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Topics - Raven

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Community Rules & Regulations / Character Label regulations
« on: January 20, 2021, 01:42:54 AM »
There are far too many people going around with invalid labels so I've decided to set the record straight.
If you have something you shouldn't, contact an admin to have it removed please.
You will not be held liable for now, but helpers / admins who run into them are obligated to remove on sight.

Subtle Effects
Labels such as "360* Peripherial Vision (Correspondence 1)" are an actual eyesore. They are visually annoying and are generally passive effects known only to the user. There's literally no reason to have one. If you activated it a few hours ago, your /iclogs will demonstrate you have had it. If it's a long lasting effect, use your /RPFs to note it down. Simple as that.

Clothing, Scars, Tattoos and Accessories
Use /cd (character description). Obnoxiously long labels detailing the fact that you have a cross around your neck are a detriment. /cd works perfectly fine without being overly intrusive. If someone cares what you look like, they will likely read your description anyway. If you feel like there's something you absolutely must point out, then recommend they read your /scd before continuing the scene.

Injuries & Deformities
For subtle and minor effects, use /cd. If you are missing a limb, walking as a hunchback or have other visually severe ailments, then you can use a label. Most other times it's simply unwarranted.

Armor Reskin Labels
Full body armors + helmet that are VASTLY different from your run of the mill equipment can merit having a special label. Examples include Special Forces outfitting, medieval outfits, Alanson Technocrat suits, and other supernatural type-armoring.

Masked Reskin Labels
These are strictly disallowed. Buy script-masks if your label is on the basis of you wearing a mask, bandana, helmet or whatever else.

OOC Spectator
These are no longer permitted. If you are in a scene OOCly, you may simply state so and go stay in a corner in silence to observe. Alternaively, you can have a Spectate: [specific player] label temporarily.

Don't turn your labels into senseless rainbows. July is a great month but you should stick to your race colors. Disguises are white {FFFFFF} color by default. Supernatural apparel labels (Shroud of Darkness, Tenebrous Form, etc) take a black {181818} color. Animals take the beast {F0E68C} color by default.

Infernal Forms
I've seen Demons take up anything between Incandescent Fallen to Smelly Tornado. Generally speaking, you only get one of these labels if they're descriptive of a specific form. You may only get one of these if your label depicts an Atavistic Form, or a special primary visage. Shroud of Darkness will display you as a blob of darkness at night. Chameleon Skin will turn you into a nigh-transparent ghosty outline. In this case, you can set a label to reflect this change. If you do not possess either of those things, then it does not merit a specific label change.

Changeling Mien
The usual light blue labels are applied in the Dreaming or when invoking one's form.

Unique IDs
If a given label is restricted and unique to your character, an administrator may allow you to opt out of having the unique ID show. Generally, this applies to Atavistic Forms.

Invisibility Skins
Only set one if your character is 100% unseen. Obfuscate, Chameleon's Skin and Blur of the Milky Way type powers do not render you fully invisible. If you employ this skin for partial invisibility, but may be detected through other means, you are OBLIGATED to check with players around you if they may or may not detect you. Failure to do so is powergame.

Mask of One Thousand Faces
Obfuscate 3 is not seen through by default by other supernaturals who ought to be otherwise immune. If you are aware someone may see through your guise, you must inform them of your original appearance.

Guides & Tutorials / [Optional]: Capture / Cripple mechanics
« on: January 10, 2021, 15:20:32 PM »

The Capture / Cripple system is an optional system being introduced, allowing players to push for conflicts that don't necessarily result in immediate death and the resolution thereof. While it is caracterized as opt-in, in some cases administrators can enforce it without the player's consent (i.e. death in NPC-driven events, faction punishments, etc). The system generally relies on a storyteller or the consentual agreement of both parties to employ properly.

Ground rules:
- A player must inform the other party, preferably through a /sme, /me or /do that they intend to go for a Capture or Cripple attempt BEFORE initiative is underway.
- "Accidental" kills that were not originally stipulated as capture/cripple attempts will still be ruled as kills. The character must deliberately try to avoid an outcome resulting in death.
- You cannot capture a target, only to then kill it an hour or two later away from public eyes. This isn't what the system's designed for. If the target is uncompliant, tries to actively resist or escape - you can kill them. However, bear in mind this is intended to promote roleplay. A release, trade or escape are the desired outcomes, and certainly not an execution.
- You cannot Diablerie, consume (demon) or perform similar acts on a captured target.
- The victim of a capture/cripple attempt must offer their consent. If they do not wish to go through the system, they apply damage and die as usual.
- A victim may only refuse BEFORE the penalty for their Crippling is determined. You can't back out once you're on board.

When initiating a capture, the attacker intends to incapacitate (but not terminally hurt) a victim. Roleplay the engagement as usual. However, the incapacitated victim does not die. This system over-rules the normal stipulations for Torpor, Blood Healing, Regeneration and other similar mechanics when it is in effect. Even if you incur 15 aggravated, consider the attacker holding back at the last moment, doing just enough damage to harmlessly render you unconscious.

About an IC hour after the resolution of combat, the player will waken with 1 health level in a crippled state. Normal healing systems apply from that point onwards again. Aggravated takes 5 bloodpoints and a night's rest, werewolves require Gifts to regen, etc. This period of 1 hour can be shortened OOCly if both parties agree to downtime it.

Until released, traded or the player manages an escape on their own, you will not be able to leave the capture premises on the account. However, the party that's captured you is generally obliged to provide you with sufficient roleplay. This doesn't mean they have to babysit you 24/7. However, captured targets must be kept captive with a specific reason in mind. Keeping people locked up for more than a few hours just for the sake of preventing them from roleplaying out there is forbidden. A victim is free to consult an administrator if they think they're being unlawfully held captive.

The attacker declares their intention to capture a target. After "killing" them, the target is downed for an hour, wherein they cannot act or heal. The victim can either accept the capture attempt, or apply a normal death and move on.

If the target takes 10 more health levels worth of damage above their "Incapacitated" treshold, roll a single die for every 5 health levels thereafter. If the result on any of these dice is 1, the player dies anyway.


In case an attacker's intent is to cripple, but not kill a target, they can opt in for this system. This is a form of penalizing a victim without ending the conflict. Sometimes, being crippled is much harsher than a regular PvP death, but it has a chance to spin into recovery quests and what have you. While this is also optional, we recommend players to have a go at it. It's character development, even if it ruins the plans you might have had for it from the get-go.

When a victim is crippled, their maximum damage treshold is set to the Crippled (1/7 health levels). They cannot go below that and become incapacitated/dead, unless they wish to pursue a PK instead of being crippled.

Depending on the amount and type of damage incurred, a storyteller or the players agree on a severity rating. This defines how grievous one's injuries are, how hard it will be to heal and recover from them, etc. If being battered with a baseball bat is an 1, then being torn limb to limb by a Crinos is 6. Being struck by lightning for 10 lethal might just fry you to near-death. Apply a severity rating of 3. A prime infused punch that strikes your forearm might do 12 aggravated, but realistically it only broke that limb. The severity can be as low as 2. These numbers are generally arbitrary and will be determined by the storyteller on scene once the wounds incurred are taken into account.
Count the cause of damage and the number of health levels that were meant to be lost. That is the basis for your severity rating.

Next, the player rolls a single die. The result of that /mroll 1 is then added to the severity rating. The sum of those two numbers is then split into a DURATION and an EFFECT. The result also determines the buy-out price for the IMPAIRMENT. The storyteller chooses how the sum is split and assigns a relevant impairment.

If the sum of the impairment reaches 15, the victim dies - even if the player did not intend it. This means that if you score a severity rating of 6 and roll a 9 or a 10, your victim will still die.

Having acquired an impairment, you will have a grace period of 1 ooc week. If your character dies in relation to the same situation, your impairment will be removed for free.

After 1 week has passed, you will either have to wait out for the duration to elapse or get some means of supernatural healing to undo the damage caused. Refer to your book or moderators for specifications if you're unsure your power can fix certain ailments.

Alternatively, you can buy off the impairment as though it were a flaw. A short backstory about how you found a miracle cure might be required. In that case, you will pay the impairment's rating cost in XP to get rid of it. Impairments cannot grant you Flaw points.

System: Assign a SEVERITY rating from 1 to 6. /mroll 1. The sum of the two is split according to the chart below and an IMPAIRMENT is assigned. Set a pair of RPFs to the player with the following format:

Name of the Impairment (99pt. Impairment): You have been crippled on [dd/mm/yyyy]; Severity: 6; Rating: 1-14; Duration: 6 months.

Code: [Select]
Name (0pt. Impairment): You have been crippled on [00/00/2001]; Severity: 0; Rating: 0; Duration: 0.

Duration Chart:
The duration periods are based on the IC time progression.
  •    3 days
  •    1 week
  •    2 weeks
  •    1 month
  •    2 months
  •    3 months
  •    permanent

Assign an effect depending on the nature & location of the wound, severity and sum. The choice is at the storyteller's discretion.

Impairment Rating: 1
Code: [Select]
Bruised Skin (Continued): You are in mild pain and require medication. Reduce 1 die from all physical action pools.
Code: [Select]
Marred Skin (Continued): Your body boasts a scar. Although you can hide it, it can prove inconvenient. Reduce social pools by 1.
Marred Skin (Continued): >describe the nature of the scars, location, etc

Impairment Rating: 2
Code: [Select]
Improper Bone Setting (Continued): [One of your limb bones]* hasn't healed properly. If struck, add a die to the opponent's damage.
* Define which one. Left/Right Arm/Leg

Code: [Select]
Deep Scar (Continued): You bear a gruesome scar on your body. If shown, reduce Appearance rating by 1.
Impairment Rating: 3
Code: [Select]
Cosmetic Damage (Continued): A visibly disturbing injury makes you seem grotesque. Reduce Appearance by 1.
Code: [Select]
Gelded (Continued): Your balls were crushed. You are now impotent and can barely get it up. Oof.
Impairment Rating: 4
Code: [Select]
Missing Fingers (Continued): You've lost a few fingers. You incur a +3 difficulty penalty with that hand.
Impairment Rating: 5
Code: [Select]
Missing Eye (Continued): The difficulty of depth-perception and ranged attacks increases by +3.
Impairment Rating: 7
Code: [Select]
Blind (Continued): Your eyes have been damaged and you can no longer see. Blind Fighting Penalties are always in effect.
Code: [Select]
Torn Legs (Continued): Both of your legs are now missing. You cannot move around freely anymore.
Code: [Select]
Torn Arms (Continued): Both of your hands are missing. You require continuous caretaking or other means of self-sustainment.
Impairment Rating: 8
Code: [Select]
Paralysis (Continued): You can no longer move your body, at all.
Impairment Rating: 9
Code: [Select]
Bro I'm Fucked (Continued): You require life support to remain alive. Your body is paralyzed.
Now you might ask, why are paralysis and other debilitating things around rank 9 even a thing? Well, some people can astrally project and stuff so they might apply to them.

Character Profiles / Panam's Ass
« on: December 23, 2020, 22:36:45 PM »

reserving the pic be4  any of u leechers snag it

might be my new character idk

waiting on emiel's CK

this apperance now illegal

Judy: lmao suicidal bitch gets the worst types ayy

V: How can someone spend $128,000 on a bike but not get the Mr. Stud to please his lady?


Cain and Abel... Romulus and Remus. Power and love throughout history, agents of unfathomable
power, and the instrument of our ascension or fall…
This tale was no different, the story of the lover, the defender, and the judge.
The tale of when the light has fallen to the endless shadow, the eternal ouroboros of the Hell Schatten.

A tree branch is a strange thing, discarded and serves no purpose in the natural order, forsaken and more importantly weak & fragile, easy to break under any stress yet when you strand them together, united; they can make damns that hold whatever the mighty water current can throw at it”.

This was the tale of the Hell Schatten. Branches in a world of gods and monsters. Ironically, The Three Musketeers of this bleak world. The forsaken Elmar, the lover of this tale, our Athos. Leopold, the judge and without any denial or doubt, he’s our Aramis, a man who hesitates between his duty calling and his fondness for women and scheming. At last, we have our defender, Garet the D'Artagnan of this tale, a man who just wanted to have his family whole again.

"An empire toppled by its enemies can rise again. But one that crumbles from within, that's dead. Forever."

Before I start on the end, let me tell you the beginning of our little branches, united from birth against the harsh reality of this world, since the days of yore they knew that they either rise together or they fall together and they did…in a way, survived the cruel childhood in a forsaken orphanage of a country in ruins…answered to the call of duty and justice, some even died for it…twice.

Their eyes opened to the horrors and the truth of this world but it didn’t falter them, they didn’t decide to go quietly into the night, they didn’t fall without a fight like the rest of the masses. They stood back, they fought; reaping epic victories and tragic losses.

Do you recall my example of branches, I lied...; Even the mightiest branches united still crack un the constant weight of the world and to maintain the structure you need to move and so they did. Their journey cost more than they ever imagined and more than they endured but that’s what it means to be human, however insignificant they might be, They still fought, They sacrificed and eventually they found a way to win regardless of the cost…that road took the best among them, Elmar the kind and its place came Naumtaehnsheanami, the angel of the rising tide, taking its body but not its place.

That was the beginning of the end… It wasn’t much but they had each other, they loved and cared one another and Leopold never possessed to the strength to let go of Elmar, made himself believe that whatever that being is, that he was family and in time even Garet started to warm up to him; Shaumaten, the angel of falling wind or Elmar for simplicity sake…was a being from a time unknown to them, maybe the beginning itself, maybe even older but still he was a being of kindness and compassion.

His touch meant healing and life itself, his smile and light were the haloes of a literal angel but we all must remember that even the devil was once an angel. Leopold was a man on a mission, the mission of righteousness, to stand a judge to every injustice, every horror, every smile and tear then deliver his unbiased and final decision as to the inevitable arbiter of their existence yet let’s not also forget that he was a man, a man who dared to love, dared to smile and dared to help….he was a human and a good man till the bitter end. And finally, Garet, the middle child of this group.

There’s not much to say regarding him, he was a man that life has dealt him a shitty hand, over and over. A man burdened by his failure as a brother, as a guardian to the point he decided to dip himself into hell itself to have the power to save his family and brothers. “So how did it end?” It all started with a dream…a whisper in the back of Elmar’s head that stirred a powerful emotion within his immortal flame, the most dangerous emotion in the whole cosmos “Love”. Everything has a connection to someone, somewhere but to Elmar’s kind, that statement was taken literally…His old lover, the angel of rising tide…quite the pair, the angel of the falling wind and the angel of the rising tide.

Love, the place where the falling angel meets the rising fear. So he went forth to answer the unending call for love, leading him the city of love itself “Paris” where he searched the catacombs of Flambeau, the timeless castle of Burgundy yet little did he know that he was a thread being woven by powers that goes beyond our understanding, Vistar the mocker of Ariel, the angel of the sphere and the gardener of the eternal moon, he played Elmar like a fiddle with his love…as we all know, love is the death of duty.

Indeed, it was the beginning of the end but before I foretell how it all went down, how the Hell “Light in german” met the Schatten “The shadow” and truly became an ouroboros devouring its own tail for eternity. The thorny flower of love started to bloom within the endless stormwall of Elmar’s hear yet it wasn’t pure nor unrequired but simply a tool by Vistar to push the angel of life itself to create a vessel worthy enough to hold the old gods themselves, that task meant one thing; To violate everything he ever believed in, preached or loved, a path that had to lead him astray into the endless spiral of torment.

Torment is the greatest of all warriors. What it doesn’t destroy, it alters beyond recognition. An angel of kindness turned spiteful and full of hatred, leeching on the last few rays of hope & love given to him by his Eternal dominator. The die was cast and his plan to create a perfect vessel, codenamed C.A.S.T.O.R “Combat Assimilated Special Termination Operator”, fooling everyone on its purpose but like I was saying before, for every light there’s a shadow and vice-versa, and in this tail the light was Garet. While Leopold was busy handling the never-ending task of stabilizing the god-forsaken town of Angel pine from the endless hordes of the damned.

Garet was on the hunt, following Elmar from the shadows, watching, waiting for his time to move. Yet sadly Garet’s greatest mistake was that he underestimated Elmar when he planned to take him down on his own in the darkness to ease up on his brother’s pain, for he knew that from all the people on this planet, there’s 2 he can never judge, he can never condemn. Leopold too was blinded by love and who can blame him. “I pity you” Those were Garet’s last words as a man who gave everything, he had to strike down his brother but he just couldn’t shoot that face and he fell. Looking at the waves of the San Fierro beach under the night’s stars looking at the impossible line in the horizon as his time draws near.

Every memory he had, every laugh with his brothers, his greatest achievements chased by it … the impossible line where the waves conspire. Where they return and that was his ending, an unknown corpse on a beach. The news traveled to Leopold who drowned his sorrows in the only way he knows how (Redacted). From a judge to an avenger to his own brother’s trail, leading to one simple conclusion as his eyes opened to the truth and the larger play at hand. Castor, Garet, Elmar, and the dead bodies in his wake, everything made sense to him.

for the first time in his life, Leopold wanted to be wrong, wanted to be mistaken but the truth was laid naked before him…there was no other way. His brothers, their lives were forged in their unbreakable bond. A bond that withstood the great horrors of this world and brought forth the reign of Hell Schatten.

Born from the depths of unity and love, rooted in the bond of trust, our bond emerged out of the chaos. As it grew, so too did the might of the Imbued. We aimed to create a world of peace, a world of prosperity. A world that lives in the shadow and safety of the great Chillad mountain, a mountain that has come to be the graveyard of countless damned! Now, on that day, that power was to be tested! The Celestial, Elmar, seeks to destroy all that they have wrought. And in that mountain, where it all began, everything ended.

As Elmar confronted Leopold who gathered all his powers and knowledge far and wide to match a celestial in combat, an impossible battle yet he prevailed as even the night sky itself glowed with the white rays of heaven itself, banishing the night once more as the perverted might of heaven & hell itself descended upon them, returning them to the start dust they that once were.

“Goodbye, brother.”

Guides & Tutorials / Pro-tip: Character Power Indexes
« on: April 14, 2020, 16:58:00 PM »
Hello. It's ja boi, pvp-god gamerboy27 and today i will be giving you protips that will help you avoid powergaming or stalling shit in the middle of a fight.

The jist of it is simple:
  • Make a Google account. Get google documents, a free service that lets you make up and share docs online. Create a new document titled after your character. Bookmark the file.
  • Access your books, and copy + paste every single power that your character has in that document. Highlight the titles of your power and set it as Heading.
  • Highlight, change the color or do whatever you want to make it easier for you to spot important information in a given power description.
  • When in combat, pop open your power index and you can now easily navigate to all of your catalog of powers, without having to shuffle through the book and wasting everyone's time. It's "EZ" as gran'ma booma likes to say.

Unless you're kerdav or shmoits and change your character every 2 weeks, this should last for a long time. The time spent making it will be less than the time you spend browsing the books every time you forgot a roll. It's an easy way to have everything together in your own special little book. Since the content is highlighted, you'll also have an easier time remembering. No more shall you take 2 minutes to double check a roll and wait for a pesky 400 page book to fully load.
Try it out, it's free!

This bad boy is what I used on Leopold Licht, it contains all of the powers I possessed,  the maneuvers I could perform and the house rules applied to those powers. You can also make a set of external resources and information and attach it to your document.

Spoiler for Vampire index example:

Lasombra central

Anyway, just an idea if you wish to be a tad more efficient in combat and tend to forget things.

Character Profiles / Emiel Bonhart
« on: April 11, 2020, 22:36:49 PM »

Feathers torn.
Scattered bodies in numbers unknown.

Adrift and alone, pulled from an universe that no longer wants you.
Stygian shackles tear you down from the skies, yet you refuse to fall.

Unyielding - you let go of your suffering and heartache, because you love.
..and you hate.

You hate too much to let go of the world.
You love it too much to let it die on its own.

Reborn - with nothing to lose, you set your gaze to the skies.
You look at humanity, not at it's dead God.
Those born without wings, yet able to fly.

To shelter their wings, you solemnly vow.
You have nothing left, yet they can still conquer the sky.

Chaerbleidd originally served in the Ministry of Lions in the Vegas Infernal Court. Though he had an unparalleled martial prowess, he was one of the more passionate and unrestrained fallen in court. Shortly after his escape from the Abyss, Zlashaer had gotten wind of Chaerbleidd's return. The former held to his hatred from the War of Wrath, and sought to undermine him.

As Chaerbleidd's stature and prowess at Court increased, Zlashaer's frustrations only rose. The cunning Devil would not remain idle. Though his Patron was the Tyrant himself, he could not openly act against Chaerbleidd, who was seen as a possible replacement for the Lord General. Thus Jenna enters the picture, the mortal who broke a devourer's heart. Timid at first, but very bold in bed - she wove unseen chains around his heart. This may have very well been the only time Chaerbleidd experienced true love against a specific mortal.

As their love story unfolded, Chaerbleidd eventually uncovered that Jenna was Zlashaer's thrall. A pawn in his hands. The sole person he desired in the world, he could no longer have. Stricken by anger, Chaerbleidd confronted the Devil, demanding he breaks his infernal pact and control over Jenna. Unwilling to believe that she was complicit, he staked his honor in court as he spoke of the "love" he found. The others scorned and laughed, for it was plainly obvious the devourer had no chance from the start. You cannot play checkers in a game of chess, and thus he lost.

"Of course you may have her, old friend." snickered Zlashaer as he pushed Jenna forth. She walked boldly forward, towards the one who professed celestial love from the depths of his rotten heart. Sybil whispers of death taking control of her mind - she slew her own throat with a brash stroke. Distraught, Chaerbleidd lunged forth. His blade cleaved Zlashaer's stretched arm. Another limb cut, his sword gnawed for his enemy's head. Alas... he was stopped. Two stygian claws burrowed into his back. He droped to his knees, and held Jenna as she breathed her last. A moment later, the devourer pursued her in the dark. The Abyss opened its maw, yet he did not yield to its demand. In a county desolate and forgotten by chance, the demon discovered a new chance.

Having acquired Emiel's body, he made three solemn vows:
I. He would turn his back on the Court and shun their way. The Devourer will henceforth pave his own path.
A Renegade, an outcast to his own kind.
No factions, no courts nor "common greater goals" will motivate him from thereon.
II. He would take revenge for Jenna, the one true love he's lost.
III. He would shelter humanity, so that no others may need to suffer as she had.
Those who seed deceit, horror and pain in the heart of mankind unequivocally deserve to die. 

..and thus the weave of shadows is woven.
In the dark, where humanity's eyes do not pry.
Hidden, yet forever on the prowl. They watch.
For humanity's future, security and endless flight.

Character Profiles / Zam'rake
« on: April 07, 2020, 19:48:09 PM »

Zam’rake is a Suchid Mokole, born in 1793 in a secluded wallow in Africa. Groomed to her first change within a welcoming clutch - she would join the ranks of Mokole at the age of four. Quickly acclaiming the respect of the clutches thanks to her notable draconic visage - she had an easy-going upbringing. She ranked up and even had a child. As the colonial age progressed and slaves were needed in greater amounts, expeditions reached their wallow as well. The Mokole repelled the first attackers, and saved slave captives from a fleet. A month later, the captives betrayed their protectors and along with colonists attacked once more, in greater number this time. Overwhelmed and unable to go all-out, the Mokole did what they could to save their hatchlings. Flying Mokole took off while the rest fought. Zam’rake numbered among them, as did her daughter. They fled again, only to be captured a while later. The eldest among the three mokole ordered Zam’rake not to resist. They were thus shackled and blent in with the normal slaves. The sailors would occasionally make use of their slaves. The Mokole still put up with it, until Zam’rake’s daughter was chosen. She could not sit idle as her daughter was raped, and so she flared up in a frenzy. Singlehandedly scorching the entire fleet, she wound up killing hundreds of slaves. Her daughter did not survive the endeavor either. Ultimately, they rescued as many Kin and hatchlings as they could and made for the nearest shore. They arrived in North America after a tedious flight. Depressed upon learning of her crime, Zam’rake did nothing as she was consigned to the Sleep of the Dragon. She never got to awaken, instead remaining dormant for 200 years. When the Garou awoke the Caern - it sent a burst of energy which inadvertedly broke off her sleep.
She woke up, now unable to fill her duty to Gaia. Both her memories and abilities to procreate were lost.

Announcements / Veil Breaches and Character Kills
« on: April 06, 2020, 21:31:02 PM »
It's about time we stopped treating the veil as a joke.

If you break the veil for a stupid reason and can't back it up to an admin you will be character killed on your following PK.

If you break the veil and have a valid reason to do so, you may or may not be given some leniency.

You have been warned.

Human witnesses do not need to be present. NPCs, the Lightweave and in certain occasions Hunters will still result in the same outcome if present.

Stop treating it as a joke. If you roleplay elders, high rank werewolves, high arete mages and anything else that's in the upper tiers of the server, you will be held accountable and to a higher standard.

If you are unable to kill someone out of sight or without obvious powers, you shouldn't go for them in the first place. If you attack someone and things backfire, it's still your fault you had to use Celerity or whatever powers.

Inflicting Delirium or Revelation might save you in some cases, but if it's borderline stupid - you will still be penalized heavily.

From hereon, long scenes involving combat will be relocated into private worlds. This rule will be enforced by administrators and  storytellers to prevent metagame and needless /b flooding the public chat. Therefore, how this works now:

Fifteen minutes after combat begins (first /roll ini), the Scene Lock rule may be enacted then.

Once that is the case, the storyteller/administrator performs the following steps:
1. They will check the /ilist and find the ID for either of the SceneLock interiors.

2. They will use /ientrance [id], then set a /label [SceneTransition].
This will warp the previous entrance into that interior to the storyteller's position. The label will mark the entrance.

3. The storyteller/administrator will enter, then move to the exact same spot in town (Wings labels is recommended). When they reach roughly the same spot, they must /iexit. This will mark the spot the interior spot where players will emerge from.

4. All of the involved players must enter the new interior, where the scene will continue normally.

5. Once everyone involved has entered, the moderator must /ilock the interior.

Once the interior is locked, no one else is allowed to join that scene. Even if they stumble on the label, they can only be allowed entry to spectate OOCly with admin perm.

Once the scene is locked, the scene is already deemed as concluded ICly. However, since there is OOC stalling, it can sometimes stretch for hours. Naturally, the timelines get messed up and you have people coming in 3 hours later and joining in as though they were there all along.

Hopefully this reduces metagame and random backup calls, while lessening the public /b cancerfests.

This will be done for an experimental phase and being refleshed as time goes perhaps.

[!] Even if you show up within those 15 minutes, if your prior distance was too great (I.e. you spawned at the caern and ran in town to help whoever) - you may still be prevented entry into the scene. If a storyteller deems you cannot join within 5 turns or less, you will not be allowed to enter the scene.

Announcements / MOVED: NPCs & Labels Purge ([!] Important)
« on: March 23, 2020, 15:32:36 PM »
This topic has been moved to Storyteller's Den.


Guides & Tutorials / Custom System: "Starting Over" Character Deaths
« on: February 18, 2020, 04:05:39 AM »
You've developed a character for years, amassed hundreds of experience points and powers, then fell in battle and lost it all. Now you're at a loss as to where to go from there. Starting over usually sucks. Well, papi Raven will try to make it suck less.

This program will allow you to step in your character's footsteps and begin your story anew. This will merely kickstart things so you don't have to go from zero. First of all, this will only apply to you if you've lost a character in a meaningful roleplay scene, often an event, and IF you have a backup of your character's features and sheet. Forced character kills (usually from a fuckup) don't count towards this. This is for well developed characters who met an untimely death.

Walking in your character's footsteps:
Important: This system only applies when your new character has the same foundation as the previous one. In essence, it has to be a character from the same Clan, House, Tribe, Faction, etc and have roughly the same background. If you were CK'd on an Assamite, you won't be able to start over as a Brujah and claim the benefits of this. A Nephandi player has to play another Nephandi. If you want to go for a Verbenae you'd have to re-apply.

Eligibility Requirements:
- 1 Namechange token;
- 1 Racechange token (may or may not be needed).
- The Character Death was not a result of stupidity, boredom (/pm admin ck me pls), nor forced unto you due to breaking the rules.
- A screenshot of your character's Roleplay Features, Experience Log and Character Sheet.

- You may start over with a new account. No tokens will be required.
- You can start over on a secondary account. A RC/NC token may be necessary.
- You start over on the same account. A namechange token will be necessary.

  • Experience Points:
    Your character is eligible to an XP refund proportional to your development. At re-creation your character will be refunded 20% of the IC experience points you had on the old character. Each death will substract 10 experience points from this sum.

    A character with 325 experience points and 2 deaths will thus be refunded 45 experience points at creation. 
    The final death that resulted in the Character Kill will not substract any XP from the total.

  • Foundation Refund:
    You will be able to retain the Rank, Arete, Generation, Faith Score or other base stats without the need to re-apply for it. This is assuming you can afford it XP wise.

  • Stats Refund:
    During the character creation phase, you will be able to rank up certain stats without the need to re-apply or wait for the development times. The levels in these stats cannot be greater than the rank you had on your previous character.
    You would thus be able to get Willpower 8 without waiting for 3 months of development. This applies to the following:

  • Powers Refund:
    If your character has the same foundation, you will be eligible to reacquire common powers. This entails In-Clan and uncommon tier Disciplines, Lores, Spheres, Gifts and perhaps certain backgrounds. This will not cover very exclusive things like Serpentis, Koldunic Sorcery, Earthbound Lores and others. What is refunded will be discussed and adjusted appropriately by management.

    You can get these powers back during character creation, or you will be exempt from re-applying for them assuming you don't have the XP. You will however have to wait normally like everyone else between progression times.

If you were CK'd in a meaningful scene, you can PM management and get a small XP boost on a character that is more or less the same as the previous one. You will not have to re-apply for the stuff you originally applied for and be able to focus on other development.

As previously mentioned in this topic, the server boasts several playable races. Some are harder to acquire than others, which is mainly due to their complexity or exclusivity in the WoD universe. It is however fairly simple to get into supernatural roleplay if you start low.

Generally speaking, you will need to submit an application to play or acquire any supernatural related things. This level of moderation is needed to keep things relatively balanced and to ensure that the player is knowledgeable enough to hold a race they've received.

There are currently four ways to acquire a race for your character.

I. Starter Races
This system is only reserved for Vampires and Werewolves, and is generally intended to be a system for newbies to try out the WoD systems when they lack in-depth knowledge about a specific race. The steps and prerequisites for this one are fairly simple.

  • You require a level 1 account. If you do not have one at the moment when your character was accepted, you must create a new account.
    You require an account in which you selected Werewolf or Vampire at the creation phase. (This can be checked in (/stats))

  • You must read Beginner's Guide: Werewolves or Beginner's Guide: Vampires before submitting an application.

If you meet the prerequisites, you can submit an application in the form of a Google Forms/Quiz. The tests are fairly easy. There is a score from 0 to 100. You need at least 80 points in a test to have your race accepted. If you do not meet the quota and score between 60 to 80 points, you will require the guidance of a moderator on the topics you answered incorrectly before being racechanged.

You can attempt the Vampire quiz here: Click me.
  • You will have 6 clans to choose from at character creation.
  • Your generation will be set to 13th.
  • You will be unable to progress in Disciplines for 10 days of play after creation.
  • You may only choose between the Camarilla, Anarch Movement and Independent affiliations.
  • Your character will be considered a Fledgeling. Your embrace took place no more than 1 month ago.

You can attempt the Werewolf quiz here: Click me.
  • You will have 6 Tribes to choose from at character creation.
  • Your rank will be set to Cub.
  • You will not have any Gifts at character creation.
  • You may only choose between the Wyld and Weaver affiliations.
  • Your character will be considered a Cub. Your first change took place no more than 1 month ago.

II. Initiation Program
The Initiation Program is a limited system that allows you to dabble into a race with the help of a direct mentor. Generally, you start playing in a sub-race, and after learning the systems under your mentor - you will be able to acquire full race privileges. Everything is done through IC play, so this is a very good way to retain the progress you've made on a character.

III. Exclusive Applications
If you have sufficient knowledge about the WoD systems and read the specific race books, you are eligible to apply for exclusive races. Elder vampires, advanced werewolves, arete 3 nephandi mages, and so on.

This is done by submitting an advanced application in this board category.

If you meet the Activity & Admin Record requirements, you can follow the format detailed in each topic and submit an application. Following a manual review from your moderator, you will then be given the race. If your answers are lacking, you may be given an in-game quiz to compliment your application.
You need to meet one of the following requirements:
  • You require a level 1 account. If you do not have one at the moment when your character was accepted, you must create a new account.
  • You require an account in which you selected Werewolf or Vampire at the creation phase. (This can be checked in (/stats)).
  • You require a Racechange Token which costs $30,000 in game currency or 4 USD. (/buytoken)

IV. Donations and Tokens
If you do not have the time to submit an application but are confident in your ability to roleplay a given race, you may elect to donate. Not only will you support the server, you will be able to gain access to a race instantly without any restrictions. Keep in mind that failing to roleplay an exclusive race, namely Mage, Demon or Changeling - may lead to your character being killed permanently (CK) or your race stripped from you.

Donation Information contains all of the prices and details.

You can use a Racechange Token (30,000$ IG cash or 4USD) to:
- play a Cliath Werewolf of a common tribe;
- play a 12th Generation Vampire of a common clan;
- turn from a vampire/werewolf into a human.

You need to pay more for exclusive races such as Demons, Fera, Mages, Changelings, Hybrids and Beasts.

If you require additional information, don't hesitate to consult the helper team or other veterans on Discord.

Beginner Guides / 5: Beginner's Guide: Combat
« on: January 21, 2020, 18:35:54 PM »
Combat Summary Chart
Stage One: Initiative
• Roll initiative (/roll (i)nitiative). Everyone declares their actions. The character with the highest initiative PERFORMS her action first and the character with the lowest initiative DECLARES his action first. Actions can be delayed to any time later in the order of initiative.
• Declare any multiple actions, reducing dice pools accordingly. Declare Discipline, Gift, Sphere, Lore, Rage, Blood Point activation and Willpower expenditure.

Stage Two: Attack
• For unarmed close-combat attacks, roll Dexterity + Brawl.
• For armed close-combat attacks, roll Dexterity + Melee.
• For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons).
• A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent).

Stage Three: Resolution
• Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll.
• Targets may attempt to soak damage, if possible.

STAGE ONE: Initiative
Once combat begins, each player rolls initiative (/roll (i)nitiative) for his or her character. To do this, roll one die and then add it to your character's initiative rating (Dexterity + Wits). The character with the highest initiative acts first, the second-highest goes next, and so on down the line.

Ties are resolved by using the highest initiative rating; if those are tied too, you could decide this tie in favor of the character with the highest Wits or Dexterity (highest rating wins). In story terms, both characters act simultaneously, and the effects of their actions hit home at the same time.

Technically, you can roll a new initiative each turn. To speed things along, though, you might decide to simply have everyone roll one initiative for that particular combat session and then stick with it for the rest of the scene. The Storyteller must decide which option applies before the action starts. Don't try to use both options within the same scene , it'll get messy.

Although you declare your character's action now(including stating that your character delays her action to see what someone else does), you wait until the attack stage to implement that action. At this time, you must also state if any multiple actions will be performed, if Disciplines will be activated, and/or if Willpower points will be spent. Characters declare in reverse order of initiative, thus giving faster characters the opportunity to react to slower characters' actions.

Now, each player declares what his or her character is doing this turn. Characters with the highest initiatives act first, but their players declare their actions last so that they can anticipate and react to what the slower characters do. If you're choosing to spend Rage this turn, this stage is the time to declare that you're doing so.

From the highest initiative down, each player makes the necessary rolls to reflect the character  ctivities. As the dice decide the results, the players describe the dramatic effects.

Most attacks are made versus difficulty 6. This can be adjusted for situational modifiers (long range, cramped quarters), but the default attack roll is versus 6. If you get no successes, the character fails her attack and inflicts no damage. If you botch, not only does the attack fail, but something nasty happens: The weapon jams or explodes, the blade breaks, an ally is hit, and so on. Rolling at difficulty 2 needs an administrator or a race moderator's permission.

Aborting Actions
You can abandon your character's declared action in favor of a defensive action as long as your character hasn't acted in the turn. Actions that can take the place of a previously declared action include block, dodge, and parry. A successful Willpower roll versus difficulty 6 (or the expenditure of a Willpower point) is required for a character to abort an action and perform a defensive one instead. When spending Willpower for an abort maneuver, a character may declare the Willpower expenditure at the time of the abort. A Willpower roll to abort is considered a reflexive action and therefore it is allowed to be used even if the player didn't declare Willpower expenditure in the first stage of the fight.

Changing Actions
Once you declare an action, that action is usually set. However, under drastic circumstances (a grenade tossed at a character's feet, an ally in mortal danger, etc.), you may change your character's declared activity. In such cases, add one to the difficulty of that new task, as your character reacts to meet the new challenge. You cannot abort to multiple actions.

STAGE THREE: Resolution
During this stage, you determine the damage inflicted by your character's attack, and the Storyteller describes what occurs in the turn.

Normally, additional successes gained on a Trait roll simply mean that you do exceptionally well. In combat, each extra success you get on an attack roll equals an additional die you add automatically to your damage dice pool. This creates cinematic and often fatal combat.

All attacks have specific damage ratings, indicating the number of dice to roll for the attack's damage (called the damage dice pool). Some damage dice pools are based on the attacker's Strength, while others are based on the weapon used. Damage dice rolls are made versus difficulty 6. Each success on the damage roll inflicts one health level of damage on the target. However, the damage applied may be bashing, lethal and aggravated.

Damage dice pools can never be reduced to lower than one die; any attack that strikes its target has at least a small chance of inflicting damage before a soak roll is made. Moreover, damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target.

Combat turns typically last about three seconds IC time.

Characters can resist a certain degree of physical punishment; this is called soaking damage. Your character's soak dice pool is equal to her Stamina. A normal human can soak only bashing damage (this reflects the body's natural resilience to such attacks). Vampires and Werewolves are tougher, and can thus use soak dice against Lethal damage at difficulty 6 while as a house rule Humans can soak Lethal damage at difficulty 8. For Vampires, Aggravated damage may be soaked only with the Discipline of Fortitude while for Werewolves Aggravated damage can be soaked in any form except their breed form. Fortitude also adds to the defender's soak rating (When activated) against bashing or lethal damage (so a character with Stamina 3 and Fortitude 2 has five soak dice against bashing and lethal damage, but only two soak dice against aggravated damage). Silver damage cannot be soaked in any form except the breed form, and metis Garou can't soak it at all.

Armor adds to your character's soak. The armor's rating combines with your base soak for purposes of educing damage. Light armor offers a small amount of protection, but doesn't greatly hinder mobility. Heavy armor provides a lot of protection, but can restrict flexibility.

Armor protects against bashing, lethal, and aggravated damage from teeth and claws; it does not protect against fire or sunlight.

Multiple Actions
If you declare multiple actions, declare the total number of actions you wish to attempt and determine which of the dice pools is the smallest. Then, divide that number of dice between all of your actions. If a character performs only defensive actions in a turn, use the appropriate block (Dexterity + Brawl), dodge (Dexterity + Athletics), or parry (Dexterity + Melee) system. Note that blocking, dodging and parrying ARE NOT CONSIDERED REFLEXIVE ACTIONS and if you want your character to attack and defend in the same turn you need to split your dice pool.

Characters may choose to walk, jog, or run. If walking, a character moves at seven yards/ meters per turn. If jogging, a character moves at (12 + Dexterity) yards/meters per turn. If all-out running, a character moves at (20 + [3 x Dexterity]) yards/meters per turn.

Flank or Rear Attacks
By attacking an opponent's flank, an attacker reduces his difficulty by -1; by attacking from the rear, he reduces it by -2.

Reflexive Actions
These activities don't cost you dice from your dice pool, and may be done more or less instantly. Defensive actions such as dodging, blocking or parrying ARE NOT CONSIDERED REFLEXIVE ACTIONS.

Yielding: The character chooses to hold off until someone else acts first. If she had initiative, she can move at any other point within that turn. If the turn ends, she loses that action. If everyone yields, the action turn is over.
Soaking: Withstanding the damage from an attack. You are allowed to soak separately (At full dice pool) each successful hit struck on your character.
Spending Rage: Fera and Abominations can spend Rage at any point of the turn, within a few limitations.
Healing: Werewolves heal their injuries with terrifying speed. Regenerating damage when engaged in a stressful or physically intensive activity (like combat) is harder for a werewolf. The player must roll the Garou's Stamina (difficulty 8) each turn. Vampires need to roll Stamina + Survival (difficulty 8) to heal reflexively by spending Blood Points.
Reverting to Breed Form: A Garou/Fera can revert instantly to his breed form. Homid Garou assume human form, lupus become wolves, and metis return to the frightening Crinos shape. Either way, no roll is required.
Reflexive Powers: Some Disciplines, Gifts, Rotes, etc. are considered reflexive supernatural powers.
Special Rolls: Humanity rolls, Frenzy rolls, Arete rolls (Note that rolling Arete for Magick isn't considered a reflexive action), etc.
Spending Blood Point: Spending Blood Points to increase attributes. (Vampires, Hybrids and some Fera)

In most cases, the only prerequisite for performing a reflexive action is that the character be conscious (or otherwise capable of choosing to take the action, in the case of dream sequences or other deviations from consciousness that still allow choice) in order to choose to do so. Unless otherwise specified, a character may perform any number of reflexive actions, and they don't get in the way of anything else she may want to do in a turn.

Weapon Length
When a knife fighter faces off against a katana wielding backstreet samurai, the guy with the knife suffers a certain disadvantage. To reflect the inherent dangers of battling an opponent with a longer weapon, subtract one die from the attack dice pool of the character with the shorter weapon. Obviously, this rule applies only to hand-to-hand combatants. The dude who brings a knife to the proverbial gun fight has bigger concerns than a one-die penalty.

Reference books:
"Vampire: The Masquerade 20th Anniversary Edition" published by White Wolf
"Werewolf: The Apocalypse 20th Anniversary Edition" published by Onyx Path Publishing

Beginner Guides / 4a: Beginner's Guide: Vampires
« on: January 17, 2020, 23:42:36 PM »

Welcome to the Beginner's Guide to Vampires. This will serve as a very brief introductory to the race. If it peaks your interest, you can then apply for it. Note that this does not serve as a replacement for the books. You should probably still read those if you have the time. This covers only the basics, without diving too much into mechanics or the terminology. If there is something that you don't understand, feel welcome to ask on Discord. Additional resources such as WhiteWolf Wiki and The Gentleman's Guide to Vampires (Video format) can also be helpful to you.

A Vampire is an undead creature, resulting from a mutation or 'curse' at the time of death. This mutation is by no means accidental, read more under Creation. The defining traits of a Vampire is their enhanced endurance and lifeless immortality.
  • Clinically dead, they do not age from the moment of their death. Their skin instead pales further as their age increases. In that sense, Vampires can live forever.
  • Vampires do not breathe.
  • Vampires do not have a heartbeat.
  • Vampires do not gain any nourishment from beverages and food. Food cannot be digested by vampires and is thus vomited.
  • Vampires animate their bodies by expending blood each night.
  • Vampires are nocturnal creatures and have a natural aversion to sunlight. Those who can't withstand direct sunlight will burst into flames after short contact.
  • Vampires secrete blood instead of any other bodily fluids.
  • Vampires are immune to most diseases, drugs and poisons.

The origins of vampirism are muddled history in the 21st century. Very few vampires live long enough to recall or trace their origins, and those who are old enough seldom surface to share such information. There are rumors, myths and legends in almost every culture, but few come as close to the truth as the Noddists. Contrary to popular shows like The Originals, TVD and movies such as Twilight, Dracula and other sources - the World of Darkness vampires trace their origins all the way back to Caine, son of Adam and Eve. The third mortal and the first murderer, who slew his brother Abel and was supposedly cursed to roam the earth forever. The false myths gave rise to popular beliefs that vampires are weakened by silver, garlic, running water and other fictive information. Though some Vampires are indeed vulnerable to some of the above, most of the information from other shows, books and so on is erroneous.

Spoiler for Optional Dive:
Vampires are usually portrayed as creatures that sustain their living by feeding on another life essence, be it human or animal, or any living organism that carries blood. There are many theories surrounding the existence of Vampires, The Book of Nod itself depicts Caine as being the very first damned, being exiled by the God and doomed to travel the roads of Nod, the eastern part of Eden. Within the walls of Nod, he met a heretical demon Lilith, who taught Caine the basics of vampire powers, after they both partake in the ritual, Caine was visited by the "Three Angels" who gave him a chance to forget the past and repent any misdemeanor he has committed. He refused each Angel, and in return each Angel has cursed him, the first curse being vulnerability to sunlight, fear and weakness to fire, and "the beast" that feeds on the essence of other beings. After he was cursed, he was visited by the last Angel, who gave him the only path of enlightenment, the path of Golconda, by the mercy of God. After all this, Caine becomes Awakened, and in return possesses all of the standard vampire disciplines. After becoming Awakened, Caine had studied and researched the Path of Blood, and because of it, he was able to break free of the blood bond between him and Lilith. Set free as he deems, he left Lilith to pursue other ideals.

After years of travel, Caine had stopped in a city that was named Ubar long ago, the king of the city, King Enoch, had stepped down as the King and let Caine rule the town instead, possibly out of fear of Caines power. After a while and a tragic accident, Caine had no interest of embracing any awakened, fearing that he will take more lives than he will save. However, Enoch, interested in Caines power, had requested the embrace, to which Caine had agreed on after endless bargaining and begging. After the embrace, Caine honored the very first embrace, and named the city after Enoch.

Time went on, Enoch continued to bargain with Caine, asking for more brothers and sisters to join their cause, Caine had accepted his plea, and thus followed off with yet another embrace, this time being Irad, the iconic symbol of power and might, he was put in charge of the military, ultimately standing as Caines second-in-arms.

Afterwards came an embrace out of pure love, Caine had embraced Zillah, who was the symbol of beauty. She was the very first childer to have been in a blood bond (similar to Lilith) with Caine.

Thus the Second Generation were born, who in return, sired thirteen Antediluvians (not named Antediluvian at that point).

The city soon became the powerhouse, it was the center of culture and knowledge, giving visitors and travelers alike everything they had needed, however, all of this had changed after the Deluge happened, a Deluge, in bible, was a flood that was simulated by God in order to wipe out the humanity, this had destroyed the city and left it in the ground.

That is why the Antediluvians are named as they are, because they survived the great Deluge, thus named Antediluvians. (Antediluvian meaning pre-flood). However, due to Caine's sudden disappearance, the childer were left to wonder the lands not knowing what to do, thus the remaining Antediluvians had killed the Second Generation. This is where Clan weaknesses come in play, Caine realized that the Antediluvians wiped out his childer, therefore cursing each and every Antediluvian with a curse that would initially transfer to the vampires they would embrace.

The Antediluvians grew in power over the millenia, and the great Clans sprung up from their offspring. Some are rumored to have survived to this day, waging a proxy war across the world. Their reasons and powers unknown, they represent a threat to most Kindred.

The Camarilla asserts that the Antediluvians are dead or never even existed, and actively persecutes those who publicly say otherwise. This is part propaganda part genuine belief on their half. Those Kindred who believe the Antediluvians are alive rarely have any real information regarding them and are prone to act rashly and with paranoia, such as by joining the Sabbat or a Gehenna cult. Furthermore, very few of the sect's members are over five centuries old and have thus missed the last period during which the Antediluvians were visibly active. As secular knowledge becomes prevalent, more and more Kindred view the story of Caine and the Antediluvians as creation myths, nothing more. 

Vampires are created through the Embrace; during the Embrace, a vampire drains a candidate of all their blood and replaces it with a small amount (generally a single drop) of their own. This causes the corpse to rise as a (very hungry) vampire, usually instantly. The vampire who initiates the Embrace is the Sire; the new vampire is the Sire's Childe. The vampiric blood must come directly from the source.
  • When a vampire is Embraced, their internal organs wither away, and almost all their body fluids are replaced by blood.
  • Vampires change considerably after the Embrace. As a result of these processes, the vampire is paler and generally thinner than they were before the Embrace.
  • Death Stasis: Apart from wounds, vampires are restored to their condition at the time of Embrace every time they rise up for the night. This physical condition eventually extends to their mindsets - old vampires find it very hard to learn new things.

Contrary to folklore and common beliefs, Vampires are not merely bloodthirsty killing machines, solely driven by their endless hunger and immortality. On the contrary, they are not too different from normal humans, generally speaking. Following an embrace, the Vampire retains most of the characteristics from their life. Their social skills don't go down the drain in a single night, nor their knowledge, skills and talents.

There are three things that particularly affect the vampire's behavior, and those are:
-The Beast.
-Degeneration and the Path of Enlightenement the Vampire pursues. (Read more...)
-Their Clan Curse/Weakness.

The Beast is an innate demonic predator that awakens within each and every vampire upon their Embrace. It stands in direct opposition to a vampire's Humanity (and in some cases the Paths of Enlightenment) and is responsible for many of the debased urges Cainites feel on a nightly basis. In times of extreme distress the Beast can overwhelm a vampire forcing them into a state of pure animalistic fight or flight, which is referred to as Frenzy or Rötschreck. When subjected to specific stimuli such as hunger, fear, anger or other forms of strong emotion - your character risks frenzying. This results in a lapse in judgement and the unleashing of one's inner beast.
  • Fire and Sunlight, as well as other supernatural forms of fear can drive a vampire into Rotshcreck. Rotschreck will hysterically flee from whatever caused the discomfort. (Read more...)
  • When Hungry, the sight of blood can rouse a Vampire's Beast, forcing them to act upon their animalistic instincts.
  • When provoked, physically threatened or under perril - the Vampire might enter a state of Frenzy. Frenzy is when the Beast takes over the vampire's personality. (Read more...)
  • Aside from the Beast caged within each Vampire, there are behavioral changes that might tie to their clan weaknesses or curses. Though most visibly manifested in Clan Malkavian, these sudden changes are not limited to them.
  • You've recently died; probably in a very cruel fashion. As a vampire, you will retain most of your personality as a mortal, however keep in mind the changes brought about by death. Though you might still like poetry, music or fishing by the lakeside in moonlight, you need to figure out how death will fit into the mix.

Some may think that vampires feel no hunger and that they can live without food forever, but for them, blood is now their actual food and hydration, a vampire doesn't need anything else, just blood. A small portion of blood used everyday for even moving.

A vampire is deemed Hungry when their Blood Pool is reduced below 3.

Usually, a vampire that hasn't fed for some time will feel hungry and, might just go berserk, after a small sight of blood or a smell of it, that's rare and depends on how hungry he is, but once he's hungry, everything to him will look like a good bite, and all by all, you should always try finding a person to feed on once you're hungry ingame. Vampires can also satiate their thirst on animal blood and bloodpacks. They are not limited to the blood of humanoid creatures. Some Vampires feed exclusively on Werewolves or even other Vampires.

Hunger, could, by a chance take over the vampires body, and act only as a predator and not a semi-human like being, you could also talk different with others once you're hungry, probably even threaten them out of that hunger.

Vitae is the primal essence and energy of Vampires, and also, their source of immeasurable pleasure. The amount of Blood a vampire can absorb into his body, as well as the power he can drain from it in short notice, is determined by the vampire's generation. However, one thing is true to them all: their undead bodies use a little amount of Blood each and every night to animate itself - when the Blood becomes scarce, a vampire becomes more inhumane and more prone to Frenzy, giving way to their inner Beast. Vitae is not blood itself, but the vampire's body transsubstiantes ingested blood automatically into vitae.
Vitae is used for a variety of things:
  •    Blood is often required to fuel a Vampire's Discipline and other powers.
  •    Spending blood is the only way a vampire can heal wounds.
  •    A vampire can temporarily increase their Strength, Stamina (Endurance) or Dexterity (Speed) by expending blood. This ability is possessed by all Vampires and called a Blood Buff.
  •    A Vampire can feed their blood to an animal, mortal or other vampires. This results in a Blood Bond and/or a ghoulification process.
  •    Using blood, a vampire may will himself to appear more human for some time. Flushing their skin, emulating breathing and other superficial effects can be faked.
  •    Blood is spent automatically each night a vampire animates their body.

Discplines are a vampire's inherent powers. Proficiency in a powerful discipline often determines the victor in a battle, though not all of them are suited for battle. Aside from their inherent immortal condition and the ability to use vitae to regenerate wounds and improve their strength, dexterity and stamina, proficience in a Discipline gives the vampire additional supernatural abilities of great strategic value.

There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines which are unique to particular clans or are practiced by bloodlines and Thin-Blooded vampires.

Training in each of the Disciplines provides the Cainite with several related powers such as superhuman speed, strength, resilience, command over animals, shapeshifting abilities, sensory powers, the ability to dominate the minds of other creatures and many more.

As an Initiation character, you will unlock three disciplines inherent to your own Clan, with one dot in each of them. The Disciplines your character can have depend on your clan, generation, and sometimes age. However, bear in mind you can learn Disciplines from other clans or players.

Click here for an extended list of all the Vampire powers.

Generations are an indicator of one's blood potency and potential. Generations increase with each Embrace, starting with the first generation vampire which is Caine. Think of it as a very elaborate, contorted and stretched out family tree. At the roots is Caine, followed by the murdered 2nd generation childer, and then the Antediluvians which formed the 13 Greater Clans. Each new vampire bears their Sire's generation +1. As such, if your Sire's blood potency was that of a 8th generation vampire, you would become 9th generation. If you are 13th generation, then it means your sire was 12th generation.

The lower your Generation, the stronger and purer your vampiric blood is. Low generation provides several benefits. Dominate cannot be used on vampires of a lower generation than the character, and some other Disciplines are weaker as well. The number of blood points a Cainite can spend a turn and the maximum size of their blood pool also increases as generation is lowered.

Luckily, you are not bound to your generation. By diablerizing (cannibalizing) a vampire of a greater potency, you can usurp their place on the family tree. You will thus become more powerful and gain greater blood potency.

The Kindred across the world are organized, often tied together by lineage, common goals and other associations. Irrespective of their age and clan, few Kindred choose to shun all organizations and become solitary 'hermits'. Kindred are social creatures by nature, and they can seldom relate to humans. Vampires are thus split into organizations of varying sizes.
     Clan: A vampire group of shared "Blood" or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation.

A Kindred's clan is his lineage, the vampiric "family" into which he was Embraced. The clans are distinguished by their Antediluvian founders. Kindred society generally acknowledges 13 clans tonight, though some may have been lost to history, some may exist in secrecy, and some may never have been known.

Each clan has its own organization and culture that is considered important by its members, and though individuals are rarely willing to make any self-sacrifice for their clanmates, a general sense of understanding often elicits some preference for those of similar blood. Likewise, since vampires of any particular clan are often grouped together for political means, such as representation among the primogen of a city, they may work together and present a unified front out of necessity.

The 13 major clans:
Spoiler for Hiden:
From the Dark Medieval into the modern nights, the thirteen recognized clans are:

    Clan Assamite (aka Banu Haqim) - silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.
    Clan Brujah - once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.
    Clan Gangrel - bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
    Clan Giovanni - an insular family of vampires who practice the art of commanding the dead while commanding global finances, as they have since the Renaissance.
    The Lasombra - proud nobles who command the very essence of darkness and shadow , to the point of worshipping it, some say.
    Clan Malkavian - a clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
    The Followers of Set - venerate a chthonic god while seeking out the world's secret places and protecting ancient artifacts.
    Clan Nosferatu - hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
    Clan Ravnos - nomads and tricksters who can force the mind to see what isn't there, though they are slaves to the vices they indulge in.
    Clan Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
    Clan Tremere - vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
    Clan Tzimisce - eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
    Clan Ventrue - observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.

There are also 'lesser' clans, namely Bloodlines. They represent offshoots of a Clan, with fewer members or less power. Though they have made their mark on history, neither of the Bloodlines can contend with the greater clans, and their members are scattered around the world in thin numbers or concentrated in very specific areas.

Coteries - The Camarilla term used to define a group of a few Kindred who band together under a common goal. Safety in numbers and common prosperity appeal to most neonates.

Packs - Mostly used by the Sabbat, it represents a few Vampires tied together by a bond called the Viniculum. Members of a pack usually share the same goals and often fight together, boasting good cooperation and an unrivaled yet sadistic brotherly bond.

A sect is an organization of vampires who agree in some way on a common goal. Perhaps not the means to achieve that goal. Often times one joins a sect for protection or because of ideological alignments. Such as one might join the Sabbat if they are considered heretical to the Camarilla. As the term goes, "The Enemy of my Enemy is my Friend."
The Camarilla: The largest organization of vampires in existence. Often made up of primary clans, whom have banded together the Camarilla is also the most strict organization. Their structure consists of a hierarchy in which all are not represented as even close to equal. Their laws are known as the Traditions, the enforcement of which are overseen by a Prince.
The Sabbat: The Sabbat is an end of the world cult, which is organized behind the ideal that Caine, the first vampire will return. The Sabbat is also known as the Sword of Caine, they firmly believe mortals are less than them and disregard the masquerade or veil in favor of the ideology that "Slaves shall Serve". They follow the Code of Milan which represents the ideologies of the clans bound within the Sabbat.
The Anarchs: "We might not know what we're for, but we know what we're against." Is the slogan of the Anarch of the modern nights. They want more freedom, they are against the grasp of the Camarilla, but not entirely, or maybe not at all. Change from within is the best kind of change! The Anarchs agree there needs to be a change, but most of them don't know what that change is, or how to achieve it. The Camarilla consider them a rebelling teenage child and therefore govern them as their own.
The Others: Across the world many lesser sects have sprung up. The Inconnu, The Tal'Mahe'Ra and a few others still struggle in the shadows. The lesser sects boast more secrecy and their clandestine goals are safely guarded.

The Traditions are the fundamental laws of Kindred society, presumably handed down by Caine himself. These were commonly adopted and set in stone by the Camarilla Sect, and are now enforced heavily on all Vampires, whether or not they reside in their domains. The Traditions is comprised of six laws, which outline the way vampiric society is meant to operate in the world.
  • First Tradition: The Masquerade
    Thou shall not reveal thy true nature to those not of the Blood.
    Doing such shall renounce thy claims of Blood.

    The Masquerade is arguably the most important Tradition. It stipulates that Kindred must not reveal themselves to Kine (humans/mortals). Whether accidentally or on purpose, violations of this rule are generally met with death if the fuck up is severe and hard to cover up. The Camarilla actively pursues such violations and make sure the secrets are well hidden, but this is getting harder and harder in the Final Nights.

    There are several things that can count as a violation, this list is brief and does not limit itself to:
    - Showing your fangs, claws, supernatural deformities and other vampirism features in public.
    - Using extraordinary speed, or flashy feats of strength. Displaying inhuman resilience and other physically impossible things.
    - Using supernatural abilities in public, save for subtle disciplines such as Dominate, Presence, etc. If you shapeshift into a bird and fly away from a few thugs, expect serious repercussions once the Camarilla finds out.
    - Regenerating your wounds in public.
    - Telling people that you are a Vampire, whether or not they believe you.

  • Second Tradition: The Domain
    Thy domain is thine own concern.
    All others owe thee respect while in it.
    None may challenge thy word while in thy domain.

    Mostly referring to the authority and edicts of a Prince, this rule stipulates that they are in charge and may dictate terms according to their wishes. This rule is not always enforced by the larger sect, and there have been known cases of staged Coup d'Etat or Camarilla themselves involving their lieutenants into domain affairs.

  • Third Tradition: The Progeny
    Thou shall only Sire another with the permission of thine Elder.
    If thou createst another without thine Elder's leave, both thou and thy Progeny shall be slain.

    This rule simply means you cannot create other Vampires unless you're specifically given permission.

  • Fourth Tradition: The Accounting
    Those thou create are thine own children.
    Until thy Progeny shall be Released, thou shall command them in all things.
    Their sins are thine to endure.

    This rule stipulates that a Sire is responsible for their Childe (the vampire they created) until they learn the ropes and are capable of managing on their own. If you embrace a Vampire and they break the veil, you may be punished accordingly for neglecting to teach them properly.

  • Fifth Tradition: The Hospitality
    Honor one another's domain.
    When thou comest to a foreign city, thou shall present thyself to the one who ruleth there.
    Without the word of acceptance, thou art nothing.

    This is a very important rule, one you are expected to follow as well. It stipulates that as a newly arrived Vampire, you must present yourself to whoever is in charge of the domain and introduce yourself. This is often done in the Elysium or other vampire gatherings, but may also be handled privately. A proper form of introduction as dictated by etiquette must include your Clan, sire and prior origins. You may also be asked to define a goal for your visit.

  • Sixth Tradition: The Destruction
    Thou art forbidden to destroy another of thy kind.
    The right of destruction belongeth only to thine Elder.
    Only the Eldest among thee shall call the Blood Hunt.

    This law stipulates that Vampires are strictly forbidden from killing another vampire. There are obviously exceptions to this rule, and a blind eye is occasionally turned to some crimes of this order. In times of war, mistakes can happen. Generally, you would need a very serious reason to attack another vampire directly.

Before you dive into character creation and try to create a Vampire, you first ought to ascertain and understand what this roleplay implies. There are a few focuses for your character. As an initial applicant, you will be portraying a recently embraced fledgeling. As a beginner, your role will be to learn, adapt and grow.

Walking the Rope:
The first thing you'll need to do is learn how the local society operates. You will need to find the proper ways to find other Vampires and mingle with them. It is common knowledge that they delve in the Club Red of the Elysium. Common knowledge to the Camarilla and Sabbat, of course. The domain is run by a Brujah Elder called Isaac Wylcoff. As a fledgeling, you will need to learn how to follow the Traditions and what the elaborate rules of undead society demand of you.

Combining Forces:
Another thing you could focus on is finding other vampires of similar interests and allying yourself with them. Having grouped up, you can then undertake missions and such to bolster your resources or gain boons from the Camarilla elders. Together you can practice, share disciplines among each other and so on.

The Camarilla:
Having initiated yourself in the domain, you will then become a direct subsidiary of the sect, perhaps unwillingly so. As such, the option presents itself for you to struggle and rise through the ranks. Some of the roleplay you do may relate to finding the favor of elders and gaining their guidance and training, proving your worth to them and progressing through the ranks of your local Sect. Though the position of Seneschal is far fetched, there may be a role for you to play!

Power Struggle:

Another core aspect of vampire roleplay is the power struggle. As a Fledgeling, you are liable to mess up. Your weakness will end in punishment. There will also be others who constantly try to get at you. You will need to get stronger, whether in the number of allies, resources - or simply strong. Your character will embark on a journey to gain more powers and disciplines, and when they feel ready - perhaps even lower their Generation by canibalizing their seniors.

Below you will find the list of clans you can choose from without an elaborate application.

WhiteWolf Wikipedia


 Following feedback from the Staff team & players, as well as internal management debates - We have decided to take a more direct approach at counteracting toxicity. Now that's what this is all about..!


The VWH-RP Discord Server will henceforth be a safe space with 0 tolerance towards toxicity and/or harrasement. The annoying Censoring bot will be extended to cover a wider category of offensive slurs, which are now prohibited. Admins will operate on a warning-kick-ban principle. Minor and first offenses will receive a verbal warn. Religious, racial and other forms of attacks may yield an outright kick. Repeated offenses will result in a ban which will require a formal appeal.

The Midnight Pulse Community Discord will now have these restrictions, and you are more than welcome to go there if you wish to trash talk and discuss things without being inhibited by censoring and stringent rules. That server will also house channels for players with common interests in other games, such as GTA V/Apex/Moba games, and a few others.

The censoring bot may be removed after a month or two, once people outgrow the habit of coloring every third sentence with a slur of some kind.

The forum will maintain the same policies and enforcement. Warnings issued, replies removed, followed by very quick bans.

Game Server:
Offensive slurs will be prohibited in public OOC chats. Harrasement and other insults will retain the same policy but will be enforced more strictly. Though you won't get your race stripped for flaming someone, you will be penalized at the administrator's discretion:

-Warnings. Verbal and scripted.
-Admin jails.
-Monetary penalties. You may have cash despawned from your account as punishment.
-Bans. In very extreme cases, you may find your account suspended.

Keep in mind that that insults and slurs hurled at your friends in /b are now disallowed as well. While your friends may be comfortable with you calling them the n word, OOC chat is not the place. "Friendly" banter will be excused in private settings and in PMs, but you may not do so in public. You have been warned.

While we all understand that this is a R rated game designed for a mature audience, it isn't and shouldn't be an excuse for us to harbor toxicity. In the spirit of new beginnings, new year resolutions and so forth - let's be better and do better.

We're currently pushing for a new set of updates and application policy changes that will make the game more friendly towards newbies. Having the community catch up to those changes is something we look forward to.

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