Nocturne: Also a roleplaying game, OOC debate thread
Dec 22, 2013 19:13:16 GMT -8
Post by JW% on Dec 22, 2013 19:13:16 GMT -8
~~~~~~~~~Title changed for simplicity~~~~~~~~
Awhile back I suggested to certain regulars on this roleplaying board the idea of starting an actual Vampire RP. I mean, this is a Twilight forum as a whole. The basic idea is that players would take the role of a 'family' of vampires living in modern(ish) times. I say modernish because while it is a time of laptops and cell phones, perhaps these elements won't be as prevailant in the setting as they would logically be. This is fantasy, and technological wonders will have little place in it. The setting is Coasta Amore, a remote coastal town in Washington state, US, and I was picturing a town like Long Beach or Astoria(which is actually in Oregon, but I digress) known for fishing and tourism mostly. The 'family' has been keeping it's cover while influencing the town, having built up a sizable amount of wealth for themselves and living in a mansion hidden away in the thick forest and mountains nearby.
Somewhat like the Cullens in Forks, though I was actually a bit more inspired by the Johnny Depp performance in Dark Shadows.
A few little twists to warn you about early on: I have a very solid 'rules system' for your vampires worked out. This is meant to make them feel more like the immortals found in Dracula or maybe even Ann Rice's novels. Also, there are vampire hunters on the scene who will pose a threat. The story doesn't even start until their first kill. Finally, I somewhat expect some player vs player efforts. The 'family' doesn't get along any more, and should be more than willing to end each others immortal lives at this point as grudges have built and strengths have been tested. The SEARCH system will be in effect for resolving these player vs player disputes, as well as player vs storyteller as your vampires hunt or are hunted.
As such, while I came up with a ridiculously long character skeleton, instead I will give very VERY bare bones, and I intend to work with you, and for you to work with the other players, to populate this 'family' and give them a history with one another. Feuds and alliances to be built, here in OOC, long before the IC thread starts up.
~~~~~~~~
Some basic 'rules for being a vampire' before you start making your character:
Turning a human into a vampire takes about a month of steady work on the part of the 'fledgling' and the 'sire', and is quite dangerous for both, as the powers kick in well before the control does(turning is more teaching the fledgling control than anything else). The Sire has an advantage of mental domination over the fledgling from the start of their relationship until it's end, and the domination is as near perfect as possible, but mistakes can and often do happen. The mental domination takes the form of love, the fledgling is unconditionally in love with their sire, to the point of self sacrifice, and can take no intentional efforts against them or their desires. The Sire feels some feedback on that, and will be 'attached' to their fledgeling, enough to teach and defend them. A sire would have to forcefully cut such ties, deny and not return the 'love' in order for the fledgeling to regain their free will. Or the sire can die, which also cuts the bond.
Vampires are immortal in so much as they do not age and will not die of 'natural causes'. The final act of turning is a fledgling demonstrates it's ability to 'control death'. In short, they die and then raise themselves from the grave. This whole process(living a very long time AND needing to willfully regulate your own bodily functions, AND increased sensitivity which I will get to in a moment) makes vampires a little insane. I expect all players to play there characters with obsessions, quirks, madness, mania, compulsive disorders, etc. List these in the 'Additional Information' slot, along with anything else not listed.
Vampires also have 'magic' of some sort. Most of them do not treat it as 'magic', it is just 'natural' abilities they have, or 'tricks' they've learned, but it can be very powerful. As such, if you want your vampire to have a magical power, ask for it here in OOC, and I'll make a judgement if it fits under the rules, and if it fits your character(it might be possible, but you're otherwise designing a character too weak or undisciplined to harness such magic).
Vampires do need to drink blood for their continued existence and power. Technically it's not just the blood they need(the more mystical would say it's the 'spirit' 'breath' or 'soul' in the blood that's actually being used), but whatever is taken is somehow linked to the blood and therefore that is what the vampire desires to feed on. It needs to come directly from a living and sapient source, and enough needs to be consumed in a day that it will kill a normal human to lose that much in one feeding. There are ways around this issue. A particularly robust human can survive, a normal human could survive if they get immediate health care(including a transfusion to restore their blood), or a vampire could just 'sip' from several sources, spreading it out wide enough that little harm is done. As such, your vampire probably has, had, or will very much want, a little harem of 'ghouls', humans who are being manipulated(being made into better prey through the vampires 'tricks') and fed on. Feeding off of wild animals or livestock does not work, feeding off of medical donation blood bags does not work. Neither have enough of that 'breath' in them. Both give some sustenance and may stave off the thirst, but ultimately it would be like a human trying to live on water alone. Eventually you will weaken and crave more.
A vampires awareness extends into a sort of psychic level. As such they can perform various feats such as tracking prey by their aura, but more to the point here it means vampires have weaknesses to Sunlight(the radiation is an intense blanket effect, painfully blinding this level of awareness), suitably high amounts flowing material(they feel the feng shui flow and grow dizzy and disoriented, meaning a river would likely suck them under and the ocean tides are dangerous), and rival focused psychic power('Holy relics' used by a believer for example will cancel a vampires control, or two vampires fighting one another). Additionally, the only thing keeping a vampire alive is their self control, and suitable bodily trauma CAN be inflicted to kill a vampire through what would be considered 'mundane means' such as being impaled through the heart, spine, or brain, having their head removed, being burned to death, etc. Even soaking up bullet wounds can be fatal, since they feel every wound and while they can force themselves to heal almost instantly, eventually the pain and fatigue will overcome them and their minds will just give up.
This is running long, so I'll wrap up:
~~~~~~~~
Name:
Personality:
Additional Information:
Relationships with
~(fledglings sired if any)
~(ghouls controlled if any)
~(other player 1)
~(other player 2)
~(etc)
SEARCH:
Strength
Endurance
Agility
Reason
Charisma
Heart
Just think of it as 'I want my character to be better than that other character' and we'll work things out from there. I'm going to give a 'normal human' 10 points in each for the sake of this setting, and the older a vampire is the more likely they are to have built themselves up higher. Kindly don't go above 50 in any one stat however.
Awhile back I suggested to certain regulars on this roleplaying board the idea of starting an actual Vampire RP. I mean, this is a Twilight forum as a whole. The basic idea is that players would take the role of a 'family' of vampires living in modern(ish) times. I say modernish because while it is a time of laptops and cell phones, perhaps these elements won't be as prevailant in the setting as they would logically be. This is fantasy, and technological wonders will have little place in it. The setting is Coasta Amore, a remote coastal town in Washington state, US, and I was picturing a town like Long Beach or Astoria(which is actually in Oregon, but I digress) known for fishing and tourism mostly. The 'family' has been keeping it's cover while influencing the town, having built up a sizable amount of wealth for themselves and living in a mansion hidden away in the thick forest and mountains nearby.
Somewhat like the Cullens in Forks, though I was actually a bit more inspired by the Johnny Depp performance in Dark Shadows.
A few little twists to warn you about early on: I have a very solid 'rules system' for your vampires worked out. This is meant to make them feel more like the immortals found in Dracula or maybe even Ann Rice's novels. Also, there are vampire hunters on the scene who will pose a threat. The story doesn't even start until their first kill. Finally, I somewhat expect some player vs player efforts. The 'family' doesn't get along any more, and should be more than willing to end each others immortal lives at this point as grudges have built and strengths have been tested. The SEARCH system will be in effect for resolving these player vs player disputes, as well as player vs storyteller as your vampires hunt or are hunted.
As such, while I came up with a ridiculously long character skeleton, instead I will give very VERY bare bones, and I intend to work with you, and for you to work with the other players, to populate this 'family' and give them a history with one another. Feuds and alliances to be built, here in OOC, long before the IC thread starts up.
~~~~~~~~
Some basic 'rules for being a vampire' before you start making your character:
Turning a human into a vampire takes about a month of steady work on the part of the 'fledgling' and the 'sire', and is quite dangerous for both, as the powers kick in well before the control does(turning is more teaching the fledgling control than anything else). The Sire has an advantage of mental domination over the fledgling from the start of their relationship until it's end, and the domination is as near perfect as possible, but mistakes can and often do happen. The mental domination takes the form of love, the fledgling is unconditionally in love with their sire, to the point of self sacrifice, and can take no intentional efforts against them or their desires. The Sire feels some feedback on that, and will be 'attached' to their fledgeling, enough to teach and defend them. A sire would have to forcefully cut such ties, deny and not return the 'love' in order for the fledgeling to regain their free will. Or the sire can die, which also cuts the bond.
Vampires are immortal in so much as they do not age and will not die of 'natural causes'. The final act of turning is a fledgling demonstrates it's ability to 'control death'. In short, they die and then raise themselves from the grave. This whole process(living a very long time AND needing to willfully regulate your own bodily functions, AND increased sensitivity which I will get to in a moment) makes vampires a little insane. I expect all players to play there characters with obsessions, quirks, madness, mania, compulsive disorders, etc. List these in the 'Additional Information' slot, along with anything else not listed.
Vampires also have 'magic' of some sort. Most of them do not treat it as 'magic', it is just 'natural' abilities they have, or 'tricks' they've learned, but it can be very powerful. As such, if you want your vampire to have a magical power, ask for it here in OOC, and I'll make a judgement if it fits under the rules, and if it fits your character(it might be possible, but you're otherwise designing a character too weak or undisciplined to harness such magic).
Vampires do need to drink blood for their continued existence and power. Technically it's not just the blood they need(the more mystical would say it's the 'spirit' 'breath' or 'soul' in the blood that's actually being used), but whatever is taken is somehow linked to the blood and therefore that is what the vampire desires to feed on. It needs to come directly from a living and sapient source, and enough needs to be consumed in a day that it will kill a normal human to lose that much in one feeding. There are ways around this issue. A particularly robust human can survive, a normal human could survive if they get immediate health care(including a transfusion to restore their blood), or a vampire could just 'sip' from several sources, spreading it out wide enough that little harm is done. As such, your vampire probably has, had, or will very much want, a little harem of 'ghouls', humans who are being manipulated(being made into better prey through the vampires 'tricks') and fed on. Feeding off of wild animals or livestock does not work, feeding off of medical donation blood bags does not work. Neither have enough of that 'breath' in them. Both give some sustenance and may stave off the thirst, but ultimately it would be like a human trying to live on water alone. Eventually you will weaken and crave more.
A vampires awareness extends into a sort of psychic level. As such they can perform various feats such as tracking prey by their aura, but more to the point here it means vampires have weaknesses to Sunlight(the radiation is an intense blanket effect, painfully blinding this level of awareness), suitably high amounts flowing material(they feel the feng shui flow and grow dizzy and disoriented, meaning a river would likely suck them under and the ocean tides are dangerous), and rival focused psychic power('Holy relics' used by a believer for example will cancel a vampires control, or two vampires fighting one another). Additionally, the only thing keeping a vampire alive is their self control, and suitable bodily trauma CAN be inflicted to kill a vampire through what would be considered 'mundane means' such as being impaled through the heart, spine, or brain, having their head removed, being burned to death, etc. Even soaking up bullet wounds can be fatal, since they feel every wound and while they can force themselves to heal almost instantly, eventually the pain and fatigue will overcome them and their minds will just give up.
This is running long, so I'll wrap up:
~~~~~~~~
Name:
Personality:
Additional Information:
Relationships with
~(fledglings sired if any)
~(ghouls controlled if any)
~(other player 1)
~(other player 2)
~(etc)
SEARCH:
Strength
Endurance
Agility
Reason
Charisma
Heart
Just think of it as 'I want my character to be better than that other character' and we'll work things out from there. I'm going to give a 'normal human' 10 points in each for the sake of this setting, and the older a vampire is the more likely they are to have built themselves up higher. Kindly don't go above 50 in any one stat however.
{SEARCH explained}Strength is a physical stat representing your general muscle power, and can be divided into striking power(the amount of blunt damage that can be inflicted with one blow) and lifting power(the amount of weight that can be carried comfortably for a 'days work' before fatigue sets in). If your Striking and Lifting powers are different, list the average of the two(add them together and divide by 2), otherwise just list Strength as one general unit.
Besides punching and carrying, strength is also called on for such things as throwing, jumping and sprinting bursts of speed.
Endurance is a physical stat representing your general health and tolerances, and can be divided into blocking power(the amount of blunt damage that can be withstood with forewarning that you're going to take the blow and without flinching) and soaking power(the amount of hardships such as sickness or toxins the body can withstand before their abilities decrease). As with before, if they are different, use the average.
Besides taking punches and resisting poisons, Endurance is also called on for such things as holding your breath, recovering your hitpoints, and for how long you can marathon run before growing tired.
Agility is a partially physical stat that represents your coordination and dexterity, it can be divided into ranged agility(for hitting a target with a thrown object or dodging/catching something moving towards you) and melee agility(for hitting a close by target or wriggling out of bonds). As with the above two, and the following three, if there is a difference between the two use the average.
Agility is also used for driving skill checks, and determines the number of actions you can make in a round of combat(0-19 is one action per round, 20-29 is two, 30-39 is three, etc).
Reason is a mental stat that represents your thinking and learning ability. It can be divided into Holistic reasoning(for noticing details and making leaps of intuition) and Logical Reasoning(figuring out how things work together, and remembering information you've been exposed to).
Reason is used in combat as Holistic reasoning determines who 'goes first' as this represents being able to read others intentions and anticipate them. It's also how you can win at poker. Logical Reasoning is the limit to the number of skills or 'tricks' you know.
Charisma is a partially mental stat that represents how you present yourself to other people and how much control you have over how others see you. It can be divided into Charm(for convincing people to do as you ask them and for drawing attention to yourself) and Stealth(for avoiding notice and being mindful of your environment enough to blend into it).
Heart is a mental stat that represents your self control and sanity. It can be divided, for this game, into Humanity(the amount that you can fight your instincts or other not-reason induced urges to flee, kill, etc) and Blood(the amount of 'blood points' you can channel into vampiric 'tricks').
Combine the three physical stats to give you a hitpoints, or the amount of physical trauma you can withstand until you are no longer able to resist. This number can be bolstered through personal armor and can be regained through rest.
Combine the three mental stats to give you a 'blood pool' or the amount of power you on average have stored up for vampiric tricks such as recovering hitpoints without rest, altering your stats with temporary boosts, or other abilities. This number is increased by feeding and will decrease by spending it on 'tricks' or over time if it is above your average.
Even inanimate objects can be determined by these stats, though for something like a wooden board it probably has only Strength(for how much weight can be put on it before it breaks) and Endurance(for how hard you can hit it before it breaks), no agility as it doesn't move itself, no reason, no charisma, and no 'heart' unless it is somehow enchanted to have magic of it's own.
A 'normal healthy human adult' would have 10s in each stat, while the elderly or younger would have lower. It's possible you will encounter humans who have 20s or even 30s in their stats, though these are exceptional individuals(the 30s being 'superhuman' to normal people). Once you reach the 30s your physical abilities can not advance further without augmentation of some kind, as a human body with human muscle and bones can not be pushed beyond that level. Vampires have two ways of going around that, the first being their regeneration/shapeshifting ability that lets them restructure their bodies into something more effective than a humans(layering minerals into your skin to give a bonus to blocking endurance and provide a nice sparkling effect in the sun for example), and the second is (possibly unknowingly) utilizing telekinetic powers to boost speed and lift objects that their bodies should not be able to. Even so, only the most ancient of supernatural forces ever hit stats in the 50s, and many of them are revered as gods and wouldn't really fit in this setting.
Feeding drains a minimal of 1 hitpoint and 1 blood pool from the victim, adding 1 to the blood pool of the feeder. The maximum number that can be drained is limited only by the victims hitpoints or bloodpool(whichever is higher), and the speed at which this transfer takes place is based on the size of the wound(a good bite that opens a major artery is worth 5 hitpoints, plus an endurance check for fatigue from blood loss).
Besides punching and carrying, strength is also called on for such things as throwing, jumping and sprinting bursts of speed.
Endurance is a physical stat representing your general health and tolerances, and can be divided into blocking power(the amount of blunt damage that can be withstood with forewarning that you're going to take the blow and without flinching) and soaking power(the amount of hardships such as sickness or toxins the body can withstand before their abilities decrease). As with before, if they are different, use the average.
Besides taking punches and resisting poisons, Endurance is also called on for such things as holding your breath, recovering your hitpoints, and for how long you can marathon run before growing tired.
Agility is a partially physical stat that represents your coordination and dexterity, it can be divided into ranged agility(for hitting a target with a thrown object or dodging/catching something moving towards you) and melee agility(for hitting a close by target or wriggling out of bonds). As with the above two, and the following three, if there is a difference between the two use the average.
Agility is also used for driving skill checks, and determines the number of actions you can make in a round of combat(0-19 is one action per round, 20-29 is two, 30-39 is three, etc).
Reason is a mental stat that represents your thinking and learning ability. It can be divided into Holistic reasoning(for noticing details and making leaps of intuition) and Logical Reasoning(figuring out how things work together, and remembering information you've been exposed to).
Reason is used in combat as Holistic reasoning determines who 'goes first' as this represents being able to read others intentions and anticipate them. It's also how you can win at poker. Logical Reasoning is the limit to the number of skills or 'tricks' you know.
Charisma is a partially mental stat that represents how you present yourself to other people and how much control you have over how others see you. It can be divided into Charm(for convincing people to do as you ask them and for drawing attention to yourself) and Stealth(for avoiding notice and being mindful of your environment enough to blend into it).
Heart is a mental stat that represents your self control and sanity. It can be divided, for this game, into Humanity(the amount that you can fight your instincts or other not-reason induced urges to flee, kill, etc) and Blood(the amount of 'blood points' you can channel into vampiric 'tricks').
Combine the three physical stats to give you a hitpoints, or the amount of physical trauma you can withstand until you are no longer able to resist. This number can be bolstered through personal armor and can be regained through rest.
Combine the three mental stats to give you a 'blood pool' or the amount of power you on average have stored up for vampiric tricks such as recovering hitpoints without rest, altering your stats with temporary boosts, or other abilities. This number is increased by feeding and will decrease by spending it on 'tricks' or over time if it is above your average.
Even inanimate objects can be determined by these stats, though for something like a wooden board it probably has only Strength(for how much weight can be put on it before it breaks) and Endurance(for how hard you can hit it before it breaks), no agility as it doesn't move itself, no reason, no charisma, and no 'heart' unless it is somehow enchanted to have magic of it's own.
A 'normal healthy human adult' would have 10s in each stat, while the elderly or younger would have lower. It's possible you will encounter humans who have 20s or even 30s in their stats, though these are exceptional individuals(the 30s being 'superhuman' to normal people). Once you reach the 30s your physical abilities can not advance further without augmentation of some kind, as a human body with human muscle and bones can not be pushed beyond that level. Vampires have two ways of going around that, the first being their regeneration/shapeshifting ability that lets them restructure their bodies into something more effective than a humans(layering minerals into your skin to give a bonus to blocking endurance and provide a nice sparkling effect in the sun for example), and the second is (possibly unknowingly) utilizing telekinetic powers to boost speed and lift objects that their bodies should not be able to. Even so, only the most ancient of supernatural forces ever hit stats in the 50s, and many of them are revered as gods and wouldn't really fit in this setting.
Feeding drains a minimal of 1 hitpoint and 1 blood pool from the victim, adding 1 to the blood pool of the feeder. The maximum number that can be drained is limited only by the victims hitpoints or bloodpool(whichever is higher), and the speed at which this transfer takes place is based on the size of the wound(a good bite that opens a major artery is worth 5 hitpoints, plus an endurance check for fatigue from blood loss).