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Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Nice MDS, I'll go over all of it as time permits...thanks again.


"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

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 one Major NPC 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.

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
Massive Knarloc Rider





Exeter

Yeah, so the grubrah is the only one that works out for Ryan there. Seems to be written for him. tall, dark and handsome. Feral, Rage, It's all coming together.

Check out my (new) blog at https://neonrust.home.blog
 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

ghosty wrote:Yeah, so the grubrah is the only one that works out for Ryan there. Seems to be written for him. tall, dark and handsome. Feral, Rage, It's all coming together.


Actually saw Ryan as a mix of both Grubrah and Nrajah (or at least finding allies among the Nrajah...possiably the Mgral as well).


"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
Lord Commander in a Plush Chair





In your base, ignoring your logic.

ghosty wrote:I like most of the stat lines, but I do have a gripe with the Purebloods. Namelly that though their stat line is ok, (Maybe not as impressive as I had imagined) they're pulled down by their mass of debuffs. I mean, they charge the strongest enemy challanging everyone in the area, and if shivved with silver, most likely found on said toughest guy (eg. Andy, Ponts, possibly and Opriknikki) they take extra damage. And that they get exhausted and cant attack for the following turn provided they go for +2 str. I dunno, but I can imagine in a brawl a pureblood will charge the highest toughness guy there (Sake of argument, Oprinikki) find itself focused by everyone (Taunt) maybe cause a wound of two, then spend the rest of next turn sitting there gasping for air whilst everyone and their mums attacks.


Incidently, because Ryan has now got a pack of his own, I'm going to appeal to be an Alpha.Would suit his unnatural size and trength as well. I'd also be responsible with him, as I'm not the type of person who just throws in characters into every fight, y'know?


Aye, like I said, it was a rough attempt and I wasn't truly happy with them as is. I felt like I was trying too hard to balance their abilities out and forgot too much about the stat line for the purebloods. Especially after I made the alpha character, I didn't want the pureblood to be stronger than the alpha.

My main idea was that Wolves couldn't really have any gear thanks to their nature but I wanted them to have something similar to the hunter role set ups minus the medic role which is relatively pointless for Vampires and Werewolves.

All of the wolves were mainly close up fighters and I wanted to give them some things to let them have more range, but I didn't necessarily want them to blow vampires out of the water completely.

The Alpha was supposed to be more of a support, and of course the stat line was really tough in my opinion compared to what it could do so I thought it should be mainly an NPC, but that's not really my choice now is it .

The Pureblood was supposed to act as a tank and mainly a shield for the group, similar to the hunter 'Juggernaught', but again wolves are mainly offensive by nature so I guess I tried to fight their nature with their abilities. The standard wolf is the soldier of the group, similar to the soldier for the hunters. The Pup was supposed to be the source of the range attacks and a support unit as one. Of course it was weaker than the others so I tried to add in abilities and traits that would make it appealing to a character to use. That's also why it has a BS of 4.

Of course, Mordo made a better set of stats.

This message was edited 1 time. Last update was at 2011/05/09 00:37:36


 
   
Made in my
Sagitarius with a Big F'in Gun





Could you post the stats together pls?




 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

The Zoat wrote:Could you post the stats together pls?


No problem.

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.

Werewolf Merits and Flaws.

Werewolf Merits

Wolf Sight 1pt
In all your forms, you see colours and intensities of light as a wolf does. Your colour vision is dimmer than that of Humans, though you embrace the full spectrum of colours. Your night vision however far supasses Human nocturnal vision. You also notice movement more readily.

Lack of Scent 2pt
You either have no scent at all or only a very faint odor. Anyone attempting to track you via scent will find it very hard to do so.

Animal Magnetism 1pt
People find you especially attractive, you have always found it easier to seduce others and many take more weight in you words than perhaps they should. On the down side, others may see you as a potential threat, Werewolves are esepcially weary of love rivals with this trait.


Werewolf Flaws

Animal Musk 1pt
You have the odor of a animal regardless of form. Whenever you are indoors or in a crowd of people, Humans will notice the aroma and are less forgiving in social situations. Other Werewolves tend to take no notice of this trait.

Monochrome Vision 1pt
You cannot distinguish between colours, but see the world through varying shades of black, white and gray. Colour has no meaning to you, although you can differentiate intensties of shade - dark grey, light grey, dull grey, etc.

Strict Carnivore 1pt
Vegatable and grains give you no nutritional benefit; you can only subsist on meat, the closer to raw the better. You'll have reall problems in areas where fresh meat is scarce.

Pack mentality 3pt
You are lost without the pack. You feel secure and more at ease with your inner wolf when standing among your fellow Werewolves. You have little identity outside the pack, and find it difficult to speak in terms of 'I' or 'me'

Banned Transformation 1-6pt
Some circumstance, event, curse or unknown spiritual situation prevents you changing forms when in the presence of a specific situation or item. The level of this flaw depends on the situation, some examples.
Relaxing Music 1pt
In the vicinity of Wolfsbane 2pt
When around Silver 4pts
During the Day or during the Night 5pts
When the moon is not visible 6pts

Forced Transformation 1-4pts
Certain circumstances force you to undergo a uncontrollable shift to your warform. You may reist the change by taking a Ld test at -1, but once youhave made the forced change, you may not change back until the triggering circumstance has passed. Some examples.
Alcohol or drugs 1pt
Seeing the light of the full moon 2pts
Sexual arousal 2pts
In the presence of a Vampire 2pts
In the presence of a Hunter or Vampire - back to Human form 4pts

Sign of the Wolf 2pts
The folklore of Werewolves holds true as far as your concerned. Like the shapechangers of myth and legend, you possess eyebrows that meet in the middle of your forehead, hair grows on the palms of your hands and the second and third fingers of your hands are the same length. You may even manifest a pentagram on your palm before, during and just after a full moon.

Need to dig some more books for Werewolf merits, but this is a start.

"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 gb
Massive Knarloc Rider





Exeter

Wolfy. Were I to choose some, I'd go for as a merit, Wolf sight, 'cause I never mentioned any other benefits in the previous rp, and for a flaw, most likely forced transformation either in the full moon, or more likely, and comically, sexual arousal.

Check out my (new) blog at https://neonrust.home.blog
 
   
Made in gb
Junior Officer with Laspistol




Perth/Glasgow

Yea the nature/demenour is good except like my Brujah who a Joker and was confronted by the 1000 year-old Gangrel

This message was edited 1 time. Last update was at 2011/05/09 15:49:28


Currently debating whether to study for my exams or paint some Deathwing 
   
Made in gb
Fireknife Shas'el




Banging my head against the wall cos I made a typo while hacking the Matrix

In my final post I'm gonna explain one clan, a major one...

... as in, a really big one...

Great RP Lord of Dakka

Don't mess with the Kaiser!

"It's not what you do, it is how big the explosion is, and the people you kill allong the way that makes it all worthwhile," The Kaiser

sillyboy wrote:Are you my twin brother, Kais? O_o
 
   
Made in us
Humming Great Unclean One of Nurgle





Georgia,just outside Atlanta

Shas'ui T'au Kais wrote:In my final post I'm gonna explain one clan, a major one...

... as in, a really big one...



....Sorry Kais..the " Lunar Brotherhood"...is not going to be a "Major"," Really Big" clan...at best it's a
very small confederation of Wolves who, for whatever reason ,chose to hunt Vampires/other Wolves.



"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 are the racial stats as they currently stand. Hunter stats provided by Halonachos. Sorcerers are on their way as well.


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/T-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/T-6/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.


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 (WORK IN PROGRESS)
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. Sacrfices speed and mobility to act as a shield for his fellow hunters. Juggernaughts 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.

Sorceror, Djinn
WS-4/BS-4/S-4/T-4/W-2/I-5/A-2/Sv-3+
These are not full blown sorcerors, 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 causig massive damage at the cost of having to recharge for a turn.

This message was edited 2 times. Last update was at 2011/05/09 22:59:06


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
Fireknife Shas'el




Banging my head against the wall cos I made a typo while hacking the Matrix

What about Lunar Brotherhood?

Nah, I'll do profile for them when I have time...

... if that's alright with you all...

Great RP Lord of Dakka

Don't mess with the Kaiser!

"It's not what you do, it is how big the explosion is, and the people you kill allong the way that makes it all worthwhile," The Kaiser

sillyboy wrote:Are you my twin brother, Kais? O_o
 
   
Made in be
Preacher of the Emperor





A strange place

Pssst Mordoskull: you forgot the basic hunter...



 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

Shas'ui T'au Kais wrote:What about Lunar Brotherhood?

Nah, I'll do profile for them when I have time...

... if that's alright with you all...


Wouldn't they be pretty much the same as the Nrajah?

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
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

sillyboy wrote:Pssst Mordoskull: you forgot the basic hunter...

Hang on...

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 be
Preacher of the Emperor





A strange place

@ kais

Isn't the brotherhood more like an offspring to the Nrajah... Just that they also hunt their own kind...

edit: ninja'd by a walrus

This message was edited 1 time. Last update was at 2011/05/09 19:13:45




 
   
Made in gb
Fireknife Shas'el




Banging my head against the wall cos I made a typo while hacking the Matrix

The Lunar Brotherhood has been operational for a looooooong time (as in at the beginning of Werewolves) so I would think not...

... well...

... I suppose they are alike...

Great RP Lord of Dakka

Don't mess with the Kaiser!

"It's not what you do, it is how big the explosion is, and the people you kill allong the way that makes it all worthwhile," The Kaiser

sillyboy wrote:Are you my twin brother, Kais? O_o
 
   
Made in gb
Massive Knarloc Rider





Exeter

Psst Mordo, you forgot the unique Ghosty is the best class.

With the special rule that if I righ tthe best thing in existence I can get away with inter character murder.

Check out my (new) blog at https://neonrust.home.blog
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






The Claw

Shas'ui T'au Kais wrote:The Lunar Brotherhood has been operational for a looooooong time (as in at the beginning of Werewolves) so I would think not...

... well...

... I suppose they are alike...


So have the Nrajah, as they refused Lycaelon, the first Werewolf as their Alpha.

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 be
Preacher of the Emperor





A strange place

Mordoskul wrote:
Shas'ui T'au Kais wrote:The Lunar Brotherhood has been operational for a looooooong time (as in at the beginning of Werewolves) so I would think not...

... well...

... I suppose they are alike...


So have the Nrajah, as they refused Lycaelon, the first Werewolf as their Alpha.


I think the difference is the lunar also hunts wolfs, while the Nrajah are more or less neutral...



 
   
Made in gb
Fireknife Shas'el




Banging my head against the wall cos I made a typo while hacking the Matrix

Yeah, basically

Great RP Lord of Dakka

Don't mess with the Kaiser!

"It's not what you do, it is how big the explosion is, and the people you kill allong the way that makes it all worthwhile," The Kaiser

sillyboy wrote:Are you my twin brother, Kais? O_o
 
   
Made in be
Preacher of the Emperor





A strange place

@mordoskull

witchhunter ............that would be awesome.........Options!



 
   
Made in gb
Junior Officer with Laspistol




Perth/Glasgow

@ Mordo- You've entered the house of Juli twice, or are you emphasising how epic they are, they alos don't have a toughness value

and a bit off topic but can anyone PM a synopsis of Space Hulk, I want to join buts thats alot reading to do.....

Currently debating whether to study for my exams or paint some Deathwing 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

If I may suggest, the witch hunter should be something along the lines as an offensive unit against things with psychic powers.

This means they will have a trait that lets them ignore mind control and maybe whatever other powers vampires/werewolves may have, but lack any true offensive magic spells.

Gear should be 100% silver, and they should have special ways of inserting stakes into vampires, such as a crossbow or something instead of a machine gun. Reduced number of attacks, but they pack one hell of a punch.
   
Made in be
Preacher of the Emperor





A strange place

halonachos wrote:If I may suggest, the witch hunter should be something along the lines as an offensive unit against things with psychic powers.

This means they will have a trait that lets them ignore mind control and maybe whatever other powers vampires/werewolves may have, but lack any true offensive magic spells.

Gear should be 100% silver, and they should have special ways of inserting stakes into vampires, such as a crossbow or something instead of a machine gun. Reduced number of attacks, but they pack one hell of a punch.


, i already have a crossbow...



 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

sillyboy wrote:
halonachos wrote:If I may suggest, the witch hunter should be something along the lines as an offensive unit against things with psychic powers.

This means they will have a trait that lets them ignore mind control and maybe whatever other powers vampires/werewolves may have, but lack any true offensive magic spells.

Gear should be 100% silver, and they should have special ways of inserting stakes into vampires, such as a crossbow or something instead of a machine gun. Reduced number of attacks, but they pack one hell of a punch.


, i already have a crossbow...


But not any coffee I see.
   
Made in be
Preacher of the Emperor





A strange place

halonachos wrote:
sillyboy wrote:
halonachos wrote:If I may suggest, the witch hunter should be something along the lines as an offensive unit against things with psychic powers.

This means they will have a trait that lets them ignore mind control and maybe whatever other powers vampires/werewolves may have, but lack any true offensive magic spells.

Gear should be 100% silver, and they should have special ways of inserting stakes into vampires, such as a crossbow or something instead of a machine gun. Reduced number of attacks, but they pack one hell of a punch.


, i already have a crossbow...


But not any coffee I see.


I had, but the decided to drink it myself. It was not like someone important needed it.



 
   
Made in us
Lord Commander in a Plush Chair





In your base, ignoring your logic.

Hunter Class, Vegas:

WS-1/BS-1/S-2/T-2/W-2/I-4/A-1/Sv-6+

Vegas is a no good coffee stealing *expletive*. As such she was cursed by DeeDee, the elder God of Coffee. She suffers from a fear of anything brewed. She is able to drink Frappucinos however, thanks to the fact that they aren't real coffee.

Gear: None.
Abilities: None.
   
 
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