This Rp is part of a larger story line and is currently paused and merged into the Tartarean Strands Storyline. It will pick up once the storylines break apart again.
Rules
*Rules are enforced and you will be removed if you break them - they may seem strict and harsh but I am a fair Gm as long as communication remains open and honest and people do no take advantage.
General Rules For All Lady A Rp's
Gm Is Goddess And An Evil GM Overlord
Gm has final say on all matters.
You must read and follow all the rules at all times
Gm does check on posting and log in habits
Gm will contact your previous GM's and Rpers for references if she feels it is needed
Do NOT insult the GM, the rules, or your fellow Rpers
Gm does kick, block, and call out Rpers
If you are not joining or interested in the Rp - do NOT post here, period
Check Ego's at the door - I do not put up with bullshit, flamers, trolls, whiners, egomaniacs, etc.
Applying does not mean acceptance. Gm reserves the right to deny anyone for any reason at anytime
Gm does and will request edits to CS and IC posts if things are missed, over looked, or cannot be reasonably explained
Gm will work in side quests and story arcs - Just PM them
Have an idea or want to keep something under wraps for a time? PM the GM
Read through Rpers Guide To Etiquette - This is a good reference for RP Etiquette - It is required reading for the RP and you will be held to everything in it
CS Sheet Provided Must Be Used
Use code provided below
Do not submit WIP's - Final CS's only
Post CS for approval in OOC
Only GM approved CS's allowed in CS Tab
If you submit a Cs and you do not follow the rules and instructions it WILL be denied and not be allowed to be resubmitted with edits. In other words, it is scrapped.
Change color code to one not in use (This is required for various reasons)
If you have problems with changing out the color code or any of the coding, just pm it to me and I will take care of it for you
May not use default CS color, any colors currently in use by active characters or that are close to another characters color
Dark or Hard to read colors will not be accepted and will be required to change before a CS is accepted
Images are not required but are highly encouraged for visual and music video purposes
Remove ~instructions~ on CS before submitting
Remove the "." in the [hr.] code before submitting
Once Cs's are approved, relation sheet will go up and must be completed and added to CS when stated by the GM
Once your CS is approved and posted in the CS tab you may not edit it without first gaining permission from the GM
General Rules
Follow All Forum Rules
No Flame Wars in OOC - Have a problem? Take it to PM
No Meta-Gaming
No Bunnying
No Auto-Hitting
Remember IC and OOC are two different things - keep them separate
All actions using skills must be a called action and will require a GM check to see what the outcome is (Depending on the situation, this can be done before you post via pm or after you post a called action in the next world narrative)
Language - No Filters
Gore - No Filters - This will get gross
Taboo subjects will be crossed but will be maintained to fade to black if needed
All Lady A Rp's cross certain lines, many subjects are not for the easily offended or triggered
Romance:
Allowed but keep it Pg-13, then fade to black
No prestarted couples
Don't plan out couples ahead of time
Don't force couples
Let romance happen naturally without planning - trust me, the wait and work is worth it.
If love interests and couples form too quickly in the GM's opinion she is not above instituting a required roll from LLA to see if love can occur or if they end up hating each other just as instantly as they fell in love.
Approved and active members of the Rp will be given the link to Lady A's Rp Chat room to better help stay in touch with your fellow Rpers in this RP
The world is controlled by the GM - All NPC's, weather, what you see, what you find, what happens, everything. So if it isn't in my post, it didn't happen. If you need more information, either tag the Gm in OOC or drop a PM. Assume nothing.
All skills and attempts for things must be sent to the GM for rolls to deem success or failure.
Randomization and LLA is used in this RP - Please refer to my tutorial for a description if you are new to this concept
Posting Habits
You are not allowed to use @Mention Tags or Interacting With Headers In IC.
You are not allowed to copy and paste anything another character has said or posted in a previous post in your posts
Uniform Headers for Character must by used in IC posts (code provided below)
No Fontmeme or the like is allowed for IC or CS's
Your characters personal color code must be used for dialog
Minimal of 250 Words Per Post
Post on SI first and hover over the stars in the top left hand corner of your post to check post length.
Once posted on RPG, edits for post length will not be accepted and you will be removed from RP if your post does not meet the minimal.
If you are running more than 1 character at once, your required paragraph total is equal to 250 Words per character.
Must IC post once every 7 days (It is your job to keep up with when you need to post. Your last post hits Day 8 and I remove you from the RP.)
If you need additional time to post you must notify the Gm by day 5 of your counter. Extensions will not be granted after that. I will try to work with you but only if you are up front, honest, and keep the lines of communication open. Real life comes first but joining this Rp means you know and respect what is expected of you and your fellow RPers. (You aren't the only one with a life)
I do not accept "no inspiration" as a reason not to post
I do not accept "waiting for someone else to post" as a reason not to post
I do not accept "I have nothing to post" as a reason not to post
Keep up with all IC and OOC posts - This means read them all, I do random checks on this. Miss enough things and you will be removed.
No spamming OOC - Seriously, I will gut you
If you are holding up the RP and joining other Rp's you will be called on it
Minimal 2 posts between your last
No editing a post in IC once it has been posted without first getting permission from the GM
If an edit is required to your last post it must be done before day 8 on your previous posts counter or you will be removed. (Posts that need editing are considered incomplete.)
If a Gm calls for an edit that is your ~permission~ to edit
No Editing IC/OOC/CS posts if you leave or are removed from the RP
There is no additional time granted due to forum glitches unless the forum is fully down for more than 3 days. A week to post is plenty of time even if the forum glitches a day or two
Collabs
Must tag the Gm in OOC to notify her that you are collabing and who are you are collabing with by day 5 of the highest counter
Collabs may not be started after your day 5 counter
If you are collabing and your partner vanishes or does not reply, you must finish the collab and post it before the timer runs out
If your collab partner vanishes you are granted temporary minimal bunnying privileges to complete the collab
If your collab partner vanishes, you need to make the Gm aware so it does not count against you
Know your personal posting limitations before applying to join - Work gives you a schedule, schools let you know when finals are coming, plan around these things
You may withdraw from the RP at any time and be put on Hiatus for an extended amount of time if your schedule becomes over whelming. You are allowed 1 Hiatus per year.
If you join other Rp's while on Hiatus you will not be admitted back to the Rp and will be considered ~kicked~
If you flake out, ghost, or are kicked from the RP the GM takes control of your character and it becomes general NPC property of the RP. The character may just be shelved, might be killed, or turned over to another Rper. (So if you are going to drop this RP, just post you are leaving to keep this from happening.)
Spots are not first come first serve
Gm will review completed CS first
Gm will then notify you if you are approved
Character deaths will happen, no one is safe - it will be randomized and you will be notified when your death approaches. (This does not mean you are out of the RP, it will mean however you need to make a new character should you wish to continue - I recommend having Back Up Characters Ready)
I am looking for long term highly dedicated Rpers. My Rps tend to run a minimal of one year, so be prepared for it!
This RP is within the Lady A Universe Timeline 'Verse
Rules and Cs sheet will be added to and changed as need be depending on problems or points that come up.
Under Extras in your CS post a link to a post you have done in the past on this forum. If you submit a CS without this it will be declined
Special - To New Comers To The Guild - Pm The Gm about what you can place under extras instead of a link to an RP post on this forum
Special Rules For Soulless Regency
This is a Chapter Based RP
This Rp will be broken down into Chapters instead of ~ending~ the RP and starting over with each new part
Original OOC will be updated for each chapter
At the end of each year awards of new skills will be granted to those characters that ~survive~ that long
Characters must be in play a minimal of half the chapters time to be awarded new skills
Cases
Case Method will be used in this RP from time to time
Counters for Cases will begin when the WN with the case in it
Counters for Cases differ from the usual 7 day counter depending on the Case - How many days you have for a case will be posted in the case file
Cases are collab work between you, whoever else is assigned to your case and the GM - In PM for rolls and updates
Cases are a newer method and give much more control to the RPer - if you have questions ask. If this is your first time dealing with cases, do NOT worry. The GM will walk you through it
Rpers may start out with 1 character and 1 back up character
Rpers in Good Standing with Lady A may begin with 2 Characters and however many back up characters you think you'll want to have
Additional Characters may be brought in later depending on various things, PM the GM if you wish to do this after a minimal of 3 months of IC for review
This is a historically based rp
All items must be present for the time period
Things like jobs and skills must fit with characters back story
Real Life cause and effect will be in place
Please pay close attention to the instructions to the CS itself, it holds instructions in how to fill in certain sections.
You may only play a Human, you may not RP a Soulless.
Please remember this is taking place in 1823 England. There will be certain prejudices in place: gender, religion, sexuality, class. So please take this into account as it will be a factor in the RP.
Only listed Lore is approved or known for this RP.
Your character may only know or even reference the lores listed for this RP.
You may not post about additional lores spoken about elsewhere as flavor text. It does not exist in this world.
If you reference a lore that is not specifically listed for this RP, you will be told to edit and remove it. Refusal or even argument against it will result in your removal from the RP.
If you wish your character to have "connections" please run it by the GM first to ensure it is acceptable and isn't already being done by another.
Under Extras in the CS place your favorite undead so I know you at least skimmed this.
You may NOT use characters from previous RP's
You may play a relation to a character in another Rp - I suggest you do NOT make them a direct relation as a death here could make them go poof elsewhere.
Once Cs's are approved, relation sheet will go up and must be completed and added to CS
All people referenced in your CS must have a relation
If you are part of the Circus, you must work out a relation with EVERY PC (Alive and Dead)
Circus People MUST Pm Sigil and Lady A BEFORE you begin a CS to get a history of Circus, to have age rolled, and more.
Late comers to the game do NOT have to make relations for PCs unless you are Circus.
Skills
Rolls must be requested for any action in an RP
Don't assume just because your character is capable of something that it has been rolled for
Rolls must be requested by end of day 5 of your general counter except in the following circumstances
In a case - roll counters are done on an individual case basis.
You are on day 5 when an update comes in. You have 48 hours to get a request in then.
Once a roll is called for and I give you the results, you have 24 hours to post. (Failure to do so will result in removal from the RP.)
When making a request be sure to include all information
Character name
Characters current location
Characters attempted actions
Any and all skills being used
Why each skill is being called
Desired location if the character is attempting to move from point A to point B
Skill Rolls
These are ONLY skills your character has listed in their CS
These MUST be listed in your header if you make a roll request
They MUST be listed EXACTLY as you have listed in your CS
Having the skill and calling a roll for it gives you certain bonuses to success
Example:
Gavin is currently sitting looking through his scope on the green near the lake. He is going to attempt to shoot the Edenite that is on the top of the wall, closest one to him. He is using his Rifle and Sniper Rifle Skills for this to take aim and to fire. He is using his people reading skill to supplement them in hopes of knowing if the person is going to run right before he fires. he is NOT moving from his current location at this time.
General Rolls
These are for skills not listed in your characters CS
These are general attempts
They do NOT get listed in your header
When you call for one, you must let the GM know your character does not possess this skill.
These can be used for a general light bulb, to attempting something new, and so forth.
Example:
Zoie is currently in the main hosting area of the party at Queensguard. No skills are being used. I need a general observation and perception check to see if anyone is keeping an eye on her or if anything seems out of place. She needs to get to a private location so she can try to execute the plan to get information on Cynthia Ross. So general mental check to see if any points of exit come to mind. If she gets an idea she will be attempting to leave the scene, if not she will hold position.
Time Frame: 1823 Rp Tags: Historical, Regency Era, Mystery, Drama, Romance, Supernatural, Undead, Apocalypse Type Of RP: This is a period supernatural based drama. It will have a lot of twists and turns. There will be clues given in posts that you can keep track of to help solve the mysteries as they unfold. Now, something very important - CHARACTERS CAN AND WILL DIE! This will be done randomly when events arise. It can happen to anyone at anytime without warning. You have been warned and I suggest a back up character to pull into the fray if that happens. (Don't ask how many of my previous characters are now in the RP Graveyard now because of this.) Don't let the amount of information provided deter you, it is there in place as a resource to push your limits. Enjoy the process. Goal Of RP: This Rp will touch on many different facets but in the end there is an actual goal to the Rp - to survive and thrive while trying to end the Soulless Threat. You are trying to live as well as fight. Your world does not revolve around one or the other. Clue sheets will be provided and as each mystery a new chapter will unfold. Part of being in this RP is to try to solve the mysteries of the Soulless as it unfolds. On top of the mysteries you will be trying to strengthen your household, no matter your class status. Marriage, trade, wealth, connections, knowledge, secrets, and more will all play a part in securing not only your life but your future. Let's see how devious you can get, how much you are able to get done. Romance, intrigue, undead, slander, truths. It's all there. Age Requirements: Minimal age for characters is 18, Max age is 70. (Established Rpers in this RP may Rp a character as young as 8 after 6 months in RP) Starter Location: Is randomly determined by The GM Gender Acceptance: Currently only accepting Male characters.
Premise
It is a universal truth that once death claims a person and the pneuma is lost the Soulless will forever want for the taste of their atman once again. Never was this more irrevocably proven than when every gentry and nobility attending a dinner party at Flitwick Manor was slaughtered during the second course of the meal. Apparently souls ripe for the harvest were far more desired than the saddle of mutton that evening by the uninvited guests. Twas truly a most scandalous event that brought the house of Brooks to its knees that evening. The ton has been gossiping about it ever since, placing blame on Mary Brooks; stating that her inability to run a proper household lead the infiltration of Soulless unnoticed to the event. That had she placed as much attention to detail of the Presence's Guards as she did the invitations none of this would have occurred. Such is the price one pays for not knowing ones place.
Though it was not always like this my darlings. Before the turn of the century our great Britannia was rich with trade from the exotic far east to the more newly discovered colonies. Silks and spices, edibles and gems from the corners of the world washed to our shores in waves of wealth and brilliance. Twas truly a most glorious time. Yet in the midst of this time came a plague the likes the world had never known. Vitriolic and caustic, it began to ravish the country side. Once brought to death by violent means at the hands of a Soulless the dead would rise again in horrific and yet fascinating manners. Each one harboring an insatiable hunger for an element of the soul that once resided in their chests. Many believe the French where to blame. Does this really surprise you?
It would seem certain to some that the end of times had arrived on Englands shores and the prophecy spoken about in the book of Revelations had come to fruition. To protect the masses, large scale construction began around even the smallest of settlements; the grandest around the city of London and referred to as Jericho's Barricade. It did well for a time. Keeping the living within the walls and Soulless outside. Yet as more time passed it became apparent that stone and mortar was no barrier for some and the walls did come tumbling down. Gentry and Nobility fled the city to their country estates, electing to protect themselves with the assistance of Graveolase. Homes were both physically and spectrally protected from the Soulless.
At this time it became highly fashionable to extend ones study from the arts of refinement. Well to do families sent their offspring to other lands to learn arts that were long thought to have died away. Yet have we not learn from the past that all that we believe if dead can rise again? Such was the case here. Probable proficiency was tested for at a young age and depending on where your talents lay you would be trained in arts that would once never have touched your silken gloved fingers. To the far east for deadly arts did the quick and strong get whisked away to; to the colonies for protective arts did the wise and durable go. Those that were not so richly fortunate though still did need to find a way to survive. To the north many of the poorer traveled to learn the ways of old once thought fully driven out by the arrival of Christians so many centuries before. The Pious? They too had their place. To Rome they ventured to, as they described it, harvest the protection of God.
Wards and protection abounded the lands and it was thought that the Soulless had been pushed back to the brink of extinction. Yet do not let this lull fool you. Keep your swords sharp as well as your wits, for the final battle between the Soulless and the Soulled has yet to occur and in the darkness their numbers are rising once again.
Characters
*Denotes Character Has Been Approved For RP And are clear to post in IC
Lord Cunningham: Earl - owns a country estate adjacent to the Crypts. Kind hearted soul but naive. Usually spooked out by the Crypts but always polite to them. Understands James position as he became Earl when he was just 12 after his father died in a carriage accident.
Lord Galloway: Duke, owns half of Gretna Green but resides in Sussex where his families seat in the House of Lords is. Is on his sixth wife, who the most current is only sixteen years of age while he is in his fifties. No one knows what she looks like, she has not yet been presented to the court. He has yet to produce an heir.
Mr. Dubufe: Engineer of high standing with London Society. His father designed the Jericho Brigade and he has taken up the mantel, being responsible for most of the designs used these days to keep country estates secure from the Soulless.
Dr. Graham: Attending physician at Westminster Hospital
Myska - Veta's Tiger - Died on the road to Nottingham
Petrov - Circus performer who looks at the children
Thomas Egerton - 2nd Earl of Wilton
Soulless Lore
*Please note that only what is listed here is what exists in the world. Period. Other information will be provided and learned as the RP unfolds but all characters start off with this knowledge and this knowledge alone. (There is no other myths, rumors, talks, knowledge, etc.) - This is only for the first 3 Soulless. All additional ones that are added are known only by those characters created with that specific area in mind. Germany knows everyones Soulless Business.
Each Soulless is a separate creation, each with their own appearance and ways, though all Soulless have several things in common with another and all have many things that keep them separate. Think of them as different species of the same Genus. Every Soulless was once born as a living human and drew true breath. Each contained a soul. Each died in a specific way that spreads the infection to the recently deceased's body and causes it to come back to life within three days of its original death. Each must be disposed of in a very specific way to keep them from coming back the following night.
All Soulless crave something that drives them to kill and create more of their own in turn. Everyone will get weaker the longer they are without what they need. None of them have an special attributes because of their status of being undead other than well you know still bothering the living after they died that is. So they don't have heightened strength or speed or anything like that. They all do retain their intelligence, so they are not mindless. They can be just as cunning as any human can.
Cargast - Something similar to what we would think of as a Ghost. These creatures are created when someone is literally scared to death. To put it in mundane terms, when the bodies conscience is rendered so frightened there is a chance it will literally jump out of it's skin. The body falls to the floor, dead, while the conscience is trapped between the here and the hereafter. The conscience then continues on, first as an unseeable apparition that is still inked to the body for the first 72 hours. After that the tie that links the two is cut and the Cargast is now a mist that can form at will into a ghost like being that can be seen as it would have lived in the present, only you can basically see through it. It can no longer feel rush of adrenaline as a human could and craves that feeling. It must feed off of the one emotion it can evoke from humans - Fear. It has the ability to reach into a humans conscience and cause fear to rise, feeding off of it.
Created by death brought about by fear.
No physical form, seen as mists or apparitions, cold static feeling in the air.
True death by capturing mist in a Pentatone Box and then purification.
Ryne - Something similar to what we would think of as a Vampire. These creatures are created by an infection that is spread by mouth to blood contact, usually happening when the Ryne feeds from a human. The illness is spread like an STD and once the blood volume of the human drops to a certain point the human will die, though if the feeding is cut short the human will succumb to the infection nearly instantly and die as well. The difference being is that there must still be life in the body when the feeding it stopped for a human to change into a Ryne. Since death that occurs during a broken feeding is so quick, it is hard to tell which will rise in 72 hours and which will not. Once risen as a Ryne, they crave the blood that was stolen from them, causing them to seek out humans to constantly replenish the loss.
Created by infection brought about by the loss of blood that occurred during a feeding.
Pale skin, canine teeth slightly sharpened, wounds heal on feeding to a point.
True Death by removal of fangs and then insertion of said fangs into each carotid artery on each side of the neck.
Hraew - Something similar to what we would think of as a Zombie. These creatures are created by an infection caused by the bite of another Hraew. The infection is similar to that one would get from a rabid animal bite, coursing through from the bite site and stilling the internal organs and causing death. It is hard to tell if a person has been bit because they can easily hide it under clothing if the bite is in the right location. The body feels the death, like the loss of muscle mass during a crash diet. After a bite, it takes 72 hours for the body to die fully and for the Hraew to arise. It feeds off the flesh of humans, trying to constantly regain the warmth of natural human body temperature.
Created by death brought about by the bite of Hraew.
Flesh rotting around bite site, wounds do not heal, flies attracted to.
True Death by removal of the brain from the skull and burning.
Yagababa (Russia) - A creature that is thought to have begun in the forests of Russia. A Soulless that appears as a ferocious and deformed witch that flies around in a mortar and wields a pestle. These creatures are the physical representation of childhood nightmares and while how they were originally created is unknown they have been the cause of countless deaths within the forests of Russia, targeting small children to either consume or raise as one of their own. They have the ability to fly and cover great distances in short spanses of time. They are always female. They have a greater strength than one would normally associate with a Soulless and are known to travel in packs. They are hardly ever found as a single Yagababa.
Created by forcing a living Soulled to ingest the skin flakes that constantly fall from the Yagababa into their mortar. Once infected, a mortar will form around it after 72 hours and it will be drawn immediately back to it's maker. If it's maker is dead, it will be drawn to the closest Yagababa.
Always deformed in some massive way in the face, will raise only females, targets children. Cannot leave its mortar, it is forever bound by it.
True Death by casting a strong Smert', which will severe it from it's mortar. Then the Yagababa's pestle must be used to crack the mortar into two. If successful, the Yagababa will turn to dust at this point.
Golgravtiz (Russia) - Frozen wandering spirits of water and sea. Once thought to be created when a person was frozen to death in a snow storm, these Soulless constantly crave icy waters but can survive anywhere within 100 miles of a large water source. (Sea, Ocean, Lake, Rivers.) They can move quickly through water and are slower on land. When angered they are thought to be the cause of sudden hail storms and frigid weather and lore has it they are what keeps Siberia in its frozen state. They are single minded, and feed off those with dark or suicidal thoughts; drowning their victims and consuming their pain and fear. They are repulsed by their own kind and do what they can to stay as far away from another Golgravtiz as possible.
Created by being pulled into a water source and drowned by a Golgravtiz: the water source must be below 40 degrees Fahrenheit
Can survive outside of a cold water source but prefers icy waters. Male only, appears as it did in life but covered by a frost like sheen to the skin with frog like features. Cannot by damaged in the physical or astral planes: though it appears in both. It is caught, frozen somewhere in between.
True Death by a casting of Gologramma: Once hurt enough to be held down, must be forced into a physical fires laced with Arctic Willow and burned until "evaportated" - burning does not harm the Gologramma caster. (The Arctic Willow makes the fire harm the Golgravtiz and protects the Gologramma.
Zehrernach (Germany) - These are what some would consider Germanys version of a Ryne. Yet they are different. In some ways more frightening than a Ryne, in other ways less so. Less so because they are not infectious and cannot create more of their own, not to mention they do not drink the life of the living. Thy survive off of eating dead human corpses, sadly this does not include other Soulless. What makes them more frightening though is the fact they look just as they did in life so it is hard to figure out if someone is one, this is a heavy reason to why most outside of Germany have never even heard of them, it is easy for them to hide.
Created when someone attempts suicide and fails, the soul becomes tainted and it flees the body leaving behind this creature.
Look just as they did in life. Only tell tale sign of a Zehrernach is that when they sleep they sleep holding their thumb in their opposite hand and with their left eye open.
Must place a silver coin in their mouth while they sleep and then behead the.
Walrider (Germany) - An Imp of sorts. These Soulless slip into rooms at night and cause a sleep paralysis in their victims and then feed off the nightmares they are able to plant into the subconcious of their victim. While their "normal" form is quiet disturbing they are shapeshifters and can turn themselves into various creatures: dog, cat, snake, pig, butterfly. yet for some reason when they are formed they have a hat. It is a jaunty hat they are very protective of. And no matter what they turn into it is always wearing that blasted hat. It seems to be the source of power yet no one has been able to determine how.
Created when someone dies while in the middle of a nightmare inflicted by a Walrider.
A horrid appearance in which the infected slowly shrink to roughly three feet in height but their ears, mouth, eyes, and nose all remain the original size giving them a very disproportionate look
"Kill" as you would a normal human but to have the Soulless remain dead you must take its hat and burn it
Gegenuber (Germany) - If there is a mirror to the Cargast this it is. These Soulless are like the Cargast as in they are actually the Spirit of the person. There are some differences. The main one being yhey are solid, fully corporeal spirits. Looking just as they did in life. Which makes them very hard to figure out if they are actually Soulless. Murderers in life, that have died and rose from the grave because they cannot find the peace they want, they are tormentors in death. Finding people to torture and they feed off that torment.
Created when a murder dies and cannot rest in peace.
Look as they did in life, nearly impossible to distinguish from the living
Burn the body alive and until it is dust, place the ashes in a mirror lined box for a full moon cycle
Kneprecht Rucht (Germany) - The old ways and the new ways have never mixed well and many a killing have been carried out in the name of someone's so called god. This is the result of the Holy War. They rise when someone who is faithful to their own beliefs is killed by someone of another faith for God. They are where the stories of Demons walking the earth come from. They taget the faithful, causing pain and terror in their victims and feeding on the fear and faith spewed out in those dying prayers. There is percentage chance they will create one of their own when they take a victim.
Created when someone is killed because of "holy reasons"
Um, the dark black fur covering their whole body, long tonque, clawed feet, and horns really give this one away. It is not apparent at resurrection but develops over years and decades. At first raise, they are just as they were in life.
Break off the horns from the creature and cut out its tongue. Bury separately
* Note that creatures are not all Soulless, some are just straight out monsters.
Calyptic (La Canela) - Lovely and lone creatures of calm water. Deceivers and tricksters who become bored and like to lure young men of the sea into ignoring their tasks. They do not take well to being ignored and love to reek havoc to ships and those that do.
Created by birth. A Calyptic births one offspring in a lifetime without the aide of needing another. An asexual type of reproduction where they clone themselves within the womb to birth themselves.
Always appear as a lovely woman of young age. Smell of fresh salt water.
True Death by choking them death by filling their mouths with muck drug up from the sea bed.
Kraken (La Canela) - One does not simply release the Kraken. Okay, here you do. Large octopus like creatures that are able to wrap their tentacles around a ship and pull it down to Davy Jones Locker.
Created By birth. Just like most fish, this creature reproduces by eggs that have been fertilized by another. A Kraken only is able to produce or fertilize a single egg per twenty years.
Rarely ever appears but horror stories abound. Honestly, if you see one, just start praying because damn, you are basically fucked. Thankfully only one appears at a time and only in the deepest waters but do you really need more than one?
True Death by Good fucking luck...
Lusca (La Canela) - Seriously, this is the stuff of nightmares. Sure, a Kraken sucks but this fucker comes in schools. Half Squid, Half Great White, and as large as a bus.. Jaws that snap, rows of teeth to murder. Can we go home now?
Created by over fishing of an area it seems though no one is sure. Maybe they are just born out of fear. No one has figured this out yet and truthfully no one really wants to, can they just die, please???????
Dangerous beasts that appear when waters grow warm and attack when people intrude on their territory. They are extremely vicious and are known to eat anything that gets within their jaws.
True Death by severing the Shark Half fully from the squid half - otherwise they heal and come right back at you!
St. Elmo's Fire (La Canela) - I swear this thing is just a curse. It appears as thick clouds of purple and red, lightning striking and thunder roaring. It turns the sea up and frosts the decks. It doesn't seem to be a anything other than the worst storm in history.
Created By Large Battles At Sea, these storms never truly die, they just move on.
They usually appear out of no where with no reason yet much of the time other sea monsters or the like will use them as cover.
True Death by no one knows. No one has ever been able to destroy one, yet a sacrifice to the sea seems to make one of those move on.
Spright (La Canela) - Ghosts of the sea. Spirits of hell who reside happily in Davy Jones Locker. These things seek revenge for the life they survived and the way they died. The haunt ships and torment sailors. Much of the time causing madness or even fires erupting on ship with no known cause. They are vicious and evil.
Created By dying at sea in battle or being executed unjustly.
They cannot be seen but they are smelled. Like rotting fish passing right through you that leaves an oily taste in your mouth.
True Death by making right the way the way they died.
Jonah (La Canela) - Jonah and the whale? Well that wasn't exactly how some believe it happened. A self righteous Soulless who is bent on putting to death all who have sinned. So pretty much EVERYONE. They preach, they drown people, have inhumane strength and skill.
Created By an unlucky soul that was killed because of superstition and tossed into the sea.
Appear as they did in life, yet covered in barnacles.
True Death by Tying down in rope that has been used at least 3 years on a seafaring vessel and every barnacle being ripped from their flesh.
Class System
*Note the Class System determines what you can and cannot know in the Rp to start. Depending on who you are and where you come from determines your training and upbringing.
The class system during Regency England is a rather odd and complicated matter driven more by title and appearance than actual wealth. A title and proper manners could grant you more any amount of money. Yet in the same breath, if you have enough money you could potentially marry well enough to take a title. A fickle system that knowing the right or wrong person at a certain time could mean everything. This is a generalization for the purposes of this RP and is not necessarily historically accurate. We will not include the "Royal Family" as it were - King, Queen, Prince, Princess, and so forth - these titles are not available for character creation, so no reason to. These are listed in ranking from highest to lowest as you read down, though please remember that a persons wealth and reputation can move them to be look at as higher or lower on the social totem pole than what their "station" dictates. You will note that military ranks are not listed, they are of their own "class" and are weighed by the rank, the service, and the born social standing.
Peers - A member of one of the five nobility classes. Each peer when being addressed is referred to as a Lord or Lady except when addressing a Duke/Duchess; at which time they are addressed as "Your Grace." - Certain males with titles of Nobility are members of the House Of Lords and must attend Parliament when it is in session. Each Peer is a land owner outright in a sense. Thought all lands belong to the crown, the land and all within it are granted to the titled. Being a Peer, one is not legally allowed to hold a "job" though there are ways to increase ones wealth. (Rental of land and imposes taxes for example.) Though just because one holds a title does not mean one has wealth. Many are close to poverty or so indebted they are willing to do anything to retain their lifestyle.
Duke/Duchess - The highest hereditary title outside of the royal family. The title is passed down through blood alone to a male heir. A duke is considered to be a royal title but once the title is passed down to the great grand child it is no longer considered a Royal title and for this Rp is considered a peer of the realm. If there is no direct legitimate male heir from the Duke it will be passed to a male heir related to the Duke to the next closest male heir until one of the direct line is produced. (Example, it would go to his nephew until his daughter had a male child. Then said nephew would be stripped of the title and his Grandson would become the Duke.)
Marquess/Marchioness - While a Duke is a hereditary only title the title of Marquess is the highest rank of nobility that can be either granted by the Royal Family or inherited. The title is passed down by family through the male heir and is never considered a royal title.
Earl/Countess - The 3rd in the line of Peerage. The title can be inherited or granted by the royal family. The title is passed down in the same manner as a Marquess.
Viscount/Viscountess - The 4th in the line of Peerage; usually a deputy of an Earl to rule in his absence. Title is passed down and gained in the same manner as a Marquess or Earl.
Baron/Baroness - The lowest rank in the Peerage. This person's family has usually received his land and title due to honorable service to the crown. It is passed down like other titles but the land can be lost because of debt or other reasons. When such an incident occurs the title is stripped away.
Gentry - Land owners in their own right much of the time and while not a member of aristocracy their wealth and influence can make great headway in the social order. Some with the title of Baronet or Knight are Hereditary and are considered part of the Peerage but on a very low level. It will all depend on financial and social standing. Much of the time the title is for that generation alone and inheriting it for later generations takes great wealth and standing to obtain. Many in this class that are able to mingle with Peers seek out to marry their children to the Peers to earn a title; seeking out the poorest of the Peers to match with their own as to gain more influence through a title.
Baronet/Baronetess - The highest ranking of the Gentry; though a granted title by the royal family they are not considered a member of the Peerage and are looked at as nothing more than petty nobility. Land is not usually granted with the title but those with this title most always are land owners in their own right.
Knight - A title that is granted by the monarch because of service to the crown. Much of the time the title does not come with the ownership of land and many knights are as poor as the beggars on the street. The title can be passed down from Father to Son if the son swears service to the crown, though the title can be easily stripped away. There was at one time a female version but it was gone during the 1400's and did not return until the 1860's so is not available. Wives of Knights are referred to as Dame.
Gentleman - These are men in the gentry that are land, ship or business owners (on a large scale) of high standing that have been able to elevate themselves out of the middle class. They refer to themselves as Gentlemen to distinguish themselves from their considered lesser. While they are not exactly a title of any sort they can carry a lot of influence and respect from even the Peers. Many will seek out to use their wealth to marry off their children to the poorest of the titled to earn titles themselves for future generations and to be able to have a seat in the House Of Lords during Parliament. This also includes higher members of the Clergy - Archbishops, Bishops.
Upper Middle Class - This class usually includes people of decent education, moderate income, and/or employ many beneath them. Many who aspire to be gentleman in the eyes of the class system come from this class sect. This is basically the make or break level of the class system. You either climb to be more than what you are, or fall onto hard times and drop quickly during this age. Most members of the clergy fall into this class.
Clergy - Members of the Church of England. (Though there is some, albeit select few, of other denominations.) This includes Priests, Vicars, Curates, Chaplains, and Nuns.)
Physicians - Either you are revered and called on by the highest of the courts or you are thought of as a crack pot dishing out lunacy and medication like bread to the masses. It is a toss up to where you will fall.
Lawyers - Though a needed evil, even during this time they are looked at as pretty much the scum and most see them as nothing better than the impoverished that roam the street. Yet, education and income does much to elevate ones status.
Educators - Education, while a limited resource during this time, is looked at as a respectable profession. Tutors, professors, even governess's and companions to Ladies fall within this class. (Of which many Govs/Comps are formerly titled women who have given up their title because they sat on the shelf too long and needed an income to survive.)
Merchants/Manufacturers - The middlemen in industry, dealing in the whole sale of goods and services. Spice, silks, and more. They deal with the main trade from the imports and exports of the country. This also includes those manufacturers who create larger goods for the upper class that need large scale production. (This includes ship building.)
Shop Keepers - Though not owners in their own right, they are the lead management for various shops usually owned by their betters. Goods and services are sold at mark up here and the profits passed to the owners. (Usually after a generous portion is taken for themselves.)
Lower Middle Class - Usually considered just above the lower class but more defined by their income than their actual status. These are your day to day workers who keep everything moving and are on the bottom rung when it comes to the employed.
Inn Keepers - While they are basically the same as a shop keeper they are considered a little less in status. They can have to deal with all types and depending on the type of business they allow to occur in their establishment can greatly effect how they are looked at by their betters.
Artists - These are a fickle bunch, while some musicians, actors, and artists are renowned and sought after by the Peers and Gentry, for the most part they are just considered bohemians that have no place in polite society.
Craftsman - Similar to artists, the craftsman can vary greatly. Most are taught their trade, handed down from parent to sibling for generations as they try to build their reputation. There are one of the few in this class that go by the same marriage arrangements as Peers and Gentry, careful to chose who can and cannot be married into their craft.
Laborers/House Staffs - Day to day workers; everyone from the butler at the front door to the carriage driver, scullery maid, and hired day workers on the farms. Even though they are all looked at as on the low end of the social class standing they have their own status within the class itself. Some are trusted, some are not.
Lower Class - The lowest of society. They are looked at as dirty and beneath contempt by most in society. While there are a select few that feel sorry for them, most wouldn't wipe their boots off on them in fear they would be contaminated. In some cases they are looked to as lower forms of life, even beneath the Soulless
Paupers - The general poor, beggars on the streets. Some used to be of a higher class until they fell onto hard times but the sad fact of the matter is that many of them are on the same financial level as some of the Peers, they just aren't lucky enough to have the crown providing them with a residence.
Gypsies - Your wanderers who use slight of hand, claims to speak with the hereafter, music, dance, and various knick-knacks to get by. While fun during a celebration, most are taught never to trust them.
Thieves - You gotta do what you gotta do to survive and much of the time that means theft from those who are better off than you. Some would think that you couldn't sink any lower than to be a thief in the class system, they still aren't considered the bottom rung, there is worse one can do than be poor or steal.
Prostitutes - The lowest of society. Even though some higher and more well bread women can make a substantial living being a courtesan for the most part these are the lowest of the low. Doing their job in the shadows for no more than the price of a cup of ale. Many believe that it is their fault that the Soulless had spread again and again.
Training
*Please remember that your training is largely determined by your place in the Class System. Also note that even the rich cannot learn faster than the poor so you are limited to 1 and only 1 training set. Your character may not have acquired cross skills of other training locations or sects. Each Area specializes in certain things and is divided into 2 different concentrations. Of the eight provided sects below you must pick one and only one. (Your class determines which is available to you, so double check to make sure the one you want can be obtained by the class status of your character.)
Please note that you can choose for your character to have no training. Also note that if your character has not physically traveled to one of these locations for training they have none. No one is trained outside of these locations, period.
The Far East
The exotic far east, land of mystery where spices and silks come from. A land with a history and culture even far richer and longer standing than that of Great Britannia. Here is where the quick and the strong go to hone their skills and learn the deadly arts. Those that travel the long journey to the Far East are best equipped to deal with close combat with the Soulless, pitting themselves against the Ryne and Hraew. Their training is in the physical realm and none are their equals.
Japan: - To attend training here one must not only be a member of either the Peers or Gentry but be exceptionally well off in the financial department and have an unblemished reputation. They must have also tested high in the areas of strength and/or speed. (No Clergy Allowed)
Classes:
Any Peer
Baronet/Baronetess
Knight
Available Skills:
Japanese - Local Language Of Japan (Required Skill - Includes reading and writing in traditional Japan Calligraphy)
Yama - Strength Based Grappling to throw an opponent off balance or to hold ones own ground
Kyū Kaze - Speed Based Grappling used to disarm an opponent using no weapon and using their strength against them. Pins/Locks/Throws
Burēdorōdo - Use of Japanese Styles Blades
Bouāto- Use Of Japanese Style Bows
Inguchippu - Art of wielding a Inguch; favored by women
Supiaāto - Fighting with a spear; rarely taught skill but favored by soldiers
Shadōtoyūgō - Stealth; learning to meld with the shadows in a sense
Shinobaransu - Martial Arts Principle where the defender is able to find balance with their attacker and move in harmony until they can be over taken. (Note: living through the fight isn't a consideration in this thought process, if both must die, so be it.)
Shinorinri - Thought process, the way of the warrior. A code of honor that one must follow along side being highly skilled in a single weapon. Emphasizes loyalty, courage, and bravery. A focusing skill. (Must have one and only one of the weapons skills listed above to learn.)
China: - Attending training in China requires just a bit less than training in Japan. Training in China still requires one to test high in the areas strength and/or speed but the cost is not as severe as training in Japan, though still costly, and title is not required. Usually those that are in debt or as not as well off will be sponsored by others to attend training here - usually traded for marriage of a child for a better political or titled position. (No Clergy Allowed)
Classes:
Any Peer
Any Gentry
Members Of The Upper Middle Class
Available Skills:
Mandarin - Local Language Of China (Must Chose This or Other Local Language Of China Provided here - Includes reading and writing in traditional Chinese Calligraphy)
Cantonese - Local Language Of China (Must Chose This or Other Local Language Of China Provided here - Includes reading and writing in traditional Chinese Calligraphy)
Baquan - Hard style martial arts that focuses on protecting the body from impacts during a fight
Fu Mei - Neutral style martial arts that focuses on speed and turning an opponents moves against them
Chang Li Fut - Soft style martial arts that focuses on protecting the spirit from impacts during a fight
Lamgarga - Art of wielding a Lamga; normally used against longer weapons that use safe distance to attack from such as a spear or a sword, easily concealed in dress folds, can be used to break other weapons and disarm opponent
Desinmon - Art of wielding various styles of Chinese swords
Kung Bafa - Art of wielding various styles of Chinese flexible weapons. (Rope Dart, Meteor Hammer, Flying Claws, Chain Whip, etc.)
Chuan Quan - Similar to a one inch punch technique, martial art form that focuses on small movements for massive impact; specifically bone shattering techniques in close quarter combat.
Mi Lin So - Northern Style Martial Art that focuses on wide stances, long range techniques, aggressive attacks and circular blocking.
Nan Pao - Southern Style Martial Art that focuses on strong stances, powerful waist along with quick strong forearm and hand movements.
Jow Ping Lin - Qi related Martial Art that focuses on Strikes that transcend the body but strike the Pnuema.
The New World
While the culture of the New World is thought of as new, it's roots are deep and long; dating back to long before most would like to admit. Here go the wise and the ones of heavy constitution. These are the main line of defense against the Cargast. They learn methods of astral combat and protection as well as how to control their hear and harness their courage. They think outside of the box to lure the Cargast to the last prison they will encounter before their can be purified. They are sought out to evoke Presence's Guards in place.
Colonies: - As like with training in Japan, you must be a member of the Gentry or Peers, have a high level of wealth and an unblemished reputation. Instead though of testing well in strength and/or speed, those that come to train in the Colonies must have tested well in Wisdom and/or Constitution. (No Clergy Allowed)
Classes:
Any Peer
Baronet/Baronetess
Knight
Available Skills:
Arre-Catte Waho - A language of the New Worlds Native; a sort of tongue that while is not spoke by any tribe specifically can be understood by all. (Required Skill - Includes reading and writing in Native Symbols)
Motsqueh - Ability to create a Presences Guard and activate it
Nakai - A focusing of ones mind and body to make the person more durable and resistant to damage; both mental and physical. Lowers the chance of being "scared to death"
Mikasi - Ability to project ones soul fully into the between as to battle in astral combat with Cargast; leaves the body itself limp and vulnerable to physical attack.
Chankoowashtay - Ability to project ones mind into the between for purposes of observation only; can move up to one mile from the body. Body is semi there but cannot perform complex action, seems in a daze and just sits takes 1 word direction
Sokw - Same as above but can go further, up to 50 miles; chance of the mind getting lost while out and about as it were and not being able to return to the body
Kwatoko - Ability to wield a bow; includes on horse back
Pavati - Ability to wield an Axe; includes throwing accuracy
Ethete - A spiritual walk in where a person might be able to grasp a look into a probably future. This takes hours and is straining on the body but the results can be priceless.
West Indies: - Like with Training in China, wealth or reputation is not as important in the West Indies but one must have tested high in Wisdom and/or Constitution. (No Clergy Allowed)
Classes:
Any Peer
Any Gentry
Members Of The Upper Middle Class
Available Skills:
Musa - Local language of the West Indies; a mixing of African and Caribbean languages that has sprung up by the locals over the last three hundred years. (Required Skill - Includes reading and writing in local symbols)
Chane - Ability to create a Pentaone Box and utilize it
Busarah - Skill required to create an item that can be used to damage an intended target at any distance by inflicting damage to said item. Item must contain something personal of the intended target
Jamal - Ritual that can be utilized to sense a Soulless before the 72 hours process has been completed; difficult to complete in time as it takes many hours and is rather temperamental, not always successful
Farjari - Ritual technique used to hold a soul within the body after death
Taabu - Ritual technique used to draw back a soul after it has been separated from the body by fear
Sefu - Art of the spear, African based fighting technique, utilizes quick animal based movements
Nyo - Art of the Shadow, the use of darkness and stealth to move unnoticed
Amani - South American Martial Art that refocuses damage taken and redirects it towards in the form of strikes towards the opponent; original damage is still taken but adds to the next strike towards one opponent
The Spiritual World
Only the pious dare to enter this training. Members of the Church, they take their pilgrimages seriously and are the most devout in the fight against the Soulless. Depending on their beliefs, they will venture to one of two places and hone themselves to be an all around force against what they believe are the spawns of hell. Though they are not as strong or as constitute as those that have trained in the Far East or the New World, they are more capable when new threats arise, having been the ones to develop most all knowledge and techniques to fight the undead. (Must be a member of the clergy in some religion to be part of this sect.)
Rome: - While during this period the main religion is The Church Of England, because of Rome's extensive history many in the church have worked to bridge the gap between the Vatican and the Crown. Many will travel on the crowns coin to Rome to study; learning the old ways of the Swiss Guard. This is a more physical trek. Strength and speed are needed to learn the more hands on ways of the Church, though there is some spiritual aspects as well. (Must be Catholic or Church Of England)
Classes:
Peer Related Clergy
Gentry Related Clergy
Upper Middle Class Clergy
Available Skills:
Latin - The language of the Catholic Church (Required Skill - Includes reading and writing as well as knowing Roman Numerals and symbols)
Nescip - Focusing skill to protect ones soul from Soulless infection; requires extreme faith and dedication to ones religion
Obriss - The ability to bless items for other followers of the faith; a faithless gains nothing from a blessed item; blessed items wielded by those of faith carry additional damage to the Soulless
Gilisi - Ability to take mundane items or to think outside of the box to come up with a new solution in dire situations
Audist - An art of wielding a Halberd
Pundanti - Ability to create Holy Water and utilize it to speak to others of the same training across great distances
Tanter - Focusing of nearly a sixth sense to detect the presence of a change Soulless that has been able to pass as a Soulled
Inimul - A combination of Short Sword and Shield fighting that used to be utilized by Roman Soldiers
Cibera - A martial art style that encompasses the use of a rosary as a weapon
Timyne - Ability to heal through faith to a certain point; can reverse the chances of becoming a Soulless from time to time
Jerusalem: - A pilgrimage to Jerusalem is not cheep but this seems to add something. It does not matter the Church you follow, as long as you follow an ideal to make this trek. Those in Jerusalem look at you as if you are a cast out member of main stream religion. You are there for the greater good and like the Templar's of Old after Friday The 13th, this is where you go to learn what you need to know to protect your congregation. A more spiritual teaching, those here will learn some ancient world techniques of protecting one's self against the Soulless. (All religions welcome)
Classes:
Peer Related Clergy
Gentry Related Clergy
Upper Middle Class Clergy
Other Religious Clergy
Available Skills:
Hebrew - Language of the Jews (Required Skill - Includes reading and writing in traditional script - must chose between this language or one of the other languages here in the Jerusalem Skills List)
Arabic - Language of the Muslims and General Population of the Middle East (Required Skill - Includes reading and writing in traditional script - must chose between this language or one of the other languages here in the Jerusalem Skills List)
Egyptian - Language of the Egyptian (Required Skill - Includes reading and writing in traditional script; ancient hieroglyphics included - must chose between this language or one of the other languages here in the Jerusalem Skills List)
Abdullah - Ability to deal with extreme situations; stress, heat, cold, lack of water, lack of food, etc - with minimal effect for a period of time
Hoque - Shield/Sword Technique that when used can up the chances of blocking and harden ones constitution
Mekates - Ability to wield a chain in combat, when makes strong connection with an Soulless there is a chance of the chain will trap the Soulless and break off, leaving the wielder with the remaining to continuing fighting
Zaahir - A holy prayer that can have an area affect to Cargast and make them visable and susceptible to mortal weapons but there is a chance it will temporarily deafen anyone within the radius
Diyo - Short term small holy ground that can be cast to create a boundary where Soulless will not cross. Max 10 feet in diameter, lasts a max of 10 minutes
Yahiaway - Ability to wield ancient weapons of the Middle East that do not fall under basic sword techniques
Sefertit - Ability to bond with a chosen animal to speak with it on a basic level. (Must declare what species at character creation, only works on that one. Example - Horse will not work on a mule or a donkey.)
The Old World
Not everyone can afford to go half way across the world to train but everyone must learn how to survive. Those who treasure basic breath above riches and status, because their have neither really, travel not far from home and seek out those within their own continent. Traveling to one of only two places remaining that can provide them with knowledge of this new threat and how to battle it. (Not available to Clergy, Peer, or Gentry)
Scandinavia: - To the gods of old they speak and from them they learn. Cost is nothing but your mind and your heart must be open to not only the training but the harsh colds of the winters.
Classes:
Upper Middle Class
Lower Middle Class
Available Skills:
Norwegian - Local Language Of Norway (Required Skill - Includes reading and writing in traditional Nordic Runes)
Opri - Team Fighting with Shields to form a defensive stance against an oncoming horde
Cnut - Short Sword Fighting
Hrilf - Axe Fighting
Aerun - Bow Use
Kotkell - Blood Ritual to protect grounds and fertilize the land for better growth
Hadd - Ritual performed before sleep to induce dreams that may tell of past, current, or even future events
Abjan - Survival Skill that can utilized during extreme cold
Ingulf - Blood Ritual for Water Purification; works on anything from diseased water to salt water to make drinkable
Kadlin - Scandinavian based martial art that focuses on grappling techniques
Gislid - Natural Navigation even when the sky is covered by clouds or stars are masked by sunlight
Ireland: - If the Celts of old knew one thing, it was how to wage war. Survival above all costs and the cost is nothing here. As long as you show up and survive, that is all that matters.
Classes:
Lower Middle Class
Lower Class
Available Skills:
Gaelic - Local Language Of Ireland (Required Skill - Includes reading and writing in traditional Celtic Runes)
Suairt - Traditional Celtic Boxing
Aonghuis - Wrestling techniques that focus on the collar and the elbows of the person
Deasmhumhnach - Art of fighting utilizing a shillelagh
Shuibhne - Martial art techniques that utilizes the feet and kicks; aiming for shins, knees, and ankles
Duinn - Fighting using long swords and round shields
Mhic - Ability to carry heavy items for long amounts of time, utilized mainly for actually wearing older chainmail
Ruirac - Taking on a similar trait to a Celtic God (must specify trait at activation; added strength, endurance, mental capacity, etc.)
Lorcain - Unearthing ancient Celtic sacred sites and reactivating them as a holy field that is protected against Cargast
Riada - Banshee like scream that can stun the Soulless for a few moments; area effect
Maolain - Calling of a mist for cover; usually used when trying to escape a hoard that is too large to fight
New Age
These areas differ from the rest. They are new comers to the table and have not been known to the rest of the world, even though they have existed through out the world for sometime. (In fact many of the New Age Groups are some of the oldest skill sets in the world.) They have been close kept secrets in their lands and are not widely known. In fact, very few inside these nations borders even know they exist. Closely guarded secrets. The Graveolase is aware of them, some of them have been trying for ages to become members of the council but they have been refused. Each one has their own set of rules that differ from the rest. So tread carefully.
*Special Note: Please note that all skills under New Age differ from the the Classic 8. You cannot go to these nations and learn them. Each set has it's own specific rules and regulations on who can learn, who can be taught, how many skills they can have, what skills they can acquire, and so forth - so check carefully and read all the fine print for the area you are interested in before beginning.
Russia: - Land of Ice and Mystery, a largely forest region that stretches from the arctic and south, one side of a continent to the other. It has been nearly completely cut off from the rest of the world for centuries and very little is known about the Nation. To be part of the Russian Skill Set - you must be part of the Circus and will be governed by myself.
Requirements:
All skill holders born within this system must be part of the Traveling Circus of Russia
PM me in a joint PM to work out details
Skills are learned quickly in comparison to the classic 8
Each skill takes 6 months to learn the basics but it is not mastered
The longer one knows the skill the stronger is becomes
Characters born within the Russian skill set and raised within this New Age System may take the classic 6 starter skills, and 1 additional per decade of life within the system until Max of 11
Once a character reaches 50 their physical skills start to deteriorate
Once a character reaches 70 their mental skills start to deteriorate
All character ages for this group must be rolled by LLA.
Random age will be between 16 and 75 years of age.
If you chose this skill set to be born within, it is set and you may not change your character to another skill set just because you do not like the age.
If you try to change the skill set, or decide not to finish the character and RP them you are banned from this RP and blacklisted
Skill System can be taught to others who have already learned one of the Classic 8.
Your character if born outside of the system cannot request to learn, they must be chosen by an active PC born into the system
You must train for six months (logging at least 120 hours Rp time dedicated to the skill under the tutelage of a character born into the New Age System)
Those wishing to learn these skills who are part of the Classic 8 will just have to wait and see if they are chosen.
Classes:
Peer
Gentry
Upper Middle Class
Lower Middle Class
Lower Class
Clergy
Available Skills:
Rusyn - The Language Of The Ruska Roma. (Required Skill - Includes reading and writing traditional Slavic Alphabet)
Ostanavlivat'sya - The ability to sever the soul from the body to stop changing
Tretiy Glaz - An ability that gives a person a sixth sense into the future and know things that will happen before they do. Unpredictable and random, it can occur at any moment without warning. (Cannot be used a called action, it is random by LLA - so do not post for trying to activate it. It has horrible consequences if you do!)
Chteniye Dushi - Soul reading, it allows the person to look into the eyes of another and find what strengths and weaknesses lie within them, as well as secrets that they may posses or recent changes to their purity.
Vyzov - The ability to call in a flock of birds for defense
Smert' - A soul casting from one person to a Yagababa to sever her from her mortar
Tatushka - A Bard like enhancement skill that can be used in conjunction with all other physical called action skills without penalty. It increases both speed and accuracy. When used while in conjunction with another physical skill, there is a bonus to the singer and a bonded Mamushka. You may not have this skill and Mamushka. It is one or the other. Now, if the PC stops all other physical and mental actions, they may focus their Tatushka on their bonded Mamushka Dancer to give the Dancer double the bonus to their rolls. There can only be 1 bonded pair at a time to each other. A Mamushka cannot draw a bonus off a Tatushka that they are not bonded to. Bonds can change but take time and previous bond must be severed before hand. (1 month change over for base line, bond becomes stronger over years and decades.)
Mamushka - A Russian stylized knife throwing dance fighting technique. This dance is agile and deadly, utilizing Russian dance techniques and short blade fighting: we are talking break dance fighting to a whole new level. (Both aerial and hand knife and martial art techniques) - While some within the family know the dance as a dance, it being used as an actual combat technique is a closely guarded Circus secret. Can be used with a paired Tatushka, refer to Tatushka for details. Cannot take this skill with Tatushka, it is one or the other.
Animal Handling Skills: Can Chose 1 and only one of the below skills in a life time unless pre approved by the GM before Cs is submitted. All animals must be indigenous species of Russia in the 1820's. To have skill you must have an animal that was raised for the skill and has bonded with the handler. The animal will not do anything it doesn't want to with anyone it is not bonded to. Animals are bonded with 2 handlers but only it's breeder and whom they are sold to or assigned to. Bonding for Large Animals and Horses takes a minimal of 1 year after learning the base skill. Small/Medium animals takes 6 weeks after learning the base skill.)
Zverey - This skill covers Big Cats, Bears, and Wolves only. It involves training and controlling to a certain point. They can be taught basic commands just like dogs. Animals such as these will always be wild and have a chance to turn on their handler without notice.
Polvelitel' - This skill covers ferret's, mouse (which includes hamster during this era), and fox only. It involves training and controlling to a certain point. They can be taught basic commands just like you would a dog. Animals such as these will always be wild and a chance to turn on their handler without notice or to just run away.
Brivaldi - Russian Trick Horse Riding, able to perform various called actions while on horse back without being hindered.
Tizirovat' - This is a skill that gives the PC the power of suggestion, deep seeding the idea into a persons mind to get them to see your point of view. It is not skill that makes a person do what you say right out but it compels them to follow through with the suggestion. (These are not the droids you are looking for) - There is always a chance they will resist it but it is very difficult. (If resisted the target turns hostile.)
Krasnoye - This is our game equivalent of a healing spell. It heals physical issues only. Such as broken bones, stab wounds, and so forth. Does not heal illnesses such as Consumption or Plague. As a new skill it can heal a skinned knee, and grows stronger to heal up to severe stab wounds or broken bones over time. A long term master of the skill can heal the worst falls from a trapeze to the point the person is back up in the Big Top the next day performing as if it never happened. (Healing is a called action and rolled for by LLA to determine amount of healing)
Fal'shbort - This skill is a passive skill that does not call for a Called Action or a roll. (Just remind the GM if you get injured and you have this skill that you have this bonus.) - It gives a bonus to taking blunt force trauma and endurance of extreme conditions. (A bonus to a characters constitution if you will.) - You are tougher, stronger, more Russian!
Gologramma - This skill is utilized by your "illusionists", a skill that allows a person to Astral project in the physical world. Creating a near perfect replica of themselves that exists somewhere between the astral and physical world but that can been seen as a solid object in both planes. It will perform a base physical action in the physical world (minus speaking) - such as knife throwing, walking, opening a door. You cannot see through it's eyes, or hear what it hears. (It does not see or hear) - If it takes damage, the projection stops and it automatically dropped. It cannot fight for you and can do no damage to any flesh being. (Such as human or flesh Soulless such as Ryne or Hraew.) - It can however be utilized to fight Golgravtiz: damage done to the Gologramma by a Golgravtiz transfers to the PC casting as well.
Germany: - A land of legends, myths, and folklore. A rich and dark history that brings of visions of harsh conditions, dark forests, and a touch of irony. It was less than twenty years ago that the two brothers by the name of Grimm published a collection of German Fairy Tales but where did they get their stories from? Where were their monsters dreamed up? Well every fiction has a grain of truth and their tales hold more than a hint of it. Maps to help determine birth place - The Roman Empire 1790s & German Confederation 1815 (Basically Germans will need both - one for around the time they were born, the Roman Empire and the other for the time of the Rp, German Confederate)
Requirements:
All skill holders born within this system must be part of the Thervingi Blood Line
The blood line is long and ancient but very rare
Just because someone is part of the blood line, it does not mean they are trained
Most that are in the blood line are not even aware of it
Only characters born to the blood line may have any of its skills
It cannot be taught to anyone outside of the bloodline
Those who present cannot learn any skills outside of this skill set, not even Russian skills
Gothic Language must be taken as required skill, does not count against other skill totals
This skill set has 3 Categories of skills
Widuwo
Required skill type
This is a skill that the character is born with
It presents when the character is between the ages of 8 and 12
You only get to have one of these
It is RANDOMLY CHOSEN BY LLA and assigned to the character
Once your Widuwo is chosen by LLA you may not change skill sets
If you try to change the skill set, or decide not to finish the character and RP them you are banned from this RP and blacklisted
Thiuda
This is a skill that your character is born with as well but they must be trained to be able to bring forth
Required skill type
Must be trained by a mentor who has mastered the skill
You may only pick 1 out of the list
Laiktjo
These are the rest of the general trained skills they have learned since their Widuwo Skill presented
Up to 4 of these may be chosen
Each character is taken from their home/family between the age of 8 & 12 to be trained by a mentor that sought them out after their Widuwo presented itself
The mentor that takes the child is a master of that child's Thiuda
On of your NPC relations must be with your mentor
Most families are glad to be rid of the child for even though one parent would have to be a part of the blood line, they never presented with a skill and therefor never knew about it
They are considered cursed in Germany if they present with such abilities.
Training finished 12 years after their mentor finds them
At that time they usually leave their master and set out on their own to hunt Soulless
Between the age of 30 and 50 is usually when they will feel a pull to a child that has presented their Widuwo and is of the same Thiuda
Not every trained becomes a mentor
Those that mentor only have 1 trainee in their life
No one is currently allowed to start off being mentored or in the middle of mentoring another.
All characters must be slightly "mad" (unhinged, crazy, weird, off, odd, mad, mentally unstable, so forth) in some way mentally
You presented suddenly with a skill that made you cursed in the eyes of your family and an outcast. Then someone shows up that is off their rocker to take you away from home and train you for 12 years. You don't have a choice in the matter. So you spend years with a "Mad Hatter" training and hunting Soulless.... Yeah, that would leave anyone slightly mad.
All characters are funded with a yearly allowance from the Crown of Prussia since the 1500's.
Equivalent of 75£ annually
Given once every 12 years in bulk
Must report to Frankfurt for census proof.
First payment goes to mentor
2nd payment and there after goes directly to character once every 12 years on December 3rd.
Government acknowledges their existence
Allowance payments are simpler than fear from having them trying to work within society due to "cursed" fears from those within German borders.
Crown does not want them as members of the Council, would be validity to them
Their too "mad" to care either way.
Due to late entry into the RP and separation from others, German characters only start the Rp with relations from their back story and do not come into game knowing any of the other PC's
They will know the name of other Germans due to census for allowance but they will not have ever met
Classes:
Peer
Gentry
Upper Middle Class
Lower Middle Class
Lower Class
Available Skills:
Gothic - Language of the Thevingi (Required Skill - Includes reading and writing the Gothic Alphabet)
Widuwo: - Required Skill Type- Only 1 allowed, chosen randomly by LLA
Nadrs - The ability to speak with animals. While many skills similar to this only allow a person to get one word answers and such, this will allow the person to conduct full out conversations with any animal. (Note, Gm controls the animal unless the animal is part of the bonded like animals in the Russian Circus to a currently active PC.) - The skill is passive. Must actually be close enough to talk to the animal and all conversations our out loud. (The PC speaks as they normally would, the animal replies in their mind and ears, others do not hear it. Hello Dr. Dolittle.)
Handus - Where the stories of werewolves were born. The Handus is the innate ability to change into the form of a wolf. (Look is randomly determined if the skill is obtained and cannot be changed) The person shifts, as does everything on them, into a wolf. They retain their intelligence but cannot speak and the like, also they cannot be spoken by someone using a Nadrs or similar skill. Lasts as long as they wish or until they are unconscious. Longer they remain, the more feral they become. Can become lost in the form permanently.
Boka - The ability to control plants. You can make them move, walk, grow to a certain extent, wrap vines around things, lower branches, uproot trees to block paths. May control up to four plants at once of moderate or small size, or 1 large. Once this ability is used on a plant, it remains in its last position and does NOT return to normal until the Boka has it do so. All movements are mental and must be within the line of sight.
Wida - The ability to travel from one place to another within one hundred meters, must be within the line of sight. The person only needs to spot where they want to go, blink, and when their eyes open they are there. They may take 1 creature with them when they do. (Size does not matter, it is the spirit that is counted.) If they attempt more than one, it will either not succeed or... you really don't want to know. Just don't try it with more than one.
Kielkropf - A fairy, Tinkerbell. Yup, the person becomes a pint sized pixie measuring not taller than six inches, no smaller than two. Wings, and all. No fairy dust sorry but you can fly up to a km. You still have your possessions. Cannot carry more than 3 ounces additional weight. Lasts as long as needed or until the user is rendered unconscious. Try not to be in a small cage if you pass out in this form, waking up will be painful.
Thiuda: Required Skill Type - Only allowed to chose one
Haubith - The ability to remove a large bone from someone that has died and carve it into a rudimentary flute that the user can play. When played, the flute will sing and give a detailed story of their death. Flute turns to dust after being played. (Only one flute can be made from a person, cannot be used on Soulless bones)
Gramol - Bring your stories to life. This skill is multifaceted. It starts by being able to bond with a journal and quill. When these two are used together, one can draw a scene or write out a story and it come to life. (Example: Germany writes: The ceiling shook slightly before giving away and starting to fall in. What happens: The ceiling suddenly starts caving in.) Can only affect inanimate objects. The more complicated the effect, the less chance of it working and higher chance of something going horribly wrong. (Be careful what you draw, the journal is like a Genie, it is fickle and things may not work out how you intended)
Sarwa - The ability to bond with a single weapon at a time to where it returns to you when motioned for with a single hand gesture. Weapon must be within fifty feet of the person and within ones line of sight. Always returns, small chance of it returning dangerous end first.
Fliugan - Similar to the Russian skill Vyzov. The ability to summon a murder of crows to defend you. In addition to defense, the murder can grasp you alone and fly you up to 100 feet in any direction before dropping you off as safely as possible. Can only be used once a day.
Laiktjo: - Up to four may be chosen from this list
Fechtbucher - Form of combat that utilizes Harjis (similar to a pitchfork or trident, two prongs that are not barbed - pair of tines just below the fork run parallel or slightly flared before the pole itself) or Messer (single-edged sword with a knife-like hilt construction that the blade length of 24-33 inches) and shield combined. (Must chose either Harjis or Messer/Shield at character creation)
Atgiljus - Combat style that is focused on the ability to wield a Flail (Long or short) or a Mace. One and two handed skills, as well as with and without a shield. (Must chose Flail or Mace at character creation.)
Agan - Fearless in battle situations against Soulless. Near berserk like fearlessness where consequences do NOT come into play. Skill that activates automatically anytime the character engages in combat. Bonuses are given to reaction, strength, and constitution when in battle. (Note, once someone with Agan is in battle they do not think and rolls must be made to not put their own lives or the the lives of others in serious jeopardy just to win.)
Steigan - This skill gives the person a second sense when it comes to climbing, enabling them to climb using ropes or free as well as repelling down. This is for them and them alone, if they attempt to carry another it becomes a disaster show.
Raips - One is able to create magic beans. These beans, when kissed and then thrown will turn any liquid surface to ice on contact. The ice will be several inches deep and spread out over the surface for a circular area up to fifty feet in diameter. If it is in the center of a larger body of water, it will create a spherical dish of ice that will withstand up to 300lbs of weight before cracking. Will melt as ice would normally in the conditions in which it was used. (Takes 3-6 hours to create a single bean and require very rare materials found only within German borders, creators are very protective of their beans.)
Waian - Multiple faceted skill/ability. First, one is able to "bond" with a smoking pipe. Once they are, anything they smoke from it they can use to create dense fogs or high winds (one or the other, not both at the same time) that are up to 30knots over an area the shape of a dome around them with a radius of 50 meters. Fogs sustain for ten minutes, winds for 20 seconds.
Smoyler - Time to get your Jackie Chan on. (Yeah I know, wrong country) Anyway, a parkour based fighting style that utilizes using your surroundings to your advantage and unnatural inanimate objects (chair, drapes, picture frame, horse shoe, so forth) as strategic weapons.
Ringen - Grappling based Martial Art of throws and submission techniques: may chose one and only one specialty from below
Kampfringen - Punches, joint-locks, elbow strikes, chokeholds, headbutts and (to a limited extent) kicks are added into the list of grappling techniques
Am Schwert - Being able to use in conjunction with armed combat specialized skills
Rossfecten - Being able to use while mounted, similar to trick riding but more painful
La Canela: - While many might cross the sea in search of the Great city of Gold El Dorado, the greatest city to find is that of La Canela. A city never seen accept by those who have found it in their own ways. People of the sea, the true Pirates for they have found the greatest treasure one could ever hope for. Escape from Davy Jones Locker.
Requirements:
Your dead.
That's right, your character is dead and might as well be considered a Soulless.
The character had to die in one of the 7 Seas while over dark waters.
Your character does have a soul.
Character did not want to die but did not want to go back to the life they knew.
Washes up on the shores of La Canela. Miraculously healed. Seemingly fully alive.
Character continues to age like one normally would, consider this a second life and begin anew.
They can die again in any normal fashion, this is not immortality.
They could have been trained before in one of the classic 8 but those skills are now gone.
Everything from their past life is a distant memory they want nothing to do with.
These people do not enjoy being on land. They will bitch and moan and push until they are back on the sea.
Must travel back to La Canela every 5 years.
Required to pay tribute to the city
If they do not, they are hunted down and killed.
There are no past life relations.
Once your character died, all previous life ties are broken.
All La Canela know of each other.
All starting relations must be those on your ship.
Training takes time
They are assigned a ship and a captain on arrival.
Each character starts off with 5 skills of your choosing.
More can be earned through RP. Up to Lady A.
Cannot learn the skills of the Russians.
Classes:
Peer
Gentry
Upper Middle Class
Lower Middle Class
Lower Class
Clergy
Available Skills:
Omagua - The Language Of The Cambeba (Required Skill - Includes reading and knotting - writing is done by rope and formed with different knots for each letter.)
Black Spot - A warning of impending doom. A dark spot will appear in the field of vision, it is a warning that either death or something just as bad is just around the corner. What is aout to happen isn't known but something wicked this way is coming. (This is a passive skill and cannot be called on into action. It is random and determined by LLA when it shows up.)
Buried Treasure - This is not to be taken literally. This skill may be called on when it seems like there are no good options. It is a lightbulb skill. A character can be presented an issue, either their own or anothers, and on a successful roll they will have an ~idea~. One that will help direct their course to the end game. What that end game is they do not know and it may not be what people have in mind but it helps move you closer to X marks the spot. Only to be used rarely. LLA rolls and the number that comes up is the amount of times it can be used EVER - once you use those times up, it is gone and cannot be used every again.
Familiar Feline - Cats, how the sea seafarers love felines. Especially black polydactyl cats. These cats share a connection with their owner. Mind you they do not speak to one another but they are connected. It knows what it's master wants, can retrieve or deliver small items for them that are close by, kill rodents, called to defend in small ways, and actually bring about better luck for them. They know when something is coming usually before other do and are used to a second set of eyes. The cat is always black, always has extra toes, and is an excellent climber.
The Code - When dealing with others of La Canela they work together. When dealing with other seafarers they have an uncanny way of getting what they want. Able to have a strong influence over other people of the sea, be it fisherman, sailors, or pirates. Passage, information, or turning and looking the other direction, chances are they will get what they want from this person.
Blade of The Sea - Does it have a hilt? Is its blade longer than 24 inches? Does it have a sharp edge? Then yes, a La Canela can wield it and with flair. Fighting with a sword is a specialty, it doesn't matter the type of sword. you pick it up and you know how to use it. You stick them with the pointy end!
Dirk - Does it have a hilt? Is its blade shorter than 12 inches? Then yes, a La Canela can wield it and with flair. Sound familiar? It should. Just because the blade is shorter doesn't mean it is any less deadly and in fact perhaps even more so because you can also easily hide it and throw it with accuracy.
Boarding Axe - An axe has many uses. From splitting wood, to helping break away things caught on fire, to fighting, and throwing. It is a back up, a secondary weapon that can be used when times get tough. (You must either have Dirk or Blade of the Sea Skill with this one. You need not wield both at the same time but must have one of the other two to be able to learn this skill.)
Cannon - You know how to load, pack, aim, operate, and upkeep a cannon.
Black Powder - You know how to work firearms and make the black powder needed to fuel their deadly actions.
The Sails - If it is on a boat, you know it. How to operate it, how to repair it, how to hoist the sail and tend to the mast.
Fins - You have heard of swimming? You ain't seen nothing like this. You can swim as if you had fins. You are not drug down by up to your weight in cargo or person. You can skim across the surface and not reduce speed. Tearing through the waters at up to 20 knots. You can dive to depths of 15 fathoms.
Gills - Air? Who needs it. You can breath under water, at least for a time. You can stay under water for up to 30 minutes before needing to come up for air.
True North - What do you mean you got lost? North is that way! You always know what way is north and can guide yourself by the stars. And no matter where you are, you know the direction of La Canela, you will always be able to find your way home.
General Skills
*These general skills are just a small example of what you could possibly chose. Keep in mind your characters history, status, availability to funds when composing your list; keep them within the scope of your character. Remember, no skills from above may be used in general skills nor any new variation of them. If they are too far fetched they will be edited out as per the discretion of the GM; if in doubt PM the GM.
Court Etiquette
Ballroom Dancing
Horseback Riding
Pistol
Dueling
Languages (Outside of Native Tongue or Learned Nation Training - Each Language takes up a new slot)
Reading (Most Lower Class do not know how to read, if you are lower class and wish to read you must have this skill for your native tongue.)
Bribing
Deception
Disguise
Breaking and Entering
Lock Picks
Pick Pocketing
Seduction (Court)
Seduction (Street)
Forgery
Sculpture
Swimming (Most people cannot swim, so if you wish your character to swim they must have this skill)
Carriage Driving
Leadership
House (Ability to run a house - may be taken by Female only)
Cooking
Sewing
Sketching
Instrument (Be specific)
Singing
City Knowledge (You know where most things in the city are or can be found - Be specific of which city)
Country Knowledge (You know how to get from point A to point B between cities - Be specific which Country)
Masonry
Smithing (Be Specific to Material or Job)
Heraldry
History (Be Specific)
Linguistics (Be Specific to Major Language Root)
Culture Knowledge (Be Specific to which Culture)
Class Knowledge (Be Specific to Class outside of birth class)
Diplomacy
Negotiations
Glossary And Guides
The 1800's were a time caught between times and such there is a bit of the old and the new mixed together. Customs and words can be very different than they are now, or at least they can be used in ways one would not suspect or get the full grasp of at surface glance. Combined this with this world of Soulless creates the need for a crash course; both in certain words, knowledge's, and locations. If something pops up into the RP you do not understand or can't google, just let me know. This though should give you a good start to be used in conjunction with the rest of the information provided.
Regency Terms: Link to website of useful Regency Era terms How to Speak: Link to website about certain phrases used during this time period Rules and Etiquette: Link to various rules and etiquette in place during this time period (though hardly all inclusive) Regency Colours: Link to website describing and showing those unique colors often found in the descriptions of Recency Era Novels Regency Marriage: Link to website about the legalities needed for marriage in Regency England Ranks: Link to website about military ranks
Soulless: A term for the undead or supernatural Pnuema: Soul of a person Atman: Another word for soul or pnuema Presence's Guards: A ward created to keep Cargast at bay, a spiritual fence Graveolase: Specially trained educators of myth and legend; founders of modern day techniques to protect one's residences from invasion of the Soulless Flitwick Manor: Location of the last great slaughter where all three types of Soulless worked together to over take a single location Ton: Referring to the high society of Britain: fashion, etiquette, manners, social customs, and many other aspects of social life are all dictated by the ton White's: Gentleman's club situated in St James's Street, London; highly selective Almack's: King Street, St. James, in London; mixed social club that was mostly known for it's events in which people would seek out others during the Season for marriage arrangements The Season: The annual period when it is customary for members of a social elite of society to hold debutante balls, dinner parties and large charity events. It was also the appropriate time to be resident in the city rather than in the country, in order to attend such events. Starting around March and running through late June Hyde Park: Large park in London that is the in place to be seen during the morning and early afternoon hours Bath: The only hot mineral springs in England, a vacation spot for the wealthy, known for its healing attributes Special License: A license for marriage that could be purchased from the Archbishop of Canterbury that would allow people to forgo the usual requirements of marriage The Banns: Notifications in the papers that a marriage is to take place between two people so that objections can be made if needed Gretna Green: Are in Scotland just over the border where many couples would elope to marry; no real requirements for the marriage to take place and underage could marry without the consent of their parents Jericho's Barricade: The largest protection wall built during this time, it surrounds London thirty feet high and twenty feet deep. There is only one gate into and out of the city Pentatone Box: A specially crafted chest made of Alderwood and carved with runes. The only way to hold Cargast until it can be purified Bluestocking: A girl or woman with an unfashionable interest in intellectual and literary pursuits, often with a scientific bent
Character Sheet
Please, make sure you have actually read the rules for this RP before you even attempt to fill this out. Seriously, read. And, before I forget - NO PREDONE COUPLES! (Seriously, it ruins shit. Remember while romance is welcome it is not the main reason of this RP. If you want to ship your character it has to be done organically and in the RP over time. If you pull a "we just met today and they are now madly in love and will die for each other" - You will.)
This CS must be filled out as specified in the rules and the explanations in the CS code itself. Do not submit a WIP to me. Remember, please do not reuse a character you have used before for this RP. (I do love to lurk in people's character sheet topic and other Rps. >.>) - Character Images are not required but are encouraged. (In place, please make sure to do further in detail in the appearance section of the CS) - Age Calculator - RP Starting Date is March 21st, 1823
Please pay close attention to the instructions to the CS itself, it holds instructions in how to fill in certain sections. You may only play a Human, you may not RP a Soulless.
Special Note!!! - Those of you in other Lady A Rps - You may create a character for this that would be the ancestor of your character in them!!! (Now, isn't that a hell of a tie in!) ~Note: Do not make the character a direct ancestor, just in case they die you don't want your character in my other rps to *poof* if you get my drift.~
[hider] [hr.][hr.][h1][b][i][color=6ecff6][center]Character's First And Last Name[/center][/color][/i][/b][/h1] [center][img]Character Image[/img][/center] [hr.][hr.][h3][b][i][color=6ecff6][center]Character Summary[/center][/color][/i][/b][/h3] [b][color=6ecff6]Name:[/color][/b] (Full Name) [b][color=6ecff6]Social Class:[/color][/b] [b][color=6ecff6]Age:[/color][/b] Remember between the ages of 18 & 70 [b][color=6ecff6]Birthday:[/color][/b] Month-Day, Year (Starting day of the RP is March 21st, 1823) [b][color=6ecff6]Nationality:[/color][/b] (Remember this is 1800's England, so keep it realistic) [b][color=6ecff6]Birth Place:[/color][/b] [b][color=6ecff6]Residence:[/color][/b] (Main place of living currently) [b][color=6ecff6]Gender:[/color][/b] [b][color=6ecff6]Education:[/color][/b] (Remember, degrees and attending a university or even a school is for male characters ONLY. Female character if of high birth will have private tutors only. Consult GM for questions) [b][color=6ecff6]Income Source:[/color][/b] (Occupation, titled, investments, inheritance, allowance, etc.) [b][color=6ecff6]Native Language:[/color][/b] Max 1 (Remember female literacy rates were under 50% in this time period and the lower class almost never knew how to read or write. Other languages may be added under General Skills. Location Based Training Language goes with the Training Skills.)
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=6ecff6][center]Appearance[/center][/color][/i][/b][/h3] [b][color=6ecff6]Height:[/color][/b] [b][color=6ecff6]Weight:[/color][/b] [b][color=6ecff6]Build:[/color][/b] [b][color=6ecff6]Eyes:[/color][/b] (Color and Shape) [b][color=6ecff6]Hair:[/color][/b] (Color, texture, length) [b][color=6ecff6]Skin Tone:[/color][/b] [b][color=6ecff6]Tattoos/Scars/Piercings:[/color][/b] [b][color=6ecff6]Personal Style:[/color][/b] (Now remember this is the 1820's in England, keep with that in your clothing descriptions - preferred colors, accessories, and the like.)
[b][color=6ecff6]Sexuality:[/color][/b] (What your characters true sexuality is, even though they may not be aware of it. This is set in stone when submitted, and a character deemed 1 sexuality may not flip to be attracted to something else later on) [b][color=6ecff6]Relationship Status:[/color][/b] (Remember if you place Married, Engaged, Dating - no Rper may play your significant other - They will be a Non-playable NPC that is only referenced) [b][color=6ecff6]Personality:[/color][/b] (Minimal of 2 paragraphs that tells us how the characters mind works. Take time with this, it will help you better understand your own character. Characters will be expected to keep to it.) [b][color=6ecff6]Habits:[/color][/b] Minimal 2 [b][color=6ecff6]Hobbies:[/color][/b] At least 1 [b][color=6ecff6]Fears:[/color][/b] 3 real fears that make your character unhinged (You will be expected to play to these fears. They will be noted by the Gm and used against you ~grins~) - May not include death, infection, haunting [list][*] [*] [*][/list] [b][color=6ecff6]Likes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*][/list] [b][color=6ecff6]Dislikes:[/color][/b] 6 minimal [list][*] [*] [*] [*] [*] [*][/list]
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=6ecff6][center]Cards On The Table[/center][/color][/i][/b][/h3] [b][color=6ecff6]General Skills:[/color][/b] Max 12 - History must reflect these knowledge's - Once again, it is the 1820's: Skills must reflect the time and theme of the RP. Basic knowledge's of the supernatural will be known by all as just part of growing up and surviving. [list][*] [*] [*] [*] [*] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=6ecff6]Trained Skills:[/color][/b] Max 6 From Your Chosen Location. Remember you may only chose from the skills listed under that specific location and may not mix and match. One Language is required, it may not be left out. [list][*] Language - [*] [*] [*] [*] [*] [/list] [b][color=6ecff6]What Is On Your Person:[/color][/b] This includes your clothing, jewelry, your wallet, your id, your keys; cash, papers and tobacco, pipe, matches, weapons you may carry, shoes, purse, bag, canteen, walking stick, and so forth. If it is not listed you are not carrying it. Keep it within the spectrum of the RP. Limited to spots provided. [list][*] Clothing - [*] [*] [*] [*] [*] [*] [*] [*] [*] [/list] [b][color=6ecff6]Residence:[/color][/b] This is your stash basically - all your items that are not on you at all times. General things need not be listed like a bed, blanket and so forth. Somethings are just a given. But things like Weapons stash, books, files on people, books, special mementos, and so forth are something that need to be listed out and very detailed. Make sure to know that this will be updated through out the RP - Bullets get used, weapons get lost, ropes break. Again, keep this grounded in reality. You won't have an arsenal! Bare bones to start folks and keep it with your profession and what your income would have been. Not everyone is going to have money... Limited to spots provided. [list][*] [*] [*] [*] [*] [*] [*] [*] [*] [*] [*] This spot is for an animal only [/list]
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=6ecff6][center]History[/center][/color][/i][/b][/h3] [b][color=6ecff6]Family History:[/color][/b] Minimal of 2 detailed paragraphs about your families history. (Mother, father, siblings, relatives, events that brought them to the status they currently are, etc.)
[b][color=6ecff6]Your personal life:[/color][/b] Minimal of 3 detailed paragraphs about your characters life up until this point.
[b][color=6ecff6]What you want for your life:[/color][/b] Minimal of 1 detailed paragraph about your characters life goals. (This is beyond just surviving and not becoming part of the Soulless. Marriage? Family? Independence?)
[hr.][center][img]Character Image[/img][/center][hr.][h3][b][i][color=6ecff6][center]Extras[/center][/color][/i][/b][/h3] [b][color=6ecff6]Character Quote(s):[/color][/b] Something they say a lot or live by [b][color=6ecff6]Theme Song:[/color][/b] What would be playing when they walk up if we were in a movie? [b][color=6ecff6]Anything Else:[/color][/b] (Read the rules and check for what you are supposed to put here before submitting - Seriously read. Even you, yeah you that has been in every one of my Rp's - you will want to read this again. That's a hint!)
[sub][color=ed1c24]*By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.[/color][/sub][/hider]
Relation/Clue Sheet & Header
*If you solve a mystery - Submit your answer and how you came to it to the GM via PM!!!
This sheet is required to begin.
You must have a relation worked out for every one mentioned in your CS as your NPC Relations. You must also have at least 2 relations done between your fellow Rpers before you will be allowed to begin. PM your fellow approved Rpers to work out details. (Future required submission/update times will be given in the OOC as needed.) - Take notes, use this as your tool. Remember, even though your character might not have a clue, this sheet is of dual nature. Relations are for your character with other characters. Clues are what you are spotting in anything I put out there or have others place in their posts. So look for patterns, hints, and more. You could find them in IC, the CS's, here in the original OOC post. You never know when I might drop a hint.
If you are confused by something, ask me. The worst you will get from me is - No Spoilers. The best might be the clarification you need to solve a mystery!
Remember, this is a Mystery RP. You are trying to solve the mysteries. Each mystery leads to another. There are rewards granted for sticking it out and surviving each chapter of the RP. Those that solve the mysteries get even more. These can be anything from additional skills granted, to special abilities, artifacts for your characters that can come into play, and even up to a Get Out Of Death Roll Free Card to be used in any of my Rps! (Wouldn't it be nice to give LLA the finger and say "Not today Satan!"?)
[hider] [hr.][hr.] [h1][center][b][i][color=2956b2]The Notebook[/color][/i][/b][/center][/h1][hr.][h2][center][b][i][color=???]Character Name[/color][/i][/b][/center][/h2][center][img]Character Image[/img][/center][center][i][color=???]"Character Quote"[/color][/i][/center][hr.][hr.][center]⟢ 🎆Respects ⟡ 🌓Neutral ⟡ 👋Acquaintance ⟡ 🙇It's Complicated ⟣ ⟢ 💛Friend ⟡ 💙Good Friends ⟡ 💜Best Friends ⟡ ❣️Ex-Friends ⟡ 😈Frienemy ⟣ ⟢ 💘Infatuation ⟡ 💓Loves ⟡ 💗Couple ⟡ 💕Basically Family ⟡ 💞Family ⟡ 💔Ex-Lovers ⟣ ⟢ ♨️Tense ⟡ 💀Dislikes ⟡ 😡Hates ⟡ 👿Enemy ⟡ 👹Absolutely Loathes ⟣[/center][hr.][hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center]Symbol [b][color=???]Characters Name[/color][/b] Symbol [i]"Overall Thoughts On The Character"[/i][/center] Relation Details [hr.] [center][b][color=2956b2]Suspicious Things[/color][/b][/center] [list] [*] [*] [*] [*] [*] [/list] [hr.] [center][b][color=2956b2]Other Clues Or Points Of Interest[/color][/b][/center] [list] [*] [*] [*] [*] [*] [/list][hr.][/hider]
Header: *Headers must be used at the top of each IC post.
[hr.][hr.][center][h1][b][i][color=personal character color code]Characters First and Last Name[/color][/i][/b][/h1][img]Character Image Optional[/img][/center][hr.][hr.][center][b]Location:[/b] Current location in RP [b]Skills:[/b] Any skills currently being used that either need or have had rolls made for[/center][hr.]
Sound Track
Kamelot - The Human Stain (Opening Theme)
Social Distortion - When Angels Sing (Millicents Theme)
Musical Basics - Fires Of A Revolution (Jaquess Theme)
MUSE - Knights of Cydonia (Nathans Theme)
Vintage Jazz Cage The Elephant Cover ft. Joey Cook - Ain't No Rest For The Wicked (Maeves Theme)
The White Stripes - Seven Nation Army (Thalkens Theme)
Vaults - One Day I'll Fly Away (Elizavetas Theme)
Saliva - Ladies And Gentlemen (Vladimirs Theme)
Kamelot - Sacrimony (Battle At Almacks Pt. 1)
Kamelot - My Confession (Battle At Almacks Pt. 2)
Kamelot - Veil Of Elysium (Battle At Almacks Pt. 3)
The Tenor's - Who Wants To Live forever (Battle At Almacks Pt. 4)
Marilyn Manson & Emily Browning - Sweet Dreams Remix (Enter Stage Left)
Within Temptation - What Have You Done Now (Wyndham Manor)
Poets Of The Fall - Carnival Of Rust (Enter Stage Left, Pt 2)
The Witcher 3: Hearts Of Stone - You're Immortal (Constantins Theme)
Within Temptation - All I Need
Faith Marie - Antidote
David Usher - Black Black Heart (New Day, March 22nd)
Hall And Oates - Man Eater (Francescas Theme)
College Humor - Downton Funk (Sallys Theme)
Magnum - Storytellers Night (Ludwigs Theme)
BB BRUNES - Coups et Blessures (Colettes Theme)
Lindsey Stirling - Shadows (Williams Theme)
Quick Note
Many of the images and background for this RP are based in factual history and established lores. Having said that, please remember this is not the world as you know it. Things have been changed and adapted to what works best for the RP. Only what is listed and spoken about by the GM is allowed in the RP, all others are void. So clear your mind of everything you think you know. Why? Because I know debates will arise over such matters but in the end you must remember the first rule of this RP - Gm is Goddess. So before the debates arise, put them to bed.
Name: Virginia Margaret Crypt Social Class: Peers Age: 25 Birthday: October 9th, 1797 Nationality: British Birth Place: London Townhouse of the Crypt Family Residence: Wenwynith Manor, Dartford, Kent, England Gender: Female Education: Private Tutors Income Source: Titled & Investments Native Language: English (reads/writes)
Appearance
Height: 5'6" Weight: 120 pounds Build: Bony Eyes: Blue-grey, sleepy circles in shape Hair: Light brown, soft, hangs a few inches below her shoulder Skin Tone: Pale Tattoos/Scars/Piercings: None Personal Style: Virginia, as a rule, only wears three colors; black, periwinkle, and a soft blue. She generally wears long yet loose dresses, usually with slightly puffed sleeves at the top. She wears white gloves and carries a black parasol with her, and her hat always matches the color scheme of her dress. Her shoes never have too much of a heel to them, and are incredibly sturdy. She wears an opal necklace as well.
Sexuality: Bisexual (Aware but closeted) Relationship Status: Single - Currently not entertaining suitors Personality: Being a Crypt, Virginia has always been a bit of an oddball. Raised with the social rules and decorum of the regency era, she knows all of the social dances to make, despite not truly understanding some of the conventions. But primarily, Virginia can be thought of as a bit of a dark Luna Lovegood mixed with Sherlock Holmes, an almost dreamy individual with no qualms about death. It's her subtle eccentricity, her peculiar nature. Death doesn't startle her--it fascinates her instead, as well as abnormalities in the brain.
Of course, her dreamy nature doesn't make her passive or weak. In fact, Virginia knows very well how to keep her cards close to her chest, and wait for the appropriate time. She simply isn't as motivated to climb the social ladder as others may be, one of the reasons why Virginia currently is not entertaining any suitors. She simply doesn't care. Her independence and stubbornness can come off as a bit bossy, but she'a adapted to essentially managing the Crypt's affairs, due to her parents' absence and her brother's young age. Habits: getting lost in her own thoughts, unwavering eye contact Hobbies: scientific experiments--basic chemical and forensic experiments for the time period, conducted in the privacy of the manor's basement Fears:
James becoming one of the soulless
Dismemberment
Confinement for female hysteria
Likes:
Playing the violin
Curios
Spending time with her brother, James
Reading journal articles
Taking walks using sokw
Tales of the soulless
Deviances in psychology
Dislikes:
Courtship
Disrespect--especially from those the Crypt family has invested funds with
The season
Talk of her parents being lost at sea
Sweets
Stubborn clinging to the illusion of normality
Cards On The Table
General Skills:
Leadership
Violin
City Knowledge (Dartford)
Country Knowledge (England)
City Knowledge (London)
History (Crypt Family)
Negotiations
Deduction
Chemical Analysis
Biology
Court Etiquette
Ballroom Dancing
Trained Skills:
Language - Arre-Catte Waho
Nakai - A focusing of ones mind and body to make the person more durable and resistant to damage; both mental and physical. Lowers the chance of being "scared to death"
Mikasi - Ability to project ones soul fully into the between as to battle in astral combat with Cargast; leaves the body itself limp and vulnerable to physical attack.
Chankoowashtay - Ability to project ones mind into the between for purposes of observation only; can move up to one mile from the body. Body is semi there but cannot perform complex action, seems in a daze and just sits takes 1 word direction
Sokw - Same as above but can go further, up to 50 miles; chance of the mind getting lost while out and about as it were and not being able to return to the body
Pavati - Ability to wield an Axe; includes throwing accuracy
What Is On Your Person:
Clothing - a dress similar to this in fashion, a light shade of blue. Partnered with white gloves and a black parasol, her regency-style cap matches the color of the dress. Shoes are sturdy, a soft brown color, and lack a heal. Additionally, she wears an opal necklace. To beat the London chill, she wears a black overcoat.
small handbag, colored black and blue--containing pounds, farthings, pence, black handkerchief, small notepad and pencil
Black axe sheaths, attached to sides of the dress around the hip area for convenience
Small ebony axe with shining blade, held in the sheath
Opal ring (Crypt family heirloom, traditionally worn by the current Earl of Dywell. Left behind by Lord Dywell before his voyage).
Loose white shirt and trousers for training
Incense
Fiction novellas
Crypt family records
Spare axe; full sized
Bloodhound; Ripper
History
Family History: The Crypts are a widespread family, with branches appearing in most of the major countries of the world. Some are in the colonies, some in Spain, but the ones to achieve true wealth and power are based in England. The English Crypts were granted an earldom by Henry VIII, from services to the crown. The earldom allowed the Crypt family to enjoy a relatively comfortable life at Wenwynith Manor. Each earl of the family had the title Earl of Dywell, giving the eldest son the courtesy title Viscount Wenwynith.
The Crypt family reputation is relatively unblemished, almost thanks to the Soulless threat. Prior to the entire debacle, they had been seen as an almost eccentric family, producing some perplexing individuals with unusual interests. However, the training against the Soulless and the imminent danger has almost rationalized the Crypt outlook on life, causing them to lose the macabre taste that they enjoyed a few centuries prior.
Currently, the Earl of Dywell and Lady Dywell do not have known whereabouts. It is suspected that they perished when traveling to visit a distant cousin of Lord Dywell's. Wenwynith Manor is currently inhabited by Lady Virginia Crypt and Viscount Wenwynith, as Virginia's grandmother had already passed. However, since Virginia and her younger brother, James, refuse to believe their parent's demise, James has not taken over yet as the head of the Crypt family.
Your personal life: The eldest child and only daughter of Lord Dywell and Lady Dywell, Virginia was expected to inherit the earldom for a majority of her life. Her father had no brothers, merely distant cousins in a messy spiderweb of Crypt family relations. Per the terms the earldom had been charted with, it would then pass to Virginia. Her parents, thus, prepared their daughter for this from an early age, teaching her not how to run a house, but how to lead. Their longtime butler, Alfred, would manage the household affairs to her.
Like her father before her, Virginia tested well at a young age in intelligence and constitution. Most British Crypts did, so it was hardly surprising. From her fascination with the mind and the idea of astral projection, they sent her to the colonies. There she trained to learn to better understand the supernatural forces, as well as protect herself if ever needed. That was, admittedly, a bit of an afterthought for the Crypts. As a rule, they were more fascinated by the soulless than afraid of them.
While in the colonies, Virginia learned to play the violin, fancying herself to be a discoverer of hidden knowledge. She became fascinated with the mind, as well as budding theories that science could be applied to determine the course of past events. It was here in the colonies that Virginia was exposed to both the mysticism of the supernatural, as well as the determinative nature of science.
She concluded her training at the age of eighteen and returned home to England. Just two years after her return, Lady Dywell gave birth to a son, James. The male heir meant that Virginia could no longer succeed her father and claim the earldom. But rather than be bitter, Virginia merely allowed herself to pursue her own studies. The Crypts were always an odd family, and her parents encouraged her, allowing her to turn the dark basement of the manor into a laboratory of sorts. Her experiments were rather simple at first, experimenting with the feeble beginnings of the ideal gas law, as she applied the meager knowledge she gained in the colonies.
At the age of twenty-three, word was sent to the Crypt families that a distant cousin, a native to Spain, was on his deathbed and wished to see Lord Dywell before he died. Her parents left by ship. They never returned. Presently, Virginia acts as the family head in the place of her brother, as he is too young to even be trained. Their trusted butler, Alfred, continues to manage the household affairs.
What you want for your life: Virginia is not quite certain what she desires in life. She wishes to simply satiate her curiosity, to learn whatever it is she desires to learn, even if she is not quite sure what that is. She is a Crypt, she believes herself to be capable of anything she puts her mind to. As for others, she does hope that her brother, James, will grow up just as well as she did, despite her parents' absence.
Extras
Character Quote(s): "Death is an old friend." "And being so young and dipped in folly, I fell in love with melancholy" -Edgar Allen Poe. "It is my business to know what other people do not know" -Sir Arthur Conan Doyle. Theme Song:Special Death by Mirah Anything Else: Cargast; Chloe and Cecily Distant relation to Belladonna, Javier, and Mercurial Crypt FC- Bella Heathcote *By submitting this CS in its completion I am stating I have read all the rules for this Rp and am agreeing to follow them to the fullest with respect and courtesy. I acknowledge that I can and will be removed from the RP without warning if I break a rule or cause problems with my fellow Rpers or the GM.
@Morose Okay looks good - only thing, move the axes to each take up a slot. Also, quick question for clarification, the glassware listed in her residence, is that stemware or more like test tubes and beakers for her experiments?
@Morose Okay you are good to move her over to the CS tab - go ahead and get started on the relations if you want. Will need one for each parent, her brother, and throw one in for the butler as well. Those will be the starting family NPC relations you will have to be able to work from. If you have an idea for her and Milli to know each other drop me a pm or hit me up in the Tavern.
I want in. I have an idea for a woman trained by the Vatican to hunt Soulless. The kind of lady that travels from place to place, living out of churches local to the area of assignment, receiving orders from the Head Office about stuff that needs doing.
She'll be raised as a Nun. Battle Nun. Preaching Heaven and beating the Hell out of people. When she's not Leading Mass, she's out Kicking Ass. <ahem> ...while upholding her vows of obedience, poverty, and chastity. Fresh out of training, too. Sound workable?
@Morose - Okay, updated relations with Milli for Virginia, let me know if that is okay. I know Sigil is working on a CS and I am pretty sure Pundii has one in the works as well as a couple of other people. Once we get a few more CS's in we should be have a good starting point.
@Pundii Can't wait to see what you come up with for this. (It's better than the scared shitless I feel wondering just what Sigil is going to throw at me lol)
@Lady Amalthea Yes indeed, and I see what you did there xD Yeah she's turning... odd... in the very gossipy, scandaly way for that time period xD her poor family~
Well it's not that she's well like one of those street scandalous types... it's more the she's more like a tribal at this point due amnesia and growing up at the colonies for the training after said amenesia. She's rather wild, dislike social limitations, talks bluntly, dislikes dresses so will dress in men clothing most of the time. Likes riding a lot, hunting, archery, also smoking pipe, tattoos and warpaind... xD You know the fun stuff. Also having woven feathers into her hair like all the time!