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Due to pressing IRL matters, both I and my co-GM Lizzie B are unable to keep this RP going and active or be active in RP ourselves. As such, Hymusia has been granted emergency mod powers and is currently in control of this RP. As such, this post may not be up to date. Please turn to Hym's "op" for updated information of all kinds: http://roleplayerguild.com/showthrea...=1#post9633808
Vampyre Plus, often shortened to V+, is an underground militaristic organization…for the undead. The world of the living has no knowledge of its existence, but it has been, for centuries, gathering together the undead of all kinds in incredible numbers, hoping to soon take the entire earth by storm. (in IC lore, it originally only accepted vampire members, under the name “Vampyre,” but in recent centuries has broadened scope to include all revenants, hence the new name.)
The V+ RP focuses on a group of newly “born” revenants. Vampires, Zombies, Ghosts, any kind of undead creature is welcome. While trying to cope with, well, being dead, the group is thrown hastily in Undead society, a morbidly satirical world that exists right under the noses of the living; in places we deem “haunted.” Life after death is not easy, as “newborns” often act too much like “the breathers” for undead taste. So, collectively or apart, each of the newborns decide to join the V+, which promises fame, fortune, and acceptance. This episodic RP will detail the competition and drama that arises as each member of the group vies to excel in Boot Camp, take on team missions and move up the ranks of the V+, and eventually coordinate entire armies of undead as they war with the living…and possibly each other. Humans, or breathers, also play a part in the RP. They get involved with Undead society either by becoming Hunters, lovers, or even just researchers. They can either hinder or help the V+ war, at the increasing risk of becoming revenants themselves.
So with a whole lot of darkly humorous undertones, a whole lot of serious drama and competition, and a whole lot of undead, V+ is…well I'm not sure what it is. But read on if you’re still interested.
V+ contains different branches for different types of undead. This way, each one can train their strengths and find a unique role in the ranks. Most Revenants can fit into a specific branch, even if they are a unique variation (i.e. Banshee Phantoms, Half Vampyres, Terracota Mummies, etc.) However, if you would like to RP as a type of revenant that doesn't fit into any class, feel free to suggest it, or fill out a New Undead app; found at the end of the following list of revenants.
Revenant Types, V+ Branches
Country of origin: The Land of Nod
Mythological basis: Vampires
Creation: Vampyrism is a curse from God himself, inherited either by Vampyre ancestry (as they retain the ability to reproduce sexually and pass on the curse) or by drinking the blood of the accursed. The accursed will die within the hour, and be reanimated as a Vampyre.
Appearance: The Vampyres form varies depending on their blood level. Satiated Vampyres appear nearly the same as a living person, while emaciated Vampyres appear as pale, gaunt corpses.
Enhanced Physiology – Able to tear flesh and break bone with ease, able to run and pounce at up to 90mph, able to jump 9-10ft from a standing position, able to heal rapidly if well fed
Enhanced Sensory Perception – Able to see in minimal light, able to track victims by smell, able to hear nearly inaudible sounds
Prominent Canine Fangs
Must consume living blood on a regular basis
Skin burns in sunlight, is set alight if exposed for too long
Averted with Religious or Holy Apotropaics
Can be dispatched with a stake of wood through the heart or by beheading
Role: The Vampyres are the infiltrators and special tactics operatives of the V+, able to access areas that other Undead cannot because of their human appearance, and being deadly close-combat opponents.
Notes: Vampyres are known to have sexual appetites as voracious as their bloodthirst. This sometimes poses a risk, as Vampyre women do not get along with their cheating Vampyre boyfriends. And vice versa. Vampyres are also considered the social elite, since they are the original undead.
Country of origin: Untraceable
Mythological basis: Ghosts
Creation: A Ghost can be created when a person dies under serious emotional duress or exceptionally painful or lengthy circumstances.
Appearance: Ghosts do not appear at all to the naked eye, being completely invisible to anyone but the Undead and specially gifted humans. They otherwise appear as semi-transparent versions of their dying forms, complete with permanent clothing and injuries.
Invisibility to living humans
Phasing – can pass through any solid objects without effect; can toggle this ability if particularly strong
Possession – can inhabit and control living human bodies
Cannot cross running water
Temporarily dissolved by wrought iron
Can be exorcised from possession
Highly susceptible to electro-magnetic fields
Can be dispatched by having their earthly remains burned
Role: Phantoms act as V+’s espionage agents. They can spy on enemies completely unnoticed and unharmed, and can terrorize enemies as an invisible assailant.
Notes: Ghosts are highly susceptible to whatever strong emotion they experienced during death. Sad ghosts often wail uncontrollably, angry ghosts throw temper tantrums, and pained ghosts scream all the freaking time. They are considered the “emos” of the Undead scene, and no one really likes hanging out with them.
Country of origin: (West) Africa
Mythological basis: Zombie
Creation: Zombies are created by an alchemically engineered super-virus. They can either be given the original Vodou alchemical potion (before or after death) or be bitten by a carrier of the subsequent virus it produces. The host then dies, and the cerebral cortex is reanimated; sans soul.
Appearance: Zombies are the decayed, rotten corpses of the humans they once were. They look like breathers who are pale, decomposing, and often bloodied. They usually possess bloodshot eyes and hunched or contorted postures. Body parts they lose are replaced with grotesque mutations.
Enhanced Sensory Perception – Able to see in minimal light, able to track victims by smell, able to hear nearly inaudible sounds
Proximity Learning Curve – The more zombies gather in numbers, the more intelligent, coordinate, and cunning they become.
Enhanced Physiology – Though partially necrotized, zombies boast an incredible determination that causes them to push relentlessly forward whether their limbs follow behind or not. They also do not require to be attached to their body parts to send electric impulses, only proximity.
Mutagen – The super-virus “repairs” zombies by mutating any area that has fallen off, replacing it with grotesque but often useful replacement parts, from sinewy claws to poisonous boils.
Necrosis – Soft flesh and bone tissue, requires constant attention
Proximity Learning Curve – Extended leaves of absence from other zombies will revert the zombie to a dimwitted state
Headshot – Destroying a zombie’s brain can quickly dispatch it. Helmets are advised.
Role: Zombies are the brunt grunt force of V+, seen as an expendable and rapidly replenishing force. The highest ranking zombies, however, act as Hive Mind coordinators for the rest of the zombies.
Notes: When not around other zombies for a while, zombies are very dull individuals, but still know when people are being racist (Making “brain jokes,” calling them “Zeds,” etc.) and feel like the social runts of the litter. Some Zombie Hive Mind leaders have taken to activism, to end zombie-racism in both the living and dead worlds.
Country of origin: Ancient Egypt
Mythological basis: Reanimated Mummies
Creation: A mummy is a corpse that has been reanimated after death, by drawing the spirit or soul back into the body with an Egyptian spell. The spell, Utterance 373 of the Pyramid Texts, must be uttered by a Priest of Anubis over a body that has been preserved by mummification.
Appearance: Mummies are mummified corpses with earthy brown or black skin, sunken features, dry and arid texture, and usually wrapped in linen cloths.
Enhanced Physiology – Able to tear flesh and break bone with ease; Like Zombies, Mummies do not require to have their limbs attached to send signals to move them; they require only proximity.
Mummy’s curse – Mummies resurrected by Utterance 373 usually come back with the ability to use Egyptian magic, or heka. This usually manifests as the ability to summon and control one of the ten plagues of Egypt.
Fire – Because of their desiccated nature, Mummies can be dispatched quickly by flame
Cats – The feline represents Bastet, the Egyptian god of life and the opposite of Anubis, the god of the afterlife. Because of this, Mummies are resurrected with an aversion to felines, which can actually drive the spirit back out of the mummy if it cannot escape proximity
Role: Mummies are called upon for their cursing abilities when V+ attempts larger endeavors, such as taking over entire towns. Though very few in number, Mummies represent a powerful wild card or ace in the hole for V+
Notes: Mummies can be considered the second rung of the social ladder, second only to the Vampyres. They are few in number and highly respected and esteemed by the V+, leading many of them to become prideful, arrogant snobs who don’t associate with lesser revenants, because that’s just distasteful. It should also be noted that Mummies have a tendency to put curses on anyone who refers to their wrappings as TP.
Country of origin: Untraceable
Mythological basis: Animated Skeletons
Creation: Skeletons are created by ancient and powerful magics that return the spirit or soul back to a decayed carcass. Black Magic and Wicca are common methods for reanimating a skeleton.
Appearance: Skeletons can range in appearance from bare bones to a generally flesh covered skeletal frame. Unlike zombies, their flesh will not be replaced with mutations. It is very rare to see a skeleton with purely white bones; it is akin to albinism in breathers.
Enhanced Physiology – because of their light frames, skeletons are extremely fast, nimble, and agile. Skeletons retain full control of their pieces no matter how far away they are.
Enhanced Sensory Perception – despite usually lacking sensory organs, skeletons can see and hear through their skulls. (they have no other sensory perception, though)
Weak Physiology – without muscles to keep the bones in place, disassembly is a constant concern
Fire - Skeletons have aversion to and can be dispatched with fire
Role: The Skeletons' agility and speed make them perfect for guerrilla warfare, rushing into hostile territory in quick waves for precise attacks. Their detachable skulls also sometimes make them useful for reconnaissance.
Notes: Skeletons are stereotypically labeled party people. Their relative indestructibility leads to a generally carefree and fun-loving lifestyle. This sometimes leads to hostilities between them and other revenants, but most just consider them an annoyance. Not that they would care.
Country of origin: Iceland
Mythological basis: Draugar
Creation: The Draugr are accursed, the origin of said curse believed to be of the oldest magic, affecting those of "Norse Blood," or having ancestry primarily of a Nordic country. Anyone of Norse Blood can become a Draugar if they are especially immoral during life, and anyone of Norse Blood may be cursed by another Draugar to become one after death.
Appearance: The curse of the Draugr freezes a person's corpse, in the literal sense. They are a pale blue in tone, usually with very sunken features, and are usually covered in frost, sometimes in ice and icicles. They will also have a cloud of evaporation and leave puddles where they go in very hot climates. Their eyes usually emit a blue light, and draugr will usually go bald within their first 50 years.
Enhanced Physiology – Able to tear flesh and break bone with ease, able to withstand inhuman amounts of force, resilience from tearing or breakage of skin, muscle, and bone
Curse of the Draug - Can cause anyone of Norse blood to become a draugr upon death; this curse is also able to bring back dead draugar as draugar, making them nearly immortal
Ice and Snow - Has old magic that allows the draug to displace heat, generating temperatures of -60 degrees Fahrenheit; able to freeze objects and living entities solid, generate ice constructs, and create snow.
Weak Physiology - Although they are nigh indestructible and immortal, Draugr are painfully slow creatures, unable to move any faster than a leisurely pace
Wrought Iron - like phantoms, draugr have an aversion to wrought iron, and can be averted and injured by it
Fire - also like phantoms, burning a draugr's corpse will permanently dispatch it
Beheading - Severing a draugr's head with a wrought iron weapon will also permanently dispatch it
Role: Draugr are the heavy troopers of the V+, acting as slow but steady and incredibly powerful units. They are often deployed as support for zombie troops.
Notes:They tend to be easy picking for human draug hunters, but despite being slow, they are far from dim-witted. Their pace actually gives them more time to think, and most are patient, calculating, and sinister characters, and can take out entire establishments on their own.
Country of origin: Untraceable
Mythological basis (if any): Homunculs
Conditions for creation:There are many factors to consider when raising a soul back from the dead. In the case of a Homunculus the rules are stricter still. The subject's soul you wish to revive must be done so in the first twenty four hours. Any later will result in damage to higher brain functions,memory loss, and speech impairment (Results may vary). The most important ingredient for a Homunculus is a Philosopher's Stone. Now the stone itself has only two forms. It can either be a solid or liquified, what truly matters are what is put into it. The main and only ingredient for a Philosopher's Stone is a human being. No part goes to waste as every organs,blood,bones,even the human soul is used in the creation process. The size and power of the stone varies from experiment to experiment. The stone can be placed anywhere on the subjects body. Please note that the stone is fragile. It is advised to hide the stone within the body for better protection. Once the stone and vessel for the soul has been gathered magic must be used to fuse the two. One misread incantation can cause the whole experiment to become corrupt.
Appearance: While being brought back from the dead the subject would look the same as when he or she was alive. After revival the subject will seem pale and cold to the touch. Within the next few hours the subject should regain color as the body begins to adjust. After that the only change in appearance would be old wounds or scars would be healed. Any physical disability would be restored. Only those who can sense magic can sense a strong,magical,power radiating from inside the human body.
Super Human Strength - A Homunculus has twice the strength of an ordinary man. Their strength can be increased through physical training or by other magical means. The results vary between subjects.
Magical Ability - Every Homunculus has the ability to use magic. The strength of the magic depends on the amout of magic put into it. However,this is different for a Homunculus. They cannot draw upon magic as a Magician or a Witch can. They must fuel their magic using the very thing keeping their bodies and soul alive,The Philosipher's Stone. Each spell drains away from the stone's power shorting their own lifespans.
SuperHuman Regeneration - The stone automatically heals the body of damage. This process is controlled subconsciously and drains the stone of power. Although not as much as using magic, it cannot heal any lacerations or serious injuries. For anything above minor wounds takes time,concentration,and power from the Philosopher's Stone.
Philosopher's Stone's Limited Power - With every step,with every breath,with every action a Homunculus makes drains power from the stone. If the subject lives a normal life he or she could live a normal life so long as the stone holds out. While the stone can be recharged with another human soul the process is time consuming nor is it guaranteed how much the soul will be recharged.
Sanity Disintegration - Mere mortals weren't meant to live forever,that's why God made Death. Over time the human soul can only take so much. Some don't even survive the process required to revival the subjects soul.
Fatal Flaws - A major flaw in the Philosopher's Stone is its brittleness. It's always in a very fragile state. If one were able to land a solid blow or strike the stone would shatter killing the subject immediately. While the liquid form of the stone is harder to destroy it comes with its own disadvantages. Any cut or wound will cause the liquified stone to escape. Once it has left the body it is impossible to regain. The only way to regain the lost fluid is through the consumption of a human soul.
Role: Homunculi are the newest addition to the V+ ranks, part of a top-secret infiltration program. Although there are many disadvantages to the Homunculi, including their incredible small number, they are often on jobs like Vampyres; but during the day.
Notes: The Homunculus struggles the most in finding a place in Undead society. There is much prejudice regarding their creation, with many saying that aren't truly undead because they require the stone to survive. Other think Homunuli are just obedient slaves to their masters. Much is unknown about them and they are usually not very welcome.
Country of origin: The Algonquian people of the United States and Canada
Conditions for creation: The human being must have been a descendant of Wendes Indigo, or was a serial cannibal. They will reanimate 4 to 6 weeks later, but in 1 minute if killed by an undead being. Because the line of Wendes Indigo has yet to be traced, the conditions of creation is unknown to almost anyone, and some even call a ghast 'born of bad luck'.
Mythological Basis: Roughly, the Wendigo.
Appearance: All ghasts have grey mottled skin, and are lanky and scrawny, with most of their fat and muscle content gone from their bodies. They are hairless all over their body. Their faces are the picture of monstrosity, with feral eyes, large fangs and a nose that pretty much no longer exists. Usually, ghasts can only stand in a squatting, feral-like position.
However, some ghasts, believed to be completely patrilineally descended from Wendes Indigo (which means that if they could trace back their ancestry to Wendes, it would only be through their fathers, but they can be either male or female), are known as 'Angel Faces'. They share about all the physical traits of normal ghasts, except their face, which if not considering their grey skin, looks just as human as they were while alive (with a full head of hair too). Though much better looking than normal ghasts, being an 'Angel Face' can count as a disability amongst ghasts, a physical trait to be jealous of, or as a sort of a 'trophy' for any sort of undead (because that 'Angel Face' is useless in for any sort of meaningful disguise in the human world. Let's face it, they have a lot more to worry about than their face if infiltrating). They have slightly lengthened canines, but their teeth are just about as useful as a normal human's for physical combat.
Claws - Their hands have been replaced with large, feral claws made of mutated bone that are more useful for just killing rather than doing anything civilised.
Teeth Like Scissors - Their fangs can rip apart flesh like nothing, and are freaking hard to break.
Flexible - Due to their thin form and undead nature, ghasts can squeeze through gaps and holes too small for normal undead or just about anyone human to move through. As long as it can fit their head and an arm, they pretty much can move through it in most cases.
Your Flesh for Mine - Whenever they eat, they can regenerate their wounds just about as fast as they swallow their prey.
Feral Form - No ghast can stand on two legs without the physical support of anything. They walk around on their hands and legs.
Monstrosity - Enough said. They're ugly as hell.
Ghast Scissorhands - With claws like those, most, if not all, ghasts find it impossible to do anything other than kill others.
Role: Ghasts can act as assassins, scouts or infiltrators to sneak through urban territory. While they can serve as front-line combatants, zombies do that better. They may not be able to sneak as well as most phantoms, but the mess they leave behind when they kill is much more terrifying for anyone who discovers it.
Notes: Ghasts have no formal grouping of themselves (as they have no idea how the hell a ghast is created), and rely on the patronage of other undead to stay relevant and alive. Some view ghasts with pity because of their condition, others believe they are scavengers. Which is much less an insult in Undead society than it is to us.
Before making a new Undead type, be sure that your idea doesn't fit in with one of the existing classes. We allow for variants of classes, such as Banshee Phantoms, Half Vampyres, and Terracotta Mummies. If your idea is too similar to an existing class, it will be denied. If you need to, you might want to just tweak your idea to fit into the description of a class it best fits with.
For example, let's say you wanted to play a Half Vampyre. Well, for all intents and purposes, it shares most of its traits with the Vampyre. So you just make your character, list its class as Vampyre (Half Vampyre), give it the unique backstory of being born to one human and one Vampyric parent, and say that you are slightly stronger/affected by weakness less/something unique!
However, if your idea really does not fit in with anyone class, then feel free to PM me about it. Once there are enough players with characters from each class, I will once again post up the application sheet for all to use without cluttering my inbox.
GMs' Undead Characters
LetterE || Dedek || Phantom - Domovoi
Age at death: 51
Type of Revenant: Phantom (Domovoi)
Appearance: Dedek is an older man, presumably of Russian descent, with short grayed hair and blue eyes. He is, like most phantoms, permanently wearing the attire of his death, which is a brown overcoat over top of a black shirt, faded jeans, and work boots. His form and features are thin, but one can only make assumptions as to the cause of death.
Personality: Dedek sometimes seems like a simple man, especially when speaking english, since it comes out quite broken and with a thick Russian (possibly Ukranian?) accent. He is actually just as intelligent as the average working class man, though. He is usually a good spirited...spirit...even when angered, and is only known to engage in real hostilities with humans.
History: Dedek is a self-identified Domovoi, a certain house spirit in Russia similar to the Brownie. He identifies as such because he was the original inhabitant of the current V+ office compound, and was guarding it against intruders until the V+ actually arrived. In life, he was apparently the owner of the facility, long before the nuclear incident, but he cannot quite recall what the building was actually for. When the V+ came, they convinced him to join their ranks, and trained him as a combatant, but soon found he was unable to leave the area encompassing the facility and the amusement park. As such, he remains on site as an instructor, tutoring new recruits in the V+ boot camp.
Abilties: Like most phantoms, Dedek has the ability to phase through objects, and is completely invisible to the human world when he desires to be. However, he also has the ability to become visible to humans, but his form is not easily understood and he will usually appear as someone the human knows. Which works remarkably well in convincing unwanted visitors to stay away from the V+ site...or lure them in closer to their deaths. He is a very skilled combatant, using phasing in complex fighting strategies, and also has knowledge of all types of undead; training them to be at their physical and mental peak for V+ active duty.
Notes: The Domovoi are usually believed to have long beards, horns, and tails. Dedek possesses none of these things, though theoretically, he could appear as such to a human if they are aware of the domovoi myth.
LetterE || El || Zombie
Lizzie B || Amelie || Vampyre
Name: Amelie (not to be mistaken for Emily) Pochet
Age at death: Rumor has it she was somewhere around eighteen, though she'll swear on her empty grave she's twenty five.
Gender: A uh..well...she's a girl.
Type of Revenant: Vampyre
Amelie has long blonde hair, with a habit of curling if she lets it. Her eyes are a blue green, though their color seems to fade as her supply of blood dwindles. Being raised in a time where beauty and appearance were all a woman had, she makes a point not to let this happen. Blood is always on supply, and her nights are often spent hunting for large men with beefy veins. Some women prefer anti aging serums, but vampyress's have a different approach. She's not particularly tall, barely five four with a slender frame. There are distinct womanly curves, but all of them could probably use just a little more meat. Fortunately, thin is in for the utterly brief moment that is the twenty first century.
Personality: Amelie is a very particular person. Despite the common vampyre stereotype, she doesn't often dress in dark, revealing clothing. While her sexual apatite has indeed grown somewhat voracious, Amelie prefers classy pastels trimmed in lace. Her make up is also tasteful and light, and her hair fixed stylishly. She's an incredibly clean being, picky about personal hygiene and appearance. Every nail is always manicured, every fitted sheet folded expertly. OCD? Maybe. But then, diseases are a thing of the living. However, her mannerisms do not fit in well in her life. The undead are ghastly things, and as for feeding? She grows nauseous at the site of blood. Usually she can get through it, if her eyes are tightly shut and she pretends it's nothing but a flat glass of champagne. But a few drops left on her collar can easily make her gag. Needless to say, she does her best to hide this weakness. While she's not unsocial, she is a bit 'off', easily distracted, and prone to staring with her wide, blue green eyes.
Abilties: Needlepoint. Also, she has very acute senses. While she usually tries to avoid physical combat, she does make use of her highly tuned hearing. Amelie is nearly impossible to sneak up on.
Notes: She has been with the V+ for a number of years, and has climbed in rank because of this. She has her own private apartment that she has done her absolute best to 'fix up', but it's still Chernobyl. They often use her to interact with the human world, or new recruits, seeing as there is nothing frightening about her. Well, save for the pointy teeth. Though she did live in America a long time, a slight hint of her French accent lingers.
Undead RPers and Characters
Hymusia || Benny || Phantom - Banshee
fallenleaf || Claire || Skeleton
Ontos || Alessa || Ghast
RedRising || James || Vampyre
RedRising || Nef || Mummy
Cerianis || Gina || Skeleton
ReaperZ || Rose || Vampyre
ProfessorNemo || Marcus || Homunculus
Solois || Viktor || Draugr
Hymusia || Six || Homunculus
Rayn Night || Vincent || Phantom
Ontos || Kay || Zombie (P-Virus)
InfectedAlly || Emly || Vampyre
Benny – Alesa
Claire – Gina
James – Viktor
Neferet – Amelie
Rose – Elio
Vincent – Emily
Six - Marcus
Humans are only featured as secondary characters for RPers who can handle multiple characters, and otherwise as plot devices. The following is some compiled information on how human characters have interacted with the world of the Undead. It helps set the scene for things (what "special humans" are like, what a hunter would likely be carrying, etc.) but isn't at all necessary to read.
Human Factions and involvements with the Undead
Base of Operations: Our Lady of the Rocks, Montenegro
Purpose: Hawthorne exists to eliminate all threats of the Undead, wherever they may be.
History: The Hawthorne Agency found its beginnings in Croatia, where the caretakers of Trakošćan Castle faced off against a band of Vampyres, seeking to take the castle as a stronghold. Most of the caretakers were killed, but a few held tight to the legends of vampires they grew up with and managed to stake the vampyres. The survivors vowed to keep the public safe from these unseen legends. They chose the name Hawthorn, which in Croatian legend is the wood used to make vampire-killing stakes. They moved to Our Lady of the Rocks, the artificial island off of Montenegro, and set up a base of operations in the basement of the Catholic church there; after bringing in the vampiric corpses to convince the Priest, of course. They began their efforts to keep all of the Balkans safe from the walking dead.
Since then, The Hawthorne Agency has expanded (most notably by attaching a meaningless "e" on the end of the name), accumulating many members, power, and influence. They now have Agencies in the US, Brazil, Egypt, Burkina Faso, Russia, China, and Australia. They continue to hunt down the Undead wherever they may be found, and recruit able members into the Agency. Along the way, they have discovered and documented the new types of Undead that they encounter, no longer limited to just Vampyre hunters. They have an active research division that searches all mythology and folklore on possible types of Undead and how to dispatch them.
Structure: Each Hawthorne Agency has a relatively small base, with Agents spending most of their time about their daily lives, with their families, or on the road. Each is headed by an "Operative" who stays in constant communication with all other Operatives of Agencies around the globe. The Operatives of the Homebase in Our Lady of the Rocks are the families of the original caretaking/Vampyreslaying team. All Hawthorne members underneath the Operative are simply referred to as "Agents" and are assigned missions in pairs. There are no real ranks, only specializations of the hunt.
Vampyre Hunters - Sometimes called "Thorns," they are adept at identifying vampires in hiding. They use a wide-range of weapons, including UV Flashlights, Holy Water Guns, Crossbows with wooden arrows, and Katanas (for beheading.) They also must always be wearing a crucifix.
Zombie Hunters - Their arsenal is probably the most practical, consisting mostly of varying types of shotguns and melee weapons
Phantom Hunters - Also known as "Ghostbusters," these guys vary the most in equipment. They carry EMF detectors to sense the presence of ghosts, and use wrought iron poles or wrought iron firearm ammunition to dispel ghosts. They employ the use of EMP grenades, flamethrowers (for burning the earthly remains of the ghost) and are all ordained Catholic Priests, so they can exorcise the ghosts from living humans.
Mummy Hunters - These guys are really simple. They carry flamethrowers and incendiary grenades. They burn shit. Especially Mummies. They also have a soft side, because they all have pet cats that follow them everywhere to scare the Mummies.
Skeleton Hunters - These are all basically guys that Hawthorne picked up from one of those crazy zombie obstacle course runs. They're the fastest, quickest thinking, most agile fans of the undead out there, so they're perfect for chasing down skeletons. Their only weapons are their fists, because you can basically tickle a skeleton and watch it disassemble. They carry backpacks so they can steal the skeletons' skulls and run away, preventing the skeleton from reassembling properly.
Draug Hunters - Sometimes called "Storm Chasers," the draugar hunters are unlike other hunters because they don't usually engage their revenant prey. They are equipped with .50 caliber sniper rifles, and .50 caliber wrought iron rounds. They are trained to headshot draugar from a distance, temporarily "killing" it, so they can engage the corpse before it reanimates and behead it with a wrought iron cleaver. They probably get the most kills out of all the agents, but also experience the most casualties, because if they screw up, there really is no hope.
GMs' Human Characters
Human RPers and Characters
*There are no accepted Breathers yet*
Introductions and Sheets
It’s a normal day like any other. You’ve gone about your daily duties, and you’re walking along a familiar street, making your way back home. It's a beautiful autumn afternoon, the leaves piling up along the edge of the sidewalk as they fall from the orange and red colored trees. Then, you notice a lady across the street, who is staring you down hard. She's got a dark blue puffy coat, a pink skull cap, and a pink scarf; which she's clutching onto for dear life. She turns pale white like something's scared the piss out of her, and she just starts pointing at you. It looks like she’s about to scream. All she does is point at you, singling you out. You look down at yourself, but don’t see anything wrong. The lady is really starting to freak you out with her pointing and staring, so you pick up the pace and head home in a rush. You decide against looking back at her and just charge on.
You get to a familiar place, your place, and get inside, shutting the door and autumn breeze behind you. You can't get the image of the lady out of your head, but you try to just ignore it. Now you’re inside your home...but you notice it’s trashed and empty. But what’s really weird is that you can’t seem to recall if it’s supposed to look like that. And you don’t know why you can’t remember. You can’t remember who you live with, if you live alone, you can’t even remember if this is where you live. You don’t even know if you’re in the right city. You’ve never seen that lady before, you’ve never seen those streets before. But they seemed familiar. Or did they? You’re in a house, in a living room, and you’re not sure it’s yours. It’s not yours. How did you get here? Why are you here?
What’s going on?
A tall man walks into the room. He’s wearing a trench coat and a fedora, and he’s black. Not the ethnicity, the color. He’s got the outline, but he’s shaded in all black. Like a three-dimensional shadow; a shadow man. He seems to be facing directly at you, and you're freaked as hell. He speaks at you again in a low voice.
“You’re dead. I know you can’t remember dying. You probably can’t remember much of anything. We call it Sixth Sense Syndrome. You know, like the Willis movie?”
Everything feels wrong. Your head starts to spin, and strange images flash before your eyes. The man walks closer to you and you should be scared, you should be running. Is this guy even real? A ghost? A Demon? An Angel? Satan? God? But you’re not scared, you’re not running. You almost find his voice soothing; calming.
“I brought you here, since you’re probably wondering. I can do that. You can call me that Hat Man. Bringing you here is kinda part of my job. I…specialize in feelings; emotions, memories. I brought you here to calm you down and let you know what’s what. And what’s what is, well, you’re dead.”
You become nauseated and you feel an intense pain…everywhere. Especially your head. Nothing makes sense anymore. Did you die? Are you dead? Is this the afterlife? Hell? Heaven? The place you go before reincarnation? What do you even believe in? Who are you?
“Just think. Think hard, and you’ll remember. Think about where you were before this. Who were you with? What happened? How did you die? Just think, it comes back to you. You.
Who are you?”
Code:Name: (What is your name?) Age at death: (How old were you when it happened?) Gender: (What's in your pants?) Type of Revenant: (What are you now? Please use one of the seven provided types, or PM me about new types!) (Variations that fully fit the description of a class should be put in Parentheses next to your class) Appearance: (What do you look like? pre-death appearances are not necessary. Pictures are encouraged, but also not necessary. Written descriptions are required, including hair and eye color. If you still have those things) History: (How did it happen? Please be descriptive as possible, up until the moment you died. This should be a good couple paragraphs) Personality: (So who are you, really? Please describe your general personality, whether or not it fits in with the Undead stereotypes.) Abilties: (What are you good at? Include all skills and abilities, natural as well as supernatural.) The Day You Died: (Please provide an RP sample of sorts by Roleplaying out the moment of your turning.) (It doesn't have to be painstakingly long, just enough to display your RPing skill) Notes: (Anything else you'd like to add)
You wake up with a splitting headache, and no recollection of when you fell asleep or what has happening beforehand. You find that you're sitting down in a chair at a table. Your arms and head are just lying on the table, drool just everywhere. You lift your head, and it feels really heavy. It feels like a hangover, almost. There's a bright light above you, and as you blink hard trying to adjust, you can see the room your in. It's a room made of concrete brick, with nothing but a single light bulb overhead and a mirror on the wall. The table is a white plastic, just like the chair you're in. Everything about you is heavy and painful, like you've been asleep for way too long.
Suddenly there's a huge noise behind you, it makes your ears hurt. You jolt in reaction, and that's when you notice that you're strapped onto the chair with a seatbelt, and the chair is actually bolted to the floor. You hear the noise again, but now that you've adjusted, you can tell it's a creaky metal door. You turn your head and see a man in a suit walking in your direction. The suit is clearly too expensive for the man to be a cop, but you can't help but think you're being interrogated for something. The man walks around the table and stands in front of you, and you can see he's holding a manila folder.
"Tell me," the man says. His voice is very raspy, and he has a slight Russian accent. "how are you doing after the chloro-form? Still drowsy?" His tone is almost sarcastic in nature. He gives a small grin, then throws the manila folder onto the table. You notice the tab is labeled "Subject 316."
"Yes." the man interrupts your thoughts. "This is you. Subject 316. Do you know why you are a subject?" He puts both his hands on the table on either side of the folder and leans in closer to your face.
"We know that you know." His breath smells unmistakably of cigarette smoke. "We know that you know about the Un-Dead."
He straightens back up and opens the manila folder, which has a very recent photo of you paperclipped to a file full of information.
"There is no use trying to hide, comrade. You'd best just come clean." He pushes the file closer to you. It reads,
Code:Name: Age: Appearance: History: Personality: Notes:
The premise V+ is the brainchild of an eons old RPer from an eons old Naruto-specific RP forum, whose name was The_Last_Gentleman. Together, he and I fully developed the idea of RP, but it never made it to fruition. This further expansion of the premise is done in his honor and memory, and he deserves as much credit as I.