Vampire Hunters
-Needs a name
-Needs NPCs
General Rules
No Godmodding. For those of you who don’t know, this is when something nigh impossible happens. Typically it involves super characters that CAN’T be beaten. Or character that can be beaten but it takes several armies and nukes. More or less, if it seems like you character is or can beat James Bond you might want to start over.
Limit you meta-gaming to the realistic. If you know about guns, then your character can know about guns. Things like that are fine. I don’t want to see a character suddenly have an intimate knowledge of every other character’s past. Remember that you read the character profiles; your character does not have that luxury.
Controlling others characters. This can be a touchy subject, some are for it others not so much. Try to limit it to simplistic things, like you threw a pie at someone and want it to miss, make it miss. If you want it to hit then good luck convincing the other player to let it hit. IF you have posted something and several(2-3) days later there hasn’t been a response PM me and the other person. If nothing happens then I’ll take control of the character. And most likely will send a semi-enraged PM to the offender.
Obviously try not to miss too much of what is going on. If you are going to be busy and will miss posting for more than a day, post it in the OOC board so we all know.
The creatures covered in the creature section are the only allowable Player Character races. Yes your dark elf spy might be awesome, but not here.
Creatures listed only have the powers listed. This RP isn’t Dracula or Werewolf, so I
Vehicles: Cars, SUVs, Jeeps. Ok. Jet Fighters, tanks, and attack helicopters: not ok.
I am not really a rule Nazi, I just want this RP to last a little longer than my others.
Creatures
Vampires: The vampire is one of the most feared creatures of the night. They are immune to many normally lethal attacks. There are several known ways to kill vampires, though they may not be exactly what Hollywood has led many to believe. Coupled with this is the terrifying ability to create more vampires with only a simple bite.
Powers: When a vampire bites a human it can either completely drain the subject killing him, or it can turn the victim by drinking some blood. If the subject is turned, it has its own will and mind, though it must obey any command given to it by the creator vampire. In addition to this, vampires have a startling resilience to damage. Many normally lethal attacks are mere annoyances to these supernatural creatures. Only a headshot (with any weapon, be it a knife or gun) large enough or destructive enough to sever the brain from the body can kill the vampire with ordinary weapons. Other wounds simply close up with no mark on them within minutes. Vampires can not die from old age.
Weaknesses: Vampires can not withstand sunlight easily. Some of the oldest have built up a semi-immunity to the sun. Most though are severely burned after more than a few seconds of direct exposure. If they must venture out in the daylight, they typically wear heavy coats and apply massive amounts of sunscreen to help protect themselves. These unholy demons can not withstand scripture nor holy items. Holy symbols, be they crucifixes or the Koran, cause a constant draining effect on the vampire if the item are within 2-3 feet or are being directed by one with sufficient will to focus the power there. Not necessarily a weakness, but a vampire must always follow the orders of the master. If the original master is killed a vampire can choose a different person as a master or remain free.
Werewolves: The other major terror of the darkness. Though not as wide spread as vampires, the werewolves are much harder to kill. Over the years there have been several campaigns to exterminate them, but they continue to survive despite the best efforts of hunters world wide.
Powers: A werewolf bite can infect the unfortunate who was bitten, though only if they survive the infection. The infection spreads very rapidly, striking the subject with a high fever. Hospitalization is typically required and despite the efforts of doctors the victim normally dies. If the subject survives, which has become more common, they are no longer human, instead they are a werewolf. Werewolves are almost ridiculously tough. On more than one occasion, a werewolf thought dead has maimed and even killed the unwary. The werewolf also gains the ability to transform. There are two forms besides the human: the half-wolf form which is the typical monster of legend and the wolf. A hulking, furry beast of destruction and fury personifies the half-wolf. This form isn’t commonly seen, but when unleashed the werewolf can destroy nearly anything. The wolf form is a large wolf. More often than not the wolf form seems intelligent and has the glint of sentience in the eyes, which can be quite disturbing. This change is not controlled by the moon; rather the werewolf can decide to change at will, though it takes skill to learn how to do that. Until they learn how, they can change randomly and for no reason.
Weaknesses: Werewolves are severally injured by silver weapons, and like any other creature, enough damage to the head can kill them. While not a weakness per se, there are very few werewolves in relation to vampires. This is offset by the werewolf’s better healing and regeneration and their lack of other weaknesses.
If you are a human, you can select one (1) of the following attributes from below. You do not have to do this, but you can. Any number of humans can take the same attribute.
Attributes
Divine Magic: This person can call upon the powers of Heaven to aid them. Whether through a lifetime of communing with the powers that be, or simple luck the Gods offer assistance to those who they feel deserve it. This attribute is like a Paladin or Cleric from D and D if that helps. Typically they can heal, though they also have other powers.
Arcane Magic: This magic has yet to be explained in any rational way. Scientists have tried to assess it, but so far they know only that it can do things normally impossible. This attribute is basically a Sorcerer or Wizard from D and D. This group can cast just about anything from teleportation spell to fireballs.
Psychic: These powers of the mind are usable by a select few. Typically the users are controlled and focused individuals. These powers also range from combat oriented abilities, like the creation of a psychic weapon (a physical manifestation of the user’s will), to mind speaking to others.
Those are the only Player Races at this time. I’ll allow other were-creatures provided they make sense, so no were-sharks or something random like that.
There are other creatures that exist, but I would prefer that you avoid creating them as NPCs unless you have a good reason, say you’re a summoner. This list is not comprehensive, but a sampling of what there will be in this world.
Daemons
Fiends
Golems
Minotaurs
Zombies
Dragons
World Overview: It’s an Earth-like world, similar today. However, all is not as it seems. Creatures of another place stalk the world. Governments have been hiding this fact from their populations ever since it became known. Creatures like vampires and werewolves have survived since the ancient times, but new ones vie for their place in the night. The mega-city of Chazon is one such place. Vampires watch from lofty skyscrapers and weres survive wherever they can. The city has had a semblance of order, enforced by a mysterious government organization.
The characters: If you join this Role Play you will be a member of the secret organization, dedicated to fighting the forces of darkness. You can be a were, vampire, or human, just follow the rules established above.
I apologize for the lack of story info right now. There will be another post to better describe my vision of this RP. I just wanted to get an early reaction to see if it was worth writing up more fluff about the world, etc. In this RP I will be the GM and will run the majority of the Major NPCs and some of the less important ones.
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