This is a world based off of Old and New World of Darkness, but with more freedom to create your own supernatural race and none of the associated factions. This is so new players can get into it. We will move through different periods of time via Time Skips, going from Medieval to possibly Western to Modern.
This is a high casual RP, and all Supernatural Races are allowed except for Gods and Angels (you can be an offshoot of an Angel though, Angels and God in this world are too powerful). You are free to be as creative as you want to be when creating a Supernatural race, powers, faction, plot line, bloodline, OC etc.
Preface
Welcome to the Supernatural World, a world of intrigue, of feuding freaks and clans. The year is 1095, and the crusades have begun. Constantinople is a crucial point for the crusaders, as it is a major city in which to enter the Holy Lands. However, by night, the city is home to the evils that prey on mortals, battle with each other and manipulate humans. Vampires hunt in the city and Werecreatures hunt in the wilderness, Mages sit in their towers gathering power on astral winds, Demons and Fairy Changelings (Fairies in human form) hide within society, Wraiths haunt derelict buildings and the bodies of those unfortunate to be possessed by them. Many more supernatural horrors stalk the night such as the Gargoyles, Ghost Vampires of Asia and beast/animal spirits possessing man.
Vampire Clans, Bloodlines and Lore
(I'll only have the Vampire clans up right now, I'll work on others next)
Vampires were created when Caine struck down his brother Abel and God cursed him with Vampirism. Caine was so powerful, his power was superior to Angels and every other supernatural. Caine's descendants, the Antediluvian Vampires started clans with powers they specialized in that they were granted from Caine. Antediluvians are feared to return one day and cause Gehenna, the Vampire Apocalypse. There are also bloodlines, special deviations of clans (that players can create)
Vampires can get more powers by drinking the blood of other Vampires, but run the risk of forming blood bonds which enslave them to the other vampire. If they drink all of a vampires blood, they gain all their powers and take on a bit of their personality. Other beings than Vampires can also become immortal and gain enhanced strength and speed from drinking Vampire Blood.
Assamite: A cult of undead assassins based in the middle east. They kill for hire, and are paid in Vitae for use in special rituals that bring the clan's members closer to Caine, the original Vampire. They possess a specialized Discipline called Quietus, which aids in stealth and killing. They also have Super Speed (celerity) and Invisibility. In the ancient past, the Tremere placed a curse on the entire clan in order to curb their rampant Diablerie (eating another vampire to gain their powers). As a result, the clan is unable to benefit from Diablerie.
Brujah: In ancient times, the Brujah were a clan of noble philosophers and warrior-poets. Since the loss of their city of Carthage, which was their crowning achievement, they have become a clan of malcontents, rebels, rogues, and anti-authoritarians. Brujah possess great passion, but this same passion makes it harder for them to resist the Beast. They possess the powers of Supernatural Speed, Strength and their Presence which controls their allure and others emotions.
Baali: An obscure and malevolent bloodline of demon worshiping vampires legendarily descended from Baal-the-Destroyer. Baali practice a dark Discipline called Daimoinon which allows them to summon the powers of hell, learn dark secrets, or exploit other's weaknesses. They also have the powers of Invisibility and Presence, emotion control. Baali are repulsed by holy symbols. If the Baali join a sect at all they do so under false pretenses. Their true loyalties are to their infernal master.
Followers of Set: A clan of cultists who worship their Antediluvian progenitor, the Egyptian snake god Set. They are masters of secret and forbidden lore and foster corruption and desperation in the world as part of their worship of their god. Their signature Discipline is Serpentis which allows them to take on aspects of snakes. Setites are especially sensitive to light and take twice as much damage from sunlight as other Kindred. Followers of Set independent of the sects considering themselves a sect unto themselves. They also have the ability of Invisibility and Presence.
Gangrel: A clan of animalistic shape-shifters who shun the cities for the wilderness beyond. Independent and more interested in their own survival the Gangrel prefer to run with wild animals rather than play politics with others of their kind. Gangrel are masters of the Discipline Protean which allows them to change their bodies into bestial shapes. When Gangrel frenzy they begin to resemble the Beast taking on animal features and disfigurements. They also have the Animalism power, which allows them to control animals and Fortitude which boosts their defenses.
Cappadocians: Detached scholars obsessed with the mysteries of death and the soul. They control the power of Necromancy, letting them summon spirits and zombies and rot flesh with winds and their own touch. They are very resilient, like a corpse and possess the Fortitude power and Auspex power (the power to see through walls and increased senses). Due to their inherent clan weakness, all Cappadocians have a corpse-like complexion, resembling death. The Antediluvian founder is rumored to still be alive.
Lasombra: Darkly aristocratic vampires who see power over others and self-mastery as their noblesse oblige. They gained notoriety for allegedly destroying their Antediluvian founder. The Lasombra practice a Discipline known as Obtenebration that allows them to manipulate shadows and darkness. Perhaps as a result of their signature Discipline they do not appear in mirrors or on film that uses mirrors in its development. Additionally they have the powers of Super Strength and Speed (Potence and Celerity)
Malkavian: A clan of lunatics whose madness grants them strange insight. Their Discipline of Dementation allows them to spread their insanity like a plague. They also have Invisibility and Auspex (increased senses). All members of this clan are insane in one manner or another.
Nosferatu: Clan Nosferatu are doomed to wear their bestial nature on the outside. The Embrace turns its victims into hideous and deformed monsters who are marginalized by their appearance and forced to dwell in the shadows of the sewers. Their lives on the fringes and their stealthy abilities allow them to learn secrets others would rather keep hidden; and as a result, they often traffic in information. All Nosferatu are hideously ugly and obviously monsters to the point that appearing openly would make them targeted by mortals. They have the powers of Invisibility, Animalism (Animal Magic/Control) and Superstrength
Ravnos: Clan Ravnos have reputations as outcasts and troublesome thieves and charlatans. While some among them follow Indian spiritual beliefs of cycles of incarnation others are simple opportunists taking advantage of whatever chaos can be had. Ravnos rarely embrace those not of Eastern European Romani backgrounds. They practice a special Discipline known as Chimestry which allows them to create illusions. Additionally they have Animalism and Fortitude (increased defenses). All Ravnos indulge in a particular vice as their clan weakness. The Ravnos are independent.
Salubri: The Salubri were one of the thirteen original clans until their founder, Saulot, was diablerized by Tremere. Since then the bloodline has been nearly hunted into extinction by the hands of their usurpers. Far from the reputation of their evil diablerists the former clan practices a Discipline known as Obeah which has the power to heal bodies and minds. The bloodline intentionally keeps itself small with only thiry in existence at any given time. The entire bloodline is devoted to finding Golconda. Salubri cannot feed from unwilling victims. Salubri are seen as holy by even mortals.
Toreador: A clan of sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world and its artistic creations. The Toreador are enthralled by the ever-changing mortal world and are one of the few clans, as a whole, to seek to keep up with it. Toreador often Embrace for beauty or to preserve some artistic talent. Beauty can utterly captivate them causing them to become immobilized and unable to act for a period of time. They have the powers of Superhuman Speed, Domination and seeing through walls/boosting perception
Tremere: A clan of blood sorcerers and mages originally belonging to the Order of Hermes. The Tremere gained their immortal status by experimenting with Tzimisce Vitae. Their ambitious founder Ate the Antediluvian of the former clan Salubri, solidifying the Tremere's status as a clan. Their Discipline of Thaumaturgy allow them to use the power of their blood to cast spells but their dependency on Vitae makes them more easily susceptible to Blood Bonds (when you become slave to a vampire who's blood you drink). The clan is highly organized and its members are all partially Blood Bound to the ruling seven Elders of the clan.
Tzimisce: Otherworldly and scholarly, the Tzimisce ruled over their lands in Eastern Europe for centuries. Like the Lasombra, the Tzimisce also claim to have destroyed their founder. Alien but mystical, the Tzimisce use their unique flesh and bone shaping Discipline of Vicissitude to transform themselves into superior beings. They also have animalism and Auspex (senses). The Tzimisce are deeply tied to the lands where they were Embraced. If they do not rest within proximity of at least two handfuls of the land where they were born or Embraced they become increasingly debilitated
Ventrue: The Ventrue are the aristocrats and kings of vampires having historically played a leadership role among the clans. Clan Ventrue seek power and wealth to support their legacy of rulership over Kindred and Kine. They can control the minds of others through their Domination power and control Emotions with their Presence Power. They also have Celerity (super speed). Ventrue, as a clan, may only feed from a specific kind of vessel (e.g. virgins, blondes, youngest siblings) which is unique to the individual vampire.
Werecreature Tribes and Lore
Werecreatures are usually warriors who are locked in a two-front war against both the spiritual desolation of urban civilization and supernatural forces of corruption that seek to bring about the Apocalypse. They were created by Gaia, the Earth Mother to protect Nature from Supernatural forces. All Werecreatures have Gifts which are powers brought on by making pacts with Gaia which can range from anything to control of Elemental Forces to Enhanced Senses.
The Black Furies are a Tribe of solely female Werewolves who are most in tune with the Wyld and claim to be descended from the mythical Amazons.
The Bone Gnawers are a Tribe that reside in slums and poor areas of human society. The Children of Gaia are a Tribe of pacifists who believe that war is not the way to stave off the Apocalypse.
The Fianna are a Tribe originating from the Celts who are the carousing storytellers of Werewolf Society. They also have a connection to the fairy-folk
The Get of Fenris are a Tribe with Germanic roots who believe physical strength and fighting prowess are most important, often coming to head with other Tribes who disagree with their warmongering ways.
The Glass Walkers are a Tribe who are most in tune with normal society, directly involving themselves in human society and having technological prowess.
The Red Talons are a Tribe of wolf-only Werewolf who are highly separatist and see humanity as an example of the Wyrm's effects on Earth and seek to wipe them out.
The Shadow Lords are a Tribe of Slavic Werewolves who seek to usurp the Silver Fangs as Werewolf society's leaders, and often have ulterior motives to their actions. A Japanese sect of Werewolves resembling the Shadow Lords are known as the Hakken, and hold the codes of bushidō as important.
The Silent Striders are a Tribe of Egyptian origin who have been exiled from their homeland by a group of Vampires and are most in tune with the Spirit World.
The Silver Fangs are considered the leaders of Werewolf society, often having relatives who were members of royal families. They have since been the result of heavy inbreeding and many members possess mental illnesses.
The Stargazes are a Tribe of Hindu origin named for their proficiency in astrology. They have since parted ways with the Werewolf Nation for perceiving the others as having lost their way in protecting Gaia, and instead ally themselves with the Asian Changing Breeds
The Wendigo are a Tribe of Werewolves who originated in the indigenous peoples of the Americas, but have since allowed other animistic peoples into their fold. They are the "Older Brother" of the Werewolves known as the Pure Ones, Werewolves who claimed the Americas as home, and also are more into mysticism than their closest relatives.
The Ajaba are a group of were-hyenas in Africa who have a matriarchal society. They are claimed to have been created by Gaia to serve as the Werewolves in Africa, where no wolves lived, and thus she made them to be more like the feline Bastet, but the Werewolves slaughtered them for being different as did the Simba amongst the Bastet.
The Ananasi are a group of were-spiders who are grandchildren of the Weaver and serve her daughter the Queen Anasasa. They were previously aligned with the Wyrm because Anasasa was imprisoned, but have since freed her and attempt to be part of Gaia's grace, again. They differ from other Changing Breeds in that they require Blood to power their abilities, and they possess the ability to transform into a swarm of small spiders in addition to a spider-human hybrid and a massive spider form. Amongst the Hengeyokai of Asia, they are known as "Kumo".
The Bastet are a collection of werecats who seek out Gaia's secrets and usually work alone. There are nine surviving Tribes amongst the Bastet based on the different species of cat they can transform into. They also possess five forms like the Werewolf and Ajaba.
The Bagheera were-leopards of India and Africa.
The Balam were-jaguars of Central and South America.
The Bubasti werecats of Egypt whose feline "kyphur" Kinfolk are thought to be extinct.
The Ceilican werecats of the British Isles who are thought to be extinct, much like their white lions of the Fae Kinfolk, but have since gained feline forms resembling large domestic cats.
The Khan were-tigers of India and Eastern Asia.
The Pumonca were-cougars of North and South America.
The Qualmi were-lynx of North America.
The Simba were-lions of Africa who claim to be the leaders of the Bastet, and most often work together in Prides.
The Swara were-cheetahs of Africa who are most in tune to the Umbra.
The Khara are an extinct Tribe who took saber-toothed cats as Kinfolk.
The Corax are a group of were-ravens who act as messengers and have been most resistant to the acts of the Triat. In the Hengeyokai, they are known as the Tengu. They only possess three forms, a humanoid form, a bird form, and an anthropomorphic bird form.
The Gurahl were-bears are the Healers of Gaia and are most tied to her. They possess a Gift that allegedly brings the dead back to life. A group of panda Gurahl once lived in Asia, but have since gone extinct.
The Kitsune were-foxes are the most recent of the Changing Breeds, having allegedly been created by Gaia after the War of Rage after she saw that the others were not worthy and claimed they will survive the coming Apocalypse. They are most interested in magic in all its forms. They have a set of five forms like the Werewolf.
The Mokolé are ancient were-reptiles of various species who possess a deep genetic memory of their ancestors the Dinosaur Kings and tap into their Mnesis ability to recover memories of the ancient times. They can come from monitor lizard or crocodilian stock, known as Varnas, and their war form, the Archid, is formed from their ancestral memories and can resemble an amalgamation of various dinosaur traits. They are divided into four Streams based on their homeland: the Gumagan of Australia and Oceania, the Mokole-mbembe of Africa and the Americas, the Zhong-Lung of East Asia, and the Makara of India. A group of turtle Varna Mokolé previously existed, but they have disappeared into the Umbra and no one has heard of them since.
The Nagah are were-snakes who act as the judges and executioners of Gaia and possess a potent venom that they use in their duties. They possess 5 forms like other Changing Breeds.
The Nuwisha are were-coyotes of North America, who are the epitome of Ragabash as they possess no Rage and seek to prank the Wyrm in their lives, owing to their ancestor Coyote having done something so reprehensible to the moon's Incarna Luna.
The Ratkin are wererats who dwell in the slums of cities and were made to cull human populations by eating grain and spreading disease, although in modern times they have lost this role. They possess only three forms like the Corax. The Ratkin of the Hengeyokai are known as Nezumi.
The Rokea are were-sharks who do all they can to protect the Sea and have no relation with the Unsea (land) and mostly exist as shark- or Rokea-born. In fact, Rokea hunt down any of their race who have decided to live on land, instead, and most importantly any Homid-born Rokea that may have been born from their Kadugo Kinfolk. A group of Homid Rokea exist amongst the Hengeyokai and are known as the Same-bito.
Mage Factions and Lore
Everyone has the capacity, at some level, to shape reality. This capacity, personified as a mysterious alter-ego called the Avatar, is dormant in most people, who are known as sleepers, whereas Magi (and/or their Avatars) are said to be Awakened. Because they're awakened, Magi can consciously effect changes to reality via willpower, beliefs, and specific magical techniques.
Mages are extremely powerful and have massive destructive capabilities, however their magic is unable to be seen by nonbelievers of magic and the supernatural. Using magic next to a person who does not believe in these things can cause damage to the mage in question, since all beings are capable of shaping reality. Their powers are known as Spheres.
Mages of Akashic Brotherhood are ascetics, martial artists, and monks, largely drawing from Buddhism, Taoism, Shinto, Hinduism and other such religions. They are masters of the sphere of Mind.
Mages of Celestial Chorus are pious believers in a supreme being that encompasses all Gods ever worshipped. They are masters of the sphere of Prime, the raw essence that fuels magic itself.
Mages of Cult of Ecstasy are intuitive seers using sensory stimulation, consciousness-expanding techniques, and meditation. They are masters of the sphere of Time.
Mages of Dreamspeakers are shamanistic emissaries to the spirit world. They are masters of Spirit magic, such as summoning or binding spirits, necromancy, creating fetishes and travelling to the Spirit World.
Mages of Euthanatos are Thanatoic willworkers and killers drawing from a legacy of death-cults in India, Greece, and the cultures of the Arabs and Celts. They are masters of the sphere of Entropy.
Mages of Order of Hermes are formalized sorcerers, alchemists, and mystics drawing from classical occult practices. They are masters of the sphere of Forces.
Mages of Sons of Ether are inspiration-oriented scientists dedicated to fringe theories and alternative science. They are masters of the sphere of Matter.
Mages of Verbena are blood-shamans, healers and primordial witches and warlocks. They are masters of the sphere of Life.
Mages of Virtual Adepts are technological adepts capable of informational wizardry. They are masters of the sphere of Correspondence, magic dealing with three-dimensional location, space, and communications.
Demon Houses and Lore
Demons are the fallen angels loyal to Lucifer in their war against God and his Angels, who have escaped from Hell and now live in on Earth. They take the form of Humans, Animals or Demonic forms, although demonic forms have susceptibility to being noticed by God and potentially sent back to Hell. Their powers are known as Lores and they can switch between a normal form and an incredibly powerful Demon Form.
Defiler: The Defilers, known formally as Lammasu, were given dominion over the seas, and were meant to inspire humanity through the longings of both races. Before the War in Heaven, they loved the humans, although their love was unrequited as God had forbidden the Angels from direct contact with their human charges. The Lamassu were the first of the Houses to succumb to Hell. Since their return to the Earth, the Lammasu have become seducers, sensualists and sexual predators, succubuses and incubuses who fulfill such desires as ruining families, destroying businesses, and toppling governments. Their Lores give them power over the weather and seas as well as dominion over physical appearance and the emotions of mortals. Defilers are attracted to humans with extreme vanity, deep insecurity, great artistic talent, or insufficient sex lives.
Devil: The Devils, originally known as the "Heralds" or the Namaru, were of the first and highest House of Angels, the House of the Dawn. During the Age of Wrath, the Namaru acted as leaders on both sides of the war. The Namaru specialize in social skills such as charisma, manipulation, and subterfuge as they are deceivers and master manipulators. Their Lores give them power over the minds of mortals and demons alike, as well as the ability to control fire, including the Faith of other Angels. Lucifer belonged to this House, and they made up the largest contingent of rebel Angels. Most Devils join the Luciferian faction out of loyalty to Lucifer.
Devourer: The Devourers, or Rabisu, were the Angels of the Wild, warriors without equal, the Sixth House. They are reckless, violent, and impulsive. Their lore allow them to command animals and plants alike, as well as shaping and reshaping the flesh of other beings as they desire to achieve such feats as increasing their strength, reflexes and senses, as well as taking the form of animals.
Fiend: The Fiends, known formally as Neberu, had the ability to sense the future. The Seer Ahrimal foresaw the War in Heaven, so many Fates turned from God's side to Lucifer's. Because of them, Lucifer and the rebels won many early battles, but their helpfulness decreased as the war went on. When God cast the rebels into Hell, the Neberu were put in their own special Perdition. When they emerged from Hell they had recovered a fraction of both their powers and their sanity. Their Lores give them dominion over time and light, and the ability to teleport through doorways.
Malefactor The Malefactors, known formally as Anunnaki, were angels of the forge, of tools, and of the earth, and were to guide humans in mastering these skills. But the humans were unable to follow the angels' instructions, and from this frustration they came to despise their mentors, much to the angels' confusion. When the War in Heaven broke out, they became rebels mainly because of their hatred for the humans they once loved: hatred against God for not allowing them to help the humans directly; and because they felt the others loved them. Once sentenced to Hell, they were without pure earth and fire and began to feel empty. Now free, they've found the humans have learned to use tools and manipulate the Earth, but have (as the Anunnaki see it) destroyed the planet in the process. These demons now see their goal as the destruction of the human race, so that the planet might be healed.
Scourge The Scourges, originally known as Asharu, were once guardian angels. They loved the humans, but their closeness to humanity drove them mad. When Lucifer started the rebellion they were the most followers in numbers, second only to his own house. Instead of being brave fighters, they made better spies. Now that they are free they find great respect, being able to heal with the right hand and harm with the left.
Slayer The Slayers, originally known as the Reapers or the Halaku, were once angels of death. They were shunned by the other angels before the war. When Lucifer started his rebellion they joined him, as he promised them that they would be able to explain to humanity the reason that things they loved had to die. Their lore gives them the power to enter the Shadowlands, commune with and control ghosts, to severe the spirit from a body, and to create zombies. The Slayers usually join either the Ravener or Reconciler factions due to their affinity with death, their resentment of other Angels, and their desire to return to Heaven.
Changeling Races and Lore
Changeling Children are fairy (Fae) children that were swapped for a regular human child. This child has access to something called Glamour that masks their special appearances to humanity, although it can be seen through with something like a Vampire's auspex or a Fae can give a human the ability to see through their glamour temporarily.
The Changelings have a court with representatives from each Changeling race that controls it. The court punishes wrongdoers and helps to ensure all Changeling have a Glamour. Some Changelings exhibit inhuman beauty, while others exhibit atavism; some are defined by a particular season, while others are defined by their approach to social interaction.
Beasts: Changelings that share qualities with animals both mythical and mundane.
Darklings: Changelings that represent the aspects of Fear and Shadow.
Elementals: Changelings that have become one with an aspect of nature.
Fairests: Changelings that embody the beauty and majesty of the Fae.
Ogres: Changelings that were subject to violence and became avatars of it.
Wizened: Changelings that served as workers and servants only to become the figure of their profession.
Wraith Lore and Powers
Wraiths are spirits who have recently died and are bound to earth by an object, place or person. They have the option of seeking their afterlife, whether it be Heaven or Hell.
Inhabit: the art of possessing inanimate objects Keening: the art of inducing emotion through song Argos: the art of Underworld travel Pandemonium: the art of causing chaos in the traditional "ghostly" manner Moliate: the art of bodily transfiguration (similar to Soulforging) Lifeweb: the art of manipulating Fetters and their connections to the wraiths who possess them Fatalism: the art of reading a wraith's past, present, and future Castigate: the art of taming the Shadows of other wraiths Embody: the art of manifesting in the mortal world Puppetry: the art of possessing mortals Phantasm: the art of interacting with the dreams of mortals Outrage: the art of using telekinetic force, usually manifesting as traditional "poltergeist" activity Usury: the art of manipulating and drawing on the emotional power of Pathos
Factions
Factions are created by the players and I. If you wish to create a Faction then post it in the OOC or in your character description and I'll add it.
Prometheans: The Prometheans are a group of Supernaturals who are benefactors of humanity, founded by the Titan Prometheus who stole fire and gave it to mankind and is now tormented to hold the Earth up by God. The Prometheans founded a city of Carthage, where all Supernaturals and Humanity coexisted in harmony and conspired to free Prometheus from his torment. Carthage was sacked by an Original (Antediluvian) Vampire known as Azaneal and the Prometheans seek to rebuild it.
Devils of the Deep: A pirate crew of Supernaturals lead by Hector Sea who work for the Prometheans. Hector Sea was Azaneal's progeny, and Hector seeks Vengeance for what Azaneal did to him and the Prometheans. They are also enemies of the Crusaders and Society of Leopold.
Society of Leopold: The Society of Leopold is a faction within the Roman Catholic Church and as members of the Crusades who exist to pursue and fight supernaturals. They are a major threat to every group of supernaturals because of their extensive knowledge, training, equipment, preparation and fanatical zeal. A Supernatural can gain clemency from their onslaught, but unless they work for them they will be slaughtered all the same. The Society of Leopold fully believes that the Apocalypse is drawing near and that all supernaturals, willing or not, are part of the army of the Antichrist. As self-appointed soldiers of Christ, they believe it is their divine duty to slay or otherwise neutralize as many supernatural threats to Christianity as possible before Christ returns to the world.
Character Sheet and Example
Name/Alias: (What do people call you?) Species: (Human or Supernatural) Appearance: (IMAGE REQUIRED, text optional) Faction: (what group(s) they belong to) Biography: (Who are you?) Personality: (Three Words that Describe) Melee Weapons: (Melee weapons and the like) Firearms: (Bows to Crossbows to Guns in the Future) Skills/Abilities: (Tell us about your cool cool trick! Special techniques, Latent Powers and auxiliary abilities go here) Other: (Anything extra you want to add?)
Name/Alias: Hector Sea, The Dark Angel Species: Vampire, Baali/Lasombra hybrid Appearance: Faction: Devils of the Deep (Pirate Crew), Prometheans (remnants of Carthage) Personality: Dominant, Reserved, Proud Biography: Hector Sea was born in the Mediterranean to a family of Navy men. They became a family of aristocrats famous for winning many battles for the Navy. Growing up, he was trained for a career as a Navy man by his father. He was known for being the most talented of his family and for his hand to hand combat skills. He was quickly picked out of his siblings as heir for his self control and strength of will. However, it was his talents that lead to his family's downfall. A Vampire of an Original Bloodline of Half Baali, half Lasombra Vampires named Azaneal who had been slumbering deep within the sea arose from the ocean and wanted to spread his curse across only the greatest, most powerful of potential progeny.
Azaneal arose from the sea, and slaughtered the town where the Half Demons lived with an army of flesh crafted monsters and demons. Azaneal used his Demon and Shadow magic to destroy any of Hector's family that foolishly tried to defend themselves and the town. Hector attempted to fight back with his martial arts and almost put up a fight until he was put down by a single punch by the Vampire. Azaneal saw the potential in Hector, and he held his limbs with shadowy tentacles and bit into his neck.
When Hector awoke, Azaneal greeted his new slave. He immediately shoved some of his blood down his mouth, forming a blood bond with Hector. The military came by the town with reports that Hector was a vampire now. Azaneal instructed his new progeny to destroy them all with his new shadow magic, and Hector obliged, but not willfully. Shadowy tentacles emerged from Hector's body that ripped into every last soldier and tore them limb. Proud of the abilities of his new progeny, Azaneal forced him to follow him into his lair back in the ocean.
Hector served Azaneal for a while and carried out his will onto the world, gathering blood dolls for use and helped him sack the city of Carthage, which was a city where the Supernatural and Mortals were living in harmony. A supernatural from Carthage hunted Hector down for revenge and defeated him. He left him near death on a deserted island. Hector watched as the man escaped the island and Hector was left without his blood feedings from Azaneal, freeing him from his servitude. Stranded and defeated on the island, Hector dove into the ocean and endlessly drifted in slumber until he reached the mainland. Now free of his servitude to Azaneal, he regrets his actions as his slave.
Since then, he has developed his Baali and Lasombra powers. He has assembled a pirate crew of various supernatural/mortal beings and was known as the Dark Angel to the people, his crew was known as the Devils of the Deeps and they were feared throughout Europe. Hector is currently in Constantinople to use the city as a base to fight his way into the Holy Lands and strike at Azaneals servants in the Holy Lands. Hector has made his personal vendetta to destroy Azaneal for what he did to him, and to recreate Carthage with the Prometheans, a group of Supernaturals who wish to see the return of the peace of Carthage.
Melee Weapons: Hector uses his fists in battle and is master of many martial arts. Firearms: Hector does not use ranged weapons, he uses magic instead. He can use Darkness as energy blasts. Skills/Abilities: Inlaid Powers: As half Baali/Lasombra, he has the power of Obtenebration (shadow control), Daimoion (Demon Powers), Celerity (Speed), Potence (Strength) -Arms of the Abyss: Hector's Shadow Magic let's him summon black tentacles from around his body and from the ground that rip and tear apart everything and act as extra arms. They can be used to combo or grapple opponents -Shadowstep: His Shadow Magic lets him Shadowstep (teleport through shadows) Shadow Creation: This lets him create shadows and objects out of shadows such as shadow armor, summoned swords out of shadow, create a single shadow doppleganger and use the darkness like an energy weapon. -Dark Angel's Demesne: This is Hector's ultimate attack, this lets Hector blanket an area in a shadow that expands, draws out the blood of it's victim and devours or badly injures (depending on how strong the victim is) anything it touches. He can also exhale this out of his mouth. -Demon "Dark Angel Form": He has a Demon form which is a combination of his Vampiric and Demon forms as a result of being half Lasombra and half Baali. In this form he truly earns the name of the Black Angel and gets Shadowy Angel Wings to fly with in battle, along with enhanced magic, power and speed. Demon form: Other: -In his Demon Form, Hector can walk around in the daylight unlike most Vampires
@BoyMom035 A plot surrounding my main character as he fights Azaneal's servants who sacked Carthage, trys to restore Carthage and progresses through the ages giving his crew Vampire Blood to be immortal.
@Grec Could you add some spaces between your lore? I'm having a hard time reading the massive text blocks you have going on.
EDIT: Side note, are you cool with some of the fan made stuff like Leviathan or Genius? Just want to know before I get in too deep with the character creation process.