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Posted: Sun Jul 27, 2008 8:20 am
Here in writ is a brief guide to the layout of my descriptions of the creatures which I study. It is a key, if you will, to the proceeding section. All the background information needed to fully understand these analyses are entailed below, as well.
Below you will find the following:
-Character skeletons -Clan Cultures -Stat analysis (not currently in use) -Clan descriptions -Age descriptions
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Posted: Sun Jul 27, 2008 8:24 am
Character Skeletons
Vampires & Succubi: [b]Gaia Username:[/b] [b]Character Name:[/b] [b]Occupation:[/b] [b]Clan:[/b] [b]Age Class:[/b] [b]Age:[/b] [b]Appearance:[/b] pictures accepted, written description REQUIRED [b]Personality:[/b] [b]Biography:[/b] [b]Notes:[/b]
Lycans: [b]Gaia Username:[/b] [b]Character Name:[/b] [b]Occupation:[/b] [b]Tribe:[/b] [b]Age Class:[/b] [b]Age:[/b] [b]Appearance:[/b] pictures accepted, written description REQUIRED [b]Personality:[/b] [b]Biography:[/b] [b]Notes:[/b]
Humans: [b]Gaia Username:[/b] [b]Character Name:[/b] [b]Occupation:[/b] [b]Organization:[/b] [b]Age Class:[/b] [b]Age:[/b] [b]Appearance:[/b] pictures accepted, written description REQUIRED [b]Personality:[/b] [b]Biography:[/b] [b]Notes:[/b]
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Posted: Sun Jul 27, 2008 8:26 am
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Posted: Sun Jul 27, 2008 8:26 am
Clan Cultures
Vampires
Ravnikus: Originally Aztec, their culture has evolved since the human equivalent was destroyed Lasombra: Spanish / Italian Ventrue: Victorian British Baali: Middle Eastern / Near Eastern / Arabian Malkavian (this clan does not have their own city): Varied
Lycans
Fenrir: Norse Wulver: Scottish / Icelandic Rougarou: Romanian Varcolac: Baltic / Eastern European
There is also a joint vampire city which is not controlled by any single clan. It has a very Asian culture to it.
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Posted: Sat Aug 09, 2008 7:57 pm
Please disregard this section for the time being.Stats will operate as follows. I haven't gotten around to the numbers part of it. [b]Ritual Magic:[/b] [b]Spiritual Magic:[/b] [b]Special Abilities:[/b] [b]Physical Attacks:[/b]
[b]Magical Defense:[/b] [b]Physical Defense:[/b]
The system works such that a player who makes a successful attack will be able to make an 'interrupt' as well. The interrupt increases the chance that a spell will be cancelled or an attacker will be too distracted to make their attack. I will probably set up a system that defines what a particular spell, attack, or ability is capable of interrupting.
Next comes the proceeding player's turn. If they are making an attack that would otherwise be interrupted, they must make their concentration check based on the class of ability they are using. If they successfully complete their attack, the defending player makes their defense.
The player being attacked will defend, either with their magical defense or physical defense. These may situationally increase or decrease based on whether or not they are putting all their effort into defending themselves.
The attack must overcome the opposing player's defenses to be successful. Some attacks may still deal reduced damage if they cannot pierce the defense. Once a successful attack is determined, damage is calculated, and an interference may be used if applicable.
Attack Classes:
Ritual Magic ~ Magical attacks that derive from studied magic available to everyone. Spirit Magic ~ Magical attacks that originate from the soul of the user rather than a learned ability. Special Abilities ~ Similar to spirit magic, but not always magical in nature. Special abilities are almost always unique, and most commonly passed down by blood. Physical Attacks ~ Physical attack strength is based on the strength, experience, and agility of the attacker.
Defense Classes:
Magical Defense ~ The means by which the defender may protect themselves from magical abilities, including ritual, spiritual, and some special abilities. Physical Defense ~ Ability to defend against physical attacks and some special abilities.
Of course, given the fact that learning how to attack with magic also teaches you its weaknesses (the same is true of physical attacks), characters strong in magical or physical attack are also stronger in the corresponding defense ability, while the other is considerably weaker. Lack of balance between these two schools can therefore leave a character very vulnerable to one of them.
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Posted: Wed Aug 20, 2008 5:22 pm
The following is a complete description of each vampire, lycan, and succubus clan.
The Seven Children of Lilith
Clan name, family curse/title ~ Clan abilities
Children of Caine: Vampyres Ravnikus, cursed of Envy ~ Power tap Lasombra, cursed of Sloth ~ Shadow magic Baali, cursed of Wrath ~ Pyrokinesis Malkavian, cursed of Gluttony ~ blood magic Ventrue, cursed of Greed ~ Telekinesis
Child of Adam: Lycans Lucian, cursed of Pride
Progeny of Satan: Succubi Lilitu, cursed of Lust ~ soul drain
Lucians Brood:
Rougarou, the swamp treader ~ deception magic Varcolac, the mountain stalker ~ demon magic Fenrir, the forest walker ~ bestial growth Wulver, the plains strider ~ passage magic
The Vampire Clans
Baali Caine and Lilith begat Baal. A militaristic family, the Baali are the strongest physically of Caine's children. The Baali perceive humans in a somewhat neutral light, seeing them as subordinates who offer their blood in service. The Baali rule over Falacia with total power which is not questioned. The Baali suffer eternally under their cursed sin: wrath. As such, they often veer towards misplaced aggression and can easily overreact. Through meditation and deep focus, older vampires can control this burning fury, but a curse from God himself is not easy to resist. The Baali posses the clan discipline of pyrokinesis, giving them control over fire.
Ravnikus Ravnikus was the youngest child of Lilith and Caine, but also the most covetous. He was insanely jealous of everything that his brothers had. His children reflect the burning envy which he was cursed with. Ravnos vampires hate and are hated by all the other vampire clans. It rarely comes to bloodshed, but they share incredible distaste for each other. Though often the other clans try to suppress them, the Ravnos' desire for what others have has led them on an eternal crusade for power. They are a highly aristocratic, disdainful lot, who can never bear to be shown up. A Ravnos would rather die than be proven to be the lesser man. It is not uncommon that they do in their pursuits. Most Ravnos are temperamental and refuse to trust anyone. As a Ravnos vampire grows older, their envy for others only grows, however, they learn to direct it more efficiently. The elders of the Ravnos clan understand that they must vest trust in their children and pass on their gifts, although it still leaves a burning pain of jealousy deep in their hearts. The Ravnikus bloodline possesses the ability of power tap, allowing them to temporarily steal the abilities of their victim.
Lasombra Lasombra was the second-born of Caine. Though Ventrue was the alpha vampire, Lasombra by far is the most commonly associated image of the vampire. A dark and emotionless creature, his affinity for unsavory acts knew no bounds. His power over darkness and Abyss was unequivocal. Lasombra cared little for religion, although he found much in common with Satan, who furnished his search for dark knowledge. He grew so bold as to question the authority of God himself. Indeed, by this time, Lasombra had become a force to be reckoned with. His control over Abyss, the very tool of creation, was astonishing. God, wishing to pacify Lasombra and punish him for his sins, cursed him with Sloth. Apathy became the norm for Lasombra, and it was so intense for him that it grew to the point where he could no longer even move. Legend has it that he lives on, his flesh turned almost to granite, lost in time somewhere as a stunning statue of a petrifying man. His children retain that which their father had, the strengths and the weaknesses. The curse of Sloth breeds apathy for everything, and very often Lasombra choose to disconnect themselves from the troubles of society. Many Lasombra are nomads of time and space, drifting between the realm of shadows and our own. As Lasombra grow older, their curse turns from a mental state to a very physical one. Lasombra become as their progenitor, their skin slowly toughening and taking on a stone-like texture. Though they live on, their minds are often deeply withdrawn in the shells of their bodies. Based on the resolve of the individual, an elder Lasombra will emerge from their dormancy every century or so, to feed and regenerate themselves. The majority of them lose their willpower with time, and reach a point where their apathy is such that they no longer even wish to feed. Lasombra are the only clan which cannot cast a reflection. Also, they are even more sensitive to sunlight than other vampires. For all their disconnection, Lasombra are very intelligent, charmingly mysterious individuals. Their powers are exceptional compared to most other vampires. Lasombra possess the power of Abyssal magic, giving them control over the domains of shadow and matter.
Malkavian Malk was the third-born of Caine. In a word, Malk was completely neurotic. Quite possibly schizophrenic and sociopathic, A Malkavian is most well known for his rampant murder sprees and unusual bloody rituals. God, willing his insanity on the rest of society as retribution, cursed Malk with Gluttony. Now the Malkavians are little more than psychotic killers. Their constant desire for blood and death only serve to further the instabilities which the family already possesses. Almost all Malkavians are mentally insane, and the handful that aren't feel no need to justify their sadistic actions. The Malkavians are the only vampire clan which does not hold substantial political power. They are generally outcasts of vampire society, although some less moral groups put them to use for their own twisted goals. Malkavians are masters of blood magic. They use both their own blood and the blood of their victims to produce powerful magical spells, usually enhancing the destructive power of the caster.
Ventrue Ventrue was the first-born son of Caine. Greedy and covetous, he believes that it is he who should inherit the world. He sees everyone else as nothing more than property that is meant to serve him, and he will do with them as he wishes. Ventrue was cursed by God to have no limit to this greed. In a way, Ventrue was also cursed with other sins as well. For with the desire for more of everything comes more gluttony and lust. Ventrue are probably free of envy, however. For unlike those that wish to have what others have, Ventrue simply want everything, and generally have far more than everyone else. Ventrue are guided completely by greed. As they grow older, the need for more grows exponentially. Older Ventrue can sometimes be driven mad by their obsession, becoming paranoid and lording over their vast holdings. Ventrue are the highest social tier of vampire society, simply because of the fact that they are always seeking more power and resources. Ventrue possess the power of telekinesis.
Lilitu, the Succubi Lilitu was bourn on wings as a gift from Satan to Lilith. Not the child of either, per-se, she was 'created' by Satan and indoctrinated as the successor of Lilith. As a curse upon the world for Lilith's sins, God bestowed upon Lilitu her mother's insatiable lust. The girl reveled in this gift, however, and God, wishing her to feel truly punished, gave her immense physical pain upon engaging in her sin. However, the girls depravity knew no bounds, and she found great joy and intrigue in the new sensation. Furious that the child could twist his pains into pleasures, God banished her to the depths of Hell, where she spends eternity with her sadistic creator. Her children remain in the mortal realm, halfway between vampire and demon. They draw sustenance from the very souls of their victims. This is the special ability of their clan. Succubi feed by literally sucking the soul out of a person. Generally through the mouth, but it can be done through any orifice. It is most often done while the victim is in an intensely emotional state, as the soul is more easily released at these times. Succubi have been known to have demon wings, a tail, and sometimes even horns. Succubi are capable of having very demonic characteristics, but it varies in each individual. It is not uncommon to see a succubus who looks completely human.
Lycans Lucian, as well as all of his children, are prone to err to the sin of pride. Though each expresses it in different ways, they are all considerably more susceptible to it over other sins.
Wulver Wulver is somewhat of an exception to the inherent sin of Pride. His brood have inherited a great deal of humility, and are very peaceful. They do not molest those who do not molest them, and even so, they seek justice only for those directly responsible for the transgressions. Wulver's brood does not carry grudges. However, for these reasons, they are incredibly proud of their way of life. Wulvers possess the power of 'passage' magic. They are so in tune with nature that they are actually capable of bending its fundamental laws, slightly altering space and time to hasten them on their way or pass them through an obstacle. On the plains, something ridiculous is always said to be "as likely as catching a Wulver." They are generally either seen with light colored fur and even sometimes white. The main source of food and supplies for the Lycan’s of the plains are herds of large animals like buffalo, as well as the various fish that can be found in the southern lakes and rivers. Also, a small source comes from minor trade with the humans who live close by. The Plains Runners are more tolerant of human culture and see them just occasionally annoying instead of threats to nature. Plains Runners also tend to be more spiritualistic and many of the tribe members learn deep magic and learn to commune with nature easily. The warriors of the Plains Runners tend to move quickly and strike hard. Using bows and arrows in the wide open areas and then strike in close with a spear, most of the weapons and armor of the Plains Lycans tend to be made from the animals they kill and off the land around them.
Varcolac Varcolac, on the other hand, is the son with the worst disposition. His brood are viewed as demons by those who encounter them, and for good reason. They believe that humanity and vampires are nothing more than a tumor on the earth. They treat anyone they come across as such. Those who survive encounters with Varcolacs are few and far between. Varcolacs feel justified in their actions, because they have already been proven right in the first Armageddon. Luckily for their enemies, Varcolac and his brood were given reign over the mountains, and society has made sure to steer clear of them whenever possible. On a few documented occasions, however, the tribe has been known to come down from the mountains to make war on humanity. Varcolacs are the one clan of lycan that one might call evil. They have delved deep into demonic arts, seeing the unholy magic as justifiable means to their own twisted ends. These magics tend to harness their inherent aggression and use it not only as a mental weapon, but as a physical one, as well. These Lycans come in more earthy tones of dark browns and blacks. These more rustic Lycans hunt some of the other large predators of the mountain areas like bears and mountain lions, and such action have made the Mountain Stalkers more aggressive. The Lycans here see the humans just how the humans see them, pests. The Mountain Stalkers raise their kind to become warriors and rely on their own natural prowess than on magic. Since they are so close to the coal mines of the humans they have been able to steal and even make steel weapons of their own. Many carry large axes and broad swords into the many raids upon the human and vampires. The best equipped and most well armed Lycans come from the mountains.
Fenrir Fenrir is a more neutral figure than Varcolac. Though not as aggressive as his brother, Fenrir was the strongest of the group. Slightly foolish and gullible at times, Fenrir was not a threat if you could get his guard down. Not to say he is stupid, but rather he was trusting to a fault. His children follow his nature in these regards. In battle, however, they are quick to act and very clever. Their somewhat sheepish, kind nature is beguiling to their true strength. Fenrir and his children possess the power of growth. They can easily enhance their own size to become far more formidable adversaries. They also possess the ability to cause nature to grow at an exponential rate... These Lycans tend to appear in mixed colors of gray, brown, and even a few red furs. These Lycans hunt as their normal cousins do, for deer and elk. Most of the Forest Walkers have mixed feelings about the humans and the nearby cities that shoot up higher than the trees. Many Lycans here have learned how to hide and stalk among the foliage and watch humans that are brave enough to venture near. Most of the weapons and armor among the Forest walkers is a combination or natural and man stolen. Short bows, bow staves, and twin weapons are favored here and the Lycans use them spend hours practicing. The Forest Walkers have found a balance between their spiritual roots and their combative nature. Most young Lycans choose which path they wish to follow and then are trained by elders in each field. The Forest Walkers try and stay out of the humans endeavors unless its something against the forests they protect.
Rougarou Rougarou is the other child of Lucian. A mysterious figure, Rougarou disappeared into the swamps after the domains were declared. It is said that he studied magical arts, mastering rituals that were more sinister in nature than his brothers were willing to study. Rougarou's tribe are avoidant and intelligent. They use the mists and mires of the swamp to cause wandering travelers to lose their way, pointing them away from their domain. Rougarous are by no means on unpleasant terms with the other tribes, however, they are very reclusive and do not tend to initiate correspondence with the other clans unless it is necessary. Rougarous are masters of magic, trickery, and disguise. Rougarou have great mastery over magics involving mist, smoke, trickery, and disguise.
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Posted: Mon Aug 25, 2008 2:20 pm
Determining Vampire/Succubus Age (*Succubus age is only in reference to the age classes. Class descriptions do not apply.)
- ancient vampires (over 1000 years of age) - elder vampires (200-1000 years of age) - mature vampires (100-200 years of age) - young vampires (20-100 years of age) - fledgling vampires (under 20 years of age)
Fledgling
Fledgling vampires are a chaotic mess. Many are quickly driven mad at the horrible creatures they have become, quickly driving themselves to their own demise. Others still are driven mad, charging through the streets at night and feasting on the blood of the innocent, in an insatiable, bloodlusting frenzy. The majority of vampires die as fledglings - often the ones who cannot deal with the immediate effects of becoming a vampire. Those who do make it into their youth are generally either well-aware of what life will hold for them, or deny themselves the burden of thinking about the past or the future.
Young
Young vampires are those who are still gaining their legs. Though they may seem stable, they are probably just ignorant of the true weight of what has been placed upon their shoulders. Many young vampires tend to live in the present, too caught up in the shadows of their old lives to realize the true nature of themselves.
Mature
Mature vampires are those who have learned what it is to be a vampire. After living their first century, they begin to realize that the world around them changes rapidly. At this age, many must face the choice of accepting their immortality, or going mad and ending it all. A startling number choose the latter.
Elders
Following the ancients in power is the elders. The elders are exceptional vampires that have proven to be more resourceful than most. While only a handful ever reach ancient age, elders are some of the most elite fighters and thinkers amongst the vampires.
Ancients
These beings have existed for over a millennia, and have proven themselves to be some of the most powerful vampires to ever walk this earth. Their age has been earned through bloodshed and suffering. No normal vampire can live to this age. Only one of true vindication in their will to survive ever lives for this long.
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Posted: Mon Aug 25, 2008 2:39 pm
Determining Lycan Age
- elder lycans (90-200* years of age) - aging lycans (60-90 years of age) - mature lycans (40-60 years of age) - young lycans (20-40 years of age) - adolescent lycans (under 20 years of age)
(*= For reference, after 120 years of age, a lycan's muscle begins to atrophy, and by 150 the lycan can do little more than walk. It is said that lycans living beyond 160 years become as statues, almost completely immobile.)
Adolescent
Adolescents are lycans just coming out of childhood. They are smaller, weaker, and less mature than young lycans. Adolescents are the burden of the rest the clan, being given small tasks to help support their families, but in the end requiring more work than they themselves can do. Adolescents are lycans who have not gone through the rites of physical maturity.
Young
Young lycans are seen as still mentally developing in the eyes of the lycans. They are almost on par with the strength and skill of their mature brethren, but are lacking in their spiritual and emotional bases. Young lycan males are subordinates of the mature on the hunt, often doing much of the 'grunt' labor. Young females busy themselves helping the mature while learning crafts from their aging relatives. Young lycans are lycans who have passed the trials of physical maturity, but not those of mental maturity.
Mature
Following aging lycans are the mature. Mature lycans are responsible for overseeing and leading the young and adolescent. Mature males are generally the strongest physically, and therefore are important defenders of their clans. Mature females are generally focused on their children. Mature lycans have long since completed their rites of mental maturity.
Aging
Next in importance are the aging lycans. Past their prime, the men are still well-versed combatants. Their increasing knowledge of magical arts offsets their aging bodies. Aging females return to the crafts they began to learn in their youth, eventually mastering them and passing them on to the young. Aging lycans are often the next leaders after elders. An aging lycan is generally responsible for their own family within the clan, and are seen as a matriarchal / patriarchal figure within it.
Elder
Elders are the leaders of their clan. They are in charge of every important decision that affects their people as a whole. Generally a clan has several elders, varying in age. Few lycans make it to an elderly age; if a lycan is not considered to be a leader among their peers, often they will commit ritual suicide shortly before reaching the appropriate age. Elders have practically no physical abilities remaining, and tend not to engage in battle. Rather, they oversee the well-being of their clan, using their powerful magicks to aid their people.
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Posted: Mon Aug 25, 2008 2:41 pm
Determining Human Age
-elderly (60-110 years of age) -aging (45-60 years of age) -mature (28-45 years of age) -young (18-28 years of age) -adolescent (under 18 years of age)
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