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Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

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.


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

Here's the race list as it currently stands-

KINDRED

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.

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

...and we will of course be adding more affiliations, Covens, Cells, and such for every race...


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

KINDRED COVENS (As they stand)

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.

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

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.

Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

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.

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

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.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in np
Clousseau






http://darkspenthouse.punbb-hosting.com/index.php

If it fits my schedule, I might join, right now though I am half delirious and tired to the bone...

"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary  
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

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.


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in np
Clousseau






http://darkspenthouse.punbb-hosting.com/index.php

'Band' might be better for something more ragtag, the werewolves always felt (To me) that they felt a bit superior and better organized.

"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary  
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

ineptus astartes wrote:If it fits my schedule, I might join, right now though I am half delirious and tired to the bone...

I haven't slept in two days. You're tired!?!?

Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in np
Clousseau






http://darkspenthouse.punbb-hosting.com/index.php

I have become accustomed to going to bed late and waking to bed early..arg.

to. tired. to write...

ineptus...signing...off...for..the...time...being.

*Snore*

"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary  
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

Anyhow, ghouls: What to do with the ghouls? They need more variety, so anyone up for Ghoul Duty?

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

Mordoskul wrote:Anyhow, ghouls: What to do with the ghouls? They need more variety, so anyone up for Ghoul Duty?

I had a ghoul. It was useless. They should be much more insane, and come in packs.

Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






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...

This message was edited 3 times. Last update was at 2011/09/06 20:15:40


 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

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.


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

@WARORK, nice work there. I approve

@FITZZ Perhaps the real strength and variety of ghouls would come from their cults. Well, time to write out some cults, I suppose.

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






Mordoskul wrote:@WARORK, nice work there. I approve


Thank you...just needs some stats and rules is all...I'd definitely do that myself but I have no clue how to figure those...
   
Made in us
Fixture of Dakka






On a boat, Trying not to die.

Name: Degen Wolfsguarde

Spoiler:


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.

This message was edited 1 time. Last update was at 2011/09/06 20:32:27


Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

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.

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






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?

This message was edited 1 time. Last update was at 2011/09/06 20:40:00


 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

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.

Mael-Dannan Ravenous Angels Tomb Kings Protectorate of Menoth
halonachos wrote:Mordo is evil, the cute walrus wearing a monocle is just a disguise for the evils within the confines of the avatar box.
darksage wrote:And then the darkness approached the computer screen ready to unveil untold horrors on millions of unsuspecting innocents... Some knew him as the bringer of terror...some knew him as the spawn of all things evil...some knew him as the walrus, but then their lives would account for nothing, for they would be dead in seconds of the words leaving their lips.The walrus has posted, prepare for the death of worlds.
 
   
Made in us
Stubborn Eternal Guard





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.

Battle Mage, good with combat. 2 magic dice
Adept, mid combat. 3 magic dice
Arch Mage, low combat. 4 magic dice

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.
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

@ Warork...

I've been mulling over the time span between BMII & BMIII...
I'd like to see at least a year in between the two...


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
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Dive-Bombin' Fighta-Bomba Pilot






FITZZ wrote:@ Warork...

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...
   
Made in us
Phanobi




oh,you know. in a basement...cooking ponies into cupcakes....

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.

Deathshead420 wrote:As your leader, I encourage you, from time to time and always in a respectful manner, to question my logic. If you're unconvinced a particular plan of action I've decided is the wisest, tell me so! But allow me to convince you. And I promise you, right here and now, no subject will ever be taboo … except, of course, the subject that was just under discussion. The price you pay for bringing up either my Chinese or American heritage as a negative is – I collect your f g head. [Holds up Tanaka's head] Just like this f r here. Now, if any of you sons of bitches got anything else to say, now's the f g time! [Pause] I didn't think so.
 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

I also want enough time to have past for Cas to have grown some, depending on wolf growth rate ...he could be entering his teen years...


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






FITZZ wrote: I also want enough time to have past for Cas to have grown some, depending on wolf growth rate ...he could be entering his teen years...


In one year? If we're doing this in dog years he'd be about seven...now if it was two years then yeah but still that's a bit fast to me...-shrugs-
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

WARORK93 wrote:
FITZZ wrote: I also want enough time to have past for Cas to have grown some, depending on wolf growth rate ...he could be entering his teen years...


In one year? If we're doing this in dog years he'd be about seven...now if it was two years then yeah but still that's a bit fast to me...-shrugs-


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" .


"I'll tell you one thing that every good soldier knows! The only thing that counts in the end is power! Naked merciless force!" .-Ursus.

I am Red/Black
Take The Magic Dual Colour Test - Beta today!
<small>Created with Rum and Monkey's Personality Test Generator.</small>

I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent.
 
   
Made in us
Dive-Bombin' Fighta-Bomba Pilot






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?
   
 
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