[center][color=1b1464][color=1b1464][b]Darkling: The Night War[/b][/color][/color][/center] [i]My name is Jackson Grey. Before I became a Private Eye for hire, I was a War hero. Before that I was an Old West bounty hunter. Pretty neat, huh? I was turned into a vampire, or as I now know the proper name for, a Darkling, by a bunch of outlaws fiddling with demonic rituals they didn’t understand in the hopes of unlocking infernal power. The demoness they summoned into my body made me a deal. Let her infuse herself with my soul, turning me into a Darkling with access to highly destructive demonic magic and a thirst for blood, or die painfully. You take a guess which option I chose. Now that you know the Who, it’s time to tell you the Why. I’m writing this because I’m going off to War. For some fucking reason there were portions of the Darkworld community (a nice sounding name for what was essentially the supernatural community of the world) decided that they were done playing in the Shadows. They had decided that humanity needed to know that the things that went bump in the night were real and they were tired of hiding. The Darkworld Council, our leaders, has a firm rule against revealing yourself to a human being. Break that rule and not only do they fucking end you, but they end your bloodline. They actively trace you and your origins and kill everyone related to you, even just a little bit. Of course now there was a War over that, being fought in a city called Meridian. All of the humans have been compelled to take a vacation of sorts, and those that couldn’t manage that were given the resources to leave. There were a few around, of course. Humans who were in the Know, they seemed to have a special talent for seeing through b.s. Or in other words, magic and compulsion didn’t work on them so there was no hiding from them. Fuckers used enchanted steel and silver, found various enchanted objects and decided to use those against us Darkworlders. Some tended to be on our side though, fighting to keep Darkworld a secret. So anyway, I have to fight in this City because all parties agreed that until the conflict was resolved they keep it strictly secret. Counterproductive to the others side’s wishes, but I guess they figure it’s easier. I don’t fucking know, they’re all idiotic for fighting the Council anyway. Hell, they are idiotic for fighting me. So I’m off now, but I leave this letter just in case my two hundred plus year lifespan comes to an end out there fighting the good fight. I’m not sure what I want to say here, really. I love you Rachel, that needs to be said. Ken, my brother, make sure she’s safe. What else? It’s been real y’all.[/i] _____________________________________________ [center][color=1b1464][b]Meridian[/b][/color][/center] Meridian is a city with all human inhabitants compelled to leave. It's a City about the size of Chicago and an active War Zone. It’s separated into sections, they are as follows: [color=fff200]Lycan Section[/color]: This is the Northern part of the City, it spans about ten miles in either direction before you start reaching Vampire territory on the Western side or the Magical territory on the eastern side. If you play a Lycan, you’re going to want to stay here unless you go on raids and the like. Stray too far away and you enter dangerous territory. [color=9e0b0f]Vampire Section[/color]: This is the Western part of the city, it too spans about ten mils in either direction, it touches on the borders of the Lycan zone and the Wasteland zone. Like with the rest of the sections, this is your home for your character if you’re a vampire. Don’t stray into dangerous territory. [color=0076a3]Magic Section[/color]: This is the section for Wizards, Druids, Witches, Warlocks, and other magical beings such as those with Talent. If you are one of these, you had better stay here or risk danger. This zone is the eastern part of the city. [color=f7976a]Wasteland[/color]: This section is to the far south, not bordering any other zones. It used to be where the DarkWorld Council planned their attacks and stockpiled their enchanted objects. But it has since become abandoned, as dark magic seemed to seep into that section, releasing terrible creatures and otherwise dark forces. They tend to stay within the borders of this zone, but get too close or go exploring…. [color=92278f]Rebel Section[/color]: You’re faction is made up of all kinds. Vampires, Lycans, Magical creatures and even a human or two. You want the Darkworld to go public and you’re doing your best to win, no matter who you have to kill to achieve it. You know that in order to really achieve this, you have to uproot the DarkWorld Council. Starting with Meridian. You’re section of the city resides in the middle, surrounded by enemies, but also the most heavily warded and numerous of the factions. You have more ground in the city than anyone else. You have an HQ and you have recreation areas.*Each Rebel character gains four enchanted objects *Requires Ward Key To Get In. [i]*Each Section has an HQ. Your sections HQ is hidden from the other factions and this is where you store enchanted objects. [/i] _______________________ [center][color=39b54a][b]Races/Classes[/b][/color][/center] [color=9e0b0f]Vampire:[/color] Vampires are powerful creatures of the night. Turned by Darklings, Vampires possess super strength, speed, and rapid healing. They’re also resistant to the magic of druids and Wizards. They tend to stay clear of Warlocks and Witches, however. Must feed on blood to stay alive. You’re allowed two enchanted objects. [color=fff200]Lycan:[/color] Lycans also have super strength and speed. In human form they are slower than a vampire, but much stronger and turned they are stronger still and about equal in speed. Their healing factor in either form isn’t as good as a vampires, but they are resistant to almost every form of magic other than Wizardry and Demonic. [color=007236]Druid:[/color] Druids practice Earth magic. Using this magic they can draw strength from the earth, as well as take on the attributes of animals. As strong as a bear, the vision of an eagle and even make their skin as hard as rock. Touching the earth they can heal themselves and draw upon it for extra strength, they can also manipulate fire and water as long as those elements are present. [color=0054a6]Wizard/Sorceress:[/color] Wizards use their inner willpower to do some impressive things. They can summon forth the elements, manipulate energy into shields, or blast it forth into a destructive blast, enchant objects and even use it to heal themselves. You’re allowed one enchanted object. [color=ec008c]Witch/Warlock[/color]: Witches and Warlocks use the power of runes. Basically enchanted writing. Their clothing is often customized with magical runes that give them a healing factor to rival vampires, or strength and speed to rival a Lycans. They also tend to carry around books filled with runes that allow them to cast various spells like shields, wardings, telekinesis, and others. Some even tattoo themselves with runes, all capable of doing various things. Unfortunately this requires proper preparation and forethought at times to effective. If they haven’t thought of the situation they are in, they’ll likely be vulnerable. They can only power one spell at a time with their magic. Do not let Witches or Warlocks get a hold of a piece of your DNA, or they can use their magic to do horrible things to you that you have no chance of avoiding. Allowed one enchanted object. [color=f9ad81]Human:[/color] Just a vanilla mortal, most count you as weak and pathetic when compared to the beings surrounding you. As a human being you will be proficient in modern combat. Firearms, hand to hand, tactics, etc. You’ll also have access to four enchanted objects. Note: Humans are guaranteed an enchanted silver/steel weapon. They can choose to not have one, but if they do take one, they only get three more enchanted objects. [color=440e62]Darkling:[/color] Darklings are the original vampire and far more powerful. Each one is made by a demon fusing themselves with their soul or consciousness. This gives them access to demonic magic and powers beyond most. Faster than any vampire,with a healing factor that outstrips them too, they are strong, though not as strong as a Lycan. They can be affected by all types of magic, though their own demonic magic is generally enough to take care of most magical threats. They can even break down enchanted steel given enough time. Allowed one enchanted object. [i]*Demonic Magic:[/i] Demonic Magic allows Darklings and demons alike to summon destructive energy. This energy can be turned into shields, destructive blasts, or even rip open a portal to any destination they wish. It cuts through most other magic and can even break down enchanted steel. *GM AND CO-GM's SPOT ONLY [color=00aeef]Enchanted Silver/Steel:[/color] This material is magically enhanced to be lethal to every supernatural being in existence. It cuts through magic like butter even. Incredibly rare, weapons made from this material are considered enchanted objects ____________________ [center][b][color=a36209]Points System[/color][/b][/center] So how do you win? You win via Raids and collecting enchanted objects. You gain enchanted objects by raiding the Wasteland. Raids from your faction on the Rebels will gain you a point if successful. Successful Raid on the DarkWorld Faction will gain the rebels two points. Both factions gain two points from collecting enchanted objects. The first to 100 points in a session wins that session. There will be a total of 5 sessions in this RP. [color=ed1c24]Raids:[/color] Raids work fairly simply. You need to have three people interested in Raiding and three people interested in defending. Then you must ask for GM approval to raid a faction. If you’re a Rebel you must say which area you’re raiding. The DarkWorld Faction only needs to Raid the Rebels, so they do not have to specify an area as there is only one rebel area. A GM will then set the stage for you. Once that is done, each of the participants will have two posts each. Once that is done, the GM’s will go over it and judge. We will judge based on the posts and who we believe has the upper hand. Quality doesn’t necessarily matter here as much as how your teams seem to be handing the battle. Once we make a judgement, the winners of the Raid will get to write a finishing post driving off the enemy team. [b]IMPORTANT RAID RULES:[/b] 1. All judgements are absolutely FINAL. Arguing with a judgement will result in being asked to leave the RP, or your character being banned from Raids and Enchanted Object Hunts. 2. No killing PC’s or otherwise Godmodding. If a PC wants their character to be killed they may approach a GM about it. Otherwise the losers of a Raid are simply driven off. 3. Raids will have assigned posting order as to keep things organized! [color=00aeef]Enchanted Object Hunt:[/color] This involves four people from a faction, Rebel or DarkWorld. Once you have four, you must ask for GM permission. Your characters will then enter the Wasteland where a GM will set the stage for you. Once all NPC’s are defeated, your faction will gain an Enchanted Object and a point. ________________ [center][color=00aeef]Enchanted Objects[/color][/center] Enchanted Objects are objects that grant the user an additional powerful ability. Below is a list of them and what they can do. Please note that some have special actions that when used have benefits for your faction. Such as gaining a point. No one knows how these objects came to be as creating them is a lost art. They are valuable and some can be very rare. [color=ed1c24]Trench Coat of Healing[/color]: Grants the wearer a healing factor equal to a Vampire. Or increases a Vampire’s healing factor to heal even major wounds in seconds.  *Two available [color=ed1c24]Invisibility Cloak:[/color] The wearer is invisible. *One Available [color=9e0b0f] Sphere of Mystery:[/color] Breaking this does something good for you. *See GM. Five available [color=0072bc]Enchanted Silver/Steel Weapon:[/color] A weapon of your choice made of Enchanted Steel/Silver. *Three available. [color=fff200]Necklace of Strength[/color]: Increases Strength to that of Lycan level. Or increases strength slightly past that if already a Lycan or Vampire. *One available. [color=440e62]Staff of Power:[/color] Gives magic users a bit of extra power behind their offensive spells. Each one will hit just a little harder. *One Available. [color=6ecff6]Levitation Cloak:[/color] Allows the user to levitate 20 feet off the ground. [b]GM Note:[/b] Enchanted Objects are added occasionally. You do not have to pick your characters objects right away, you're allowed to wait until something is added that you like. ______________ [hider=FAQ][center][b][color=9e0b0f]FAQ[/color][/b][/center] I will add any questions I get to the FAQ. I will point people here if I or another GM have already answered a question. [i]Their goal is revealing supernatural life to humans right?[/i] [b]Yep, but that’s what the War is for. To decide whether or not they get to do that. This War allows them to settle their differences without humans interfering en mass.[/b] [i]Are the rebels human friendly or no? Is that why they want to reveal themselves?[/i] [b]They don’t really hate humans. They’re just tired of hiding themselves. I view the mentality as them not wanting to be ashamed about who they are and what they are. Think about it this way, some of these folks have human friends, some even have human family and they can’t tell them who they really are because if they do, the Council will straight up murder them and their family. Others do believe they are superior and should not have to hide. They all have different reasons for wanting to fight, but essentially want the same thing.[/b] [i]Is there a hierarchy in each species and fraction? Are Enchanted Objects assigned or chosen?[/i] [b]Little of both on the assigned/chosen part. I'm going to edit this in as I forgot, but every human character is guaranteed an Enchanted Steel/Silver weapon as one of their enchanted objects. It doesn't take one of the ones available, and they do not have to take it. If they do, however, they only get three other enchanted objects. The ones found in the Wasteland give your faction an enchanted object. Those are then put up in the Enchanted Object list for choosing. This is why I encourage people to wait before picking all of the enchanted objects available to their character as one might come along that they really like. I may also decide to give your character an enchanted object if you write a particularly fantastic post in the Wasteland. It depends. Also, keep an eye on those spheres people, they are better than they seem.[/b] [b]No, not really. The DarkWorld faction and the larger world answers to the DarkWorld Council. The rebels have their own council. It’s just called The Council, but most decisions are made via vote. Outside of that, they don’t really have much in the way of War Leaders. It’s mostly just random raids and battles. No real tactics involved.[/b] [i]How are Darklings usually seen by other species? More specifically, other vampires and demons?[/i] [b]Darklings are rare, there are only a few of them in existence. They can create Vampires and Vampires can then create other Vampires. Demons are rarely seen[/b] [I]What are specific differences between what sorcerers and warlocks can and can't do? What obstructs a warlock from simply making a ton of enchanted items with their runic magic? Also, how quickly does a warlock prepare and cast a spell whilst completely unprepared?[/i] [b]There is nothing preventing the Warlock making a ton of enchanted items, but he can't activate them all at once. He has to power the specific spell he needs. For example if he has a ring with a rune on it that allows him to release a blast of energy and a ring that allows him to blast forth a fire ball, he can only power one of those spells at a time. You're also limited to what you can carry of course. You can haul a backpack full of magic items if you want but you're going to have to go looking for the specific one you need for its specific spell. [/b] [B]As for how quickly he can make a spell unprepared, it's about as fast as you can draw a rune. In other words you're probably dead if you're unprepared for that situation. Sorecerers are Wizards basically and they do everything a Wizard can do. They can also cast multiple spells at once.[/b] [i]First off, are we controlling factions, groups within the factions, or single characters? It's implied that the answer is single characters, but I'd just thought I'd check. Secondly, the three defending, three raiding rule - is that a firm rule? It's just, I can imagine 6 people actively trying to "win" would get hectic quickly. Will there be a posting order for each group. And what limitations are there for magic? Could A warlock have a different rune on each fingertip for example, and activate each in turn? Can a Sorcerer incapacitate a foe by trapping them inside a nightmare? Will a spell list have to be put forth and approval given for each spell known?[/i]? [b]1. Single characters. Your characters and NPCs make up the factions. 2. This is a good point. It isn't a firm rule, I knew how I wanted this to work, with a winner I did not know. Raids though can get hectic. I will assign a posting order after people approach me to do a Raid. I am open to suggestions if you think there's a better way, but I thought about it a lot and I think this way works. 3. I have a storyline for both the Rebel Faction and DarkWorld Faction. There's also something that happens once there's a winner that will launch a mini storyline. So yes, plenty of RP downtime. 4. A Warlock can only activate one spell at a time. He could do that, yes, but he could only activate one at a time and usually within a second. Sorcerers are Wizards. Just another name for them and no they don't have that magic. Just elemental magic, telekinesis, wards and force magic. They can do cool things with that, but not illusions and dreamlike magic. That's touching on what I call High Mages and High magic. Which won't be in the RP. 5. As for the limitations, there aren't many. Wizards use their will and that can tire them out. Takes a while though. Warlocks and Witches are limited by the spells they prepare, needing to cast one at a time and that's about it. Other than some resisting their magic. 6. As best as I can put the spell approval list, if I feel you've used a spell that doesn't work with your character class, I will tell you.[/b] [i]Since I'm tempted most by a Warlock, could you tell me if their runes are one-time use or would they need recharging, and if it is the latter, is the time taken similar to switching spells, longer, or shorter?[/i] [b]1. Switching spells doesn't take long, about as long as it takes to decide to switch and put power into it. A second, maybe two. Kinda depends on how long it takes for you to focus on that specific rune. 2. Use it as long as you like. As long as the rune is visible and clearly drawn, it will work. If it's on paper and it is torn up, it won't work. If it's a tattoo on your skin and it's disfigured some how, it won't work.[/b] [I]What degree of segregation is there between factions in the non-rebel areas? Are all lycans going to be living in the lycan area? I ask because I have this idea that my character could have adopted a child of an opposing faction after their parents were killed in a raid, with this character's help, unbeknown to the child. I just wanted to know how risky this would be for him to do.[/i] [B]None really in the non rebel areas. There are border houses and guards, but that's about it. Rebels have a ward like forcefield around them, but those with keys can get it. Those are magically linked objects that allow people to pass through the wards safely. All those factions are DarkWorlders and allies. It's them and the Rebels. So you could reasonably adopt a kid from them in that scenerio and people wouldn't care. Even if you adopted a child from the rebel faction. Most of these people aren't heartless.[/b] [I]So raiding requires a key? I think you mentioned the war has been going on from 2008-2014, so how much devasation has been caused by the fighting in this time? Is it very guerrilla based, or have there been large scale battles that all our characters would have heard of?[/i] [B]1. Raiding requires a key, but it's common and I'll give your characters one when you raid. 2. Not as much as you'd think. Anything destroyed can be easily fixed by magic. There are some sections of the city that are fairly destroyed though. Especially the Wasteland. 3. It's a mixture. People have heard about large scale battles. But they don't have specific names. Not like "The battle of such and such." They're just battles. Mostly it's little skirmishes and raids now.[/b] [I]Right, okay. I'm just wanting to build a picture of what it's like to live there. So, what is the most noticeable affect of the war on the day-to-day lives of the citizens? Are there lots of guards patrolling? A curfew? Is there propaganda/war-effort posters about the place? Are there places visible reinforced? And how about the city itself? Is it a modern city, or was it established by the Darkworlders long ago? What is the architecture like? I'm imagining grand gothic and mannerist buildings, but it is also set in the modern day, so are there skyscrapers and tramlines and the sort? How do you envision this city? I picture it as a European city, perhaps Ghent. You compared it in size to Chicago, but is it actually in America? Then I suppose there's the politics. What's the attitude towards the war? Who makes up the Council and how do they work? Is it a regime or a democracy? Are they vindictive? Tolerant? Is religion allowed? I imagine there's also some sort of racism, it's just how people are, so are tensions increasingly high due to the war? Any supremacist movements, groups that see this as an opportunity to try and push their doctrine and grow their numbers?[/i] [B]1. Most of the human citizans were compelled by magic or other means to leave the city. Most of the life there consists of fortifying their territory, or waiting until the next battle. There are families and such, but they tend to be fairly protected and try to do their best to stay out of it. Stuff happens though. 2. It's in America. It's a human city that's just been commandeered by the DarkWorld. People forced to leave, pretty much by compulsion. Humans who drive there or visit are either immediately compelled to forget and or eaten. xD As for how it looks, it's mostly like a regular city. There are buildings, small communities, houses, churches, etc. Looks fairly normal except for being overrun by Supernatural creatures. The city is also reinforced with magic. It's like a big "Keep away" field around it. People generally forget it's there or just don't notice it. 3. No propaganda or anything. They've set this place as their warzone and they are there to fight. The DarkWorld Council sends in troups as needed. It's pretty much a global council and the soldiers are from all over. There's a leader for each major city and an ambassy for smaller cities. They don't have many rules, and everything they do involves keeping the peace between humans and the supernatural. So, generally keeping it a secret. 4. Politics. I really didn't want to complicate this RP too much. So I didn't plan for politics to be apart of this. The Council has its own inner politics that can be deadly, but the War is pretty straight forward. They want the Rebels dead and they want to do it without open warfare if they can help it. So both sides agreed to fight within the city, whomever is left standing wins. The problem is that both sides have a lot of supporters and troupes. Some humans are even turned to send in. So basically you have a constant stream of new recruits for both sides. The council has one rule. Don't reveal yourself to humanity. Do so, and they wipe you and your bloodline out. That's all they care about. 5. Racial slurs do exist and yes there is the occasional fight between factions, some Vampires have a hatred for Lycans and vice versa but it isn't an open thing. It won't really be addressed to much or feature prominently in this story. Unless I get a cool idea for it. 5. No supremacy groups in the war right now.[/b][/hider] ____________________________ [center][b][color=1b1464]Your Role[/color][/b][/center] Your role in the RP is simple, pick a race, pick a faction, Rebel or DarkWorld and fight for that faction. Either you believe that the Supernatural should be public knowledge world wide, or you don’t. You could have various reasons for believing what you do. Maybe you hate the DarkWorld Council, maybe you believe in staying in the shadows. Whatever your reasons, you’re fighting in this War. ________________ [b]Important Rules[/b] 1. Do Not Be Difficult! I don't mind questions, but if you challenge everything I say or do at every turn, I'm going to be frustrated. If I must I will ask you to leave the RP. Don't make me do that. 2. Be Civil! Be Civil to everyone in this RP. If you aren't, you'll be asked to leave. 3. Do not under any circumstances, Godmod. 4. READ THE FAQ. No, seriously, if you have a question there is a decent chance I have answered it there. GM: Override Co GMs: Regitnui, Old Amsterdam, Ever*Unofficial.