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scorpiodragon

Three Thousand Club
#1
sun moon.gif
Have you ever looked up at the stars and wondered what lies beyond them? What about in your own backyard? You've heard the folk legends of vampires, werewolves, elves, demons and angels, shifters, etc. Well sorry to say but most of that stuff is a figment of classic writers and not real. What is real is that there are vampires and werewolves who walk among us and there are abominations...the children of a vampire and human and the children of a werewolf and vampire. Abominations that a threat to all races and scorned and hunted. So, what are you? Which path will you choose? For we are at war...and yet...one group of us protects against the others.

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In this role play you can be one of the following races only:

  • Human​
  • Vampire​
  • Werewolf​
  • Dhamphir (human x vampire)​
  • Vaewolf (vampire x werewolf)​
So basically this takes place in South Dakota in 2019. There are three packs set within the fantasy town of Itawell, a place of 6,000 souls. Itawell is an early mature town with a separate area for the high class which is set at the foot of the Black Hills. These packs are a mixture of vampires and werewolves with an underground black market on human slaves for the vampires. Dhamphir and Vaewolves are the rogues of Itawell, concentrating on eliminating both the vampires and the werewolves from the town and they form an infamous group, among vampires and werewolves, known as the Celestial Order.

Custos=A pack made up only of bitten vampires and werewolves who hate what they are and seek to find a cure to destroy vampires and werewolves forever. They are led by Ordan, a werewolf and scientist/ex military who seeks to find a cure to eradicate the diseases of lycanthropy and vampires. They view werewolves and vampires as enemies and the werewolf members will very rarely go into their wolf form due to hating it so much. They are the protectors of the humans and city of Ithawell. Led by Ordan.
Lichen=A pack made of only purebred vampires and werewolves, they were born this way, werewolves embracing their animal side and vampires, their dark side. They hunt humans for food and sport, often coming to blows with the other two packs. Led by Blake and Paulina.
Boreal=A pack made up of bitten werewolves and vampires who were turned. They might seem the same as Custos but they are different for the pack members of Boreal see being bitten as a blessing and willingly embrace their animal side and dark side respectively. They were once humans and live a delicate balance between the two worlds but they are predators deep down. Led by Isabella.
 
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scorpiodragon

Three Thousand Club
#3
Sure!
Heightened Senses: The werewolf has superhumanly the acute senses of sight, smell, and hearing similar to those of an actual wolf. Eventually olfaction becomes 100 times keener than that of a human, while hearing ends up quadrupled.

Sight: Werewolves see in color, not black and white. Werewolves can see with perfect detail in low-light conditions. They can see part of the infrared spectrum and thus detect the heat signatures of objects or people in total darkness. They have binocular vision as well and good peripheral depth.

Smell: They can smell other living creatures within 100 feet (when upwind) and follow a scent over nearly any terrain. If the werewolf has no Scent Familiarity to the prey, then he must get some. This involves acquiring possessions of the target that bears their distinctive scent. A werewolf who is mated can easily follow their mate's scent to their location as it acts as a honing beacon. A werewolf's sense of smell can be so refined they are able to detect emotions - anger or fear. They do this by picking up chemosignals - chemical signals that communicate emotion, which an individual can give off via their scent, allowing them to identify the hormonal changes that person exhibits, or has exhibited at specific locations in the past. They can also smell illness.

Scent Familiarity
There are five degrees of Scent Familiarity: Unknown, Encountered, Recognized, Familiar, and Intimate. The modifiers in parentheses are
• Unknown: You have never encountered this person's scent before. It is entirely new to you.
• Encountered: You have caught this scent a time or two before; while you may recognize it, you won't necessarily connect it with a person's identity. This is the level of familiarity if a werewolf has had occasion to get someone's scent by incident, or only a single time before deliberately. (Example: Someone encountered occasionally at coffeeshop or in a large class.)
• Recognized: The scent is one you've scented before, and can connect it to a person. This is the level of familiarity if a werewolf has had several occasions to get someone's scent, whether by accident or intention. (Example: Someone worked with on a school project, or played sports against.)
• Familiar: The scent is one that is very familiar to you, and you know it well. This is the level of familiarity if a werewolf has had multiple instances of more than casual encounters with the person's scent. (Example: A teammate you play sports with, or a housemate.)
• Intimate: You are extremely familiar with this scent; chances are good that you often smell of it somewhat yourself. This is the level of familiarity if a werewolf is extremely intertwined with someone's life. (Example: Lover, family, packmate.)


Hearing: Werewolf hearing is much better than those of humans. They can hear higher pitched noises than humans hear. Their ears sit on the top of their head like a dog's or wolf's which allows them to rotate. They can hear the sound of a heartbeat in a cave at a distance of 30 feet.

Claws and Teeth: A wolf's teeth are like shark teeth. They are always growing and replace easily after some time, ensuring the wolf is able to always hunt or fight. This lasts the wolf's entire lifespan. The only way a wolf's teeth won't grow back is if it is dead. The werewolf's claws are extremely sharp and tough, enabling them to rend through a variety of substances including fabric, wood, cinder block, and even some metals. Werewolves can also use their claws to crawl along walls at great speed in pursuit of prey.

Accelerated Healing: All wolves, no matter if they are switch, submissive or dominant, have accelerated healing. Werewolves can heal all but the most severe and fatal of wounds. Omega werewolves have the slowest healing times while alphas have the fastest healing times. Minor injuries such as cuts, shallow stab wounds, sprained muscles, and broken limbs will heal within moments, while more moderate wounds, such as stab wounds to vital organs, can take hours. The most severe injuries, such as multiple organ trauma and full-body burns can take days. The full moon, and especially super moons, can augment a Werewolf's healing ability to incredible levels. The Werewolf's accelerated healing ability also includes an immunity to all human diseases, and conditions as well as an extended lifespan and decelerated aging. Accelerated healing can be temporarily nullified or decelerated by certain means; for example, impalement through vital organs, exposure to electricity, fire, and/or substances that are known to weaken these creatures, such as Wolfsbane. This power can also be hindered by emotional barriers such as overwhelming guilt and lack of self-confidence, which can prevent some supernatural creatures from using powers at their full potential and can both hinder their ability to heal and potentially put the supernatural in question's life in danger. In addition to regenerating from the majority of wounds, the accelerated healing ability possessed by supernatural creatures can have other aspects as well, including: an immunity to most human diseases and conditions, a greatly extended lifespan and a decreased rate of aging.

Empathy: Being that werewolves' senses being so strong, they developed the ability to sense other's emotions through touch. With time this power grows stronger, this is used to sense a person's true intentions and if they are lying or not. At first this ability can be very annoying and hard to control, sensing everyone's emotions without meaning to. This ability can also be developed enough to absorb pain from someone.

Superhuman Speed: Werewolves can run and move faster than any non-supernatural creature and run at an extremely high speed, which causes them to become almost invisible to the naked eye to perceive their movements when they are sprinting or moving at full speed. Their speed is equivalent to that of a vampire.

Superhuman Stamina: The werewolf's musculature produces less fatigue toxins during physical activity than the musculature of an ordinary human, granting him superhuman levels of stamina. They can exert themselves at peak capacity for several hours before fatigue begins to impair them.

Superhuman Agility: A werewolf's agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.

Lie Detection-Werewolves are able to sense if you're lying or not by focusing on one's heartbeat and pulse.

Infrared Perception-They can perceive heat signatures. Living things appear yellowish-orange, dead bodies appear black, dying bodies flicker red and surroundings are blue.

Anla-The werewolves' psychic ability which allows them to connect with nature, allowing them to view the past and present of an area as well as discover someone's whereabouts.

Memory Transference - Werewolves can transfer (give or take) memories by inserting claws into the nape of an individual's neck. This ability can establish mind-to-mind communication and, with practice, allow for memory manipulation or erasure.

Cloaking-They can hide themselves from visible sight, rendering them invisible which includes hiding their scent.

Decelerated Falling: Vampires fall from great heights at a much slower rate than humans, almost appearing to float.

Scaling Walls-Vampires can scale walls like spiders and still act like they were walking on the ground with their capes and clothes falling towards their feet instead of the soil. They can detach at will to land on the ground and carry on their work from there.

Enhanced Superhuman Senses: Vampires have extremely keen senses of hearing, sight and smell that far exceed those of humans and werewolves. They can hear whispered conversations, even ones in far of buildings and on phones, though most vampires typically learn how to tune out most ambient noises when it's not necessary to hear them. They are able to see better than humans. Vampires have razor-sharp senses of sight and can see with perfect clarity in the complete and total darkness of the night, to the point of being able to detect the bodily heat emanations from its victims. Vampires also seem to have night vision. A vampire's razor-sharp sense of hearing is much greater than a human's. Their hearing is comparable to a bat or an owl, possessing a level of sensitivity on par with the bat’s own echo-sensitivity. They can hear whispered conversations, even ones in far of buildings and on phones, hear voices coming from another room, and hear a human's heartbeat. Vampires possess and enhanced sense of smell is much greater than a human's which allows them to smell almost anything, things that humans would not. Their senses of smell is as acute as that of a wolf or a dog’s, enabling the creature to track its prey for miles by the scent of the victim’s blood alone, a sensation that the vampire relishes. Vampires are also able to tell individual people apart by the scent of their blood coursing through their veins or bodily odors. A vampire can even sense a werewolf's presence purely by smell, as werewolves give off a unique smell that only vampires can smell. They are also capable of catching the scent off blood from several meters to far away. A vampire can track a human's blood over long distances.

Superhuman Endurance: Vampires can remain active at all times. Their bones are very strong and their skin is quite tough. Older Vampires are impervious to blades, gunfire.

Superhuman Regenerative Healing Factor: As long as they have enough human blood, Vampires can and have the supernatural ability to supernaturally, quickly and rapidly heal and recover from any and all types of infections and injuries that would permanently incapacitate or even kill a human, such as including cuts, massive burns, scars, bruises, projectile wounds, open wounds, poison, suffocation, extreme cold, aging, drowning, tissue damage, or disease etc., faster than humans in a matter of seconds at an accelerated speed that does not include amputation, making them immune to illness and ailments. Vampires heal extremely quickly, but still feel the pain of a wound before it heals.

Eidetic Memory: Vampires are said to possess perfect recall and to be unable to forget since becoming sired into the species. Their minds are often called "vaults" in which they store all information permanently, regardless of how far such memories recede into the past.

Hypnosis/Mind Control: Although only seen in older and more powerful vampires, through the use of hypnosis, full Vampires are able to put someone in a trance, dominate the mind and will of a human, and control their minds. If necessary, the Vampire can completely crush the human mind or destroy the individual’s sanity, leaving little more than a drooling lunatic. In the same manner, the Vampire can create a human slave. This slave is totally obedient to his master’s will, to the point of being willing to sacrifice everything for his master’s safety, including his life. Such individuals inevitably lose their minds due to the vampire’s power over them. They can also erase memories completely, even being able to eliminate days worth of mental impressions, provided the memories are not entangled with the memories of other events. However, this works best on a one-on-one basis, as controlling the minds of more than one person places visible strain on a vampire.

Superhuman Stamina: Despite their hunger, Vampires unable, have far more endurance and stamina than humans, and are able to move at great speed for long periods, and it is impossible to tire the vampire, due to its preternatural degree of endurance. They can run, fight and exert themselves much more and for longer than any human, though they are unable to get fatigued but can knocked out. They do not need to sleep and do not require food or oxygen.

Flight: The unique ability known to older vampires to defy gravity and move towards anywhere in the air. Newborn vampires have a lesser variation of this power; they can land silently and carefully by floating down to the ground during falls. It is suggested that older vampires can fly, while younger vampires can merely levitate.

Superhuman Durability: Vampires can take a great amount of physical damage without being slowed down and are able to endure physical pain better than humans and can recover from attacks that would cripple, maim, or kill humans with minimal effort. Even vampires who have been shot with wooden bullets have been seen to continue fighting, as long as they were not shot in the heart, or the head.

Flexibility: A vampire's body movements are uncannily flexible. Their agility is more advanced than humans, which allows them to rapidly respond to change by adapting to its initial stable configuration; They can make numerous gymnastic, or martial arts implements with little effort using a combination of strength, balance, reflexes and speed. They can even swing, flip, bend and twist themselves without failure due to their enhanced sense of balance and flexibility.

Super Agility: Vampires possess super-human agility. They have shown that they can move quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion. Vampires can jump with their super speed too. Vampires that feed on human blood can jump much higher than vampires that feed on animal blood. This ability also increases with age.

Accelerated Superhuman Speed: Vampires are remarkably fast, able to move with lightning reflexes. They are also able to travel quickly on foot. To the untrained eye, a vampire moving with their incredible speed may appear to be a blur. However, once someone has become used to dealing with vampires, it becomes clear they are not truly that fast. In this area in particular, a vampire outmatches a Slayer. Using their remarkable speed, vampires are also able to scale buildings and other vertical surfaces. In extremely powerful vampires, this ability can be used in such a way that a vampire may be able to fly short distances, though this skill is very rare. Like their strength, their speed also increases with age.Vampires have superhuman speed that is greater than humans which allows them to have the supernatural ability to run, jump, and move at superhuman velocity much faster than humans, even extremely quick, moving faster than the human eye can possibly see and perceive, allowing them to sidestep/outrun bullets and cover miles in a short time, and werewolves in human form, both in speed, agility, and reflexes, and can possibly out run a werewolf even in wolf form and can move at amazing speeds, to the point where they appear to be blurs. Vampires are the fastest supernatural creatures. Vampires also move and fly fast enough to run on water. Vampires can also accelerate their movements to cover short distances in an instant, faster than the human eye can see. When running across long distances, their speed is so great that they appear as vibrating blurs of motion. They can run in excess of 100 miles per hour.

Super Strength: A vampire is said to be thousands of times stronger than any human, able to lift objects several hundreds of times their own weight. They can crush granite boulders, subdue any prey, throw cars, crush metal, and uproot trees with their bare hands.

Dream Manipulation-Vampires can mentally create and control dreams of humans, werewolves, and weaker vampires. It is easier to get into a vampire's head if they don’t drink human blood or convince humans to become a vampire.

Atmokinesis - Vampires are able to control the weather within limits. They can direct fog, summon a powerful storm, control the direction and the force of the wind, or even call down bolts of lightning to strike their enemies.

Aura-A power that allows vampires to control other vampires, humans and dhamphirs by forcing them into submission. The older vampire is (elders), the more powerful an aura becomes.

Cloaking-They can hide themselves from visible sight, rendering them invisible which includes hiding their scent.

Aura-A Dhamphir can resist a vampire's aura longer than a human though will eventually succumb to it. It allows them to control weaker vampires and humans.

Superhumanly Acute Senses: The Dhampirs' sense of sight and hearing are heightened to levels comparable to those possessed by true vampires. They are capable of seeing objects with perfect clarity at much greater distances than ordinary humans. They retain this same level of clarity even in near-total darkness. The Dhampirs' hearing is similarly enhanced, allowing them to detect sounds that an ordinary human can't hear and enabling them to hear sounds an ordinary human can hear but at greater distances. The Dhampirs' sense of smell is as acute as a wolf's or a dog’s, enabling them to track prey for miles by the scent of the victim’s blood alone. Dhampirs are also able to sense the presence of supernatural beings or forces whereas an ordinary human would be oblivious to them. They can also instinctively sense impending danger, usually posed by humans. They can also sense emanations of good or evil, instinctively avoiding the former while congregating to the latter. Overall, their keen senses give them several advantages when hunting or eluding enemies.

Aura Perception: Their heightened vision allows them to see their prey by their blood auras.

Enhanced Eidetic Memory: Dhampirs have perfect memory recall, are unable to forget, and develop mentally at a rate far faster than their chronological and biological age, speaking in complete sentences and walking just days after birth. Their minds are often called "vaults" in which they store all their information permanently, regardless of how far such memories recede into the past.

Superhuman Strength: Dhampirs are supernaturally much stronger than humans. While they inherit their vampiric parent's strength, they are not as strong as a pure vampire. They always have the advantage of superior strength in direct combat with a human and can toss an average size, fully grown human across a room with great speed and force. Other examples of their strength ability include single-handedly lifting a grown men high off the ground by the throat and snapping their necks, tearing people apart, and ripping out internal organs such as hearts. This, in addition to granting them great endurance, allows them to be stronger than any human and possibly large animals. They are able to bench-press cars with ease and are capable of lifting about 1 ton. Their strength also contributes to there so called durability. They are resistant to very high impact forces and great falling heights. Jumping from a skyscraper won't affect them. The Dhampir anatomy allows them to perform such feats.

Superhuman Speed: Dhampirs are capable of running and moving at speeds greater than even the finest human athlete. They can also accelerate their movements to cover short distances in an instant, faster than the human eye can see, but are not as fast as a pure vampire. When running across long distances, they appear as vibrating blurs of motion. Their reflexes are similarly heightened. They move so fast that everything else, when compared to them, appears to be moving in slow motion.

Superhuman Agility: Dhampirs possess superhuman agility. Their agility, balance and coordination are enhanced to levels that are beyond the natural physical limits of the finest human athlete. They can leap several feet into the air and are able to move, jump, climb, flip, and run at incredibly fast speeds without difficulty or exhaustion. They can perform above-human parkour feats and virtually always land on their feet.

Superhuman Stamina: Dhampirs musculature generates less fatigue toxins during physical activity than the musculature of an ordinary human. They can exert themselves at peak capacity for several hours before fatigue begins to impair them.

Hypnosis: Due to their Vampire heritage, Dhampirs can control another person's mind by making eye contact. Because of their hybrid nature, Dhampirs are completely impervious to vampiric hypnosis.

Regenerative Healing Factor: Dhampirs, like vampires, possesses an accelerated healing ability that allows them to heal mild to moderate injuries with much greater speed and efficiency than ordinary humans. Dhampirs are capable of healing from severe slashes and puncture wounds within a matter of minutes to hours depending on the severity of the wound. However, they are not able to regenerate missing limbs or organs. They can snap their finger bones back into place after being broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement after a few minutes, whereas humans take longer to recover from similar injuries (which usually ranges from months to years). Their immune system is said to be ten times more aggressive than a normal human. This, together with their healing factor, defends them from any infections, allowing them to be effective at all times without becoming impaired or rendered helpless.

Cloaking-They can hide themselves from visible sight, rendering them invisible which includes hiding their scent.

Enhanced Accelerated Healing - A Vaewolf's healing power is a lot more enhanced and will allow them to heal a lot quicker due to the healing powers of a Vampire and Werewolf than just that of a vampire or a werewolf as an individual supernatural creature, thus allowing Hybrids to heal from all kind of injuries, due to being both Werewolf and Vampire.

Lie Detection -Due to their werewolf heritage, a Hybrid is able to sense if someone is lying or not

Superhuman Strength-While they inherit their vampiric parent's strength, they are not as strong as a pure vampire. They always have the advantage of superior strength in direct combat with a human and can toss an average size, fully grown human across a room with great speed and force. Other examples of their strength ability include single-handedly lifting a grown men high off the ground by the throat and snapping their necks, tearing people apart, and ripping out internal organs such as hearts. This, in addition to granting them great endurance, allows them to be stronger than any human and possibly large animals.

Hypnosis -Due to their vampire side, they can control minds.

Enhanced Superhuman Speed-Vamoires are faster than werewolves and humans even faster then vampires

Teeth and Claws-A wolf's teeth are like shark teeth. They are always growing and replace easily after some time, ensuring the wolf is able to always hunt or fight. This lasts the wolf's entire lifespan. The only way a wolf's teeth won't grow back is if it is dead. The werewolf's claws are extremely sharp and tough, enabling them to rend through a variety of substances including fabric, wood, cinder block, and even some metals. Werewolves can also use their claws to crawl along walls at great speed in pursuit of prey.

Super Agility: Vaewolves possess super-human agility. They have shown that they can move quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion. Vampires can jump with their super speed too. Vampires that feed on human blood can jump much higher than vampires that feed on animal blood. This ability also increases with age.

Wall Scaling-Vaewolvescan scale walls like spiders and still act like they were walking on the ground with their capes and clothes falling towards their feet instead of the soil. They can detach at will to land on the ground and carry on their work from there.

Flexibility: A Vaewolf’s body movements are uncannily flexible. Their agility is more advanced than humans, which allows them to rapidly respond to change by adapting to its initial stable configuration; They can make numerous gymnastic, or martial arts implements with little effort using a combination of strength, balance, reflexes and speed. They can even swing, flip, bend and twist themselves without failure due to their enhanced sense of balance and flexibility.

Superhumanly Acute Senses: The Vaewolf's sense of sight and hearing are heightened to levels comparable to those possessed by true vampires. They are capable of seeing objects with perfect clarity at much greater distances than ordinary humans. They retain this same level of clarity even in near-total darkness. The Vaewolf’s' hearing is similarly enhanced, allowing them to detect sounds that an ordinary human can't hear and enabling them to hear sounds an ordinary human can hear but at greater distances. The Vaewolf's sense of smell is as acute as a wolf's or a dog’s, enabling them to track prey for miles by the scent of the victim’s blood alone. Vaewolves are also able to sense the presence of supernatural beings or forces whereas an ordinary human would be oblivious to them. They can also instinctively sense impending danger, usually posed by humans. They can also sense emanations of good or evil, instinctively avoiding the former while congregating to the latter. Overall, their keen senses give them several advantages when hunting or eluding enemies.

Enhanced Durability-Vaewolves are able to sustain numerous blows of internal or external assaults.

Night Vision-They can see in total darkness and low light.

Regenerative Healing-They can heal rapidly from any physical injury.

Poison Immunity-They are immune to all forms of poison/toxic materials (barring silver and wolfsbane).

Supernatural Balance-Vaewolves are able to achieve feats that utilize the facets of balance in unique ways, such as constantly moving without losing balance, hanging upside down and not getting dizzy, closing eyes and standing on a single finger, dodging objects with superior finesse, and being incapable of succumbing to vertigo, nausea, disorientation, and the effects of weightlessness.

Supernatural Reflexes-Vaewolves have drastically better reflexes/reaction time than humans and werewolves.

Supernatural Endurance-They can endure beyond things that their parent species' and humans cannot.

Night Vision-They can see in total darkness and low light. Developed due to the supernaturals that hunt them.

Enhanced Intelligence-Humans are significantly smarter than Dhamphir, Werewolves, Vaewolves and Vampires.

Adaptability-Humans are an adaptable species and some have even formed a group of which to kill all supernaturals, known as the Blood Order. They have ultra violet lights, silver bullets, wolfsbane, and high powered weapons modified to kill those that feed on them.

Resilience-Humans are naturally resilient unlike the supernaturals, they can bounce back from almost anything.

Elementals-Humans can control the elements of Fire, Water/Ice, Earth, Air, Light, and Darkness. If a child is born to a two-parent element, they can only control one element.
 
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Ages

scorpiodragon

Three Thousand Club
#4

0-2 years:: infant
3-15 years:: child
16-25 years:: adolescent
26-100 years:: young adult
101-750 years:: adult
751-800 years:: elder


0-3 years:: infant
4-15 years:: child
16-25 years:: adolescent
26-50 years:: young adult *
51+ years:: adult onward
* average time of the "freeze"
Vampires are immortal, and freeze when bitten at whatever age they were changed at. Bred Vampires, however, age much like humans until their freeze.



0-3 years:: infant
4-12 years:: child
13-20 years:: adolescent
21-50 years:: young adult
51-80 years:: adult
81-100 years:: elder


0-3 years:: infant
4-12 years:: child
13-20 years:: adolescent
21-120 years:: young adult
121-550 years:: adult
550+ years:: elder



0-3 years:: infant
4-12 years:: child
13-25 years:: adolescent
26-70 years:: young adult
71-380 years:: adult
381+ years:: elder
 

scorpiodragon

Three Thousand Club
#12
Lore is being worked on but you are free to make characters. I’ll mention that Custos is the newest pack so has the least members.
 
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