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Posted: Sat May 30, 2009 10:19 am
The world of darkness is a place where immortal monsters pull the strings of humanity, Where embrace is the act of transforming a mortal into a vampire. You must stick with your clan in order to feed and survive.
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Posted: Sat May 30, 2009 10:20 am
╔══════════════╗ What you can be ╚══════════════╝
You can choose to be either Vampire, Human or Werewolf.
Vampire
If you choose to be a vampire you can belong to either group, the Camarilla or the Anarchs
◇Camarilla
The Camarilla claims that all vampires are its members, regardless of their actual affiliation. They are the enforcers of the Masquerade — - rules all vampires must abide by in order to keep their existence safe and hidden from mortals. Beaten out of Los Angeles through brute force by the Anarchs 60 years ago, the Camarilla have recently returned to the city, with LaCroix leading the effort to establish a new presence. Headquartered in the downtown area, they are having trouble consolidating power due to opposition from the Anarchs. A Camarilla member who claims domain over a city is called a prince. LaCroix is the prince of L.A. during the course of the game.
◇Anarchs
The Anarchs maintain a steadfast belief that the authoritarian control proposed by the Camarilla is unnecessary. The majority of Anarchs are Brujah, due to their idealistic tendencies. An Anarch who claims and keeps domain over an area is called a Baron. A Toreador, is far more civil than the typical Anarch, but nonetheless hates the Camarilla just as much. Therese, a Malkavian, however, is not as loyal, and seeks to join the Camarilla.
Then Choose what clan you want to belong to
✫Brujah: These vampires are commonly rebels and punks, and dress accordingly (much like the vampires seen in "The Lost Boys" movie. A smaller class of Brujah are intellectual individualists, who are at odds with society.
✫Malkavian: All other Clans believe this vampire clan to be insane, but in this, the Malkavians possess a unique wisdom.
✫Nosferatu: Hideous in appearance, this Clan lives apart from other Kindred, but hold secrets of many of the preternatural inhabitants of the city (they resemble vampires as seen in "Salem's Lot" and "Nosferatu" wink .
✫Toreador: The Toreador see themselves as artists. They are a proud and regal Clan, often highly excitable, with expensive tastes and dressing in the latest fashions. Lestat is of course a Toreador..
✫Tremere: These vampires are warlocks who have risen from an ancient magic. They are tightly-knit, and keep their powers closely guarded..
✫Ventrue: Regarded by many as the leaders of the Camarilla, the Ventrue consuder themselves nobility, are old-fashioned and tradition bound, and believe in good taste above all else.
✫Assamites: The Crusaders brought back many tales from the Holy Land, some of which concerned a band of fanatical killers. The word the Europeans coined for these silent murders was assassin. The Cainites, however, already knew of a similar but far more dangerous threat from Araby - the diabolist of Clan Assamite.
✫Gangrel: These Kindred are able to shape-change into animal forms, such as a wolf or bat. Many are rustic in appearance and prefer a life of solitude. Until recently the Gangrel were members of the Camarilla.
Human
If you choose human you can be either a mercenary, hunter or a mage
✫Hunter: Person who hunts the supernatural
✫Mage: Spell casters age emphasizes personal creativity and that ultimately the game's powers and traits should be used to tell a satisfying story. One of Mage's highlights is its system for describing magic, based on spheres, a relatively open-ended 'toolkit' approach to using game mechanics to define the bounds of a given character's magical ability. Different Mages will have differing aptitudes for spheres, and player-characters' magical expertise is described by allocation of points in the spheres.
Here are nine known spheres:
Correspondence
Deals with spatial relations, giving the Mage power over space and distances. Correspondence magic allows powers such as teleportation, seeing into distant areas, and at higher levels the Mage may also co-locate herself or even stack different spaces within each-other. Correspondence can be combined with almost any other sphere to create effects that span distances.
Entropy
This sphere gives the Mage power over order, chaos, fate and fortune. A mage can sense where elements of chance influence the world and manipulate them to some degree. At simple levels machines can be made to fail, plans to go off without a hitch, and games of chance heavily influenced. Advanced mages can craft self-propagating memes or curse entire family lines with blights. The only requirement of the Entropy sphere is that all interventions work within the general flow of natural entropy.
Forces
Forces concerns energies and natural forces and their negative opposites (i.e. light and shadow can both be manipulated independently with this Sphere). Essentially, anything in the material world that can be seen or felt but is not material can be controlled: electricity, gravity, magnetism, friction, heat, motion, fire, etc. At low levels the mage can control forces on a small scale, changing their direction, converting one energy into another. At high levels, storms and explosions can be conjured. Obviously, this Sphere tends to do the most damage and be the most flashy and vulgar. Along with Life and Matter, Forces is one of the three 'Pattern Spheres' which together are able to mold all aspects of the physical world.
Life
Life deals with understanding and influencing biological systems. Generally speaking, any material object with mostly living cells falls under the influence of this sphere. Thus, being alive protects a thing from direct manipulation by the Matter sphere and vice versa. Simply, this allows the mage to heal herself or transform simple life-forms at lower levels, working up to healing others and controlling more complex life at higher levels. Usually, seeking to improve a complex life-form beyond natural limits causes the condition of pattern bleeding: the affected life form begins to wither and die over time. Along with Matter and Forces, Life is one of the three Pattern Spheres.
Matter
Matter deals with all inanimate material. Stone, dead wood, water, gold, and the corpses of once living things are only the beginning. With this Sphere, matter can be reshaped mentally, transmuted into another substance, or given altered properties. Along with Life and Forces, Matter is one of the three pattern Spheres.
Mind
The Mind Sphere is very self-explanatory, dealing with control over one's own mind, the reading and influencing of other minds, and a variety of subtler applications such as Astral Projection and psychometry. At high levels, Mages can create new complete minds or completely rework existing ones.
Prime
This sphere deals directly with Quintessence, the raw material of the tapestry, which is the metaphysical structure of reality. This sphere allows Quintessence to be channeled and/or funneled in any way at higher levels, and it is necessary if the mage ever wants to conjure something out of thin air (as opposed to transforming one pattern into another). Uses of Prime include general magic senses, counter-magic, and making magical effects permanent.
Spirit
This sphere is an eclectic mixture of abilities relating to dealings with the spirit world or Umbra. It includes stepping into the Near Umbra right up to traveling through outer space, contacting and controlling spirits, communing with your own or others' avatars, returning a Mage into a sleeper, returning ghosts to life, creating magical fetish items, and so forth. Unlike other Spheres, the difficulty of Spirit magic is often a factor of the Gauntlet, making these spells harder for the most part. The Sphere is referred to as Dimensional Science by the Technocratic Union.
Time
This sphere deals with dilating, slowing, stopping or traveling through time. Due to game mechanics, it is simpler to travel forward in time than backwards. Time can used to install delays into spells, view the past or future, and even pull people and objects out of linear progression. Time magic offers one means to speed up a character to get multiple actions in a combat round, a much coveted power in turn-based role-playing.
The tenth sphere
One of the plot hooks that the second edition books put forth were persistent rumors of a "tenth sphere". Though there were hints, it was deliberately left vague. The final book in the line, "Ascension" implies that the tenth sphere is the sphere of Ascension (in as much as spheres are practically relevant at that point in the story). As the book presents alternative resolutions for the mage line, Chapter Two also presents an alternative interpretation that the tenth sphere is "Judgement" and that Anthelios (the red star in the World of Darkness metaplot) is its planet (each sphere has an associated planet and umbral realm). Sphere sigils
The various sphere sigils are, in whole or in part, symbols taken from alchemical texts.
* Correspondence is a symbol for amalgam or amalgamation, "Amalgama". * Entropy is a symbol for rotting or decay, "Putredo/putrefactio". * The sigil of Forces is part of the symbol for "boiling, "Ebbulio". * Life is a symbol for composition, "Compositio". * As with Correspondence, the sigil of Matter is another symbol for the process of amalgamation, "Amalgama". * Mind is a symbol for the sun, "Sol". * Prime is a symbol meaning essence, "Essentia". * Spirit may be derived from the symbol for fumes, "Fumus". * Time is the symbol for dust, "Pulvis". * The tenth symbol depicted in Ascension is a symbol for vinegar, "Acetum"[3]. Mage: The Sorcerer's Crusade also presented a symbol for the tenth sphere, a combination of the symbols for stone and distillation
Mercenary: Someone for hire
Werewolf
Breed Forms
lycanthropy is not a disease but a heritable trait. As dual beings (being both wolves and men), Garou can (and do) interbreed with both species. A Garou's extended non-shapechanging family is called its Kinfolk. Most often, Garou are born to one non-Garou and one Garou parent but in families (both wolf and human) where Garou blood is especially strong, Homid or Lupus Garou sometimes are born from non-shapeshifting parents.
The circumstances of their parentage determines their breed. A Garou born in human form is called a homid; a Garou born in wolf form is called a lupus. The breed or species of the mother determines the breed of the Garou. A Garou born from two Garou parents is called a Metis and is invariably deformed as a result of this inbreeding, as well as completely sterile; however, Metis have Gifts and advantages exclusive to their breed, including the ability to regenerate in all their various forms and a deeper understanding of Garou society owing to their pre-change life exclusively amongst the Garou. Once pariahs in Garou society, trying times have led to the partial integration of the Metis breed into the ranks of the Garou. A werewolf's breed determines (to some extent) their Gnosis, or spiritual awareness (Lupus Garou being more in tune with the primal spirit world than Homids, and Metis Garou being in between).
Prior to their First Change, Garou typically live amongst their kinfolk; in most cases, non-metis Garou are raised unaware of their true nature. Garou usually experience their first change during puberty, occurring in the early teenage years for homids, around 1-2 years of age for lupus, and typically about 6-10 years of age for metis. Prior to this change, the proto-garou is usually unable to change forms, a condition that rarely causes difficulty amongst the homid and lupus, but which confines the metis to the perimeter (or bawn) of Garou-held holy places called caerns.
In general, while most non-metis Garou leave their native societies to live among their shapechanging kin (engaging in a modern primitive lifestyle), they retain healthy contact with their Kinfolk to ensure their protection as family and the overall health and vitality of the Garou line.
Garou Tribes
Garou tribes resemble human tribes in that they are a community of members sharing common lineage, traditions, rites and values. The Garou tribes each claim descent from the human peoples of particular geographic areas or demographic subset of human/wolf society (or claim that the particular human culture descended from the Garou tribe). There were once sixteen tribes, but only thirteen remain servants of Gaia in the modern age. Twelve of these tribes form a great alliance known as the Garou Nation. They are:
* Black Furies * Bone Gnawers * Children of Gaia * Fianna * Get of Fenris * Glass Walkers * Red Talons * Shadow Lords * Silent Striders * Silver Fangs * Uktena * Wendigo
Three tribes have been lost to Gaia:
* The Bunyip of Australia (destroyed in the War of Tears) * The Croatan of North America (who sacrificed themselves to protect their homeland) * The White Howlers of Scotland, who were corrupted by the Wyrm and became the Black Spiral Dancers.
A fourth tribe (the Stargazers) remains loyal to Gaia but have withdrawn from the Garou Nation joining instead with the Beast Courts (a loose conglomeration of lycanthropes of other species called Fera) of Asia in an effort to reclaim and protect their native Tibet.
Auspices
Main article: Auspice
Garou society is divided into five auspices, or spiritual life-paths that a Garou is born with. They are tied to the phases of the Moon and considered gifts from Gaia's sister Luna. These auspices determine (to some extent) a Garou's Rage, or violent predatory instinct. The auspice system is one of the pillars of Garou society as it helps to describe social caste, predisposition's, and calling. The auspices are:
* Ragabash: Auspice of the new moon, the Trickster. The Questioner of the Ways. Ragabash have a duty to question Garou society and, by so doing to show what needs to be changed and what doesn't. * Theurge: Auspice of the crescent moon, the Seer and Shaman. The Searcher of the Ways. The Theurge serve as intercessors between their Garou brethren and the spirits. * Philodox: Auspice of the half moon, the Mediator, Counsellor and Judge. The Keeper of the Ways. The Philodox are tasked with knowing the laws of the Garou by heart, thus discerning right and wrong as well as settling disagreements. * Galliard: Auspice of the gibbous moon, the Bard. The Lover of the Ways. The Galliard remind the other Garou of their heritage and history with their passion for the ways of the garou. * Ahroun: Auspice of the full moon, the Warrior. The Protector of the Ways. While all Garou are warriors, the Ahroun excel at the arts of war, even if they are often unstable. Their task is to enforce the ways with skill, tactics and, if necessary, with brute strength.
These auspice names, the ones most widely used, were originally devised by the Fianna; and several of the other tribes (particularly the Get of Fenris and Wendigo, who have grievances with the Fianna) use their own nomenclature when referring to auspice. Some garou also use the associated moon phase instead of the auspice' name, as in "I'm Evan-Heals-The-Past, a half moon."
As a Garou performs deeds fitting with their auspice, they rise in rank in Garou society. While Garou can renounce their auspice and select another more suited to their true calling, this is a grave action, done only in cases where a Garou's auspice truly does not fit their destiny. Such a Garou turns his back on his former life completely, renouncing not only his auspice, but his renown and even his spirit-granted gifts as well.
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Posted: Sat May 30, 2009 10:22 am
`•.¸¸.•´´¯`••.¸¸.•´´¯`•´`•.¸¸.•´´¯`••.¸¸.•´´¯`•´ Setting `•.¸¸.•´´¯`••.¸¸.•´´¯`•´`•.¸¸.•´´¯`••.¸¸.•´´¯`•´
Los Vegas at night
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Posted: Sun May 31, 2009 9:22 am
¨°o.O O.o°¨¨°o.O O.o°¨Profile Layout ¨°o.O O.o°¨¨°o.O O.o°¨ [b]User name[/b]: [b]Character Name:[/b] [b]Age:[/b] [b]Race:[/b] [b]Human Concept:[/b] (if your human) [b]Clan: [/b](if vampire) [b]Tribe:[/b] (if werewolf) [b]History:[/b] (if starting out as vamp tell how you got embraced... State if your Camarilla or Anarch) [b]Picture/Description:[/b]
ღ NOTE: No matter what type of vampire you are you can belong to either the Camarilla or Anarch
Please PM me your profile with the title "Wireless Wold Requiem"
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Posted: Thu Feb 25, 2010 2:55 pm
Oº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºO
Accepted Vampires
Oº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºO
User name: Spellfire Character Name: Sasha Age: 125 Race: Vampire Clan: Ventrue History: (if starting out as vamp tell how you got embraced... State if your Camarilla or Anarch) Picture/Description: Sasha _________________________________________
User name: Spellfire Character Name: Morgan Age: 184 Race: Vampire Clan: Malkavian History: (if starting out as vamp tell how you got embraced... State if your Camarilla or Anarch) Picture/Description: Morgan ________________________________________________
User name[wicore]: Character Name:[Roland davlin] Age:[365] Race:[vampire] Clan: [Malkavian] History:[in a back ally after work was embraced by accident just a wrong place wrong time situation] refuses to join any of the groups because of the way he became a vampire leans more toward Camarilla though Picture/Description:[everything he has is half one color half another usually black white half white hair half black hair very long and worn down sometimes braided ]
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Posted: Thu Feb 25, 2010 2:57 pm
Oº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºO
Accepted Wear-Wolves
Oº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºO
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Posted: Thu Feb 25, 2010 2:58 pm
Oº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºO Accepted Humans Oº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºOOº°‘¨ ¨‘°ºO
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