- Invitation Status
- Posting Speed
- 1-3 posts per week
- One post per week
- Slow As Molasses
- Online Availability
- Afternoons and evenings, some weekends.
- Writing Levels
- Intermediate
- Adept
- Advanced
- Prestige
- Douche
- Adaptable
- Preferred Character Gender
- Male
- Female
- Primarily Prefer Male
- Primarily Prefer Female
- Genres
- Fantasy, Science Fiction, Post Apocalypse, Horror, Romance, Survival...
Status: Ended it myself here. Too lethargic and half the cast abandoned ship, need to work on it more for another attempt at a later date. I have some learning to do.
Operation Intel | Friendly NPCs info
Drawing inspiration from World of Darkness, this role play is a modern fantasy set in the backdrop of a heavily depopulated world with a central emphasis on ideological conflicts featuring vampires and lycanthropes. It involves grotesque supernatural levels of violence in quick engagements that often end in seconds. It's about three ideologically opposing factions coming together to take down an oligarchical regime. If this interests you, read on!
---
In the year of our lord 2016 AD, archeologists discovered an ancient tomb in Transylvania, Romania. Buried deep beneath the surface and found via a mysterious Earthquake, the initial samples taken from the exterior of the tomb dated it to be over one thousand years old. Intrigued, a small scientific expedition ventured inside to figure out what was inside, as the architecture defied that of any of the local cultures, suggesting an ancient, undiscovered civilization. What they found was an empty, recently opened casket, amidst vast sums of wealth. Notable, a member of the research team named Anna Konsveka went missing during this time, and wasn't found. Soon after, the rest of her immediate family went missing. It was a perplexing and disturbing case, but it was overshadowed in the news by what followed a few weeks later: Immortality.
That is, immortality for the ultra rich.
A private start-up corporation started offering "immortality potions" at an exorbitant price. Customers were reported by doctors to have significantly reduced levels of stress and that the ageing process within them had, indeed, ceased. Attempts to other corporations to replicate the potion via blood samples always proved fruitless despite trace amounts of unknown cells. The FDA in the United States, joined by several other regulatory government agencies around the world, demanded to know the content of the potions. Invited to a corporate meeting where they would meet the enigmatic CEO, reports quickly began to pile up in cities all over the United States of random disappearances by the impoverished and disenfranchised which left police forces baffled and concerned as links slowly began to lead to this new, private corporation.
What followed was a series of rapid punches to the world.
First, two supposed "escapees" with pale skin told a reporter that the CEO was Anna Konsveka. Rumours began to fly around as the people began demanding to know who was in charge of the private corporation, which had come to be known around the world as the Blood Bank corporation. The escapees vanished soon after, later found dead, which only inspired a greater level of outrage.
Second, governments all across the world suddenly became far friendlier with the Blood Bank. They rapidly changed to restrict democracy, rights and freedoms, and instituted police states. The already bubbling outrage turned into violent riots that resulted in the deaths of hundreds.
Third, an underground market of "immortality potions" appeared, with their prices massively cut down. As drug addicts and others began to drink these potions, an epidemic occurred with Vampirism suddenly spreading amongst the common masses through assaults and rapes. The world descended into anarchy and an orgy of violence, which culminated when two nuclear devices were detonated in Moscow and Stockholm each respectively.
Then, mysteriously, magic entered the world, with elite Vampire Enforcers suddenly entering the military police forces of nations world wide. Being the only ones who could use magic naturally, the vampires quickly put the riots down in blood baths, though the epidemic of vampires remained, too large to sustain itself on a dwindling human population. However, the introduction of a new force awakened by magic began to take care of that problem: Lycanthropes and other animistic shapeshifters. It almost seemed like they were intentionally unleashed on the local vampire populations, though unlike vampires, their numbers did not spread rapidly, as Vampire Enforcers kept them away from large human population centers.
Eventually, by 2040 AD, the world settled down. Having lost nearly 60% of the world's total population and the capital of the United States to a nuclear device, the city housing Blood Bank's headquarters became the new capital of the United States. An unremarkable city in the midwestern United States, it enjoyed a population boom, though still had a great deal of empty homes and abandoned city blocks. The city became known as the Sanguine Capitol, notable for its futuristic aesthetic.
Over the next ten years, world governments were reformed. The European Union became a singular nation state, as did the Americas. Known unofficially as the Sanguine State, the American Coalition is ruled by an autocratic "president" known as Carl Dua Konsveka. The president is a vampire, likely much older than he lets on, and "graciously" allows for his ministers to be elected members of the public, keeping up a facade of a democracy. The State controls everything, the police and military are indistinguishable...
There is one light, however. One, tiny light.
Small, cell-based rebellion units formed all over the country, and are known by the general news media as The Rebellion. Made up of vampires, lycanthropes, and humans alike, they are often branded as terrorists. Within the Sanguine Capitol, three individual cells formed and then quickly merged. Though differing in end goals, they are all united under the common understanding that no one of them can win the fight alone...
Will you join the Rebellion and help fight the good fight, or will you stand by and let your countrymen--and the rest of the world--be ruled in tyranny?
Operation Intel | Friendly NPCs info
Drawing inspiration from World of Darkness, this role play is a modern fantasy set in the backdrop of a heavily depopulated world with a central emphasis on ideological conflicts featuring vampires and lycanthropes. It involves grotesque supernatural levels of violence in quick engagements that often end in seconds. It's about three ideologically opposing factions coming together to take down an oligarchical regime. If this interests you, read on!
---
In the year of our lord 2016 AD, archeologists discovered an ancient tomb in Transylvania, Romania. Buried deep beneath the surface and found via a mysterious Earthquake, the initial samples taken from the exterior of the tomb dated it to be over one thousand years old. Intrigued, a small scientific expedition ventured inside to figure out what was inside, as the architecture defied that of any of the local cultures, suggesting an ancient, undiscovered civilization. What they found was an empty, recently opened casket, amidst vast sums of wealth. Notable, a member of the research team named Anna Konsveka went missing during this time, and wasn't found. Soon after, the rest of her immediate family went missing. It was a perplexing and disturbing case, but it was overshadowed in the news by what followed a few weeks later: Immortality.
That is, immortality for the ultra rich.
A private start-up corporation started offering "immortality potions" at an exorbitant price. Customers were reported by doctors to have significantly reduced levels of stress and that the ageing process within them had, indeed, ceased. Attempts to other corporations to replicate the potion via blood samples always proved fruitless despite trace amounts of unknown cells. The FDA in the United States, joined by several other regulatory government agencies around the world, demanded to know the content of the potions. Invited to a corporate meeting where they would meet the enigmatic CEO, reports quickly began to pile up in cities all over the United States of random disappearances by the impoverished and disenfranchised which left police forces baffled and concerned as links slowly began to lead to this new, private corporation.
What followed was a series of rapid punches to the world.
First, two supposed "escapees" with pale skin told a reporter that the CEO was Anna Konsveka. Rumours began to fly around as the people began demanding to know who was in charge of the private corporation, which had come to be known around the world as the Blood Bank corporation. The escapees vanished soon after, later found dead, which only inspired a greater level of outrage.
Second, governments all across the world suddenly became far friendlier with the Blood Bank. They rapidly changed to restrict democracy, rights and freedoms, and instituted police states. The already bubbling outrage turned into violent riots that resulted in the deaths of hundreds.
Third, an underground market of "immortality potions" appeared, with their prices massively cut down. As drug addicts and others began to drink these potions, an epidemic occurred with Vampirism suddenly spreading amongst the common masses through assaults and rapes. The world descended into anarchy and an orgy of violence, which culminated when two nuclear devices were detonated in Moscow and Stockholm each respectively.
Then, mysteriously, magic entered the world, with elite Vampire Enforcers suddenly entering the military police forces of nations world wide. Being the only ones who could use magic naturally, the vampires quickly put the riots down in blood baths, though the epidemic of vampires remained, too large to sustain itself on a dwindling human population. However, the introduction of a new force awakened by magic began to take care of that problem: Lycanthropes and other animistic shapeshifters. It almost seemed like they were intentionally unleashed on the local vampire populations, though unlike vampires, their numbers did not spread rapidly, as Vampire Enforcers kept them away from large human population centers.
Eventually, by 2040 AD, the world settled down. Having lost nearly 60% of the world's total population and the capital of the United States to a nuclear device, the city housing Blood Bank's headquarters became the new capital of the United States. An unremarkable city in the midwestern United States, it enjoyed a population boom, though still had a great deal of empty homes and abandoned city blocks. The city became known as the Sanguine Capitol, notable for its futuristic aesthetic.
Over the next ten years, world governments were reformed. The European Union became a singular nation state, as did the Americas. Known unofficially as the Sanguine State, the American Coalition is ruled by an autocratic "president" known as Carl Dua Konsveka. The president is a vampire, likely much older than he lets on, and "graciously" allows for his ministers to be elected members of the public, keeping up a facade of a democracy. The State controls everything, the police and military are indistinguishable...
There is one light, however. One, tiny light.
Small, cell-based rebellion units formed all over the country, and are known by the general news media as The Rebellion. Made up of vampires, lycanthropes, and humans alike, they are often branded as terrorists. Within the Sanguine Capitol, three individual cells formed and then quickly merged. Though differing in end goals, they are all united under the common understanding that no one of them can win the fight alone...
Will you join the Rebellion and help fight the good fight, or will you stand by and let your countrymen--and the rest of the world--be ruled in tyranny?
-
NOTE: Keep in mind while making your character to refer to the Library for any information you might need about the world. If what you're looking for isn't in the Library, ask in the OOC what you need.
A copy-paste version is here with BBC already formatted nicely for you.
You can see what it looks like here, in the spoiler below.
Name: (Your name.)
Age: (Your age.)
Sex: (Your biological gender, pervert.)
Race: (Vampire, Lycanthrope, Human. Refer to "Races Info" in the Library tab for more information.)
Subfaction: (Abolitionist, Democratic Socialist, Restoration Movement. Refer to "Subfactions" in the Library tab for more information, though the gist of them is this. Abolitionist: Anarchists, want the end result of the Rebellion to be freedom from government. Democratic Socialist: Want the end result of the Rebellion to be a State that retains control, with people's rights and freedoms respected, in a democratic system. Restoration Movement: Capitalist/American Way, want the State's power diminished back to the way things were before, with a free market economy.) (This will be more important later, and you are free to jump from one faction to another anytime in the story.)
Appearance: (Your appearance. A picture, text, or a mix of both of these will do just fine.)
Biography: (Your character's personality and past. I want at least one full paragraph, so I can get a sense of your writing ability and reading comprehension here.) (NOTE: YOU MAY WANT TO SAVE THIS AND MOTIVATION FOR LAST! Traits can help you figure out who you want your character to be!)
Motivation: (What is your character's personal motivation for joining the Rebellion?)
Standard Traits: (You can find a list of available traits in the "Traits & Achievements" tab. You start with five.)
- ex1 (FIRST TRAIT MUST BE FROM YOUR RACE. Ex: If you are a vampire, you must choose at least one vampire trait!)
- ex2
- ex3
- ex4
- ex5
- ex1 (Use this to define something unique about your character. It can be anything you can imagine, subject to GM approval. Over time, you will unlock more custom traits and will be able to upgrade existing custom traits.)
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Traits are general abilities or improvements to existing abilities, which you select for your character. As time progresses, you will unlock more traits, and will be able to upgrade pre-existing traits in a direction of your choosing.
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These are vampire-exclusive traits.
-Enhanced Senses: Thermal vision and increased acuteness of sound and smell. Leads to further non-magic bodily improvements when upgraded. Notable, lycanthropes hold the same genetic trait, leading to the occasional piece of speculation that the two diseases may hold some common genetic ancestor.
-Charm: Limited hypnotic vision (magic) and more appealing looking to the eyes (not magic). Leads to further seduction and persuasion when upgraded.
-Levitation: Float into the air slowly and dramatically, allowing the user to ascend or descend great heights. Leads to further agility and flight based powers when upgraded..
-Bat Swarm: Summon a small horde of bats to attack someone. Leads to further control over animals when upgraded..
-Draw Blood: Draw blood spilled in the local area, including what is in corpses, to the vampire, regenerating it of wounds and restoring lost blood reserves. Leads to further control over blood when upgraded. -
These are human-exclusive traits.
-Magitech Nanites: Heal broken limbs, dig your way through walls (slowly), or as a last resort weapon, unleash them on an opponent and watch him die slowly and painfully. As a weapon it has very short range, only a few feet before the nanites are out of wireless range. Can only focus on one task at a time. Further upgrades expand the efficiency and number of nanites.
-Magitech Lightning: Gloves connected to wrist devices which can generate electrical charges, which can be used to produce bolts of lightning or temporarily power electronic equipment. It takes half a minute for the gloves to recharge lightning bolts after using them. Further upgrades shorten cool down times and increase the number of ways electricity can be used.
-Awakened: This person is sometimes passively able to detect magic being used in the local area regardless of whether they can see or hear it, and hears the occasional telepathic message here and there from high tier vampires to subordinates. Upgrading this leads towards telepathy and detecting the supernatural.
-No Threat: Being a human and unsuspecting looking, so long as this character doesn't have explosives, specialized munitions, or heavy munitions equipped, they will not be attacked so long as they do not engage the enemy, even in restricted areas. They may be arrested if they are committing suspicious activities in a local area, however. Further upgrades increase the overall effectiveness of this ability and the number of weapons they can smuggle safely.
-Leader of Men: The bravery displayed by this human in the face of a conflict being fought by supernatural creatures is touching enough to inspire a tactical bonus. If they assist someone, or if someone assists them in any task, the odds of that task being accomplished successfully increase by a small amount for both parties. Further upgrades increases the effectiveness and number of people it can affect. -
These are lycanthrope-exclusive traits.
-Shredding Claws: As implied, these claws can shred through metal, and naturally, body armour. As a side benefit, they're great for cooking. Further upgrades involve player-designed offshoots.
-Enhanced Senses: Thermal vision and increased acuteness of sound and smell. Leads to further, non-magic bodily improvements when upgraded. Notable, vampires hold the same genetic trait, leading to the occasional piece of speculation that the two diseases may hold some common genetic ancestor.
-Multilayered Fibre: Fur becomes denser, and operates as a bulletproof vest. High calibre weapons (shotguns, light machine guns, sniper rifles) your character still needs to be wary of. The fur is also better able to resist shrapnel from explosives.
-Hungering Charge: Your character can leap several feet through the air towards a target at high speed, closing the gap between themselves and their target to get into a lycanthrope's favourite range: Melee.
-Omnidexterity: While in their bestial form, your character has learned more intricate movements with their claws, and can now operate switches, electronic keypads, and so on while in this form. They still cannot operate firearms. -
-Light Munitions: This character has undergone training with light firearms and other weapons, such as sub-machine guns, pistols, crossbows, and throwing axes.
-Heavy Munitions: This character has undergone training with heavy firearms and other weapons, such as light machine guns, assault rifles, and shotguns.
-Specialized Munitions: This character has undergone training with firearms and other weapons which require highly specialized training, such as sniper rifles, flamethrowers, and grenade launchers.
-Explosives Training: Access to demolitions equipment, C4, RPG's, and so on.
-First-Aid Training: This character understands how to perform battlefield triage, stop bleeding wounds, and diagnose basic infections.
-CQC: Trains the character in the basics of both hand to hand and melee weapons.
-The Art of Stealth: This character understands the need for silence. This both increases the odds of remaining undetected and lowers the odds enemy NPC's will target this character.
-Diplomat: Has been trained, one way or another, as a combat negotiator. This strengthens a character's ability to get through to opposing or neutral NPC's to try and convince them of your views.
-Heavy Armour Training: Bulletproof vests are one thing. Wearing the full suit, including leg and arm padding with a face shield, requires a little bit of training to wield properly. In exchange, your character has a lot of protection from gunfire.
-Leadership Ribbon I: Allows this character to bring in a minion, combat pet, or compatriot. Their power is always assumed to be relative to yours, always a little weaker, better as a backup to you then as a front line character. Further upgrades increase the number of people you can have under your command.
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These are vampire-exclusive traits.
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"Welcome to the dark embrace, sibling..."
RANDOM FACTS
--Vampires are technically undead, though their internal organs remain functional. It is conceptually possible for a vampire to give birth or have a child, though children from these unions are either born without the disease (in the case of vampiric mothers) or become stillbirths (in the case of vampiric fathers). If both parents are vampires, there's a 50/50 shot of the child surviving.
--Vampires gain powers selectively. One vampire may be nothing like another, and it seems partially dependent on genetic lottery, partially dependent on the mere will of the vampire.
--Remember that vampires can still use technology such as firearms. The only technology vampires cannot use is Magitech, as it conflicts with their inherent magical abilities.
--Humans who drink vampire blood treated with heavy doses of magic can obtain extraordinarily long life spans, extending the average life span of a twenty year old to hundreds of years, possible over a thousand. Magic used improperly however has zero effect on the blood, and properly "dosing" a potion of vampire blood is a mystery which the Blood Bank keeps highly secretive. Regular vampire blood simply causes a human to become sick, and possible turn into a vampire. Humans who drink "dosed" blood tend to become extremely suggestible to the vampire who's blood they drank.
STRENGTHS
--Vampires have the strongest inherent connection to magic. Where humans need technology to stimulate their use of magic, and lycanthropes can only use magic to enhance biological abilities, vampires can straight up use it to turn into swarms of bats or hypnotize people.
--While a vampire isn't invincible, they feel no pain from wounds and can technically regenerate any wound given enough time and blood.
--Vampires have a large array of powers at their disposal which cannot be replicated even with Magitech, which generally puts them at the advantage in one on one combat with normal humans.
WEAKNESSES
--If a vampire is struck by direct sunlight, they begin to burn. After a minute or so of prolonged exposure, they spontaneously combust and turn to ashes. Vampires can combat this with thick clothing and staying out of direct sunlight. So long as sunlight doesn't touch their skin, they're safe.
--Vampires aren't invincible, just immortal: Bullets and other mortal weapons can take them down. If the brain is destroyed, the vampire dies, so head shots and decapitations are especially effective. If they're hit with high calibre weaponry, muscle and tissue damage can slow them down immensely, though they feel no pain.
--Vampires can starve to death. Symptoms of blood deprivation include pale skin turning white and wrinkled, loss of speech, dizziness, intense cravings. Vampires suffering from severe deprivation typically berserk near human beings, and may even harm friends in the process. This is especially problematic at most vampiric powers cost blood to use.
BLOOD AND BITING
--If a vampire bites you, you get infected unless your system is teeming with antibiotics, which are expensive obviously.
--Vampires can drink blood from the recently deceased or out of a cup from someone who drew their own blood, et cetera, upwards to about an hour. Long term blood storage is possible but the quality goes to shit and vampires can get sick from it.
--Vampires can drink the blood of other creatures if necessary to survive, but this will drive them into complete madness if they do it too long.
--Vampires can hibernate to reduce blood usage to zero, so a heavily wounded vampire can comatose themselves to try and survive rather than berserk.
--If a vampire bites a lycanthrope and ingests blood, the vampire will die. If they're bitten by a lycanthrope, they will die. The two viruses and states of life are incompatible. -
"Don't be afraid of the dark, you'll find a way to the light."
RANDOM FACTS
--Humans living under the Sanguine State often have their blood exchanged for city services. Since The State owns everything, complying with them results in having their needs taken care of. These people are known as "Blood Donors". Amusingly, there is a small surplus of blood for surgeries thanks to this policy.
--Humans who drink "dosed" vampire blood are known as Thralls. If they overdose on it, their skin turns pale, their expression ghastly, their limbs extend in length, and their strength is enhanced. These people, known as "Ghouls", have no self motivation and only as much intelligence as their vampire master grants them. (While Ghouls are technically possible to play as a PC, it is extremely difficult.)
--You, the reader, are in fact a human being.
STRENGTHS
--Human beings are capable of using Magitech devices. Restricted ordinarily to the military, the Rebellion has been producing their own bootleg versions as well. Magitech devices harness the power of magic to amplify basic human characteristics or add additional ones, ranging from increasing the speed of reflexes, to being able to use basic magical spells.
--Humans are versatile and can fit anywhere, and don't tend to draw attention to themselves. This is advantageous both in escaping a fight, and in that they are less likely to be targeted by enemies if supernatural creatures (vampires, lycanthropes) are nearby.
--Humans are capable of resisting magical spells if they're aware they are being affected by them. This includes offensive magic, like fire: If a human is aware that it's magic, they resist being affected by it.
WEAKNESSES
--Humans are physically weaker than both Vampires and Lycanthropes, and when caught in melee will often be straight slaughtered by brute force.
--Unlike Vampires, humans still feel pain and can be debilitated by it. Unlike Lycanthropes, humans don't regenerate wounds quickly. In essence: Humans can deliver punches, but don't take them very well.
--While humans don't draw much attention to themselves, they don't curry much respect amongst non-humans either, and are often treated either as adorable naïve, or laughable weak.
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"It's more fun when they run."
RANDOM FACTS
--Lycanthropes (werewolves) are just one of several different kinds of shapeshifters. They're also by and far the most prolific of the shapeshifters. All shapeshifters are based on an animal.
--Lycanthropes often emulate some behavioural characteristics of wolves. These include but are not limited to scratching themselves behind the ears, growling for basic responses, feeling comfortable being on all fours, reacting to loud noises, and so on.
--Wolves and dogs tend to feel a closer kinship with lycanthropes than they do normal human beings, and many lycanthropes end up attracting and keeping a dog or a wolf as their closest companion.
--Lycanthropes are capable of transforming anytime during the night, and have their powers slightly enhanced on a full moon. During the day, only something triggering their survival instinct can cause them to transform, such as gunfire.
STRENGTHS
--Lycanthropes have both incredible strength and fantastic regenerative abilities, though these are severely limited in their human form.
--Out of the three available races, lycanthropes are essentially bullet sponges in their wolf form: It takes high calibre weaponry or a sharp melee weapon to truly pierce the hide of a lycanthrope. Pistols and sub-machine guns take several rounds to really harm a lycanthrope.
--It is easy for a Lycanthrope to hide their identity while in human form, aside from their odd mannerisms, which can be chalked up to lots of different reasons. Meaning that a well positioned Lycanthrope getting behind enemy lines and transforming can turn the tide of a battle in no time.
WEAKNESSES
--While in their bestial form, a lycanthrope cannot wield firearms or other such devices and becomes locked to melee combat. In areas where they can be gunned down with ease, this is problematic.
--It takes several seconds to transform and is a painful process. "Stealth transformation" isn't really an option unless you have a good chunk of space and a couple walls between you and your targets, and while transforming, a lycanthrope is extremely vulnerable.
--Silver is deadly, and lycanthropes need to take nutritional tablets to gain various nutritional ingredients they require from plants, as lycanthropes are no longer capable of eating fruits and vegetables, it just makes them sick.
The Abolitionists: A mixture of earnest do-gooders who sincerely believe that no government is necessary, and psychotic nuts that just want to live life without any rules applied to them. These anarchists are often comprised of the most disenfranchised youth, who believe that neither the State-control of the Socialists or the old ways of the Restoration Movement are relevant or useful in this new age. Unsurprisingly, lycanthropes with their bestial nature tend to be most attracted to this group.
Democratic Socialists: With the rise of technology and the relative success of the State-controlled nation in distributing goods with efficiency, Socialists everywhere united under the same banner: To restore the democratic processes of the nation, but keep the current State controlled industry. To this faction, equality is sacrosanct. Vampires are most attracted to this group, the promise of upkeeping the current system of blood donations tends to draw them in.
The Restoration Movement: Often called Republicans or Democrats, this is the faction that wants to go back to the old ways of Capitalism and the American Way. Tends to attract more humans than the other groups, as it puts power in the hands of the individual, whilst still ensuring basic rights are protected.
A "cell" is a separate and distinct unit with no direct contact to other Rebellion cells operating around the world. Each cell has its own code names for various tactics and roles, but this is the general gist of NPC's you will regularly meet.
Squaddie: An NPC red shirt assigned to you. Don't expect them to last long.
Classmate: An NPC relatively equal to you in power.
Senior Citizen: A Vampire VIP.
Jumper: A getaway driver or pilot. These are the people who get you in and out of operation zones.
Mother: Your boss. If mother tells you to do something, you jump to it and do it.
The picture is a reference in terms of aesthetic style. There are several city blocks (especially on the outskirts) that have older, brick style buildings and have nobody officially living in them except squatters. While the list of locations will be updated over time, here's the gist of how the Sanguine Capitol is arranged.
Outskirts: The outskirts are a largely deserted location. There are squatters and the severely impoverished here, primarily, though occasionally, gangbangers will hit this area to severely beat and extract blood from the helpless and sell it on underground markets.
West End: The west end is where the lower middle class live, and is primarily composed of residential and small commercial outlets which, while officially owned by the State, are operated by local people. Life can be unpleasant here sometimes when there are shortages of supplies in the State. There is a permanent military police presence here, patrolling streets armed in full combat gear and assault rifles. Breaking the law usually results in the troublemaker being shot. If they happen to survive, they are jailed.
North End: Middle and upper middle class live here in secluded, gated communities, and apartment complexes. Military police guard this area twenty four seven, and conduct occasional searches of incoming travellers on main roadways.
Downtown: Home of intricate alleyways and city construction, plentiful artistry, and is the beating economic heart of the city with towering skyscrapers dominating the sky. Blood Bank headquarters are located here. The town hall, or rather, town castle--stone and all--is located here. As expected, there is an extremely high military police presence here. Infiltrating is difficult at best.
East End: Upper class neighbourhoods, night clubs, casinos, strip joints, and so on, dominate this area of the city. There is an auspicious lack of homeless people in this part of the city.
South End: Industrial part of town. Warehouses, factories, and so on.
None discovered yet. They will be generated as players make characters and explore the world, resulting in organic character creation that is reactive to what players do. -
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Q. I can die?
A. Yes. Very easily. Though here's some free tips: Teamwork and tactically planning your way around fights, consciously ensuring your character takes cover, will reduce the odds of them being injured or killed. Running off alone to rambo style a lycanthrope as a human has a pretty solid chance of getting you killed on the spot. Just ask yourself: "Would I really do that?" And if the answer is no, odds are, you probably shouldn't if you want to live.
Q. I have a question/I am confused about something/I have an idea!
A. Please ask/tell me! I delight in this sort of stuff most of the time, and I'm more than happy to help you with anything you need!
The Character List has been updated to Page 11.
Karl Rienhoff. Author: @Kadaeux
Gabriel Moore. Author: @Jorick
Terissa & Dean. Author: @Herzinth
Anya Samson. Author: @Limeypanda
Mafuyu Charles. Author: @Fubuki
Elisabeth "Els" Bower. Author: @Foxxie
Terra Conrad & Liz Johnson (LJ). Author: @Tempest
Jonathan (John, Jones) Wen. Author: @Zombehs
Pavel Anatolyevich Kazakov, "Doc". Author: @Iben
Leonardo "Leo "Ebayan. Author: @Razilin
Abby Haqim. Author: @Pastor Choi
Jeanne Claudette Richard. Author: @Comrade Zed
Aiden. Author: @Ozferatu
Anastasiya Markova. Author: @SweetBloodVampyre
Alexander Briar. Author: @Tonedeaf
Josephina Lorraine Anderson. Author: @Ghosty
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