Topic: RPG: Supernatural II: Rise of the Vampire Mage
Due to popular demand, itÃ¢Â€Â™s time to revisit this idea. Below are the types of beings you can chose to be:
Elder Vampire: Has been a vampire for over 500 years. They can walk in daylight provided itÃ¢Â€Â™s a cloudy day. Has some control over their bloodlust. Can cloak themselves from human view by influencing their blood flow to slow it to the optical receptors. Have some resistance to garlic and holy water but not much.
Abilities: (Including Regular & Young Vampire abilities) Further heightened senses, can levitate and can influence the minds of young werewolves.
Regular Vampire: Has been a vampire for over 20 years. They cannot stand the sun, able to move in shadowed areas, such as indoor buildings. Have little control over their bloodlust. They are badly affected by garlic and holy water.
Abilities: (Including Young Vampire abilities) Able to leap extremely high, can scale brick walls easily and take large falls and land unscathed.
Young Vampire: Newly created vampire up to 19 years. Can only move around at night and are highly sensitive to garlic and holy water. Has an insatiable bloodlust.
Abilities: High speed running, fast healing and extremely strong. Also has heightened senses.
Elder Werewolf: Has been a werewolf for over 400 years. They can control when they want to change from human form to wolf form. They can change into human, partial wolf/human form or full wolf. Has some ability to influence the human mind, mainly to confuse them so they donÃ¢Â€Â™t know where an attack is coming from. Elders are generally Alphas of their pack and control the hunts. They can only be killed by more than three silver bullets.
Abilities: (Same abilities as Regular Werewolf, though desire to breed fades) Extremely rapid healing abilities, able to survive long term exposure to silver although it will make them weak.
Regular Werewolf: Has been a werewolf for over 50 years. Have some control over when they change, can however choose the form of full wolf or partial wolf/human. Has a very strong instinct to hunt and find a life mate. They can be killed with three silver bullets.
Abilities: (Including Young Werewolf abilities, except full moon change) Able to shield themselves from vampire mind attacks, able to heal more rapidly than Young Werewolves and are able to breed at this age. They are also extremely agile and able to leap extremely high.
Young Werewolf: Newly created werewolf up to 49 years. Have no control over when they change, can only change into full wolf form. Has very strong instinct to hunt and kill. Aging process slowed down by six fold and continues through life. They can be killed by three silver bullets or long term exposure to silver contacting their skin.
Abilities: Extremely highly developed sense of smell. Other senses are also heightened, more so than a young vampire. They are extremely strong, can rip appendages from sockets easily. Runs very fast and can only change under the full moon.
Set in the present, location shall be a fictional city of MarleyÃ¢Â€Â™s Point (20 km from Murk Valley). The city is old, mostly in a state of deterioration despite the localÃ¢Â€Â™s determination to renew the cityÃ¢Â€Â™s CBD.
The city hides and ancient evil, an evil that has lay undisturbed for centuries, however that evil is about to be reawakenedÃ¢Â€Â¦
The Enemy is a vampire Mage, more importantly heÃ¢Â€Â™s a Necromancer. His crimes to humanity and the supernatural have been many during his long existence. HeÃ¢Â€Â™s an Elder vampire and knows patience pays off. HeÃ¢Â€Â™s been underground in his crypt for many centuries; awaiting for some fool to awaken himÃ¢Â€Â¦ (IÃ¢Â€Â™ll be playing this role).
We need at least one Elder Vampire and one Elder Werewolf. The Elder Werewolf is likely to have an Elder mate also. Please limit the number of Elders as we need Regular and Young variations of both.
Slayers are optional also, but must be human or a half human hybrid.
1. You may create any character you want but follow the guide above. Clarify their name and species so others can follow their actions easily. I will be moderating.
2. You can kill characters you create but you can't kill other people's characters unless they say they have been killed in battle with you. However you can wound them.
3. You can have any weapon you want but you can only have what your character could physically carry - otherwise they wouldn't be able to move. Also it must be of this time. You can have newly developed weapons from your coven or pack.
4. Be consistent, eg if someone says they blew up a building, don't suddenly be assaulting it.
5. If you have sustained many wounds you will have to weaken and possibly be killed, healing factors can reduce this. If human you will need to seek medical help or you will die.
6. Follow the storyline, sure add a few twists and turns but allow others to see where you want to go so they can help you get there.
7. Have fun.
Name: Ansgar The Destroyer
Species: Elder Vampire (Mage/Necromancer)
Weapons: Kasimir (destroyer of peace):
Personality: Ansgar is almost a wraith, his age and memories have driven him mad. He wants to cleanse the earth of all that lives, as he believes that everything deserves to die, as once they are dead he can control them for his own dark purposes.
1286 at what would become MarleyÃ¢Â€Â™s Point
Sixty vampires dragged the setting stone to the top of the hill. It would be the final seal on Ansgar the DestroyerÃ¢Â€Â™s crypt. The Oracle stood overseeing the process, knowing that such a crypt would not hold the Destroyer for eternity.
Ã¢Â€ÂœOracle, the setting stone is in place. Is it time for the chant?Ã¢Â€Â Aldrick, leader of the vampires, asked.
The Oracle nodded, Ã¢Â€ÂœYes my friend, we must now chant.Ã¢Â€Â
Ã¢Â€ÂœWill this stop Ansgar from re-entering the world?Ã¢Â€Â Aldrick asked as he waved his people into line.
The Oracle closed its many eyes. Ã¢Â€ÂœEternity is a long time my friend and anything can happen. There is no guarantee.Ã¢Â€Â
Ã¢Â€ÂœThen we shall do what we can,Ã¢Â€Â Aldrick stated and then the chanting began.
The Oracle held up the Amulet of Delkath; its ancient inscription held the words to the chant. The Oracle led the chant and listened as the vampires echoed the words. Over and over they repeated the words until the setting stone glowed red. The stoneÃ¢Â€Â™s edges melted to seal in the Destroyer.
On the horizon the touch of orange began to illuminate the sky. The vampires quickly retreated leaving the Oracle with the Amulet of Delkath still in its hand. Ã¢Â€ÂœA safe place you must be stored,Ã¢Â€Â the Oracle said to the amulet.
Name: Avlynn Adams
Age: Regular Werewolf Ã¢Â€Â“ 168
Appearance: Looks like sheÃ¢Â€Â™s 28:
Weapons: Sawn off double barrel shotgun
Personality: Is trying to live like a human being, doesnÃ¢Â€Â™t really want to be involved with her pack. Avlynn works as a shop assistant in the MarleyÃ¢Â€Â™s Point Museum. She is saving her own money to go to university and study Archaeology.
Avlynn wiped off the counter for the last time of for the day. The MarleyÃ¢Â€Â™s Point Museum was closing for early today as a new collection was arriving. Avlynn had volunteered to help set up, but as usual was brushed aside. The humans thought she was a weak human female, if only they knew she was stronger then one of their burliest men.
But Avlynn didnÃ¢Â€Â™t want to stand out, if she showed her true strength questions would be raised and sheÃ¢Â€Â™d have to go back into pack life at Murk Valley.
Instead sheÃ¢Â€Â™d been given the task of putting up posters on the new exhibition: Ã¢Â€ÂœTreasures of the PastÃ¢Â€Â. There were five different posters, each displaying a different article to be shown in the exhibition. Avlynn unrolled the first poster which showed an unusual amulet with a red stone. Ã¢Â€ÂœWould look good with my ruby ring,Ã¢Â€Â she commented dryly to herself.
Ã¢Â€ÂœYeah well donÃ¢Â€Â™t get any ideas,Ã¢Â€Â the curator, Julian Williams, snapped.
Avlynn looked at him and tried not to roll her eyes, Ã¢Â€ÂœWouldnÃ¢Â€Â™t dream of it.Ã¢Â€Â
It was like thousands of voices cried out for a sequel and were suddenly silenced...