm
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Posted: Tue May 30, 2006 4:44 pm
It was tragic, what had happened to ol' Joe. He was found at the edge of town near the bridge. everyone was talkin' about it. Another stray dog attack, probably when he was out walking to get a drink at his favorite bar. Totaling out two people, tallied in with five cattle lost this year.
There were complaints. But what could be done? There was no hide nor hair of the pack of dogs that might've done it. And those that were attacked didn't really have kin to egg on the case for an extensive search. An the cops were less than motivated. They went out with their search dogs for a few days. But there was never more news than the last time.
It was three days since the funeral, evening setting in with a three-quarter moon waning in the sky just over the horizon. The sky is surprisingly clear over the town, with stars flickering in the sky even over the opening signs of the new night clubs that had elboed their way into town about five years back.
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