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Darkling: The Night War


My name is Jackson Grey. Before I became a Private Eye for hire, I was a War hero. Before that I was an Old West bounty hunter. Pretty neat, huh? I was turned into a vampire, or as I now know the proper name for, a Darkling, by a bunch of outlaws fiddling with demonic rituals they didn’t understand in the hopes of unlocking infernal power. The demoness they summoned into my body made me a deal. Let her infuse herself with my soul, turning me into a Darkling with access to highly destructive demonic magic and a thirst for blood, or die painfully. You take a guess which option I chose. Now that you know the Who, it’s time to tell you the Why. I’m writing this because I’m going off to War. For some fucking reason there were portions of the Darkworld community (a nice sounding name for what was essentially the supernatural community of the world) decided that they were done playing in the Shadows. They had decided that humanity needed to know that the things that went bump in the night were real and they were tired of hiding.

The Darkworld Council, our leaders, has a firm rule against revealing yourself to a human being. Break that rule and not only do they fucking end you, but they end your bloodline. They actively trace you and your origins and kill everyone related to you, even just a little bit. Of course now there was a War over that, being fought in a city called Meridian. All of the humans have been compelled to take a vacation of sorts, and those that couldn’t manage that were given the resources to leave. There were a few around, of course. Humans who were in the Know, they seemed to have a special talent for seeing through b.s. Or in other words, magic and compulsion didn’t work on them so there was no hiding from them. Fuckers used enchanted steel and silver, found various enchanted objects and decided to use those against us Darkworlders.

Some tended to be on our side though, fighting to keep Darkworld a secret. So anyway, I have to fight in this City because all parties agreed that until the conflict was resolved they keep it strictly secret. Counterproductive to the others side’s wishes, but I guess they figure it’s easier. I don’t fucking know, they’re all idiotic for fighting the Council anyway. Hell, they are idiotic for fighting me. So I’m off now, but I leave this letter just in case my two hundred plus year lifespan comes to an end out there fighting the good fight. I’m not sure what I want to say here, really. I love you Rachel, that needs to be said. Ken, my brother, make sure she’s safe. What else? It’s been real y’all.


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Meridian


Meridian is a city with all human inhabitants compelled to leave. It's a City about the size of Chicago and an active War Zone. It’s separated into sections, they are as follows:

Lycan Section: This is the Northern part of the City, it spans about ten miles in either direction before you start reaching Vampire territory on the Western side or the Magical territory on the eastern side. If you play a Lycan, you’re going to want to stay here unless you go on raids and the like. Stray too far away and you enter dangerous territory.

Vampire Section: This is the Western part of the city, it too spans about ten mils in either direction, it touches on the borders of the Lycan zone and the Wasteland zone. Like with the rest of the sections, this is your home for your character if you’re a vampire. Don’t stray into dangerous territory.

Magic Section: This is the section for Wizards, Druids, Witches, Warlocks, and other magical beings such as those with Talent. If you are one of these, you had better stay here or risk danger. This zone is the eastern part of the city.

Wasteland: This section is to the far south, not bordering any other zones. It used to be where the DarkWorld Council planned their attacks and stockpiled their enchanted objects. But it has since become abandoned, as dark magic seemed to seep into that section, releasing terrible creatures and otherwise dark forces. They tend to stay within the borders of this zone, but get too close or go exploring….

Rebel Section: You’re faction is made up of all kinds. Vampires, Lycans, Magical creatures and even a human or two. You want the Darkworld to go public and you’re doing your best to win, no matter who you have to kill to achieve it. You know that in order to really achieve this, you have to uproot the DarkWorld Council. Starting with Meridian. You’re section of the city resides in the middle, surrounded by enemies, but also the most heavily warded and numerous of the factions. You have more ground in the city than anyone else. You have an HQ and you have recreation areas.*Each Rebel character gains four enchanted objects *Requires Ward Key To Get In.

*Each Section has an HQ. Your sections HQ is hidden from the other factions and this is where you store enchanted objects.

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Races/Classes


Vampire: Vampires are powerful creatures of the night. Turned by Darklings, Vampires possess super strength, speed, and rapid healing. They’re also resistant to the magic of druids and Wizards. They tend to stay clear of Warlocks and Witches, however. Must feed on blood to stay alive. You’re allowed two enchanted objects.

Lycan: Lycans also have super strength and speed. In human form they are slower than a vampire, but much stronger and turned they are stronger still and about equal in speed. Their healing factor in either form isn’t as good as a vampires, but they are resistant to almost every form of magic other than Wizardry and Demonic.

Druid: Druids practice Earth magic. Using this magic they can draw strength from the earth, as well as take on the attributes of animals. As strong as a bear, the vision of an eagle and even make their skin as hard as rock. Touching the earth they can heal themselves and draw upon it for extra strength, they can also manipulate fire and water as long as those elements are present.

Wizard/Sorceress: Wizards use their inner willpower to do some impressive things. They can summon forth the elements, manipulate energy into shields, or blast it forth into a destructive blast, enchant objects and even use it to heal themselves. You’re allowed one enchanted object.

Witch/Warlock: Witches and Warlocks use the power of runes. Basically enchanted writing. Their clothing is often customized with magical runes that give them a healing factor to rival vampires, or strength and speed to rival a Lycans. They also tend to carry around books filled with runes that allow them to cast various spells like shields, wardings, telekinesis, and others. Some even tattoo themselves with runes, all capable of doing various things. Unfortunately this requires proper preparation and forethought at times to effective. If they haven’t thought of the situation they are in, they’ll likely be vulnerable. They can only power one spell at a time with their magic. Do not let Witches or Warlocks get a hold of a piece of your DNA, or they can use their magic to do horrible things to you that you have no chance of avoiding. Allowed one enchanted object.

Human: Just a vanilla mortal, most count you as weak and pathetic when compared to the beings surrounding you. As a human being you will be proficient in modern combat. Firearms, hand to hand, tactics, etc. You’ll also have access to four enchanted objects.

Note: Humans are guaranteed an enchanted silver/steel weapon. They can choose to not have one, but if they do take one, they only get three more enchanted objects.

Darkling: Darklings are the original vampire and far more powerful. Each one is made by a demon fusing themselves with their soul or consciousness. This gives them access to demonic magic and powers beyond most. Faster than any vampire,with a healing factor that outstrips them too, they are strong, though not as strong as a Lycan. They can be affected by all types of magic, though their own demonic magic is generally enough to take care of most magical threats. They can even break down enchanted steel given enough time. Allowed one enchanted object.

*Demonic Magic: Demonic Magic allows Darklings and demons alike to summon destructive energy. This energy can be turned into shields, destructive blasts, or even rip open a portal to any destination they wish. It cuts through most other magic and can even break down enchanted steel.

*GM AND CO-GM's SPOT ONLY

Enchanted Silver/Steel: This material is magically enhanced to be lethal to every supernatural being in existence. It cuts through magic like butter even. Incredibly rare, weapons made from this material are considered enchanted objects

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Points System


So how do you win? You win via Raids and collecting enchanted objects. You gain enchanted objects by raiding the Wasteland. Raids from your faction on the Rebels will gain you a point if successful. Successful Raid on the DarkWorld Faction will gain the rebels two points. Both factions gain two points from collecting enchanted objects.

The first to 100 points in a session wins that session. There will be a total of 5 sessions in this RP.

Raids: Raids work fairly simply. You need to have three people interested in Raiding and three people interested in defending. Then you must ask for GM approval to raid a faction. If you’re a Rebel you must say which area you’re raiding. The DarkWorld Faction only needs to Raid the Rebels, so they do not have to specify an area as there is only one rebel area.

A GM will then set the stage for you. Once that is done, each of the participants will have two posts each. Once that is done, the GM’s will go over it and judge. We will judge based on the posts and who we believe has the upper hand. Quality doesn’t necessarily matter here as much as how your teams seem to be handing the battle. Once we make a judgement, the winners of the Raid will get to write a finishing post driving off the enemy team.

IMPORTANT RAID RULES:

1. All judgements are absolutely FINAL. Arguing with a judgement will result in being asked to leave the RP, or your character being banned from Raids and Enchanted Object Hunts.

2. No killing PC’s or otherwise Godmodding. If a PC wants their character to be killed they may approach a GM about it. Otherwise the losers of a Raid are simply driven off.

3. Raids will have assigned posting order as to keep things organized!

Enchanted Object Hunt: This involves four people from a faction, Rebel or DarkWorld. Once you have four, you must ask for GM permission. Your characters will then enter the Wasteland where a GM will set the stage for you. Once all NPC’s are defeated, your faction will gain an Enchanted Object and a point.

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Enchanted Objects


Enchanted Objects are objects that grant the user an additional powerful ability. Below is a list of them and what they can do. Please note that some have special actions that when used have benefits for your faction. Such as gaining a point. No one knows how these objects came to be as creating them is a lost art. They are valuable and some can be very rare.

Trench Coat of Healing: Grants the wearer a healing factor equal to a Vampire. Or increases a Vampire’s healing factor to heal even major wounds in seconds.  *Two available

Invisibility Cloak: The wearer is invisible. *One Available
Sphere of Mystery: Breaking this does something good for you. *See GM. Five available

Enchanted Silver/Steel Weapon: A weapon of your choice made of Enchanted Steel/Silver. *Three available.

Necklace of Strength: Increases Strength to that of Lycan level. Or increases strength slightly past that if already a Lycan or Vampire. *One available.

Staff of Power: Gives magic users a bit of extra power behind their offensive spells. Each one will hit just a little harder. *One Available.

Levitation Cloak: Allows the user to levitate 20 feet off the ground.

GM Note: Enchanted Objects are added occasionally. You do not have to pick your characters objects right away, you're allowed to wait until something is added that you like.

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Your Role


Your role in the RP is simple, pick a race, pick a faction, Rebel or DarkWorld and fight for that faction. Either you believe that the Supernatural should be public knowledge world wide, or you don’t. You could have various reasons for believing what you do. Maybe you hate the DarkWorld Council, maybe you believe in staying in the shadows. Whatever your reasons, you’re fighting in this War.

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Important Rules

1. Do Not Be Difficult! I don't mind questions, but if you challenge everything I say or do at every turn, I'm going to be frustrated. If I must I will ask you to leave the RP. Don't make me do that.

2. Be Civil! Be Civil to everyone in this RP. If you aren't, you'll be asked to leave.

3. Do not under any circumstances, Godmod.

4. READ THE FAQ. No, seriously, if you have a question there is a decent chance I have answered it there.

GM: Override

Co GMs: Regitnui, Old Amsterdam, Ever*Unofficial.

Hidden 7 yrs ago Post by Override
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Welcome to The OOC Folks. Submit your CS here for approval, asks questions, and join.
Hidden 7 yrs ago Post by Tackytaff
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Forgot to ask this, how does aging work for species other than darklings/vampires?
Hidden 7 yrs ago Post by Override
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Lycans: Age very slowly. 50 years is like 10 years. Usually a life span of about 350 years

Beings with Magic: Acess to their magic lengthens their life considerably. There's a Warlock out there who dates back to Ancient Egypt. He's on life support though. Might die soon. So they can be pretty old.
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How does the Darkworld Council feel about those who use magic to further business in the human realm?
Hidden 7 yrs ago 7 yrs ago Post by Override
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As long as you don't tell any human being that you are doing it and or they don't discover that it is you doing it, it's fair game. It's actually pretty gross how many businesses do just this. There's a radical group out there that goes after them magically speaking. xD

Won't be in this RP though. If you have a character with that in his background PM me and I'll happily tell you about them. That group can be a part of your history.

Edit: They don't care what you do moral wise as long as you don't reveal anything to them unintentionally or intentionally.
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Name: Dylan Stroud
Age: 400+
Race: Vampire
Faction: Darkworld

Appearance: A wiry whipcord of a man, with gaunt cheeks and high cheekbones. Perhaps most noticeable are the large saucers of blue-grey, like the sea after a storm, that gaze out from underneath thick, black, expressive eyebrows. Incredibly fine wrinkles and creases dance upon his face, by his lips, brow, and eyes. They make any guess at age difficult, but hint of haunting smiles, the ghosts of anger, and the resting place of sorrow. Unlike his dark brows and goatee, the straggled mop upon his head is straw, and reaches down at his shoulders with teasing stalks and locks.

Personality: A selfish, yet easy-going romantic searching for a muse to displace his growing existential and epistemological nihilism.

Background:
Tracing “Dylan” back through history would be a feat deserving of its own epic. Changing names and appearances frequently, you would only chase the shadows of rumours.

Life whilst he was human has been long since forgotten, not least by himself.

After came an indulgent parade of hedonism spanning centuries. Often the centre of attention and the recipient of many a lustful gaze everywhere between the courts of Europe to the dingiest of waterfront inns, there was no social circle he did not permeate, no sin he did not partake, and no vulgarity he spared himself.

Eventually this flaming desire guttered, and the pursuit of the sweet secrets of pleasure became vapid, and all of Europe lost a marvellous centrepiece, though many knew him by different names, and, as is the way with such frivolous folk who exist on the fine edge of fashion, they fast forgot him.

During the following years he was rarely seen by anybody, his religious journey towards enlightenment often requiring the walking of paths of solitude. The soul searching seemed to be in vain though, and he did not feel any closer to what he was searching for than when he started. After almost a century of pilgrimage and learning, he turned to the arts, trying to find meaning in poetry.

That is when an old friend contacted him, a friend he owed a favour. It was requested he fight in a war, and not just a human war, a war between DarkWorlders. The very idea struck a bolt deep inside, and Dylan found that he was eager to oblige this request, wanting to use this sombre and destructive event as inspiration for his creative mind.

Skills/Equipment: Nothing beyond what might be expected of a normal Darkworld fighter.
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Awesome sheet man. You're approved to put it up. If you come across an Enchanted Object you want later, let me know. You can edit it in. I'll usually put objects in the first post under that section if I think of good ones or a Wasteland event finishes.
1x Thank Thank
Hidden 7 yrs ago 7 yrs ago Post by Carnic
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I studied runes for two hours i'm obviously a professional


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I'm not sure about the whole stasis magic thing. However, I haven't actually done a lot of thought into what you're talking about with it. So, with that being said, I'm going to allow it for this RP because it's actually rather interesting and I think it works well in my world.

As for your enchnated steel weapon, it can pretty much ve anything you like. Knife, dagger, sword, broadsword, mace, etc.
Hidden 7 yrs ago Post by Carnic
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Cool, I'll add her equipment once I place this in the Character Section
Hidden 7 yrs ago Post by Override
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Awesome. Enioy the IC guys. If you need some help thinking of something to do I can set something up for you.
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I should say that she can't extend that dagger. The spells on that are meant to cut through and negate magic. It would eat your manna and you'd feel tired due to the effort.
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Gotcha, also, what are the ways one can replenish their mana?
Hidden 7 yrs ago Post by Override
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It's natural. Usually while you sleep or rest for a solid while.

Also, I know I approved you but not sure how I missed it.

"Reluctantly, she moved her workshop into the central part of Meridian as to have protection from those who would try to harm her and her work. Even so, she has no problem walking back into the Magic Section to talk and hang out with friends who understand her, ensuring those within her circle of associates that she’s still fairly harmless even as a “Rebel”."

That's gotta change. She'd be killed so fast it's not even funny. She could probably pose as a non rebel by sneaking through the wards. As a rebel she'd have the needed acess key (see raiding rules) but no one would see her as anything less than a rebel. The entire city is a War zone. Both sides are there to straight up kill eachother.

Just look at my Jackson Grey post. He's literally slaughtered like ten Warlocks there.
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Yeah don't worry about the whole approval thing; if it need changing, it needs changing.

As for the IC post; yeah, no idea what Zeiss would be doing at the battlefield. The closest thing she would do is organize a Raid on the Wastelands, but otherwise she's in her workshop toiling away or out at a bar scribbling down notes.
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That's fine. You just have to specify that she gets in via key and just doesn't tell people she's a rebel. Could even be cool if you had good friends over there who learned about it and maybe they don't know whether or not to turn you in.

It's possible for her to reasonably hide it.
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You're welcome to interact with Lance or throw up a sort of intro post and there is going to be a storyline starting soon.
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Also, if anyone wants a more personal storyline I'll happily make one for you. Your sections have times where no battle is happening. Market places, recreation, magical libraries, etc.
Hidden 7 yrs ago Post by Carnic
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Alright, edited the sheet and thinking I'll just make an introductory post at some point.
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Alright, Zeiss' is out and about, added a few things after the initial post to cement her location as much as I wanted to.
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