VampirateMace
Internet Overlord
Discussion: Is on my discord, ask if you need a link.
RP Thread: TBA
About the Rating:
This RP is Rated-R; to accommodated violence/gore, victimization, drug/alcohol use (or paranormal parallels of such), and cursing (both verbal and magical). As usual, if your chars are going to get jiggy, fade to black.
About the genre:
So, I'm calling this a Dark Paranormal Drama (more technically it's probably Contemporary Fantasy), and what that means is the RP will focus on exploring the cursed and interlocked lives of the resort owners, workers, and their unfortunate guests (for whom the genre is strictly Horror). Because of this Interpersonal Arcs, Character Interactions, and Victimization of NPCs/PCs will have more pull than any pre-planned plot points I have. Point in fact; there is no grand plot to save the world or escape a government lab, though there may be some unruly villagers to deal with. . .
About the Paranormal:
This RP takes a lot of influences from sources such as, Dark Shadows, Grimm, Twilight Zone, Adam's Family, etc, and goes the serious/dramatic route with those themes. For the purpose of preserving the intended feel of the game, there is a limited list of playable paranormal beings, with some specific guidelines/rules for each type. This list is built around a more western setting, and therefore has a more, but not exclusively, western feel.
“Horror curdles the blood, but Terror chills the bones.”
- Unknown
Plot & Setting:
The small town of Morning Glory sits along a winding country highway. It's the kind of place that has three or four churches and only one bar. Surrounded by tall pine trees and rolling hills, the town's main industries are logging and dairy farming. The people of the town go about their quiet simple lives in relative peace and happiness, never mentioning the resort that lies just up a narrow gravel turn-off from the main road, nestled within the forest. This is not the kind of resort you will find in an online listing. It doesn't have a number listed in the phone-book. And it doesn't take reservations. No, Shadowwood is only visited by lost newly weds, mystery seeking teens, and particularly unfortunate families with flat tires.
From the approach it doesn't look so bad. Maybe a little out of date, but clearly still cared for. A tall manor-like structure, six stories high, overlooks the grounds (the main house). Attached to it is a newer two-story white building, with large windows (the spa). To the left is a large pond, or maybe a small lake, around which is located a small pink cabin (the honeymoon cabin) and three primitive campsites. Visitors to the resort will have their choice of a room in main house, the honeymoon cabin, or campsite, all for a very reasonable fee. No check-out time is given, because most guests never check-out.
The more permanent inhabitants of Shadowwood are of the darker sort, those humanity would rather not know exist; witches and vampires, werewolves and skinwalkers, ghosts and ghouls. They may not always have been here, but they have been here for a long time. And over time their methods of survival have evolved, where once a werewolf stalked the village at night, now he eats lost travelers no one will be able to trace back to him. Where once a witch sold potions quietly in the twilight, risking being burnt at the stake, she now sells them as exotic spa treatments. Still if their kind stick around anywhere long enough, the locals are going to take notice. Even if there's nothing they can do. Even if they have no legally admissible evidence. Some foolhardy 'hero' is bound to try. But as long as no one arranges a mob, the resort’s defenses should hold.
They all reside in a section of the second floor of the manor house, set aside for 'staff'. Well, all save for owner, an ancient warlock that many refer to simply as grandfather or godfather. He, in his dark blue robes, and long silvery hair, resides in the penthouse suite (comprising the entirety of the sixth floor), where he may keep watch over the grounds, when he is not preforming the dark arcane of his unearthly master. The townsfolk know little of him, but many suspect him the servant of Satan himself. What else would compel him to to create a safe-haven for such monsters?
You yourself are one of these so called monsters, or as you may prefer Paranormal Being.
“CONTROL MYSELF?!! I'm a MONSTER! Monsters don't control themselves! That's the whole IDEA!”
- Jeff Smith, Bone, Vol. 5: Rock Jaw Master of the Eastern Border
Paranormal Beings (& Spellcasters) of Shadowwood:
Below is the list of playable paranormal beings found at Shadowwood. The plot may introduce other paranormal beings at the GM's discretion, but these are the playable ones. Spellcasters are technically humans, but within the range of options available to players, and as such are included here for simplicity.
Human Spellcasters: Witches, Sorcerers, & Necromancers
Only ordinary humans can be Spellcasters, as Curses and Natural Magic will cancel these powers out. Witches are those magic users that preform rituals, make charms/amulets, and brew potions to create a variety of very intentional magical effects.
Sorcerers on the other hand have instantaneous magic that is linked to their emotions, meaning they have much less control of what happens. For example it might suddenly start sprinkling or raining when a sorcerer is upset.
Necromancers are those humans that naturally have the ability to see and speak with spirits that others cannot, and using their connection to the spirit world, seek control over life and death. True resurrection has not yet proven possible, but Zombies, animated Skeletons, and even Nosferatu can be created by skilled Necromancers.
Ghosts: Specters & Poltergeists
Ghosts are the spirits of the departed, still lingering in this world. They take many forms, including orbs and dark shadows, but for the purposed of this RP the two playable types of ghosts are Specters and Poltergeists. Specters are unable to interact with the human world, but can appear to humans, speak with them, and even enter their dreams.
Poltergeists on the other hand are always invisible and unable to speak directly with ordinary humans (though they can speak with other Paranormal Beings and Human Spellcasters). However they are able to interact with objects, manipulating or throwing them.
Vampires: Nosferatu & Energy Vampires
Vampires are a somewhat uncommon occurrence in the world, and mostly fall into two groups; those that feed on blood, and those that feed on emotions. The immortal Nosferatu feed on blood, and dwell exclusively in the night. They have powers of transformation and hypnosis, but the they also have a weakness to sunlight, precious metals, and strong odors. They may be created through necromancy or a Nosferatu changing a human.
Energy Vampires walk in the daylight like humans, being almost indistinguishable, save for the fact they're mentally and emotionally exhausting to be around. While they can be killed as easily as a human, their diet of emotions keeps them young as long as they are alive. They also may prefer certain emotions. Energy Vampires are born, not made.
Impure Undead: Zombies, Skeletons, & Ghouls
When a necromancer resurrects someone, they don't come back exactly the same. Ideally they come back as a Nosferatu, but usually there's, how shall we say, complications? The poorly resurrected become zombies, slowly rotting animated corpses with impaired coordination, that faithfully follow their necromancer's instructions, even if they don't like them. Eventually their flesh will rot away entirely, leaving them as mere animated skeletons (no longer able to speak at all).
Sometimes things can go wrong when a Nosferatu tries to change someone as well. These people come back as ghouls. They remain fresher than zombies and retain freewill, but they lack the Nosferatu's powers and have an insatiable craving for meat, the fresher the better. Without a medical examination they are basically indistinguishable from the person they once were, except for some strong cannibalistic tendencies and occasional bouts of rigor mortis.
Shapeshifters: Werewolves & Skinwalkers
One of the most threatening things to stalk the night at Shadowwood is the shape-shifter. Werewolves are humans cursed to take on the form of a vicious wolf by night. The curse can be put on them by a witch, or by being bitten by another werewolf (and miraculously not being torn to shreds).
Skinwalkers are something even darker still, once practitioners of dark magic, they sacrificed their magic along with something exceedingly precious in order to gain the ability to shape-shift into a chosen animal at will (of which they've previously obtained a pelt). However the ritual tainted their soul and left them malicious in nature (both in beast and human form).
Fae: Faeries, Undine, Dryads, & Djinn (& Genies)
The Fae of this world are not the sugar coated glitter bombs you've come to know and love. No, they are the dark and powerful human-sized spiritual beings of yesteryear. They are mighty elementals well know for losing their tempers with insolent mortals. Faeries for example, have been known to whip up a whirlwind that can strip the flesh off a man in seconds. Each type controls and certain type of magic; Faeries are masters of wind and well versed in bringing about changes, Undine control the waters and know many deep hidden truths, Dryads are one with nature and natural healers, and Djinn are masters of fire magic and know how to crafting items through it.
Genies are Fae that have been imprisoned (usually into a bottle, lamp, or piece of jewelry) to do the bidding of their master. Djinn are the most popular sort of genie for obvious reasons, followed by the Undine with their magical insight. However wiser people will appreciate the life coaching abilities of a Faerie, or the healing skills of a Dryad. And still wiser people will know you can never trust a Fae that is imprisoned against their will so explicitly.
Sign-up Form:
Name:
- What is your birth-name, and what do you generally go by?
Age:
- How old are you?
Gender:
- Are you a boy, a girl, ect? Listing your sexuality is also permitted, but not required.
Species:
- What species are you?
“Occupation”:
- What exactly is it you do or claim to do as a 'staff' member at the Shadowwood resort? For example; doorman, chef, groundskeeper, housekeeper, activity director, front desk clerk, masseuse, boat rental clerk. . .
Appearance:
- What do you look like? Make sure to take your species and lifestyle into account. 8+ Real sentences
Personality:
- How do you think and act? Remember real people are not perfect, and monsters are far from it. 8+ Real sentences
History:
- How did you get to this point in life? What was your childhood (or early life) like? 8+ Real sentences
*Familiar/Pet/Companion Animal:
- Optional: If you elect to have a familiar or companion, please describe it's physical appearance, personality, and history here. Fair warning, talking or super intelligent animals will probably be rejected. 8+ Real sentences
Players:
1) VampirateMace ~ (Titus, Energy Vampire, Activities Director)
2) Schade ~ (Ghorgos, Necromancer, Bellhop)
3) Vern ~ (Ann, Specter, Secretary)
4) GoldenHouou ~ (Vivi, Skinwalker, Security Guard)
5) Sketchie *RESERVED*
6)
7)
RP Thread: TBA
About the Rating:
This RP is Rated-R; to accommodated violence/gore, victimization, drug/alcohol use (or paranormal parallels of such), and cursing (both verbal and magical). As usual, if your chars are going to get jiggy, fade to black.
About the genre:
So, I'm calling this a Dark Paranormal Drama (more technically it's probably Contemporary Fantasy), and what that means is the RP will focus on exploring the cursed and interlocked lives of the resort owners, workers, and their unfortunate guests (for whom the genre is strictly Horror). Because of this Interpersonal Arcs, Character Interactions, and Victimization of NPCs/PCs will have more pull than any pre-planned plot points I have. Point in fact; there is no grand plot to save the world or escape a government lab, though there may be some unruly villagers to deal with. . .
About the Paranormal:
This RP takes a lot of influences from sources such as, Dark Shadows, Grimm, Twilight Zone, Adam's Family, etc, and goes the serious/dramatic route with those themes. For the purpose of preserving the intended feel of the game, there is a limited list of playable paranormal beings, with some specific guidelines/rules for each type. This list is built around a more western setting, and therefore has a more, but not exclusively, western feel.
“Horror curdles the blood, but Terror chills the bones.”
- Unknown
Plot & Setting:
The small town of Morning Glory sits along a winding country highway. It's the kind of place that has three or four churches and only one bar. Surrounded by tall pine trees and rolling hills, the town's main industries are logging and dairy farming. The people of the town go about their quiet simple lives in relative peace and happiness, never mentioning the resort that lies just up a narrow gravel turn-off from the main road, nestled within the forest. This is not the kind of resort you will find in an online listing. It doesn't have a number listed in the phone-book. And it doesn't take reservations. No, Shadowwood is only visited by lost newly weds, mystery seeking teens, and particularly unfortunate families with flat tires.
From the approach it doesn't look so bad. Maybe a little out of date, but clearly still cared for. A tall manor-like structure, six stories high, overlooks the grounds (the main house). Attached to it is a newer two-story white building, with large windows (the spa). To the left is a large pond, or maybe a small lake, around which is located a small pink cabin (the honeymoon cabin) and three primitive campsites. Visitors to the resort will have their choice of a room in main house, the honeymoon cabin, or campsite, all for a very reasonable fee. No check-out time is given, because most guests never check-out.
The more permanent inhabitants of Shadowwood are of the darker sort, those humanity would rather not know exist; witches and vampires, werewolves and skinwalkers, ghosts and ghouls. They may not always have been here, but they have been here for a long time. And over time their methods of survival have evolved, where once a werewolf stalked the village at night, now he eats lost travelers no one will be able to trace back to him. Where once a witch sold potions quietly in the twilight, risking being burnt at the stake, she now sells them as exotic spa treatments. Still if their kind stick around anywhere long enough, the locals are going to take notice. Even if there's nothing they can do. Even if they have no legally admissible evidence. Some foolhardy 'hero' is bound to try. But as long as no one arranges a mob, the resort’s defenses should hold.
They all reside in a section of the second floor of the manor house, set aside for 'staff'. Well, all save for owner, an ancient warlock that many refer to simply as grandfather or godfather. He, in his dark blue robes, and long silvery hair, resides in the penthouse suite (comprising the entirety of the sixth floor), where he may keep watch over the grounds, when he is not preforming the dark arcane of his unearthly master. The townsfolk know little of him, but many suspect him the servant of Satan himself. What else would compel him to to create a safe-haven for such monsters?
You yourself are one of these so called monsters, or as you may prefer Paranormal Being.
“CONTROL MYSELF?!! I'm a MONSTER! Monsters don't control themselves! That's the whole IDEA!”
- Jeff Smith, Bone, Vol. 5: Rock Jaw Master of the Eastern Border
Paranormal Beings (& Spellcasters) of Shadowwood:
Below is the list of playable paranormal beings found at Shadowwood. The plot may introduce other paranormal beings at the GM's discretion, but these are the playable ones. Spellcasters are technically humans, but within the range of options available to players, and as such are included here for simplicity.
Human Spellcasters: Witches, Sorcerers, & Necromancers
Only ordinary humans can be Spellcasters, as Curses and Natural Magic will cancel these powers out. Witches are those magic users that preform rituals, make charms/amulets, and brew potions to create a variety of very intentional magical effects.
Sorcerers on the other hand have instantaneous magic that is linked to their emotions, meaning they have much less control of what happens. For example it might suddenly start sprinkling or raining when a sorcerer is upset.
Necromancers are those humans that naturally have the ability to see and speak with spirits that others cannot, and using their connection to the spirit world, seek control over life and death. True resurrection has not yet proven possible, but Zombies, animated Skeletons, and even Nosferatu can be created by skilled Necromancers.
Ghosts: Specters & Poltergeists
Ghosts are the spirits of the departed, still lingering in this world. They take many forms, including orbs and dark shadows, but for the purposed of this RP the two playable types of ghosts are Specters and Poltergeists. Specters are unable to interact with the human world, but can appear to humans, speak with them, and even enter their dreams.
Poltergeists on the other hand are always invisible and unable to speak directly with ordinary humans (though they can speak with other Paranormal Beings and Human Spellcasters). However they are able to interact with objects, manipulating or throwing them.
Vampires: Nosferatu & Energy Vampires
Vampires are a somewhat uncommon occurrence in the world, and mostly fall into two groups; those that feed on blood, and those that feed on emotions. The immortal Nosferatu feed on blood, and dwell exclusively in the night. They have powers of transformation and hypnosis, but the they also have a weakness to sunlight, precious metals, and strong odors. They may be created through necromancy or a Nosferatu changing a human.
Energy Vampires walk in the daylight like humans, being almost indistinguishable, save for the fact they're mentally and emotionally exhausting to be around. While they can be killed as easily as a human, their diet of emotions keeps them young as long as they are alive. They also may prefer certain emotions. Energy Vampires are born, not made.
Impure Undead: Zombies, Skeletons, & Ghouls
When a necromancer resurrects someone, they don't come back exactly the same. Ideally they come back as a Nosferatu, but usually there's, how shall we say, complications? The poorly resurrected become zombies, slowly rotting animated corpses with impaired coordination, that faithfully follow their necromancer's instructions, even if they don't like them. Eventually their flesh will rot away entirely, leaving them as mere animated skeletons (no longer able to speak at all).
Sometimes things can go wrong when a Nosferatu tries to change someone as well. These people come back as ghouls. They remain fresher than zombies and retain freewill, but they lack the Nosferatu's powers and have an insatiable craving for meat, the fresher the better. Without a medical examination they are basically indistinguishable from the person they once were, except for some strong cannibalistic tendencies and occasional bouts of rigor mortis.
Shapeshifters: Werewolves & Skinwalkers
One of the most threatening things to stalk the night at Shadowwood is the shape-shifter. Werewolves are humans cursed to take on the form of a vicious wolf by night. The curse can be put on them by a witch, or by being bitten by another werewolf (and miraculously not being torn to shreds).
Skinwalkers are something even darker still, once practitioners of dark magic, they sacrificed their magic along with something exceedingly precious in order to gain the ability to shape-shift into a chosen animal at will (of which they've previously obtained a pelt). However the ritual tainted their soul and left them malicious in nature (both in beast and human form).
Fae: Faeries, Undine, Dryads, & Djinn (& Genies)
The Fae of this world are not the sugar coated glitter bombs you've come to know and love. No, they are the dark and powerful human-sized spiritual beings of yesteryear. They are mighty elementals well know for losing their tempers with insolent mortals. Faeries for example, have been known to whip up a whirlwind that can strip the flesh off a man in seconds. Each type controls and certain type of magic; Faeries are masters of wind and well versed in bringing about changes, Undine control the waters and know many deep hidden truths, Dryads are one with nature and natural healers, and Djinn are masters of fire magic and know how to crafting items through it.
Genies are Fae that have been imprisoned (usually into a bottle, lamp, or piece of jewelry) to do the bidding of their master. Djinn are the most popular sort of genie for obvious reasons, followed by the Undine with their magical insight. However wiser people will appreciate the life coaching abilities of a Faerie, or the healing skills of a Dryad. And still wiser people will know you can never trust a Fae that is imprisoned against their will so explicitly.
Sign-up Form:
Name:
- What is your birth-name, and what do you generally go by?
Age:
- How old are you?
Gender:
- Are you a boy, a girl, ect? Listing your sexuality is also permitted, but not required.
Species:
- What species are you?
“Occupation”:
- What exactly is it you do or claim to do as a 'staff' member at the Shadowwood resort? For example; doorman, chef, groundskeeper, housekeeper, activity director, front desk clerk, masseuse, boat rental clerk. . .
Appearance:
- What do you look like? Make sure to take your species and lifestyle into account. 8+ Real sentences
Personality:
- How do you think and act? Remember real people are not perfect, and monsters are far from it. 8+ Real sentences
History:
- How did you get to this point in life? What was your childhood (or early life) like? 8+ Real sentences
*Familiar/Pet/Companion Animal:
- Optional: If you elect to have a familiar or companion, please describe it's physical appearance, personality, and history here. Fair warning, talking or super intelligent animals will probably be rejected. 8+ Real sentences
Players:
1) VampirateMace ~ (Titus, Energy Vampire, Activities Director)
2) Schade ~ (Ghorgos, Necromancer, Bellhop)
3) Vern ~ (Ann, Specter, Secretary)
4) GoldenHouou ~ (Vivi, Skinwalker, Security Guard)
5) Sketchie *RESERVED*
6)
7)
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