Riddle78
Four Thousand Club
Show of hands! Who here remembers Bloodpurge? If you don't,let me jog your memory. It's the distant future. Earth was turned into what could only be described as a "Hive World",the entire surface covered by a single,massive metropolis with cities built upon cities in spires stretching to the stratosphere. Humanity is now looking to the stars for new worlds to colonize,as Earth has reached it's limit. However,the stalkers of the night,vampires,have returned to prominence. Vampires don'y want to leave Earth,however. They have their own society,growing in secret since they went underground in the Gothic times. Now,they are numerous. However,humanity has advanced. Humanity can now effectively fight the vampires. United Terran Government Vampire Task Force,or UTG-VTF,is an elite force of soldiers trained and equipped to fight the vampire threat. They own the streets after dusk,firing on sight,equipped with weaponized UV lamps,silver bullets,and blessed icons.
The vampires can vary wildly between individuals between Generations. Newer Generation vampires can easily pass as human,some can even walk in the daylight. However,these vampires,known as Daywalkers,possess very little vampiric blood,and so possess very few,if any,of the vampiric strengths and powers,and if they are present,they're severely weakened. However,in exchange,they're extremely resistant to vampiric weaknesses. The oldest of vampires,known as Nosferatu,are the exact opposite. The vampiric weaknesses are vastly magnified to them,but in exchange they are the very pinnacle of vampirism,capable of mighty magicks and their physical prowess outstrips those of humans by several orders of magnitude,and often look like hideously monstrous humanoids. All generations between are considered "Average" vampires. However,individuals may evolve along divergent strains. Vampires that evolve more physically are called "Krewlod",and those that evolve more magickally are known as "Eeofol". Generally,Krewlod become like mountains when they set their minds to something: Immovable,whilst Eeofol,with their underdeveloped psyches being so much closer to the forces arcana often break their minds,creating barely functional madmen with astounding magickal power.
There are thirteen vampiric Generations. The higher the number,the younger you are. A thirteenth Generation vampire is the weakest "vampire" in the setting. They can effortlessly pass as human,and only get mild itchiness from contact with only the most potent of vampire counters: holy relics,but are close enough to humanity that many vampires consider them to be humans. On the opposite end of the spectrum,a first Generation vampire would be an inhuman monstrosity with enough physical ability to obliterate entire armies and enough magickal energy to reduce Quebec to a glassed crater,but are instantly vaporized by weak sunlight coming in through a stained glass window.
Vampiric Weaknesses: Vampires are weak to sunlight. It burns their flesh nearly instantly,and older vampires are ashed faster. Flowing water acts as an impassable barrier to vampires,as they physically are unable to touch it. Older vampires are unable to even fly over it. Items blessed by the world's religions are harmful to vampires,causing burns and weakness on touch. Holy ground is fair game. Wooden stakes through the heart put a vampire into an instantaneous state of stasis,unable to do anything. Silver harms vampires as though it were steel to mortal men. Vampires may not enter a home without the express invitation of a resident. However,once the invitation is extended,it is permanent. Mental domination renders all invitations void. Vampires have easily assaulted senses,as they are heightened. Garlic doesn't work,however. Unless it's gone really,REALLY bad. Vampires MUST drink fresh human blood periodically. The amount and frequency required increases with Generation.
Vampiric Strengths: Vampires possess a much better physical state than normal humans,including their senses. All vampires have access to magic,no matter how minor. Vampires do not need to eat,drink,or sleep,only drink blood.
Both strengths and weaknesses magnify as a vampire advances in generations.
Generations 13-10 are known as "Daywalkers",vampires immune to sunlight. Generatins 3-1 are "Nosferatu",the pinnacle of vampiric evolution. As a yardstick,Bram Stoker's Dracula is a seventh Generation vampire.
Finally,there are Thralls and Ghouls. A Thrall is a human enslaved and sustained by vampiric magic,and is entirely immortal so long as their sire exists. You quintuple their weight in lead,and they'll just keep going. You can hack off a limb,and it will reattach itself. All blood lost is instantly replenished. Thralls can survive atomic blasts,although some assembly will be required. Thralls are entirely indistinguishable from humans until their indestructible nature is revealed. Thralls often serve as the agents of vampires in the world of men,shock troopers,and cattle for vampires too lazy to hunt,or kept handy as an "Emergency rations" of sorts. Thralls cannot take actions against vampires,and are compelled to obey all vampires,although their sire has absolute authority.
Ghouls are what happens when a Thrall's sire is slain. A Ghoul is an ageless thing that looks just like a human,but can only die by violent death.
The RP begins as all of the player characters as members of a single coven of vampires,led by third Generation vampire Dimitri Kozlov,attempting to lead his fellows to a place where they can call home and subjugate the world of mortal men.
--CHARACTER SHEET--
Name: First and last names,if you please.
Age: Age since birth. Only early Generations have slowed visible aging.
Generation: Thirteen to six. If you're a Thrall or Ghoul,state so here. There is no correlation between age and Generation. Think of it as evolution: Completely random. Note which strain you are. The strains are Daywalker (Generations 13-10),Eeofol (9-4),Krewlod (9-4),Undivided (9-4),and Nosferatu (3-1)
Sire: All vampires,Ghouls,and Thralls have sires. The sire is the one that tuned you. Vampires are two Generations below their sire. Add in parentheses whether they're alive or dead.
Appearance: Physical appearance. I'll take any descriptive medium outside of audio. Include height and weight. If you describe,make sure the uninitiated will be able to make a mental photograph. Use the [noparse]
The vampires can vary wildly between individuals between Generations. Newer Generation vampires can easily pass as human,some can even walk in the daylight. However,these vampires,known as Daywalkers,possess very little vampiric blood,and so possess very few,if any,of the vampiric strengths and powers,and if they are present,they're severely weakened. However,in exchange,they're extremely resistant to vampiric weaknesses. The oldest of vampires,known as Nosferatu,are the exact opposite. The vampiric weaknesses are vastly magnified to them,but in exchange they are the very pinnacle of vampirism,capable of mighty magicks and their physical prowess outstrips those of humans by several orders of magnitude,and often look like hideously monstrous humanoids. All generations between are considered "Average" vampires. However,individuals may evolve along divergent strains. Vampires that evolve more physically are called "Krewlod",and those that evolve more magickally are known as "Eeofol". Generally,Krewlod become like mountains when they set their minds to something: Immovable,whilst Eeofol,with their underdeveloped psyches being so much closer to the forces arcana often break their minds,creating barely functional madmen with astounding magickal power.
There are thirteen vampiric Generations. The higher the number,the younger you are. A thirteenth Generation vampire is the weakest "vampire" in the setting. They can effortlessly pass as human,and only get mild itchiness from contact with only the most potent of vampire counters: holy relics,but are close enough to humanity that many vampires consider them to be humans. On the opposite end of the spectrum,a first Generation vampire would be an inhuman monstrosity with enough physical ability to obliterate entire armies and enough magickal energy to reduce Quebec to a glassed crater,but are instantly vaporized by weak sunlight coming in through a stained glass window.
Vampiric Weaknesses: Vampires are weak to sunlight. It burns their flesh nearly instantly,and older vampires are ashed faster. Flowing water acts as an impassable barrier to vampires,as they physically are unable to touch it. Older vampires are unable to even fly over it. Items blessed by the world's religions are harmful to vampires,causing burns and weakness on touch. Holy ground is fair game. Wooden stakes through the heart put a vampire into an instantaneous state of stasis,unable to do anything. Silver harms vampires as though it were steel to mortal men. Vampires may not enter a home without the express invitation of a resident. However,once the invitation is extended,it is permanent. Mental domination renders all invitations void. Vampires have easily assaulted senses,as they are heightened. Garlic doesn't work,however. Unless it's gone really,REALLY bad. Vampires MUST drink fresh human blood periodically. The amount and frequency required increases with Generation.
Vampiric Strengths: Vampires possess a much better physical state than normal humans,including their senses. All vampires have access to magic,no matter how minor. Vampires do not need to eat,drink,or sleep,only drink blood.
Both strengths and weaknesses magnify as a vampire advances in generations.
Generations 13-10 are known as "Daywalkers",vampires immune to sunlight. Generatins 3-1 are "Nosferatu",the pinnacle of vampiric evolution. As a yardstick,Bram Stoker's Dracula is a seventh Generation vampire.
Finally,there are Thralls and Ghouls. A Thrall is a human enslaved and sustained by vampiric magic,and is entirely immortal so long as their sire exists. You quintuple their weight in lead,and they'll just keep going. You can hack off a limb,and it will reattach itself. All blood lost is instantly replenished. Thralls can survive atomic blasts,although some assembly will be required. Thralls are entirely indistinguishable from humans until their indestructible nature is revealed. Thralls often serve as the agents of vampires in the world of men,shock troopers,and cattle for vampires too lazy to hunt,or kept handy as an "Emergency rations" of sorts. Thralls cannot take actions against vampires,and are compelled to obey all vampires,although their sire has absolute authority.
Ghouls are what happens when a Thrall's sire is slain. A Ghoul is an ageless thing that looks just like a human,but can only die by violent death.
The RP begins as all of the player characters as members of a single coven of vampires,led by third Generation vampire Dimitri Kozlov,attempting to lead his fellows to a place where they can call home and subjugate the world of mortal men.
--CHARACTER SHEET--
Name: First and last names,if you please.
Age: Age since birth. Only early Generations have slowed visible aging.
Generation: Thirteen to six. If you're a Thrall or Ghoul,state so here. There is no correlation between age and Generation. Think of it as evolution: Completely random. Note which strain you are. The strains are Daywalker (Generations 13-10),Eeofol (9-4),Krewlod (9-4),Undivided (9-4),and Nosferatu (3-1)
Sire: All vampires,Ghouls,and Thralls have sires. The sire is the one that tuned you. Vampires are two Generations below their sire. Add in parentheses whether they're alive or dead.
Appearance: Physical appearance. I'll take any descriptive medium outside of audio. Include height and weight. If you describe,make sure the uninitiated will be able to make a mental photograph. Use the [noparse]
Insert appearance here
[/noparse] tags to contain your appearance,as some images or descriptions can be quite large.
Personal Effects: Things like weapons,devices,and the like. Anything that aren't the clothes on their back,essentially.
Personality: Although this will be primarily subject to change in-RP due to character development,it's always nice to know how a character behaves from the outset.
Background: Simple,really. Your character's story up until now. Wow me. You'll be competing for limited slots,and this is a major section.
Other: Anything else that you believe is relevant,really. Completely optional,but if a skill spontaneously comes up in the RP and it isn't listed here,I'm dropping some anvils.
--CHARACTER ROSTER--
-Gunnery Sargent Erik Yates,seventh Generation vampire,Krewlod strain. Played by Heartsteal22
-Jinx Starling,tenth Generation vampire,Daywalker strain. Played by Nicha
-Iiokl/Orin,ninth Generation vampire,Eeofol strain. Played by Gemini.
[/noparse] tags to contain your appearance,as some images or descriptions can be quite large.
Personal Effects: Things like weapons,devices,and the like. Anything that aren't the clothes on their back,essentially.
Personality: Although this will be primarily subject to change in-RP due to character development,it's always nice to know how a character behaves from the outset.
Background: Simple,really. Your character's story up until now. Wow me. You'll be competing for limited slots,and this is a major section.
Other: Anything else that you believe is relevant,really. Completely optional,but if a skill spontaneously comes up in the RP and it isn't listed here,I'm dropping some anvils.
--CHARACTER ROSTER--
-Gunnery Sargent Erik Yates,seventh Generation vampire,Krewlod strain. Played by Heartsteal22
-Jinx Starling,tenth Generation vampire,Daywalker strain. Played by Nicha
-Iiokl/Orin,ninth Generation vampire,Eeofol strain. Played by Gemini.