Ok guys, as any who were involved in the previous Blood Moon RPs already know, a third and final chapter is in the works.
In this thread, please feel free to discuss any and all idea, plans and plots that you would like to see in the next instalment of Blood Moon...
Now, be aware there are already some fairly concrete Ideas already in the works, which I will be revealing here tonight...but by all means, if you have some concepts...let 'em rip.
Strigoi (pronounced: Strig-oy)
WS-7/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Unknown, possibly Lillith
COMMON NAMES: Shadows, Kinslayers, Night Terrors
DESCRIPTION: The Strigoi are a race of Vampires nearly as old of Cain himself, having hunted the primitive Humanii for thousands of years. All Strigoi are thin and cadaverous, their skin papery and ethereal, and in some cases, appearing as walking skeletons. They often have long, pointed ears arching out from their hairless skulls. What truly set Strigoi apart from the rest of the Vampyre race is their ability to drain the life force from other Kindred, draining them dry as a typical Vampire would drain one of the Cattle. This trait makes the Strigoi mistrusted by their kin, and there has even been a call for their extermination.
TRAITS: Strigoi PCs have all the traits granted to Vampire characters, with the following exceptions:
Strigoi may gain sustenance from feeding off other Vampire characters, this has the same effect as feeding off of a human or werewolf.
Strigoi may have one major NPC and one minor NPC and may have one base of operations
Opriknikki (pronounced: O-prick-nicky)
WS-6/BS-2/S-8/T-7/W-3/I-5/A-4/SV-3+
SIRE: Ivan the Terrible
COMMON NAMES: Black Riders, Ivans, Ferals
DESCRIPTION: The Opriknikki are terrible to behold, massive humanoids built like tanks, with an oversized mouth stuffed with shark teeth. On average, an Opriknikki stands eight feet tall, and is often clad in black or red robes. Males always sport massive black beards that fall down to their waists. The Opriknikki were once the enforcers of Ivan the Terrible, terrorizing medieval peasants for sick games of sport, dragging them through the streets behind their black steeds. When Ivan was Embraced, he bade his warriors to join him in Undeath. The Opriknikki leapt at the chance to practice their cruel way for eternity, and allowed Ivan to Embrace them in turn. The Opriknikki are notorious for ripping apart their foes with their bare hands, and tearing at them with their teeth. Opriknikki do not feed as other Kindred do, rather, they devour the remains of their prey whole, often leading Hunters to mistake Opriknikki attacks as werewolf attacks.
TRAITS: Opriknikki PCs have all of the traits granted to Vampire characters, with the following exceptions:
Opriknikki may NOT have any NPC followers, but may have base of operations
Opriknikki also suffer from the Frenzy trait, as described in the Werewolf entry
Noble House of Brutii (pronounced: Brute-tea-eye)
WS-6/BS-5/S-6/W-3/I-7/A-3/SV-3+
SIRE: Brutus
COMMON NAMES: Romans, Princes, Betrayers, Et tus
DESCRIPTION: The spawn of Brutus are among the most proud and arrogant of the Kindred, claiming a direct bloodline to Cain, the First. The Brutii (singular and plural forms are the same) surround themselves with the trappings of wealth and nobility, scheming and plotting within great towers and complexes staffed by innumerable thralls and lesser Kindred. Hunters are often wary when on the trail of a Brutii, for these proud Vampires are often two or three steps ahead of them before the hunt even begins. The Brutii avoid direct conflict if they can, preferring to use thralls or Childer to do their dirty work for them. This is not because they are cowardly, but simply because they see physical combat and work as beneath them.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Brutii may have up to two mayor NPCs and two minor NPCs and may have two bases of operation
Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Brutii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.
Dhampyre (pronounced: Dahm-pire)
WS-6/BS-3/S-6/T-5/W-3/I-6/A-3/SV-3+
SIRE: Varies
COMMON NAMES: Half-breeds, Thinbloods, Daywalkers
DESCRIPTION: Dhampyres are a tainted combination of Humanii and Vampire blood, creating a creature more akin to one of the Cattle than one of the Kindred. When a Humanii ingests a large amount of Vampire blood, they run the risk of becoming a Dhampyre, a half-breed Vampire that can walk about in the sunlight, going where the other Kindred cannot. Dhampyres are more often then not deliberately created to serve as spies and messengers for their masters, being fed the blood of their Kindred master daily, enslaving them to it's coppery tang, and making the Dhampyre utterly dependent upon it's sire. Dhampyres sport fangs, but they are much less pronounced then those of their Kindred brethren, appearing only slightly pointed.
TRAITS: Dhampyre PCs have all of the traits granted to Vampire characters, with the following exceptions:
Dhampyres are not killed by sunlight
Dhampyres may have up to two major NPCs and one base of operations
Dhampyres do not NEED to feed off of Humanii blood to survive, however, Dhampyres instead require blood from a Vampire each day or begin to starve, as per the Vampire entry.
Noble House of Julii (pronounced: Jew-lee-eye)
WS-7/BS-4/S-7/W-3/I-7/A-3/SV-3+
SIRE: Julius Narciso
COMMON NAMES: Highbloods, Crowd Pleasers, Darkblades
DESCRIPTION: The Noble House of Julii is one of the noble houses of Rome that pledged themselves to Cain whilst he walked the earth. For years, the Julii served Cain with complete and utter loyalty, serving as Cain's ordo militant, hunting down his enemies throughout the Old World. When Rome fell, the Julii were forced out into the wilds, fending for themselves among the untamed woods of Europa. Now having reorganized to a degree, the Julii once again serve as enforcers of the will of Cain.
TRAITS: Julii PCs have all of the traits granted to Vampire characters, with the following exceptions:
Julii characters begin the game with a silvered melee weapon of some sort, often a sword or a spear.
Totenmaske (pronounced: Toe-ten-mask-eh)
WS-7/BS-5/S-6/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Skin Takers, Fleshdrinkers, the Twisted
DESCRIPTION: The horribly disturbing Kindred known as the Totenmasken are former Vampires transformed into hideous creatures by drinking great quantities of Ancient Vitae tainted with Black Magick. A Totenmaske stands on average six feet tall, with pale, gangly limbs that touch the floor. They are whip-thin, with rubbery flesh that is nearly transparent in its paleness. The Totenmasken have no faces, only the vague impressions of eye sockets. They do not feed on blood as the other Kindred do, but on the flesh and terror of their victims. The fingers of a Totenmaske are hollow, little more than sharp tubes that the creatures use to sink into the bodies of their prey. With horrible suction, the Totenmaske literally drinks the creature's meat, sucking it into itself. More horrifically, the Totenmaske can assume the form of those it has 'drunk' from, sounding and appearing as their prey did in life. Most of the Kindred won't have anything to do with the Totenmasken, and some Vampire factions have attempted to exterminate them along with the Strigoi.
TRAITS: Totenmasken PCs have all of the traits granted to Vampire characters, with the following exceptions:
Totenmasken do not require Vitae to survive, but must instead absorb the flesh of a human or Kindred. Once absorbed, the Totenmaske may shapeshift to appear as that creature for a full week before the flesh begins to slough off.
DeCarian (pronounced: Deh-care-e-ens)
WS-6/BS-6/S-6/W-3/I-6/A-3/SV-3+
SIRE: Claud DeCarrie'
COMMON NAMES: Madcaps, Loonies, Crazies
DESCRIPTION: When inmate Claud DeCarrie' escaped the Bastille during the French Revolution, he got more than his freedom. The convicted mass murderer fell victim to one of the roving Kindred packs that stalked France during those dark and tumultuous times, and was Embraced by a reckless young vampire who was intoxicated with her own power. DeCarrie' marveled at his newfound powers, and promptly murdered his sire and whent on a year long murder spree in which he Embraced no fewer than twenty victims. However, DeCarrie's madness was passed down through his gift of Vitae, and his childer bear his lunacy and derangement. Over the years, the DeCarians spread throughout Europe, preying on the homeless and downtrodden. DeCarians remain among their own kind, as interacting with the Humanii is extremely difficult for those whose very blood runs with insanity.
TRAITS: DeCarian PCs have all of the traits granted to Vampire characters, with the following exceptions:
DeCarians are irretrievably insane, and many have multiple personalities. You must roleplay this madness.
Nachzehrer (pronounced: Nock-zer-ur)
WS-8/BS-4/S-7/W-3/I-9/A-3/SV-3+
SIRE: None
COMMON NAMES: Nightcrawlers, Tunnelers, Morlocks
DESCRIPTION: The horrors of the trenches employed during the Great War were innumerable. During the day, men faced rats, bullets, mortar fire, gas attacks, and infection. At night, they faced the Kindred. The Great War provided a wondrous banquet for the race of Vampyre, with thousands upon thousands of displaced citizens and soldiers making easy meals for the hunters of the night. The trenches provided a buffet line of warm flesh and Vitae for the Kindred to enjoy, and none did more so than the Nachzehrer. As the sun set on the battlefield, clawed hands would burst from the soft soil, followed by pale, maggot-white bodies clad in ragged uniforms, which fell upon the men in the trenches with abandon. The mutilated corpses could easily be explained by mortar fire or some other wartime hazard, and the Nachzehrer themselves were careful to be long gone by the time others arrived, burrowing into the earth to await dusk once again. The Nachzehrer now lurk beneath the soil in rural areas, dragging victims to a horrific death beneath the earth, never to be seen again. The Nachzehrer are extremely pale, with pure white eyes and are often hairless.
TRAITS: Nachzehrer PCs have all of the traits granted to Vampire characters, with the following exceptions:
Nachzehrer may tunnel through soft earth and soil, and thus have the Infiltrate special rule.
Dyybuk (pronounced: die-buck)
WS-6/BS-6/S-6/W-3/I-7/A-3/SV-3+
SIRE: None
COMMON NAMES: Mindfeths, Kruegers, Dreameaters
DESCRIPTION: Despite their immortality and resistance to damage, the Kindred may still be slain. This mortality irks them to no end, was not the Embrace supposed to make such fears a thing of the past? By brutal application of violence, a Kindred may enter the Final Sleep, and the end of their supposedly endless existence. A Kindred's spirit joins a vast sea of vampiric souls that twists and whorls in the psychic morass known as Gehenna. Most Kindred lose the ability to retain their personalities and minds, becoming little more than manifestations of
energy that drift about aimlessly. Some, however, keep their minds intact, and become creatures known amongst the Kindred as Dyybuks. A Dyybuk lurks betwixt Gehenna and the mortal plane, in the realm of dreams. A Dyybuk has no physical body, and can only interact with the mortal plane by entering into the dreams of those it wishes to contact. A Dyybuk can alter the dream according to its whims and desires, often taken great pleasure in hunting the dream self of one of the Cattle through a nightmarescape of its own devising. A Dyybuk drains the sanity and psychic energy of its victims, slowly transforming them into broken husks that waste away from starvation as the Dyybuk steals even their most basic survival functions. A Dyybuk is extremely difficult to permanently kill, and an exorcism by a sorcerer employing White Magick is often most effective. Another method may be preformed by the victim themselves, fighting against the Dyybuk in their dreams. This method is extremely dangerous, and should only be attempted if the dreamer knows exactly what their tormentor is. Dyybuks may also possess a victim by overtaking their dream self and 'riding' the body like a grotesque mount. Over time, the host's features begin to subtly warp and change, growing to resemble that of the Dyybuk.
TRAITS: Dyybuk PC's have the following traits:
Dyybuks must spend a night tormenting a victim (any sentient non-Dyybuk, other Kindred will do) by entering their dreams. The victim makes an opposed Ld roll against the Dyybuk, and on a failed roll lose a point from their Toughness score. If a victim is reduced to 0 Toughness in this fashion, they enter a catatonic state, their minds utterly destroyed. A catatonic victim makes no save against a Dyybuk's Meat Puppet ability, and are instantly under its effect.
ONEIROMANCY
Unique to the Dyybuks is a form of Black Magick called Oneiromancy, which allows the Dyybuk to alter the minds of their victims through spells. A Dyybuk counts as a sorcerer for all abilities and attacks that target sorcerers. A Dyybuk can only use Oneiromancy spells against its current victim.
DEVOLUTION: A Dyybuk may cast the Black Magick spell Devolution only to cause madness in a target.
DREAMWARP: On a successful power roll, a Dyybuk may alter a target's dream in any way it chooses (at GM's discretion).
MEAT PUPPET: If the Dyybuk beats its victim (who takes a penalty equal to the number of Toughness points the Dyybuk has drained away) on an opposed Ld test, the Dyybuk forces itself into the body of its victim, able to walk about clad in flesh once again. However, the Dyybuk may be killed in this form provided it fails a Ld test when it looses its last wound in physical form.
A Dyybuk always starts with a single minor NPC who serves as its victim.
GHOULS
Domestic Ghoul
WS-6/BS-6/S-4/T-4/W-3/I-5/A-3/SV-3+
The man waiting in line in front of you at the post office, the pretty girl at the counter, could be ghouls, and you would never know it. Ghouls are creatures that eat human carrion to achieve immortality, raiding the graves of the newly buried to feed on the sweat meat inside. Unlike the Kindred, Ghouls can walk about unseen and undetected amongst the Humanii, often leading respectable and honest lives during the day while eating the flesh of the dead at night. Besides their unnaturally long lives, Ghouls are often attractive and appear rather young. The Ghouls and the Kindred have an agreement of sorts, the Kindred drink, the Ghouls eat, and nobody gets hurt.
TRAITS: These stats are for a Ghoul who has fed as normal, a starving Ghoul reduces stats by -1 for everything except wounds and saves until stats have reached -3, at which point a Ghoul loses a wound. Ghouls must eat at least a pound of fresh Human meat each night or begin to starve. A Ghoul who reaches 0 wounds due to starvation becomes a Degenerate Ghoul. Degenerate Ghouls have the following profile:
WS-7/BS-2/S-7/T-3/W-3/I-6/A-3/SV-3+
Degenerate Ghouls are not suitable for player characters, and pass into the control of the GM.
WEREWOLVES
Nrajah (pronounced: N-raw-jaw)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Nomads, Rogues, Outcasts
DESCRIPTION: Among the Werewolves, the Nrajah Clan is unique. They stand as the only Clan to refuse Lycaelon as their Alpha, and were subsequently driven to the outskirts of lupine society. Hated and despised by the rest of the Lycanthropes, the Nrajah Clan keeps a low profile, avoiding contact with others of their kind, as well as the Humanii and the Kindred. For the most part, the Nrajah remain hidden from the view of all others, dwelling in long forgotten woods and bogs. The Clan tends to bring in Lycanthropes that are at odds with the rest of the Clans, sheltering them from the wrath of their kin.
TRAITS: Nrajah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Nrajah characters may not have a base of operations.
Nrajah characters may have two Major NPCs and one Minor NPC Nrajah characters do not need to devour human flesh to avoid starvation, animal flesh will do.
GRUBRAH (pronounced: Groo-bra)
WS-9/BS-1/S-8/T-8/W-3/I-6/A-5/SV-3+
COMMON NAMES: Ferals, Longfangs, Madclaws
DESCRIPTION: The Grubrah are monsters beyond words. They gather in small hunting parties by night to raid the countryside, devouring entire villages over the course of several hours. Those of the Grubrah Clan are huge and imposing, often standing head and shoulders over their Humanii prey. Often, the giant monsters bear large scars and necklaces of teeth taken from difficult kills. Their reputation as barbarous savages is well known, and even Opriknikki are hesitant to engage them in combat. Both the Opriknikki and the Grubrah have a healthy respect for one another, earned from centuries of bloody conflict and death.
TRAITS: Grubrah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Grubrah characters may not have a base of operations.
Grubrah characters may have two Major NPCs and one Minor NPC Grubrah characters have the Rage Universal Special Rule while in Wolf form
LYCAELON (pronounced: Lie-kay-lon)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Regals, Alphas
DESCRIPTION: First and foremost among the Lycanthropes are those of the Lycaelon Clan, named after the founder of the Race of the Wolf. The Lycaelon take great pride in their heritage and make sure that the 'lesser' Clans show them proper respect in their presence. The Lycaelon are the most social of the Lycanthropes, mingling with the Humanii as easily as Ghouls or some of the Kindred, hiding the Beast away until the proper time. They despise the Nrajah as traitors to their race, and hunt them down with relish, even allying themselves with the Kindred to hunt them down. The Lycaelon are the most patient of their kin, content to take time to ensure that their kills go unnoticed.
TRAITS: Lycaelon PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Lycaelon characters may have two Major NPCs and one Minor NPC and two bases of operations
MGRAL (pronounced: Meh-graal)
WS-7/BS-4/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Skinwalkers, Those-that-play-with-their-food
DESCRIPTION: The Mgral Clan is the closest to Humanity out of all the other Clans, mixing and mingling with their prey to better understand them. Most Mgral appear in the dredges of society, the homeless, drug attics, gangsters, and others all may be a Mgral in human form. The Mgral act as scouts and spies for the rest of the Clans, watching for signs of Hunter or Kindred activity in the area.
TRAITS: Mgral PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Mgral characters are more likely to identify a Hunter or Vampire on sight, and against such characters receive a +1 to Initiative
RAHL (pronounced: Rawl)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Zealots, Overlords
DESCRIPTION: The Rahl Clan seeks to enslave the Humanii, breeding them as slave stock and as a steady food source. The Rahl see Lycaelon as the God of the Hunt, opposed to Cernunnos, who is revered by the other Clans for his prowess. The Rahl view the Master of the Wild Hunt as a Pretender God, and openly mock him. This has caused Cernunnos to curse the Rahl Clan, giving their prey the upper hand during hunts. The Rahl are always attempting to enslave Mankind, whether through lies and manipulation, or brute force.
TRAITS: Rahl PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Curse of Cernunnos: During combat, all foes gain a +1 to their Initiative with attacks aimed at the Rahl character.
HUNTERS
HUNTER ARCHETYPES
During character creation, a Hunter PC may opt to give his character a special set of skills geared towards the elimination of a certain group of supernatural foes. Once an Archetype is chosen, it cannot be changed or swapped out for another one.
Witch Hunter
Witch Hunters are adept at tracking down and slaying practitioners of the Black Arts, having learned ways to counter their magic and prevent them from casting spells.
TRAITS: Witch Hunter PCs have all of the traits granted to Hunter characters, with the following exceptions:
"Tank" aka Juggernaught
WS-4/BS-5/S-6/T-6/W-4/I-4/A-3/Sv-2+
Hunter decked out with heavy armor. Sacrifices speed and mobility to act as a shield for his fellow hunters. Juggernaught are usually hunters who were gifted with natural brute strength.
Gear: Chamuel Pattern Armor grants them a 2+ save.
Flechette gun for vampire threats, Shotguns with silver laced buckshot for werewolves.
Come at me bro!: The Juggernaught negates one full wound in the combat phase, but at the cost of -2 to their Strength.
"Sniper", Stalker
WS-4/BS-6/S-4/T-4/W-3/I-5/A-2/Sv-4+
Stalkers prefer to deal with their enemies at a distance in order to help prevent them from being injured, killed, or converted.
Gear: High caliber rifle with silver tipped rounds, scope is has night vision capabilities. Low caliber pistol with silver tipped rounds.
Squeeze the Trigger: Allows a reroll for any missed shot that turn, may not fire next turn.
Close quarters, Dervish
WS-6/BS-4/S-4/T-4/W-3/I-6/A-4/Sv-3+
Dervish's are the close quarters experts of the Hunter order, named after the religious practice of the Sufi to whirl around to reach religious ecstasy. They usually wield two blades for a specific supernatural and wear standard armor, although lighter armor is often preferred.
Gear: Ariel or Michael pattern daggers. Ariel daggers are anti-werwolf while Michael pattern daggers are anti-vampire.
Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
"Medic", Lazarus
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Medics are standard hunters who are responsible for bandaging the wounded and granting mercy to those who become infected. They began to arise after the realization that most hospitals either question the wounds received from fighting the supernatural or weren't capable of dealing with those wounds.
Gear: Raphael pattern medical kit, SMG or pistol with silver tipped rounds. The Raphael pattern kit is a blessed medical kit and allows a reroll against chances of infection.
Soldier, Joans
WS-5/BS-5/S-4/T-4/W-3/I-5/A-3/Sv-3+
Called Joans after the patron saint of soldiers, the basic troops of the hunter order are trained to use all forms of weaponry. They are effectively Jack of All Trades, Master of None.
Gear: May use any sort of weapon and use standard gear, the most ambiguous role available.
Ability: I love the smell of napalm; the Joan is the only hunter class who can rig and disarm explosives.
Sorcerer, Djinn
WS-4/BS-4/S-4/T-4/W-2/I-5/A-2/Sv-3+
These are not full blown sorcerers, but those hunters gifted with psychic abilities.
Gear: Archangel Haniel talisman, prevents supernaturals from interfering with psychic abilities.
Abilities:
Telekinesis; the Djinn can hurl objects or things with their minds.
Ward; the Djinn casts a psychic shield around their fellow hunters, preventing mind control.
Holy Bolt; the Djinn casts a bolt of holy energy towards the supernatural causing massive damage at the cost of having to recharge for a turn.
Court of the Crimson King- The Court of the Crimson King is the right hand of Cain, the organization charged with rooting out treason and betrayal among the Kindred themselves. The Court is now more active today than ever, purging the ranks of the undying of malcontents and traitors. Despite Cain's return, there are those that would see the Crimson King deposed, and Judas returned to the throne. These 'Iscariots' are the prime targets of the Court, and woe to any vampire foolish enough to shelter one. The Court is a very tightly-knit group, and membership is restricted to those Kindred who have proven their skill and loyalty time and time again.
Iscariots- Some Kindred would see Judas placed back upon the throne, toppling Cain and restoring his heir to power. After Pontius crucified the Iscariot in the Crooked House, there were whispers among the Kindred that Cain had done so out of fear, that he dare not face the Betrayer, dare not deliver him unto True Death. The next night, a meeting was held within the darkest depths of the Crooked House, and a fell pact was made. Naming themselves the Iscariots, these Kindred seek to depose the rightful ruler of the vampire race and reinstate his benighted heir. Working in the shadows, the Iscariots plot and scheme, waiting for a moment of weakness in which they may strike at the Crimson King.
Nosphoros- Thousands of years ago, the Strigoi learned Black Magick at the feet of their patron Lillith, who in turn, had learned it from Hecate. The Strigoi thusly have a reputation as adepts of the Dark Arts, powerful in their magicks and incantations. Yet, the Strigoi lust for more arcane power, magick beyond the petty blood and black schools they have mastered. A cabal of Strigoi then struck upon an idea: would not the blood of Mages be rich in the very raw mana of Magick itself? Would not partaking in the Vitae of mortal sorcerers increase one's Gnosis? Thus was the Nosphoros born, a Strigoi Coven devoted to unlocking the secrets inherent within magickal blood. The Nosphoros are secretive and keep to themselves, isolating themselves from Kindred society as they delve into their research.
To'cheloi- The To'cheloi are a group of Kindred far removed from the mainstream, more akin to werewolves in their beliefs than other vampires. The To'cheloi honor the Sacred Hunt put forth by Cernunnos, taking great care to stalk and shadow their prey before drinking of their Vitae. The To'cheloi do not believe in the struggle between the Kindred and the lupines, seeing them as brothers in the Great Hunt, and as such attempt to improve relations between the two groups. Due to these beliefs, the To'cheloi are unpopular among the other Kindred and their Covens, and often are forced to eke out a living away from Kindred lairs. The To'cheloi are often regarded as savages by their race, and find few friends among the other Covens.
So, while you were all building Characters, I was building fluff. Here's a quick outline on the history of the war.
Twins were found by the Mother wolf at the bank of the river. She took them in, and raised them as her own. One baby enjoyed the milk her mother got, and enjoyed the meat even more. The other, however, bit the nipple of the wolf always, drinking her red ichor. The twins grew up, and went off to start their lives. Little did they know what was to become of them.
The war started when the great Roman Republic was formed. Two brothers fought for control over the city, Romulus, now known as Caine, fought his brother, Remus, now called Cernunnos, over control of the city. Romulus won, defeating his brother. Remus slunk off, and Romulus declared him dead. Remus went North, and there, fostered his Children. These were the original Werewolves, warriors from the North. The size of the armies grew, and around 200 BC, Remus began to push back. His massive army went to war with Rome, and eventually, in 476, he Sacked the city, and burned it to the ground. Romulus survived, and fled the burning monument of Vampire godliness. Remus was declared a god, and called Cernunnos. Caine adopted his name himself. The feud between the two brothers now is fought as a secret war, mainly using Humans as proxy fighters and assassins.
It's a tiny bit, and it can be fleshed out. I just don't want to lose the thought.
I like the Romulus and Remus angle, but its already been established that Cain is far older than Humanity. Damn, perhaps we could work that into a band of some kind, as Romulus and Remus could be really powerful characters in lupine myth.
I'd personally suggest Pack over band, as Band seems.. well underwhelming for Werewolves.
If you want a bigger organization name set up, I'd advise borrowing from Werewolf the Apocalypse, with either Sept, Tribe or Both, as they sound much more in tune with the naturistic elements of werewolves.
Morathi's Darkest Sin wrote:I'd personally suggest Pack over band, as Band seems.. well underwhelming for Werewolves.
If you want a bigger organization name set up, I'd advise borrowing from Werewolf the Apocalypse, with either Sept, Tribe or Both, as they sound much more in tune with the naturistic elements of werewolves.
Agreed, ..Band seems a bit underwhelming as a term attached to the forces of the Lycans...Tribes and Packs are much more descriptive of their nature.
Alright, looks like Mordo has the Vampire additions covered...here is a suggestion for a new wolf type from me...
Shunkaha
Spoiler:
COMMON NAMES: Swiftclaws, Shadowfangs
DESCRIPTION: The Shunkaha are a unique version of lycans. They have evolved and adapted first to have great stamina and speed. Wide chests support huge lungs and long, flexible arms, legs, and spines allow them to run great distances at fast speeds in order to keep up with and assault cavalry. This build also allows these wolves great feats of litheness and agility, they have naturally quick reflexes and have an affinity for stealth, stalking their prey unseen from the darkness of the night until just the right moment to strike. They are ambush killers, hitting the enemy with many quick strikes whilst he is unaware. They are often employed as infiltrators and even assassins amongst the lycan kind. The Shunkaha originated amongst the horse cultures of the Huns and Mongols where the great Genghis Khan and Atilla led them across the steppes. Later, they were also seen in the Native American populaces of the great plains where they were led by such wolves as Red Cloud, Crazy Horse, and Sitting Bull.
Its missing stats and special rules...which I have no idea how to do...If you guys think its a good idea then I will let the experts finish it...
Mordoskul wrote:Anyhow, ghouls: What to do with the ghouls? They need more variety, so anyone up for Ghoul Duty?
Honestly I don't think Ghouls need that much more tweeking as the current template covers most areas just fine.
Now, perhaps a more " Militarized" sect perhaps would be in order...but I can't think of much beyond that.
COMMON NAME: Bladekings, Swordmasters DESCRIPTION: The Degen do not use claws in combat. Instead, they have learned how to use weaponry to assault their foes. Known as master weaponsmiths, the Degen are primarily a peaceful lycan peoples. They create the weapons that are used in the battles fought all around the world. Silver, Steel, Wood, the Degen are known for their beautiful murder machines. However, when a new style of weapon must be field-tested, a Wolfsguarde is sent into battle. These wolves are Decked out in armor, and carry weapons that would make Excalibur blush. They are slow, however, and use their Lycan powers to lift the huge weapons, rather than to rip and tear. Degen are also more civilized than their "savage" counterparts, and look down on them as filthy inbred swine. The Degen are a dying breed, and their influence is going fast. It will not be long before the last are dead and gone. Before then, however, the Wolfsguarde will be there to kill every enemy on the field, or die trying.
WS:7 BS:3 S:7 T:7 W:3 I:6 (4) A:4 Sv 3+ (6+)
Traits: Degen Wolfsguarde PCs have all of the traits granted to Werewolf characters, with the following exceptions: They may have two major NPC, and one minor NPC. They may have a base of operations, and a vehicle.
Weapons: Degen Wolfsguarde may equip themselves with any melee combat weapon from the following list. The weapon may not change during the game.
Sword: +1 Initiative, -1 Strength Axe: -1 Initiative, +1 Strentgh Spear (Thrust): +1 attack, -1 strength Spear (Throwing): The Wolfsguarde may throw his spear at any model inn combat with him. He loses the spear for the encounter, but the attack hits at S:6, I:8
Armor: A Wolfsguarde soldier will occasionally wear armor. This gives him a 6+ invul save, but causes him to strike at I 4, due to it's encumbrance.
Eaters of Dust- As long as there have been Humanii, there have been Ghouls, skulking and stealing their dead. Ghoul cults have existed for nearly as long, giving young flesh-eaters a sense of duty and belonging. One of the first of such cults were the Eaters of Dust, ghouls who seek to understand the mysteries of Corpus, diving deep into occult lore and practices to discover its secrets. The Eaters are often alchemists and scientists, attempting to discover the Corpus Maxima, the flesh to sate all hunger. The Eaters get along well with other cults, and are held in high regard.
Oooh Chowder...you just gave me an idea...nice one BTW...I like the idea
I have a very important question...
How long will the timeskip in between the second and third RPs be? the last one was six months...will this one be longer or shorter? Or is it too early to know?
The Famine- Even among ghouls, the Famine is reviled. Walking the line between domestic and degenerate, these ghouls purposely starve themselves, only partaking in just enough Corpus to prevent themselves from going feral, but just little enough to gain the advantages. Members of the Famine are often insane, driven to madness by their self-imposed Hunger. The Famine has discovered that ghoul Corpus provides more nourishment than that of the Humanii, and actively hunts and kills other ghouls for their Corpus. This has led the Famine to be rightfully thought of as insane psychopaths.
I have been wanting to see mages come into play in blood moon and these are my ideas so far for the rules.
I was imagining the that mages would be involved in the story because corruption and arcane mutants have been growing like crazy and now a groups of mages have been sent to stop it. As for rules I was thinking there would be three ranks of mage and five schools. Rank is how powerful they are with magic or if the choose to put most of there power in physical things. When the player picks a school they get a list of spells that can cast.
Acanthus - time and fate
Mastigos - space and mind
Moros - death and matter
Obrimos - power and prime
Thyrsus - life and spirit
So for each school if was thinking of writing 6 spells for each with and all spells with have a difficulty rating. Most powerful the spell the higher the DR and the mage rolls his magic dice and needs to beat the DR and the spell is cast. I was also thinking if the player rolls bad like all 1's or something like that something bad will happen.
I've been mulling over the time span between BMII & BMIII...
I'd like to see at least a year in between the two...
Yeah...I'd personally wanted to see a year or two in between them...it gives what I have planned plenty of context and some room for tons of backstory...
been interested in this since it was in the 40-60s,but didn't know any of you guys and was worse than i am now at
RPing. id join if allowed,otherwise ill read it like a good book.
FITZZ wrote: That's true as well...meh..Cas is ghosty's "character"...but I'd really like to see him as having grown some...no longer the "helpless pup" .
Yeah I see what your saying...in fact that idea is partially what led to the Lion King post...that and sillyness...
On that note...To my understanding...a person born to one werewolf parent carries the lycanthropy around with them until it "surfaces" correct?
Do you think it would be possible that if it never "surfaced" in that person then it might still surface in a person in a later generation?
FITZZ wrote: That's true as well...meh..Cas is ghosty's "character"...but I'd really like to see him as having grown some...no longer the "helpless pup" .
Yeah I see what your saying...in fact that idea is partially what led to the Lion King post...that and sillyness...
On that note...To my understanding...a person born to one werewolf parent carries the lycanthropy around with them until it "surfaces" correct?
Do you think it would be possible that if it never "surfaced" in that person then it might still surface in a person in a later generation?
Born to one werewolf parent...the beast can lay dormant indifenitly...or manifest at any time...though the offspring will be more " aggresive" than a normal human child and after puberty will begin to age slower
Transformed by bite...victim (if an adult) ceases to age ( if a child) will continue ( in most cases) to age to adulthood..
Pure blood--various...some pups reach adulthood in as little as three years...others grow at a slower pace....
....as for if lycanthropy could lay dormant, passed from generation to generation...sure...why not.
Heh, if I do get this Werewolf the Apocalypse game sorted eventually, I think one or two folks in Bloodmoon will be surprised on stuff they came up with for this thread, mirrors very closely to what Mark Rein Hagen did for Werewolf and the WoD nearly 20yrs ago.
The Prometheans are like Frankenstein's monster, creatures created by humans in an attempt to make another person. Prometheans seek to become human and simply fit in with Humanii society. The thought is that the Prometheans would be in thrall to the Kindred, who have lured them into service by promising them Humanity. Eventually, a Promethean 'Sparticus' would lead a rebellion against them.
Blind Guardian
This group prides itself in the order of magic. They believe magic comes from the balance of the universe. They take magic very seriously believe everything must be thought through meaning they take time with what they do. While they are not prudes, they do frown on magic being used recklessly. They will take a long time refining their abilities and making sure things work, for them better safe than sorry.
A Blind Guardian can skip a turn to automatically cast a spell without rolling or suffering failure the next.
Spell
Arcane Balance: The mage can make one of his allies attacks not miss for the next 2 turns.
DR 8
Gray Matter
This group is a strange type of mage. They channel magic through chaos and the will have the mind. The Gray Matter also have a very open view of the world to the point where their not just agnostic about god but agnostic about everything to the point where some believe reality is just a state created by human minds and that it is possible to pierce that reality. While they do pride themselves in their bizarre views they are not stupid or random, most are very calm and distanced, mostly because their training is based around meditation and self actualization oppose to strict studying and training. While that is the safe way of training, more inpatient and young mages will use hallucinogenic drugs to brake through the vale of reality.
Gray Matter mages can add 2 magic dice to their magic rolls but failing the spell will make them loose touch with the world around them and can't do any actions for the next turn.
Spell
Distortion: The mages forces their view of reality onto another making them miss a turn
DR 6 but the target gets 5+ save
The Prodigy
The prodigy will harness the power of spirits and daemons bring about their powers. The Prodigy feel magic is a very personal road, it also relies on the connection with other people and other beings. The prodigy will bind themselves with powerful spirits. From Babylonian Demons, Christian Angles to Forest sprites. What ever the bind themselves with they then must live in balance with that being and they can take a huge toll on a person body.
A Prodigy may spend a wound to cast two spells are once.
Spell
Spirit Guardian: The mage brings his spirit to protect them self. The mage gets a 2+ armor save for 2 rounds
DR 8
Winter Sun
The Earth, the stars, Moon and Sun hold great power of the houmous of mages. These mages use the power of the stars, Sun and Moon and turn it back onto the world around them. The Winter Sun speak in strange riddles and tongues and are cryptic in nature, this is mostly because their view of the world is contracted around the reading of the skies, it is impossible for one to truly know the future but yet the have a vague sense of the world around them that still helps.
A Winter Sun can re-roll all failed spell rolls but any second failure will make the mage not be able to use magic for the next turn.
Foresight: The mage is able to get vague imagines of the future and then the time comes the mage knows how tot react. For the next 3 rounds all attacks against the mage get a -2
DR8
lord commissar klimino wrote:i seem to have been ignored.... ah,brings back birthday memories....
If you do join this RP...I will insist that you take time in creating your RP post...
i will. and ill also space it out better as that seems to make people happier than brick shaped posts.
Indeed, in fact... you should probably familurize yourself with the posting styles some of the Blood Moon "vets" utilize...
Not saying you have to produce RPs of that...calibre, but...take note of the posting style...it will serve you well.
lord commissar klimino wrote:i seem to have been ignored.... ah,brings back birthday memories....
If you do join this RP...I will insist that you take time in creating your RP post...
i will. and ill also space it out better as that seems to make people happier than brick shaped posts.
Indeed, in fact... you should probably familurize yourself with the posting styles some of the Blood Moon "vets" utilize...
Not saying you have to produce RPs of that...calibre, but...take note of the posting style...it will serve you well.
Don't read anything that sounds funny, however. It's probably Halo, and you will gak your pants laughing. It's not fun.
i will. ill try to post as much as i can,but dont expect me to be posting as much as you do on Termina. well at least not every single time. i have my moments as any nerd does.
...Ok, I put up the last RP in Blood Moon II...so that thread is now closed...
...Now, Here's something some f you may know...and others may not....
The next Blood Moon will encompass a full out war between the Vampires, Werewolves and Humans for domination of this happy little world...
...And Caine...dear Caine...he, friends and neighbors...is already Lord of an entire world...a world not of our dimension...but through the use of the Crooked House...and portals...and other evil trickery...he certianly hopes to bring his kingdom into our realm..
Kasrkai wrote:Would, but I really think I couldn't read all that.
...I wouldn't expect you ( or any new folk wanting to join) to read the entire Blood Moon thread...
Much will be sumarized here in this thread, enough at least that newcomers will be able to get the general idea of what's happened in the story so far...
i was planning on being a guy who got bitten and really didn't want to be a werewolf,so he tried escaping and ended up accidentally killing a guard in the process and was now on the run.
lord commissar klimino wrote:i was planning on being a guy who got bitten and really didn't want to be a werewolf,so he tried escaping and ended up accidentally killing a guard in the process and was now on the run.
Guard...? Wha...?
There is no Werewolf Jail. This war is all fought in secret.
it is an old-ish idea. thought it up back when you guys were around...80-95 pages? by guard i really just meant whoever would try to kill me for "disloyalty"
lord commissar klimino wrote:i was planning on being a guy who got bitten and really didn't want to be a werewolf,so he tried escaping and ended up accidentally killing a guard in the process and was now on the run.
We had a simular character in Blood Moon II...he was last seen running for his life with two Black Claw ( Royal Werewolf Guard) hot on his heels...
Not saying you can't do it...just ..might turn out bad....but...Really man it's up to you..
I would suggest though that you wait to make any character choices until we get all the options and such up...then you cn have a look at them and see if anything suggest itself.
lord commissar klimino wrote:looks like my idea of being a 'lone wolf' just might be suicide
You could do it...Nrahja do exist...but they tend to get ripped up by Natasha...
Damn. there goes my idea.
FITZZ wrote:
Kasrkai wrote:Would, but I really think I couldn't read all that.
...I wouldn't expect you ( or any new folk wanting to join) to read the entire Blood Moon thread...
Much will be sumarized here in this thread, enough at least that newcomers will be able to get the general idea of what's happened in the story so far...
Hah! I alone have persevered through both threads without taking part in them aside form having a PC dropped in and then kill himself!
I really like chowder's 'Wolfsguarde' idea. I like Nrajha for the fact that they do not have to take a big 'ol bite out of humans to live.
Lone Wolfing is a pretty big danger to character survivability, better off being part of an elite pack. Kinda like the A-Team, but they can all shift into nine foot killing machines when the colonel corners them in the warehouse to arrest them.
Mind if i delve a little deeper in that alternate universe? Seeing as i already described a part of it...
Would make it easier to rp in that alternate world.
lord commissar klimino wrote:i was planning on being a guy who got bitten and really didn't want to be a werewolf,so he tried escaping and ended up accidentally killing a guard in the process and was now on the run.
We had a simular character in Blood Moon II...he was last seen running for his life with two Black Claw ( Royal Werewolf Guard) hot on his heels...
Who was that?
And damn, I meant to do my epilogue, but now it is locked...
... and also, I would like to maybe see a few more Necromancer cults (as I already mentioned one, will delve more into that later)...
... and maybe see other cults, like holy warriors, elementals, stuff like that...
... and silly, if I cared enough I would say you kinda cheated bringing Vegas back to life, but because I love her so much, I won't moan...
... but in that case, I suppose it means my plan could work...
Shas'ui T'au Kais wrote:... and silly, if I cared enough I would say you kinda cheated bringing Vegas back to life, but because I love her so much, I won't moan..
I have a perfectly (fits into the created fluff) reason for it. But was keeping the reason away to reveal it in bm3.
to explain why she is still alive. And if you think about it, the reason is reasonably clear.
all that really appeals to me is Nrajha, Wolfesgaurde or the Kings Men (Don't want to upset anybody if they had any ideas, so the King's Men are probably out for any PCs aside from joker)
...I should perhaps explain some of these " Resurrections" ( at least in part)...
The "dimension" over which Caine holds absolute power is , in fact, a " Parallel Earth", where the Vampire/ Werewolf war has already occured, and in which Vampires now dominate completely ( Think Lumely's Necroscope)...
In this realm, Lycans have been all but wiped out, the few that remain are those who conspired with the vampires against their own kind and are seen as little more than pathetic jokes by their Vampire lords.
The Hunters also are no more, most were killed durring that dimensions war...a mere handful of human resistance still exist...but for the most part all surviving humans are kept as slaves and cattle, bred for food for the Vampire masters..
Some characters (PCs/NPCs) still "live" in this parallel dimension...even though they have " died" in "our world"..
And in reverse most of the PCs/NPC's who are alive in our world have long since died in " Caines Realm"...and some are dead in both worlds...
FITZZ wrote:...I should perhaps explain some of these " Resurrections" ( at least in part)...
The "dimension" over which Caine holds absolute power is , in fact, a " Parallel Earth", where the Vampire/ Werewolf war has already occured, and in which Vampires now dominate completely ( Think Lumely's Necroscope)...
In this realm, Lycans have been all but wiped out, the few that remain are those who conspired with the vampires against their own kind and are seen as little more than pathetic jokes by their Vampire lords.
The Hunters also are no more, most were killed durring that dimensions war...a mere handful of human resistance still exist...but for the most part all surviving humans are kept as slaves and cattle, bred for food for the Vampire masters..
Some characters (PCs/NPCs) still "live" in this parallel dimension...even though they have " died" in "our world"..
And in reverse most of the PCs/NPC's who are alive in our world have long since died in " Caines Realm"...and some are dead in both worlds...
Oh thats so cool...
So you're telling me its possible for there to be two of one PC (the original and the parallel version) in this RP? That is if neither of them have died in their universes...
Oh, that brings up so many possibilities...
EDIT: Just now realized that's possibly how Wendy came back...mind=blown...
FITZZ wrote:...I should perhaps explain some of these " Resurrections" ( at least in part)...
The "dimension" over which Caine holds absolute power is , in fact, a " Parallel Earth", where the Vampire/ Werewolf war has already occured, and in which Vampires now dominate completely ( Think Lumely's Necroscope)...
In this realm, Lycans have been all but wiped out, the few that remain are those who conspired with the vampires against their own kind and are seen as little more than pathetic jokes by their Vampire lords.
The Hunters also are no more, most were killed durring that dimensions war...a mere handful of human resistance still exist...but for the most part all surviving humans are kept as slaves and cattle, bred for food for the Vampire masters..
Some characters (PCs/NPCs) still "live" in this parallel dimension...even though they have " died" in "our world"..
And in reverse most of the PCs/NPC's who are alive in our world have long since died in " Caines Realm"...and some are dead in both worlds...
Oh thats so cool...
So you're telling me its possible for there to be two of one PC (the original and the parallel version) in this RP? That is if neither of them have died in their universes...
Oh, that brings up so many possibilities...
Exactly...though the majority of PCs will only exist in " our world", their "parallel selves" having been destroyed already...
And of course where most vampires are concerned this also holds true...Caine is just Caine...he travels between both realms...there isn't two Caines.
The King's Men are Darksages creation...so I'd check with him...but I don't believe it would be a problem so long as you adherd to their backstory/fluff.
FITZZ wrote:Exactly...though the majority of PCs will only exist in " our world", their "parallel selves" having been destroyed already...
And of course where most vampires are concerned this also holds true...Caine is just Caine...he travels between both realms...there isn't two Caines.
That makes sense...but tbh I'm more interested in the ones that are in the parallel side and have lived when the originals have not...that and the possibility of there being more than one of a character...
And if the vampires already have a world why can't they just leave this dimension alone? stupid vampires...
Morathi's Darkest Sin wrote:Mmm could have another vampire Scarlett in the same vein as Powergirl seems superior to Supergirl.
Possibly, but as I said...most ( not all) of the PCs will only have " One them"...
Wendy, for example...existed on both realms...this is how she was able to reappear after she was destroyed as a vampire on "our world"...
When Pontius...who exist in a discorperated state in the " Other Realm" utilized his powers to traverse the dimensional rift and posses Father Nakizy...he inadvertantly ( due to having recently embraced) drew the parallel Wendy's essence back into our Realm..( or perhaps it is the parallel Wendy )...
Nah I was just kidding, I'm just greatly amused by the thought of a inadiquate looking 'my Scarlett' looking up at the much meaner scary looking other realm Scarlett and gulping while thinking what to say, while the 'other Scarlett' is grinning back with that 'yeah I'm awesome' smile.
FITZZ wrote:Exactly...though the majority of PCs will only exist in " our world", their "parallel selves" having been destroyed already...
And of course where most vampires are concerned this also holds true...Caine is just Caine...he travels between both realms...there isn't two Caines.
That makes sense...but tbh I'm more interested in the ones that are in the parallel side and have lived when the originals have not...that and the possibility of there being more than one of a character...
And if the vampires already have a world why can't they just leave this dimension alone? stupid vampires...
Fresh hunting grounds..expansions of boundries....a desire to expand...all of these and more wold encompass why the Vampires do what they do..
FITZZ wrote:Fresh hunting grounds..expansions of boundries....a desire to expand...all of these and more wold encompass why the Vampires do what they do...
Yeah, I know, was just makin a small joke...
Great, now I'm consumed with wondering how all the characters would look like/act in the parallel universe...
Its not one of those "opposite" universes is it? Cause let me tell you it would be funny to see a wimpier version of Ryan...
...I should also hasten to mention that though Caines realm is a parallel dimension of our world...it isn't an exact mirror of our world...
For example...the Natasha of that world may have been killed by the Hunters in the Pure Blood massacre in the 1800's...
The Harlow of that world may have never been bitten by a wolf...
The Andy Bruss of that world may have never lost his parents....or even become a Hunter...
The Scarlet of that world may have been destroyed by Lilith in the Warehouse fire..
and so on...there will be a mutitude of variables and differances between our realm and Caines realm.
FITZZ wrote:Exactly...though the majority of PCs will only exist in " our world", their "parallel selves" having been destroyed already...
And of course where most vampires are concerned this also holds true...Caine is just Caine...he travels between both realms...there isn't two Caines.
That makes sense...but tbh I'm more interested in the ones that are in the parallel side and have lived when the originals have not...that and the possibility of there being more than one of a character...
And if the vampires already have a world why can't they just leave this dimension alone? stupid vampires...
Fresh hunting grounds..expansions of boundries....a desire to expand...all of these and more wold encompass why the Vampires do what they do..
I see those traits plenty in America...omigod! America is run by vampires!
hey everybody look! theres extra brain to go around!
(bashes in WARORK's skull and consumes brain in a violent manner, looks at surrounding posters who are staring. raises hands and staggers like Frankenstein)
"Braaaaaiiiinnnssss"
hey WARORK, got any progress on the event yet? (No rush)
FITZZ wrote:Neither....he wouldn't be killing his actual self..nor would he be killing a human...
Ah...that makes sense...you should have been a lawyer...
Pinkerton? That name doesn't ring a bell...
@ Mordo...Seems like a solid idea to me...although I'm not sure what kind of niche these "Prometheans" could find as the vampires already have servants as ghouls...
FITZZ wrote:Neither....he wouldn't be killing his actual self..nor would he be killing a human...
Ah...that makes sense...you should have been a lawyer...
Pinkerton? That name doesn't ring a bell...
@ Mordo...Seems like a solid idea to me...although I'm not sure what kind of niche these "Prometheans" could find as the vampires already have servants as ghouls...
Moi..a Lawyer?...Why..I could have been my own best client..
Mordo...The idea looked good to me ..but agree with Warork that they seem a bit limited in their usefulness..
And Pinkerton was a Detective ( ) In the First Blood Moon RP...he ended up getting embraced and was later destroyed.
Mordoskul wrote:Whilst the ghouls provide cannon fodder and spys, the Prometheans provide shock troops and bodyguards thanks to their incredible resilience.
But are those roles not already filled by the Juli and Larve..?...don't get me wrong...I like the idea of the Prometheans...just again trying to see where they fit.
True, true. Hmm. Hmm. Well, the Prometheans could serve as hand-crafted servants, a slave race created specifically to serve the Kindred. However, the Prometheans are not content with their lot, and wish to become what they are not: Human. Anyhow, here's a hunter cell:
The Sanctum- The Sanctum is a group of hunters culled from the ranks of exorcists and other such holy men, seeking to rid the world of evil. Unlike the radical Six Fingered Hand, the Sanctum embraces the use of Djinni, and often many of the members of the Sanctum are willworkers themselves. The Sanctum and the Six Fingered Hand have always been at odds, with the more hard-line Hand denouncing Sanctum members as heretics and warlocks. Generally, the Sanctum enjoys good relations with the Mage cabals, sharing lore and knowledge.
Mordoskul wrote:True, true. Hmm. Hmm. Well, the Prometheans could serve as hand-crafted servants, a slave race created specifically to serve the Kindred. However, the Prometheans are not content with their lot, and wish to become what they are not: Human.
Wouldn't Damphyre be more usefull then? Seeing as they need their "bloodgiver" to survive?
That way tou'll have their loyalty, and they can't run because they'll die.
Shack the Dead – The mage uses his/her power to antagonize the spirits of the dead in the area, disrupting the world around them. This Spell when casted lowers the enemy’s Initiative my 2 for 2 rounds.
DR 6
Draw Ectoplasm – The mage draws the ectoplasm from corpses in the area and on a person of his/her choice and can give them +2 SV for a number of round equal to the number of corpses in the area, they must be human corpses but can also be non-mortal work.
DR8
Death Specter – The mage bring a powerful dead spirit into the world. The Specter his created by drawing ectoplasm into the psychical world so I can be harmed by psychical attacks. It will remain in our world for 3 rounds but the mage can try to maintain it for another 3.
Death Specter stats
WS-6/BS-/S-5/T-4/W-2/I-7/A-2/Sv-4+
DR 14
Army of Darkness – The mage brings all the death energy into the area. Dread fills people's heart, ectoplasm will start to drip from the walls and ooze from corpses, while this is going all the spirits in the area are being driven mad. This power makes the connection to this world more fragile dropping the enemies to 4+SV for 3 rounds
DR 16
Some of these spells are pretty tough, I was thinking that a few should take a few rounds to cast in order to work.
Necropolitian WS-4/BS-4/S-6/T-7/W-3/I-5/A-3/Sv-2+ COMMON NAMES: Patchworks, Burtons, Stitches DESCRIPTION: Created from multiple corpses, the Necropolitians resemble patchwork parodies of the Humanii. Necropolitians run the gamut from Frankenstein-like hulking monsters to whip-thin, gaunt figures. Like all Prometheans, the Necropolitians are extremely resilient, and are able to survive total dismemberment as long as their nail remains within their dead flesh. The Patchworks are animated by a nail of pure copper driven into their bodies, often in the back of the head. DEFINING VIRTUE: Charity DEFINING VICE: Envy ANIMATING ELEMENT: Copper Nail TRAITS: A Necropolitian reduced to 0 Wounds continues to function, but any further Wounds cause the Necropolitian to begin to fall apart as their sutures open. At -4 Wounds, a Necropolitian is incapacitated. An incapacitated Necropolitian is helpless, and may not defend themselves, and as such, all close combat attacks automatically hit.
ineptus astartes wrote:hmmm...golems would be cool...
I tried to make a sheet to pitch to mordo, but the stats are eluding my tired mind.
We already had the use of Golems...and I'd prefer not to have them become to overused.
Also don't want to introduce to many new elements ( races/ types) etc...as things are going to start to get jumbled...
Morathi's Darkest Sin wrote:Werewolf the Apocalypse - Red Talons, Wolves who hate humanity and only breed from Wolf stock.
Rahl?
Nah, I just looked em up...Rahl's wanna use the humans as livestock like the vampires are doin in the other world...Red Talons want mostly to kill them all...big difference there...
Mordo has been badgering me into joining this (i was planning on it) and asked me to suggest a new hunter cell.
I was thinking a relatively small cell known as the Hunters of the Bear. They are lead by an Ex KGB general who was Elected by Stalin when he was young to lead vampire and werewolf hunters though out the soviet union to destroy them. Now since the fall of Communist regime they have been getting smaller and smaller each generations. They force or retreat to get their prey into an trap and then ambush them. They are relatively a legend or a fairly tale to the more modern cells but the few who know about them have true respect for their elder cell.
shroud010 wrote:Mordo has been badgering me into joining this (i was planning on it) and asked me to suggest a new hunter cell.
I was thinking a relatively small cell known as the Hunters of the Bear. They are lead by an Ex KGB general who was Elected by Stalin when he was young to lead vampire and werewolf hunters though out the soviet union to destroy them. Now since the fall of Communist regime they have been getting smaller and smaller each generations. They force or retreat to get their prey into an trap and then ambush them. They are relatively a legend or a fairly tale to the more modern cells but the few who know about them have true respect for their elder cell.
I don't see a problem with that..
The Six Fingered Hands origins date back to the Dark Ages, so a group of Hunters as you described would be fine.
shroud010 wrote:Mordo also said somthing about special abilities for hunters for certain types of cells
The Hunter Archetypes can be found on the first page of this thread...
And there will be some knew ones being introduced as well.
There's also going to be a few variations of Hunter Cells as well, some of which will not allow the use of some of the Archetypes..
Overall the Hunters comprise a large Network of Humans who fight against Werewolves/Vampires/ etc...but there are a myriad of " types" involved within the Network....and many cells do not " get along" with others.
Case in point:
The Six Fingered Hand- The radical cell known as the Six Fingered Hand is composed of religious fanatics determined to rid the world of the taint of the supernatural. Responding to any threat with zealous and crushing force, the Hand is a valued, if somewhat unstable and dangerous part of the Network. Calling all forms of magick blasphemous, and as such employ no Djinni nor spellcasters of any kind, and find them just as bad as the evils they fight.
The Interfectionis- The murder cult of the Interfectionis is a relatively new cult that has sprung up in the recent years. The cult is obsessed with the Perfect Death, a death so exquisitely acted out, so subtly, so skillfully, that the ghoul becomes a master of death, no longer bound by the Hunger, and able to live eternally without the warmth of the Corpus. The Interfectionis disdains the use of ranged weapons, and prefers an up close, personal kill with knives and cruel blades. An Interfectionis is a whirlwind of death is close combat, spinning about like a possessed dervish, ripping and cutting with fell glee. The other cults fear that the Interfectionis are mad, and worry that the target of the Perfect Death could be one of their Kindred masters. Nevertheless, the Interfectionis is well-respected for it's infiltration abilities and skill in the arts of death.
Morathi's Darkest Sin wrote:Werewolf the Apocalypse - Red Talons, Wolves who hate humanity and only breed from Wolf stock.
Rahl?
Nah, I just looked em up...Rahl's wanna use the humans as livestock like the vampires are doin in the other world...Red Talons want mostly to kill them all...big difference there...
There are sub camps inside the Talons, Whelps Comprimise, have some very odd ideas on how to work with Humanity.
FITZZ wrote:We already had the use of Golems...and I'd prefer not to have them become to overused.
Also don't want to introduce to many new elements ( races/ types) etc...as things are going to start to get jumbled...
My idea is more or less for my NPC...but I figured it could fit in as a sort of "ninja" class for the wolves...the Mgral are close but IMO there's a hole in the wolf repertoire for that sort of thing...hence my suggestion...
@ MDS...yeah, I guess "odd" is a good word for it...
Jontunn
WS-5/BS-4/S-6/T-7/W-3/I-5/A-3/Sv-2+
COMMON NAMES: Icemen, Frostbite, Ice Blood
DESCRIPTION: Jontunn are created from frozen corpses and are brought back by a spark of energy and to keep their life flowing they must draw energy from all around them in order to keep themselves going, rooms feel cold when ever they are around and the surface of their skin in frozen and cracked because of the energy that is being taken form it.
DEFINING VIRTUE: Fortitude
DEFINING VICE: Wrath
ANIMATING ELEMENT: Iron Spike
TRAITS: A Jontunn a put all of his effort to take more Energy from the area, the area is filled with a bitter cold not only because the area is but because he is drawing the energy from others around him. All enemies get a -3 to imitative, even Vampires feel it too as their skin goes dry and starts to freeze.
Serendipity- The mage reaches into the ether, drawing forth a bit of luck to aid them, and as any good mage knows, a little luck can go a long way. If successfully cast, the mage gains a +1 bonus to their Initiative and their WS and BS. This bonus lasts only for one turn of an event.
DR 6
Cosmic Trick- The mage interferes with the Wyrd of another, causing them to be beset by ill fortune. The target of this spell takes a -3 penalty to their Initiative and their WS and BS. This spell lasts only for a single turn in an event.
DR 8
Augury- The mage delves into the various strands of the future, attempting to divine events not yet passed. Upon a successful casting, the mage glimpses a vision of the future, often displayed in metaphor and deep with symbolism. The mage gains a +4 bonus to their Initiative for the next two events.
DR 14
Weaver of Fate- The mage now controls the strands of fate, able to change the immediate past to serve his whims. If successfully cast, the mage can choose to force the opposing side to skip their next turn OR count their (the foe) last turn as having never happened, and as such, all lost Wounds and whatnot are restored.
Mordo and Berserk...slow down a bit guys..
While I'm fine with the introduction of new character types...such as mage's ,I don't want a whole bevey of new spells and elements piling up...
FITZZ wrote: Mordo and Berserk...slow down a bit guys..
While I'm fine with the introduction of new character types...such as mage's ,I don't want a whole bevey of new spells and elements piling up...
And...what does DR mean?
Sorry, I asked Morto for a bit a help and I was helping him with the Prometheans , I know there is a lot with the Spells, I will try and keep the effects straight forward and simple.
And DR is difficulty Rating, it's how high the mage needs to roll with his Magic die to have the spell work.
FITZZ wrote: Mordo and Berserk...slow down a bit guys..
While I'm fine with the introduction of new character types...such as mage's ,I don't want a whole bevey of new spells and elements piling up...
And...what does DR mean?
Sorry, I asked Morto for a bit a help and I was helping him with the Prometheans , I know there is a lot with the Spells, I will try and keep the effects straight forward and simple.
And DR is difficulty Rating, it's how high the mage needs to roll with his Magic die to have the spell work.
It's just that I want any and all "new" elements to blend in the established Blood Moon world...and that includes the combat system that already exist...
As I said, I like the idea of a Mage element being introduced...new spells and such, just do what you can to mesh it with the existing system...and try not to add to many new spells...6 to 8 at most.
FITZZ wrote: Mordo and Berserk...slow down a bit guys..
While I'm fine with the introduction of new character types...such as mage's ,I don't want a whole bevey of new spells and elements piling up...
And...what does DR mean?
Sorry, I asked Morto for a bit a help and I was helping him with the Prometheans , I know there is a lot with the Spells, I will try and keep the effects straight forward and simple.
And DR is difficulty Rating, it's how high the mage needs to roll with his Magic die to have the spell work.
It's just that I want any and all "new" elements to blend in the established Blood Moon world...and that includes the combat system that already exist...
As I said, I like the idea of a Mage element being introduced...new spells and such, just do what you can to mesh it with the existing system...and try not to add to many new spells...6 to 8 at most.
Okay, I only planned on the mage picking two areas of magic so the will only end up with 8 spells, I just want a lot of spells so all the mages can be different, no mage can cast all the spells and battle mages aren't able to cast high DR spells. If things end up too wacky with the spells I will try and cut some spells or change the effects.
FITZZ wrote: Mordo and Berserk...slow down a bit guys..
While I'm fine with the introduction of new character types...such as mage's ,I don't want a whole bevey of new spells and elements piling up...
And...what does DR mean?
Sorry, I asked Morto for a bit a help and I was helping him with the Prometheans , I know there is a lot with the Spells, I will try and keep the effects straight forward and simple.
And DR is difficulty Rating, it's how high the mage needs to roll with his Magic die to have the spell work.
It's just that I want any and all "new" elements to blend in the established Blood Moon world...and that includes the combat system that already exist...
As I said, I like the idea of a Mage element being introduced...new spells and such, just do what you can to mesh it with the existing system...and try not to add to many new spells...6 to 8 at most.
Okay, I only planned on the mage picking two areas of magic so the will only end up with 8 spells, I just want a lot of spells so all the mages can be different, no mage can cast all the spells and battle mages aren't able to cast high DR spells. If things end up too wacky with the spells I will try and cut some spells or change the effects.
That's fine...just keep in mind that I'm doing all combats using D6's...so this DR will have to adapt to that.
FITZZ wrote: Mordo and Berserk...slow down a bit guys..
While I'm fine with the introduction of new character types...such as mage's ,I don't want a whole bevey of new spells and elements piling up...
And...what does DR mean?
Sorry, I asked Morto for a bit a help and I was helping him with the Prometheans , I know there is a lot with the Spells, I will try and keep the effects straight forward and simple.
And DR is difficulty Rating, it's how high the mage needs to roll with his Magic die to have the spell work.
It's just that I want any and all "new" elements to blend in the established Blood Moon world...and that includes the combat system that already exist...
As I said, I like the idea of a Mage element being introduced...new spells and such, just do what you can to mesh it with the existing system...and try not to add to many new spells...6 to 8 at most.
Okay, I only planned on the mage picking two areas of magic so the will only end up with 8 spells, I just want a lot of spells so all the mages can be different, no mage can cast all the spells and battle mages aren't able to cast high DR spells. If things end up too wacky with the spells I will try and cut some spells or change the effects.
That's fine...just keep in mind that I'm doing all combats using D6's...so this DR will have to adapt to that.
Ya, I will have it the each level of mage rolls a number of d6's. Like an Arch Mage can roll 4d6 to try and beat the DR.
I figured that it could be done with two d6s or a single d20. Or a double roll, in which case you might reduce it to one roll for some, and maybe add rolls for better mages etc.
Kasrkai wrote:I figured that it could be done with two d6s or a single d20. Or a double roll, in which case you might reduce it to one roll for some, and maybe add rolls for better mages etc.
As I own absolutely no D20's...D12's or D184's...I keep all dice rolling to a simple D6...as I have a box full of them. Please folks keep in mind I play exactly 1...game ( 40k)....I lack all the trappings for " more advanced" dice play.
Alright, some possibility to the whole 'cells' concept for the hunters. Hunters have certain characteristics in terms of their style of being a hunter; Redeemer, Avenger, Judge, Defender, Martyr, Innocent, Visionary, Wayward, and Hermit.
I think it would be easier to ascribe the above creeds to the cells instead of just creating special rules for cells. The Six Fingered Hand would probably be considered Avengers, Defenders, or Judges because they want to kill the hell out of the supernatural.
Avengers want to take revenge for damage done against humanity, judges mete out punishments according to how bad the monster was, and defenders seek to protect the innocent from evil.
However, they may be considered Wayward because hunters who are wayward tend to be overly-fanatical in dealing with the supernatural and often cause a lot of collateral damage.
Redeemers want to bring the supernatural back into the path of good.
Innocents don't judge supernaturals for what they are.
Martyrs, as their name implies, would sacrifice themselves if it would help the cause.
Visionaries want to find some sort of 'greater meaning' behind why supernaturals exist.
Hermits are socially awkward around other hunters and even the supernatural because their psychic abilities got messed up. Their mind kind of blanks when they're around those two mentioned groups.
But the cool thing is this, these groups are either under Mercy, Zeal, or Vision.
A cell that subscribes to the mercy aspect is more willing to work with the supernatural and try to sway others to the good side of the battle. A cell that follows zeal wants to destroy the supernatural for different reasons, and a visionary is devoted to either understanding or annihilating the supernatural.
Mordoskul wrote:Hmm, that's cool. I'd still like to write out a cell for each one however, like the perfect example of that archetype.
I'll see if I can contribute anything. Would be hard to make it for certain virtues/creeds like martyr but it is possible.
Six Fingered Hand: Wayward.
The Six Fingered Hand dates back to the Dark Ages where they sought out the forces of darkness with a tenacity most king's would've wanted from their men-at-arms. However they soon became far too zealous for most to cooperate with and those who did work with them often feared that the Hand would turn around and convict them of aiding the forces of evil. Their brutality and devotion to destroying any and all supernatural forces soon surpassed that of the Spanish Inquisition and were first and foremost in technology devoted solely to the torture and killing of werewolves, mages, and vampires. However, the Six Fingered Hand is still a tool to be used in the war against the Leeches and Lycans, but unlike the other cells which tolerate a surgical precision to their actions the Six Fingered Hand practice blunt, and blatant actions against them that will sometimes endanger the very humans that they are trying to protect.
Purge the Unclean: Members of the Six Fingered Hand do not tolerate any sense of impurity and will destroy it wherever it chooses to manifest itself, even hunters who have been tainted by lycanthropy, vampirism, or are mages.
If a member of the Six Fingered Hand choose to work with a mage or other psychic hunter, they must take a leadership test to determine whether or not they can repress their urge to attack said magik user.
Burn the Witch: Centuries of practicing doctrine involving the destruction of the unholy has left the Six Fingered Hand with no lack of expertise in destroying these fell creatures. Members of the Six Fingered Hand gain an extra attack against non-human enemies and mages. They do however gain no bonuses against humans or other hunters who are non-mages.
Collateral: The Six Fingered Hand has never been known for its subtlety and carries out rapid, and sometimes careless attacks. If there are any innocent humans in the area the hunter will kill D3 humans on the roll of a 1 when the roll to hit is rolled.
The Order of the Red Cross: Defender
The Order of the Red Cross was the first group to splinter from the Six Fingered Hand after the Six Fingered Hand managed to coerce the forces of the Crusaders into massacring hundreds of innocent civilians because they believed them to be practitioners of witchcraft or servants of the dark forces. Jacques de Molay, at that moment the Grand Master of the Knight's Templar, fractured with the group and denied to work with the Six Fingered Hand in any further endeavors and instead created his own order of hunters that named themselves off of the symbol of their founder's knightly order. Afterwards the Six Fingered Hand used their connections with King Philip IV of France to have Jacques and several other high ranking members of the Knight's Templar to be tried and executed after forcing them to sign confessions. The hunters who were attached to the Knights Templar fled to Portugal where they would be free from persecution and vowed to protect the innocent from the underhanded manner of the Six Fingered Hand by destroying the supernatural before the Six Fingered Hand could even hear of their presence.
Animosity Runs Deep: Members of the Order of the Red Cross are vehemently against the Six Fingered Hand due to their dramatic history and even though the Six Fingered Hand has long forgotten about their hatred for the Knight's Templar the Order has not forgotten what has been done to them. The Order of the Red Cross will never work with members of the Six Fingered Hand except in the most dire of circumstances and even then it is questionable.
The Shield against the Wounding Hand: The Order of the Red Cross seeks to prevent the Six Fingered Hand from harming the pure and innocent while destroying the evil of the world. In doing so their doctrine practices forming a buffer between the supernatural and humans so that even if the Six Fingered Hand shows their face they will never be near the innocent and therefor will never be able to harm them. Members of the OotRC will try to push the tide of evil out of the cities they protect while keeping themselves alive. All members of the Order have practiced defensive stances and maneuvers and receive +1 to their toughness in representation of their studies.
Protectors of the People: Members of the Order seek to protect the innocent and fervently fight the forces of evil in order to do so and the death of any innocent is mourned by members of the Order. If innocents are in the area members receive +1 to their Strength, but will suffer -1 to their toughness should a civilian die in the area.
The Thorned Rose: Avengers The second group to splinter from the Six Fingered Hand was named the Black Rose until the realization that some vampire courts also used the same name, after the embarrassing discovery the name was quickly changed to reflect the nature of their order. They believe that humanity is like a delicate flower that vampires and werewolves have been plucking haphazardly and that they represent the thorns of the rose that bite into greedy hands of the supernatural. The cell seeks to make lycans and vampires pay in blood for the blood and flesh that they have taken wantonly. Originating in the middle of the 18th century the group was founded by Peter the Great after he visited England and heard about the prowess of the hunters there, he then sought to bring his empire up to the standards of the western world. His advances spurred on military advancements, city development, and more importantly gave hunters loyal to him the ability to combat the Opriknikki that had been terrorizing his people for almost a century. Thus sprang The Thorned Rose, devoted to destroying the Opriknikki and their masters who had been bleeding their fellow countrymen for centuries. After hearing of this new branch of hunters many hunters flocked to their cause and saw them as true heroes and a bright red rose growing in the middle of a dead garden filled with detritus and weeds.
Blood for Blood: The Thorned Rose seeks revenge above all else, whether it is personal revenge or just a vow to avenge all of humanity does not matter to them. Whenever an opportunity to seek revenge springs they take it and move quickly to ensure it takes place, as such they gain +1 initiative against vampires and werewolves. There is no benefit against other humans or mages.
Their Daughter is Cruelty: A life of seeking vengeance coupled with anger will lead to cruelty according to an old Russian proverb and The Thorned Rose proves it to be true. They will often make trophies out of their slain foes and present them to the head of their cells to gain favor and taunt vampires and lycans with them. Should a member of The Thorned Rose taunt a vampire or lycan the supernatural suffers -2 initiative while their anger grows, should the supernatural survive it gains +1 to its strength as it attempts to deal a killing blow for the defilement of a member of their kind. NOTE: A MEMBER OF THE THORNED ROSE MUST DECLARE IF THE TROPHY WORKS AGAINST VAMPIRES OR WEREWOLVES AND MAY NOT HAVE A TROPHY FOR BOTH.
Western Methods: There is still a large gap between the techniques and technology used by The Thorned Rose and other Western Cells. As such they are not allowed to use specialized technologies such as UV grenades, Wooden flechette grenades, liquid silver rounds, UV bullets, or wooden bullets. Silver/wooden shotgun rounds are permitted as are solid rounds for rifles and pistols.
Order of Themis: Judge
The Order of Themis dates back to times before the Six Fingered Hand, to a time before hunters formed into large coalitions and factions. They based themselves off of one simple tenet, the belief that justice was for all despite their background. The Code of Hammurabi was too draconian for their taste and sought to make them fairer for every man alive. During their attempts they began to persecute criminals on their own and discovered the existence of vampires during the search for a murderer who had killed an entire family in their own home. A debate broke out amongst the members of the order, would they give the same rights to the supernaturals as they did to their human brethren or would they mete out tougher punishments for the same crimes. Ultimately the debate was solved and the Order of Themis established that they would punish humans, vampires, and lycans with punishments befitting their crimes. Most other hunter cells think that they are crazy for even considering putting a vampire or werewolf on trial, but to the Order of Themis they view it as overcoming any emotional attachment to the war against evil. When asked about their stances on werewolves and vampires most members will answer that no vampire or werewolf is innocent for each one has committed the crime of murder against at least one human and further explain that by remaining impartial they manage to prevent falling into the barbarism and sometimes feral actions displayed in other cells.
A Higher Class: Members of the Order of Themis are philosopher-soldiers in the war against darkness and as such think themselves to be above the base instincts that are behind the fervor of most of the other cells. Any hunter in this cell will often wear better clothing and come from a higher class of society than the hunters that fill the ranks of other cells. This often annoys hunters from other cells who think them to be too tame to actually be doing any good and as such hunters from other cells will often ignore any orders given by members of the Order of Themis.
Justice is Blind: The Order of Themis seeks to punish those who do wrong no matter their race; humans, werewolves, and vampires can all be guilty of various crimes and deserve similar fates. As such they are emotionally detached from the war and gain +1 leadership for any tests against their leadership.
I will try to work on some more, right now I'm really tired.
ok,i like the basement,but all this advertising is getting annoying. im sorry,but it is.if you want to advertise,put it in your sig and leave it at that.thats what i do with castles,although ive only gotten indeptus to go their.
on topic:
interesting ideas all around. whats the 'fantasy type' for blood moon? reading the original races on the 1st page it seems like its just whatever you can think of.
Chowderhead wrote:All werewolves eat human flesh. If they don't, they die.
Not according to Nrajah stats...but I think its generally accepted that when the frenzy hits, not much can stop it...and pretty much all wolves have human cravings...its just their nature...
Chowderhead wrote:All werewolves eat human flesh. If they don't, they die.
Nrajah (pronounced: N-raw-jaw)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Nomads, Rogues, Outcasts
DESCRIPTION: Among the Werewolves, the Nrajah Clan is unique. They stand as the only Clan to refuse Lycaelon as their Alpha, and were subsequently driven to the outskirts of lupine society. Hated and despised by the rest of the Lycanthropes, the Nrajah Clan keeps a low profile, avoiding contact with others of their kind, as well as the Humanii and the Kindred. For the most part, the Nrajah remain hidden from the view of all others, dwelling in long forgotten woods and bogs. The Clan tends to bring in Lycanthropes that are at odds with the rest of the Clans, sheltering them from the wrath of their kin.
TRAITS: Nrajah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Nrajah characters may not have a base of operations.
Nrajah characters may have two Major NPCs and one Minor NPC Nrajah characters do not need to devour human flesh to avoid starvation, animal flesh will do.
Chowderhead wrote:All werewolves eat human flesh. If they don't, they die.
Nrajah (pronounced: N-raw-jaw)
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
COMMON NAMES: Nomads, Rogues, Outcasts
DESCRIPTION: Among the Werewolves, the Nrajah Clan is unique. They stand as the only Clan to refuse Lycaelon as their Alpha, and were subsequently driven to the outskirts of lupine society. Hated and despised by the rest of the Lycanthropes, the Nrajah Clan keeps a low profile, avoiding contact with others of their kind, as well as the Humanii and the Kindred. For the most part, the Nrajah remain hidden from the view of all others, dwelling in long forgotten woods and bogs. The Clan tends to bring in Lycanthropes that are at odds with the rest of the Clans, sheltering them from the wrath of their kin.
TRAITS: Nrajah PCs have all of the traits granted to Werewolf characters, with the following exceptions:
Nrajah characters may not have a base of operations.
Nrajah characters may have two Major NPCs and one Minor NPC Nrajah characters do not need to devour human flesh to avoid starvation, animal flesh will do.
FITZZ wrote: They're still affected by the frenzy though.
ok,sorry,couldn't resist.... blood frenzy is bad for your mental health i hear. although it will be fun to type up
Oh yes...that one was very fun to write up and hell, I'm pretty sure I was the only one that went in depth in the detail of that particular happening...anyway, it was something I was looking forward to, it was a challenge and that's what I liked about it...
Remember...the more you write, the more fun it gets...
FITZZ wrote: They're still affected by the frenzy though.
still,that alone affects what i might play majorly. and what type of frenzy? frenzy under the sheets
ok,sorry,couldn't resist.... blood frenzy is bad for your mental health i hear. although it will be fun to type up
Frenzy refers to the condition that occurs in wolves during the cycle of the full moon, in this RP, wolves can transform at will...and always have a craving for human flesh, but...when the lunar cycle enters the time of the Full Moon ( Blood Moon) all Werewolves go into a frenzy with the uncontrolable desire to devour human flesh ( think of it terms of an drug addict surounded by herroin), the only way for a wolf to overcome the effects of this frenzy is to eat human flesh.
Mordoskul wrote:I imagine the Crooked World rather like a Tim Burton movie, dark, dreary, and everything is ever so slightly 'off'.
It's clearly a warped place...think of the Crooked House on a global level.
... I tought the crooked house was so warped because it stood in between reallities/dimenions....Not because it was a real reallity.
Because if a real world was that twisted, it couldn't exist. Real places still need to confine to basic laws....The reason why the crooked house was so messed up was because, It wasn't part of a reality, it was somewhere in the void. It could bent the rules, because it wasn't real...
Therefore the other reality can't be "crooked"...... Just different in the history/storyline/culture...
At least thats what i tought... Am i wrong? (hope you understand, not easy to translate difficult ideas. )
Edit; ah now i know who he is. Thanks for the help.
Mordoskul wrote:I imagine the Crooked World rather like a Tim Burton movie, dark, dreary, and everything is ever so slightly 'off'.
It's clearly a warped place...think of the Crooked House on a global level.
Yep...the world is a dark and dreary place where men's lives are valued in how much blood they carry or how much gold they're worth...hooligans kill each other in the streets with impunity and a lack of remorse...all the while the world's dark masters laugh it up, looking down on the general populace from their high towers and dark castles...
Meanwhile one of the main characters has his father killed by the villain who becomes his master in this new twisted universe...
Very little color, the world seems to primarily grey.
The sun never shines, leaving the world bathed in perpetual darkness.
Ghouls not bonded to one of the Kindred act as the street gangs of the Crooked World, fighting one another over territory and the dwindling supply of Corpus.
Prometheans are largely mistreated by their Kindred masters, and toil without thanks or respite. Rumblings of revolt are beginning to come from their ranks, calling for Promethean freedom.
The streets and buildings seem 'off' somehow, the angles appearing to be gnarled and twisted in subtle ways.
Larvae run in packs like wild dogs in the slums.
Mordoskul wrote:This is how I picture the Crooked World:
Very little color, the world seems to primarily grey.
The sun never shines, leaving the world bathed in perpetual darkness.
Ghouls not bonded to one of the Kindred act as the street gangs of the Crooked World, fighting one another over territory and the dwindling supply of Corpus.
Prometheans are largely mistreated by their Kindred masters, and toil without thanks or respite. Rumblings of revolt are beginning to come from their ranks, calling for Promethean freedom.
The streets and buildings seem 'off' somehow, the angles appearing to be gnarled and twisted in subtle ways.
Larvae run in packs like wild dogs in the slums.
Mordoskul wrote:This is how I picture the Crooked World:
Very little color, the world seems to primarily grey.
The sun never shines, leaving the world bathed in perpetual darkness.
Ghouls not bonded to one of the Kindred act as the street gangs of the Crooked World, fighting one another over territory and the dwindling supply of Corpus.
Prometheans are largely mistreated by their Kindred masters, and toil without thanks or respite. Rumblings of revolt are beginning to come from their ranks, calling for Promethean freedom.
The streets and buildings seem 'off' somehow, the angles appearing to be gnarled and twisted in subtle ways.
Larvae run in packs like wild dogs in the slums.
Mordoskul wrote:This is how I picture the Crooked World:
Very little color, the world seems to primarily grey.
The sun never shines, leaving the world bathed in perpetual darkness.
Ghouls not bonded to one of the Kindred act as the street gangs of the Crooked World, fighting one another over territory and the dwindling supply of Corpus.
Prometheans are largely mistreated by their Kindred masters, and toil without thanks or respite. Rumblings of revolt are beginning to come from their ranks, calling for Promethean freedom.
The streets and buildings seem 'off' somehow, the angles appearing to be gnarled and twisted in subtle ways.
Larvae run in packs like wild dogs in the slums.
Halo that cracked me up because it was a perfect description. And Ineptus yeah being part of the King's Men is fine and if you decide to I'll give you some information on them via PM that I plan for the next game.
Ogryn wrote:Just a question. How did BM II get locked?
Fitzz might have told a Mod to do so.
Some more cells relating to the 'Mercy' aspect of the hunter creed.
Heaven's Light: Redeemer
The Heaven's light began with the simple mission in reforming vampires and werewolves, a task which puts them in disfavor with a great majority of hard-line hunter cells. Members of the Heaven's Light have been openly targeted by certain cells, but often work with members of the Order of Themis and offer an alternative to the death sentence. A sort of supernatural community service offered to those supernaturals who want to cleanse their souls before death or for those who wish to turn a complete 180 in their life's path and protect humans instead of feeding off of them. Member's of the Heaven's Light feel that all werewolves and vampires are guilty of crimes against human kind, but also believe that some poor souls wish to return to the lives that they had before becoming being embraced or being turned. Unfortunately sometimes other cells interfere with the process of redemption for these troubled souls, a vampire by the name of Nigel Hawthorne was taken under the protection of the Heaven's Light and had been feeding information to the hunters that would aid them in destroying malevolent vampires in Empire City. Nigel was murdered by the leader of the cell in Empire City in a deal he had made with a vampire in charge of the city, this is just an example of the many individual werewolves and vampires who have been killed for turning against their own kind and seeking to redeem their own tattered souls.
Understanding: The Heaven's Light creed dictates that all vampires and werewolves be treated as possible converts to the side of light as such they don't employ malicious tactics against them. Member's of the Heaven's Light are not allowed to carry shotguns or grenades as they cause grievous wounds should they prove to be non-fatal.
We can help you: Any werewolf or vampire seeking to change their ways will go through the Heaven's Light where they will learn ways to change themselves. As such, a member of the Heaven's Light may take 1 ghoul/werewolf/vampire as an NPC with the following stats. This however marks them as enemies of hunters following the 'zeal' creed; Wayward, Defender, Avenger, Judge.
I was thinking more along the lines of 'flag-pole sitter', but I guess those work too. Either that or Danzig's 'Mother'.
But do you know what I just realized, Pontius is the virgin of this entire RP.
Ryan's gotten it on, Harlow did in a flashback, Andy did, Scarlett and company for sure, Natasha made up for Pontius not getting any, and I will just guess that Joker is in a dry spell. Bjorn and Sven just had names that were too much like a sex god's name so I can imagine them having a household of women at their beck and call. But Pontius, nothing, not even an inkling of interest in the fairer or any sex.
I do believe that it shall be the sole purpose of this RP to get Pontius laid and bring about the end of times!
halonachos wrote:But do you know what I just realized, Pontius is the virgin of this entire RP.
Ryan's gotten it on, Harlow did in a flashback, Andy did, Scarlett and company for sure, Natasha made up for Pontius not getting any, and I will just guess that Joker is in a dry spell. Bjorn and Sven just had names that were too much like a sex god's name so I can imagine them having a household of women at their beck and call. But Pontius, nothing, not even an inkling of interest in the fairer or any sex.
I do believe that it shall be the sole purpose of this RP to get Pontius laid and bring about the end of times!
halonachos wrote:But do you know what I just realized, Pontius is the virgin of this entire RP.
Ryan's gotten it on, Harlow did in a flashback, Andy did, Scarlett and company for sure, Natasha made up for Pontius not getting any, and I will just guess that Joker is in a dry spell. Bjorn and Sven just had names that were too much like a sex god's name so I can imagine them having a household of women at their beck and call. But Pontius, nothing, not even an inkling of interest in the fairer or any sex.
I do believe that it shall be the sole purpose of this RP to get Pontius laid and bring about the end of times!
Well now that Andy is possibly aligned with the vampires, maybe that means bar opportunities.
Andy: Hey Pontius, check out that one over there.
Pontius: Yes, you mean the brunette?
Andy: No, the one with ears on her face, of course the brunette. Go on Pontius, get at it.
Pontius: Ummm... hello my name is Pontius.
Brunette: Uh, hi Pontius, that's a weird name, where are you from.
Pontius: Rome.
Brunette: Oh Italy, I love Italy!
Pontius: Me too, would you like to get a drink?
Brunette: Sure why not, you're a little pale but a lot of guys are trying that look now and days.
Pontius: *tears head off of nearby blond* You like AB positive?
Brunette: Oh my God, you're a monster!
Pontius: *kills entire bar.
Andy: *puts left hand on Pontius's shoulder* Well bud, I think we need to work on your pick up a little bit. First things first, don't rip off someone's head when you offer them a drink. You buy them a drink at the bar which you completely destroyed by the way.
Mordoskul wrote:This is how I picture the Crooked World:
Very little color, the world seems to primarily grey.
The sun never shines, leaving the world bathed in perpetual darkness.
Ghouls not bonded to one of the Kindred act as the street gangs of the Crooked World, fighting one another over territory and the dwindling supply of Corpus.
Prometheans are largely mistreated by their Kindred masters, and toil without thanks or respite. Rumblings of revolt are beginning to come from their ranks, calling for Promethean freedom.
The streets and buildings seem 'off' somehow, the angles appearing to be gnarled and twisted in subtle ways.
Larvae run in packs like wild dogs in the slums.
here's my problem with it, if it's a different reallity......
How do you justify, a world in pepetual darkness? without light humans were never created, thus no vampires, ghouls, prometheans,....
So it has to have a normal day/night circle.....
Here's how i see the world...
Vampires live in sprwaling city's, either self created or by adapting existing city's to their needs.(underground or every window replaced, connections build between buildings...) Their will be less unnatural things and natural things then in the other world. So their would be giant wastelands between neigbouring city's. (Places where free men, still live) These city's would compete with eachother for the supply of corpus even tough they belong together.
(think about it like ancient greece. They were all greeks under a king, but still it was city vs city)
Humans would be captured and placed in "camps", there would still be production of food by promethaeans to feed the humans.
So they could extent the ammount of blood a single person can give. The blood would then be distributed to the Vampirii and consorts...This would be heavily regulated. Only high ranking Vampirii would still have the right to feed of real humans.
Turning people into vampirii, would be outlawed. (Supplies already dwindeling, why created another mouth to feed.)
People would look up to Cain as a savior, as he promises new huntinggrounds and corpus. The street would indeed be filled by
all sorts om unseedy things. But also their would be a lot of newly created vampires, created during the bloody rise of the vampires.
(What would be 20-30 years ago... seeing as pistols, cars,...already exist) These vamps would be Clanless and would desperatly try to find their Embracer and be inducted by a clan.
Some would even stalk the land in search of non captured humans, to try and buy their way in. (I believe corpus would be the currence of this world. Seeing as everyone needs ....) Dhampires would be used as protectors for the Vampires.
Keeping them safe when the day emerges from pesky humanii and rioting Prometheans. And also against assasins from rival clans.
as each Vampire tries to rise in power. (Aquiring power would be a dominant factor in Vampire psychology, afterall what would you do if you lived for thousands of years... you don't want to get bored.)
Much like ancient rome, city's woul hold gladiatoral games.As the clans tries to please the plebs. Giving them the sight of fresh blood spilled, keeping their hunger statisfied, and thankfull to the ruling class. As they buy time, for Cain to keep his promise.
ineptus astartes wrote:I would say that smog, acid rain and pollution are rife, the vampirii would want as little daylight as possible to get through, right?
Smog, acid rain and pollution don't stop sun light; And i believe even vampirii would be against pollution, not for them.
But for the humans. They need their food alive and healty. An acidic wasteland won't help improve the quality/quantitiy of the livestock..
(And why do i smile everytime i refer to the human race as livestock? )
FITZZ wrote: I would imagine that vampire magik ( and not so much smog) keeps the world in a state of twilight/ nighttime...
Magik, powerfull enough to blot out the sun.
But wouldn't that be bad for the Vampirii? Seeing as you need light to grow food.
And that food is used to keep your human livestock alive. So that you don't run out of bodies within a month?
ineptus astartes wrote:i think only the cities have the 'Nostramo effect' and there are plains that are tended to by promeatheans to cultivate food for he humanii
FITZZ wrote: I would imagine that vampire magik ( and not so much smog) keeps the world in a state of twilight/ nighttime...
Magik, powerfull enough to blot out the sun.
But wouldn't that be bad for the Vampirii? Seeing as you need light to grow food.
And that food is used to keep your human livestock alive. So that you don't run out of bodies within a month?
Greenhouses...canabilism ...vitiamin rich injections...plenty of ways the Vamps could keep their human cattle alive and supplying blood.
FITZZ wrote: I would imagine that vampire magik ( and not so much smog) keeps the world in a state of twilight/ nighttime...
Magik, powerfull enough to blot out the sun.
But wouldn't that be bad for the Vampirii? Seeing as you need light to grow food.
And that food is used to keep your human livestock alive. So that you don't run out of bodies within a month?
Greenhouses...canabilism ...vitiamin rich injections...plenty of ways the Vamps could keep their human cattle alive and supplying blood.
I bow down to the evil mind of Fitzz.
And what are your toughts on my description of the vampire society above?
Still want to add some things. ( I want to get a clear view of the world, so i don't rp wrong things )
And could be handy for other who want to pay a visit. (So alone )
FITZZ wrote: I would imagine that vampire magik ( and not so much smog) keeps the world in a state of twilight/ nighttime...
Magik, powerfull enough to blot out the sun.
But wouldn't that be bad for the Vampirii? Seeing as you need light to grow food.
And that food is used to keep your human livestock alive. So that you don't run out of bodies within a month?
Greenhouses...canabilism ...vitiamin rich injections...plenty of ways the Vamps could keep their human cattle alive and supplying blood.
FITZZ wrote: I would imagine that vampire magik ( and not so much smog) keeps the world in a state of twilight/ nighttime...
Magik, powerfull enough to blot out the sun.
But wouldn't that be bad for the Vampirii? Seeing as you need light to grow food.
And that food is used to keep your human livestock alive. So that you don't run out of bodies within a month?
Greenhouses...canabilism ...vitiamin rich injections...plenty of ways the Vamps could keep their human cattle alive and supplying blood.
I bow down to the evil mind of Fitzz.
And what are your toughts on my description of the vampire society above?
Still want to add some things. ( I want to get a clear view of the world, so i don't rp wrong things )
And could be handy for other who want to pay a visit. (So alone )
I'd like to see a mesh of your concepts and Mordo's...I think they complement each other.
I see the Kindred employing a strict caste system, which I see as something like this.
Food- Humanii
Slaves- Prometheans, ghouls, lupines
Commoners- Ghouls, 'young' Kindred and turncoat lupines
Useful Servants- Bound ghouls, dhampyres, some Prometheans
Low Nobility
High Nobility
The Sires
Cain and his Court
Certain areas of the Crooked World would be especially so, having elements not unlike those of the Crooked House, where the Crooked World bleeds into other fell realms. Strange and horrid fey can be lurking in these areas, in fact, the Marl Pit has become a permanent fixture of the Crooked landscape.
You think there would be some sort of combined ghoul/human/lupine resistance?
I'm not sure but for some reason when I think of this world, I get the feeling like its a mix of the "Daybreakers " world and something like Gereon from the Gaunt's Ghost series...Everything is off, there's mutated vegetation and its usually gloomy and smoky. The humans and servants are monitored by arbites like foot patrols and have to carry around some sort of identification (perhaps in their bodies?) as a way of the overlords keeping track of where people are going and whatnot...
You would think at that point that all the hunters/lower supernaturals would be able to put aside their differences and work together for some sort of organized resistance...no matter how outnumbered it is...-shrugs-
i'm going to add some stuff to my earlier post and sent it to you.(adding some fluuf to get the dark veil )
Then you can add/ change stuff. To get our lovely twisted world.
A combination of ghouls, Prometheans, werewolves, and human slaves could cause a spot of trouble for the Kindred, a revolt the Iscariots would no doubt support and fund.
i'm going to add some stuff to my earlier post and sent it to you.(adding some fluuf to get the dark veil )
Then you can add/ change stuff. To get our lovely twisted world.
WARORK93 wrote:You think there would be some sort of combined ghoul/human/lupine resistance?
I'm not sure but for some reason when I think of this world, I get the feeling like its a mix of the "Daybreakers " world and something like Gereon from the Gaunt's Ghost series...Everything is off, there's mutated vegetation and its usually gloomy and smoky. The humans and servants are monitored by arbites like foot patrols and have to carry around some sort of identification (perhaps in their bodies?) as a way of the overlords keeping track of where people are going and whatnot...
You would think at that point that all the hunters/lower supernaturals would be able to put aside their differences and work together for some sort of organized resistance...no matter how outnumbered it is...-shrugs-
I definatly see small pockets of resistance...much as Mordo pointed out, though I don't know that Humans/Lupines/Ghouls etc would " work together" ..( more likely not)...
It is also very possiable that elements from our world may try to aid this resistance ( or at least try to help them escape).
WARORK93 wrote:agreed with the caste system too...
Hmmm...resistance by a combined force of humans and supernaturals...funded and supplied by higher up vampires...
Ideas...they are coming to me...
The Iscariots know that they must crush Cain and his Court in one hammerblow, or be eradicated if they fail. All loyalist Sires must be executed to prevent an endless civl war, as well as banishing their servants. I think the intro to BMIII could be a group of Iscariots scheming in secret against their ruler.
WARORK93 wrote:agreed with the caste system too...
Hmmm...resistance by a combined force of humans and supernaturals...funded and supplied by higher up vampires...
Ideas...they are coming to me...
The Iscariots know that they must crush Cain and his Court in one hammerblow, or be eradicated if they fail. All loyalist Sires must be executed to prevent an endless civl war, as well as banishing their servants. I think the intro to BMIII could be a group of Iscariots scheming in secret against their ruler.
Could make a good part for the opening Intro...but it will be much more inclusive concerning the Human and Werewolf elements as well...this RP is going to focus on a great many going ons...and while the internal war between Vamps is part of it, there will be a whole plethora of things happening that go beyond it...the opening will encompass all ( or most) of it...
FITZZ wrote:Could make a good part for the opening Intro...but it will be much more inclusive concerning the Human and Werewolf elements as well...this RP is going to focus on a great many going ons...and while the internal war between Vamps is part of it, there will be a whole plethora of things happening that go beyond it...the opening will encompass all ( or most) of it...
So I guess this one is going to be quite larger in scope than the last one? I suppose that means it may be anywhere upwards to over two hundred pages long...that would be cool...
FITZZ wrote:It is also very possible that elements from our world may try to aid this resistance ( or at least try to help them escape).
That's actually more or less what I had in mind...you would think that the humans and wolves from this world would try to help their counterparts after they learned about them...
I had some thought that a combine resistance might work but I suppose that there's just too much bad blood in between them all to fit that in...
Well, the Humans would be likely to assist other humans in the crooked world ( Humans from our world that is)...
But since the majority of wolves that still live in the crooked world are conspirators and traitors to their own kind...I can't see the wolves in our world giving two Gaks about them...
... And yes...the scope of this RP is going to be huge in comparison to the previous two...it will definatly be a "grand finally".
This occurred to me last night, and the idea intrigued me.
Is there a Crooked Pontius? If so, the two would be attempting to kill one another constantly, as they understand how dangerous they are. To avoid confusion, I would assume (if there was a Crooked Pontius) that our Pontius would have already disposed of his alter-ego. Wait, could there be a 'good' Pontius out there?
Mordoskul wrote:This occurred to me last night, and the idea intrigued me.
Is there a Crooked Pontius? If so, the two would be attempting to kill one another constantly, as they understand how dangerous they are. To avoid confusion, I would assume (if there was a Crooked Pontius) that our Pontius would have already disposed of his alter-ego. Wait, could there be a 'good' Pontius out there?
I've given a great deal of thought to " duel vampires" as well as " duel" PCs/NPCs of all races, and while there will be some it won't be a prevelent theme...not every character will have a " alternate them" in play ( in fact most won't and if they do it will be for a very good reason)...
I'm assuming that the " alternate world" Pontius was either never embraced...or has died/been killed off...
ghosty wrote:Double Ryan Tag Team of ultimate destruction you say?
See, I was thinking that if another alternate Ryan made an appearance it would be far more interesting if he had never been bitten, never became a werewolf...never sired the infant Pure Blood...
reminds me of the ol' abbot an Costello films. when Lou (as Wellington, in Pardon My Sarong) puts the gun to his head and there is a bang, everybody rushes up on deck to see him with the revolver against his head. then he says
Well...if alternate Harlow was never bitten...he'd be dead...so he'd at least have to have been a werewolf in both worlds...
And if alternate Harlow ( as a wolf) is still alive, then he'd have to have been some sort of conspirator with the vamps...or have been real good at hidding.
FITZZ wrote: Well...if alternate Harlow was never bitten...he'd be dead...so he'd at least have to have been a werewolf in both worlds...
And if alternate Harlow ( as a wolf) is still alive, then he'd have to have been some sort of conspirator with the vamps...or have been real good at hiding.
Well, that depends on if Whitlow was successful in killing Natasha or not...if he did, its safe to say that Harlow would have never become a wolf and might have become a Hunter later even...again, there's lots of possibilities...
sillyboy wrote:we're tinkering with it at the moment.
And may I say, Mordo is just filled with surprises.
We are? Must have been asleep for that discussion...
I'm sure he is...and I look forward to their unveiling...
FITZZ wrote: Well...if alternate Harlow was never bitten...he'd be dead...so he'd at least have to have been a werewolf in both worlds...
And if alternate Harlow ( as a wolf) is still alive, then he'd have to have been some sort of conspirator with the vamps...or have been real good at hiding.
Well, that depends on if Whitlow was successful in killing Natasha or not...if he did, its safe to say that Harlow would have never become a wolf and might have become a Hunter later even...again, there's lots of possibilities...
Natasha wouldn't be queen. Longar would have never been trapped in Pandora's Box, and he would be king. And dead, probably.
And Musater would be dead, and Musatei would be a Kindred Assassin.
Mordoskul wrote:Ah, there you are! What are your characters doing at the moment?
I think Hlaine's characters abducted Wendy before trying to rally a war against the lycans and then they dropped off the face of the RP due to his absence.
Alternate characters sound cool, but that's something I would hold off until maybe the middle of the RP so that people don't get confused. That way the doppelgangers will also be a catalyst to continue the RP until the finale.
Mordoskul wrote:This occurred to me last night, and the idea intrigued me.
Is there a Crooked Pontius?
The only difference between this Pontius and Crooked Pontius is the fact that Crooked Pontius has scoliosis.
But as far as the Crooked World goes, Gereon is a good example of what I think of. For those of you unfamiliar with the name Gereon, its the name of a planet in one of the Gaunt's Ghosts series by Dan Abnett(buy it now!(shameless plug)) that was taken over by the forces of chaos. The planet was beginning to be warped and they used the citizens of the planets more like slaves than anything else, there's martial law and a curfew that prevents them from being out too late. Certain people are allowed to stay out after curfew, but they have this 'living' rune implanted onto the wrist of each person that tells the arbites whether or not they're allowed out and all of their other information. There are also these things called wire-wolves that are inanimate until activated with psychic energy, these are like homicidal tear gas grenades that are like werewolves in terms of strength. Wire-wolves use psychic energy and basically cause all flesh from the victim to disappear and instantly turns them into skeletal frames or dust.
They also have things that float above the city and scan people for the thing inside of their arm, I guess a better description would be like having a worm made out of energy implanted under the skin of your forearm, if the floating scanners(also living) detect an invalid they alert the arbites who move in and take care of business.
All very easy to apply to the Crooked Realm, wire-wolves could be like whatever Rawhead is or something else, the implanted worm-thing is pretty easy to convert over because its close to magic.
halonachos wrote:But as far as the Crooked World goes, Gereon is a good example of what I think of. For those of you unfamiliar with the name Gereon, its the name of a planet in one of the Gaunt's Ghosts series by Dan Abnett(buy it now!(shameless plug)) that was taken over by the forces of chaos. The planet was beginning to be warped and they used the citizens of the planets more like slaves than anything else, there's martial law and a curfew that prevents them from being out too late. Certain people are allowed to stay out after curfew, but they have this 'living' rune implanted onto the wrist of each person that tells the arbites whether or not they're allowed out and all of their other information. There are also these things called wire-wolves that are inanimate until activated with psychic energy, these are like homicidal tear gas grenades that are like werewolves in terms of strength. Wire-wolves use psychic energy and basically cause all flesh from the victim to disappear and instantly turns them into skeletal frames or dust.
They also have things that float above the city and scan people for the thing inside of their arm, I guess a better description would be like having a worm made out of energy implanted under the skin of your forearm, if the floating scanners(also living) detect an invalid they alert the arbites who move in and take care of business.
All very easy to apply to the Crooked Realm, wire-wolves could be like whatever Rawhead is or something else, the implanted worm-thing is pretty easy to convert over because its close to magic.
This is what I was trying to say earlier but due to a severe case of mind blank I was unable to type that out...
Mordoskul wrote:This occurred to me last night, and the idea intrigued me.
Is there a Crooked Pontius?
The only difference between this Pontius and Crooked Pontius is the fact that Crooked Pontius has scoliosis.
I just envision Crooked Pontius to be just like Pontius only because Pontius is such an evil bastard that I doubt even a dimensional rift would put a dent in his wickedness. Just like I expect every single possible Crooked Mordoskul to be just as devious and sneaky as this Mordoskul, the bane of good guy RPers in every alternate dimension.
But back to the crooked world, the Iscariot part is a great angle to begin working on because it gives a reason to have the alternate universe begin to bleed into the current. Maybe the Iscariots want to overthrow Cain but know that they can't do it unless they raise a much larger army from the real dimension and when Cain opened up the two world's in order to procure more food and hunting grounds the IScariots took the opportunity to sneak into the real dimension and begin raising an army that they could use to do several things; kill Cain and his followers in both dimensions, close the portal between the two dimensions and claim the real dimension as their own, close the portal and trap Caine in the real dimension in order to kill him, etc.
Which would be easier, killing Caine in a dimension that he rules and is filled with his supporters(except for the slaves of course) or killing Caine in a dimension where he is trying to gain control?
Mordoskul wrote:This occurred to me last night, and the idea intrigued me.
Is there a Crooked Pontius?
The only difference between this Pontius and Crooked Pontius is the fact that Crooked Pontius has scoliosis.
I just envision Crooked Pontius to be just like Pontius only because Pontius is such an evil bastard that I doubt even a dimensional rift would put a dent in his wickedness. Just like I expect every single possible Crooked Mordoskul to be just as devious and sneaky as this Mordoskul, the bane of good guy RPers in every alternate dimension.
But back to the crooked world, the Iscariot part is a great angle to begin working on because it gives a reason to have the alternate universe begin to bleed into the current. Maybe the Iscariots want to overthrow Cain but know that they can't do it unless they raise a much larger army from the real dimension and when Cain opened up the two world's in order to procure more food and hunting grounds the IScariots took the opportunity to sneak into the real dimension and begin raising an army that they could use to do several things; kill Cain and his followers in both dimensions, close the portal between the two dimensions and claim the real dimension as their own, close the portal and trap Caine in the real dimension in order to kill him, etc.
Which would be easier, killing Caine in a dimension that he rules and is filled with his supporters(except for the slaves of course) or killing Caine in a dimension where he is trying to gain control?
Very true. The Iscariots don't have enough support to launch a full scale revolt against Cain and the Court, so they would need to look elsewhere for their army. The Iscariots know they have to kill Cain and eradicate the Court completely in one fell swoop or be destroyed in turn.