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| Tweet Topic Started: January 28, 2014, 11:09 am (325 Views) | |
| Post #1 January 28, 2014, 11:09 am | Anke Viatrix |
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Welcome to Club Underground! This post-by-post roleplaying site runs a little differently than most. So to clear up any confusion I will explain how it works as best I can. Feel free to post in Help and Suggestions if you need any help at all! First things first, this site is host to an ancient war. A war between Shifters and Vampires, kept secret from Humanity for literally millennia. You can play a neutral party and/or side with the Shifters or the Vampires. You cannot play on both sides of this war. You will not be allowed to have a character join opposing factions at the same time. It is possible to change factions, but not easy... This is to prevent inside knowledge of the plans and plots of the opposing side of the war. This is important to know as you are allowed to have more than one character on the site, as well as Personal NPC (Non-Player Characters) dubbed as Followers. Followers can be expendable, characters are not meant to be. Though this will not prevent the death of anyone. To RP your character you join an existing topic, each representing an area. When you first post in a topic, you need to make sure to make a note of where you are coming from and when you leave where you are going to. This allows for group travel as well as knowing where your character is. You cannot post in two RP topics at the same time. You are allowed to say you are going to "wander" if you or your character is going to be away for a bit. Fighting is expected. However, you do not have to join in a fight. Your character cannot be killed without your permission, but NPCs such as Followers can. You need to make sure that it is feasible for your character to do what you are claiming. Make sure you justify your actions in your post so arguments don't come up later. Talk OOC with the owners of the characters you are wishing to fight with to solve any issues or confusion with their post before you post a reply. |
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| Post #2 January 28, 2014, 11:17 am | Anke Viatrix |
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Combat Club Underground uses a dramatic combat system. This means that any combat situation is done through description and only from what your character can do. The most difficult thing about this type of system is to not type ANYTHING in regards to how or what your opponent does. The second hardest thing to do is to make a reasonable judgement of what your character really can do though both an attack and a defence. You need to make sure you justify what your character does in your post. For example, you don't say "I hit him over the head with a chair and he slumped to the ground unconscious." or even just "I hit him over the head with a chair." Both of these would be breaking the above rules. You want to say something more like: "I grabbed the heavy chair next to me and swung it at his head." Then the other player would have to make a reasonable judgement. Can their character actually get away with not getting hit if they were in that situation. If the "he" here is a vampire and vampires are fast, a simple duck would cause the chair to miss and fly over his head. If the "he" was a werewolf the chair may in fact hit him, but being strong a werewolf would not be knocked unconscious by a simple chair. Perhaps stunned a moment before turning on their attacker. All fights start with an attack. Opponents reply a defense and then counterattack. All fights need to have this format to be considered valid: A Hold is a specialized and optional attack move you can make. A Hold can be dodged or otherwise avoided (speed or strength), but when a Hold is successful it causes no damage. You can only break free of it with force (strength), otherwise you are considered captured and 'travel' with whoever did the capturing. Shifting has specific rules in combat. Unless otherwise stated, shifting into a different form takes place of an attack in the above table. Shifting into a smaller form allows you to gain a speed bonus. While shifting into a bigger form would grant you a strength bonus. All PCs (Player Characters) are functionally immortal in the game, but they do not know they cannot die. This is OOC knowledge. The person who owns the character can kill them if they wish. All NPCs (Non-Player Characters), including Followers, can and will die. Unless someone actually takes the extra time and effort to properly kill a Vampire or Shifter, they can recover. However, this is no guarantee and you should expect the possibility for death any time you enter combat. If you don't wish to lose a fight that you have already joined there are three things you can do.
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| Post #3 January 28, 2014, 11:32 am | Anke Viatrix |
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NPCs The site has three types of characters. NPCs (non-player characters), Followers, and PCs (Player Characters). Any member can create any of the three, but not all are owned by a single member. NPCs & Followers The basic NPC is not played by any one player and actually belongs to the world and setting. Anyone can have these characters act in their post as long as they don't go against the basic concept of the character. These would be mostly normal humans and would include other shifters or vampires that are not specific characters. I do have a plan to list off specific NPCs soon. Characters well defined enough to stand on their own merits. NPCs in general are considered Flat Characters. Because they change little it is easy to incorporate them into a setting as needed. (If you would like to add an NPC, post in Help and Suggestions!) A particular type of NPC, called a Follower, belongs to a specific player and not to the world in general. They are defined by their affiliation with a PC. They are controlled by a the player of the PC and cannot be made to act by another player in their post. Followers are basically Flat PCs. They are characters that don't change much and fill a particular role for the PC. They may be friends, family, allies, enemies, mentors, idols, etc. NPCs fall into two categories in writing. The first is a Stock Character. Stock characters are those types of characters who have become conventional or stereotypical through repeated use in particular types of stories. Stock characters are instantly recognizable to readers or audience members (the femme fatale, the cynical but moral private eye, the mad scientist, the geeky boy with glasses, the faithful sidekick, etc). These types of NPCs don't need to have any sort of character sheet and may not even be named. The second type of NPC is the Flat Character. A flat character is notable for one kind of personality trait or characteristic. They never change from this particular drive or role. This by no means makes them not powerful characters, or unimportant to the story. Both James Bond and Superman are examples of Flat Characters. PCs The biggest difference between a Follower and a PC is the complexity of the character and how they are played. PCs belong to a single player and are only played by that person. These are normally the primary characters of a story. You want to avoid having a completely flat character as a PC. If it becomes clear that a PC is too flat, you may get a request from Staff to change that character into a Follower. The opposite can happen if a Follower becomes too round and dynamic, with a request placed to make the Follower a PC. A Round Character is anyone who has a complex personality; he or she is often portrayed as a conflicted and contradictory person. They are complex and undergo development, sometimes sufficiently to surprise the reader. Round Characters are dynamic and prone to changing in their motives and relationships. PCs, being Round, should have many layers and complex drives that shift and change as the story progresses. |
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| Post #4 January 28, 2014, 11:48 am | Anke Viatrix |
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Humans The humans in this world are just like the humans in our own, though 20 years in the future. All the stories and mythology about vampires and and werewolfs exists, but it is seen as fun and games. Not real. The only exceptions to this rule are:
If you would like to play a Human, as a non-infected, you only have your wits and skill to aid you. A NPC or Follower (character controlled NPC) Human is basically the same as a regular Human.
Shadow Hunters also have no infection, but they cannot be NPCs or Followers. However they are very Rare and you must earn the right to play one! Like a normal human, you only have your wits and skill to keep you alive. But a Shadow Hunter has an advantage with their training and spiritual memory that no other human has. Shadow Aura: On will a Shadow HUnter can trigger an aura effect that intimidates those with the infection, because it makes them recognizable as a Hunter of Hunters. The reactions range from immobile shock to fleeing in utmost terror, not paying heed to your path other than being away. All special skills and abilities a Shadow Hunter uses go unnoticed by humanity in general, preventing them from revealing the fact that Shifters and Vampires exist by accident. It has to be done intentionally. Shadow Hunter: Shadow Hunters tap into their spiritual memories, consciously or unconsciously, to gain access to lifetimes of combat experience and knowledge of those they deal with on a regular basis. Because of this a "mere human" can go toe-to-toe with any vampire and shifter and are likely to win. This is even with the bonuses of Hybrid Shifting and Mental Abilities. However, a single Shadow Hunter has no chance against an Elder or Ancient. The extra strength and speed gained from age means that it is quite possible to die at the hands of an Elder or Ancient. |
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| Post #5 January 28, 2014, 11:50 am | Anke Viatrix |
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Shifters Gamma, Delta, Epsilon, Zeta, & Eta strains These strains lack the immutability of the Beta strain, but make up for it with the power gained by the animal DNA. The unusual thing about the Shifter strains is that it only slows times effects. Giving birth is possible (including nursing) as well as growing up from child to adult. However, the time this process takes is longer. It can be two to five times longer than normal, though birth and childhood seem to be timed off the animal DNA more so than the human. The infection can be spread by birth and nursing as well as by blood infection. Most Shifters prefer to raise new Shifters then to turn them. However, there are always exceptions to this rule. Shifters have many species, the most well known being the "Werewolf", even to this day. There are only a few things that shifters share in common, though many clans have their own give and take, weaknesses and strengths. Each clan and even each individual can have a large variety of influences. It is not uncommon for there to be mistrust between leaders as there have been conflicts among the different groups in years long past. The only true weakness they all share is to silver. It halts their ability to heal completely and thus can cause permanent and often debilitating damage. Clans are the family groups, which is not limited to a single "species" of shifter. A clan protects their own and is where an individual learns what is socially acceptable and not acceptable. This is the customs and quirks that make each Clan different. When you make a Shifter it is highly encouraged that you post your clan information in the Shifter Only OOC area so that others are familiar with your clan and can ask permission to join that "family". Packs are often referred to as working groups. They can be a small part of a Clan with a dedicated goal or a collection of individuals from any Clan that work together for a common goal. Most Dens start as Packs that soon grow to include a large area and often entire Clans. Dens are more areas then a group. A Den is a flexible group, growing and changing as need dictates, that claims a specific area. Sometimes this area borders with other Dens, but because of the low number of shifters in the world compared to humans, there are often large gaps between each Den site. However, when you are in the area controlled by the Den, you have to follow their rules. This leads many shifters to seek out Dens to learn what is and is not allowed by each Leader. These rules can change as leaders do.
The common Shifter has incredible strength compared to a human. Due to having two strains of intertwined DNA, one from an animal and one from a human, no matter the form a Shifter has incredible durability and endurance. This allows them to survive where many others would not be able to. A NPC or Follower (character controlled NPC) Shifters is the same as a common Shifter.
A Lunar Shifter is a more specialized fighter then a common shifter, and as such can only be a NPC or Follower with Admin approval. They have the same strength as a common shifter. However, a Lunar gains power when they shift into a hybrid form (a non-human or non-animal form). This makes them harder to play as the use of shifting in combat can draw human attention. Hybrid Form: Due to a quirk or gained skill a Lunar Shifter has a surprising boost to strength when shifted into a hybrid form. Lunar Influence:
An Elder Shifter is the rare type of shifter, also ineligible to be a NPC or Follower without Admin approval. They are the oldest of the shifters and, due to their age, are very powerful. An Elder must be at least 300 years old. An Elder is easily twice as strong as a common shifter. An Elder can also shift forms as a free action, changing form and attacking in the same post. Lunar Blessed: Gain a bonus to strength when shifted into a hybrid form the day before, of, and after a Full Moon. |
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| Post #6 January 28, 2014, 11:52 am | Anke Viatrix |
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Vampires Beta strain This strain is how the virus got it's name Immortalis. Once the strain is contracted the person's body becomes immutable (aka: it cannot physically change, making it immune to the effects of time). This prevents most chemical changes and any normal growth, such as: menstruation, pregnancy, cancerous growths, degenerative diseases, normal growth from child to adult (both physically and mentally), and any signs of ageing. There are many rumors about vampires, many are false, weaknesses shown only in a single lineage or individual. There are three things about a vampire that are absolutely true though. 1st Vampires drink blood. More often than not, this is simply to heal damage. 2nd Vampires shun daylight. The sun can turn a vampire to ash in moments. 3rd Vampire and Shifter blood cannot mix. Shifter blood will actively destroy Vampire blood. Vampires have Families, which are not always genetically related. However, due to how the virus works, they are blood related. Each vampire Family is specific on how they do things and what is acceptable and unacceptable behaviour. This dictates culture and even station within vampire society. Older Families are often run by Ancients and have a surprising amount of pull among other vampires. Only Ancients can really tell other Ancients "No." Covens are founded on agreements between two or more families. Their primary goal is to watch over specific cities and keep an eye on the "herds" (aka: humanity). Many have secondary functions or other purposes. However, a Coven has nearly absolute rule over it's chosen center of human activity. Any vampire in that area is subject to the rules the Coven has. These rules change rarely, as rarely as Coven leaders change. For example, the Cosma Coven includes nearly all the Cosma Family in it, but it works to train vampires and also runs a human school called the Cosma University. The Coven was formed for the intent of training, but has incorporated itself into the city and human populace as well.
The common Vampire has a surprising boost to speed when compared to a human. This has to do with the Beta strain's effects on the neural system, namely making it more efficient. Because of this Vampires can think and react on a higher level. This makes it easier for a vampire to keep up with technology and use it to their advantage. A NPC or Follower (character controlled NPC) Vampire is the same as a common Vampire.
A Trained Vampire is a more skilled combatant then a common vampire, and as such cannot be a NPC or Follower without Admin approval. They have the same advantages with their speed. However, a Trained Vampire gains power when they use a Mental Ability. This makes them harder to play as the use of these powers in combat can draw human attention. Mental Ability: Bonus when using any of the following: (Pick up to two) - Empathy / Telepathy (usually defences) - Cryokinesis / Pyrokinesis / Telekinesis (usually attacks)
An Ancient Vampire is the rare type of vampire, also ineligible to be a NPC or Follower without Admin approval. They are the oldest of the vampires and, due to their age, are very powerful. An Ancient must be at least a 1,000 years old. An Ancient is easily twice as fast as a common vampire and also a lot smarter than they look. An Ancient is also immune to the effects of sunlight. Mental Ability: Bonus when using any of the following: (Pick up to four) - Empathy / Force Field / Phasing / Telepathy (usually defences) - Cryokinesis / Pyrokinesis / Telekinesis / Teleportation / Transmutation (usually attacks) - etc. (must be admin approved) |
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