World of Darkness: Shattered Veil

Discussion in 'ROLEPLAY GRAVEYARD' started by Vay, Dec 2, 2011.




  1. World of Darkness
    Shattered Veil

    [​IMG]


    In the world of the immortal, the monstrous, and the mad nothing changes, right? The centuries wear on and change is slow, gradual. the world of darkness adjusts to heavier human populations, ever more advanced technology and new ways of thinking. It remains hidden, it endures, it preys silently on man and yet the merest inkling of it's existence goes unnoticed. Nothing can change this, they're to quick, to careful, humans too interested in their own affairs. Wrong.

    [​IMG]

    Like a ripple spreading across the surface of a pond the collective minds of humanity have been disturbed, the wave passes but the surface is no longer smooth and unbreakable. Echo reverberate and soon the pond is a mess of ripples, waves, echos, and the surface will never be the same again.

    The veil that once kept the two world apart is broken and monster and human come crashing together in a cataclysm that tears apart both worlds and forges a new on out of the debris from both, but that world is yet to be born and for the enterprising there is still time to shape it.

    It happened three months ago, an information packet was send to virtually every news broadcasted from the biggest network to the most irregular blogger. This packet contained thousands of pages, hundreds of pictures, police reports, videos, signed letters, documents, even laboratory test results on blood and tissue. It all pointed to the same revelation. The supernatural was real, the monsters you thought were legend are among us.

    The packets were traced, they all led to the same domain:


    [noparse]www.hunter-net.org[/noparse]

    [​IMG]

    At first most believed it to be a hoax, even after tissue samples were anonymously dropped of at laboratories. You can't believe what comes from the internet right? But it had that grain of truth to it that dug into the subconscious and stayed there like a parasite that refused to leave. Humans became for aware, began using their eyes, began thinking, noticing.

    The world is changing, no longer separate, but one world that teeters on the brink of panic, chaos, genocide. What place will you claim in this new order or will you be swept aside and forgotten?


     


  2. DENIZENS OF DARKNESS

    The World of Darkness is our own, seen through a mirror darkly. All manner of strange and twisted things walk amongst us; and who knows? Maybe you're one of them.




    MORTALS

    The humans in the World of Darkness are unwitting neighbors of all that goes bump in the night. Some may be more aware than others, through gift or chance or gleaned knowledge; some may be a little uncanny themselves. Perhaps they have werewolf family, or they have second sight... or perhaps they're simply defenseless and ignorant.

    For now.



    Recommended reading: World of Darkness Core Rulebook




    VAMPIRES

    Vampires are soulless, undead creatures which feed on the blood of humans. The Kindred may turn (or in their term, embrace) a human whose blood they have drained by feeding them their own blood in exchange.

    There are five Clans comprised by the Kindred, each with their own talents and abilities: the sensual Daeva, the feral Gangrel, the enigmatic Mekhet, the monstrous Nosferatu, and the aristocratic Ventrue. A vampire's Clan is determined by their Sire, and is a sort of "family"- where the siblings do not necessarily get along.

    The role of the vampire in the supernatural world is that of the hunter, and often the antagonist.



    Recommended reading: Vampire: The Requiem





    HUNTERS

    Mortals who devote themselves to tracking down and often destroying the supernatural forces of the world are known as Hunters. They have no supernatural abilities that distinguish them from regular humans. Somehow, they discovered the dark secrets of the world, and have decided that they can no longer keep their head down. A hunter's stance on the supernatural is highly variable; some only seek a certain kind, such as vampires, while others kill anything they find. Some even ally themselves with those creatures who prove not to be beyond redemption. Vampires, demons, and mages are under the most threat from hunters.

    Some hunters work solo. Others work in small groups called cells. Networks of hunters known as compacts exist, consisting of hunters rallying toward a specific cause. There are some larger organizations- conspiracies- that have more influence.


    Recommended reading: Hunter: The Vigil



    GHOULS

    Ghouls are those humans who feed on vampire Vitae (blood) so regularly that they take on inhuman abilities... for the price of their freedom. A ghoul is bound to obey their master's every order. In return, they cease to age- as long as they keep imbibing- become stronger, even gain the near-magical Disciplines of their master.

    Like any addict, a ghoul cut off from their fix of Vitae will look elsewhere to score, and may resort to extreme acts of desperation.





    Recommended reading: Ghouls (A Vampire: The Requiem Sourcebook)



    WEREWOLVES

    Just beyond the gauntlet lies the Hisil, the Spirit World, a place of metaphor which shadows the physical. The Uratha- werewolves- are guardians of the physical realm, part spirit themselves. Whenever called, an Uratha undergoes their First Change. Prior to this, they may or may not be aware of their Lupine heritage. Depending on their inherent traits, a werewolf will change under a certain phase of the moon. This is their Auspice, marking their role in the pack: the warrior Rahu of the full moon, the storyteller Cahalith of the gibbous moon, the diplomat Elodoth of the half moon, the shaman Ithaeur of the crescent moon, or the tracker Irraka of the new moon. A pack that contains one member of each Auspice is considered to be blessed by Luna.

    After the First Change, a werewolf may shift at any time. They also have five forms which they may take. Hishu is their human form, while Urhan is their wolf. Dalu is near-human, with visible wolfish traits; Urshul is near-wolf, larger than a true wolf and with humanoid hands. Finally, Gauru, or war-form, is the half-wolf state. A werewolf in Gauru stands close to nine feet tall, and is the strongest form to choose from. It is also the form in which a werewolf is closest to giving in to Rage.

    Werewolves are naturally social, spiritual creatures. Five Tribes make up the Uratha, each with a distinct philosophy. The Blood Talons are militant, while the Bone Shadows are spirit-talkers. The Iron Masters seek to blend with the urbane and modern human world, whereas the Hunters in Darkness are drawn to their wolfish natures. The Storm Lords are a tribe comprised of alphas, leaders of their packs. Each Uratha is free to seek membership in any tribe they choose.


    Recommended reading: Werewolf: The Forsaken


    NAGAH

    Like their Uratha cousins, the Nagah are shapeshifters born from a meeting of flesh and spirit. In contrast to the Uratha, however, who police the Spirit realm, it is the role of the Nagah to police the physical world and all those who dwell in it. Instead of the moon, the Auspices of the Nagah are based on the four seasons. The Nagah of the spring, the Kamakshi, have power over earth; the Kartikeya, summer, over fire; the Kamsa, or Autumn, are Nagah of the air; and the Kali of winter are aligned with water.

    The forms of the Nagah follow those of the Uratha, but of snake rather than of wolf. Human form is known as Balaram, while Vasuki is the serpent form. Silkaram and Kali Dahaka are near-human and near-serpent forms respectively, although Kali Dahaka is simply the shape of a large snake. The war form of the Nagah is called Azhi Dahaka, and may reach a length of 20 feet.

    Instead of pack society, the Nagah divide into Nests, with no definite leader of their groups. Each Nest shares an Ananta, a pocket of the Hisil to call their own.


    Recommended reading: Nagah Breedbook


    MAGES

    The Awakened are humans with the power to alter reality. They may Awaken through one of two ways; either through an Astral Journey in which their dream self reaches their Supernal Realm, or through a Mystery Play in which their waking self experiences a dreamlike state and enters the Supernal Realm while conscious. After Awakening, this realm serves as their source of power. There are five Paths and five Realms which a mage may take. Arcadia is the realm of Enchanters, or Acanthus. Mastigos, or Warlocks, draw from Pandemonium. Stygia is the Path of Moros, the Necromancers. Aether is walked by Theurgists, or Obrimos. Thyrsus, Shamans, are mages of the Primal Wild.

    The influences which a mage may apply can be divided into ten Arcana. Subtle Arcana refers to the metaphysical spheres, while Gross Arcana govern physical aspects.

    Subtle Arcana: Death, Fate, Mind, Prime, and Spirit
    Gross Arcana: Forces, Life, Matter, Space, and Time

    Mages are ranked as initiates, apprentices, disciples, adepts, masters, or archmasters. They typically associate with one of five Orders, philosophical factions, including the martial Adamantine Arrow, anarchist Free Council, watchful Guardians of the Veil, knowledge-hungry Mysterium, and judicial Silver Ladder. Those who do not join an Order are known as Apostates.



    Recommended Reading: Mage: The Awakening


    DEMONS

    The rebel angels who gave their allegiance to Lucifer were banished to Hell. Now, they've found a loophole. Demons must find a human body in which to bind themselves, or face the Abyss once more. A demon gains power by gaining faith from followers, and so must influence the humans around them.

    Demons derive from seven Houses, originally referring to their angelic duties and now a twisted parody, meaning nothing more than what Lore they still retain and can put to use. The angels of the seas, Lammasu were muses, meant to inspire; now they are Defilers, ruining what holds promise. The Rabisu, House of the Wild, were keepers of animals; now they are Devourers, destroyers of humanity. The Neberu were diviners, angels of the heavens; now they are Fiends, throttling all knowledge they can out of the world. Angels of the earth and forge, Anunnaki taught human hands to ply tools; now they are Malefactors, seeking to right perceived wrongs committed by those hands. Asharu were guardian angels of mankind; now they are Scourges, spies and paingivers. The angels of death were the Halaku, easing humans into death; now they are Slayers, finding a world where death has been allowed to run unchecked. Above all were the Namaru, leaders and angels of the dawn. Now the Namaru are the scheming House known as Devils.

    Some demons seek vengeance for their internment. Others seek atonement. Some still believe in Lucifer's cause, while others believe that it was, after all, a part of God's plan. Still others don't give a fuck, and just want to watch the world burn.


    Recommended reading: Demon: The Fallen


     
  3. IN REGARDS TO THIS GAME: In the New World of Darkness, there are now only five clans in Vampire: The Requiem. The other clans do still exist in the form of Bloodlines, which work similarly to prestige classes. The Disciplines are as follows.

    Common Disciplines: Animalism, Celerity, Obfuscate, Resilience, and Vigor.
    Clan Disciplines: Auspex, Dominate, Majesty, Nightmare, Praestantia, and Protean.
    Covenant Disciplines: Coils of the Dragon and Crúac.


    There are a number of Bloodline Disciplines as well, along with a few Disciplines which are only available under certain circumstances, such as Dementation. However, we WILL NOT be using bloodlines in this campaign, in order to keep it simple for the uninitiated.

    We also WILL NOT be using Geist, Changeling, or Promethean for this campaign, as these work best in standalone settings.

    We WILL be using dice!


    IN REGARDS TO CHARACTERS: Everyone will begin play as a Mortal! Does this mean you will stay human for the whole game? Not unless you want to! Does this mean you can't tailor your character with a race in mind? Of course not. Will we make suggestions/decisions for you? Only if need be!

    REFERENCE BOOKS:


    World of Darkness (Core Rulebook)

    Vampire: The Requiem

    Werewolf: The forsaken

    Mage: The Awakening

    Breedbook: Nagah

    Demon: The Fallen

    Hunter: The Vigil

    Ghoul (Requiem Sourcebook)


    CURRENT CAST LIST:

    TNT's character [x]
    Roger Black - Jovian [x]
    Gregory Hunt - Vay [x]
    Rhiannon Serrano - Duchess_Bastet [x]
    Serge Mathieu - Hartke [x]
     
  4. Fluffy Goodness (open)

    GENERAL CHARACTER STATISTICS
    Name:
    Gender: Male
    Ethnicity: White w/ Korean mother
    Age: 34
    Occupation: Assistant Curator of a museum and professor at a local college (Miskatonic U if allowed). Teaches mythology, focusing on it's place in archeology and anthropology.

    PHYSICAL CHARACTERISTICS
    General Appearance:
    Image (open)

    [​IMG]
    (Yes, Ginko from Mushishi)
    Has two brown eyes and dark brown hair (for now)
    Strengths: Has good stamina, and is fairly fit. Just enough to keep from getting winded during expeditions.
    Weaknesses: He's just above average, so physically, he's not too skilled at anything. He's focused more on his mind than his body.

    MENTAL CHARACTERISTICS
    Talents: Has a penchant for chasing down leads and persistence, especially where myths are involved.
    Virtue: Charity
    Vice: Pride
    General Personality:
    Inner Personality:

    HISTORIC BACKGROUND
    History:
    Biggest Regret:
    Greatest Fear:
    Darkest Secret:


    NUMBERS! MWAHAHAHA! (open)

    ATTRIBUTES

    MENTAL
    Intelligence (X)(X)(X)(X)(-)
    Wits (X)(X)(-)(-)(-)
    Resolve (X)(X)(-)(-)(-)

    PHYSICAL
    Strength (X)(X)(-)(-)(-)
    Dexterity (X)(X)(-)(-)(-)
    Stamina (X)(X)(X)(-)(-)

    SOCIAL

    Presence (X)(-)(-)(-)(-)
    Manipulation (X)(X)(-)(-)(-)
    Composure (X)(X)(X)(-)(-)

    Mental - 5
    Social - 4
    Physical - 3

    SKILLS

    Mental
    Academics (X)(X)(X)(-)(-)
    Computer (-)(-)(-)(-)(-)
    Crafts (-)(-)(-)(-)(-)
    Investigation (X)(X)(X)(-)(-)
    Medicine (X)(X)(-)(-)(-)
    Occult (X)(X)(-)(-)(-)
    Politics (-)(-)(-)(-)(-)
    Science (X)(-)(-)(-)(-)

    Physical
    Athletics (X)(X)(-)(-)(-)
    Brawl (-)(-)(-)(-)(-)
    Drive (-)(-)(-)(-)(-)
    Firearms (-)(-)(-)(-)(-)
    Larceny (-)(-)(-)(-)(-)
    Stealth (-)(-)(-)(-)(-)
    Survival (X)(X)(-)(-)(-)
    Weaponry (-)(-)(-)(-)(-)

    Social
    Animal Ken (X)(X)(-)(-)(-)
    Empathy (-)(-)(-)(-)(-)
    Expression (-)(-)(-)(-)(-)
    Intimidation (-)(-)(-)(-)(-)
    Persuasion (X)(X)(-)(-)(-)
    Socialize (X)(X)(X)(-)(-)
    Streetwise (-)(-)(-)(-)(-)
    Subterfuge (-)(-)(-)(-)(-)

    Mental - 11
    Physical - 4
    Social - 7

    Specialties

    Other Traits

    Health
    (X)(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-][-][-]

    Willpower
    (X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-]

    Merits
    Holistic Awareness (3)
    Natural Immunity (1)
    Toxin Resistance (2)
    Contact (1)
    -Occult Artifact Collector

    Morality
    10 (-)
    9 (-)
    8 (-)
    7 (X)
    6 (X)
    5 (X)
    4 (X)
    3 (X)
    2 (X)
    1 (X)

    Flaws

    Other
    Size: 5
    Speed: 9
    Defense: 2
    Armor:
    Initiative Mod: 5
    Experience:

    Weapon/Attack

    Equipment
     
  5. General (open)

    GENERAL CHARACTER STATISTICS
    Name: Roger Black
    Gender: Male
    Ethnicity: Caucasian
    Age: 24
    Occupation: Detective for local police

    PHYSICAL CHARACTERISTICS
    General Appearance: 5'10" tall with brown crew cut hair and dull hazel green eyes. Lean but slightly muscular.
    Strengths: Has decent aim and excellent distance perception.
    Weaknesses: Poor peripheral vision and difficulty running long distances.

    MENTAL CHARACTERISTICS
    Talents:
    Virtue: Temperance
    Vice: Pride
    General Personality: Strong sense of duty. Roger has a hard time turning a blind eye to what he sees as wrong, but he also understands there are two sides to a story. He looks for the gray area. Others respect him and his decisions, because he always seems to have put a lot of thought into what he says.
    Inner Personality: He's full of himself. He doesn't believe he can ever do wrong. Because he has so much respect, he feels that no one would ever go against what he says and therefore he can never do wrong.

    HISTORIC BACKGROUND
    History: He grew up with a military father and a teacher mother. His father was never home, and his mother was always busy. He grew up understanding this and never asked for what he didn't need from them. When he graduated from high school with average grades, he went to the police academy and moved through the ranks of police officer quickly until he could make detective. As a detective, he saw more and more evidence of things he couldn't understand, but kept getting told they were nothing. When the news broke out and explained the unnatural things that he had tried to understand in some of the cases he covered, he didn't question the news only embraced it. It all made sense to him finally.
    Biggest Regret: Not going to college
    Greatest Fear: Being alone
    Darkest Secret:



    Stats (open)

    ATTRIBUTES

    MENTAL
    Intelligence (X)(X)(X)(-)(-)
    Wits (X)(X)(-)(-)(-)
    Resolve (X)(X)(-)(-)(-)
    PHYSICAL
    Strength (X)(X)(-)(-)(-)
    Dexterity (X)(X)(X)(-)(-)
    Stamina (X)(X)(X)(-)(-)
    SOCIAL
    Presence (X)(X)(-)(-)(-)
    Manipulation (X)(X)(-)(-)(-)
    Composure (X)(X)(-)(-)(-)

    Mental -
    Social -
    Physical -

    SKILLS

    Mental
    Academics (-)(-)(-)(-)(-)
    Computer (-)(-)(-)(-)(-)
    Crafts (-)(-)(-)(-)(-)
    Investigation (X)(X)(X)(X)(-)
    Medicine (-)(-)(-)(-)(-)
    Occult (-)(-)(-)(-)(-)
    Politics (-)(-)(-)(-)(-)
    Science (-)(-)(-)(-)(-)
    Physical
    Athletics (X)(X)(-)(-)(-)
    Brawl (-)(-)(-)(-)(-)
    Drive (-)(-)(-)(-)(-)
    Firearms (X)(X)(X)(X)(-)
    Larceny (-)(-)(-)(-)(-)
    Stealth (X)(X)(-)(-)(-)
    Survival (-)(-)(-)(-)(-)
    Weaponry (X)(X)(X)(-)(-)
    Social
    Animal Ken (-)(-)(-)(-)(-)
    Empathy (-)(-)(-)(-)(-)
    Expression (-)(-)(-)(-)(-)
    Intimidation (X)(X)(-)(-)(-)
    Persuasion (X)(X)(-)(-)(-)
    Socialize (-)(-)(-)(-)(-)
    Streetwise (X)(X)(X)(-)(-)
    Subterfuge (-)(-)(-)(-)(-)

    Mental -
    Physical -
    Social -

    Specialties
    Pistols

    Other Traits

    Health
    (X)(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-][-][-]

    Willpower
    (X)(X)(X)(X)(-)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-]

    Merits
    Gunslinger - xxx
    Resources - xx
    Quick Draw - x
    Status: City Police - x


    Morality
    10 (-)
    9 (-)
    8 (-)
    7 (X)
    6 (X)
    5 (X)
    4 (X)
    3 (X)
    2 (X)
    1 (X)

    Flaws

    Other
    Size: 5
    Speed: 10
    Defense: 2
    Armor:
    Initiative Mod: 5
    Experience:

    Weapon/Attack
    Colt Diamondback .38 (x2)

    Equipment
    Flashlight
     
  6. I'll add more and a picture soon.

    Fluff (open)

    GENERAL CHARACTER STATISTICS
    Name: Gregory Hunt
    Gender: Male
    Ethnicity: Caucasian
    Age: early 20s
    Occupation: Student

    PHYSICAL CHARACTERISTICS
    General Appearance: (please include an image of your character, and please don't use manga/anime images)
    Strengths: Physically tough and quick
    Weaknesses: Not the strongest guy in the world.

    MENTAL CHARACTERISTICS
    Talents: Forward planning, ruthlessly dedicated.
    Virtue: Justice
    Vice: Wrath
    General Personality: Drake is pragmatic yet still optimistic. He believes the simplest solution is more often than not the best one. In his personal life he has few friends but the ones he does have he keeps close. Quick to anger its easy to mistake him for rude but he usually has good intentions at heart.
    Inner Personality: He has yet to be thrown headfirst into the darkness but he knows something it wrong with the world as he sees it. He does not know how close to home it will strike him r how much it will test him. But when it does he will only desire revenge.

    HISTORIC BACKGROUND
    History:Greg’s family only moved in recently, barely a month ago. Though family means him and his older brother. Mathew. Their parents disappeared almost nine years ago and the two have been living alone (only with the occasional girlfriend of one of them) ever since.
    Biggest Regret: Not finding out what happened to his parents.
    Greatest Fear: Becoming a monster
    Darkest Secret: He fears his parents may have left because of him.



    Stats (open)


    ATTRIBUTES

    MENTAL
    Intelligence (X)(X)(X)(-)(-)
    Wits (X)(X)(-)(-)(-)
    Resolve (X)(X)(-)(-)(-)
    PHYSICAL
    Strength (X)(X)(-)(-)(-)
    Dexterity (X)(X)(X)(-)(-)
    Stamina (X)(X)(X)(-)(-)
    SOCIAL
    Presence (X)(X)(-)(-)(-)
    Manipulation (X)(-)(-)(-)(-)
    Composure (X)(X)(X)(-)(-)

    Mental - 4
    Social - 5
    Physical -3

    SKILLS

    Mental
    Academics (X)(X)(-)(-)(-)
    Computer (X)(X)(-)(-)(-)
    Crafts (X)(-)(-)(-)(-)
    Investigation (X)(-)(-)(-)(-)
    Medicine (-)(-)(-)(-)(-)
    Occult (-)(-)(-)(-)(-)
    Politics (X)(-)(-)(-)(-)
    Science (-)(-)(-)(-)(-)
    Physical
    Athletics (X)(-)(-)(-)(-)
    Brawl (X)(X)(-)(-)(-)
    Drive (X)(X)(-)(-)(-)
    Firearms (X)(X)(-)(-)(-)
    Larceny (-)(-)(-)(-)(-)
    Stealth (-)(-)(-)(-)(-)
    Survival (X)(X)(-)(-)(-)
    Weaponry (X)(X)(-)(-)(-)
    Social
    Animal Ken (-)(-)(-)(-)(-)
    Empathy (X)(-)(-)(-)(-)
    Expression (-)(-)(-)(-)(-)
    Intimidation (X)(X)(-)(-)(-)
    Persuasion (-)(-)(-)(-)(-)
    Socialize (-)(-)(-)(-)(-)
    Streetwise (-)(-)(-)(-)(-)
    Subterfuge (-)(-)(-)(-)(-)

    Mental - 7
    Physical -11
    Social - 3

    Specialties
    Vlogging (computers)
    Street Motorcycles (Drive)
    Pistols (Firearms)

    Other Traits

    Health
    (X)(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-][-][-]

    Willpower
    (X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-]

    Merits
    Fighting style: Boxing (xxx)
    Recourses (xx)
    Fast reflexes (x)

    Morality
    10 (-)
    9 (-)
    8 (-)
    7 (X)
    6 (X)
    5 (X)
    4 (X)
    3 (X)
    2 (X)
    1 (X)

    Flaws

    Other
    Size: 5
    Speed: 10
    Defense: 2
    Armor:
    Initiative Mod: 6
    Experience:

    Weapon/Attack

    Equipment

     
  7. Fluff (open)

    GENERAL CHARACTER STATISTICS
    Name: Rhiannon Serrano
    Gender: Female
    Ethnicity: Caucasian
    Age: 22
    Occupation: Intern in law firm
    Place in world of Darkness: Vampire/Mekhet/Circle of the Crone.

    PHYSICAL CHARACTERISTICS
    General Appearance:
    Strengths: Intellectual, with an ability to learn quickly. Physically fast, emphasis on finesse instead of strength
    Weaknesses: Not really street smart.

    MENTAL CHARACTERISTICS
    Talents:
    Virtue: Justice
    Vice: Pride
    General Personality: Her focus seems to be all about justice, and its the justice for those not in power that she is seeking. She comes off as overly stuck-up and know-it-all-ish. She has walls upon walls of emotional and mental coverage. She has to in her line of work.
    Inner Personality: She is actually very caring. She feels all of her emotions acutely and has spent alot of time making sure that her emotions and predispositions do not get in the way of her work. Sweet on the inside, bitter on the outside.

    HISTORIC BACKGROUND
    History: She comes from a wealthier family, attended private boarding schools around the globe her whole life. Due to the corruption in her school systems, especially in the U.S. she went to Harvard Law to find out how she could put an end to it. She doesnt talk much about her life, it takes a lot of prompting and probably a lot of alcohol to get it out of her. Her involvement in many groups to stop the corruption starting at city levels has cost her most of her life, including her parents. Her background is full of various locations and people. Her memory has allowed her to pick up a myriad of skills, though not perfectly proficient in all of them, she is striving to be, and can still use most of them with more than a base level competence.
    Biggest Regret: The death of her parents
    Greatest Fear: Being forgotten, not necessarily by others, but by self.
    Darkest Secret: Secretly she works for the creatures of the night, and yet tries to defend the helpless from them. But because of her sense of justice, she has to defend them as well. Most of them are just doing what it is they are made to do, like a tiger or wolf. But she cant let anyone know that she defends them, or that they even exist.




    Stats (open)


    ATTRIBUTES

    MENTAL
    Intelligence (X)(X)(X)(X)(-)
    Wits (X)(-)(-)(-)(-)
    Resolve (X)(X)(X)(-)(-)
    PHYSICAL
    Strength (X)(-)(-)(-)(-)
    Dexterity (X)(X)(X)(-)(-)
    Stamina (X)(X)(-)(-)(-)
    SOCIAL
    Presence (X)(-)(-)(-)(-)
    Manipulation (X)(X)(X)(-)(-)
    Composure (X)(X)(-)(-)(-)

    Mental - 4
    Social - 5
    Physical -3

    SKILLS

    Mental
    Academics (X)(X)(X)(-)(-)
    Computer (X)(-)(-)(-)(-)
    Crafts (-)(-)(-)(-)(-)
    Investigation (X)(X)(X)(-)(-)
    Medicine (-)(-)(-)(-)(-)
    Occult (X)(-)(-)(-)(-)
    Politics (X)(X)(X)(-)(-)
    Science (-)(-)(-)(-)(-)
    Physical
    Athletics (X)(-)(-)(-)(-)
    Brawl (-)(-)(-)(-)(-)
    Drive (X)(-)(-)(-)(-)
    Firearms (-)(-)(-)(-)(-)
    Larceny (-)(-)(-)(-)(-)
    Stealth (-)(-)(-)(-)(-)
    Survival (-)(-)(-)(-)(-)
    Weaponry (X)(X)(-)(-)(-)
    Social
    Animal Ken (-)(-)(-)(-)(-)
    Empathy (-)(-)(-)(-)(-)
    Expression (X)(-)(-)(-)(-)
    Intimidation (X)(X)(-)(-)(-)
    Persuasion (X)(-)(-)(-)(-)
    Socialize (X)(-)(-)(-)(-)
    Streetwise (-)(-)(-)(-)(-)
    Subterfuge (X)(X)(-)(-)(-)

    Mental - 11
    Physical -4
    Social - 7

    Specialties
    Politics-City heirarchy
    Academics--Beaurocratic/Criminal Law



    Other Traits

    Health
    (X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-][-][-]

    Willpower
    (X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-]

    Merits
    Eidetic Memory-2
    Trained Memory-1
    Contacts-2
    Fighting Style-Fencing-2

    Morality
    10 (-)
    9 (-)
    8 (-)
    7 (X)
    6 (X)
    5 (X)
    4 (X)
    3 (X)
    2 (X)
    1 (X)

    Flaws

    Other
    Size: 5
    Speed: 9
    Defense: 1
    Armor:
    Initiative Mod: 5
    Experience:

    Weapon/Attack
    Spanish style rapier..attacks vary...usually just basic sword attacks unless specified by the merit.

    Equipment

    [/QUOTE]

    ((will edit later with rest of info...just had to get base stats down...will finish editing tonight...sry...thanks))
     
  8. Fluff (open)
    GENERAL CHARACTER STATISTICS
    Name: Serge Mathieu
    Gender: Male
    Ethnicity: Caucasian
    Age: Twenty-Two
    Occupation: Aspiring Musician
    Fate/Destiny: Perhaps become a ghoul, and eventually find freedom. Freedom might not be as expected, however, and becoming a ghoul may be avoided by pursuing another, also unexpected option.

    PHYSICAL CHARACTERISTICS
    General Appearance:
    [​IMG]
    Strengths: Socially persuasive. He has a voice that commands attention and a deep understanding of emotions.
    Weaknesses: Depends too much on his charm. Has difficulties working alone and tends to lose focus easily without another person to focus on. Very forgetful and often depends on recreational drugs and/or alcohol for emotional stability/release.

    MENTAL CHARACTERISTICS
    Talents: Music (Vocal/Guitar), Gathering favouritism
    Virtue: Hope
    Vice: Gluttony
    General Personality: Gregarious and fun-loving. Serge is a laid-back guy. He likes to invite other people into his bubble so that they might share his passions and inspirations. An entertainer at heart, Serge keeps his company's attention whilst constantly promoting himself.
    Inner Personality: Serge is much more insecure than he lets on. He has difficulties with true intimacy and depends largely on drugs to keep his composure, which is inevitably a gamble. That being said, he draws personal power from the company of other people. In the presence of others he gains internal strength which grows as more and more individuals place their focus upon him. Amongst a crowd; he is at his emotional best. Alone; he is at his emotional worst. In times of need he delves deep within himself to find meaning within a situation.

    HISTORIC BACKGROUND
    History: Serge was raised by his mother and her family. She had given birth to him when she was young, and was unfortunately unable to identify his father. This made things financially difficult for his mom, and so she was forced to move back in with her parents. Although at times things were peaceful, most days the household was emotionally hectic. And usually, Serge was the focus of discussion.

    Serge was unhappy at home, and so he sought happiness at school. Amongst his peers he socialized and found ways to free himself from the burdens of his origin. He found his passion; people, and song. Although his family did not appreciate the noise, Serge practised regularly. It was unfortunate, but they were not very supportive of his ambitions and had come to distrust him since discovering he used recreational drugs. Things became complicated, and so he was eventually forced to move out shortly after completing high school.

    They gave him enough time to find a job, but it barely paid the bills. Balancing necessities was difficult, and often self-indulgence usurped them in hierarchy as a way to cope with the situation. Serge didn't give up though. He continued to play in his spare time and acquired gigs at various places throughout the city. Eventually a man by the name of Davis Clark discovered him. He was impressed with Serge's talent and offered to set him up with various gigs at bars and venues around the city as his manager. Mr. Clark took care of everything. His bills, his drinks, even his clothes. It all seemed too good to be true.

    Biggest Regret: Accepting gifts/money from his boss.
    Greatest Fear: Losing his freedom, or that it is already lost
    Darkest Secret: Serge's manager has given him a lot. For the past year he has covered all of his expenses and fancies. At first Serge accepted the gifts without a thought. There were no expectations of the boy, and so there was no reason for concern. He was not one to over-think things. But lately Mr. Clark has been asking for favours, unusual favours. His manager asks him to gather information from specific individuals, prying for reasons that are never explained. Other times he would have Serge steal things from selected individuals. Recently, Mr. Clark suggested that Serge get a tattoo with an unusual symbol upon his body. Serge is becoming increasingly uncomfortable with the situation and dreads the possibility of being coerced into becoming his managers eternal lackey. He fears that he is slowly losing his freedom, or that it has already been lost.


    Stats (open)
    ATTRIBUTES



    MENTAL
    Intelligence (X)(X)(-)(-)(-)
    Wits (X)(X)(X)(-)(-)
    Resolve (X)(X)(-)(-)(-)
    PHYSICAL
    Strength (X)(X)(-)(-)(-)
    Dexterity (X)(X)(-)(-)(-)
    Stamina (X)(X)(-)(-)(-)
    SOCIAL
    Presence (X)(X)(X)(-)(-)
    Manipulation (X)(X)(X)(-)(-)
    Composure (X)(X)(-)(-)(-)


    Mental -4
    Social -5
    Physical -3


    SKILLS


    Mental
    Academics (X)(X)(-)(-)(-)
    Computer (X)(X)(-)(-)(-)
    Crafts (-)(-)(-)(-)(-)
    Investigation (X)(X)(X)(-)(-)
    Medicine (-)(-)(-)(-)(-)
    Occult (-)(-)(-)(-)(-)
    Politics (-)(-)(-)(-)(-)
    Science (-)(-)(-)(-)(-)


    Physical
    Athletics (X)(-)(-)(-)(-)
    Brawl (X)(-)(-)(-)(-)
    Drive (X)(-)(-)(-)(-)
    Firearms (-)(-)(-)(-)(-)
    Larceny (X)(-)(-)(-)(-)
    Stealth (-)(-)(-)(-)(-)
    Survival (-)(-)(-)(-)(-)
    Weaponry (-)(-)(-)(-)(-)
    Social
    Animal Ken (-)(-)(-)(-)(-)
    Empathy (X)(X)(-)(-)(-)
    Expression (X)(X)(X)(-)(-)
    Intimidation (-)(-)(-)(-)(-)
    Persuasion (X)(X)(X)(-)(-)
    Socialize (X)(X)(-)(-)(-)
    Streetwise (X)(-)(-)(-)(-)
    Subterfuge (-)(-)(-)(-)(-)

    Mental -7
    Physical -4
    Social -11

    Specialities

    Empathy - Emotion
    Expression – Musical Instrument (Vocal/Guitar)
    Socialize – Bar Hopping


    Other Traits


    Health
    (X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-][-][-]


    Willpower
    (X)(X)(X)(X)(-)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-]


    Merits
    Barfly – 1
    Mentor – 5 (Davis Clark)


    Morality
    10 (-)
    9 (-)
    8 (-)
    7 (X)
    6 (X)
    5 (X)
    4 (X)
    3 (X)
    2 (X)
    1 (X)


    Flaws


    Other
    Size: 5
    Speed: 9

    Defense: 2
    Armor:
    Initiative Mod: 4
    Experience:


    Weapon/Attack
    Pepper Spray

    Equipment
    Electric Guitar (and accessories)
    Trendy Clothing
    Cell Phone



    Okay everything should be there, everything should be right. Let me know if anything is off or if you've got any suggestions. I'm a bit of a n00b to this so I'll take any advice you have. The system seems pretty simple from what I gathered though.
     
  9. WELCOME TO THE REBOOTED OOC.

    Let's have a head check, shall we? Who is still paying attention?

    Also, a note: We have determined that the character sheets may be a bit unwieldy. A new version of the character sheet will be up shortly that should be much easier on the eyes and the brain. If anyone has any questions or needs assistance, PLEASE feel free to ask away!

    --MANAGEMENT
     
  10. *Raises hand* I'm still here...
     
  11. Still here and very much interested. I don't have any questions yet, but if you have any suggestions for a WoD newbie lay it on me. I've read the core book but anything else (or even emphasis) is appreciated. Thanks!

    Edit: Oh wow, I completely missed that the thread was re-arranged. It looks better now though.
     
  12. Glad you like the redecorating!

    As for recommendations, I would say one of the more important books to read here will likely be either Vampire or Mage, given what player interest has been thus far. You can also check out sources like the World of Darkness Wiki.
     
  13. *raises a severed head* I'm still here.
     
  14. ooo nice head where'd ya get it
     
  15. Good then, TnT. You can finish your sheet.
     
  16. Remember how I said I didn't think I'd be able to get involved with this one?

    Well, disregard that; I'm in.

    Fluff (open)
    GENERAL CHARACTER STATISTICS
    Name: Alfie Budden
    Gender: Male
    Ethnicity: Caucasian
    Age: 26
    Occupation: Former US Army Sniper/Construction Worker
    Fate/Destiny: Werewolf/Irraka/Hunters in Darkness

    PHYSICAL CHARACTERISTICS
    Strengths: Both his work and frequent exercise mean that Alfie is in excellent physical condition. Excellent reactions, capable of moving quickly when he needs to. Knows how not to draw attention to himself.
    Weaknesses: Alfie is a very bland, average-looking guy who lacks the presence and natural charisma of others; as such he is easily overlooked and ignored.

    MENTAL CHARACTERISTICS
    Talents: Thanks to his time in the military Alfie has been rigorously trained in the art of long-distance sniping for assassinations, reconnaissance and other such missions that require him to spend time behind enemy lines. He's capable of keeping his cool in tough situations, staying calm when others may well be freaking out.
    Virtue: Prudence
    Vice: Wrath
    General Personality: Calm, relaxed and in control; Alfie comes across as a guy who thinks he can handle anything life throws at him.
    Inner Personality: Worried, angry and losing control; he puts up a calm, collected front but Alfie is a man dealing with serious anger issues that he thought he'd managed to get past in childhood. Because of this he's witnessing his life spiralling out of control... and it terrifies him.

    HISTORIC BACKGROUND
    History: Alfie Budden grew up to be a very angry child.

    The constant fights at school and with kids in his neighbourhood drove his parents to try and find ways for their son to channel his anger into something constructive. He went through several different boxing coaches, martial-arts tutors and fitness instructors before they finally hit upon two things Alfie took to; hill-walking and hunting.

    Using these two activities as an outlet for his temper and wrath, Alfie slowly became a fairly well-adjusted teenager. Upon leaving High School he made a vague attempt at attending college, only to find that it really wasn't for him. Studying and staying in one place had never been his scene; he wanted to get out there and do something. Something good.

    In the military, he found just that. Enlisting shortly after dropping out of college he was selected for sniper training not long out of Basic, his years of hunting and practice with his father paying off. In the military he found something he'd always sought as well; a sense of belonging and comradeship. And so for the next several years, Alfie Budden was pretty content with his lot in life.

    And then it all went to shit.

    Well into his third tour, one of Alfie's COs made a bad call and several of his friends lost their lives in the ensuing chaos. In an instant, the years of keeping his cool, having a level head, flew right out the window, and in a rage Alfie assaulting his commanding officer.

    The result? Dishonourable Discharge.

    Now he's back home, lost without the life in the military he'd always enjoyed, working a job he hates just to keep the bills paid. And since his outburst he's been growing steadily more and more angry with life.

    Something's got to give sooner or later.
    Biggest Regret: Losing his cool and hitting a commanding officer.
    Greatest Fear: Losing his cool and putting someone in the hospital or the morgue.
    Darkest Secret: Alfie keeps the nature of his discharge a very closely-guarded secret, one he's extremely ashamed of.


    Stats (open)
    ATTRIBUTES

    MENTAL
    Intelligence (X)(X)(-)(-)(-)
    Wits (X)(X)(-)(-)(-)
    Resolve (X)(X)(X)(-)(-)
    PHYSICAL
    Strength (X)(X)(-)(-)(-)
    Dexterity (X)(X)(X)(-)(-)
    Stamina (X)(X)(X)(-)(-)
    SOCIAL
    Presence (X)(-)(-)(-)(-)
    Manipulation (X)(X)(-)(-)(-)
    Composure (X)(X)(X)(-)(-)

    Mental - 4
    Social - 3
    Physical - 5

    SKILLS

    Mental
    Academics (-)(-)(-)(-)(-)
    Computer (X)(-)(-)(-)(-)
    Crafts (X)(X)(-)(-)(-)
    Investigation (X)(-)(-)(-)(-)
    Medicine (X)(X)(-)(-)(-)
    Occult (-)(-)(-)(-)(-)
    Politics (-)(-)(-)(-)(-)
    Science (X)(-)(-)(-)(-)
    Physical
    Athletics (X)(X)(-)(-)(-)
    Brawl (-)(-)(-)(-)(-)
    Drive (X)(-)(-)(-)(-)
    Firearms (X)(X)(X)(-)(-)
    Larceny (-)(-)(-)(-)(-)
    Stealth (X)(X)(-)(-)(-)
    Survival (X)(X)(-)(-)(-)
    Weaponry (X)(-)(-)(-)(-)
    Social
    Animal Ken (X)(-)(-)(-)(-)
    Empathy (-)(-)(-)(-)(-)
    Expression (X)(-)(-)(-)(-)
    Intimidation (X)(-)(-)(-)(-)
    Persuasion (-)(-)(-)(-)(-)
    Socialize (-)(-)(-)(-)(-)
    Streetwise (X)(-)(-)(-)(-)
    Subterfuge (-)(-)(-)(-)(-)

    Mental - 7
    Physical - 11
    Social - 4

    Specialties
    Firearms – Rifles
    Crafts – Traps
    Stealth - Camoflague

    Other Traits

    Health
    (X)(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-][-][-]

    Willpower
    (X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-]

    Merits
    Sniping (X)(X)(X)
    Resources (X)(X)
    Direction Sense (X)
    Fleet of Foot (X)

    Morality
    10 (-)
    9 (-)
    8 (-)
    7 (X)
    6 (X)
    5 (X)
    4 (X)
    3 (X)
    2 (X)
    1 (X)

    Flaws

    Other
    Size: 5
    Speed: 11
    Defense: 2
    Armor:
    Initiative Mod: 6
    Experience:

    Weapon/Attack
    - Remington Model 700 (Bolt-Action Rifle)
    - Glock 17 (Autoloader Handgun)
    - Bowie Knife (Knife)

    Equipment
    - Bipod (For Remington)
    - Light Mount (for Glock)
    - Sighting Tools
    - Sights, Telescopic (for Remington)
    - Binoculars
    - Survival Kit, Advanced
    - Camouflage


    Very much a WiP at the moment, but bear with me.
     
  17. ]
    Fluff (open)

    GENERAL CHARACTER STATISTICS
    Name: Renaldo Cortez VIllegas
    Gender: male
    Ethnicity: Hispanic-european
    Age: 22
    Occupation: Rave D.J. "DJ DUKE"
    Fate/Destiny: Mage-mastigo or Obrimos (undecided)


    PHYSICAL CHARACTERISTICS
    General Appearance: clean shaven olive skinned and a lithe fram with broad shoulders and strong legs. generally wears leather longcoats, poofy shirts and other period clothing, prefering tight pants and Cowboy boots, or other leather shoes.
    Strengths: extremely dexterous and talented athletically(Acrobatics and Streetfighting)
    Weaknesses: Not really street smart.

    MENTAL CHARACTERISTICS
    Talents: Make music ( techno-rave with classical background) and quick thinking in a pinch ( calm minded)
    Virtue: Justice
    Vice: Passion (lust)
    General Personality: A little heavy handed on the opinions and rather brash with a tendency to be bold, obnoxious and a wanna-be leader.
    Inner Personality: a born leader with a strong heart, good intentions, and a calm demeanor..but he's still too young to care really...

    HISTORIC BACKGROUND
    History: born the the american southwest, renaldo, the son of a wealthy foreign ambassador, and a kind, loving rancher mother, Renaldo always wanted a little more out of life than he was getting. he joined his first desert rave when he was barely fifteen, and one year late,r appeared at the same anual rave.. the headlining performer. business has been good to renaldo, and when his mother died last year, he got to see hs father in person for th efirst time in thre years. they talked like old riends... but not like family, and His father passed him rights to half of what he owned, including summer homes, foreign stocks, and a few nightclubs.
    Today, R.C. works from venue to venue keeping the kids on the dancefloor and lettign freedom ring. always being internet savy, he found the 'packet' online rather quickly, and dove into it, researching like ther was no tommorow. not a very intelligent man, he relied on his wits and sorted out the information, now he's been including it in his new songs... to whatever ends that might bring about.

    Biggest Regret: selling the family ranch in Arizona
    Greatest Fear: Leaving the world without bettering it.
    Darkest Secret: everyone thinks DJ DUke is on some SERIOUS drugs, his music makes the clothes fall off and the hallucinagens in the ravers systems go BONKERS, when actually he has been straight-edge all his life, nobody knows he ISN'T a tweaker.



    Stats (open)


    ATTRIBUTES

    MENTAL
    Intelligence (0)(-)(-)(-)(-)
    Wits (0)(0)(0)(-)(-)
    Resolve (0)(0)(-)(-)(-)
    PHYSICAL
    Strength (0)(-)(-)(-)(-)
    Dexterity (0)(0)(0)(-)(-)
    Stamina (0)(0)(0)(-)(-)
    SOCIAL
    Presence (0)(0)(0)(0)(-)
    Manipulation (0)(0)(-)(-)(-)
    Composure (0)(0)(-)(-)(-)

    Mental - 3
    Physical -4
    Social - 5

    SKILLS

    Mental
    Academics (-)(-)(-)(-)(-)
    Computer (-)(-)(-)(-)(-)
    Crafts (0)(0)(0)(-)(-)
    Investigation (-)(-)(-)(-)(-)
    Medicine (-)(-)(-)(-)(-)
    Occult (0)(-)(-)(-)(-)
    Politics (-)(-)(-)(-)(-)
    Science (-)(-)(-)(-)(-)
    Physical
    Athletics (0)(0)(0)(-)(-)
    Brawl (0)(0)(-)(-)(-)
    Drive (0)(-)(-)(-)(-)
    Firearms (-)(-)(-)(-)(-)
    Larceny (-)(-)(-)(-)(-)
    Stealth (-)(-)(-)(-)(-)
    Survival (-)(-)(-)(-)(-)
    Weaponry (0)(-)(-)(-)(-)
    Social
    Animal Ken (-)(-)(-)(-)(-)
    Empathy (0)(-)(-)(-)(-)
    Expression (0)(-)(-)(-)(-)
    Intimidation (-)(-)(-)(-)(-)
    Persuasion (0)(0)(0)(-)(-)
    Socialize (0)(-)(-)(-)(-)
    Streetwise (0)(0)(-)(-)(-)
    Subterfuge (0)(0)(0)(-)(-)

    Mental - 4
    Physical -7
    Social - 11

    Specialties

    1-athletics-Grapple
    2-Crafts-Music technology
    3- subterfuge-'I do drugs.'



    Other Traits

    Health
    (X)(X)(X)(X)(X)(X)(X)(X)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-][-][-]

    Willpower
    (X)(X)(X)(X)(-)(-)(-)(-)(-)(-)
    [-][-][-][-][-][-][-][-][-][-]

    Merits
    Fighting finnesse 3-
    use dex-instead of strength
    Resources-4

    Morality

    10 (-)
    9 (-)
    8 (-)
    7 (X)
    6 (X)
    5 (X)
    4 (X)
    3 (X)
    2 (X)
    1 (X)

    Flaws
    punch-happy


    Other
    Size: 5
    Speed: 9
    Defense: 3
    Armor: 1b/0L
    Initiative Mod: 5
    Experience: -

    Weapon/Attack
    Rainbow galvanized brass knuckled +1(L)

    Equipment
    Leather trenchcoat
    raver goggles
    GPS enabled cellphone

    18 glowsticks-green.
     
  18. Right adding in another field for you guys to fill out.

    [noparse]
    Fate/Destiny: (What place you will take in the world of darkness. Which type of creature/character you'd like to become. See Denizens of Darkness)[/noparse]

    If you have a sheet already paste that in under occupation.

    Full Fluff sheet (open)

    [noparse]GENERAL CHARACTER STATISTICS
    Name:
    Gender:
    Ethnicity:
    Age:
    Occupation:
    Fate/Destiny: (What place you will take in the world of darkness. Which type of creature/character you'd like to become. See Denizens of Darkness)

    PHYSICAL CHARACTERISTICS
    General Appearance: (Character images are optional, but encouraged! You must also include a text description. Please keep them fitting with a modern western setting)
    Strengths:
    Weaknesses:

    MENTAL CHARACTERISTICS
    Talents:
    Virtue: (your chosen Virtue from the WoD Rulebook)
    Vice: (your chosen Vice from the WoD Rulebook)
    General Personality:
    Inner Personality:

    HISTORIC BACKGROUND
    History:
    Biggest Regret:
    Greatest Fear:
    Darkest Secret:[/noparse]
     
  19. DAMNIT... Lured in by the chance to play demon...*shakes fist at Ozzie and Vay* DAAAAMN YOUUU!

    Expect a sheet as soon as I re familiarize myself with Demon >.<
     
  20. Dimmit you're using forsaken, that means my fera books are USELESS!!! *Shakes fist at osso and Vay*