Welcome Guest [Log In] [Register]
Useful Links Upcoming News Vote Staff
The Gamebook
Rules
Character Creation
Character Ranking
Today's Active Topics
Joinable Groups
Welcome to Club Underground!

Find us on Facebook!

Last vote on new skins! Closing the last day of year!

If you are new here, please read The Gamebook and the Rules

If you have questions or wish to add a place to our small collection, please post such in Help & Suggestions

Have questions or concerns about what makes our Vampires and Shifters what they are? Read The "Curse"

RPGD Topsites

Admin:
Anke
Jonah

Moderators:
Demra

Welcome to Club Underground. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Gamebook
Topic Started: January 28, 2014, 11:09 am (325 Views)
Anke Viatrix
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.
Member Avatar


Quote Top Off Profile
Anke Viatrix
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:
Example A:
 
Character 1: Attack
Character 2: Defense & Attack
Character 1: Defense & Attack
repeat until one side or the other wins!
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.
  • 1st Flee: Find an exit and try to run. This doesn't allow you to attack again, but does allow for a parting shot from your foe.
  • 2ed Allies: Call on your kin and friends to win!
  • 3rd Request: Ask your opponent out of character to not do a killing blow. If this request is granted and your character is a Shifter or Vampire, you can recover from losing.
Member Avatar


Quote Top Off Profile
Anke Viatrix
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.
Member Avatar


Quote Top Off Profile
Anke Viatrix
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:

Seekers:
 
Seekers are normal humans who have a belief in the occult or a disbelief in the modern thinking of them really being Myth or Legend. This type of human is very touch-and-go in terms of trust and reliability. Many feel the need to watch them and keep an eye on them.

Keepers:
 
Keepers know that Shifters and/or Vampires exist. Normally it is only one or the other. However, after the creation of the Nuclear Bomb that ended WWII, the number of Keepers has dropped drastically and their numbers are carefully regulated to prevent harm to the Shifters and Vampires very existence.

With Shifters, these people are often referred to as Kindred and are the people from which the Shifter Clan or Race gets new stock. Most Shifters will not breed among themselves unless they feel they can insure no crossbreeding and no horrific mutation within the same race. Sometimes the Shifters will also have animal Kindred as well for the same reason. The ability shows up in the young about 50% of the time, sometimes less but never more. If it is there the clan trains the child. This is preferable to turning. While Turning someone may happen, it is more often an accident than intentional, the person having no realization that Shifters are real until after they are one.

With Vampires these humans are often referred to as Thralls and are literally addicted to the blood of a single vampire. The trick is to protect the vampire during the day and impress them enough during the night to be granted the illusive immortality. Most Thralls are from particular stock and are taken in to see if they are worthy of the change. Some are purposefully never changed, being only a reliable human so enthralled by their vampire master they would die for them. Like the Shifter's Kindred, Thralls are preferred for the change because it is controlled and planned for. The personal turning of an unknowing human is frowned upon and said Sire has to take full responsibility of their clueless creation.


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:
 
The most notable Shadow Hunters are called "Schattenjager" and have a "Spiritual Memory". A confirmation of reincarnation, each Shadow Hunter remembers all the previous lives, though not necessarily with clarity. As there is a fluctuating, though limited, number of Shadow Hunters in existence at any one time, there are many memories at work and the Schattenjager's Library is the largest collection of reliable information on the different Shifters and the Vampires.

Hunters, non-Schattenjager humans who wish to hunt down Shifters and/or Vampires, are few and far between. Unless they are lucky enough to gain the favor of a Schattenjager, which is very difficult, most die deaths worthy of the Darwin Awards.

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.
Member Avatar


Quote Top Off Profile
Anke Viatrix
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.

Shifter:
 
Your common shifter has three basic forms. Their human form, animal form, and a hybrid of the two (often called a shifted form and is where they get their name). It is quite possible for a single shifter to be able to stop their hybrid form anywhere between the two basic forms, but not everyone can manage it. However, all shifters gain strength from their mixed DNA making them noticeably stronger than your average human. Shifting takes focus and time for most shifters, especially in combat. Though some can shift faster than others or may be forced to shift when they feel threatened.


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.

Lunar:
 
Lunar Shifters are most commonly associated with Werewolves due simply to the larger number of wolf-like shifters in the past. Lunar shifters have a greater affinity with any hybrid form and often better finesse with their ability to shift. Also, they have strong ties to the moon, making their shifting faster and stronger with a Full Moon, but longer and weaker on a New Moon.


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:
  • The day before, of, and after a Full Moon: Shifting is a free action. Gain a bonus to strength when shifted.
  • The day before, of, and after a New Moon: Shifting takes 2 turns. Loss of normal strength when not shifted.


Elder:
 
Like the Vampire's Ancient, Elder Shifters are a rare breed due to the war between the Shifters and Vampires and the resulting bloodshed. Elder Shifters are masters of their Shifted Form(s) and can switch from one to the other in a literal blink of an eye. Unlike the Lunar, they only gain the benefit of a Full Moon and can safely ignore a New Moon. Elders are not always leaders of a Clan or it's holdings, but are seen as the protectors and teachers of the young. Because of this they are often valued even more than a leader when things become difficult or the unknown shows up. Even Leaders may consult Elders for guidance with such situations.


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.
Member Avatar


Quote Top Off Profile
Anke Viatrix
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.

Vampire:
 
Your basic Vampire is immutable, as in they look like they did when they were turned. Sometimes paler and thinner, but quite human in appearance. Vampires are unusually fast. They can kill in an instant and are apt at avoiding blows, especially those of a common mortal. Their only real threat are the Shifters... who like Vampires can heal from what should have been deadly blows.


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.

Trained:
 
A Trained Vampire has to be formally trained by a mentor or a group like the Cosma at their University. THe University is the largest collection of Trained Vampires in the area. The Mental Abilities of a Vampire have a lot of variance and require training or they are quite useless. Normally trainees have shown an aptitude or sensitivity to one or more of the most common abilities and slowly perfect it over the course of their training. However, it has happened that once they get a basic understanding, mastery come naturally.
  • Empathy: is the capacity to recognize emotions that are being experienced by another sentient being.
  • Telepathy: is the transmission of information from one person to another without using any of our known sensory channels or physical interaction.
  • Cryokinesis: is the ability to create or to control cold/ice strictly by thought by slowing down the molecules.
  • Pyrokinesis: is the ability to create or to control heat/fire strictly by thought by speeding up the molecules.
  • Telekinesis: is the movement of matter; move, lift, agitate, vibrate, spin, bend, break, or impact.


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)

Ancient:
 
Ancient Vampires are a rare due to the old conflict between the Vampires and the Shifters. Age doesn't kill a Vampire anymore then it will a Shifter, however the two are good at killing each other. The oldest vampires have mastered many skills, many of them unique such as Transvection (flying), Teleportation (disappearing and reappearing elsewhere), Phasing through matter, Transmutation of matter, Shapeshifting, Force Field (Energy shield), Thought-form projection (telepathic projection), and the ability to Mortal Influencing events (sports, gambling, election, prolongation of life, etc.). Though most important of all of these is the ability to control of photons (light waves/particles) which allows them to walk in Sunlight without harm.


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)
Member Avatar


Quote Top Off Profile
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Free Forums. Reliable service with over 8 years of experience.
« Previous Topic · Bibliothek · Next Topic »
Add Reply

RPGD Topsites RolePlayGateway