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Armies of the Night v.2 (Freeform Underworld/World of Darkness inspired game)

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Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#1: Aug 14th 2018 at 10:35:23 PM

Setting background

The city of Wayminster is a bit of an oddity. Located on the west coast of the United States, the city and it's surrounding areas are home to some of the most bizarre meteorological patterns in the world, most notably that it's nearly always raining and/or cloudy (though during the summer the sun pokes out occasionally), leading to the locals humorously referring to their city as "New London". On a slightly less interesting note, Wayminster is also home to five incredibly old factions, four of which are of supernatural origins. And they all hate each other, a lot.

The origins of the conflict amongst the five factions that call Wayminster home has mostly been lost to the ages, though there is a great deal of he said/she said to the matter. The proud undead of the Strigoi claim that the Werebeasts of the Many-Faced Hunt, and Ogres of the Black Cabal (and depending on who you ask, The Order as well) had all sworn fealty to the Strigoi and were coexisting peacefully under the rule of the various Vampire clans and baronies in a sort of Feudal system up until some point in the mid 14th century wherein everyone simultaneously decided to rise up and attack their benevolent overlords. Members of the Many-Faced Hunt dispute this heavily, claiming that a great many of their members at the time were in fact enslaved by the Strigoi and valiantly fought back against their oppressors, freeing themselves and the rest of the Strigoi's slaves from their bonds and engaging in a fight for freedom. The Black Cabal tell a similar story, though they claim it was them who started the rebellion, and The Order are fairly quiet on the matter, only saying that there's a bit of truth in every telling of the story. Though no one really knows where or when they originated, The Guardians of the Dawn have been involved in this ancient conflict for at least a thousand years, though no one is entirely sure as hunters of Vampires, Werewolves, Ogres and Wizards have existed for essentially as long as humanity has. But, no matter who you ask, it was during the fourteenth century in Romania that everything well and truly went to hell in a handbasket, with an all out war between the Strigoi, Many-Faced Hunt, Black Cabal, The Order and The Guardians of the Dawn breaking out, leading to a great deal of bloodshed and violence that quickly spread throughout Europe, and then to the rest of the world, which died down somewhat as the all-out war ended and became more of a war in the shadows, with small scale conflicts breaking out in cities and within various faction aligned gathering places.

As for when the conflict moved to Wayminster, well that's the thing, Wayminster was more or less built by all five factions though how much of what and where was originally settled by each is up for debate. Things only really started to escelate shortly after the revolutionary war as a fair few of the members of each faction had joined in on the war effort, serving on both sides of the conflict. As time went on, and the city grew larger, things started to grow more and more tense with turf wars breaking out fairly regularly, leading to many deaths from those involved in the conflict and those not involved. Things stayed this way until the repeated traumas of two world wars and the great depression took their toll on the city and its supernatural inhabitants. For a vast majority of those who had served in the wars, even those of a violent and bloodthirsty disposition, they had seen enough conflict for a lifetime (though depending on the person, this could be a mortal lifetime or an immortal lifetime). And, for a while, things were relatively peaceful in Wayminster with fewer major skirmishes occuring throughout the city and the overall violence being kept to a minimum. Sure, werebeasts and undead weren't living together in harmony, but they weren't actively trying to muder each other in the streets either. Sure there were occasional fights between angry members of every faction and more than a few raids by the Guardians of the Dawn, but other than that, peaceful enough.

Naturally, this wouldn't last long.

While no one is entirely sure why, tensions had been steadily growing between all five factions, with more and more skirmishes breaking out between all five factions, leading to a great deal of bloodshed and even more questions being raised by the mortal police force and media. An attempt at peace was brokered between all five factions with a small summit of sorts being held on neutral ground in an attempt at setting up territories for each faction to live in relatively peacefully. All was going well until, after a heated argument, all five parties went their seperate ways and decided to reconvene the next day. None of them would return the next day. Most of the Strigoi delegation was never found, though the head delegate's ashes arrived on the desk of Lady Durand's office within a week. The Order's delegates were found with their throats torn out in a sewer and the Guardian's lone diplomat was located beaten to death in a back alley. As for the members of the Many-Faced Hunt and Black Cabal's diplomatic parties, their heads were planted on pikes outside of Khan Ragnar Goretooth's bar and Boss Greta's restauraunt. Naturally, this would lead to an escalation of violence between all five factions, though those in charge are well aware that things may not be quite as they seem...


Alright, if you managed to read through my pretty sizeable bit of backstory for this setting, welcome to Wayminster and Armies of the Night v.2 where Vampires, Werebeasts, Ogres, Wizards and monster hunters are all duking it out to try and take control of the city of Wayminster. Overall, the setting is pretty heavily inspired by Underworld and the New World of Darkness with some other stuff I've thrown in the pot to make this setting, I'm moderately pleased with it and hopefull you will be too. As you may have surmised, this is my second take on the setting after the first one flopped pretty badly. However, I like the setting and want to give it another go, so here we are. Just a few rules off the bat; I don't have an issue with characters being on the edgy side of things, it's an gritty setting, but I'd prefer if P Cs weren't eating babies and burning down orphanages for fun, y'know? Simultaneously, this is a semi-Pv P game, so try not to be a dick and make an untouchable character (I don't expect you to want your character to die, but at the same time, try not to ghost or powergame).

As for each faction, allow me to elaborate on how they operate in the modern day, as well as how vampires, werewolves, ogres and whatnot operate in this world.

The Strigoi

  • Leader: Lady Camille Durand
  • Modus Operandi: For the most part, the Vampires of the Strigoi stick to using their charms to control the wealthy and powerful, rigging elections and ensuring they live comfortable lives, as well as running a fair few blood banks and homeless shelters as a way of keeping themselves fed (without tipping off the cops). Revenants tend to serve higher ranking vampires, usually as some form of high-ranking henchmen, but it's not uncommon for Revenants to have found success on their own. Thralls are more of a general muscle for any member of the Strigoi, compelled to obey all higher ranking members in the hopes that they might some day become a Vampire or Revenant themselves. All members of The Strigoi are required to obey Lady Durand's word to the letter, even if it involves breaking one of the above rules on. Failure to comply with a direct order from Durand is to be met with one's death, for vampires this is usually exposure to sunlight, while Revenants get lit on fire. Thralls just tend to get eaten.

Vampires

  • Powers: Vampires do not age, at all, as one might expect, and are generally distractingly good looking to the point of being able to seduce most weak-minded mortals. Additionally, Vampires are much, much faster than your average human and a fair bit stronger too (though not stronger than a werebeast or Jotunn/Oni/Cyclops) and have some wicked sharp fangs. Vampires are at their strongest after feeding on fresh (human) blood, which increases both their strength, speed and durability by a great deal and in some cases can help them deal with sunlight to a certain degree (will be elaborated on below). Feeding also helps Vampires heal from any non-fatal wounds (think gunshots or lacerations) they may have suffered during a conflict, as well as any minor burns caused by being exposed to sunlight. While Vampires can theoretically go forever without feeding, the longer they go without, the more their appearance will slowly change from their youthful and seductive appearance to something more... Unpleasant. One feeding a week will generally keep the change to a Nosferatu from occurring, but most can safely go for a month or so without feeding at the most before the change begins. Once the change has occured, there's no going back, no amount of feeding can renew one's appearance after one has become a Nosferatu. The only real upside to becoming a Nosferatu is that they have mild hypnotic control over weak minded mortals.
  • Weaknesses: Sunlight is a Vampire's greatest weakness, as standing in direct sunlight will slowly incinerate any vampire exposed to it for longer than a few minutes. However, Vampires can walk around outdoors without fear on overcast or rainy days, assuming they've fed recently. Additionally, destroying the heart or removing the head will immediately kill any vampire, and should a vampire lose a limb or body part, it will not grow back. Additionally, holy symbols of all kinds burn Vampires on contact, as if they were superheated.

Revenants

  • Powers: A Revenant is 'born' when someone dies with unfinished business, usually some form of vengeance or a grudge and generally focus on trying to fulfill this goal, though some eventually give up, others will pursue their goal until it is met, and then promptly die and don't get back up again. Much like Vampires, Revenants do not age, they do however, decay, albeit fairly slowly. This decay is slowed by eating recently living flesh (human or animal) or drinking blood at frequent intervals. Some Revenants stick to formaldehyde, but that's more of a temporary fix than anything else. Revenants are much stronger than vampires and can generally hold their own in hand to hand combat with most non-transformed werebeasts and are slightly more competent than most at handling the Ogres of the Black Cabal in a fistfight. Additionally, Revenants don't really feel pain, instead they feel a muted sensation, similar to when one's arm is asleep. When it comes to walking around in broad daylight, Revenants aren't affected by sunlight at all and can roam freely while the sun is out.
  • Weaknesses: Fire is a Revenant's biggest enemy. While a cigarette or lighter won't cause one too much trouble, direct contact with a large source of flame will cause the average Revenant to burn like wood soaked in gasoline. Much like Vampires, Revenants don't react well to holy symbols, though it's more of a repulsion when in the presence of one instead of the burning that Vampires experience.

The Many-Faced Hunt

  • Leader: Khan Ragnar Goretooth In his beast form
  • Modus Operandi: The modern Many-Faced Hunt operates as something of a conglomeration of numerous biker gangs (though many opt to use cars and trucks), with smaller groups sticking together and operating under a leader who answers to Khan Goretooth. Most members of the Hunt make ends meet by working as bouncers and bodyguards, while some turn to crime, it's heavily discouraged by the Khan. Werebeasts tend to stick together in packs of those with similar beast forms (Werewolves, werebears, wearboars) and generally don't include members of other 'species', less out of spite and more out of a feral sense of kinship, but there are a fair few mixed packs out there. When it comes to leadership, Khan Goretooth insists on every member of The Hunt being free, but respecting the hard-earned leadership of both himself and their Gang leaders. While not a major facet of the Hunt, Khan Goretooth is very much opposed to killing innocent bystanders and dishes out severe punishments to any who do so in his presence.

Werebeasts

  • Powers: When in human form, Werebeasts are stronger and faster than any regular human (as well as much more durable), though their speed pales in comparison to that of a vampire, their brute strength more than makes up for it. While not as powerful as when in their beast form, Werebeasts possess an innate healing factor that allows them to recover from most serious injuries if given enough time to recover (a slice across the chest from a machete might take a minute or so to heal), as well as being able to regrow lost limbs over the course of a longer period of time (the process can be sped up by holding the lost limb up to the area it was cut off of), plus this healing factor slows aging by a great deal (Khan Goretooth is over 700 years old). The characteristics a Werebeast takes on when they transform differ from person to person, and aren't dictated by what form of werebeast they were bitten by to become one. Though not much research has been done on the matter, the general consensus is that a person's personality tends to affect what form a Werebeast takes upon transformation. There are three varieties of Werebeasts in the world, Werewolves, Werebears and Wereboars. While the three varieties of Werebeast are fairly similar, the main differences between the three basically boil down to Werewolves being slightly faster than the rest in beast form, Werebears being significantly tougher, able to shrug off blows that would incapacitate their fellows, and Wereboars being a fair bit stronger and more vicious. Older Werebeasts do not need to rely on the moon to transform into their beast form and mantain better control over themselves when transformed, newer 'recruits' on the other hand will change every full moon for several years and will not have much control over themselves when transformed, usually becoming as feral as a cornered beast.
  • Weaknesses: Silver is the biggest weakness a Werebeast has, no one really knows why, but something about it causes simply negates their ability to heal for a good while and silver bullets need to be removed manually instead of being popped out or healed over like regular bullets. And, much like Vampires, Werebeasts are able to tank multiple wounds from gunshots, but destroying their head is something that no Werebeast can recover from. Should a Werebeast sustain more damage than their body can heal from over a short period of time, they'll simply die.

The Order

  • Leader: Archmage Morgan Emrys (does not have a dragon in-game)
  • Modus Operandi: For the most part, The Order keep to themselves, simply opting to study magic and work on improving their ability to use what little magic they have left. A vast majority of The Order use their magical abilities to find work in Civilian jobs and do them better than any normal human can, while others focus on selling magical arms to the Strigoi, Many-Faced Hunt and other members of The Order. While most Wizards of The Order are combat proficent, few go out of their way to actively pick fights with the Strigoi, Black Cabal or Many-Faced Hunt but will defend themselves if need be. Older members of The Order frequently go out into the world to try and find apprentices to teach the ways of Magic, and also to bolster The Order's numbers. Though most outside of The Order do not know it, the once-prevalent magical energies found within the earth itself that Wizards draw on to cast their spells are growing harder to reach due to the rapid advance of technology dampening the Wizard's connection to said energies by a great deal. Also, despite the centuries old grudge match between the various supernatural factions of the world, most see The Order as something of a neutral party, even though they have been known to occasionally participate in the conflicts within the city of Wayminster, and thus members of The Order are frequently called upon by The Many-Faced Hunt, the Strigoi and the Black Cabal to serve as something vaguely resembling diplomats or arbiters.

Wizards

  • Powers: As one might expect by their name, Wizards can use magic, however their abilities are significantly weaker than they once were with the only school of magic that has remained relatively unchanged being Enchanting (at some point in the first World War, a Canadian Wizard began tinkering with his service rifle and managed to enchant it in such a way as so it wouldn't jam on him when he needed it the most, from there enchanted firearms began to become fairly commonplace in the world's supernatural underground). Where necromancers were once able to raise armies of the dead, now they're mostly able to commune with spirits, Conjurers once able to produce the most vivid and realistic magical images imaginable, can now only conjure various forms of light, and so onnote . Though the depletion of the world's magical energies has rendered the vast majority of Wizards weaker than they once were, The Order has come to terms with something of a workaround to this issue, the use of enchanted items. Though most enchantments are nowhere near as powerful as they once were, most magically enchanted items put the Wizards of the Order on something resembling equal terms with their more fearsome rivals in Wayminster, with the use of magically enchanted firearms being most common, though some wizards prefer to make use of other items, be they coats that deflect bullets or cars that can drive on water. Due to the inherently powerful nature to some of these enchantments, a connection to the magical energies contained within the earth is required otherwise they simply will not function (Meta note: non-Wizards can't hijack someone's magic car and expect it to magic for them, it'll still drive fine, but the magic won't function. At the same time, magical weapons will work just fine for non-magic users, though slightly weaker). Plus, due to their innate magical ability and frequent use of magics, Wizards tend to stop aging around 40, though in some cases their aging will stop sooner or later than 40. Additionally, all Wizards have a bit of an eye for Magical aptitude which helps those searching for apprentices find them.
  • Weaknesses: Other than their magical ability and inability to age, Wizards are for all intents and purposes human and can be killed just as easily as one.

The Black Cabal

  • Leader: Boss Greta Lindgren (Little is known about what she looks like under her glamour, other than the fact that she is a Jotunn)
  • Modus Operandi: The Black Cabal are nothing if not old school mobster types. They're big, they're tough, and they know you know it. This conglomeration of Jotnar, Cyclopes and Oni are the last remnants` of a dying breed of primordial giants banding together to make the most of their inherent skills as bodyguards, enforcers and hired thugs. While there's a great deal of loyalty to their superiors and a strict adherence to the Cabal's hierarchy, everyone in the Cabal is well aware of the fact that they're not strong enough as a whole to try and take over Wayminster but are well aware that they're not weak enough to be completely erased from the city's ongoing cold war. So, much like The Order, there's something vaguely resembling a market for their skills. At the same time, unlike most members of the Strigoi, Many-Faced Hunt and The Order, members of the Black Cabal can't exactly go wandering around Wayminster without causing something of a ruckus and attracting more attention than anyone would like to see. So, naturally, the Cabal (with some help from some 'friendly' wizards) developed Glamours. A Glamour is an item, usually some form of trinket or jewelry (a vast majority of the Cabal use rings engraved with the Troll Cross, though many Oni members of the Cabal simply choose an engraving of the Kanji for Oni) imbued with an enchantment that will keep the average mortal from recognizing that the rather large, thuggish looking gentleman sitting across from them on the bus is in fact, a Jotunn. Most members of the Strigoi and Many Faced Hunt can usually tell that Glamoured members of the Cabal are in fact glamoured by scent, even if they can't quite see through the illusion. As for wizards, they tend to be able to detect the magical energies surrounding the Glamoured individual and thus are aware of their presence. Some, older, more experienced wizards can see through glamours, though it's akin to trying to make out details at a distance by squinting.
  • Hierarchy: While most of the other factions within Wayminster all have some form of hierarchy, few are as strictly adhered to as that of the Black Cabal. While not every Jotunn, Oni and Cyclops in the city of Wayminster is a member of the Cabal, all but a scant few are associated with it, and even those who aren't associated with the Cabal treat it with some modicum of respect. As for the ranks of Cabal members, it's fairly simple. The head of the Cabal is the Boss, who then has an Underboss, the Underboss is in charge of a handful of Captains who lead what are affectionately referred to as 'Goon Squads' comprised of several Goons or Soldiers (the name changes depending on the person). Most Cabal members will have some form of tattoo indicating their rank which will be visible both in and out of their Glamoured forms (Meta note: I'm cool with Cabal members being any rank other than Boss or Underboss, though there's room for potential promotion no matter the rank).

Oni, Jotnar and Cyclopes

  • Powers: For the most part, all three of these species tend to be fairly similar when it comes to powers, mostly by virtue of being on the larger size (Between 6 and eight feet tall, though glamours can alter perceived heights, all three species are generally pretty thickset, though Oni are a little more likely to be on the ganglier side.), superhumanly strong (we're talking, flip an armoured car, walk through a brick wall with relative ease levels of strength here.) and pretty hard to kill by virtue of a fairly thick hide which reacts to most small arms much like a kevlar vest does, stopping them in their tracks. As for what makes the individual species stick out other than their physical traits (Oni horns and tusks, Cyclopes' single eye, etc.), Cyclopes tend to be bigger than their brethren, generally standing a few inches taller and weighing significantly more than Oni and Jotnar, whereas Oni have a bit of an aptitude for stealth, despite their size, being able to blend in with their surroundings in a fashion similar to a chameleon (though this requires them to hold still), and Jotnar have something of a regenerative factor akin to that of a werebeast, though they can't actually regrow limbs (however, they can reattach them if the missing limb is held up to its stump long enough). Additionally, every Ogre subspecies tend to live fairly long lives, though they aren't truly immortal (several centuries is a fairly common lifespan).
  • Weaknesses: Despite their thick hides, the species of the Cabal tend to be harmed quite effectively by armour piercing ammunition and weapons (the spikes of warhammers and a fair few varieties of spear gave them trouble back before firearms were invented). Despite their size, Cyclopes can be felled by the aforementioned methods if enough time and effort is put in. The regenerative capabilities of the Jotnar makes them fairly hard to keep down, but anything that can harm them faster than they can heal, such as fire, acid or automatic firearms, will put them down for the count.

Guardians of the Dawn

  • Leader: Xavier Cross
  • Modus Operandi: The Guardians of the Dawn have three main goals, hunting down and killing the Strigoi, Cabal and Many-Faced Hunt (and to a lesser extent, The Order), protecting humanity from said members, and recruiting people who have had loved ones taken from them by any of the Three other forces at work in Wayminster. While members of the Guardians are mere humans, they are far more determined and possess stronger wills than most and will stop at nothing to reach their goals.

A note on magical weapons.

Feel free to give any non-Guardians magical weapons, be they firearms or otherwise. However, keep in mind that the enchantments on said weapons will be fairly weak in the hands of Strigoi, Black Cabal and Many-Faced Hunt members; partially due to the fact that there are only a mere handful of Wizards in both factions and all of them are using slightly outdated spells to enchant weapons. Enchantments on weapons are usually elemental (sunlight is not an element in this case), though in some cases, things like bottomless magazines are a possibility when it comes to enchanting firearms. On a meta note; Strigoi, Black Cabal and Many-Faced hunt can have one enchantment on a weapon while members of the Order can have up to two.


The Signup sheet

  • Name:
  • Age:
  • Sex:
  • Faction/Race: (Strigoi/Many-Faced Hunt/The Order/Black Cabal/Guardians of the Dawn)
  • Appearance:
  • Personality:
  • Skills:
  • Possessions:(Weapons, vehichles, homes and businesses, etc.)
  • Bio:
  • Misc:(Anything you want to include that isn't covered above)

If you have any questions about the setting that I haven't covered all that well, do let me know and I'll do my best to answer them. Additionally feel free to worldbuild with your character sheets, fill Wayminster with your ideas!


Accepted Characters

Strigoi:

Many-Faced Hunt:

The Black Cabal

The Order

Edited by Eachiunn on Aug 21st 2018 at 1:26:40 PM

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#2: Aug 14th 2018 at 11:03:15 PM

Interest~

Nothing is what it seems. Master of Shipping and Sadism.
guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#3: Aug 14th 2018 at 11:18:08 PM

  • Name:Akuran
  • Age: 75
  • Sex: Male
  • Faction/Race: Black Cabal (Oni)
  • Appearance: For his human appearance he takes the appearance of a large, muscular Japanese man wearing a white suit. His Glamour is a kanji sewn into his lapel with golden thread. When he throws off his jacket and shirt his true form is revealed Which looks something like this
  • Personality: Akuran is a relatively young Oni who is extremely honorable and loyal to his friends and shockingly slow to anger. However he is extremely ambitious, aiming right for the top of the Cabal and willing to use any dirty trick or cut-throat strategy that he would perceive as not damaging his friends or current allies. He's also extremely blood-thristy when angered
  • Skills: While he has some general skill at brawling his true fighting skills are in grappling and wrestling moves. Aside from that he's skilled at using all manner of blunt objects and can hold his liquor as well as any Oni. He's also very well-spoken, making him much better at rackateering than some of his counterparts
  • Possessions:
    • Kanebo
    • Apartment: A small apartment with a nice view of the river
    • Booze collection: High proof, good for drinking or for molotovs
    • AA-12: An automatic shotgun, for when he feels the need to bring a gun to a knife fight
  • Bio: Much like any other giant children the Black Cabal was considered a perfectly viable career path in Akuran's household. However he was a weak child and was often pushed around by his neighbors, as he grew, he trained and tried to ignore his bullies, until the day one pushed him to far and Akuran took him down to the sewers, beat him and left him him there to find his own way out. When he returned he observed how the members of his abuser's former gang practically fell over themselves to appease him. Dismissing them as weaklings and swearing he would never be betrayed by such fickle friends, Akuran scared them off and begged for part-time work from the Cabal whenever he had the time. Over time his willingness to help, particularly with the dirtier work of a crime organization landed him a spot as a goon and eventually when his Captain fell in a skirmish with several Strigori revenants, a promotion to Captain. He's only recently been promoted to Captain so while he hasn't had much time to build his power base, he's already set his sights on the next rung of the ladder.

Edited by guyshane on Aug 14th 2018 at 11:18:00 AM

-dramatic music ensues-
KR_Vandal Since: Jun, 2014
#4: Aug 15th 2018 at 3:09:22 AM

Name:

Clayton Masterman

Age:

Legally 56, though the Order records him as Active since 1804.

Sex:

Male

Faction/Race:

The Order, Human

Appearance:

Formerly known as Col. Masterman

Personality:

Metaphorically, Clayton is perpetually a month or so away from retirement, like many Order Magistrates. But it's hard to keep a good detective down. Especially if they've been a soldier for most of their life. Prone to workaholic tendencies, Clay's dedicated and avuncular manner hides a lonely hero worn out by time and experience.

Though Magistrates are required to be neutral and objective, Clayton cannot help but maintain a very firm loathing of the undead. His reasoning is that their very nature is a defiance to the nature of time.

Skills:

First and foremost, Clay is a Wizard, particularly one focused on time. Far removed from the quirky surfer of science fiction, his powers are few but useful, some examples being the detection of magic and the ability to peer into events in the past. Though this has weakened to the point he can only look back a day earlier. It is these, along with training in investigation, that allows him to work reliably as a private detective. Though on the side, he has some knowledge when it comes to enchanting items.

Offensively, Clay has the ability to enchant the bullets he fires with time magic, hastening whatever he fires upon to their final unwinding. Some other magics he is still able to tap into is a spell that allows him to understand how much more time a person or object has before their ultimate end. However, given the faltering nature of magic, it is not a spell that achieves immediate results.

Having been Awakened during Britain's campaign at Mysore, the old-timer is a sterling scout and light infantryman. Though his bones creak in the damp, Clay is inured to hardship and still moves with a trace of his old expertise, though he isn't as handy in prolonged close quarters as he used to be. Being a scholar of magic also means he has retained plenty of his old outdoor skills, along with a knowledge of the laws which govern the tenuous truce.

Lastly, Clay has come to be very fond of fixing mechanisms like clocks and wind-up machines. In a heartbeat, he can reset broken gears and make them tick and whir like new. This helps him stay in tune with the magic he has dedicated his life to.

Possessions:

  • Technically a senior with plenty of time on his hands, Clay owns a little shop that sells and repairs classic clocks and watches, along with spare parts for said mechanisms for the hobbyist.

  • A cozy ground floor apartment and all that such entails; taxes, a pension, and a safe place. It belonged to the Magistrates, thus comes with a gun vault and a small arcane librarium. Above his lintel hangs a token of his service; his old infantry light sword. Only a handful of people know why the blade is still bright with fresh blood.

  • A Buick Lucerne, a gift from a ward who did well for himself.

  • Senor, an ancient revolver that looks ostensibly like a classic Smith and Wesson. Known for the brand's reliability, the barrel and handle also bear intricate cold iron markings that make it receptive to enchantment.

  • A Mossberg Super Shorty for when things get serious. The shells Clay carries are the ones that bear the magical markings.

Bio:

An old soldier from the Napoleonic Wars and horologist, Clayton Masterman has served long and admirably as an agent of the Order ever since his near-death at the hands of ravenous vampires that massacred his regiment at Mysore.

A veteran and a thorough-going professional, he has outlived many of his peers even as he upholds his oath to keep the peace between the denizens of the night. Though Wizards tend to live solitary lives, he has lived one lonelier still for his deeper calling; that of Magistrate, one also tasked with policing his fellow mages, a position few envy.

Misc:

As is the case with many wizards of his specialty, Clayton knows how much time he has left. With that in mind, he has joined that select number who are looking for apprentices. A lot more difficult in that he is one of seven wizards who specialize in time in the whole North American continent.

That number is steadily dropping.

Edited by KR_Vandal on Aug 15th 2018 at 6:28:38 PM

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#5: Aug 15th 2018 at 4:53:08 AM

Here's mine.

  • Name: "The Bride" (Maria Carolina Dela Cruz-Fernandez)
  • Age: Perpetually 23, Chronologically 96 (Born September 30, 1921)
  • Sex:Female
  • Faction/Race: Strigoi/Vampire
  • Appearance: Lina, as she likes to be called, is a pretty Filipina woman with curly dark brown-black hair usually tied with ribbons. She's of average height, with a lithe, athletic build. She used to have light brown skin and brown eyes, but as a vampire she's a fair bit paler and her eyes have turned a deep red. She usually wears understated clothes meant to let her blend in, usually a hoodie over a shirt and jeans, but when she's "working" so to speak, she likes to really ham it up, wearing a torn up wedding gown that's literally bloodstained.
  • Personality: Sarcastic and apathetic to most things, Lina prefers to keep to herself mostly. She shows up when she's needed to by the vampire nobles, but usually she wanders the city alone, trying to attract as little attention as possible. Cold, withdrawn, and pessimistic, Lina is the type to sit in a corner and read a romance novel. However, once her passions are roused, she's wild and unrestrained. Lina utterly hates liars, traitors and those who trample others underfoot. She has quite the temper and can be quite...violent, as well. The very few who is close to her describes a hidden sensitive, compasionate and dramatic side to her as well. Holds a grudge, horribly.
  • Skills:
    • Close quarters combat: Lina is very good in a fight, using her superior speed to quickly overwhelm her foes. She's proficient in knives, swords, and most bladed weaponry. However, Lina is more of an ambush predator, darting in and taking care of her prey quickly. She does...less well in prolonged combat.
    • Marksmanship: Lina is competent with guns, but is not specialized in them.
    • Drives like hell: No one who has been on a car with her driving has wanted to repeat the experience. Yes, this includes actual immortal vampires.
    • Housework: Cooking, cleaning, you name it.
    • Creative writing: A vampire has to keep from being bored somehow. Lina has published short stories in newspapers and magazines before. Currently working on her first novel.
  • Possessions:
    • Itak (Filipino Machete) and combat knives - her main weapons. Silvered at the edge to fend off werebeasts.
    • A Beretta 92F pistol - again has silver bullets
    • Homemade firebombs
    • Rusty, almost dead jeep - she can't afford to replace it and it has sentimental value
    • A Carinderia- that is to say, a small eating place that sells homemade cooking. Not exactly a restaurant. Quite small and old. She lives at the back of it.
    • A laptop with her drafts. Most expensive thing she owns.
  • Bio: Born in the Philippines during its tenure as an American governed territory, Carolina was the daughter of a rich haciendero and a Filipina-spanish mestiza. She lived the glamorous, comfortable life of a rich young socialite. She met an American, Matthew Black, heir to a rising business, and fell in love. However, on the day of their wedding on the car ride on the way to the church, they were attacked by a group of dark-garbed men. They were vampires. The undead slaughtered her friends, family, and her beloved and it seemed like Lina would die too. But they were careless. Instead Lina lay there for days, as she was accidentally turned, transforming into a vampire herself. After years of living out in the countryside feeding on animals (and the ocassional criminal) a member of the Strigoi finally found her. Wanting to leave the past, Lina moved to Wayminster. Nowadays, she works as a Strigoi "cleaner", hunting rogue vampires and those who threaten to break the power balance. She's also taken to going vigilante, taking down the city's worst elements. The Bride has worked with some of the other factions before, but she's still quite beholden to the Strigoi. She's quite enjoying building up a reputation as an urban legend, honestly, a monstrous bloody bride bringing justice.
  • Misc: Has a hidden flair for the dramatic, and a tendency to cuss in Tagalog. Lastly, she's using her position as a way to investigate who attacked her that day long ago...Revenge, after all, doesn't care how long it takes.

Nothing is what it seems. Master of Shipping and Sadism.
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#6: Aug 15th 2018 at 9:05:22 PM

Akuran, Clayton and Maria are all accepted.

Welcome to the City of Wayminster!

Taco Since: Jan, 2001
#7: Aug 15th 2018 at 9:09:43 PM

Straight reposting the character I made last time cuz I read his bio and dug it a lot!

  • Name: Connor Dalrymple
  • Age: 452
  • Sex: M
  • Faction/Race: Many-Faced Hunt (Werewolf)
  • Appearance: He turned early enough to remain a genuine soft boy. Connor is around 5'6.
  • Personality: Connor sees his lycanthropism as a punishment for his cowardice, and will never let himself forget that he failed to save those he was responsible for. He is still, however, a pretty commanding dude, and has a lot of confidence in his ability to lead, especially since it might help him repent for the failure that gave him his condition. When there's a question about who leads, Connor volunteers himself.
  • Skills:
    • While you wasted your time on "functional weaponry" and "fire arms," Connor studied the blade. He is extremely skilled in the use of polearms, in particular the Lochaber axe. He is also pretty capable with rifles, though because he didn't want to have to relearn anything for more modern weapons Connor is a little too hyperfocused on single-shot hunting rifles and DMRs and anything else that could reasonably be similar to the muskets he started with.
    • Connor's healing factor is noticeably stronger than a lot of werebeasts, and his transformation is very potent—skewing more towards a wolf that got hands and stood up than a person becoming a wolf. He grows to around 800 pounds and 8 feet tall while in this form.
    • Connor still possesses all the skills necessary of a butler—diligence, manual dexterity, great endurance and patience, and an ability to read the tone of a room expertly.
  • Possessions:
    • A Lochaber axe, modernized with new materials but still about the same size, shape, and weight as an old one.
    • A phone, which in addition to functioning as a normal smartphone is enchanted to send him an Amber Alert when it senses Killing Intent directed at him from up to 100 yards away.
    • An L129A1 rifle, specifically the British Armed Forces' arrangement of it with the scope and the black/tan coloration.
    • Tools to deal with vampires: A cross, always held on a rosary around his neck, a set of incendiary bullets when absolutely necessary, as well as a sort of incendiary resin normally rubbed on swords to light them on fire for magician shows and shit like that.
    • Plenty of money and a good standard of living. After Connor picked up on his immortality he started saving his coinage as much as he could, then sold them as historical artifacts and antiques in the seventies for a sizable fortune. He has a nice pickup truck, a house out in the suburbs, and plenty of consumerist crap around his home.
  • Bio: Connor Dalrymple was born to a prestigious family of servants—like, this doesn't seem like much, but when you're serving the best you gotta be the best too. This went well for Connor actually for a very long time, and he was damn good at his job. As the mansion staff grew and his father died Connor replaced him, becoming the head of the mansion's sort of "downstairs" half. He got a good sense for the mansion, better than anyone else, and actually kept a couple of the super secret passages just for himself, just in case. They sure as hell did come in handy when the Master fell to vampirism, not two months after Connor found a particularly useful escape tunnel! As shit got realer and realer with the Master, Connor prepped a real escape plan, one that could hopefully get all of the innocent servants out of the house before the Master figured it out and killed them all. He choked, though, hesitated, and failed to alert even one servant before the killings began.
    • Connor fled the mansion in disgrace, and wandered the Scottish countryside, wracked with guilt, until he found a gross little shack in the middle of the woods. This turned out to be the home of a particularly dangerous and mean Wereboar, and he got promptly mauled. There, lying in the dirt and twitching, Connor knew beyond a shadow of a doubt that he was being punished by God, which only asserted itself more when the light of the full moon shone down and knit his injuries back together, before transforming him into a horrible monstrosity. Thus began decades of trying to figure his shit out all by his lonesome, as he became gradually more and more aware of the growing supernatural underworld all around him. Connor could find steady work in the service industry, and also on the side murdering criminals and such, because there was always need for both servants and more dead criminals in Scotland. He occasionally had run-ins with other werefolk or vamps, but by and large kept to himself.
    • When Connor heard about Wayminster though, he fucking saw that something was up. Monsters wanted to make some home for themselves—ruin more lives just like they did him. Also, he was running out of faked deaths and false identities and people were posting on clickbait sites about all the photos he'd been getting caught in. So to avoid further complication, Connor picked himself up and moved. It had been long enough angsting over his failure, and he wanted a fresh start someplace where he could for once actually meet the supernatural community, and maybe do some good there, and atone for his crimes. He saw the Hunt as a chance to meet people like himself, or to affect change for people cursed like him.

Edited by Taco on Aug 16th 2018 at 4:36:08 AM

Aquatica1000 Since: Oct, 2012
#8: Aug 16th 2018 at 9:55:35 PM

Done. Finally. Hope I didn't mess up...

  • Name: “The Seer” (Currently going by the alias of Lucas Schwartz. In the past, went by the alias of Jonah Odinson, among others)
  • Age: Has looked to be in his early-to-mid twenties, but then again, he’s looked like that since 1944... He’s actually 97
  • Sex: Male
  • Faction/Race: The Order; Wizard
  • Appearance: Tall and gaunt, with pale skin and blue eyes. His black hair has grown quite long in recent years, often leading to him pulling his hair back, but he still dresses somewhat formally.
  • Personality: “Lucas” is a firm believer in “idle hands are the devil’s playthings.” He’s someone who cannot stand the thought of seeing something wrong and not doing anything to make things right. Being a wizard with the power of divination on his side, his way of doing things is often done with a degree of cunning, plans, and general craftiness that often leave most unsure as to his true intentions. His tendency to work alone probably doesn't help the assumptions of untrustworthiness. Those few who get close to him, however, will notice an almost stubborn streak of loyalty… and a disturbing tendency to prioritize his goals over himself.
  • Skills:
    • Combat training: He’s dealing with what is essentially the supernatural underworld, he’s not stupid. His training mainly consists of martial arts and staff-fighting, though, so he’s going to keep out of the way if a gunfight breaks out.
    • Negotiation: There's a reason he's often sent to solve disputes between the various factions. Some of the other mages would joke that he must have been a businessman in a past life.
    • Computers: Surprisingly, “Lucas” showed interest in computers during the start of the information age. In particular, he's been working on theories regarding the integration of magic and coding to create more accurate system simulations.
    • Magic: Well, he wouldn’t be called the Seer if he didn’t have some form of divination magic. He used to be a lot stronger power-wise, but he, like all wizards, have been affected by the loss of power. This, frankly, has put him on edge even more than usual.
      • Future vision: Most of his abilities in seeing the future has less to do with accurate visions of the future, but more of an… instinctive knowledge of what can potentially happen, as well as actions that may boost the odds in his favor. This is dependent on what he knows of the situation, however. If he’s going to negotiate with a high-ranking but morally unscrupulous vampire, for example, he might realize she’ll try to have her guards attack him and be sure to conceal a cross on his person. If a werewolf decides to do a surprise attack in the middle of the negotiations, though, he’s not going to realize with enough time to prepare.
      • Anti-aging: Nothing much to notice here, aside from the fact that he hasn’t visibly aged since he was found, leaving himself appearing to be in his early-to-mid twenties.
  • Possessions:
    • Cane: a gift from his master when he completed his initial training. In addition to enhanced durability, he’s capable of echolocation while he's holding the staff. It's also coated with silver, in case he has to keep werewolves away
    • Laptop
    • Cell phone
    • Apartment: 1-room, nothing fancy
    • Tarot deck, with Braille labeling: His most recent attempt to enchant a physical object. Theoretically, it gives someone the ability to predict the future (in the same way as mentioned above), manifesting the answers not with a vision, but with the card (or cards) grabbed representing things to come. He’s… not sure what to do with it at the moment, aside from “making sure it doesn't fall into the wrong hands.”
  • Bio:
    • The man who would be known as the Seer should have died over 70 years ago. Targeted in a vampire attack, he was bleeding out from numerous wounds, soon to join his fiancee and the rest of their families. However, it was the actions of Isaac Odinson, a doctor working with the Order, that saved his life. Being a seer who was searching for an apprentice, he had received a vision hours before that his best option for an apprentice would soon be at death’s door, and was able to save the young man’s life.
    • However, while the man’s body would recover, he would wake up blind, and with no recollection of his life before the attack (a matter not helped by a lack of identifying documents or known living relatives). Isaac would let the young, man (who he had given the name of Jonah) live with him, so long as he would apprentice him in divination. “Jonah,” wanting to still do something with his life, quickly accepted.
    • After finishing his training in 1975, he joined the Order as a full member. He often found himself heading to various areas where faction tensions were at their worst, and at least had a hand in defusing it every time.
    • Still, the still quite young-looking man, now called the Seer after so many aliases adopted and discarded, had more reasons than the troubles in Wayminster’s underground to head to the rarely-sunny city. With magic on a steady decline, “Lucas Schwartz” couldn't shake the feeling that he needed to do something worth remembering, and fast. And when he tried to figure out what, he somehow had a vision of he later learned to be the old logo of Blackheart Corporation. Heading west to the city their current headquarters resided seemed like a no-brainer...
  • Misc: “Lucas” might end up regaining some of his memories during the course of the plot. Aside from that, not sure what to add here...

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#9: Aug 17th 2018 at 8:32:36 PM

Connor and The Seer are accepted.

Have fun, try not to get eaten.

LiorVal Since: May, 2013
#10: Aug 18th 2018 at 1:07:37 PM

  • Name: He went by many names, but now he's recorded as one officially named Gunnar Osborn
  • Age: 506
  • Sex: Male
  • Faction/Race: Black Cabal
  • Appearance: Even under glamour he keeps his belly, somewhat (He is not taller than an actual tower though he's pretty big for a Cyclops. His skin is a dark blue, with a green eye and ebony hair.
  • Personality: Aggressive and lively despite his age, Gunnar is often described as a teenager in an old man's body, he only respects those he has seen the achievements of with his own two eyes, and rarely agrees to those who try to limit his freedoms, to friends and family he will go to the ends of the earth and back.
  • Skills:
    • Unorthodox Warrior: Fighting for his life since he was young, the man has amassed a massive number of ways to put all kinds of living bodies out of commission, guns, clubs you name it, he's been a fighter since he was a child and by this time improvising with whatever he's got has become his most deadly skill.
    • Melodical Giant: usually beats of boredom with singing, getting quite decent at it with his enormous years of practice.
    • Magician: Of the birthday party kind, not effective in battle but it does bring in customers to his truck,
    • Possessions: A karaoke set, he saved a lot of money for that one, always brings it out for a fun night with the Cabal members
    • A pair of Hayabusa Boxing gloves.
    • Alex: Osborn's trusty specially made gigantic metallic baseball bat, why waste ammo when just your arm strength will crush most of your opponents?
    • Brunhilde: His trusty M1918 Browning Automatic Rifle for just such an occasion where wasting ammo is better.
    • Some Unnamed Brass Knuckles to bash some heads in
    • A big-ass Motor Home which also serves as an Ice Cream truck that he owns and works at on his off-days from the Black Cabal. Most of its bulk is just for his bed.
    • Mountains of Vodka and cigarette packs are in the back of his truck.
  • Bio: From a young age, Gunnar was kidnapped while his family was away gathering food in one of the forests of Denmark, taken by a traveling merchant and then sold almost immediately as a babe to an aristocrat, his entire childhood was spent in captivity.

The noble quickly used him, and made him a part of a spectacle, at first he was part of a freak show, something to entertain guests, and after a few years, once he grew taller than everyone in he'd put him in a bear-fight event inviting knights from all over Europe to try and defeat him. Essentially born and kept in captivity he stayed docile for few decades, until one fight where he accidently killed one of his opponents, not realizing the extent of his gigantic strength. As all the others were shocked and filled with dread of the ogre, the man realized how soft and easy to deal with humans were, he had an idea, he could demand more out of his owner, he shouldn't have to deal abuse or kept in a tiny cage, he could intimidate him to get a better deal than this just like he made everyone fear him.

Gun tried and spectacularly failed, why should he be given more space? He's a monster after all, as his attempts on a reasonable scale failed, Osborn tried to scare the aristocrat violently and ended up killed his own master, left with no time to think about the consequences Gunnar escaped from the manor and the clutches of his human masters.

However the giant knew of no way to hunt in the forests, and was starving until he was found and taken in by a mercenary company, he accepted, preferring to work as hired muscle than dying alone, it was something he was good at after all.

There the Cyclops developed his rage and love for fighting, abandoning the docile nature of an aristocrat's thrall, he moved from company to company serving as hired protection everywhere he went, feared by all around him, he liked being feared, and as long as he was living and eating he couldn't care less who spat on him.

Eventually Gunnar met another of his kind when he fought in WWII, telling him of the Black Cabal, he decided maybe this'll be a nice change of pace, being around humans means everyone fears you but working people who don't look at you with complete disgust sounded nice to him so He moved with the man to Wayminister.

Although Osborn is somewhat unruly and strangely enough not as caring for the strict hierarchy of the Cabal as most other members are, his ability as a thug was enough to get him accepted, and he grew respect for the Boss, enough to accept her decisions and carry out with the stern structure of the Black Cabal, serving them well since the late 40ies to the current day, he hasn't really gone up the ranks though, even with his respect, most agree he isn't fit for leadership.

  • Misc: Enjoys watching Muay-Thai, MMA and Wrestling matches.

Edited by LiorVal on Aug 18th 2018 at 11:18:40 AM

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
sgtpendulum Since: Dec, 2012 Relationship Status: Baby don't hurt me!
#12: Aug 23rd 2018 at 8:36:56 AM

WIP

  • Name:Kelsi Cross
  • Age: 23
  • Sex: F
  • Faction/Race: Guardians of the Dawn/human
  • Appearance:bang bang boom boom pop pop
  • Personality: When you first met her, she can be either smug, snobby, sarcastic shithead or a cold, stone-eyed killer, depending on her mood but not depending on what race you are, she does not particularly care despite being a guardian. She just loves to be petty and disrespectful when the situation allows her to, it gives her a huge satisfaction in her soul. However, when push comes to shove, she'll turn into something like a cornered animal, and no, not the were-animal literal type of turning.
  • Skills: "I shoot and I stab," Kelsi would say. "what other skills do the Guardians actually need?" Okay, but in all seriousness, she has other skills too like:
    • Motorbike driving: And to a lesser extent, BMX skills(she thinks those tiny bikes are cute to ride around). Skilled enough to weave around the LA traffic at 100mph.
    • smithing and crafting: Comes second nature when you're a Guardian and you need to make your own tools to fight the supernaturals. A pain in the ass for Kelsi when she had to travel 4 hours down to fuck all nowhere to forge silver bullets but she did use some of her spare time to experiment with this skill. Specifically making her own jewelry.
  • Possessions:(Weapons, vehichles, homes and businesses, etc.)
    • Weapons:
      • silver switchknife: Her go-to weapon for close combat, werebeasts or nah, they all bleed the same with this blade. Kelsi prefers her blade discrete.
      • police revolver: She 'picked up' this gun a while after she was released from Juvie and turn out to be her best main weapon for being able to pack a punch and ability to shoot a special magnum silver bullet.
      • silver bullet necklace: Her signature look. 32 bullets clinging to a magnetic chain hanging around her neck. Easy access, Kelsi would reason, but she damn well know she just doing it to flex.
  • Bio:
  • Misc:(Anything you want to include that isn't covered above)

Edited by sgtpendulum on Aug 23rd 2018 at 11:38:18 PM

http://www.last.fm/user/sgtpendulum Yo, check out what I'm listening, it'll be heat, brah :^)
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#13: Sep 1st 2018 at 12:41:30 AM

@Sgtpendulum, sheet looks fine, but it's probably best if you don't finish it for reasons I'm going to go over shortly.

Due to an apparent lack of interest, I'm going to be closing signups permanently. Apologies to those who signed up, I love your sheets and what you would have potentially brought to the setting, but it's pretty clear this game isn't going to really get any momentum.

Sorry for the inconvenience and time spent for naught folks.

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