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![[Post New]](/s/i/i.gif) 2011/09/22 03:26:16
Subject: The Blood Moon III Discussion Thread...
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Dive-Bombin' Fighta-Bomba Pilot
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lord commissar klimino wrote:feth you. you wont be saying that when im dancing on your grave 200 years from now
-Shrugs- Eh...the feisty ones always go first...stick around, keep your head down, you might just learn something before you get plugged...
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![[Post New]](/s/i/i.gif) 2011/09/22 03:37:08
Subject: The Blood Moon III Discussion Thread...
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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WARORK93 wrote:lord commissar klimino wrote:feth you. you wont be saying that when im dancing on your grave 200 years from now
-Shrugs- Eh...the feisty ones always go first...stick around, keep your head down, you might just learn something before you get plugged...
... No..it's not the feisty ones that go first...that slot is reserved for the stupid ones...of course in many cases Feisty and stupid go hand in hand...
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"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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![[Post New]](/s/i/i.gif) 2011/09/22 03:41:53
Subject: The Blood Moon III Discussion Thread...
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Dive-Bombin' Fighta-Bomba Pilot
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FITZZ wrote:... No..it's not the feisty ones that go first...that slot is reserved for the stupid ones...of course in many cases Feisty and stupid go hand in hand...
Feisty...stupid...at the end of the day, you shoot em with some silver or some wood and they go in the ground...
Which brings up an interesting question: What kind of wood do you think they put in the bullets? I would use pine because it shatters easily, should make for some good shrapnel...
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![[Post New]](/s/i/i.gif) 2011/09/22 03:44:20
Subject: The Blood Moon III Discussion Thread...
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Lord Commander in a Plush Chair
In your base, ignoring your logic.
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WARORK93 wrote:FITZZ wrote:... No..it's not the feisty ones that go first...that slot is reserved for the stupid ones...of course in many cases Feisty and stupid go hand in hand...
Feisty...stupid...at the end of the day, you shoot em with some silver or some wood and they go in the ground...
Which brings up an interesting question: What kind of wood do you think they put in the bullets? I would use pine because it shatters easily, should make for some good shrapnel...
Maple or cherry wood, Black Walnut is another beautiful wood.
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![[Post New]](/s/i/i.gif) 2011/09/22 03:46:22
Subject: The Blood Moon III Discussion Thread...
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Dive-Bombin' Fighta-Bomba Pilot
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halonachos wrote:Maple or cherry wood, Black Walnut is another beautiful wood.
Yeah, but isn't that stuff expensive? Why make bullets with mahogany if you can make ten times as much with oak?
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![[Post New]](/s/i/i.gif) 2011/09/22 03:49:25
Subject: The Blood Moon III Discussion Thread...
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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...Honestly...I never gave it much thought...I wood suppose a nice solid wood that could be crafted into a bullet, not shatter when fired and penetrate flesh to reach and imbed in the heart..
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"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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![[Post New]](/s/i/i.gif) 2011/09/22 03:58:15
Subject: The Blood Moon III Discussion Thread...
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Lord Commander in a Plush Chair
In your base, ignoring your logic.
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WARORK93 wrote:halonachos wrote:Maple or cherry wood, Black Walnut is another beautiful wood.
Yeah, but isn't that stuff expensive? Why make bullets with mahogany if you can make ten times as much with oak?
Because some vampires will only die if they're shot with expensive wood.
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![[Post New]](/s/i/i.gif) 2011/09/22 04:25:41
Subject: The Blood Moon III Discussion Thread...
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Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
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WARORK93 wrote:lord commissar klimino wrote:feth you. you wont be saying that when im dancing on your grave 200 years from now
-Shrugs- Eh...the feisty ones always go first...stick around, keep your head down, you might just learn something before you get plugged...
*crouches down behind you* *watches as you take the bullets intended for me* ah..i see. dont be used as a meat shield and you just might live.
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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. |
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![[Post New]](/s/i/i.gif) 2011/09/22 08:15:38
Subject: Re:The Blood Moon III Discussion Thread...
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Preacher of the Emperor
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Well, these pages are just filled with important stuff...;
(So 666Fitzz, is Fitzz youtube account..;I should have known.  )
Also after a long search;
I present to you: Crooked Vegas:
And thats all you get before the start of BM3
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![[Post New]](/s/i/i.gif) 2011/09/22 08:56:01
Subject: Re:The Blood Moon III Discussion Thread...
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[DCM]
Et In Arcadia Ego
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If we could cut down on the spam posts please.
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2011/09/22 10:29:23
Subject: The Blood Moon III Discussion Thread...
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Fireknife Shas'el
Banging my head against the wall cos I made a typo while hacking the Matrix
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Great idea has just popped into my head (well, it opped in abut a week age but I am trying to think a bit more on it)...
... Fitzz, I'll PM you...
... and possibly silly...
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![[Post New]](/s/i/i.gif) 2011/09/22 12:33:57
Subject: Re:The Blood Moon III Discussion Thread...
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Phanobi
oh,you know. in a basement...cooking ponies into cupcakes....
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a totenmaske of surprisingly gentle nature, he finds humans interesting and has enjoyed watching them throughout history. He eventually decided he wanted to experiment with how much his little meat sacks could take; both mentally and physically. So during the 2 great wars,he began such experiments. by Eating the recently dead,and taking on their skin, he drove drove some troop to suicide by haunting them and ripped others apart as they tried in vain to kill him. Eventually, he saw the world settle down and decided to take a more subtle approach to compensate. Taking on businessmen as prey, he learned to enjoy the art of money and made it into a game to see how much he could increase a companies profits before his skin melted off and he was forced to take on another form. His past with the vampire and werewolves is a small one. Why? Because he finds his 'brethren' and the changelings boring compared to the humans and stuck too staying out of their way and not giving them a reason to consider him in the way.
aaand that all ive got so far. still iffy on what his age should be.
and LCK still looks LICK to me.....
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This message was edited 1 time. Last update was at 2011/09/22 12:36:54
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. |
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![[Post New]](/s/i/i.gif) 2011/09/22 15:24:00
Subject: Re:The Blood Moon III Discussion Thread...
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Junior Officer with Laspistol
Perth/Glasgow
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Given that theres been roughly 5 years between BM II & III me thinks thyat Isaac and Vukojevic will looks like this
This is more sort of Suzie
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Currently debating whether to study for my exams or paint some Deathwing |
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![[Post New]](/s/i/i.gif) 2011/09/22 16:02:09
Subject: Re:The Blood Moon III Discussion Thread...
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Dive-Bombin' Fighta-Bomba Pilot
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Hlaine Larkin mk2 wrote:Given that theres been roughly 5 years between BM II & III me thinks thyat Isaac and Vukojevic will looks like this
Whoa...back up...five years?
since when?
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![[Post New]](/s/i/i.gif) 2011/09/22 17:45:57
Subject: Re:The Blood Moon III Discussion Thread...
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Preacher of the Emperor
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WARORK93 wrote:Hlaine Larkin mk2 wrote:Given that theres been roughly 5 years between BM II & III me thinks thyat Isaac and Vukojevic will looks like this Whoa...back up...five years? since when? If i recall correct, it would be between 1-3 years... @LCK What is your char precisly...? Some sort of ghoul?
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This message was edited 2 times. Last update was at 2011/09/22 18:05:16
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![[Post New]](/s/i/i.gif) 2011/09/22 17:55:09
Subject: The Blood Moon III Discussion Thread...
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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...I need to address a few concerns....pertaining to several aspects of the RP.
First...the time line, I ( and others) have been thinking that as this is the final chapter in Blood Moon...the situation involving Cass age ( and therefore the prophecy of the Great Wolf) would be hard to wrap up if only a year had past...
Second...I ( and others) am concerned that perhaps the RP is becoming " overly complex" with the additions of to many sub sets for established character templates...this is part of the reason I want to go over every new idea and edit as needed....
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"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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![[Post New]](/s/i/i.gif) 2011/09/22 18:06:28
Subject: The Blood Moon III Discussion Thread...
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Dive-Bombin' Fighta-Bomba Pilot
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FITZZ wrote: ...I need to address a few concerns....pertaining to several aspects of the RP.
First...the time line, I ( and others) have been thinking that as this is the final chapter in Blood Moon...the situation involving Cass age ( and therefore the prophecy of the Great Wolf) would be hard to wrap up if only a year had past...
Second...I ( and others) am concerned that perhaps the RP is becoming " overly complex" with the additions of to many sub sets for established character templates...this is part of the reason I want to go over every new idea and edit as needed....
Sounds legit to me, I'll be making a few minor changes to my plans depending on how far the time skip actually is but I'm sure the matter is in good hands...
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![[Post New]](/s/i/i.gif) 2011/09/22 18:08:39
Subject: Re:The Blood Moon III Discussion Thread...
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Preacher of the Emperor
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@Fitzz
Go ahead.
And it dosen't matter what yearspan you choose, i can roll either way.
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![[Post New]](/s/i/i.gif) 2011/09/22 18:13:31
Subject: The Blood Moon III Discussion Thread...
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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Cool...I'm also seriously considering keeping all " new character types" to a minimum...just for simplicity's sake...
This RP is going to get complicated enough with the introduction of the " crooked world"...adding a plethora of new character types and sets will only serve to further bog it down...and I don't want that...
Sometimes it's best to strip off all the "extras" and just run the engine wide open...
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"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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![[Post New]](/s/i/i.gif) 2011/09/22 18:17:01
Subject: The Blood Moon III Discussion Thread...
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Dive-Bombin' Fighta-Bomba Pilot
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FITZZ wrote: Cool...I'm also seriously considering keeping all " new character types" to a minimum...just for simplicity's sake...
This RP is going to get complicated enough with the introduction of the " crooked world"...adding a plethora of new character types and sets will only serve to further bog it down...and I don't want that...
Sometimes it's best to strip off all the "extras" and just run the engine wide open...
Wait...so we're not adding any new stuff?
Hmmm...that might put some kinks in my ideas...was really oping to get that other class pushed through...:/
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![[Post New]](/s/i/i.gif) 2011/09/22 18:17:12
Subject: The Blood Moon III Discussion Thread...
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[DCM]
Coastal Bliss in the Shadow of Sizewell
Suffolk, where the Aliens roam.
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In my personal view, I would suggest to not make much of a time skip, and instead deal with the immediate threat of the story as so far envisioned. This has been great fun, and the only reason I cannot see future Blood Moons would be if we wrapped way to soon. There are some pretty big immediate or close too it questions to be answered, which could happily be BM3, then if FITZZ wants a decent break, we can shelve the setting till next year and then do a time skip as large as anyone wants. You could jump forward to Cass being a late tennager for example.. 18yrs as a suggestion. I can make some drastic changes to where the story was going, but they become more increasingly 'odd' the longer the gap is. I'm just thinking, (and to be honest its just in my head as I've done similar time jumps myself in the past with games, its a great way of moving forward the story.) That in this case you might want to consider resolving the threat of Cain's potential invasion, the birth of the 'blood' and then worry about an epic conclusion to Cass, the Weres and Vamps at another date. Of course I could be talking nonsense, but I thought I'd put it out there.
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This message was edited 1 time. Last update was at 2011/09/22 18:38:51
"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)
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![[Post New]](/s/i/i.gif) 2011/09/22 18:35:39
Subject: The Blood Moon III Discussion Thread...
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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@ MDS...You make some great points my friend...
Could be that we may perhaps need to consider the posibility of a part 4 to bring about a proper close ...since,as you noted, to jump to far ahead in the time line would leave a lot of imediate questions just dangling...the more I think about it...the more I believe a part 4 is going to eventually happen..
@ Warork...no no no...there will be some new stuff added of course....I just don't want to over complicate things.
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"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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![[Post New]](/s/i/i.gif) 2011/09/22 18:42:13
Subject: The Blood Moon III Discussion Thread...
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Dive-Bombin' Fighta-Bomba Pilot
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FITZZ wrote: @ Warork...no no no...there will be some new stuff added of course....I just don't want to over complicate things.
Awesome...
And a fourth Blood Moon? This day just keeps getting better...
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![[Post New]](/s/i/i.gif) 2011/09/22 18:55:14
Subject: Re:The Blood Moon III Discussion Thread...
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Tzeentch Aspiring Sorcerer Riding a Disc
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lord commissar klimino wrote: a totenmaske of surprisingly gentle nature, he finds humans interesting and has enjoyed watching them throughout history. He eventually decided he wanted to experiment with how much his little meat sacks could take; both mentally and physically. So during the 2 great wars,he began such experiments. by Eating the recently dead,and taking on their skin, he drove drove some troop to suicide by haunting them and ripped others apart as they tried in vain to kill him. Eventually, he saw the world settle down and decided to take a more subtle approach to compensate. Taking on businessmen as prey, he learned to enjoy the art of money and made it into a game to see how much he could increase a companies profits before his skin melted off and he was forced to take on another form. His past with the vampire and werewolves is a small one. Why? Because he finds his 'brethren' and the changelings boring compared to the humans and stuck too staying out of their way and not giving them a reason to consider him in the way.
aaand that all ive got so far. still iffy on what his age should be.
and LCK still looks LICK to me.....
Ah, verily did I spy what you have done.
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![[Post New]](/s/i/i.gif) 2011/09/22 18:56:06
Subject: The Blood Moon III Discussion Thread...
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Tzeentch Aspiring Sorcerer Riding a Disc
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FITZZ wrote: @ MDS...You make some great points my friend...
Could be that we may perhaps need to consider the posibility of a part 4 to bring about a proper close ...since,as you noted, to jump to far ahead in the time line would leave a lot of imediate questions just dangling...the more I think about it...the more I believe a part 4 is going to eventually happen..
A fourth Blood Moon? Today is that much better.
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![[Post New]](/s/i/i.gif) 2011/09/22 19:07:26
Subject: The Blood Moon III Discussion Thread...
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Fixture of Dakka
On a boat, Trying not to die.
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Mordoskul wrote:FITZZ wrote: @ MDS...You make some great points my friend...
Could be that we may perhaps need to consider the posibility of a part 4 to bring about a proper close ...since,as you noted, to jump to far ahead in the time line would leave a lot of imediate questions just dangling...the more I think about it...the more I believe a part 4 is going to eventually happen..
A fourth Blood Moon? Today is that much better.
I agree. A 4 part series would have better story, and not need as much cuts.
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Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats. |
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![[Post New]](/s/i/i.gif) 2011/09/22 19:17:36
Subject: The Blood Moon III Discussion Thread...
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Humming Great Unclean One of Nurgle
Georgia,just outside Atlanta
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Well then...It would seem that a fourth chapter will be looming in the distance...
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"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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![[Post New]](/s/i/i.gif) 2011/09/22 20:44:25
Subject: The Blood Moon III Discussion Thread...
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Junior Officer with Laspistol
Perth/Glasgow
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FITZZ wrote: Well then...It would seem that a fourth chapter will be looming in the distance...
Yay, and cookies for all!!
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Currently debating whether to study for my exams or paint some Deathwing |
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![[Post New]](/s/i/i.gif) 2011/09/22 20:53:50
Subject: The Blood Moon III Discussion Thread...
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Lord Commander in a Plush Chair
In your base, ignoring your logic.
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As far as limiting new characters, I would probably limit what they could be for vampires and wolves. Just to keep it basic and all, Strigoi, vampires, and totenmaskes with ghouls and the others filling in as NPCs.
Werewolves are basic as they are, and hunters are also pretty basic but some classes can be cut. So let's cut the fat and gristle.
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![[Post New]](/s/i/i.gif) 2011/09/22 21:06:07
Subject: The Blood Moon III Discussion Thread...
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Lord Commander in a Plush Chair
In your base, ignoring your logic.
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Right now there are 7 classes for the hunters, 6 clans for the werewolves, and 10 houses/choices for the Kindred. Okay, scrap the DeCarians, Nachzehrer, Dyybuk, Domestic Ghouls, and maybe Strigoi. The Nachzehrer seem redundant with characters that are Strigoi, big thing being stealth for both of them. The DeCarians, while nice can easily be replaced with the bloodthirsty Opriknikki. Dyybuks have too many rules to be a common PC, of course if Pontius is one then allow him to remain one because Mordo will more than likely remember the rules and of course is a major influencer of the story. Drop the Medic class for the Hunters. We should base certain Houses, Classes, etc off of basic skills and traits, I suggest the following: Long Range Fighter, Close Range Fighter, Magical, Tank, and Stealth. Mordoskul wrote: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. 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.
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This message was edited 3 times. Last update was at 2011/09/22 21:09:46
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