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Fantasy World of Darkness: L.A. By Night

ValinoreanDawn

Namarië
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The World of Darkness is a world where the supernatural walk among the innumerable throngs of Human mortals. Deriving directly and adapted from the sourcebooks published by White Wolf. Angels, Changelings, Demons, Fae, Garou, Kindred, Mages, and Wraiths among numerous others. The circles of the Fallen World, Earth as the human's call it, is but one aspect to a far larger picture. A tapestry of the universe that is all there was, is, and will be. A more grand design than that mundane existence Humans share as their so called reality. No, there is far more to this than what they believe to be possible. Gateways to other worlds, like the fabled land of Arcadia, home of the Fae and were the Changeling's come from. Escaping through the Hedge that separates both realities. Demons, banished in ages past by God and the Elohim or Angels as they are now largely called, may be summoned or escape via cracks in the walls of the Abyss. That very same Abyss separating the Fall World and Near Umbra from the Realms Supernal. The Realms of Magic were Mages, Wizards, Witches, and Warlocks may draw power from. A realm once walked by the fabled Atlantean Mages before that Blessed Isle sank beneath the waves of the Atlantic. Then there is the Garou, otherwise known as Werewolves, one of many shapeshifters created by Gaia in ages past. They are her claws and fangs. Protectors of the wilderness and the natural Earth. Then there is the Kindred, Cainites, but popularly known as Vampires. The blood of Caine, the first murderer, flows through their veins and the myriad Clans and Bloodlines of the Cainites or Kindred among themselves vie for control across the globe. Lastly there are Wraiths, ghosts and specters, souls fettered to the mortal world due to unresolved events that transpired in their life and possibly due to their passing. Stuck in the mortal world before moving into the Umbra, the realms of the spirit.

There is more, much more, but those can be touched upon in greater detail in later sections of this auspicious tome...


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If you are a fan of supernatural, paranormal, horror, fantasy of gothic or otherwise, or even science fiction then you may find yourself a home here. The World of Darkness is expansive and nearly without boundary. Do you wish to be a Vampire stalking unsuspecting mortal prey? Politicking against your fellow Cainites and supernatural for more wealth and power? Or perhaps a Garou, Wolf of Gaia, is more to your liking. To form a pack of your own or be apart of another; or even walk the globe alone for long does the lone wolf trod. A warrior of Gaia to fight the taint of the Wyrm, Gaia's antithesis, seeking to corrupt all. But maybe you have a taste for corruption and all it brings maybe? Then may I suggest becoming employed by the megacorporation known as Pentex. So thoroughly is the Wyrms corruption that many do not even suspect that they are unwitting pawns in a much larger game. Yet, maybe all of that does not suit your fancy. Have a taste for magic....that sorcery which can be so beneficial and so harmful to all who are subjected to it's wondrous ways. A mage you are then? But what kind? A Mage from the Mysteriums, the Pentacle, the formal traditional orders claiming heritage from the Atlantean Mages of old! Maybe modern technology is your fancy....a bit of that science fiction that is such a hit with the younger mortals on this planet. Perhaps you can blend the magical with reason then? Then I would suggest that of the Technocracy. But all of this may be not to your wishes either. So then I would finally suggest the Free Assemblies. Mages who call no authority than each others their own.

I could be completely wrong on all accounts of course. You could be a spirit from one murdered and now possessing another. A Changeling escaping the clutches of the Fae and finding themselves back on Earth. Yet, not the same as before when they were snatched by the Fae and taken to the lands of Faerie Home. You are changed. The effects of Glamour have changed your features to be more elf-like. You may use it's power to mask your appearance to others. Or use wonderous powers to make yourself a place in the world! But I must warn you....The Fae do not like their toys escaping from them...They may just come to Earth as wild huntsmen to take back what they believe is rightfully theirs...

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Perhaps some backstory is in order? The role play is currently centered in and around the city of Los Angeles. Los Angeles, the City of Angels by day, City of Darkness by night; is torn apart in a struggle for dominion by the Vampire Sects, Werewolf Tribes, Changeling Courts, and all manner of individuals. Role Players will take control of an individual or individuals if they are so inclined, along with any support network or NPCs that they wish to have, in their bid to survive the dangerous world of Los Angeles underworld. In summation you may play as singular characters or as a character heading a faction like a gang of Anarchs or perhaps chief of a Camarilla clan. So, you may be a gangster, mafia don, entrepreneur, politician within Los Angeles, or what have you so long as you can fit into the general premise and narrative of the role play.

The role play itself will take place in the present but after the events known as Bloody New Years. The event known as Bloody New Years, January 1st of 2017, was an action that involved the deaths of most of the Camarilla leadership and led to the ongoing conflict over Los Angeles and the surrounding area between the two main Kindred communities of LA (Camarilla and Anarchs), but soon drew all the other supernatural communities into the fray. Changelings assaulted Werewolves in the suburbs. Vampires murdered vampires in the inner city. Human's, either aligned with a side, independent, or Hunters of the supernatural alike are caught in the whirlwind.

Further, the megacorporation known as Pentex, is increasingly active in Los Angeles. Seeking to oust the Camarilla from control of the city and take their place as the true leaders of the region. The mortal human population remains unwitting pawns in this struggle for domination. But the Camarilla is not the only threat to Pentex. The Garou, their arch nemesis, are ever ready to fight back. Better yet, Mages and Hunters are also in the mix. Of course, those two pales to the fact that the Society of Leopold, the militant branch of the Inquisition, is also present and seeking to finally fight back to free Los Angeles from the grip of the supernatural in the name of God, Jesus Christ, and for the immortal souls of Mankind.

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A Brief Introduction To The Main Races In World Of Darkness

Vampires
Perhaps the most prominent in the World of Darkness is that of the descendants of Caine. The very same one that murdered his brother Abel. Whom bear the Curse of Caine to this very day. However, they are not descendants by birth or genetics. Rather by blood via the act known simply as The Embrace. The Embrace is the act of draining a mortal of their blood and replacing it with a small bit of their own. Therefore passing on the curse of vampirism to the mortal who will in either minutes to hours rise from death as an immortal vampire or Cainite. Once turned they become a Neonate, a Childer to their Sire, and generally in Cainite society they are the latter's property until released by some higher power such as an Elder, Prince, Baron, or Bishop. Depending on what faction the sire's allegiance lies.

Vampires do not age and are not afflicted by diseases of the flesh like mortals are, Kine as vampire's call them, but must feed via The Kiss. The Kiss is a pleasurable experience on the levels of intercourse if not above for both the vampire and their victim. It also need not end in the victims death either. For the vampire may smartly nurse a group of mortals to regularly feed from. Maybe even give them small bits of the vampire's own vitae and thus make them into ghouls. Servants of the vampire that do not age while they receive a small dose of vampiric blood or vitae once a month. For all other extents and purposes they are humans and possess no other supernatural power.

Cainites also can possess a variety of supernatural powers and abilities known as Disciples. Many are Clan or Bloodline specific such as Thaumaturgy for Clan Tremere. For it is rare for a Cainite to be of such sufficient age and wisdom to use let alone master disciples from different clans and bloodlines. The level of power these abilities have directly correlates to the Cainites generation and blood potency. Generations being very straight forward in being how many genealogical steps removed you are from Caine. The only First Generation Vampire. The Progenitor of the entire species. Caine and the three Vampires of the Second Generation are regarded as mythological or shrouded in mystery. For no one knows if Caine is still alive or even existed depending on who you ask. The Third Generation, commonly referred to the Antediluvians, though that term is used loosely due to some like Augustus Giovanni becoming of that generation well after The Deluge. As that title would suggest it was originally intended to refer to vampires embraced before the biblical Deluge that occurred sometime in the late third millennium B.C. on the word of some Cainite scholars. Needless to say the Antediluvians are so rare and so old that should they ever awaken from Torpor, if you believe they exist that is, that their power would equate them all to being near-godlike. Following these near mythic beings is the Cainites of the Fourth and Fifth Generation. The Methuselah, though that term means any Cainite over a thousand years old, and it is they who are the grand masterminds of many plots. It is they who prosecute the Jyhad. The war between the various Methuselah and their attendant factions for global domination. Not that many are privy to their plans or even all their locations for their plans are so complex that to try and comprehend it all would be mind boggling. After them, the 6th and 7th Generations are the Elders. Often taking the titles of Monarchs and holding control over vast territories. Elders are vampires more than three hundred years old and the most visible during the High Middle Ages. They are powerful and not be dealt with lightly. Being the most visible overlords of Cainite society to date. After them is the 8th and 9th Generations, the younger vampires during the Middle Ages and bridging the gap between Elder and younger generations. Finally the vampires of the 10th through 13th Generations are the one's leading up from the Early Modern Era to the present. There are generations after but they are known as Thin-Blooded and are not full vampires. However, generation is not set in stone and can be lowered by mystical means or through diablerie. Diablerie being a heinous crime of draining a fellow Cainite belonging to a lower generation of all their vitae and finally absorbing their very soul. This will lower your generation to the generation of the vampire you so selfishly murdered.

Then there is blood potency. Which increases with age, experience, and diablerie. Blood Potency at the time of embrace is at 1 to scale. Until Blood Potency 3 a Cainite can feed on any source of blood. After blood potency 3 only the blood of humans will suffice. Six and up only the blood of the unnatural will nourish the Cainite. However, against this is Torpor. Torpor is akin to a deep comatose state for a Vampire. A vampire in starvation may enter Torpor to hibernate, or if critically injured may fall into or go into it voluntarily to heal if fed, while also lowering Blood Potency. In fact going into Torpor for a cumulative 25 year period can lower a blood vampire's potency a whole level. Thus may one over time keep their feeding habits easy.

Politically most vampires are part of a Sect. Which is made up of Clans and Bloodlines that have agreed upon a form of government. These will be described below.

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The Camarilla was borne from the events of the First Anarch Revolt during the Late Middle Ages. Signed into being by the Convention of Thorns in 1493 by representatives from Clans Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Venture. As a means of protecting themselves from the roving Anarchs, the newly threatening Inquisition, and the increasingly deadly mortal mobs. It is the largest Sect by numbers and states that it protects and represents all Cainites by promulgating and protecting The Masquerade. The Masquerade being the name for the vast effort in shielding the existence of Vampires and supernatural from the Human masses. It considers all Kindred (Cainites) under its jurisdiction and welcomes any who obey it's laws. It also seeks to maintain the status quo in Kindred society and as such it is structured feudally with an Inner Council made up of one representative from each of the founding Clans, Princes that govern actual temporal territory, and within these territories society is regimented with Elders at the top and everything else falling below. They are opposed principally by The Sabbat and Anarchs who seek to overthrow Cainite society for their own ends.

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The Sabbat or Sword of Caine, originally founded by Clan's Lasombra and Tzimisce and later any vampire that stands against the Camarilla or to further the Sabbats own goals (vampires belonging to a clan that is officially attributed to the Camarilla like Clan Ventrue become known as antitribu), is a loose organization of Cainites founded in 1493 in response to the formation of the Camarilla. The remnants of the First Anarch Revolt being their initial members and unlike the Camarilla who deny the existence of Caine and the Antediluvians; see themselves as the army Caine will use to destroy the Antediluvians once Gehenna arrives. Gehenna being the Cainite equivalent of the Apocalypse. The Sabbat is organized in packs, with titles being similar to the Catholic Church either in open mockery or humor one can only know, with the establishments of Diocese for territory under the control of Archbishops and Bishops. Mexico City is the informal capital of the Sabbat.

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The Anarchs by the early 21st Century is more or less described as a movement. Though they are loosely grouped as a Sect by virtue of their existing a political affiliation called The Anarch Free State that emerged in the 20th century. The Free State being based out of California, North-Western Mexico, and the American South-West. It is a term to describe Cainites that reject the status quo nature of Kindred society. Seeing a more freelance and possibly even democratic form of governance. Yet their own agenda is their very weakness as the Anarchs are often divided along gang, territorial, and ethnic lines. Affiliations that the Camarilla and Sabbat view as non-Cainite forms of demarcating groups. In the Free State territorial leaders are known as Barons. But truthfully due to the anarchical nature of this group you may find gang titles to downright lofty being used.
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The Changelings are those of mixed Changeling and Human blood. Either through the couplings of a mortal and a type of Fae or more commonly from the prolonged effects of being taken to Arcadia by the True Fae. The Changelings are one of the few kinds of Fae that can survive in the modern world and use Glamour, a form of magic, not only to shield their appearances of they differ from humans but also to conduct sorcery. Changelings often remember their times in Arcadia as traumatic and as time has no meaning in Arcadia they may be taken in the 1700's as children and return to Earth when its 2017 and be in their thirties. Or even vice versa were they may be gone in Arcadia for what seems to be a life time but in reality a year has passed on Earth. Every experience is different and every realm that a True Fae own's is as different as their personalities. Changelings gather in what is known as Courts and divide the world into Kingdoms ruled by Monarchs for their own self protection. But like all the races there are loners and smaller factions of various types. However, their abilities are checked by the metaphysical force known as Banality a.k.a reality. Banality is the summation of human conscious on what reality is and should constitute.
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The Garou, or also known as the Garou Nation, are the fangs and claws of Gaia. One of the Triad of Celestial beings and the personification of Earth's natural being. The Garou are often seen as Gaia's warriors and protectors of the wilderness. Though in more modern contexts they promote environmentalism and conservation as a new way of protecting the Earth. But in the shadows they fight real conflicts with other supernatural races over territory and material gain, protecting the Earth, and fighting the corrupting influences of the Wyrm. The Wyrm being the Triad Celestial personification of corruption and perversion. The third celestial being the Weaver and the Garou have mixed relations with the creatures of the third Triad member. However, not all Garou loyally serve Gaia. Some like the Black Spiral Dancers are corrupted by the Wyrm and fight for it rather than Gaia.

The Garou are in effect two spirits trapped in one form. A human soul and a soul of the wolf. As such a Garou can take multiple forms and change into them fluidly. From being fully human looking, to hulking werewolves straight from the Hollywood big screen, to prehistoric sized wolves or normal modern grey wolves. They can take substantial damage while in their werewolf forms, to the point that silver is the only way to kill them expediently and quickly, unless you can pump them with so much lead in the seconds you have before they rip you limb from torso. The Garou are not immortal and reproduction wise the Garou gene can only pass to offspring when two Garou mate or if a Garou mates with a wolf. There are no mixed half-humans and half-Garou walking around.
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Shapechangers or Shapeshifters are the numerous races and species of the Gaia, Wyrm, and Weaver. The Triad of Celestial beings. The Garou as stated above have their own section by virtue of being far more numerous. This section is for the various other, rarer, shapeshifters in the world. The Ajaba (Werehyenas), Ananasi (Werespiders), Bastet (Werecats), Corax (wereravens), Gurahl (werebears), Kitsune (Werefoxes), Kumo (Goblin Spiders, werespiders corrupted by the Wyrm), Mokole (werecrocodiles), Nuwisha (Werecoyotes), Ratkin (wererats), Rokea (weresharks). All operate the same as the Garou and use the Garou application, simply change the name wherever Garou is mentioned to the appropriate name listed above.
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Mages also known as the Awakened are humans that awoken to the reality of magic. Non-magic using humans being known as Sleepers in turn. Mages wield quintessence also known as magic and upon awakening their soul will seek to cross the abyss and follow one of the several Watchtowers. The Watchtowers representing one of the Realms Supernal and have specific spheres like Time, Fate, Forces, et cetera. These form the core of the Mages powers and abilities. What they specialize in and what sphere they are proscribed too. A group of mages is known as a cabal and unless you are rogue or a freelancer they belong to specific societies. For freelance mages without access to the vast reservoirs of knowledge the societies provide typically end up as nothing but charlatans peddling fanciful tricks at dinner tables. True magicians join a group and are trained over the years. Honing their abilities and talents. The natural counter to a Mages magic is the metaphysical force known as Paradox. Which is the natural order of the world trying to undo or backlash against the Mage for forcing it to change. Paradox is directly tied to the overall consciousness of Mankind and became more apparent after the Age of Enlightenment when most Humans stopped believing in Magic and superstition.

Mages primarily are part of the Adamantine Arrow, Free Council, Mysterium, Guardians of the Veil, Silver Ladder and Technocracy. Other groups like the Seers of the Throne, Banishers, and The Mad either seek to kill all other mages like the former two or are insane from the psychological effects of becoming Awakened like the latter.

Magical abilities are not passed genetically. Technically any mortal soul can become awakened.
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The Imbued, also sometimes erroneously referred to as Hunter's and not to be confused with the Non-Imbued Hunters who are just regular Humans who have banded together or work alone, are mortal humans that have had the supernatural world revealed to them by contact with The Messengers at a point of crisis in their lives. As such the contact with The Messengers is often a traumatic experience and they never are physically revealed. The success or failure of this leads to the Human becoming Imbued; failure makes them a Bystander and is due to them recoiling or rejecting the contact. The Imbuing process is relatively short. The Messengers quite literally having a message enter the persons mind that reveals the supernatural world to them. A phrase or utterance that reveals a co-worker to be a Werewolf, a person mugging them as a Vampire, or perhaps that creepy guy that walks around your block at night is a zombie. At any rate the phrases need not always be helpful or even sensical. Such as, "Do Not Breathe," or, "Burn the Office Down," and while some can be straight forward as simple writing on the wall. Many are understood by the Imbued as puzzling and nonsensical utterances that either prove helpful or not later on. This first phenomenon is approximately the same with following whispers and messages sent by The Messengers later on if they do occur.

The exact nature of The Messengers is unknown. Some believe them to be the voices of the Elohim or Angels. Others view it was voices in their head or perhaps even the voice of their own soul revealing to them the greater world hidden beneath. At any rate no one has ever actually seen a Messenger physically, but every voice is different, with some being feminine and comforting while yet another voice to a different Imbued is masculine and harsh.

Directly after the Imbuing, The Messengers, generally bestow two types of supernatural powers on the individual in question. A Conviction which is a reserve of strength and bolstered by faith if they are religious. Conviction allows the Imbued to face the creatures of the supernatural, pierce their illusions, and increase their mental fortitude against maddening terrors that could drive a regular human to insanity. The second power given is known as Edges. Edges are typically minor supernatural powers and generally innate abilities that activate to help resist or defend against the Supernatural. Edges are largely determined by the Creed that the Imbued identifies with and what Virtue they proscribe too. There are three Creeds per Virtue, and the latter are: Mercy, Vision, and Zeal. Those who proscribe to Mercy seek to protect those worth saving Human or Supernatural. Vision is the least understood and those Imbued proscribed to it literally receive visions. These visions often are confusing, not linear chronologically, and either may represent the near future or a possible future. Finally, Imbued of Zeal are one's of righteous anger and pursue those that they Hunt with dispensing justice in mind. What exactly constitutes justice is of course up for debate and the opinion of the Imbued in question.


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The modern day Chamber Militant of the Holy Order of the Inquisition. The Society of Leopold was founded by Leopold von Murnau in the 13th century on the orders of Pope Gregory IX to fight the supernatural. Forming an organization originally known as The Shadow Inquisition or more formally: Holy Inquisition Against the Devil and Other Demons. The Papal Inquisition targeted mortal heretics, the Shadow Inquisition targeted the supernatural, and at its peak in the 15th century the Inquisitors of this group forged a path of fire and steel against the denizens of the night.

They still fight this secret to the modern day. But with different methods and weapons necessary to operate in the 21st century. Unable to parade around like they did in ages past the members of the Society as they style themselves since the Victorian Era operate in total secret. Using infiltration, espionage, assassination, fighting in isolated areas or with little possible outside observation. At their disposal is the resources of the Catholic Church in terms of finances, armaments both mundane and supernatural, and armed with True Faith. A fully fledged Inquisitor is no laughing matter to fight. Their mind shielded by Faith against the forces of darkness they are able to look at the terrors plaguing the world in the face and spit at it. They bring gun, sword, halberd, and fire to the enemies of mankind day and night. Fighting a war that the vast majority of humanity is unaware too, the very war for Mankins immortal souls, and as such these heroes go nameless and un-thanked by the billions of humans on Earth.

The Society of Leopold is very organized with strict and harsh training. Preferring to take in youth as young as ten if not lesser in age. All the more time to steel their mind against the horrors going bump in the night. Assisting the Inquisitors are all manner of supporting personnel either auxiliary or combat oriented. The Condotierri lances (typically three man teams) are trained in defensive tactics and guard the Cenaculum of the Society around the world. The Gladius Dei are the elite assault corps of the Society. Forming a core of shock troops for the Inquisitors in the field. The Order of St. Joan operating as intelligence and supporting medical personnel while the Office of the Censor is a full time internal auditing and investigation service. Additionally, while most Inquisitors remain generalists in skill set, some may specialize and be offered to join a sect. There are seven in the Society and all have different ways of going about fighting for mankind's salvation. The Sons of Tertullian, Order of Saint Michael, Sisterhood of Saint Claire, Sanbenito, Fathers of the Good Death, Children of Lazarus, and Brethren of Albertus (whom is also made up only of sanctioned mages).

The hierarchy of the Society is also regimented with the Inquisitor-General in the Vatican answering only to the Pope. Below him are the Provincials who oversee particular territories around the globe. In turn they are aided by the Abbes who steward their Cenaculums. The Abbes are in turn aided by Censor(s) who provide internal investigation, counter-infiltration, and other support services. Finally there is the Councilors and Tertiary's. The Councilors are Inquisitors who have proven their worth and are experienced veterans of service and typically the most senior Inquisitor in a Cenaculum. The Tertiary's are regular Inquisitors who have that additional title to show they have passed their novice training and become Inquisitors in their own right. Below them are the Novices and numerous supporting staff brought into the fold.

The Society operates in Cenacles that operate out of Cenaculum's around the world.
 
Intresting I do like the setting and like playing older characters (love playing those that know the past)
 
So is this going to be using the White Wolf rules for character creation? If so, I would like to toss my hat into the ring for this. I'm just not sure if I will play a vampire, mage or a werewolf.
 
So is this going to be using the White Wolf rules for character creation? If so, I would like to toss my hat into the ring for this. I'm just not sure if I will play a vampire, mage or a werewolf.
It’ll use White Wolf but it’s narrative focused instead of relying on crunch and primarily around relatively young characters.
 
Cool deal. Count me in. I just need to figure out what kind of character to play.
 
I’ll state my interest as well. In terms of what the general thrust of the rp will be, is it more character vs character (vampire versus garou versus mages etc) in a struggle for dominance over the city, or group versus world entities (monsters of all types versus Pentex for example)? From the description and lore, both seem possible, so I’m interested in what the narrative direction would be. I’m not familiar with what White Wolf rules are, so apologies if your reply to Sherwood has any overlap.

Great job on the lore and detail though. Lots to read and think about.
 
I’ll state my interest as well. In terms of what the general thrust of the rp will be, is it more character vs character (vampire versus garou versus mages etc) in a struggle for dominance over the city, or group versus world entities (monsters of all types versus Pentex for example)? From the description and lore, both seem possible, so I’m interested in what the narrative direction would be.

Great job on the lore and detail though. Lots to read and think about.
Both are possible but it is character based I.e. can be an individual flying solo or head of your own LA faction.

There is a loose overall direction involving the sarcophagus of an old vampire from Europe being lost by the Camarilla escorts and this getting found out by other groups which causes quite a stir in the already dynamic fight for control of Los Angeles.
 
Both are possible but it is character based I.e. can be an individual flying solo or head of your own LA faction.

There is a loose overall direction involving the sarcophagus of an old vampire from Europe being lost by the Camarilla escorts and this getting found out by other groups which causes quite a stir in the already dynamic fight for control of Los Angeles.
Understood, thanks. It’s certainly got a backbone I’ve not played before, but as long as there is strong potential to bounce off/work with other characters and write with other players, I’ll give it a go. The Changelings are appealing to me the most!
 
While a mage is powerful, they have the problem of using magic around mortal observers. My first thought for a mage was a Virtual Adept, but the Order of Hermes could be cool. Or one of the martial art using ones, I'm spacing on the name at the moment. I would have to tap into some creative juice to make that work.

Garou are pretty awesome. They have some cool powers, and their klave is a powerful weapon, good for slicing and dicing.

The more I ponder, the more I am leaning towards a mage.
 
Understood, thanks. It’s certainly got a backbone I’ve not played before, but as long as there is strong potential to bounce off/work with other characters and write with other players, I’ll give it a go. The Changelings are appealing to me the most!
Lot of nature in the area to percolate ideas around! Maybe a Changeling dwelling in the Los Angeles National Forest? Or the mountain ranges? Or the edges of the Mojave?
 
While a mage is powerful, they have the problem of using magic around mortal observers. My first thought for a mage was a Virtual Adept, but the Order of Hermes could be cool. Or one of the martial art using ones, I'm spacing on the name at the moment. I would have to tap into some creative juice to make that work.

Garou are pretty awesome. They have some cool powers, and their klave is a powerful weapon, good for slicing and dicing.

The more I ponder, the more I am leaning towards a mage.
Akashic Brotherhood is a martial group of mates that Interpret Forces as the five classical elements
 
Akashic Brotherhood is a martial group of mates that Interpret Forces as the five classical elements
That's the one. I get a whole Highlander feel from them, pulling out a sword to carve a bad guy into little cutlets.
 
Lot of nature in the area to percolate ideas around! Maybe a Changeling dwelling in the Los Angeles National Forest? Or the mountain ranges? Or the edges of the Mojave?
Most of my knowledge or California comes from media, so I'll definitely be looking for some info from those more knowledgeable.

I'd love to start off in a team or adjacent to one (allies force/individual?) - Psychie Psychie and Sherwood Sherwood would that be cool with you?
 
Most of my knowledge or California comes from media, so I'll definitely be looking for some info from those more knowledgeable.

I'd love to start off in a team or adjacent to one (allies force/individual?) - Psychie Psychie and Sherwood Sherwood would that be cool with you?
Sure! I look forward to working with you. I am still in the very beginning steps of making my concept.
 
So despite my original interest in the Changelings, my mind has eloped with a Shapeshifter concept, possibly Ajaba or Gurahl, so I have a few questions about them ValinoreanDawn ValinoreanDawn if you wouldn’t mind.

Are there any restrictions or consequences (body, mind, spirit, psyche) to shifting form? The Garou info mentions a form can be swapped ‘at will’ between human and wolf spirit, so I assume no particular conditions have to be met for a form shift, but any restrictions other than that, or consequences for shifting form?

Second query, would the were-form be identical to an animal of that type morphology wise in terms of size and direct appearance, or are things more flexible in shapeshifters? Any particular oddities that would mark out a creature as being a were-animal rather than a regular animal?
 

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