@surreality
There's a thing called QuestyCaptcha that goes with a standard MW install extension for captcha that lets you set a text based question in order to sign up. It worked really well for the LaRP wiki without requiring staff to create them.
Posts made by Bobotron
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RE: How should we (as a community) handle MediaWiki
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RE: CoD - Victorian - Penny Dreadful-ish.
@Coin
There's some info on combining the BP and Generation stats in the Vampire Translation Guide, if you're interested in looking. -
RE: Retail "Horror" Stories
@Miss-Demeanor
Oh lord, I know your feeling.
When I managed TRU, we had HORRIBLE people that tried to return stuff. We got to the point where we couldn't take back baby formula (people were buying it, switching the labels and then selling the 'old' stuff as new and trying to get their money back), or mostly anything from the baby department really. -
RE: [Interest Check] Original vampire-based supernatural MU*
@Songtress
playing a newly Blooded will be fine (you'll just be an exceptional conversion, I'm also toying with the idea of the floor representing it like the blood sharing in Anne Rice books for stronger or weaker vampires). Plus you can always just not spend your starting XP if you really want to be a just converted Blood Drinker.@Arkandel
Yeah. All systems have that issue. Hence why I'm building something from scratch with the history and concepts I've gained from running automated games like that and some ideas on limits and such. -
RE: [Interest Check] Original vampire-based supernatural MU*
@Songtress
That issue is the same on any game that has stats, coded or not.I plan to use an XP floor for new players, and a general cap on XP gained per month overall, so that new people aren't flat new build. They won't have the same as someone who is active each month but they won't be brand new converted Blooded either. I haven't posted anything about the underlying system yet because it's still being worked on but I'm looking at a comparison to get a percentage of success, then for every 10 that is rolled under that default (which at +/-0 is 50%) is a success for damage or higher gains in a general roll.
ETA: I'm also looking at a potential alternate combat baseline, which is more based off of the OWoD quickstarts (roll d6s equal to stats, 4+ is a success) and do count-vs-count successes on attacker vs. defender, with other things modifying appropriately. I am still running tests, but the compare-to-get-% I think works decently (I did it at one TF game and it worked out pretty well). No system, of course, is perfect and the variances of dice or any RNG is going to skew things occasionally.
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RE: [Interest Check] Original vampire-based supernatural MU*
placeholder for history and setting info expansion
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RE: [Interest Check] Original vampire-based supernatural MU*
I'm on my phone but had some thoughts on lunch I wanted to chuck up here.
Automation
So, as noted, unlike the expect led TT on MU that is the standard for WoD and many other games, I plan to automate combat and give a really easy semi-automated +roll equivalent.We will be automating most of the systems, in particular combat, for ease of use and a more cinematic feel. There will be guidelines for how combat runs, as well as actual initiative round-by-round code that can be used (and maybe opted out if players want to freeform it more). The system will do all the work for the fight, such as comparing skills and applying damage, processing healing and all of that fun stuff. We will also be automating the task resolution, so that players can just do +check stat+skill and get the result total as well as success totals/ratings. If you've played at a TF MU ever you'll have an idea what combat will be like.
Damage is a flat rating and not divided by type. However, the three vampiric banes: fire, sunlight and silver, cause damage to be hard to heal. Essentially it lowers the maximum LP until the damage is healed (IE: A vampire with 78 LP takes 30 damage from fire; her max LP is reduced to 48 until she can heal the damage, which costs more in blood).
Weapons have a damage rating based on their severity; a knife does less damage than a sword, and a sword does less damage than a machine pistol, which does less damage than a grenade launcher. We’re looking at 0 (no bonus damage) to 5 (highest bonus damage), and damage is calculated as: Appropriate Stat + Damage Rating + Success Levels on successful hit - Armor - Additional Penalties (such as DR from Resistance). Powers that do damage function in this same manner, so Psychci assaults damage is based on the Mental stat for example.
Weapons may also have effects that grant them extra benefits, such as Burst which allows the weapon to attack up to 3 targets (like a machine gun), Armor Piercing which reduces armor reduction by half, or Brutal which makes each success give a bonus of 2 damage. Weapons can have 2 qualities and are often modified by powers like Intensity.
Armor has a rating, like weapons, of 1-5 and is typed against Weaponry/Brawl or Firearms.
ETA: Here's a mockup of +sheet/combat (IT IS NOT FINISHED!)
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RE: [Interest Check] Original vampire-based supernatural MU*
@Creepy
I had considered raiding some unusual sources like superheroes. And anime because there's a ton of vampire anime with weird stuff. Like the weapons the Vampires use in Seraph of the End that drink a vampires blood and get a temporary strength boost. -
RE: [Interest Check] Original vampire-based supernatural MU*
@Coin
We will talk more when I'm not on my phone at lunch. There is still much to do for the game. -
RE: [Interest Check] Original vampire-based supernatural MU*
@Coin
LOL. I just picture the blooded using Caesar as an insult word for the Dictator position perhaps. Funnier if it's someone from House Julius. -
RE: [Interest Check] Original vampire-based supernatural MU*
Character Basics: Statistics, Part 2
And we are going to talk a little more about stats here, this time with Advantages and Drawbacks, and Abilities.
Advantages and Drawbacks
Advantages and Drawbacks are limited bonuses that are ‘these are the really cool things, mechanically, about my character’. They are typically supernatural or special traits or training, and unless otherwise specified, can only be purchased once. Additionally, you only have a limited number of slots for Advantages; so you have to make careful choices about what you want (though you CAN change them out, you just lose the first and XP spent on it, and can buy the new one in place of it). Advantages grant bonuses; Drawbacks impose penalties of some sort, as well as a benefit of some extra XP. The list is not completed, but a few examples or Advantages are...- Loremaster: You gain 2 categories for each rank in the Library Asset, rather than 1.
- Skill Aptitude: Increases the maximum of a Skill to 6; can be purchased multiple times, for a different skill each time.
- Rugged: Increase your HP multiplier.
Abilities
Abilities are vampiric special powers, drawing from a number of sources, but primarily cribbing from WoD and Anne Rice. Powers have a Basic/Intermediate/Advanced/Master scheme, with each power being an advancement of the overall ‘theme’ of the power, with an attempt at multiple abilities at each rank. An incomplete example is:- Mentalism: The ever-expanding power of the mind, ranging from the ability to get visions from touching an object to moving objects with your mind, and using your mind as a weapon.
- Test Pool: Mental + Awareness
- Basic - Psychometry: The ability to pick up psychic residue left on objects, places, and people. Things exposed to strong emotional signatures hold flashes of information that a psychometric can 'read' by touch. When using Psychometry, the player's successes indicate the level of detail achieved.
- Intermediate - Telekinesis: The ability to move objects with your mind. When used as an attack, uses the player’s Mental Attribute + Awareness vs. Physical + Dodge, as a telekinetic blast (combat maneuver added to +sheet/combat when purchased). Non-combat, can lift 100lb. per rating of Mentalism, and can make a Mental Attribute + Mentalism check to increase that rating, increasing the rating by 50lb per success on the check.
- Advanced - Telepathy: You are able to connect your mind to others, up to a number of people equal to your Awareness skill. For targets that do not want to relent to you getting in, you must test using Mental + Awareness vs. Willpower + Awareness.
- Master - Psychic Assault: An advancement of telepathy, using the invasion of their mind to injure them from the inside out. Uses the players Mental Attribute + Awareness vs. Willpower + Awareness.
Each ability is bought in the order of Basic/Intermediate/Advanced/Master. Often will add things to +sheet/combat for attacks/offensive maneuvers, such as Telekinesis and Psychic Assault (Mentalism), Animate Nightmare (Glamour), Eviscerate (Shapeshift), Animal Swarm (Beckoning), Relentless Dead (Necromancy), Umbral Assault (Shadowcraft), Sanguine Strike (Bloodworking), Delusion (Lunacy) or otherwise adjust combat rolls such as Glimpse the Future (Omens, takes the better of two defense rolls),
All vampires gain access to the following abilities, called Innata
Aesthesia - Enhanced senses
Mobility - Additional mobility options: walk on walls, flight, etc. (Physical)
And the rest are purchasable by all vampires (though I may go the WoD route and make some unique to some Houses, or go the CofD route and give a unique power to each house).- Compulsion - Power to command the mind's of others (Mental), Leadership
- Glamour - Making people see things, illusions and a form of invisibility (Mental), Subterfuge
- Mentalism - Powers of the mind, psychic powers, telepathy, telekinesis (Mental), Awareness
- Shadowcraft - Manipulate raw darkness in the form of animate shadow (Mental)
- Omens - Visions of the future, prophecy (Mental), Investigation
- Magnetism - Supernatural presence and emotional manipulation (Social), Persuasion
- Beckoning - Control animals (Social), Intimidation
- Lunacy - Induces madness (Social), Empathy
- Necromancy - Control of the dead and ghosts (Social), Occult
- Terrify - The power of fear (Social), Intimidation
- Intensity - Supernatural strength (Physical)
- Resilience - Supernatural toughness (Physical)
- Swiftness - Supernatural speed (Physical)
- Shapeshift - Changing form: animal forms, mist (Physical)
- Bloodworking - Control of blood in the vampire's body (Physical)
I'm also open to suggestions for cool additional abilities.
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RE: Retail "Horror" Stories
Most of my awesome retail comes from years that I was a manager for Toys R Us.
- Christmas is, as always, hell for any retailer. Double so for the guy that runs the front end. Which was me. So, we had tons of temp help. I was doing a safe drop and getting prepped for an armored car pickup, when I get over the headset 'You need to come up front, somethings' up...' I go up front, and my World Leader (front end CS person under me) tells me that the girl on the end cash register had a ring up for $5 and change, but there's three carts of stuff. So I walk over, walk past her and... lo and behold, catch her in the act of a pass-through. So I confronted her, and the people she was checking out bolted. Long story short, she was doing a pass-through on stuff for her sister and sister's boyfriend; when we tallied it (and oh hell, it took forever) it was almost $3000 worth of stuff. Sucks to be her dumb ass.
- I was, after that, the manager for the video game department. This was just after the Gamecube had come out. I came back from lunch to one of the other managers who said 'Dude, you have to see this'. Apparently some moron had pulled, in order to try to steal one, an entire case of gamecubes on his moron head...
- I got to eject a guy who almost body-checked a woman over Hot Wheels (rare Hot Wheels are apparently worth fighting over, who knew!)
- We sold entire cases of action figures. The amount of people who screamed bloody murder when the policy clearly stated 'case quantities cannot be returned opened'. Because, y'know, that chase figure... gotta have it.
Less a horror story, but more a fun one...
- I ran the Yu-Gi-Oh! CCG league forever at that store. Some of it was horror (the high school-age guys I had to eject because of the rampant theft) and the people who treated it as a daycare/babysitting service. But, the good in this outweighed the bad. There was a dad and his two oldest kids that would come in and play, and the kids were just really good kids. They were also some of the most well-behaved and mature kids I ever had the pleasure of interacting with. The oldest kid ended up inviting me to his high school graduation about 4 years later, which was sweet (I couldn't go, but I was touched).
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RE: RL Anger
When someone hears something that's half of a situation, and blows up and just increases your stress level. I don't have time to deal with this shit.
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RE: [Interest Check] Original vampire-based supernatural MU*
Character Basics: Statistics, Part 1
Stats, Skills and Assets
Set up for both the coded and non-automated portions of the game, stats and skills are standard on many games and RPGs.Stats
Stats are extremely simplified compared to many games, representing four key aspects of the character:- Physical: This Stat measures a vampire’s physical prowess: raw strength, agility and stamina. This Stat is used to resolve all tasks involving physical actions such as fighting, lifting things and running.
- Mental: This Stat measures a vampire’s mental acuity: intelligence, reasoning capacity, wits and cunning. This Stat is used to resolve all tasks concerned with trying to notice something or to puzzle out a clue, or thinking quickly. This Stat is often used for the invocation of powers that rely on the strength of the mind.
- Social: This Stat measures a vampire’s social acumen: charisma, attractiveness and presence. This Stat is used to resolve all tasks concerned with trying to coerce, seduce, convince or con someone into doing something. This Stat is also used for activating powers based on the force of personality or ‘presence’ of the character.
- Willpower: This Stat measures a vampire’s inner strength: resolve, discipline and self-mastery. Willpower is used to resolve all tasks concerned with resisting intimidation, fear, temptation and mind control, among others.
Vampires have a higher stat maximum capacity than humans, based on their age and the strength of their blood. Looking at 5 as the human maximum, with vampires having an increased maximum. Starting stats, rather than a point distribution, are being tested as starting flat rates, assigned as a 4, two 3s, and one two (giving one above average, two average, and one below-average stat).
Skills
Skills are where the breadth is.There are 21 basic skills that will be purchasable on the MUSH. Academics, Athletics, Awareness, Brawl, Computer, Dodge, Drive, Empathy, Firearms, Intimidation, Investigation, Leadership, Medicine, Persuasion, Occult, Security, Stealth, Streetwise, Subterfuge, Survival, and Weaponry are the basic skills. Crafts, Performance and Science are all bought as separate skills, bringing the list to 24 total. Skills are rated 1-5 normally, but certain Advantages (or particular vampiric Potency) can increase the maximum.
Different Abilities key off of different skills; the Compulsion powers utilize Leadership, while Mentalism uses Investigation, Terror uses Intimidation, and Glamour uses Subterfuge. This is in addition to the non-combat +test methods which are more standard fare that you'd expect in a tabletop RPG.
Assets
Assets are any access or resources that a character has, such as connections, allies, people who work for you, money, special equipment, special training. Some assets, particularly in the vein of Combat Training, will add things to your +sheet/combat. These are typically rated up to 5 ranks, unless otherwise noted. A sample list is as follows:- Wealth – MONEY
- Allies – People who do stuff for you
- Alternate ID – You aren’t you
- Fame – Mortal Fame
- Patron – Another vampire who vouches for you and you can get backing from
- Contacts – People you know that will give you info
- Library – An occult library; ranked 1-5, each rank granting a specific subject that is accessible (Blood History, Houses, Fae, etc.). Grants bonuses to the Occult pool for non-combat purposes when appropriate, and also can be modified by the Loremaster Advantage.
- Linguistics – Represents languages; each rank gives fluency in a language, and can be modified by Advantages such as Natural Linguist.
- Influence <Elite> – Control/connections in the legal realm to ‘get shit done’
- Influence <Underworld> – Control/connections in the illegal realm to ‘get shit done’
- Combat Training – multiple types, granting various bonuses or extra ‘attacks’ to the combat options (will NOT be as broken and crazy as WoD Fighting Styles). This one is currently on the 'iffy' stage.
- Artifact – magical items or otherwise enchanted objects, can be purchased multiple times but are typically ‘found’ in play.
- Vessel – Methods of feeding that are reliable and easy to access; could be humans, blood banks, or others.
- Follower – A servus (slave), which is typically a human in the thrall of the vampire, in a state of half-vampirism; or other attendant, such as enchanted animals or magical creations such as golems or animated statues, or even just hired help such as fully human bodyguards. Can be bought multiple times. Has a simplified character sheet based on 'specializations' rather than full stats.
- Refuge – A safe place, typically somewhere a vampire can be safe during the day when they are most affected by Apollo’s Curse. Has specific bonuses you can take at each rank such as Guards, Staff and others.
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RE: [Interest Check] Original vampire-based supernatural MU*
This is probably going to be the most interesting thing, I think, that people will find. Because Our Vampires Are Different.
What is a Vampire?
The vampires of Houses of the Blood are… well, being frank, different from the vampires you see in popular media. They aren’t dead, but they aren’t truly alive.
Vampires of the Houses of the Blood, or The Blooded or Blood Drinkers as they call themselves, are different from the vampires of most folklore and popular culture (though they freely admit and theorize that they inspired much of the legendry). Granted their status and longevity by Pluto, god of the underworld, in pity for the predations of Orcus and the curses of Diana and Apollo, the Blooded are…
- Created from humans by sharing blood; a Blooded gifts their blood to a human to transform them into one of the Blooded (a process called siring, or bringing Into the Blood) through an elaborate ritual.
- They are living, not dead or undead. They exist in a state of immortality and, as long as they drink life (primarily through the blood), they will live forever. They will never age and never die of disease.
- Some of their biological capabilities are no longer functioning (they have no true ‘life’ to give to offspring, so they can’t get each other, or humans, pregnant).
- Their ‘life’ is imperfect, though, and while a blessing because it is true immortality and bestows a variety of supernatural abilities, their ‘life’ is always stolen, the last, cruel trick of Orcus, twisting his brother Pluto’s blessing (or at least that’s how the legend tells it).
- If they don't drink blood (or another source of 'life')? They wither away, slowly fading away, aging towards their true age quite quickly. This is the only 'natural' way that a Blooded can die; otherwise, they have to be killed by physical trauma.
- Otherwise, their bodies are human — they have body temperature, biological functions (some of these may die away if someone is too callous or sometimes with age as you ‘forget’ to do these things, though), and are in most other ways human. They show up on cameras and in mirrors, they can eat and drink and have sex, and… well, do all the fun things humans can. Except get a suntan.
- Cursed by Diana to burn at the touch of silver for Titus’ slight; cursed to burn in the sun by Apollo in his anger at Titus for stealing his priestess; and cursed by Orcus to have a harder time recovering from fire than other wounds. The damage from these three sources is more harmful than normal swords and gunshots.
- Otherwise their bodies are resilient; in addition to supernatural powers, the Blooded heal on their own very quickly. Gunshots and sword slashes knit in a fraction of the time of a normal human.
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RE: CoD - Victorian - Penny Dreadful-ish.
@Songtress
My thoughts on an alternate Victorian England? Play up the tropes you see in the Dracula novel. Make the women pushing the envelope in such a way that gets to the boundary but not over it, which might cause social controversy but not otherwise. The same goes for people of color; slavery was abolished in the British Empire in 1834, so you could easily build upon that depending on what year(s) the game is potentially being set around. -
RE: [Interest Check] Original vampire-based supernatural MU*
The Houses: Basic Thoughts
This is one area I’m still working more heavily on, mostly to give each House something unique and cool, a distinctiveness that will make all the available options fun and worthwhile and intriguing. This file will be ever-evolving as I develop the detail of the Houses.The nine Houses are descended from nine of the first 12 vampires that Licenia and Titus sired; these individuals laid the foundation for the vampire families to follow. On the MUSH, your House and your lineage and your name are extremely important in society. Using an altered version of the ancient Roman naming conventions, the gens sanguinis use a combination of the following:
Praenomen – The name of the human before the are brought Into the Blood. IE: Nathaniel Essex, Riley Graham, Hermelia Alvarez
Nomen – The family name (gens), representing which original vampiric line they claim descent from, combined with an e notation after the praenomen/given name; all in all, based on the lines of descent, there are 9 gens sanguinis that will be available as PCs (depending on how I can spin the Traitors as playable). The masculine form of the nomen is listed first, the feminine form listed second. Branches within the larger clan/family (cognomen) are the larger availability and are open for players to make up:
- Aurelius/Aurelia: House Aurelius believes that they are the most suited to rule; they draw much of their membership from high society, people with political connections and clout.
- Claudius/Claudia
- Julius/Julia
- Octavius/Octavia
- Vitellius/Vitellia
- Decimus/Decima
- Petronius/Petronia
- Axius/Axia: House Axius believes that, without the study of history, one is doomed to repeat it. They draw from the ranks of scholars, and mark themselves as the historians of the gens sanguinis.
- Gaius/Gaia: The House founded by a Legatus, House Gaius believes in the strength of the physical, drawing from those with strong physique and strong convictions, such as modern military and other organizations.
And the three traitor families, who are attempting to destroy the remainder:
- Laelius/Laelia
- Asinius/Asinia
- Fabius/Fabia
All three of these sired by Licenia and are referred to as the Traitor Houses, as they follow Licenia’s desire to destroy the other Houses; they may or may not be PC options, I have not yet decided, but they are definite antagonists.
Cognomen – Groupings within the gens, essentially sire lines from the founders’ sirings. This is where the open nature comes in. Any Cognomen is viable, though we will probably give some suggested ones to tie into the families that have major Patrician NPCs. Cognomen are the ‘descent lines’ from the various founders' offspring.
The old style of Roman nomens has evolved over the centuries in order to accommodate the spread of the Republic of the Night and the drawing in of many other cultures’ and individuals into the gens sanguinis. Examples of a full gens sanguinis naming convention for formal declarations of names include:
- Gavin Rhodes e Claudius Euphemius (Gavin Rhodes, of House Claudius, of the Euphemius line)
- Nathalie Hawthorne e Aurelia Jaeger
- Kyoko Hasegawa e Vitellia Habita
- Nathaniel Essex e Octavius Bernhardt
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RE: [Interest Check] Original vampire-based supernatural MU*
Other Supernaturals
Other supernatural creatures and organizations exist in the world; often in Pax Noctis or other unofficial arrangements with the Houses of the Blood. Many wars have been fought among the vampires and other supernatural (and even humanity, and among the various supernaturals themselves) because of breaches of the Pax Noctis or other accords. Or lack of such accords in general.- Witches: Humans that are capable of accessing ambient energy in the world, and accessing magic in a variety of forms. Males and females are equally magical. Overseen by the Grand Conclave, who monitors types of magic and magical actions and keeps organization of the witches worldwide. The second most numerous of all types of supernatural (after Therians), and the most organized, on par with the Houses of the Blood in their Republic of the Night.
Inspirations: The Craft, Charmed, The Secret Circle - Bygones: Mythical creatures that have existed into modern times, believed to be a creation (or in many instances, the offspring) of Incarna. Mythological creatures such as Manticores, Minotaurs,Gorgons, and others fall into this; in the modern nights, these are mostly able to take human form, and those that can’t lend to urban legends such as the Mothman or Sasquatch. They are not really ruled by a higher-up organization, as they (along with the Arisen) are the least populous of the supernatural world; they often have Councils within a city, but have no organization from location to location, banding together in small communities for mutual safety if they’re not at war internally. What they lack in numbers, however, they make up for in sheer power.
Inspirations: Grimm, Lost Girl, Gargoyles - Fae: Dreamstuff and story given life by humanity’s collective unconscious, brought into the world and given form, they are related, loosely, to Bygones. Everything from Celtic lore like Wisps and Sidhe to Japanese youkai like tengu and kitsune fall into the Fae moniker; inhuman in nature, they are able to manipulate their forms to look human (though those who 'see' the world, such as the insane, see their true forms). They are linked by Courts: Light (going by other names in many countries such as Seelie, Summer, or West, ultimately the beneficent, if aloof and punishing, fae) and Dark (Unseelie, Winter, or East, the dark and self-absorbed, and those who are mischief-makers to outright destructive). Fae are the most numerous of supernatural types, but also the most closed-off.
Inspirations: Lost Girl, Supernatural, Changeling the Dreaming, Ushio and Tora - Therians: Humans that have the ability to transform into animals and animal-human crossbreeds; vampires have little knowledge of why they are this way. They often have internal accords, and certain Therians have affinity for each other, but typically only mix if necessary; otherwise, they are as xenophobic among type as they are among outsiders. Therians have had the most antagonistic relationships and open battles with other supernaturals outside their race as a whole.
Inspirations: Bitten, True Blood, Underworld - Arisen: The restless dead exist, in the form of ghosts and magically-raised zombies of varying types. The Arisen are different from those, a true, thinking undead being, the result of a human who died with too much regret and duties unfulfilled. Their spirits are unable to rest, and their bodies rise, and they reanimate: stronger, faster and more powerful in order to exact their vengeance and unfinished business. Some bring back a taint of the Afterlife with them, the vampires refer to as the Curse of Orcus, granting them greater power -- for great price to their bodies and sanity. Arisen are the smallest of the known supernatural world, and have no great society; many are solitary or mobile, living out their lives. The only cities known to have enough Arisen to make accords with are old cities rife with death (in the US, one of those is New Orleans).
Inspirations: The Crow, Hellraiser - Incarna: Beings created by the power of human belief; in the same manner as Fae but much more powerful. Typically they represent themselves as deities, demigods, demons and angels. Vampires believe that they were created by the curses and ability to affect the fabric of the world, of three Incarna. Major Incarna do not act in the modern world; minor Incarna have been reported to do so, claiming to be demigods, angels and demons. Incarna can empower humans as their servitors.
Inspirations: Scion, Supernatural, Charmed
Human Organizations and Other
On the flip side, there are human groups that are enemies to all of the supernatural world, often at war with or investigating the various supernaturals:- Order of the Silver Cross: Believing they are chosen by a higher power to defend humanity, the Order is an offshoot of the old Inquisition from the Dark Ages, dedicated to the elimination of the supernatural. They have developed processes and the ability to make weapons and equipment that effect supernaturals in the same manner as their banes, and their agents are called Exorcists.
- Thousand Nights Brotherhood: An organization of vampire-worshipers, though they have mysterious goals regarding vampires, as they have been known to kidnap weaker plebian and sometimes even stronger plebian and patrician vampires. No one knows for what purpose, though the Brotherhood often shows some access to vampire powers and strengths in their raids, so obviously some experimentation is going on. One rumor from House Axius’ historical records and theorycrafting states that they are an apocalypse cult, trying to end the world and bring about their ‘thousand nights’ namesake.
- Section 7: A group within the United States government that handles the government's oversight of all supernatural in the US. They are both an oversight and military organization, and have divisions that work with the alphabet groups of the US Government. Secretive, they have had very little open warfare with the supernaturals. Though that doesn't stop them from wielding the US military against supernaturals when necessary. Every city that has at least one major group of supernaturals has a branch of Section 7.
- Witches: Humans that are capable of accessing ambient energy in the world, and accessing magic in a variety of forms. Males and females are equally magical. Overseen by the Grand Conclave, who monitors types of magic and magical actions and keeps organization of the witches worldwide. The second most numerous of all types of supernatural (after Therians), and the most organized, on par with the Houses of the Blood in their Republic of the Night.
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RE: [Interest Check] Original vampire-based supernatural MU*
Vampire Society
The Republic of Blood is a bit of an oddity, particularly in what it is in the modern era, compared to what it was during the formation. It has grown from a ‘Republic within a Republic,’ focusing on a law and structure that somewhat mimicked the Roman Republic, that has survived and evolved over the centuries. In the modern nights, each city is effectively its own city-state, with a local government (the senate of princeps and the consul at the top, with various positions below that such as praetor and others) above them, and then the Senatus Sanguinem above that, dealing with vampiric matters on a larger scale.- Consul: The highest office within a large city, the consul serves as the ‘ultimate authority’ in a city-state. Elected by the princeps (below), they are granted a term of 50 years by default, though may serve many consecutive terms (particularly if not ousted or opposed by the princeps). Consuls are, in addition to the ultimate authority in a city, in effect the senators for a city in regards to the the Senatus Sanguinem. The Consul gains a number of Positional Status, including Authority, Commander and Eminent.
- Princeps: The heads of the Houses within a given city, they are generally determined internally by House politics. Generally, they are the oldest vampire among the patrician class, though the princeps can be from any class, as long as their appointment is agreed upon by their House. The Princeps gains the Positional Status Noble and Established.
- Dictator: A position only brought up in times of great need such as a heavy war, the Dictator is a temporary magistrate with extraordinary powers, nominated by the consul on the recommendation and confirmation of the princeps. The Dictator gains all the powers and Positional Status of the Consul, plus the additional status Empowered.
- Praetor: The praetor handles the legal disputes, contracts and agreements between vampires in a given city; anything not recognized by the praetor, if disputed, has no legal standing within the Republic of Blood. Debts, in particular, are recorded by the praetor for future reference, in order to maintain stability of the Republic. The praetor gains the Positional Status Prominent and Privileged.
- Legatus: The legatus handles the civil defense of the Republic’s holdings from night to night, commanding the Legio Sanguinum or other warriors under his command. The legatus gains the Positional Status Enforcer and Guardian.
- Aedile: The vampire who holds the position of aedile is responsible for the ‘public works’ of the vampiric world, keeping things like the arenas, baths, fora/meeting houses and other projects that are specific to the vampire world running. The aedile is often a coveted position, as it is one that, performed correctly, shows to the patricians and the princeps that the vampire in the position is viable for further political uplifting and trust. The aedile gains the Positional Status of Noble and Guardian.
Vampire society and hierarchy is also divided up into three distinct ranks:
- Patrician: The name patrician is a bit of a hold over from the times of Rome, but it ultimately boils down to the same meaning: the fathers of the Blood Drinkers, those of great merit, age, power, or all three. Blood drinkers who have comported themselves in such a way as to impress the city hierarchy and/or their House’s hierarchy, can be named a patrician. Typically, a vampire cannot quality for patrician status until they have attained 250 years in the Blood, or have undergone some extraordinary service for the Republic. Patricians gain the Innate Status Confirmed, Established and Privileged.
- Plebeian: The common folk of the Houses of the Blood, these make up the largest majority of vampires. While they may hold offices, they are ones who have not distinguished themselves in some manner. Plebeians have no Innate Status other than Acknowledged as a valid member of society and a member of a House.
- Peregrini: Those who either a)have disgraced themselves and have been punished by being cast out from the main line of society, but have not been named Pariah by the Consul or the Senate; or b) are vampires but are not able to prove/claim lineage to one of the Nine Houses. Peregrini are afforded some loose rights but not many, and are forced to live on the fringes. However, those who are peregrini can recover their status or become recognized, but it is a long and arduous road.
- Pariah: A term used to represent those who have been cast out and afforded no protections, with an accompanying execution orders or other summary justice. Being named a Pariah is a death sentence for a vampire.
Status and Vampire Society
One of the major things that I want to do with this game, in addition to giving an outlet for supernatural action in developing a somewhat-more-open CvC and CvE action setup, is to allow for political play. In a single-venue game, particularly one based around a society where status, recognition and propriety were extremely important, I would feel remiss in not dealing with this.In many Vampire RPGs, status is rated simply as a ‘rating’ and perhaps with a benefit, but is very rarely something that is extremely important and has actual effects on the world and society. Status on Houses of the Blood is planned to be different; rather than simply a numerical ranking, Status represents a recognition for a character that has weight behind it. Much like a Queen in medieval England wielded their Sovereignty, Status is something a recognized vampire can wield in order to get things done. Status comes in four forms:
- Positional Status: Positional Status is granted by holding some position in the Republic and the city hierarchy, and this Positional Status is the weight that characters in those positions can ‘pull’ to get things done, both passively and actively, to laud others and to punish others. The consul, the princeps, and the legatus are all positions that grant different Positional Status to do their jobs.
- Innate Status: Innate Status represents some trait from a vampire’s recognition or birth, such as being the descendant of some famous vampire or recognized as a patrician. Innate Status is social recognition separate from the hierarchy of a city.
- Fleeting Status: Fleeting Status represents temporary recognition, granting a vampire a specific benefit under the auspices of a patron. Typically Fleeting Status is social recognition, but once the weight is pulled for it, the ‘weight’ is gone.
- Negative Status: Negative Status is used as a punishment, a declaration to all that the vampire in question has been punished and a method for those in the hierarchy to ensure the punishment does not go unfulfilled.
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RE: [Interest Check] Original vampire-based supernatural MU*
So, I figured I might transcribe my dev-stuff here.
If anyone is interested in chit-chatting with me about the game and development, feel free to message me here.***Post 1: The Basics***
Statement of Purpose
To provide an originally created setting and experience, drawing from a number of historical and historical-inspired sources, as well as vampire media, to offer an alternative to the standard World of Darkness MU*. Using the sources we are drawing inspiration from (below), we plan to present a setting that focuses on a Roman-inspired sociopolitical landscape in the modern era.Our goal is to provide a game that leans a little more towards the aesthetics of Blade or Underworld, providing ample opportunity for action and adventure, as well as the more expected mystery, investigation and supernatural horror that is the hallmark of supernatural media. The game would provide a combination of automated code to adjudicate combat and a few other things, as well as a dice-based system for non-combat resolution such as investigation, knowledge and lore, and such.
Sources of Inspiration
We take inspiration and information from the following sources, molding the inspiration to fit our vision of a modern vampire game.- Spartacus (Roman societal setup and political intrigue)
- The Vampire Chronicles (social setup, vampiric abilities and arrangements, modern ‘look’ for vampires)
- Game of Thrones (vampire family arrangements/setup, political intrigue)
- Roman and Greek mythology (cursed by the gods)
- Other modern vampire media such as the World of Darkness’ Vampire games (vampiric powers)
- Underworld, Blade, X-Men (modern look for vampires, vampiric abilities, ‘gonzo’ combat allowances)
Dark Shadows, Twin Peaks, X-Files (horror and mystery)
Basic Premise
The supernatural exists. Perhaps not in the same vein that many supernatural myths and legends, and certainly not supernatural authors, would have you believe. But they exist. Among them are vampires, though the vampires of Houses of the Blood certainly are not what one would expect from myths and legends (though many that are in the Blood agree that their extraordinary life and conditions are what inspired many of the myths). They have existed at least since the 6th century BC, though their legendry stretches back a few hundred more years than that; until the founding of the Roman Republic, they were disparate tribes with no centralized organization, and much oral record has been lost in the intervening time.But myth and oral tradition are handed down and, while not verifiable, is the most commonly-accepted ‘origin’ of the blood drinker, the vampire. Their myths and legends state that they were tricked by the Roman deity Orcus, cursed by the twin deities Apollo and Diana, and blessed by Pluto in recompense, they are immortal beings, and not undead like many of the legends of the world, but their immortality is sustained by life: the life of other beings, life through the Blood.
The gens sanguinis believe they can roughly trace their lineages and history back to the 6th century BC, where a Roman named Titus Albinus Flavius, a young man in the prime of his youth, had fallen hopelessly — and haplessly — in love with a priestess of Diana who he had encountered, Licenia Macra. As Licenia was a priestess of Diana, she was required to remain chaste, and though she was not adverse to Titus’ advances, she could not reciprocate his love. Despite this, the two did fall in love.
Though I’m not done with the setup, the basics behind the vampire myth is for Titus to be tricked into pissing off Apollo and Diana by Orcus in his manipulation of the lovers, and cursed to burn in the sun or with the touch of silver, then cursed when he tries to take vengeance on Orcus to burn badly from fire; then given immortality by Pluto in pity for the tricks on the verge of death, and finally absconding with Licenia and turning her into a vampire. Licena and Titus eventually created vampiric children by siring, mixing of blood, twelve lineages in all.
Eventually, the gens sanguinis were spread throughout the Roman Republic and, during the height of the Republic, formed amongst themselves the Houses of the Blood — organizations along family lines — and created for themselves a government, the Pactum Sanguinis (or Blood Covenant), establishing laws amongst themselves. However, a brutal war was fought between the lineages; three broke off and followed a disaffected Licenia away, vowing the destroy all that the Houses of the Blood had built, though none knew why Licenia vowed this destruction. Soon after, Titus disappeared into the night, his grief too great… Still, nine remained as the Houses, securing the republic and spreading across the world.
The Republic of Blood has survived into the modern nights, spread across the world, having representation in many major cities across the world, united under the senex. Eventually, various vampire covens created alliances and ‘nod nod hush hush’ deals with various aspects of humanity (and even other supernaturals), particularly in some supernatural heavy cities like London, Tokyo, New Orleans, New York or Paris. Though they aren’t public, they do have clout through favors and influence, as well as the application of vampiric powers such as Compulsion.
Setting
I have decided on New York City in the year 2016 as the setting for the game, giving an interesting setup to a wholly modern American city, large enough for many vampires, as well as large enough to provide a sensible backdrop for the more Underworld-style feel that we want to put into place on the game. Essentially the ‘modern world’ against the backdrop of a vampiric society based around Roman ethos, with the vampires sharing the city (and likely actively at war with) other supernatural types (see below).The grid itself will be developed into districts representing major NYC metropolitan areas, with three to four room ‘area’ sections. Right now we’re looking at 9 areas and 3-4 rooms per area.
System
The game will not be using an existing system whole cloth, and we will be adapting mechanics from a couple of systems for ease of use. In particular, we are adapting parts of other systems, and creating something new, rather than using something like the WoD or FAE because of the desire to automate a number of systems, particularly combat. At the core, there will be a dice-based system, utilizing a familiar stat + skill mechanic, and then going from there. More will be posted later about the system design later.