[hr][center][img]https://fontmeme.com/permalink/171105/abb18eeba53b4de6b530a8f1172cd286.png[/img][hr] [img]http://31.media.tumblr.com/cb4f6afc6bf2c275caf3cde924fb6da0/tumblr_mtr4e4BMte1rsbftzo2_500.gif[/img] [url=https://www.youtube.com/watch?v=94euqJCKQK8]In the Shadow of the Valley of Death // Marilyn Manson[/url][/center][hr][indent][indent][sub][h3][color=000000][b]► Premise[/b][/color][/h3][/sub][hr][color=8b8b8b]Salem, Massachusetts - 1692. The year in which it all began. The witch hunters came to town to rid of the growing witch community with dedication and fearlessness. Amidst the dark rituals and petrifying spells, the witch hunters stopped at nothing and fought mercilessly to give proper consequences to the unwanted, demonic force. A body of individuals practicing devilish, black magic casted friends and family against each other, tainting the air and setting the atmosphere of Salem, Massachusetts. What was thought to be an end of this supernatural advancement in history, was only the beginning of a better understanding of a realm of beings that have only been rumored to be true. As time went on, the witch trials that began soon became scarce and it was announced finished just to bring peace to the people of Salem, but any smart person would feel the cold, dark air that permanently contaminated such a beautiful place. The existence of supernatural beings were kept secret, but Salem, Massachusetts housed them all. It would be unrealistic to believe that each rabid werewolf or demonic witch kept their wicked race a secret; stories would often reach out to the people when sudden deaths and cold-blooded events would stir up — but there was always a cover-up, an alibi, a false story. It wasn’t just the supernaturals that worked to keep themselves secret, but the community itself was to be protected from the knowledge of their existence to save for an empty, deserted town to only be filled with a potential, growing force. Witch hunters became scarce since the powers of the supernatural realm only grew with time, evolving fast to fully reach their true potential. It took a skilled individual to really take down a creature of the night. In these days, it is said that it takes one to kill one. For several decades, they worked hard to keep their kin in check, excusing the occasional instances in which a werewolf would run rabid, a vampire would feast, or a witch would use an innocent for a sacrifice. It was a peculiar lifestyle, working to be a secret and not letting one’s supernatural abilities get the best of them. Although, there were feuds between the community. Perhaps it was for sport to save them from boredom, especially with a strong desire to properly exercise the skills of such powerful bloodlines. The voodoo witches rivaled the witch covens, the werewolf packs rivaled the vampire covens, and the witch hunters were now out to extinguish them all. Today, casting aside all rivalries, all revered individuals in the community, all supernatural battles, and all differences between each vile race, a coming shift was felt among each person within the community. The supernaturals were becoming too comfortable, too prideful, and it was nearing a time in which a proper, threatening force were to come to eliminate them all. The mystery remains unsolved and perhaps it was the paranoia-induced fears among foretellers and those containing precognitions of a coming armageddon that ceased all civil wars and petty battles. A silence has stirred up and many lose sleep during the night(or day). Bad omens and warning signs are experienced by everyone within the community. Whether it be strange symbolic writings produced in the strangest of places, or the death of a supernatural by unknown causes, or rabid supernaturals that roam endlessly trying to kill. Mind control, unknown writings, peculiar symbols, repetitive visions of the beginning of an end — all of these factors introduced a fear for a cataclysmic era within the supernatural realm. But what is the solution? Should this be a matter to be feared? Is this simply a scare? The signs are apparent and the fear to be had was appropriate, even for the strongest supreme witch, pack leader, or coven leader within the community. Where does the average hunter stand in such a situation in which they are being aided, yet still threatened? To kill just one supernatural calls for a destructive battle, so to kill them all in an act of genocide would cause terror a great length outside of the community. Should the safety of the people be one to question? Is this force supporting the cause of eliminating supernaturals or is it a mere war of sport and games from a powerful figure exercising his abilities? It is now that a rising force is being welcomed, instituting a diversity of races, packs, and covens, to build some sort of agreement to educate and protect one another from what is to come. Consisting of several strong assets, this force seeks to build a safe haven and to also establish a long awaited, and necessary, band of individuals to ensure peace within the community. Whatever you may call it, only those with open minds choose to participate, many of which cannot cast aside their differences, choosing to ignore the concept, or even retaliate this treaty. The choice is yours. Will you band together as a community and defend against the intimidating force to come, or will you keep to your foul pack or iniquitous coven? Will you protect your loved ones, or stick to yourself? The fate of your life is in your hands, as it always has been, in Salem, Massachusetts. [/color][/indent][/indent] [indent][indent][sub][h3][color=000000][b]► Nobody is Useless, in Salem, Massachusetts[/b][/color][/h3][/sub][hr][color=8b8b8b]Whether you’re used to fulfill a ravenous vampire’s thirst, a starved werewolf’s hunger, or an immoral witch’s ritual, your purpose in the hell known as Salem, Massachusetts will always be of great use. [/color] [hider=Vampires] [center][img]http://media.tumblr.com/tumblr_mb313pwOyz1rboq4lo1_500.gif[/img][color=ff0000][b][u][h3] V A M P I R E S [/h3][/u][/b][/color] [color=8b8b8b]Vampires tend to fit two categories. The first is to be an elder; an elder has grown more powerful over time, is typically wise and very knowledgeable, and has survived the antics of hunters. The second is to be a pawn; a convert of an older vampire who is wild, unfamiliar with his/her new powers, and a prime target for hunters for their lack of skill. Few of them actually survive to age and calm down; those that do can be considered lucky. Although, there are many that are in between, on the verge of becoming an elder vampire as they live out their centuries of life. They generally seek leadership from an elder for advice and guidance. • They are immortal. • No, they are not all pale. In fact, they all have different back stories and ethnicity. They do not sparkle in the sun light and their eyes are not golden. They appear to be rather normal. They do not transform into bats. • Their are chances that they are converted with gifts of specific abilities, some more common than others. The chances are random and are generally based around their "embedded" personality traits. The vampiric abilities are always correlated to mental aptitude and the types of abilities are all based around the mind, i.e. telepathy, precognition, hypnotism, pathokinesis, mental shielding, tactile telepathy, sensory deprivation, etc. • They have the usual bonuses for supernatural strength, speed and agility, and an accelerated healing rate. • They live naturally forever. They can be killed by a stake to the heart or by decapitation; though not feeding for an extended period of time greatly weakens them. They are also weakened by vervain, and large quantities of the substance can be fatal. • They sustain themselves off of blood, whether it be human or animal. Most opt for human blood because it is richer and sweeter, especially if drunk from a witch, but there are some who choose not to partake in harming a human. The coven even has humans called blood slaves or pets that they drink off, though they tend to get possessive of their own. Recently feeding on rich blood offers a slight boost to a vampire’s power and awareness. Not feeding weakens them. After two weeks,, they decline human strength. After three weeks, they are severely weakened and become animalistic. On the third week, they decay on the spot in a gruesome display and die. • Sunlight for shorter periods of time causes a tan and a severe skin irritation. Staring into the sun may blind a vampire. Being exposed for too long (two hours on a very warm day) will make their skin red and extremely hot. After five hours on the same day, they begin to burn to death over the course of one more hour. The local vampires have rings that were gifted to them by witches centuries ago that make sunlight much less damaging, and simply gives vampires a tan and slight skin irritation after several hours with no further damage. • They do not procreate. The only way to become a vampire is to have ingested and contain two feeding sessions of vampire blood at least twenty-four hours before death. Ingesting vampire blood makes an individual lusty for more blood and become aggressive, almost feral in nature. It may also cause hallucinations after the second feeding. It is poisonous to werewolves.[/color][/center][/hider] [hider=Werewolves] [center][img]http://media.giphy.com/media/cQISLN4RuNhiE/giphy.gif[/img][color=0055ff][b][u][h3] W E R E W O L V E S [/h3][/u][/b][/color] [color=8b8b8b] Werewolves typically live to be 100-150 years old, and generally live normal lives with society. They typically live in packs, though Salem has a rather loose pack, and one that is not territorial enough to remove outside werewolves that come into town. • They are not all tanned or dark. They are bigger than the average wolf, but not by absurd amounts. They all have the same eye color as in their human form with a more intense stare and brighter glow. The alpha of a pack is often notably bigger than the other wolves, but not overbearingly so, they are naturally easier to depict as the leader. They can either partially morph (after much practice) or completely morph in seconds, though their clothes are not saved unless removed beforehand. • They have a pack mentality, more so than humans or a witch’s coven. After spending enough time together (2-3 years) they develop a sort of neural connectivity that allows them to speak to each other up to several miles. • They are gifted with accelerated healing, supernatural strength and speed/ agility. When they are highly emotional or, put simply, completely pissed off, they are able to ignore pain up to but not including fatal wounds from their main weaknesses. Their canines are just as sharp as a vampire's bite and may cause hallucinations if someone survives a neck bite. Their strength, speed and healing applies to their human forms. • They can breathe underwater indefinitely (though they are quite slow when in werewolf form this way), and are almost heat-neutral when transformed. The same effects apply to a more limited extent in human form. They are vulnerable to sharp reflections and highly sharp noises. • Werewolves not immortal and can be killed by silver (must be a solid mass embedded in skin, though ingesting it in powdery form can severely damage their insides), ingestion of wolfs-bane, and decapitation. Other injuries may weaken them, but cannot kill them. Years of healing allows them to regenerate lost body parts. • Save for things that may kill them, werewolves are slightly resistant to magic, more so than other supernatural beings. A witch’s curse does not quite hit them at full effectiveness, for example, though it still cannot be ignored. • Werewolves may reproduce. Children have a random chance to be human or werewolf. If they are werewolf, there is a 60-85% chance of death at childbirth for a human mother, and the same chance for a werewolf child. For a werewolf mother, the child is more likely to become a werewolf, and the mother is likely to live past birthing the child. • On every full moon, every werewolf is forcibly transformed. There is no exception to this rule. It is a painful process, especially for younger wolves. The process makes them feral, rampaging beasts that have an inclination towards tearing apart whatever life they come across. Conversely, it grants boosts to their strength, speed, stealth and regeneration. They may wear special necklaces granted to them by witches upon the full moon that allows them to mostly control themselves at a slight cost of their boosts that makes them stronger than normal. Any other day, they may transform whenever they like, though they may feel cramped if they have not transformed after approximately one week.[/color][/center][/hider] [hider=Witches] [center][img]https://media.giphy.com/media/dAACb8JmbPu80/giphy.gif[/img][color=000000][b][u][h3] W I T C H E S [/h3][/u][/b][/color] [color=8b8b8b] Witches are not satanic entities that wish to curse all of humanity and drag mankind to hell. Some, yes, have ulterior dark motives; however, they are watched by their sisters in their covens and as such don't have many opportunities to try and take over the world. The are not gnarly old ladies; most in fact look young beyond their years. A 40 year old witch can pass off as 20 by her natural looks and a potion here and there, and an old witch has rather few wrinkles. They are, at least by fellow witches and other supernaturals, considered preserving entities of nature. This is caused in no small part by the fact they've helped vampires and werewoves over the years, though that was also partially inspired by a desire not to be eaten for their rich blood. Over time, many different branches of magic developed, ranging from wicca magic, shamanistic magic, voodoo magic, necromancy etc. • Magical affinity is inherited, though how much affinity is purely random. Some are quite strong, while others are only capable of minor manipulations. They often drift towards specialties that their affinity grants easier access to. • Witches typically fall into the following branches. They can dabble in multiple areas, but the average witch specializes in one. Normal ones tend to specialize in natural manipulation, elemental magic, short-term enchantment, scrying, and in rare cases, Dark Magic that saps upon the user's soul and can be used to potent ends. Voodoo witches may work with illuison, charms, manipulating the properties of items such as dolls and figurines, alchemy, curses, poisons and sophisticated forms of Dark Magic that include intricate rituals (though rituals do not necessarily have to be dark). Normal witches have more spontaneous spells and effects, while voodoo witches often require preparation, considerable knowledge to get the spells right, and a variety of ingredients. Voodoo magic, however, may survive much longer than standard witch magic. • Dark Magic is considered taboo. Hunters, vampires, werewolves, and fellow witches band together to destroy witches of this type, as it often includes sacrifices and the dark practices associated with witches in general. Death spells are the most potent, but the darkest and most frowned upon. Excessive use of dark magic taints a witch and damages the ability to use other branches of magic, as it is a corrupting influence that is about as addicting as heroin to use. • It’s common for witch covens to rival each other — a great example being the wicca coven versus the voodoo coven. • Typically, witches have heirlooms passed down over the course of generations. • Witches are as durable as humans, though they can cast some protective spells. However, they have lifespans that can naturally reach about three centuries.[/color][/center][/hider] [hider=Hunters][center][img]http://images5.fanpop.com/image/photos/31700000/-allison-argent-allison-argent-31768962-500-281.gif[/img][b][u][h3] H U N T E R S [/h3][/u][/b][/center] [color=8b8b8b]• The Hunters are, simply put, humans who hold some sort of grudge against supernatural creatures. They frequently operate in groups, and many of the most notable of this category were born into their role. • Those born into their roles typically have heirlooms that have a special power to them; typically, items enchanted by witches that were taken from their former owners as bounty. • A hunter’s job is extremely dangerous; they are typically underpowered and outmatched. Those who live past the age of thirty in this occupation are considered powerful and almost godly, though they’re simply hardworking men and women who likely encountered luck more than once. • Hunters are more likely to acquire items that work towards a given supernatural being’s weaknesses. [/color][/hider][/indent][/indent] [indent][indent][sub][h3][color=000000][b]► OOC[/b][/color][/h3][/sub][hr][color=8b8b8b] This concept is spawned from a role-play that had a bit of trouble lasting by [@Silence Sounds]! I’d like to thank her for the ideas, some of the content, and for giving me a creative idea to get going! As well as a template for an OOC/Recruitment thread! Sadly, she is currently inactive, but I don't want to take credit for the creativity that she put into this! So, this is your classic supernatural RP taking place in, none other than, Salem, Massachusetts! I tried my best to make this as different as possible, trying to stray away from such mainstream, supernatural concepts! To summarize the plot — it is essentially a mystery to the players. A coming oblivion is foreseen by many and the rumors are spreading very fast that supernaturals are to watch their backs from a realm-ending terror. I don’t want to reveal what it is that will be threatening the realm(partially because I haven’t really come up with something super clever YET), but that just adds the fun to the mystery! ALSO, I’m new to GMing, so it’d be cool if ya’ll would be patient with me. If anyone has any questions, feel free to ask! For now, I'm only looking to see if this catches anybody's eye! If I have a good group of players, then I'll definitely kick this off! My idea starts out with a meeting between the supernatural entities, probably just the leaders though. This was called to try to provide clarity and understanding of the signs they've all been given. In the mean time, they are to try and set aside their differences and century-long quarrels to try and come up with a solution for the situation at hand.[/color][/indent][/indent] [indent][indent][sub][h3][color=000000][b]► Playable Roles:[/b][/color][/h3][/sub][hr][/indent][/indent][indent][indent][color=8b8b8b][b]Only suggestions, players aren't subject to feel the need to fill these roles. [/b][/color][hider=Roles Inside][color=8b8b8b][s]Leader of Vampire Coven[/s] Coven Member #1 Coven Member #2 Coven Member #3 Alpha of The Pack Pack Member #1 Pack Member #2 Pack Member #3 Supreme Witch Witch or Warlock #1 Witch or Warlock #2 Witch or Warlock #3 Supreme Voodoo Witch Voodoo Witch #1 Voodoo Witch or Warlock #2 Voodoo Witch #3 Head of the Hunters Hunter #1 Hunter #2 Hunter #3[/color][/hider][/indent][/indent]