Riddle78
Four Thousand Club
This is a link to the idea/info thread. IT IS REQUIRED READING.
RP time,people!
Clans
-Nosferatu
-Daywalkers
-Malkavian
-Bruha
Being part of a clan is genetic;if you were turned into a vampire (sired),then you are a vampire of that clan. No exceptions. There are no half-breeds.
Universal Weaknesses
You have ALL of these,unless a Clan Strength says otherwise. They are magnified in releation to your age and how high up the ladder you are (older Generation).
-Instantly lethal sunlight,UV lamps are extremely dangerous,tinted and stained glass windows are hazardous. Normal windows don't provide any protection.
-Naturally flowing water works like an extremely high concentration sulfuric acid.
-Culturaly blessed items (including cows,thanks to Hinduism,so steak gives indigestion at the best of times) melt vampiric flesh from bone in very short order. Holy ground is harmless,however.
-Holy water combines the effects of water and blessed items,making it particularly potent.
-Being impaled causes instant paralysis. If it's through the heart,you are put into an extremely vulnerable state of stasis until the offending object is removed. Recovery from stasis is often very slow.
-Decapitation. It's lethal. Sort of obvious.
-You must feed on fresh (or preserved) blood regularly. Failiure to do so will result in the vampire going into an extremely violent and feral state,incapable of reason and determining friend from foe.
-Vampires can only enter private property if invited. The first invitation is permanent. If they enter uninvited,after ignoring the extremely powerful compulsion to not enter,they enter an excruciatingly painful nauseas state,where they empty their digestive tract,including their recently consumed blood,and eventually die if they aren't evacuated. Quite the unpleasant experience.
These will be enforced very strictly.
Universal Strengths
All vampires have these,in varying degrees,unless a Clan Weakness says otherwise. Older the Generation,the more profound they are.
-Superhuman strength. You are stronger than any other human alive. Even a Generation Thirteen Daywalker can put up an even fight against a human elite soldier (who wear power armour) unarmed and unarmoured.
-Superhuman agility. Speed is covered by strength,but speed is worthless if you don't have the agility and co-ordination to put one foot in front of the other in time. This covers reflexes; all vampires are capable of reacting far more quickly than humans,with First Generation vampires being able to dodge gauss rounds if they know they're coming.
-Regeneration. All vampires can rgenerate wounds. This effect is more pronounced if you've fed recently. For younger vampires,it cannot be relied upon in pitched combat.
-Mystic powers. They aren't very flashy. Just raw magic discharge,telekinesis,and telepathy. No fire,no lightning,no rocks. Extremely weak in younger vampires,but ungodly powerful in ancient ones.
-Tireless. Vampires do not tire,nor exhaust themselves. They need to eat and drink normally to make sure their body doesn't run out of nutrients,but vampires do not experience the effects of fatigue.
Nosferatu Weaknesses
All Nosferatu have these.
-Hideously ugly. They CANNOT,under ANY CIRCUMSTANCES pass off as a refular human. They are perpetually bald,have three membered hands,have large fangs,even for a vampire.longer jaws,bat-like face,pointed ears,wings,and taloned fingers and toes. To top it all off,their skin is gray. Ugly. As. Sin.
-Their body cannot proccess normal food and drink. This forces them to rely on blood for survival more than other vampires. They must feed MUCH more frequently,and in much higher volumes to stay sane. Their feeding cycle averages about once a night.
-They are ESPECIALLY weaker to the universal weaknesses. As in a UV lamp will vaporize them near instantly,and brushing against a cow will instantly cause a very painful 2nd degree burn.
-Their sense of smell is ridiculously powerful,meaning strong scents have the capacity to cause a sensory overload.
Nosferatu Strengths
All Nosferatu have these.
-Nosferatu are the pinnacle of vampirism. Anything another vampire can do,they WILL do better. The universal strengths are intensely magnified for all Nosferatu.
-They have bat-like wings,allowing them to fly,and serve as an extra weapon in a pinch.
-Their fingers and toes end in talons,providing natural weapons.
-Their sense of smell is very powerful,allowing them to detect scents far more easily than others. However,it cuts both ways...Se above.
Daywalker Weaknesses
All Daywalkers have this.
-Daywalkers are the weakest of all vampires in all respects.
Daywalker Strengths
All Daywalkers have these.
-Universal Weakness resistance. Minor holy relics are mostly harmless to them,but major ones (like a crucifix) are still quite nasty,as an example.
-They look just like a human,allowing them to walk among humans effortlessly.
-As their clan name suggests,Daywalkers are immune to daylight and ultraviolet light,in the vampiric sense;they can still sunburn.
-They don't need to feed anywhere near as often as other vampires,averaging about twice a month.
Malkavian Weaknesses
All Malkavians have these.
-All Malkavians suffer from at least one serious mental instability.
-Physically,they are average for a vampire.
Malkavian Strengths
All Malkavians have these.
-All Malkavians have the gift of prophecy. They can see through time and space. This is the cause of their insanity. Particularly powerful/talented Malkavians can control this,but normal Malkavians have zero control.
-Malkavians are extremely powerful warlocks,only being topped by Nosferatu as far as magic is concerned.
Bruha Weaknesses
All Bruha have these.
-Limited magic. Bruha have extremely weak magic,if at all.
-Bruha have a near biological urge to resist or deny authority.
Bruha Strengths
All Bruha have these.
-Bruha are possess a near perfect physical state; Only Nosferatu outdo them physically.
-Bruha are extremely determined;once they make a decison,they will follow it through and stick to their guns on it.
Now...There is something else you can play as. However,I'd preffer only experienced roleplayers take this role.
Thralls and Ghouls.
Thralls are the servants to vampires. If a vampire gives them an order,they will follow it;it is genetic. They otherwise still have their free will,meaning they can snark at their masters at any time,or verbally protest the order,even as their body is carrying it out. Furthermore,they will instinctively protect nearby vampires. Finally,they are ageless and undying. If the vampire that made them a Thrall dies,then they become killable. Otherwise,they can recover from ANYTHING. Up to,including,and surpassing being at Ground Zero of a several gigaton nuke. Their parts just have to be reassembled.
A Ghoul is nearly identical,except they are masterless. They have all of the strengths of a Thrall,except they can be killed. They can't die of natural causes,but if they take a lethal injury,they die.
Now,enough expository banter! It's time we make signups of men! And ladies! And ladies who dress like men! For Riddle78...It is signup time!
Name:
Age: Make it old! At least a hundred! The only exceptions are Thralls. Ghouls have to be old,too.
Clan: You cannot be clanless,nor a half-breed. This is where you indicate if you're a Thrall/Ghoul.
Generation: There are thirteen Vampire Generations. Lower the number,higher the power. For roleplay reasons,only eigthth to thirteenth Generation are playable. Thralls and Ghouls can leave this blank.
Personality:
Appearance: Use spoiler tags. They can be achieved by putting,in [] SPOILER=Appearance. Following that,the image and/or description. After that,in [] you type /spoiler.
Personal Weaknesses: Pretty self-explanatory.
Personal Strengths: DO NOT GO OVERBOARD. Try to balance these out with two personal weaknesses per personal strength.
Background: Self explanitory.
As a note,our characters know eachother by name and we know that we're all vampires. Aside from that,we're all strangers to eachother,and want to find the Vampire Nation. I'll post my character later.
RP time,people!
Clans
-Nosferatu
-Daywalkers
-Malkavian
-Bruha
Being part of a clan is genetic;if you were turned into a vampire (sired),then you are a vampire of that clan. No exceptions. There are no half-breeds.
Universal Weaknesses
You have ALL of these,unless a Clan Strength says otherwise. They are magnified in releation to your age and how high up the ladder you are (older Generation).
-Instantly lethal sunlight,UV lamps are extremely dangerous,tinted and stained glass windows are hazardous. Normal windows don't provide any protection.
-Naturally flowing water works like an extremely high concentration sulfuric acid.
-Culturaly blessed items (including cows,thanks to Hinduism,so steak gives indigestion at the best of times) melt vampiric flesh from bone in very short order. Holy ground is harmless,however.
-Holy water combines the effects of water and blessed items,making it particularly potent.
-Being impaled causes instant paralysis. If it's through the heart,you are put into an extremely vulnerable state of stasis until the offending object is removed. Recovery from stasis is often very slow.
-Decapitation. It's lethal. Sort of obvious.
-You must feed on fresh (or preserved) blood regularly. Failiure to do so will result in the vampire going into an extremely violent and feral state,incapable of reason and determining friend from foe.
-Vampires can only enter private property if invited. The first invitation is permanent. If they enter uninvited,after ignoring the extremely powerful compulsion to not enter,they enter an excruciatingly painful nauseas state,where they empty their digestive tract,including their recently consumed blood,and eventually die if they aren't evacuated. Quite the unpleasant experience.
These will be enforced very strictly.
Universal Strengths
All vampires have these,in varying degrees,unless a Clan Weakness says otherwise. Older the Generation,the more profound they are.
-Superhuman strength. You are stronger than any other human alive. Even a Generation Thirteen Daywalker can put up an even fight against a human elite soldier (who wear power armour) unarmed and unarmoured.
-Superhuman agility. Speed is covered by strength,but speed is worthless if you don't have the agility and co-ordination to put one foot in front of the other in time. This covers reflexes; all vampires are capable of reacting far more quickly than humans,with First Generation vampires being able to dodge gauss rounds if they know they're coming.
-Regeneration. All vampires can rgenerate wounds. This effect is more pronounced if you've fed recently. For younger vampires,it cannot be relied upon in pitched combat.
-Mystic powers. They aren't very flashy. Just raw magic discharge,telekinesis,and telepathy. No fire,no lightning,no rocks. Extremely weak in younger vampires,but ungodly powerful in ancient ones.
-Tireless. Vampires do not tire,nor exhaust themselves. They need to eat and drink normally to make sure their body doesn't run out of nutrients,but vampires do not experience the effects of fatigue.
Nosferatu Weaknesses
All Nosferatu have these.
-Hideously ugly. They CANNOT,under ANY CIRCUMSTANCES pass off as a refular human. They are perpetually bald,have three membered hands,have large fangs,even for a vampire.longer jaws,bat-like face,pointed ears,wings,and taloned fingers and toes. To top it all off,their skin is gray. Ugly. As. Sin.
-Their body cannot proccess normal food and drink. This forces them to rely on blood for survival more than other vampires. They must feed MUCH more frequently,and in much higher volumes to stay sane. Their feeding cycle averages about once a night.
-They are ESPECIALLY weaker to the universal weaknesses. As in a UV lamp will vaporize them near instantly,and brushing against a cow will instantly cause a very painful 2nd degree burn.
-Their sense of smell is ridiculously powerful,meaning strong scents have the capacity to cause a sensory overload.
Nosferatu Strengths
All Nosferatu have these.
-Nosferatu are the pinnacle of vampirism. Anything another vampire can do,they WILL do better. The universal strengths are intensely magnified for all Nosferatu.
-They have bat-like wings,allowing them to fly,and serve as an extra weapon in a pinch.
-Their fingers and toes end in talons,providing natural weapons.
-Their sense of smell is very powerful,allowing them to detect scents far more easily than others. However,it cuts both ways...Se above.
Daywalker Weaknesses
All Daywalkers have this.
-Daywalkers are the weakest of all vampires in all respects.
Daywalker Strengths
All Daywalkers have these.
-Universal Weakness resistance. Minor holy relics are mostly harmless to them,but major ones (like a crucifix) are still quite nasty,as an example.
-They look just like a human,allowing them to walk among humans effortlessly.
-As their clan name suggests,Daywalkers are immune to daylight and ultraviolet light,in the vampiric sense;they can still sunburn.
-They don't need to feed anywhere near as often as other vampires,averaging about twice a month.
Malkavian Weaknesses
All Malkavians have these.
-All Malkavians suffer from at least one serious mental instability.
-Physically,they are average for a vampire.
Malkavian Strengths
All Malkavians have these.
-All Malkavians have the gift of prophecy. They can see through time and space. This is the cause of their insanity. Particularly powerful/talented Malkavians can control this,but normal Malkavians have zero control.
-Malkavians are extremely powerful warlocks,only being topped by Nosferatu as far as magic is concerned.
Bruha Weaknesses
All Bruha have these.
-Limited magic. Bruha have extremely weak magic,if at all.
-Bruha have a near biological urge to resist or deny authority.
Bruha Strengths
All Bruha have these.
-Bruha are possess a near perfect physical state; Only Nosferatu outdo them physically.
-Bruha are extremely determined;once they make a decison,they will follow it through and stick to their guns on it.
Now...There is something else you can play as. However,I'd preffer only experienced roleplayers take this role.
Thralls and Ghouls.
Thralls are the servants to vampires. If a vampire gives them an order,they will follow it;it is genetic. They otherwise still have their free will,meaning they can snark at their masters at any time,or verbally protest the order,even as their body is carrying it out. Furthermore,they will instinctively protect nearby vampires. Finally,they are ageless and undying. If the vampire that made them a Thrall dies,then they become killable. Otherwise,they can recover from ANYTHING. Up to,including,and surpassing being at Ground Zero of a several gigaton nuke. Their parts just have to be reassembled.
A Ghoul is nearly identical,except they are masterless. They have all of the strengths of a Thrall,except they can be killed. They can't die of natural causes,but if they take a lethal injury,they die.
Now,enough expository banter! It's time we make signups of men! And ladies! And ladies who dress like men! For Riddle78...It is signup time!
Name:
Age: Make it old! At least a hundred! The only exceptions are Thralls. Ghouls have to be old,too.
Clan: You cannot be clanless,nor a half-breed. This is where you indicate if you're a Thrall/Ghoul.
Generation: There are thirteen Vampire Generations. Lower the number,higher the power. For roleplay reasons,only eigthth to thirteenth Generation are playable. Thralls and Ghouls can leave this blank.
Personality:
Appearance: Use spoiler tags. They can be achieved by putting,in [] SPOILER=Appearance. Following that,the image and/or description. After that,in [] you type /spoiler.
Personal Weaknesses: Pretty self-explanatory.
Personal Strengths: DO NOT GO OVERBOARD. Try to balance these out with two personal weaknesses per personal strength.
Background: Self explanitory.
As a note,our characters know eachother by name and we know that we're all vampires. Aside from that,we're all strangers to eachother,and want to find the Vampire Nation. I'll post my character later.