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 Post subject: Unnamed Roleplay Info(Vamps, Weres, and Government Groups)
PostPosted: Thu Aug 30, 2007 5:48 pm 
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Templar GrandMaster
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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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 Post subject:
PostPosted: Thu Aug 30, 2007 7:44 pm 
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Grand Templar
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That test is a lil' Harsh. I got a 49 on it, and I can almost promise you that most of the RP Character thrad people could beat mine quite easily.

Hell, a generic Spartan Super Soldier gets a 66 (Which falls under the 'God' level on the list).

Either way, I may join. Lemme go over the rules some more, first.


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 Post subject:
PostPosted: Thu Aug 30, 2007 7:50 pm 
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Master
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I'll keep my eye trained on this. While I'll admit that I'm not interested in joining at this moment in time (I'm perfectly happy and occupied with 'Breaching Worlds' right now), I may well in the future.

After all, it takes a good story premise to get me to join an RP. That's just how I roll. :wink:


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 Post subject:
PostPosted: Thu Aug 30, 2007 7:56 pm 
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Citizen
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I think in general the test is fine. I got a 27 with my 11 Shadows character, and she's on the strong side, with major telekinesis and other major point things similar. I could have maybe added a few more on the willpower, but that would have put it only up to a 29 or 30, which is still pretty low.

So for this, with a little more realism than 11 Shadows, the test should be totally fine, I think.

Simply a difference in opinion.


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 Post subject:
PostPosted: Thu Aug 30, 2007 7:59 pm 
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Templar Master
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Location: In a suitcase, They open up the case and I go "hellooooo! I am Lindsay Lohan!"
Citizen wrote:
I think in general the test is fine. I got a 27 with my 11 Shadows character, and she's on the strong side, with major telekinesis and other major point things similar. I could have maybe added a few more on the willpower, but that would have put it only up to a 29 or 30, which is still pretty low.

So for this, with a little more realism than 11 Shadows, the test should be totally fine, I think.

Simply a difference in opinion.


same here too, I used my 11 shadows charactor too, and still got 27 :mrgreen:


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 Post subject:
PostPosted: Thu Aug 30, 2007 8:07 pm 
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Templar Inner Circle
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weird, both of mine ranked in the forties, or are we reading the questions differently?


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 Post subject:
PostPosted: Thu Aug 30, 2007 8:07 pm 
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Grand Templar
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Location: Some Imperial Shuttle
Using 11 Shadows, I got a 16.

Anyways, it seems you're limiting us to be Vamps / Werewolves?

Wynni wrote:
weird, both of mine ranked in the forties, or are we reading the questions differently?

Average wizard on that should be in the thirties minimum. Above average intelligence, multiple spell castings, minor draining from all but the medium / larger spells, etc. Anyone with magic might as well add fifteen points to start with to the rest of their score.


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 Post subject:
PostPosted: Thu Aug 30, 2007 8:14 pm 
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Templar Inner Circle
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It also asks about items and such. Don't know about you, but I don't adventure without equipment ;P

and fighting prowress

and agility has its own tag (if you're a were, you get penalized at least twice)


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 Post subject:
PostPosted: Thu Aug 30, 2007 9:47 pm 
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Templar Master
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Location: In the beating and possibly rotting heart from mass imigration of Canada!
I'm up for it


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 Post subject:
PostPosted: Thu Aug 30, 2007 10:54 pm 
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Templar GrandMaster
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Right, so i forgot I had that test in there. so ignore it. I added in the templetes and forgot about the estra point it costs to play weres. Ima go back and remove that from the rules. I'll just look ovewr the chars you post and see if they are way too nuts or not.

No you can be either Vamp, Were, or Human. If you pick human you can be one of the templete/attribute things if you want. If I (or you) find anything else weird in this, jsut point it out. Until get proper sleeping habits here (LOL) I might be just a bit crazier than normal.


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 Post subject:
PostPosted: Fri Aug 31, 2007 3:05 pm 
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Templar Inner Circle
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Take your time sugar face; everyone knows how crazy school can make you. I think we all would rather wait on a game that has some thought behind it over an immediate game tossed together during hazy sleep deprivation (lordy do I remember those days /cringe).


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 Post subject:
PostPosted: Fri Aug 31, 2007 3:56 pm 
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Grand Templar
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Location: Some Imperial Shuttle
Character Name: Aldred Caebor (Al-dread Say-boar).
Original name: Borace Lander.
Character Age: Fourty Seven.
Family Ties:
Father - Deceased, Vampire (Written and 'Official' Cause of death was murder)
Mother - Deceased, Natural Causes
Race: Human, Pure blood (No Vampirism, Werewolf, etc in his bloodline)
Occupation: Government Threat Disposal Unit (GTDU) Team Leader (Of course, tell me the name of the Organization that is responsible for hunters, and I'll change this accordingly). On ID: Business Man
Personality: Not very cheerful. Will laugh at a particular joke he likes, though not often seen to smile. Precise and to the point. Seems cold and uncaring to most people.
Weapons: .44 Magnum, Main side arm. Three rounds pre-loaded, six strapped to body. Astra 200 9mm Pistol w/ metallic parts and ammunition replaced, Undercover sidearm (Will only ever be carrying one pistol at a time, Astra is only weapon when under cover). Only one loading. Uzi, Main Primary Firearm. 9mm, 32 Round Capacity. Preloaded, plus two clips. KA-BAR, last resort Combat Knife.

Decent accuracy at seventy meters with all firearms, performs better at closer ranges. Minimal training with knife (Once you're that close to a Vampire or Werewolf, you're usually dead anyways, or about to be).
Body Armor: Government issue Dragon Skin armor.
Appearance: Aldred stands at five foot eleven inches in height. His greying hair is kept short to prevent any potential combatants from gaining a secure grip. By the same note, his facial hair is kept well shaven. His brown eyes have small creases along the edge, making his aging nature more obvious. He is well tanned with leathering skin allows him to play off of several ethnicities, though his descent and usual identification is that of a Caucasian male. His clothes tend to be devoid of any major logos, and are often tight fitting in all but the most casual of occasions. Beneath these clothes is a muscular build that shows years of steady physical work and training. His voice is deep, though not disturbingly so (Not 300 Xerxes deep here).
History: Aldred had an average life throughout his earlier years. Average school life, average home life, slightly above average grade (B's), along with two years of community college. He even joined the military at one point, recieving training and bringing his body to slightly above its current condition. The only notable fact of his first twenty years of life is that his father was murdered while Aldred was at a young age, and that he held a phobia to dolls until he was seventeen.

However, there were some problems with Aldred, then known as Borace, like his stubborn nature conflicting with his superiors. This, in turn, made his willpower and determination quite apparent, along with his great ability to control his fears in all but the most obscure situation. Slowly, he was seperated from the majority of his class. Eventually, him and about a dozen other cadets were moved into a new division, recently made the officers told them and made for experimentation.

This led Borace to where his is now. Their training was for the secretive Government Threat Disposal Unit. Several other military training camps were shown to be doing the same thing, drawing in the most headstrong and determined students for seperate training procedures. Targets were moved at faster speeds. Higher emphasis was placed on Night Combats - both with and without specialist equipment - and greater physical trials. Due to the nature of the trainee's fewer then five percent were dropped from the program, none of which were willingly done by the trainee's.

Eventually, the nature of the program was revealed to the trainee's. Of course, the majority (including Borace) were skeptical, some even outraged at the seemingly wasted time. However, it was eventually made clear to the trainee's (After several real-combat photo's and after reports) that the program was infact serious, and that they were going to be bumping with the things of the Night. Again, testament to the Trainee's stubborness, the drop out rate was small (Only three percent dropped out upon learning what they'd be used against).

Slowly, the teams were weened into combat missions. Even on the 'safest' missions, there was almost always a casualty. By the end of training, live combat, and full promotion to ranked soldiers in the program, only Borace and two others remained (One of which is still participating in missions, the other who is now at a secure, 'safe' paper pushing position). At the end of the program, with his immediate family now dead (His mother died of Cancer during the program, who he was allowed to visit often before her death), his name officially became Aldred Caebor.

Being a veteran of nearly twenty five years, over a dozen missions, and a definite killcount of at least four beasties (along with a nearly unheard of survival rate topped by only Eighteen other members), Aldred was promoted to a rank of squad leader.


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PostPosted: Fri Aug 31, 2007 4:42 pm 
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Grand Templar
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Location: my mind... wow, it's empty in here.
Hmm, sounds interesting, but I have 2 questions.

How long do werewolves live?

Do they have to be evil, or can they act however they want?


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PostPosted: Fri Aug 31, 2007 6:06 pm 
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Templar Master
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Location: In the beating and possibly rotting heart from mass imigration of Canada!
I guess I will follow Zao's template until one is posted (I don't see one o_O)

Character Name: Lars Mansille
Character Age: 228
Family Ties:
Father - Still alive living in an estate in the mountains.
Mother - Still alive living in an estate in the mountains.
Race: Vampire
Occupation: Government Threat Disposal Unit (GTDU) Demolition and Hacking Expert.
Personality: Always with a smirk on his face, and a cigarette in his mouth. This laid back boom head lost all nervousness from years of explosive mishaps.
Weapons: What can resemble most to a XM177/Colt Commando with an 100 round, figure-eight magazine. It has been modified to hold a disposable silencer which gets louder after every shot. (1 magazine for 1 silencer)[url="http://img.photobucket.com/albums/v327/ChadLenato/patriot2.jpg]Picture Here[/url] And an assortment of explosives and demolition kit. Finally, he carries a stun prod if he ran out of ammo for his primary weapon.
Body Armor: Government Issue Infiltration Suit complete with belt with hook for primary weapon if not used, and holsters for his kits and the stun prod.
Appearance: He has long drooping black hair covering his face most of the time, unless tied back into a pony tail. He always carries a cigarette in his mouth, wearing standard tight black suit for easier sneaking and slimmer look.

History: Born of two noble parents who thought it was funny to give their kid fire crackers at an early age. The family followed technology almost as a religion as it evolved over the years, and the Mansille estate is known in the criminal underworld as impossible to break into.

An above average Vampire, Lars was home schooled by private tutors, but in his teens became rebellious, like any rich spoiled brat is. Eventually venturing out at night, he got into doing bank robberies and demolition as a freelancer, with no allegiance to any crime group. who used to serve as a demolition expert for criminal activities until he was offered a job, and a clean slate from the government for doing demolition and fixing the security for GTDU. They allow him to continue his connections with the criminal underworld as part of an agreement, and turn a blind eye towards any activities he has with them unless it would lead to any compromise of GTDU security.


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 Post subject:
PostPosted: Fri Aug 31, 2007 6:55 pm 
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Templar Inner Circle
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Location: Deep south

I would assume, since you are starting out as part of an elite team fighting the forces of evil, you're on the good team-- yay for self determination.

Chad, something happened in the history to make him change his name is my best guess. (the vampire killing father, or to protect ailing mother.



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