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 Of the Night OOC

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True Night
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PostSubject: Of the Night OOC   Thu Jan 02, 2014 2:48 am



Transylvania 1327

As the last rays of the sun disappeared behind behind the Transylvanian Alps, warning bells rang out across the land in the various towns and hamlets. Villagers locked their doors, and closed their blinds. Guards lit torches, and readied silver bolts. Everyone prayed. The night was upon them, and until first light mortals were prey. For this land of seclusion had become a feeding ground for everything unholy. Each day more and more were dragged to their graves. The survivors had grown desensitized to it. Bodies that weren't carried off burnt on the streets for fear of them rising again. Each day was lived like their last, because it very well could be. However, desperate times call for desperate measures. In the face of impending death those that remain have put aside their differences in a final stand. It is not without corruption. Being pale can have one chained up for daybreak, too long of fingernails could result in being burnt at the stake. People were paranoid, and all it took was a few convictions to bring out the mob. While others have decided to bring the fight to the beasts. Recent advanced in alchemy and magic have begun to level the playing field, but their numbers are few. Many cheer on these brave souls, others shun them for provoking the monsters and hastening the end.

Unbeknownst to the mortals, the creatures of the night have begun to fight amongst themselves. Their ranks increased greatly, but food sources have only dwindled. They can't the human population go extinct, nor can they stop feeding. The blood starved go feral attacking everything, and everyone. Should it get out of hand the first clans step in to protect their own interest, then they all die. Driven by fear more time is spent hunting their crazed brethren then anything else. In light of this other beasts have gotten more bold, making trouble for mortals and immortals alike. All the while the massive death toll is fueling a greater danger. A powerful cult is gaining followers as servitude is increasingly being seen as more preferable option to death. These disciples clear battlefields, and rob graves in hopes to bring about the largest undead army to walk the face of the earth.

Welcome to Of the Night


Overview

This is a fantasy monster RP that primarily features humans, vampires, and werewolves. Feel free to ask me about anything you'd like to play as. It should preferably look human or have a human form. The RP features magic as well as advanced technology. Guns, repeating crossbows, and explosives are commonplace for monster hunters. The Rp is open world and free willed. You can go where you like, do what you please, but players will not be creating locations or NPCs for personal plotlines. The exception is player homes and hideouts, which I will allow.



Rules


  1. No metagaming, godmodding, autoing or powerplaying. If somebody has a power that influences thoughts or actions, please acknowledge it accordingly. Anyone can resist, but be reasonable. Nobody has enough power to attempt to make another character commit suicide, or do something strongly against their nature.

  2. Characters can and will die. If this doesn't settle well with you look elsewhere. Players are allowed to kill each other within reason. This means having a legitimate roleplay incentive, there will be no shooting first and asking questions later. Killing sprees are out of the question.

  3. I'd like at least five lines a post if at all possible, but smaller posts are better than none at all.

  4. Be considerate and respectful of the others players. The purpose of roleplaying is to have fun, lets keep it that way for everyone.

  5. Most mature themes are game in this RP. Swearing, gore, drugs and alcohol are okay; use fade to black when appropriate for sex. I don't want to hear any modern swear words, because they didn't exist. Do some research, or be creative with your insults. Don't abuse or overuse this and we'll be fine.

  6. Put "Sanguine" anywhere in your character sheet.

  7. There is a character limit of three. I'm not planning on sliding on this, but if you really want more you can always ask. Fewer characters with more content is better than more characters with less.

  8. Feel free to send me your character's tactical information (skills, equipment, and powers) in a PM rather than posting it.

  9. Please post any questions or feedback, it's greatly appreciated.

  10. No sparkles. Just no.



Monster Stats
(I may add more later, but for now I just want to get the OOC up)

Vampire

Strengths: Supernatural strength, speed, reflexes, senses and durability. Dark vision. Damage resistance. Immunity to poison and disease. Do not breathe. Fast healing. Wall walking. Has claws and teeth that are considered magical in nature. The older a vampires progenitor was, as well as how old and well fed the vampire itself is the more powerful. Younger vampires, more well fed vampires, and those with diluted blood can withstand the sun longer.

Powers: Dominating gaze. Transformation into mist, bats, and or a wolf. Ability to turn nearby rats or wolves into allies. And more unlisted powers unique to each vampire. The older a vampire is the more powers they have, none of the players will be old enough to have a ton of powers.

Weaknesses The strong odor of garlic, mirrors a strongly presented holy symbol, or a ring of salt will keep vampires at bay. Anything holy, magical, or made of silver will bypass their damage reduction. Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all. Direct sunlight at first disorients and burns vampires, then utterly destroys them soon afterwards. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. Slaying a vampire in any other way results in them turning into gaseous form. It must then reach it's coffin within two hours or die. Once it arrive it is helpless for a hour before it begins to fully regenerate. Lack of feeding on human blood makes a vampire weak, more vulnerable to the sun, and eventually makes them go insane. If they fail to find food for too long this also leads to death.


Werewolf

Strengths: Supernatural strength, speed, reflexes, senses, and durability. Further enhanced the farther they transform. Night vision. Immunity to poison and disease. Fast healing that won't allow it die conventionally. The ability to talk to wolves.

Powers: Hybrid, and werewolf form. Both of these powers grant damage reduction, magical claws, and magical teeth. A hybrid transformation allows the user to walk upright and wield weapons, but isn't as powerful. Full werewolf transformation turns the user into a giant, powerful wolf that runs on all fours.

Weaknesses: Silver bypasses a werewolves damage reduction, and is deadly to them in all forms. Magic and fire similarly damage them. Wolfsbane repels the creatures and prevents them from transforming, it's touch acts like poison, ingestion is fatal. Aside from silver and wolfsbane, the only ways to permanently kill a werewolf is to remove it's brain, carve out it's heart, decapitate it, or burn it's body entirely. All werewolves have a bloodlust when they transform, and are forced to do so under a full moon.



Character Sheet

General Information

Name/alias: (What your character is called)
Race: (Get anything not listed under monsters approved first)
Gender: (Self explanatory)
Age: (Immortal characters cannot exceed 400 years)
Appearance: (Physical features and attire if applicable)
Personality: (Optional)
Alignment: (Optional; neutral, good, or bad)
Affiliation: (Optional; is your character sided with anyone, or are they on their own)
Bio/history: (Optional; how your character came to be and what they have done with their existence thus far)


Tactical Information (PM me this if you'd like)

Skills: (Anything your character can do that isn't power related)
Equipment: (Any weapons, armor, tools ect. your character may have)
Mount/pet: (Optional; I will not allow many monster characters to have these)
Home: (Optional; if your character owns a home, hideout, castle or anything of that sort I want details on it's size, location, and defences)
Power: (Optional; this is mostly for monsters, unless you're a spellcaster. What extraordinary things can your character do? be detailed and don't leave anything out, including what I already said in the monster stat section)
Weaknesses/limitations/drawbacks: (Optional if you're a human. What is your character vulnerable to? what restrictions are associated with their power? Please include what I already said in the monster stat section)

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Last edited by True Night on Thu Jan 02, 2014 6:40 am; edited 16 times in total
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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 2:48 am


____________________________________



Last edited by True Night on Fri Jan 31, 2014 12:17 am; edited 8 times in total
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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 2:49 am

Reserved.

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Mr Allen J
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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 2:55 am





My body, is ready.

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Maxx
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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 3:15 am

Mine is also ready.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 3:16 am

Can I make a guy with magic axes?

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 3:19 am

Lol guys, and you sure can.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 4:46 am

Is the werewolf form more wolfish, on all fours? Or is it more like an upright, with a kinda arched body? If not, what?

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 4:47 am

Full werewolf is on all fours, hybrid is bipedal.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 4:48 am

Ok then, I'll think about joining. Although the vampires seem kinda OP. I dunno, I've never really liked vampires. I've always really liked werewolves.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 4:53 am

They have more powers, but the also have many more weaknesses. Other monster types are also allowed.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 4:57 am

I'm assuming more night-prowling creatures, not like Minotaurs and Dragons?

In that case I'm a Rakshasa (If I join). Basically a person who can shape-shift into this:



Can I? Can I? Can I?

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 4:59 am

General Information

Name/alias: Draco Van Siegfried (The Great Axe of God)
Race: Human
Gender: Male
Age: 52
Appearance: A large and imposing man, that takes the appearance of a legendary knight. He's tall standing at 6'0 and weighing around 252 pounds. Due to years of training and hardwork, Draco has an extremely muscular body. Every part of his body has muscles, even his eyes have muscles on top of their muscles. Though, his body isn't exactly picture perfect. He's covered in scars from monsters (Claws, bites, etc) and they litter his body from head to toe. Plenty of scars are on his face too. Draco isn't exactly a man you'd want to look at either. He's rather ugly, rough, and overall unattractive. Most of Draco's face is obscured by his massive, grey, bushy beard. He has no hair on his head, so he's completely bald there. He has plenty of body hair. His facial features are rounded and pronounced, and he has an oval shaped head. Draco has distinctive and large cheekbones. They're rather large and noticeable. He has a large and oddly shaped nose, it's seemingly heart shaped and has a large, thick bridge. Draco's eyes are a silver color and usually half open most of the time. Draco wears a large and mighty teal-colored knight armor. Appears like this, except teal colored. Draco keeps his axe strapped to his back and other weapons around his waist. Outside his armor, Draco will wear a cotton shirt and pants.

Personality: A rude and obscene individual. It's common to see Draco swear commonly and insult pretty much anyone. Draco is also quite sarcastic, and has a habit of constantly spouting out snarky remarks. He always appears to be quick to anger and violence - Always challenging people to fights, and trying to fight the strongest of all monsters. When Draco speaks, one can tell that he has a bias against young people (Insulting and taunting them, etc).

Alignment: Neutral Good

Affiliation: Monster Hunter


Tactical Information (PM me this if you'd like)

Skills: An expert monster hunting. Draco knows quite a lot about monsters and how to fight them. He has decades of experience under his belt, so it's safe to say that he's quite good. Draco knows his way around a good variety of weapons. Mostly axes and swords, but he knows how to shoot a crossbow and throw knives. His favorite though, is axes.


Equipment: Draco has stolen- I mean earned a great deal of magical weapons that were made to fight monsters. The most notable of these weapons is the Great Axe of God. It's a gigantic axe made entirely out of solid gold, with intricate symbols and patterns of heavenly figures incorporated into it's design. This axe is magical! It's been bathed in holy water and imbued with holy magic. This bypasses the defenses of many magical creatures and renders them weak. The axe is linked to Draco, only he can wield it. Anyone else who touches it with the intent of using it will get burned. The magic allows the axe to be lightweight whenever Draco uses it - To everyone else, it's heavy as an axe made out of solid gold would be. Other than that, Draco has other weaponry. He has silver daggers, a silver backup sword, and lots of garlic to throw into people's faces.

Mount/pet: None

Home: None. Draco travels and stays at inns.

Weaknesses/limitations/drawbacks: Can't really think of any, but Draco is still human. Take away his magic weapons and he's powerless.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 5:07 am

Any monster with a humanoid form can work. A dragon would since some can shape shift, however, the dragon that I let players play as pales by comparison to it's brethren. I know what a Rakshasa is, and they are totally okay.

Accepted Lone.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 5:48 am

General Information

Name/alias: Kaaz Kriid
Race: Rakshasa
Gender: Male
Age: 27
Appearance: Kaaz was born into the aristocratic family, so he is very well groomed (Cat pun). He has very sculpted features, his hair is styled to the left side all the time. His face is nearly mess-free except for one scar coming from his forehead to the bottom of the bags under his eyes, straight through the eye (Fortunately he close his eye during that one, so he can still see out of it). He has bright, green eyes. He wears a large red robe with the family emblem on it, depicting a shield with two tiger heads protruding from the sides.
Personality: Although Spoiled and Bratty, he is very well educated. He is rash, and may murder an innocent based on speculation. The assassin nature. He has no remorse for the lives he has taken, because in the end he feels his reason is justified.
Alignment: Neutral Bad
Affiliation: Besides under the rule of the King, he is a duke that sides with no one.
Bio/history: Kaaz was born into the aristocratic family. He followed in the footsteps of his father, until his tragic assassination when Kaaz was nearly twelve years old. From then on he swore to find this assassin and claim vengeance. His mother is sickly, and he is in charge until she recovers. If she recovers.

He became an assassin by night, and in his affairs he has had many quarrels with werewolves. The lycanthropic beasts are no trouble to a Rakshasa armed with silver swords, except the one that gave him the scar. He has, however, no trouble with the vampires and actually has a peace with them. The last thing he wants is to have a vampire army against him.


Tactical Information (PM me this if you'd like)

Skills: Stealthy and Fast. His reflexes are cat-like and smooth. He nearly always lands on his feet.
Equipment: He has a dual, silver Spanish cutlasses which he is very skilled with. He trains every day with them on his property to constantly improve his skill. He also has two flintlocks that he is not exceptionally skilled with, however deadly at close range.
Mount/pet: He has horse stables on his property, but he mainly rides a black stallion named Vulon.
Home: His property is surrounded with a corn plantation and several small villages where the serfs live. He has a stone castle where he lived that is armed to the brim with guards. It measures 1,200 square feet, and around 40 feet tall, disregarding the watch tower.
Power: Kaaz can hypnotize a person for a small amount of time as long as he remains within eye contact of he/she/ He can also transform into his "Tiger form" which gives him exceptional speed, maneuverability, and strength whenever he likes. This tiger form is bipedal and has full speech and human abilities. He can also sniff out bleeding "prey" that is within a kilometer and speak to feline animals.
Weaknesses/limitations/drawbacks: No resistance whatsoever to any weapon that a humanoid may have, even in tiger form. Also Sanguine.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 5:54 am

Accepted.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 6:36 am

Name/alias: Sir John Copeland
Race: human
Gender: male
Age: 31
Appearance: John is of slightly above average height for his time period, being around 5’6” and weighing 145 lbs. His skin is a dark caucasian color, as if he spends a lot of time outside. John has a medium build, and is barrel-chested. From his rather active lifestyle, John is very well-built and muscular. His face is long and gaunt-looking, and the area under his eyes is dark, making him look perpetually haggard. John’s eyes are arctic blue and always seem to look somber and focused, as if he’s eternally regretful of something. His hair is chestnut brown and falls down to around his shoulders. He often ties his hair in a ponytail (which wasn’t feminine at the time). John has a goatee the same color as his hair that is cut to a point at his chin. From day to day, John wears a navy blue tunic with a long-sleeved white shirt under it and a pair of tan Thorsberg trousers. On his feet John wears a pair of brown mid-calf leather boots. He normally wears a pair of brown dragonhide gloves on his hands. Around John’s neck is a silver cross and chain necklace which he never takes off. John always wears a navy blue robin hood-style hat with a white feather in it and a matching traveling cloak. Around John’s waist is a thick brown belt with a sheath in which his sword hangs. When John is fighting or hunting, he wears a steel breastplate, steel vambraces, steel spaulders, steel rerebraces, steel tassets covering his thighs, and steel poleyns covering his knees. He also carries with him a steel kiteshield when fighting which is heavily polished and reflective, like the surface of a mirror.

Personality:
Alignment: good.
Affiliation: John is allied with the Lunae pack, a pack of werewolves. The pack has twelve wolves, and are the only supernatural creatures who know the location of John’s hideout. John doesn’t kill Lunae wolves and fights by their side when they battle vampires, and in exchange they protect him from the other werewolf packs. They don’t always see eye-to-eye, but the Lunae are the only reason that John has survived this long in Romania, and he has protected many members of their pack from vampires before.

Bio/history: meh. I’ll do this later.

Mount/pet: John has a two-headed grey bull mastiff named Orthus that is with him at all times. Orthus can be wounded by any weapons but his claws and teeth are considered magical weapons, so he can injured vampires and werewolves. Orthus also has a great sense of smell, allowing John to use him to track creatures. John also has a black Clydesdale horse named Vela.

Home: John lives in an old stone guard tower in the woods that is about thirty feet high, forty feet across, and square-shaped. All of his weapons are stored inside, and he sleeps in a room close to the top. Wolfbane is planted under all of the windows to keep out less-savory werewolves and the wood of the door is infused with garlic. The metal on the door is magically charmed to be extremely reflective in order to stun gorgons. The door normally has a ring of garlic hanging from it, and it is always locked. Marshall keeps the key around his neck on the same chain as his cross, though locks don't typically keep out supernatural monsters with super strength. The tower is next to a swiftly-flowing river. John owns an acre of land around the tower, which is covered in traps to keep intruders out. His traps range from anything from pitfalls to rope traps designed to trap vampires hanging upside down in trees until sunrise to explosive greek fire mines. He puts a certain scent in every trap so that Lunae werewolves do not get stuck in them. The entire property is surrounded in a wrought iron fence with a silver-tipped palisade surrounding it. The property cuts off at the river, so it’s only surrounded on three sides. John keeps a garlic garden on his property and has a stable for his horse. The stable has several crosses on it in different spots, and often has rings of garlic hanging from hooks in it. Also on John’s property is a small vegetable garden, just enough for himself, as well as a rabbit hutch, though John isn’t exactly Farmerman. Oh by the way Sanguine is a fun word.


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"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 6:51 am

Accepted.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 6:55 am

A picture of John's noble sword Celsus.



Vampires beware!

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 2:11 pm

Awesome timing! School was canceled today so I can work out a sheet!

Hmm I'm thinking about using a Satyr again cause I love them

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 4:35 pm

Satyrs are awesome.

Working on my second sheet. LOOK AWAY FROM THE LIGHT!!!

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"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 5:43 pm

If I make a second sheet, it's going to be a werewolf. Nothing else. Werewolves are awesome.

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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 5:53 pm

I already called the pitch-black one.

General Information


Name/alias: Stela (Form of ‘Stella’)
Race: Werewolf
Gender: Female
Age: 20

Appearance: Stela as a human appears to be a young maiden, and although old enough to be considered an adult by anyone’s standards, the fact that she lives on her own is still found extremely odd by most. Standing at a tall 5’8”, and possessing a narrow hourglass figure, she can be regarded as rather imposing by average humans. With a triangular face, high, sharp cheekbones, and deep-set eyebrows, a regular, relaxed expression may look more like a scowl or glare. This is accented by the long hairs of her brows, which droop down and give them a bushy appearance. If she forgets to pluck them (She regularly does this) she possesses a slight amount of hair that gives her a unibrow. She has a small, aquiline nose that accents her generally sharp features. Her eyes, which are rounded almonds in shape, are large and amber-colored, which, while a striking feature in most human beings, makes her appearance even more unsettling. Her teeth generally look like a normal person’s, but the canines are much sharper, though there is nothing elongated and fang-like about them. She keeps her wavy, shoulder-length, raven-black hair pulled up and for the most part hidden by a plain cream-colored headscarf. She wears a matching cream-colored long-sleeve smock, and over this she has slipped a dark brown kirtle, a modest form of dress for working women, with pockets sewn into it. She wears plain brown clogs over long white socks, though this is normally not a visible feature, due to the length of her dress. She has relatively fair skin, despite working during the day, as she lives in the middle of a densely-wooded area that blocks out most of the sunlight. Her rough, scarred hands have notably long, somewhat hooked nails.

As a Werewolf, and lacking any sort of hybrid form, Stela appears to be a gigantic pure-black wolf, rivaling a large bear in size, with extremely sharp claws that glint like metal, and ivory teeth that appear no less sharp, and can probably rip through even the most durable materials. Appearing to have a connection with the magical element of darkness, there are also several evil-looking traits about this werewolf. Seeming to fade into the shadows, Stela’s wolf form has a somewhat transparent quality to it, and people can often see the background through her, making it seem almost as though she were a ghost or phantom. Although more visible in bright light, the darker it is, the more this transparency hinders the ability for people to see her, enough so that in extreme darkness she is practically invisible. The only things that often stand out at night about Stella are her bright, gleaming claws, her teeth, and her smoldering yellow-amber eyes, which seem to faintly glow in the dark, further indicating the dark nature of the wolf.

Personality: Stela is a very independent-minded woman, often finding that being in the presence of others, whether it be humans or her own kind, brings her nothing but trouble. Bent on surviving despite the food shortage, and the disturbances among the creatures of the night, as well as keeping a low profile so as to avoid being detected by the recent wave of werewolf hunters, she lives in a secluded home located deep in the woods, far from any well-known paths, so as to completely keep away from others. As a werewolf, she is unable to raise farm animals without killing them all upon transforming, but does grow vegetables to support herself, and due to living out in the woods, is more likely to kill deer or other animals instead of humans to satisfy her natural bloodlust. However, this does not always ensure safety, and people who wander into her woods often do not return, having been killed and eaten, and those who get away (Not a lot of those) are often reduced to babbling in terror about phantoms and monsters in the dark. Although generally a peaceful werewolf, Stela does not hesitate to defend herself, and frequently claims to anyone that knows what she is that she doesn’t have control over her actions in wolf form, and that she has taken as many precautions as she can. She does not actively want humans to be her main food source, due to the great risk of hunting them now outweighing the benefits.

Alignment: Neutral (Possible to persuade to either side)
Affiliation: None

Bio/history: Stela is a werewolf who was bitten at the young age of fifteen, and during the attack where she became infected with lycanthropy, the werewolf who infected her was killed, but had inflicted wounds so severe on her father that he promptly bled to death, rather than transformed. Stela’s mother died the next night, as Stela survived and underwent her first transformation on the night of a lunar eclipse, the dark deed of killing her own parent, while the moon was blotted out by the earth’s shadow infusing her wolf form with properties of dark magic. Wracked with guilt, but aware that she would be killed if people knew what she was, fled into the woods where she lives now, the only lingering stories about her being a family that ran a farm, and that they were all supposedly killed by the werewolf, though the daughter’s body was never found.

Tactical Information


Skills: Stela has some skills unrelated to combat, such as cooking, and farming. Although she appears to know much about raising animals such as pigs, goats, and chickens, she does not raise them due to the inability to refrain from killing them as a werewolf. She also knows how to make and mend clothes, a valuable skill.
Equipment: Stela doesn’t need weapons as a werewolf, but in human form she always keeps a knife in one of the pockets sewn onto her dress

Home: Stela has a somewhat unique home that she has managed to build in the woods, and it is completely underground, accessible only through a trapdoor located between the roots of a large tree. This home is one, gigantic room, created from hard, packed clay that was tucked in among the tree roots to prevent the walls from crumbling, and then lined with wooden planks to give it a square, cabin-like feel. The roof is supported in several places by wooden beams, but overall, it is structurally stable, and the floors, which are just dirt covered in a layer of hardened clay, are laid out with animal furs. There is a small fireplace in one corner of the room, with a covered fireplace allowing smoke to escape, without putting out the fire if it rains. Next to the entrance of her house is a small garden where she grows a variety of vegetables, fenced off with tied-up tree branches to keep out animals.

Power: As a werewolf with a complete transformation, Stela possesses the highest degree of power a werewolf can have, but lacks the ability to hold things, due to a lack of thumbs. She can run with incredible, blazing speed, and also has strength that allows her to knock down barriers with ease, rip halfway through tree trunks with her paws, and snap dense woods with her teeth. She can see as easily in the dark as she can during the daytime, and can quickly track prey by sound or smell. She also has enhanced healing capability, and rapidly heals wounds made by average weapons. As a werewolf infused with properties of darkness, she also possesses an eerie transparency to her form, almost as though she were a phantom. This makes fighting her in a dimly lit location difficult, as in dark areas this property makes her difficult to see. Although weak to all other forms of magic, Stela seems to be much less affected by dark magic, though it can still harm her, suggesting a certain degree of resistance to it. She can also talk to wolves, regardless if she is human or not, and generally can refrain from killing them in wolf form.

Weaknesses/limitations/drawbacks: As a Werewolf, Silver negates Stela’s ability to rapidly heal, and is lethal to her in any form or fashion, the only saving grace on her part being that the use of blades made of pure silver is difficult, due to the soft nature of the metal, though werewolf hunters are growing smart enough to smelt the metal with other elements to make it stronger. As a werewolf, she is vulnerable to most magical attacks, although dark magic does not have as much effect, due to a degree of resistance Stela has to the element of darkness. This strength is made up for, however, by Stela’s absolute, chronic weakness of light magic, which is perhaps the most effective form that can be used against her. Fire is also a weakness, as burns caused by it can take much longer to heal, bypassing her healing capabilities. The herb Wolfsbane in close proximity can keep Stela from transforming, and burns her skin if touched, like a deadly poison. Ingesting it can kill her. Stela’s final weaknesses are the aspects of being a werewolf itself. Upon transforming, she has an uncontrollable bloodlust that will make her attack any living thing she sees, aside from perhaps wolves, although she can retain certain aspects of intelligence even in this state, enough so as to carefully plan out an attack. While Stela can generally become a wolf at any time she pleases, she does not have a choice during a full moon, and will transform regardless if she wants to or not, making it crucial to stay far away from people during the nights of the full moon. It’s hard to be Sanguine when you can’t control yourself.

____________________________________
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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 8:08 pm

General Information

Name/alias: Grinda, also known as The Witch of the Black Marsh
Race: Gorgon/Naga
Gender: female
Age: 330, but has the body of a 25-year-old

Appearance: Grinda is a Gorgon, or Naga if you will, a species of creature that’s appearance varies extremely widely. Grinda is about twenty feet long and weighs several hundred pounds. Her lower body from the waist down is the enormous trunk and tail of a serpent. Her scale pattern is similar to that of a green anaconda’s. The snake body is about as wide around as Grinda’s torso, and tapers down to a point at the tip of the tail. On the end of Grinda’s tail is a long sharp blade two feet in length and five inches across. She keeps this blade extremely sharp by whetting it on rocks. Grinda’s upper half is similar to a female human’s. She has a slim, feminine belly and a decent amount of cleavage for a snake-monster-thingy. She has a long pair of slim-yet-muscular arms and hands that have sharp, well-groomed claws instead of fingernails. Her face is almost attractive; it’s heart-shaped, with slim bony cheeks and a small, softly-angled nose. Her eyes are snake-like, and greatly resemble an Emerald Tree Boa’s eyes (look it up). Grinda’s teeth are very sharp, and are set off by a pair of large venomous fangs which tuck against the roof of Grinda’s mouth and give her a lisp. She has a forked tongue like a snake’s. Grinda’s skin, however, greatly detracts from her appearance, as it is a sickly shade of green, a good bit lighter than the color of her tail, but still the same relative hue. Her hair is long and falls down to about the small of her back. The hair is a very dark shade of green. On cue, Grinda can turn her hair into a nest of snakes like Medusa’s hair, though she only does this when exceptionally threatened, as the snakes annoy her. She wears a silver breastplate outlined in gold that cuts off at her midriff, protecting her shoulders and chest but not restricting her movement. This is the only clothing that she wears.

Personality:  Grinda’s personality is similar to GLAdos’ from Portal. She’s a highly-intelligent creature that always seems to have this incredibly bored demeanour about her. She is often extremely sarcastic, and always sounds like she’s being annoyed by everyone else’s still being alive. Grinda is often classified as a psychopath. Grinda feels nothing when she kills, and has no compassion whatsoever. Grinda has no respect for her enemies, and enjoys playing with her food before she eats it (if you know what I mean). Humans generally annoy her, so she often hunts them for sport and puts the skulls of particularly skilled enemies on a shelf in her lair. Grinda’s pretty much the person you go to when you need a plan to kill someone. She’s a very good strategist.

Alignment: chaotic evil

Affiliation: Grinda is Switzerland; she makes her best effort to equally be on no one’s side. Nobody likes her, but nobody typically dislikes her either. She has a habit of doing rather nasty things to people who don’t like her. Humans fear her as a witch and Vampires and Werewolves moreso just don’t want to deal with her, so they shun her from the community. Grinda has a few ties with one or two Vampire tribes, but no real alliances. Her only allies are the very few henchmen she has hypnotised to serve her.


Tactical Information (PM me this if you'd like)

Skills: Grinda is a good fighter as well as a capable witch. She is a good potion maker and through exploration knows where to find all of the rarest ingredients in Transylvania.

Equipment: Grinda doesn’t carry very many weapons, as she in a way is a weapon in herself. The only weapon she really carries is a green and black jade wand that she picked up in a trip to the east long ago.

Mount/pet: Grinda has quite a few reptiles that live in her home which she picked up and hypnotised during her trips through North Africa and Asia (most of these will be described in the home section). Grinda has three harpies that she pressed into service with her powers. They are in a sense, her slaves. The harpies are relatively fragile creatures and aren't very intelligent, but they're good at scouting since they can fly.

Home: As her nickname implies, Grinda lives in a black marsh. Her home is in a giant hollowed-out dead tree in the middle of a mucky, foggy swamp. The swamp is around a mile across at it's longest and is relatively elliptical in shape. The water is slushy and hard to move through, and is guarded by Nile crocodiles. In the tree live a variety of snakes from around the Old World, from Burmese Pythons to King Cobras. The snakes and crocs are Grinda's primary defenses, though secondary defenses include silver-tipped palisades and silver bear traps hidden in the water.

Power: Grinda, being a gorgon, has the legendary paralyzingly gaze. Any creatures that lock eyes with Grinda, mortal or not, will be frozen in place until she looks away. While Grinda has an opponent frozen, she can actually use post-hypnotic suggestion to mentally manipulate her enemies. This is how she enslaved her harpie servants and her reptilian guards. She can easily convince animals and very unintelligent sentient beings (like harpies) to follow her, and is good at planting ideas in more intelligent being's heads. For example, she could hypnotize a vampire to attack an enemy of her's, or convince a husky human farmer to take a trip to her marsh so she can feed her crocodiles. Once Grinda hypnotizes an opponent, they forget that they were hypnotized. Grinda cannot be harmed by mortal weaponry, nor can silver harm her. Grinda can also cast magical spells with her wand, and is adept at casting lightning spells. These are currently the spells that Grinda knows how to cast:
-lightning blast: Imagine force lightning from Star Wars. Grinda's lightning blast spell conducts through metal armor, making it particularly effective against opponents wearing a lot of armor.
-energy shield: This spell creates a protective dome around Grinda, protecting her from an attack. The spell protects her from damage from a single attack, but fades after it has been hit once.
-Sunfire bolt: This spell fires a compressed blast of sunlight. It is ineffective against most creatures, but temporarily lights an area and can burn vampires.
-Moonlight bolt: This spell fires a compressed blast of moonlight. It is ineffective against most creatures, but forces werewolves to transform, exposing them.
-Confusion aura: This spell confuses a single target, giving them the effects of vertigo (disorientation, vision blurring, nausea, etc) The spell's effects linger for about twenty seconds.
-Fog bank: Grinda has the ability to transform her own venom into a thick purplish fog. This venom can choke non-undead creatures and obstructs the vision of attackers.
Grinda's venom is fatal to mortal beings, but doesn't work on mythical creatures. She is supernaturally strong, but lacks speed due to her lack of legs.

Weaknesses: for all of her powers, Grinda has many weaknesses. Firstly is the obvious one; if Grinda sees her own reflection, she becomes paralyzed so long as the mirror she's looking at doesn't move. While she is paralyzed, others can use her own post-hypnotic suggestion against her and use it against her. No matter what Grinda's staring at, the moment visual contact is broken the paralyzation ends. Those who are paralyzed have a 24 hour immunity to being paralyzed. Grinda's hypnosis is weakened by intelligence. Thé more intelligent an opponent is, the weaker Grinda's hypnosis gets. While she could charm a stupid animal like a harpie to worship her as a god, that same thing will not work on a human, vampire, or werewolf. The more intelligent any of those are, the less they're apt to believe what Grinda is trying to tell them. The village idiot drunkard will be easy for Grinda to hypnotize, but a highly intelligent vampire werewolf or hunter will be hard to charm. Also, if you know Grinda is trying to hypnotize you, you can resist being hypnotized. This is difficult, however, because once you've been hypnotized by Grinda you can't remember being hypnotized, so you wouldn't know that she ever did hypnotize you. But if, while paralyzed, you somehow figure out from an outside source that she's trying to hypnotize you while she's doing it, you can resist (I'll explain this better IC-side. It's a lot harder to do than it sounds). Weaponry-wise, Grinda is vulnerable to quite a few things. Magical weapons like Vampire and werewolf claws affect her, as do all other magical weapons. Grinda's primary weakness, like most monsters, is salt. Surrounding anything in a ring of salt will prevent Grinda from entering or leaving that thing, and striking Grinda with anything made of salt rock will wound her. Grinda is also vulnerable to glass weaponry, especially mirrored glass, though glass doesn’t work as well as magical weapons or salt (considering that it is more fragile). Though silver doesn’t wound Grinda, she cannot break it. Due to her lack of legs, Grinda is rather slow (though she has an incredibly fast reaction time). Any vampire, werewolf, or human could easily outrun her. Grinda's magic is entirely dependent on her wand. If you were to take or destroy Grinda's wand, she would lose her magic completely. Grinda's magic can also be absorbed by anything jade.

*coughsanguinecough*

Spoiler:
 

____________________________________
"How strange it is to be anything at all." -In the Aeroplane Over the Sea, Neutral Milk Hotel



Last edited by The 5th Maxx on Sun Jan 05, 2014 1:39 am; edited 2 times in total
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PostSubject: Re: Of the Night OOC   Thu Jan 02, 2014 10:16 pm

General Information

Name/alias: Vesta Beck
Race: Satyr
Gender: Female
Age: 60 (Young Adult)
Appearance: Satyrs are mystical creatures with the top half of a human and the bottom half of the hind legs of certain types of animals, mainly goats and deer. Vesta is no exception to this. Her top half, from waist up, is of a young woman. Her skin is rather light, and covered in freckles from being outside. Her back and shoulders show large amounts of muscle, but she still remains feminine in her hips and torso, what she lacks is a large bust, but she couldn't really care less about that. Since she is underdeveloped, all she wears around her chest is a thick band of tan fabric.

Her face has a rather soft completion, large green eyes that always show confidence and a thin mouth that has a gentle smirk. The same freckles that spread across her back and shoulders also are on her nose and cheeks. Her hair is cut very short, maybe uncommon in the time frame, and is a very dark brown. She does have a few less then human things on her head. Her nose, for one thing, is black much like the nose of a deer. Her ears are also animal, being very long, furry and pointy. And on the crown of her head, two white horns are growing. They are rather short, since she is female and young, but they are still rather stick outy and obvious against her dark hair.

Her bottom half is entirely animal. Thick, brown, fur covers her legs and bottom torso, covering her thickly enough to not need pants to cover herself. Her legs look rather strong and thick, looking a bit out of place with her thin upper body. Instead of feet, Vesta has two, shiny, black hooves. They are rather good at gripping, allowing her to climb and run rather fast. But she has never been too keen of a dancer. Near the end of her spine is a small, fluffy tail. The top of the tail is the same dark color as the rest of her fur and the underside of this tail is white, and sticks up when she is startled.

As for armor, Vesta owns a set of cloth and leather armor. If Vesta was to ever do any fighting, she would prefer to wear something lightweight and easy to move in. This armor only covers her top half, not liking to restrict her legs with armor. If Vesta was to ever want to visit a human settlement without being discovered as a monster she would have to alter her wardrobe a bit. A long skirt would be worn to cover her legs and she would wear a pair of shoes to hide her hooves. Hiding her ears and horns is harder, but wearing a large brimmed, straw hat she can hide them.

Personality: Vesta, like other Satyrs, has a wide range of personalities and moods. Overall Vesta is rather cunning and smart, able to outmaneuver enemies in both a physical and mental sense. Satyrs are often manipulative, caring more about personal gain then helping overs. Vesta has a few exceptions to this. She will go out of her way to help women and children in need, and sometimes close friends. She absolutely adores little kids, especially one that complements her, and lovely ladies. Vesta also has a very strong connection and love for nature  damage something intentionally and she will never forgive her. Given this Vesta is also very neutral, willing to go to either side that appeals to her and can a fine price.
Alignment: True Neutral
Affiliation: Currently alone and unaffiliated. However her ideal traveling would be with a single companion, either male or female the gender doesn't really matter to her, who is big and strong to counter her small stature.


Tactical Information

Skills:
Vesta has a few skills, none really too useful. She can climb pretty well, and can navigate almost any forest with ease using natural landmarks. She can also identify a few different species of plant and animal as well as figure out if the are deadly or not. Sometimes she forgets or 'accidentally' misidentifies a species however. Vesta is also rather speedy, able to hop around and run away from problems. One thing Vesta loves to do is play her flute in such a way that travelers decide to stray off the path, after that it's up to Vesta.
Equipment: Vesta fights with, and so carries, A large hammer (which she has gleefully nicknamed the Skull Crusher). She keeps this weapon in a holster on her back, attached to a backpack that contains basic supplies if she was to ever need it. Along with this she also carries a small flute, something that can brighten up any dreary day or storm. On occasions where she might run into humans she tires to bring with her something to disguise her not so human characteristics.
Mount/pet: Technically none, but she does work for an older Satyr on his farm and cares for his animals.
Home: To put it in most basic terms, Vesta lives in a treehouse. In the tallest, widest, oak tree in the forest she lives in there is a mass of ropes, wooden platforms and fabric rooms. The whole thing looks rather dangerous and unstable, but Vesta would tell you it's perfectly safe and strong. The entire thing seems also rather hard to navigate, but Vesta can often be heard clopping around it no problem. From down on the earth the only thing giving away its existence is a small piece of twine and a note that says "please ring for business" and a tiny bell.
Power: Vestas powers are a bit weak at the moment, as she has never had a real teacher to help her learn spells. However she has harnessed the ability to control with music, being able to help sway the minds of those with weak wills or who are curious. She also gained the ability to understand and communicate with creatures who are not sentient, such as horses or mice.

CoughSanguinecough

____________________________________


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