VampirateMace
Internet Overlord
Notes:
- This RPG is Rated R for Adult Themes including; Violence, Light Gore, Foul Language, Substance Abuse, and Suggestive Content. Please try to limit actual gore and fade to black it your characters are going to be intimate.
- This is a loose continuation/reboot of the RPG “Castle of the Vampire King” but you should not have to have played/read that to understand the plot of this, and new players are very welcome.
- While heavily catered to PvP fights there is an open-ended quality to this, leaving room for char development and player arcs outside of that, so if you don't want a PvP fight, just build a char less inclined to end up fighting.
The plot so far:
Once long ago in the isolated city-state of Pannis, there lived a feudal lord known as King Donar Antall. In desperation to defeat his enemies, Donar turned to the dark arts, specifically, witchcraft and alchemy. This was a path from which there was no coming back, each turn led him further and further into the darkness of the mythical world, until he cobbled together a spell that would give him 'the power of a demon'. Thus Donar became one of the most feared creatures history; the first vampire.
But it came too late, and his castle and his kingdom fell around him as he preformed the final rituals deep within the dungeons of the black Castle Antall. For centuries afterward, he and his minions dwelled in what remained of his home, terrorizing the citizens and tourists of Pannis (which eventually grew into a thriving vacation hotspot) by night.
But no nightmare lasts forever.
As the monster population grew, the growing number of disappearing locals and tourists started to attract attention, not just of local enforcement, but also of slayers. But the fighting didn't really get bad until in a grave miscalculation, Donar attacked the mayor's nephew and his boyfriend. This meant war. The mayor sent an open call out to slayers all around the world, with offers of glory and money, to anyone that could end the scourge on their land.
It was carnage, leaving many monsters and slayers dead, including some of Donar's most loyal subjects. Until finally Donar was forced to flee his homeland.
Several years later. . .
Donar is now living in a penthouse in the Manhattan area of New York, New York, paid for with the treasure he and his remaining minions managed to bring with them while leaving. The penthouse is large and spacious, one of the largest in the city, with one of the best views in the city, being not far from Central Park. Life is very different here, with all the modern innovation and the regular parties. But Donar has adapted well, becoming quite the fixture in New York's paranormal rings, where he has been actively networking.
New York as it turns out, is a paradise for such creatures. The high crime rates and rich nightlife help hide their activities. Plus sunscreen allows vampires go out during the day, and changing beauty/social standards help not quite human creatures fit in, making it easier to get and hold down jobs. And most people live in tiny apartments, so few people have the big dogs that many monsters, other then werewolves, find a nuisance, with most dog owners opting for French bulldogs. There's also a multitude of strays and pests for those monsters that would prefer to feed on something smaller then humans.
Of course this place is not free of slayer either, or exorcists for that matter. These monster hunter work hard to free New York from the terrible grip of paranormal creatures, often clashing with them. Little do they know what Donar and some of the others are planning for the city.
___
Slayers vs exorcists:
For the purpose of this game slayers and exorcists will be defined as follows. Slayers primarily focus on exterminating vampires, revenants, werewolves, fairies, and chimeras. While exorcists focus on banishing fairies, ghosts, demons, and angels. Though it is not a hard rule, slayers tend to focus more on physical training, while exorcists tend to focus more on magical training. Both groups have magical relics passed down through the ages that aid them in their quest.
As a player, you may find this distinction helpful so that you do not end up fighting with yourself if you choose make both a monster and a monster hunter. For example, you could make a werewolf and an angel hunter. You could also make an angel hunting werewolf. I'm not going to approve a ton of monster hunting monsters, but I think there's room in this for a couple.
___
Approved monster species specs:
Vampires:
Vampires are functionally immortal blood sucking monsters, who's origins can be traced back to King Antall. They are stronger, faster, and more agile then most humans, with better vision and hearing. They have accelerated healing, and regenerate faster the more blood they've consumed.
Older vampires may have additional powers; the ability to turn into demonic creature with bat-like wings and claws, the ability to communicate with minions telepathically, the ability to turn to a flock of bats or mist, and/or the ability to mesmerize weaker minds.
Vampires are weak to sunlight (though sunscreen and glasses help a lot), bright lights, and strong scents. They find the scent of garlic particularly offensive. To kill a vampire, one must first stake them through the heart, then decapitate or burn them.
Revenants/Ghouls:
Revenants, also known as Ghouls, are humans who contracted a certain type of fungal parasite, which eventually killed them. They retain human intelligence and emotions, however they crave human flesh, which feeds the parasite and causes it to secrete an enzyme that prevents their body from decaying. If they fail to feed and the parasite starves, their body decays and splits open, releasing clouds of fungal spores.
They tend to be stronger and faster then humans since their bodies do not limit their muscle usage, though being dead and controlled by the parasite often leaves them clumsy. When they fight, part of the parasite will emerge in the form of a weapon from some point on their flesh. This could be a sword-like extension from the forearm, horn-like protrusions on the head, whip-like growth from the side, etc, all depending on the specific species of fungal parasite.
Revenants can only be destroyed by starvation, extreme dismemberment, crushing, or burning.
Werewolves:
Werewolves are shape shifters that can change between human, wolf, and half-wolf forms at will. They also change involuntary at the full moon, as well as during extreme emotions. Like narcoleptic people, one of the main treatments for this is to avoid situations that might trigger strong emotions.
Werewolves are omnivorous, but prefer a wolf-like meat rich diet. Some, but not all, may hunt humans. They are stronger, faster, and more agile then most humans, with a better sense of smell and hearing. And their stamina also surpasses that of humans.
Werewolves can be burned by silver and silver alloys. They also tend to suffer health problems due to constant strain on their bodies, though changing and fighting. Because of this they usually have slightly shorter lifespans then humans. It takes a bit more for slayers to kill them then it would to kill humans, but they are relatively easy to kill compared to most monsters.
Faeries:
Faeries, or Fae, are human-size functionally immortal creature from the Otherworld, with a proficiency in magic. They are almost impossible to kill. They are also known for their otherworldly beauty and their ability to produce their gossamer wings at will. These wings are delicate however, and tear easily, but will eventually grow back.
Faeries are carnivores and though they may make friends with mortals, many will also eat them as well. While it may vary from faerie to faerie, they are well know for holding grudges, and someone they are angry with may be exceptionally prone to being eaten or torn apart.
Faeries are weak to iron, which can be a detriment in a city where so many windows and shop fronts are reinforced with iron bars. They can also be controlled by someone that knows their true name, but they must be close enough to the faerie for the faerie to hear their demands.
Ghosts:
Ghosts are the spirits of humans that have, for whatever reason, not chosen to pass onto the Otherworld. They may have unfinished business or be emotionally attached to someone or something in the mortal world.
They are normally invisible, but can chose to show themselves for a minute or two. They also retain some ability to interact with the world around them; knocking on or throwing objects, disrupting electrical equipment, starting fires, and possessing weak willed people.
Ghost are considered weaker spirits, and they are the easiest creatures for exorcists to banish. They cannot be killed, as they are already dead.
Demons:
Shape-shifting immortals from the Otherworld, demons take many forms, but each has a true form unique to itself. When shape-shifting they gain physical attributes (good and bad) that match their new form, but do not gain any knowledge, skills, or magical abilities from it. Not being truly physical creatures, demons can also possess people. However they cannot shape shift while possessing people.
Demons feed on emotions, each demon having an emotion it prefers. The closer they are to the person physically, the stronger the emotion, and the closer it is to their preferred emotion, the more efficient their feeding is. Demons cannot feed on angels, as they have developed a natural defense against this.
Demons cannot die. They can however be easily summoned or banished by those that know their true name.
Angels:
Closely related to faeries, angels are also human-like immortals from the Otherworld. They are primarily defined by the good intentions that seem to be ingrained in their DNA, though they often do more harm then good, either by accident or by having a wholly different idea on what good is then mortals have.
All angels have an innate magical ability, commonly referred to as sorcery (see full description in “Magical Disciplines” below). However angels have developed a natural defense against demons feeding off them, and cannot have their magic canceled out in this manner. Like faeries, they can produce glistening wings at will. Their wings are tougher then faerie wings, but not by much.
Like demons, angels cannot die. And they also, can be easily summoned or banished by those that know their true name.
Chimeras:
Chimeras are creatures created by alchemy, combining the features of 2-4 other creatures (including humans, monster, and animals). Their anatomy varies, as do their abilities and weaknesses, though their abilities and weaknesses make logical sense to their anatomy, a human-hawk chimera would only have hawk vision if they have hawk eyes.
Chimeras' lives tend to be short, due to their mismatched anatomy usually burning out quickly. How easy chimeras are to kill otherwise varies, based on their components and anatomy.
___
Magical Disciplines:
Magical powers stack on top of your race, however a few races are incompatible with certain magical disciplines. You are allowed to study multiple magical disciplines, however generally the more subjects you study, the less you know of each subject.
These definitions may be different from the ones you know, so for RP purposes, read through to decide what best fits your character's abilities.
Witchcraft:
A magical discipline in which one brews potions, makes talismans and dolls, and preforms rituals in order to effect change in the world around them. Witchcraft is often the most subtle of the magical arts, making it well suited to city life. However it takes longer then most other types of magic, save for alchemy.
- Ghost have trouble preforming witchcraft due to their limited ability to interact with the world around them.
Wizardry:
Wizardry is the study of one's magical connection to nature, and involves gestures and words intended to cause change in the natural world; such as creating storms, starting fires, and summoning animals.
- At odds with the natural world, Demons, Vampires, and Chimeras, cannot practice Wizardry.
Psychical:
The Psychical discipline is often not considered magic by practitioners. It involves attempts to forecast the future, uncover the past, and discern the present, either through study of details or by communicating with spirits. Many psychics prefer to use tarot cards or read palms, but some may use crystals, pendulums, reflecting pools, automatic writing, photography, and so on.
Sorcery:
Sorcery is more of an innate magical ability then a discipline. Sorcerers are able to use their emotions to create instantaneous magical effects and summon creatures. The major drawback of this is that it's extremely unpredictable. A sorcerer trying to create sparkling lights in the air, may in one instance produce small Christmas light like sparks, and in another create a painful blinding flash. One trying to summon insects may in one instance summon a few flies, and in another summon swarms of angry wasps. This is also very dangerous; a sorcerer doing a muscle strength boosting spell while angry could literally explode themselves on accident.
- Under the condition in which a nearby demon feeds off the emotion a sorcerer is experiencing, their magic is canceled out. Angels have a natural defense that prevents this.
- Because sorcerer magic comes from the strength of one's emotions, werewolves are not eligible to be sorcerers.
Alchemy:
Alchemy is the art of transmutating substances into similar substances (such as lead into gold), and combining substances to create new ones. It can be used on both inorganic and organic matter. Creatures spliced together though alchemy are called chimeras. Like witchcraft, alchemy takes longer then most other types of magic.
- Ghost have trouble preforming alchemy due to their limited ability to interact with the world around them.
___
Basic magic rules:
Here are some basics of magic in this world (I'll be adding to this if anything else comes up). And if you're not sure if you can do something, ask in the discussion discord.
Universal Laws:
Your magic is not powerful enough to break the laws of the natural universe. For example; you may not make miniature black holes, summon elder gods on your own, or evaporate oceans. Just apply a little logic, and you're probably good.
True Names:
Names carry power in this world, and can be used in invocations. However overuse of names can decrease the power of the entity being called on (essentially the gods are weakening). Certain creatures (demons and angels) can be summoned or banished by their true name, while others (faeries) can be controlled by the use of their true name.
Teleportation, Summoning, and Banishing:
Faeries, angels, and demons can be summoned or banished instantly by use of their true names. Other creatures may be summoned or banished through use of rituals or magical artifacts. Ghosts can be banished with fairly simple rituals.
Teleportation (outside of being summoned) may occur under two conditions; either you can see the spot you intend to teleport to, or you have a summoning-like ritual circle set-up in the location you intend to teleport back to (setting up such a circle requires time, and it will be preferably in a hidden location so that punks don't mess with it). By sight teleportation has a limit of once per hour, or roughly every two to three RP posts. Under no circumstance are you allowed to teleport to a location you cannot see and have never been to.
___
Fight rules:
When engaging in PvP fights, you have three options; work a two or three player fight out in DM, work a multi-player fight out in the discussion discord, or (and this may be easiest) just follow the rules below and let it unfold naturally.
1. We're all OP, so it's not unreasonable to 1-hit-KO some NPCs who do not have special powers. But assume powered NPCs are going to take more effort. And if they're someone else's NPCs it's polite to ask for permission first.
2. Do not God-mode or otherwise pawn a player char in a single post (unless given prior permission via in post note, DM, or discussion discord).
3. When attacking player chars, do not decide how many of your blows land, and how much damage is taken. You may make multiple attacks in you post, just don't assume they hit.
4. When defending against player chars, be realistic, no not dodge every attack. Consider the apparent skill and agility of both your characters. You may also counter attack, following rule #3.
5. If someone flees or runs away, it assumed they have advantage on escaping, as any chars chasing them would still be fighting, thus dividing their focus. Take it as a sign they're done fighting you unless you've communicated otherwise (again in post, DM, or discord).
6. People that take advantage of rule #5, in other words people that tend to attack and run away repeatedly with no in game reasoning to do so, may lose their assumed advantage privileges.
___
Pending and approved players:
I'd like to see some variety here, so maybe look at the list before you set your heart on something?
1. VampirateMace (Donar - Vampire, Alchemist, Witch) & (possibly someone else)
2. Monster Guy (Adam - Human, Slayer, Sorcerer) & (Cadence - Human, Exorcist, Chef, Witch, Wizard)
3. Schade (Leliana - Demon, Teacher)
4. GoldenHouou (Samael - Angel, Slayer/Exorcist, Sorcerer) & (Sally - Werewolf, Shaman/Psychic)
5. Vern (Chloe - Human, Slayer, Uni Student, Witch, Sorceress)
6. Skillfulness (Teresa - Fairy, Wizard, Librarian) & (Rosa - Vampire, MMA fighter, Mob Member)
7. *Jean Grey* (Werewolf, Slayer, Wizard) RESERVED
8. Hydrangea (Chimera) & (Demon) RESERVED
9.
10.
11.
12.
13.
14
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Sign-ups:
You are allowed two characters for this RP. Please make sure you post so that it's very clear which character is doing what.
Name:
What you are called
- Preferably full name and any nicknames or aliases
Age:
How long you've existed
- For immortals this might be a little vague, rough age is fine
Gender:
Your age, and if you’re a girl, boy, both, or neither
- You may also not gender identity and orientation here if you please.
Species:
Human, Vampire, Revenant/Ghoul, Werewolf, Faerie, Ghost, Demon, Angel, Chimera
Occupation:
What are you doing with your life? Note if you're a Slayer/Exorcist here.
Magical Studies:
What type(s) of magic you've studied, and roughly what you've learned to do through them. The more types of magic you've studied, the less you should know how to do in each area. It's also more likely you will know more if you are older, proficient in magic, or have natural magic.
Magical Aids:
What talismans/amulets (these should be single purpose), relics/artifacts, tomes/spell-books/grimoires, potions/salves, etc, do you have on hand at current? (These can be on your person or at you residence/hotel.)
Appearance:
What you look like, please consider your character’s lifestyle when deciding this. If you're fighting a lot, you're probably not scar free. If you have no money left, you may have lost weight recently. If you can shape-shift, you don't need to describe every transformation, but it'd be nice to have you most common alternate forms here.
+ 8 sentences
Personality:
How you think and act. Please make this somewhat realistic, with good and negative traits. No Mary-Sues or Gary-Stues please, we're gonna be Mary-Sue/Gary-Stu enough with all the powers and magic.
+ 8 sentences
History:
What has happened in your past, again realism counts. Why are you in NY? How did you come to do what you do for a living? Are you aware that there’s a monster/hunter situation?
+ 8 sentences
___
- This RPG is Rated R for Adult Themes including; Violence, Light Gore, Foul Language, Substance Abuse, and Suggestive Content. Please try to limit actual gore and fade to black it your characters are going to be intimate.
- This is a loose continuation/reboot of the RPG “Castle of the Vampire King” but you should not have to have played/read that to understand the plot of this, and new players are very welcome.
- While heavily catered to PvP fights there is an open-ended quality to this, leaving room for char development and player arcs outside of that, so if you don't want a PvP fight, just build a char less inclined to end up fighting.
The plot so far:
Once long ago in the isolated city-state of Pannis, there lived a feudal lord known as King Donar Antall. In desperation to defeat his enemies, Donar turned to the dark arts, specifically, witchcraft and alchemy. This was a path from which there was no coming back, each turn led him further and further into the darkness of the mythical world, until he cobbled together a spell that would give him 'the power of a demon'. Thus Donar became one of the most feared creatures history; the first vampire.
But it came too late, and his castle and his kingdom fell around him as he preformed the final rituals deep within the dungeons of the black Castle Antall. For centuries afterward, he and his minions dwelled in what remained of his home, terrorizing the citizens and tourists of Pannis (which eventually grew into a thriving vacation hotspot) by night.
But no nightmare lasts forever.
As the monster population grew, the growing number of disappearing locals and tourists started to attract attention, not just of local enforcement, but also of slayers. But the fighting didn't really get bad until in a grave miscalculation, Donar attacked the mayor's nephew and his boyfriend. This meant war. The mayor sent an open call out to slayers all around the world, with offers of glory and money, to anyone that could end the scourge on their land.
It was carnage, leaving many monsters and slayers dead, including some of Donar's most loyal subjects. Until finally Donar was forced to flee his homeland.
Several years later. . .
Donar is now living in a penthouse in the Manhattan area of New York, New York, paid for with the treasure he and his remaining minions managed to bring with them while leaving. The penthouse is large and spacious, one of the largest in the city, with one of the best views in the city, being not far from Central Park. Life is very different here, with all the modern innovation and the regular parties. But Donar has adapted well, becoming quite the fixture in New York's paranormal rings, where he has been actively networking.
New York as it turns out, is a paradise for such creatures. The high crime rates and rich nightlife help hide their activities. Plus sunscreen allows vampires go out during the day, and changing beauty/social standards help not quite human creatures fit in, making it easier to get and hold down jobs. And most people live in tiny apartments, so few people have the big dogs that many monsters, other then werewolves, find a nuisance, with most dog owners opting for French bulldogs. There's also a multitude of strays and pests for those monsters that would prefer to feed on something smaller then humans.
Of course this place is not free of slayer either, or exorcists for that matter. These monster hunter work hard to free New York from the terrible grip of paranormal creatures, often clashing with them. Little do they know what Donar and some of the others are planning for the city.
___
Slayers vs exorcists:
For the purpose of this game slayers and exorcists will be defined as follows. Slayers primarily focus on exterminating vampires, revenants, werewolves, fairies, and chimeras. While exorcists focus on banishing fairies, ghosts, demons, and angels. Though it is not a hard rule, slayers tend to focus more on physical training, while exorcists tend to focus more on magical training. Both groups have magical relics passed down through the ages that aid them in their quest.
As a player, you may find this distinction helpful so that you do not end up fighting with yourself if you choose make both a monster and a monster hunter. For example, you could make a werewolf and an angel hunter. You could also make an angel hunting werewolf. I'm not going to approve a ton of monster hunting monsters, but I think there's room in this for a couple.
___
Approved monster species specs:
Vampires:
Vampires are functionally immortal blood sucking monsters, who's origins can be traced back to King Antall. They are stronger, faster, and more agile then most humans, with better vision and hearing. They have accelerated healing, and regenerate faster the more blood they've consumed.
Older vampires may have additional powers; the ability to turn into demonic creature with bat-like wings and claws, the ability to communicate with minions telepathically, the ability to turn to a flock of bats or mist, and/or the ability to mesmerize weaker minds.
Vampires are weak to sunlight (though sunscreen and glasses help a lot), bright lights, and strong scents. They find the scent of garlic particularly offensive. To kill a vampire, one must first stake them through the heart, then decapitate or burn them.
Revenants/Ghouls:
Revenants, also known as Ghouls, are humans who contracted a certain type of fungal parasite, which eventually killed them. They retain human intelligence and emotions, however they crave human flesh, which feeds the parasite and causes it to secrete an enzyme that prevents their body from decaying. If they fail to feed and the parasite starves, their body decays and splits open, releasing clouds of fungal spores.
They tend to be stronger and faster then humans since their bodies do not limit their muscle usage, though being dead and controlled by the parasite often leaves them clumsy. When they fight, part of the parasite will emerge in the form of a weapon from some point on their flesh. This could be a sword-like extension from the forearm, horn-like protrusions on the head, whip-like growth from the side, etc, all depending on the specific species of fungal parasite.
Revenants can only be destroyed by starvation, extreme dismemberment, crushing, or burning.
Werewolves:
Werewolves are shape shifters that can change between human, wolf, and half-wolf forms at will. They also change involuntary at the full moon, as well as during extreme emotions. Like narcoleptic people, one of the main treatments for this is to avoid situations that might trigger strong emotions.
Werewolves are omnivorous, but prefer a wolf-like meat rich diet. Some, but not all, may hunt humans. They are stronger, faster, and more agile then most humans, with a better sense of smell and hearing. And their stamina also surpasses that of humans.
Werewolves can be burned by silver and silver alloys. They also tend to suffer health problems due to constant strain on their bodies, though changing and fighting. Because of this they usually have slightly shorter lifespans then humans. It takes a bit more for slayers to kill them then it would to kill humans, but they are relatively easy to kill compared to most monsters.
Faeries:
Faeries, or Fae, are human-size functionally immortal creature from the Otherworld, with a proficiency in magic. They are almost impossible to kill. They are also known for their otherworldly beauty and their ability to produce their gossamer wings at will. These wings are delicate however, and tear easily, but will eventually grow back.
Faeries are carnivores and though they may make friends with mortals, many will also eat them as well. While it may vary from faerie to faerie, they are well know for holding grudges, and someone they are angry with may be exceptionally prone to being eaten or torn apart.
Faeries are weak to iron, which can be a detriment in a city where so many windows and shop fronts are reinforced with iron bars. They can also be controlled by someone that knows their true name, but they must be close enough to the faerie for the faerie to hear their demands.
Ghosts:
Ghosts are the spirits of humans that have, for whatever reason, not chosen to pass onto the Otherworld. They may have unfinished business or be emotionally attached to someone or something in the mortal world.
They are normally invisible, but can chose to show themselves for a minute or two. They also retain some ability to interact with the world around them; knocking on or throwing objects, disrupting electrical equipment, starting fires, and possessing weak willed people.
Ghost are considered weaker spirits, and they are the easiest creatures for exorcists to banish. They cannot be killed, as they are already dead.
Demons:
Shape-shifting immortals from the Otherworld, demons take many forms, but each has a true form unique to itself. When shape-shifting they gain physical attributes (good and bad) that match their new form, but do not gain any knowledge, skills, or magical abilities from it. Not being truly physical creatures, demons can also possess people. However they cannot shape shift while possessing people.
Demons feed on emotions, each demon having an emotion it prefers. The closer they are to the person physically, the stronger the emotion, and the closer it is to their preferred emotion, the more efficient their feeding is. Demons cannot feed on angels, as they have developed a natural defense against this.
Demons cannot die. They can however be easily summoned or banished by those that know their true name.
Angels:
Closely related to faeries, angels are also human-like immortals from the Otherworld. They are primarily defined by the good intentions that seem to be ingrained in their DNA, though they often do more harm then good, either by accident or by having a wholly different idea on what good is then mortals have.
All angels have an innate magical ability, commonly referred to as sorcery (see full description in “Magical Disciplines” below). However angels have developed a natural defense against demons feeding off them, and cannot have their magic canceled out in this manner. Like faeries, they can produce glistening wings at will. Their wings are tougher then faerie wings, but not by much.
Like demons, angels cannot die. And they also, can be easily summoned or banished by those that know their true name.
Chimeras:
Chimeras are creatures created by alchemy, combining the features of 2-4 other creatures (including humans, monster, and animals). Their anatomy varies, as do their abilities and weaknesses, though their abilities and weaknesses make logical sense to their anatomy, a human-hawk chimera would only have hawk vision if they have hawk eyes.
Chimeras' lives tend to be short, due to their mismatched anatomy usually burning out quickly. How easy chimeras are to kill otherwise varies, based on their components and anatomy.
___
Magical Disciplines:
Magical powers stack on top of your race, however a few races are incompatible with certain magical disciplines. You are allowed to study multiple magical disciplines, however generally the more subjects you study, the less you know of each subject.
These definitions may be different from the ones you know, so for RP purposes, read through to decide what best fits your character's abilities.
Witchcraft:
A magical discipline in which one brews potions, makes talismans and dolls, and preforms rituals in order to effect change in the world around them. Witchcraft is often the most subtle of the magical arts, making it well suited to city life. However it takes longer then most other types of magic, save for alchemy.
- Ghost have trouble preforming witchcraft due to their limited ability to interact with the world around them.
Wizardry:
Wizardry is the study of one's magical connection to nature, and involves gestures and words intended to cause change in the natural world; such as creating storms, starting fires, and summoning animals.
- At odds with the natural world, Demons, Vampires, and Chimeras, cannot practice Wizardry.
Psychical:
The Psychical discipline is often not considered magic by practitioners. It involves attempts to forecast the future, uncover the past, and discern the present, either through study of details or by communicating with spirits. Many psychics prefer to use tarot cards or read palms, but some may use crystals, pendulums, reflecting pools, automatic writing, photography, and so on.
Sorcery:
Sorcery is more of an innate magical ability then a discipline. Sorcerers are able to use their emotions to create instantaneous magical effects and summon creatures. The major drawback of this is that it's extremely unpredictable. A sorcerer trying to create sparkling lights in the air, may in one instance produce small Christmas light like sparks, and in another create a painful blinding flash. One trying to summon insects may in one instance summon a few flies, and in another summon swarms of angry wasps. This is also very dangerous; a sorcerer doing a muscle strength boosting spell while angry could literally explode themselves on accident.
- Under the condition in which a nearby demon feeds off the emotion a sorcerer is experiencing, their magic is canceled out. Angels have a natural defense that prevents this.
- Because sorcerer magic comes from the strength of one's emotions, werewolves are not eligible to be sorcerers.
Alchemy:
Alchemy is the art of transmutating substances into similar substances (such as lead into gold), and combining substances to create new ones. It can be used on both inorganic and organic matter. Creatures spliced together though alchemy are called chimeras. Like witchcraft, alchemy takes longer then most other types of magic.
- Ghost have trouble preforming alchemy due to their limited ability to interact with the world around them.
___
Basic magic rules:
Here are some basics of magic in this world (I'll be adding to this if anything else comes up). And if you're not sure if you can do something, ask in the discussion discord.
Universal Laws:
Your magic is not powerful enough to break the laws of the natural universe. For example; you may not make miniature black holes, summon elder gods on your own, or evaporate oceans. Just apply a little logic, and you're probably good.
True Names:
Names carry power in this world, and can be used in invocations. However overuse of names can decrease the power of the entity being called on (essentially the gods are weakening). Certain creatures (demons and angels) can be summoned or banished by their true name, while others (faeries) can be controlled by the use of their true name.
Teleportation, Summoning, and Banishing:
Faeries, angels, and demons can be summoned or banished instantly by use of their true names. Other creatures may be summoned or banished through use of rituals or magical artifacts. Ghosts can be banished with fairly simple rituals.
Teleportation (outside of being summoned) may occur under two conditions; either you can see the spot you intend to teleport to, or you have a summoning-like ritual circle set-up in the location you intend to teleport back to (setting up such a circle requires time, and it will be preferably in a hidden location so that punks don't mess with it). By sight teleportation has a limit of once per hour, or roughly every two to three RP posts. Under no circumstance are you allowed to teleport to a location you cannot see and have never been to.
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Fight rules:
When engaging in PvP fights, you have three options; work a two or three player fight out in DM, work a multi-player fight out in the discussion discord, or (and this may be easiest) just follow the rules below and let it unfold naturally.
1. We're all OP, so it's not unreasonable to 1-hit-KO some NPCs who do not have special powers. But assume powered NPCs are going to take more effort. And if they're someone else's NPCs it's polite to ask for permission first.
2. Do not God-mode or otherwise pawn a player char in a single post (unless given prior permission via in post note, DM, or discussion discord).
3. When attacking player chars, do not decide how many of your blows land, and how much damage is taken. You may make multiple attacks in you post, just don't assume they hit.
4. When defending against player chars, be realistic, no not dodge every attack. Consider the apparent skill and agility of both your characters. You may also counter attack, following rule #3.
5. If someone flees or runs away, it assumed they have advantage on escaping, as any chars chasing them would still be fighting, thus dividing their focus. Take it as a sign they're done fighting you unless you've communicated otherwise (again in post, DM, or discord).
6. People that take advantage of rule #5, in other words people that tend to attack and run away repeatedly with no in game reasoning to do so, may lose their assumed advantage privileges.
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Pending and approved players:
I'd like to see some variety here, so maybe look at the list before you set your heart on something?
1. VampirateMace (Donar - Vampire, Alchemist, Witch) & (possibly someone else)
2. Monster Guy (Adam - Human, Slayer, Sorcerer) & (Cadence - Human, Exorcist, Chef, Witch, Wizard)
3. Schade (Leliana - Demon, Teacher)
4. GoldenHouou (Samael - Angel, Slayer/Exorcist, Sorcerer) & (Sally - Werewolf, Shaman/Psychic)
5. Vern (Chloe - Human, Slayer, Uni Student, Witch, Sorceress)
6. Skillfulness (Teresa - Fairy, Wizard, Librarian) & (Rosa - Vampire, MMA fighter, Mob Member)
7. *Jean Grey* (Werewolf, Slayer, Wizard) RESERVED
8. Hydrangea (Chimera) & (Demon) RESERVED
9.
10.
11.
12.
13.
14
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Sign-ups:
You are allowed two characters for this RP. Please make sure you post so that it's very clear which character is doing what.
Name:
What you are called
- Preferably full name and any nicknames or aliases
Age:
How long you've existed
- For immortals this might be a little vague, rough age is fine
Gender:
Your age, and if you’re a girl, boy, both, or neither
- You may also not gender identity and orientation here if you please.
Species:
Human, Vampire, Revenant/Ghoul, Werewolf, Faerie, Ghost, Demon, Angel, Chimera
Occupation:
What are you doing with your life? Note if you're a Slayer/Exorcist here.
Magical Studies:
What type(s) of magic you've studied, and roughly what you've learned to do through them. The more types of magic you've studied, the less you should know how to do in each area. It's also more likely you will know more if you are older, proficient in magic, or have natural magic.
Magical Aids:
What talismans/amulets (these should be single purpose), relics/artifacts, tomes/spell-books/grimoires, potions/salves, etc, do you have on hand at current? (These can be on your person or at you residence/hotel.)
Appearance:
What you look like, please consider your character’s lifestyle when deciding this. If you're fighting a lot, you're probably not scar free. If you have no money left, you may have lost weight recently. If you can shape-shift, you don't need to describe every transformation, but it'd be nice to have you most common alternate forms here.
+ 8 sentences
Personality:
How you think and act. Please make this somewhat realistic, with good and negative traits. No Mary-Sues or Gary-Stues please, we're gonna be Mary-Sue/Gary-Stu enough with all the powers and magic.
+ 8 sentences
History:
What has happened in your past, again realism counts. Why are you in NY? How did you come to do what you do for a living? Are you aware that there’s a monster/hunter situation?
+ 8 sentences
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Name: King Donar Lycus Antall, “The Vampire King”
Age: 1400ish (looks mid 30s)
Gender: Male
- Donar is homosexual, preferring men that look to be in their 20s.
Species:
Vampire
Occupation:
Former king, has been simply unemployed for quite a while. . . but is now making some business agreements.
Magical Studies:
Alchemy and Witchcraft
In Alchemy Donar's primary focus has been the fine art of creating chimeras. And he is capable of communicating with such creatures telepathically. Of course to reach such an advanced level of alchemy he also studied basic transmutations and fusions, but rarely uses these, as the time and effort often outweigh the value of the items produced.
His primary focus in witchcraft has been hexes and jinxes. He can use a doll, talisman, or ritual to curse foes with a variety of unpleasant conditions; from basic aches and pains to severe illnesses. Over the years he's also delved deeper, learning to brew potions, though he has committed few to memory. He can however whip up a blood removal potion fairly quickly, and knows a simple sleeping draught that could be produced in pretty much any kitchen.
Magical Aids:
Alchemy Ledger - This book is among Donar's most prized possession, he has transcribed into it the details of his most successful alchemical experiments. This is pretty much always on his person.
Assorted Basic Grimoires - A small collection of books on alchemy, witchcraft, and other magics, that Donar has bought since arriving in NY. These books have little emotional value, and he is not very familiar with them, some of them may even be technically worthless, but he left his original books behind in Pannis.
Blood Removal Potion - Donar keeps a bottle of this useful solution around, because blood is going to happen.
Sleeping Potion - Donar usually has a two dose vial of this potion on his person, because it is useful for a vampire in hiding.
Sword of the Vampire King - Usually hanging on the wall of his penthouse. This powerful sword is infused with the blood of many an enemy, and has a corrupting power that will cause a crazed blood lust in any mortal that tries to handle it. Donar however, can use it as a spell casting focus.
Appearance:
Donar is slightly tall, around six feet, with a larger muscular built, though it's not a bodybuilder structure, but more of a dad body. His skin, though once a pleasant tan, is now shut-in grey, and his eyes are a cold piercing blue, glowing somewhat in the dark. His face is a strong rectangular shape with a lantern jaw, defined cheekbones, and a heavier brow. There is a small jagged scar over his left eye. His hair is mostly black, with a few flecks of grey, full, straight, and cut relatively short. For facial hair, he has thick black eyebrows, and a well groomed mustache and beard. His teeth, though not perfectly straight, are clean white (unless he’s been feeding), with canines that extend into fangs.
He dresses almost exclusively in expensive tailored, but slightly old fashioned, suits. Preferring black, dark greys, and reds. Sometimes he’ll wear a long cliché cloak, like the you’d see in a monster movie, black and blood red, with golden clasps, mostly for the impact. Completing the look, he wears expensive black leather shoes, black or grey socks, a black leather belt, a gold watch, and a gold ring with his family crest.
Donar has the ability to transform his body into a more demonic humanoid with wings that are flesh colored along the edges, with leathery red skin stretched between them. His ears and nose grow more pointed, his hands and feet more claw-like, and his muscles engorge to a bodybuilder like physique, tearing his clothes if he still wearing them. The overall effect is both somewhat grotesque and incubus-like.
Personality:
Donar is a man who likes to talk, though he is also capable of sitting in quiet contemplation or waiting silently to ambush prey for hours. He likes to talk to prey in suggestive or threatening manner, to see how they will react, as well schmoozing with those he sees as equals or comrades. He particularly enjoys telling captured slayers just how he plans to kill them, in great detail.
To say he is sadistic would not be a lie. As much joy as he gets from killing slayers, he gets more from seeing them desperate. In his castle he often left them to wander the dungeons in desperation, until they died of starvation, dehydration, or infection. But it gave him particular glee to find they’d resorted to cannibalism. Recently he's begun to cook for them in an attempt to create the same horror when he reveals what exactly they ate, since he only has a bedroom to hold them in now.
Donar has loosened his hold on his minions as of late, having lost many of his most loyal followers. He is reluctant to get so close to anyone again. That is to say, he is depressed and hurting. When he does give orders though, he expects them to be followed, even without explanation.
Humans mean little to Donar, and he values prettier ones more then others, and he is more likely to leave them alive when feeding. Snacking off a particularly good looking young man is kind of like earning a trophy for him, and an experience he usually wishes to repeat.
History:
Hundreds of years ago Donar was born into a line of militant kings which ruling what is now the capitol of Pannis. The family home was a towering black stone castle, from which he watched over the land, defending it from marauders and enemy armies. The political atmosphere of the time was unstable and the threat of war loomed heavily over them at all times. For several years he commanded his armies, overseeing skirmishes along the nation’s boarders, unaware of his enemies’ true forces.
Local Pannisian historians tell of a brave King who fought a hopeless battle for his country until an opposing general took his life, and claimed the town as a trophy for his own country. However, local legends tell of a desperate man who hid deep under his castle, performing dark writs intended to impede the attackers, until he was so imbued with the devil’s power than he became a demon that could not even bear the sunlight. And the opposing general, in the King’s absence, only claimed he’d killed him to increase his own status as a military hero.
The truth is somewhat closer to the second story, but there’s still a lot of facts missing. Donar knew perfectly well what he was doing, as he cobbled together an alchemical curse to give himself demon-like powers. He'd been dabbling in black magic and creating chimeras for years. But the ritual was slow and tedious, and the kingdom fell as he tried to complete it.
Donar hid in the ruins of his castle, terrorizing the country for centuries with his minions, until the population of monsters grew so large slayers rose up to combat it. Things took a horrible turn, and for a second time, Donar tasted defeat. He and his remaining minion fled, with whatever precious heirlooms they could carry, eventually coming to NY. Here Donar has rented a high-end penthouse, and embedded him in the local magical community. He's been plotting lately to make the city even more comfortable for monsters.
Age: 1400ish (looks mid 30s)
Gender: Male
- Donar is homosexual, preferring men that look to be in their 20s.
Species:
Vampire
Occupation:
Former king, has been simply unemployed for quite a while. . . but is now making some business agreements.
Magical Studies:
Alchemy and Witchcraft
In Alchemy Donar's primary focus has been the fine art of creating chimeras. And he is capable of communicating with such creatures telepathically. Of course to reach such an advanced level of alchemy he also studied basic transmutations and fusions, but rarely uses these, as the time and effort often outweigh the value of the items produced.
His primary focus in witchcraft has been hexes and jinxes. He can use a doll, talisman, or ritual to curse foes with a variety of unpleasant conditions; from basic aches and pains to severe illnesses. Over the years he's also delved deeper, learning to brew potions, though he has committed few to memory. He can however whip up a blood removal potion fairly quickly, and knows a simple sleeping draught that could be produced in pretty much any kitchen.
Magical Aids:
Alchemy Ledger - This book is among Donar's most prized possession, he has transcribed into it the details of his most successful alchemical experiments. This is pretty much always on his person.
Assorted Basic Grimoires - A small collection of books on alchemy, witchcraft, and other magics, that Donar has bought since arriving in NY. These books have little emotional value, and he is not very familiar with them, some of them may even be technically worthless, but he left his original books behind in Pannis.
Blood Removal Potion - Donar keeps a bottle of this useful solution around, because blood is going to happen.
Sleeping Potion - Donar usually has a two dose vial of this potion on his person, because it is useful for a vampire in hiding.
Sword of the Vampire King - Usually hanging on the wall of his penthouse. This powerful sword is infused with the blood of many an enemy, and has a corrupting power that will cause a crazed blood lust in any mortal that tries to handle it. Donar however, can use it as a spell casting focus.
Appearance:

Donar is slightly tall, around six feet, with a larger muscular built, though it's not a bodybuilder structure, but more of a dad body. His skin, though once a pleasant tan, is now shut-in grey, and his eyes are a cold piercing blue, glowing somewhat in the dark. His face is a strong rectangular shape with a lantern jaw, defined cheekbones, and a heavier brow. There is a small jagged scar over his left eye. His hair is mostly black, with a few flecks of grey, full, straight, and cut relatively short. For facial hair, he has thick black eyebrows, and a well groomed mustache and beard. His teeth, though not perfectly straight, are clean white (unless he’s been feeding), with canines that extend into fangs.
He dresses almost exclusively in expensive tailored, but slightly old fashioned, suits. Preferring black, dark greys, and reds. Sometimes he’ll wear a long cliché cloak, like the you’d see in a monster movie, black and blood red, with golden clasps, mostly for the impact. Completing the look, he wears expensive black leather shoes, black or grey socks, a black leather belt, a gold watch, and a gold ring with his family crest.
Donar has the ability to transform his body into a more demonic humanoid with wings that are flesh colored along the edges, with leathery red skin stretched between them. His ears and nose grow more pointed, his hands and feet more claw-like, and his muscles engorge to a bodybuilder like physique, tearing his clothes if he still wearing them. The overall effect is both somewhat grotesque and incubus-like.
Personality:
Donar is a man who likes to talk, though he is also capable of sitting in quiet contemplation or waiting silently to ambush prey for hours. He likes to talk to prey in suggestive or threatening manner, to see how they will react, as well schmoozing with those he sees as equals or comrades. He particularly enjoys telling captured slayers just how he plans to kill them, in great detail.
To say he is sadistic would not be a lie. As much joy as he gets from killing slayers, he gets more from seeing them desperate. In his castle he often left them to wander the dungeons in desperation, until they died of starvation, dehydration, or infection. But it gave him particular glee to find they’d resorted to cannibalism. Recently he's begun to cook for them in an attempt to create the same horror when he reveals what exactly they ate, since he only has a bedroom to hold them in now.
Donar has loosened his hold on his minions as of late, having lost many of his most loyal followers. He is reluctant to get so close to anyone again. That is to say, he is depressed and hurting. When he does give orders though, he expects them to be followed, even without explanation.
Humans mean little to Donar, and he values prettier ones more then others, and he is more likely to leave them alive when feeding. Snacking off a particularly good looking young man is kind of like earning a trophy for him, and an experience he usually wishes to repeat.
History:
Hundreds of years ago Donar was born into a line of militant kings which ruling what is now the capitol of Pannis. The family home was a towering black stone castle, from which he watched over the land, defending it from marauders and enemy armies. The political atmosphere of the time was unstable and the threat of war loomed heavily over them at all times. For several years he commanded his armies, overseeing skirmishes along the nation’s boarders, unaware of his enemies’ true forces.
Local Pannisian historians tell of a brave King who fought a hopeless battle for his country until an opposing general took his life, and claimed the town as a trophy for his own country. However, local legends tell of a desperate man who hid deep under his castle, performing dark writs intended to impede the attackers, until he was so imbued with the devil’s power than he became a demon that could not even bear the sunlight. And the opposing general, in the King’s absence, only claimed he’d killed him to increase his own status as a military hero.
The truth is somewhat closer to the second story, but there’s still a lot of facts missing. Donar knew perfectly well what he was doing, as he cobbled together an alchemical curse to give himself demon-like powers. He'd been dabbling in black magic and creating chimeras for years. But the ritual was slow and tedious, and the kingdom fell as he tried to complete it.
Donar hid in the ruins of his castle, terrorizing the country for centuries with his minions, until the population of monsters grew so large slayers rose up to combat it. Things took a horrible turn, and for a second time, Donar tasted defeat. He and his remaining minion fled, with whatever precious heirlooms they could carry, eventually coming to NY. Here Donar has rented a high-end penthouse, and embedded him in the local magical community. He's been plotting lately to make the city even more comfortable for monsters.
Cause I might make one. . . maybe an exorcist. Or a faerie. I really don't know.
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