Breakfeastclub
norah jones sunrise
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Worlds Collide
Have you ever heard someone call your name ---and no one was there? Or a cold chill in the heat of night ----that rose the hairs on your neck? Welcome to the City that never sleeps. Where things go bump in the night. And peace is not too wicked men
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Genres: Angst, Horror, Mystery, Adapted from Video Game, Action
This Show Is: Violent, Mature, Vampires, Shapeshifters, Ghouls, Ghost, Witches, Gore, Disturbing, Psychological Thriller
BUTTERFLY AUBADE ORIGINAL
Have you ever heard someone call your name --- and no one was there? Or a cold chill in the heat of night ---- that rose the hairs on your neck? Welcome to the City that never sleeps. Where things go bump in the night. And peace is not too wicked men.
I am looking for leaders to run fractions. The Vampires are The Acheron’s Legion, Shapeshifters are The Alphas, Witches are the High Priests Coven, and The Black Badge is a secret human society. The leaders would be the strongest from their fractions. For example, the strongest Vampires would be the oldest. Shapeshifters would be lycanthropes. Witches would be the strongest ancestry lines. For the humans, they would be the best trained.However, leaders from the fractions can be overthrown, and coupes can form. A Cold between the fractions is war is brewing. May the strong survive
01
Vampires
Vampire powers and weaknesses
Superhuman Strength - Upon their reanimation, new vampires experience a dramatic increase in physical strength; able to Their strength increases further with age. Users possess a level of strength beyond that of the humans able to lift heavy objects such as cars, large boulders, vans, and most other objects that are bigger than them in size.
Immortality - Unless killed, they can live forever as they do not age nor decay.
Healing Factor - Wounds from most objects, regular bullets, heal in seconds without causing them any seeming discomfort.
Superhuman Speed - They move with incredible celerity and can run up to a hundred miles per hour, switching from complete stillness to blurring speed. They can cover short distances, making it appear to ordinary humans that they vanish at will.
Superhuman Senses - Their senses are dramatically enhanced to the point where they can tell a human's emotional state from their scent, hear whispered comments from some distance away, and granting them superior night vision, able to see in total darkness.
Weaknesses
Dead man’s blood- The use of blood from the recently deceased can also be used as a method to incapacitate vampires briefly
Invitations - They cannot enter a person's home without an invitation. When an invitation is revoked by the owner a vampire will be pushed out of home/building by an unseen force. Vampires can enter any building they had access to as humans, though the owner can revoke the invitation. However, Vampires cannot be barred from the houses they lived in as humans.
Wood Bullets- Wooden bullets are harmful to Vampires and can leave them severely weakened and or kill. Unless the bullets are removed.
Stakes - A stake through their hearts will kill most vampires, as will destroying the heart via others, although with powerful ones you would have to behead the vampire or otherwise destroy its brain. In extreme cases, the body should then be burned.
Holy Water - Holy water is like acid to their flesh.
Religious Iconography- Religious symbols of any faith can repel and even physically harm vampires providing the person carrying such a symbol is a true believer. A Jewish person carrying a cross or a Christian wielding a mezuzah would have no effect.
Bloodthirst- Even the most well-trained vampires are tempted by blood lust and thirst. For a vampire to live they must consume blood either human or animal blood.
Magic spells- Certain magic spells that cause physical pain.
Shapeshifters – Venom can also can several harm vampires. However, a bite only can weaken a vampire it would require physical damage as well to kill a vampire.
Fire - Causes vampires a great deal of pain and injury; they can, however, quickly heal from even the worst burns if given time and blood.
02
Shapeshifter
Shapeshifters Powers and Weaknesses
Shapeshifters are either born with this gift from one or two parents that have genes. Or they were bitten or scratch. Whether born, scratch, and or bitten can transform without having to experience their bones being broken.
Powers and Abilities
Shapeshifters - Shapeshifters that have the gene at birth transform at the age of 18. While those that are bitten or scratch at transform at the first full moon after being attack.
Infectious bite - While in beast form, a shapeshifter can turn another person into a shapeshifter through a bite. Purebred shapeshifters can do this at will.
Superhuman Strength- A shapeshifters strength is much greater than humans. They can easily overpower humans. While in human form shapeshifters peak human strength. However, their true strength comes from shapeshifting. They are anywhere from 5 to 6 ft tall to 8 to 10 feet long.
Enhanced Agility - Their agility is greater than humans, often allowing them to perform leaps across incredible heights and distances, and certain shapeshifters like were-panthers can even scale trees. Their agility also allows them to easily and rapidly sprint.
SuperSpeed - A shapeshifter can move very fast; they are to run faster than vampires because they are quadrupeds.
Super Stamina - Shapeshifters do not tire easily, allowing them to physically exert themselves for longer, and in a superhuman physical capacity.
Super Senses - Shapeshifters have superhumanly acute senses of sight, smell, and hearing like those of an actual wolf. They can see part of the infrared spectrum and thus detect the heat signatures of objects or people in total darkness. They can smell other living creatures within 100 feet (when upwind) and follow a scent over nearly any terrain. They can hear a heartbeat in a cave at 30 feet.
Super Healing – Shapeshifters can regenerate all non-lethal damage. Shapeshifters can even heal the damage that would be fatal to humans such as injuries from a car wreck. Even if they are turned after suffering such an injury, they can heal.
Claws and Teeth - Shapeshifter's claws and teeth are extremely sharp and tough, enabling them to break through a variety of substances including vampires’ skin, fabric, wood, cinder block, and even some metals. shapeshifters can also use their claws to crawl along walls at great speed in pursuit of prey.
Weaknesses
Sliver - A shapeshifters main weakness is their vulnerability to silver or any substance containing silver, as they can be killed with a silver knife or bullet. Contact with silver will hurt them unless they can remove the sliver from their body. An injection of silver nitrate can kill one.
Scent Misdirection - Even the best tractors can be shown to be able to have their sense of smell fooled, allowing an enemy to sneak upon them.
Vampire’s venom- can severally harm a shapeshifter. However, further physical damage combined with the venom can kill them.
Magic- Certain physical magic can harm shapeshifters. I.e., fire, physical pain
Mountain Ash / Rowan Tree - A werewolf can be contained in a barrier made of mountain ash. Unless the werewolf in question is a true alpha, then they can on rare occasions break out.
Electricity - A steady application of low amperage electricity can keep werewolves weak and in human form.
Belladonna - A type of nightshade plant that is poisonous to werewolves.
03
Witches
Witches Powers and Weaknesses
Witches can achieve a variety of powers or abilities through their use of witchcraft and spell casting; however, age, experience, knowledge, or power can limit the capabilities of one witch to that of another.
Power
Spellcasting: One of the defining characteristics of a witch is their ability to cast spells; a "spell" being a word, a verse or incantation, ritual action, or any combination of these to carry out a magical action.
Channeling: The power to invoke extra forms of energy by focusing on external forces.
Potion Brewing: The power to brew and concoct potions, remedies, and elixirs that have supernatural properties with varying effects.
Telekinesis: The power to move objects and persons through mental influence.
Pain Infliction: The power to create excruciating migraines or aneurysms through supernatural means.
Elemental Control: The power to control and manipulate the elements of air, earth, fire, and water.
Psychometry: The power to divine future, past or present events through contact with or proximity to a certain object or person.
Projection: The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.
Telepathy: The power that allows witches to access the minds of others through spells.
Illusions: The power to alter the senses of others to perceive a false reality through spells.
Dream Manipulation: The power to control people's dreams through spells.
Resurrection: The power to bring someone or oneself back from the dead through spells.
Weaknesses
Disbelief: The act of denying or disbelieving in one's potential could cause a witch to inadvertently suppress their magical power.
Distraction: Since most spells are spoken verbally and take time to take effect, witches are vulnerable to attack before their completion.
Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and, therefore, the practice of magic and can be used to temporarily weaken a witch.
Witchcraft: Witches are still susceptible to the powers of witchcraft.
Mortality: Despite their mystical attributes, witches are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart failure, suffocation, etc.). However, witches can temporarily get around this weakness using protection spells.
Overexertion: The excessive use of magic can lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
Nature: It is said that Nature will always find a balance when witchcraft is performed, thus spells will always have loopholes.
Amulets: An object that is used to protect its wearer from harm.
Candles: A block of solid wax with an embedded wick that is commonly lit to amplify a witch's spell.
Cauldrons: A large metal pot that is commonly used to hold the ingredients for elixirs and potions.
Grimoires: A family journal is documented with magical recipes, rituals, and spells. Grimoires can also be used as Talisman to represent a witch.
Herbs: Various flora is used as ingredients to be incorporated into spells as binding agents.
Stones: Various minerals and ores are used to boost or bind a witch's spell.
Symbols: Seals drawn or written are used as physical representations of spells.
Talismans: Objects that can be used to magnify a witch's power and/or represent them supernaturally.
04
Ghost
Ghost Powers and Abilities
Electromagnetic Interference - All ghosts disrupt nearby electronics with their presence.
Thermokinesis- Nearly all ghosts can lower or drop the surrounding temperature with their presence.
Invisibility - Ghosts are invisible to the non-supernatural living, but they may appear as a blur or faint light. However, when they want, they can appear as they were in life though it takes a while to gain that level of strength. However, all supernatural humans and creatures can see ghosts when they choose to be present.
Telekinesis - They can move virtually anything with their minds if they have enough concentration on the objects. With practice, they can become stronger telekinetic, able to manipulate many simple objects at once. Very powerful ghosts are highly capable telekinetic, able to throw people.
Teleportation - Ghosts can teleport (be able to move in the blink of an eye to other locations). They often display a flickering appearance when using this ability. They appear in wispy, distorted, flickering forms that allow them to move at great speed, as when they flicker, can end up either inches away each time they flicker or several feet or miles away.
Intangibility - Without a body, these spirits can move without hindrance even if objects are in their way, as they can phase through them with ease. They are naturally intangible, as such they can phase through solid matter unfazed, however it requires them to get angry or alternatively very calm, to become tangible. They can phase their hands through people with intangibility and cause internal injuries or stop the heart.
Powers
Environment Manipulation – Only ghosts that have been around for 200 to 300 hundred years can manipulate the elements like wind, fire, electricity, water, and dropping temperature. Affinity to fire or water is usually because of the manner of a person's death and the ghost's origin. Manipulating electricity and dropping temperature are the two common signs that indicate a ghost's presence. Ghosts usually have a natural affinity to what killed them, such as if they drowned, some, if not all their victims are drowned by either the ghost pulling them into the water with ease and making it impossible or nearly impossible to get the victim out of the water.
Possession - A rare ability, a ghost can possess humans but only an angry ghost could do it.
Biokinesis - Some ghosts can inflict wounds like the ones they received on others. Stronger ghosts can create wounds in the victims, without needing to have received the wounds themselves.
Mental Influence - Angry, vengeful ghosts or spirits can sometimes manipulate people’s minds and drive them crazy and can then manipulate the people they drove crazy to do their will. This will change the person's personality and turn them violent and suicidal.
EVP (Electronic Voice Phenomenon) - A rare ghost ability, where they can communicate through electronic devices, cassette records, cell phones, etc.
Soul Absorption - A powerful ghost, as seen in Of Grave Importance, can destroy other ghosts, absorbing their essence and thus increasing their own power.
Shapeshifting- Some ghosts have displayed the ability to alter their form, shifting between what they looked like when they were alive, and a more disturbing and decayed version of themselves. They can even change their wardrobe appearances to other supernatural beings.
Empathy - could sense the guilt after death, spirits become empathic.
Skills -They are also skilled at whatever they did during their lives.
Weaknesses
Salt - Ghosts can be repelled by salt and can't cross a line made of salt.
Sliver- Like salt, sliver keeps spirits at bay. Contact with it will dissipate a ghost for a couple of minutes.
Magic - can keep them under control, as a temporary and preventive measure against poltergeists. Magic repelling spell can also force a ghost to the other side.
Putting a Ghost to Rest - There are generally four ways to permanently defeat a ghost by putting them to rest:
Salting and Burning and Burring the Bones- The best and most common method to put a ghost to rest. Digging up a ghost's remains and salting and burning the bones, will help the spirit to cross over to the next life. When a ghost's bones are successfully salted and burned, it will go up in flames. This method is used for violent and vengeful spirits.
Destroying the Haunted Object - Salting and burning the object the ghost is using to stay active in the human world, will put a ghost to rest if there are no bones to burn, or if the objects they considered to be extensions or remains of the spirit.
Resolving the ghost's issues - Helping a ghost to resolve its issues can put a ghost to rest.
Holy Ground - ghosts can't walk on holy ground, ghosts can't or it will destroy them.
Last rites -The Last Rites performed by a priest over at least a willing ghost will send that ghost to rest.
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