Current
Let's get this Grey dust guy out of here, the dust gathering guild is taking new members. (Get it?)
10 mos ago
Hey raavendaas my status wasn't about you little guy you need to actually have 1x1s to be considered a 1x1 player not 10 pages of bumps π
1
like
10 mos ago
Just saw the most unwanted 1x1 RPer lose it all on the status bar. In more cordial news bloodlines 2 has been preordered
2
likes
11 mos ago
Like if you enjoy SFW RP.
6
likes
1 yr ago
CHICKEN JOCKEY!!!
5
likes
Bio
Hey @everyone
White Wolf Returns: A Homecoming for World of Darkness
For over three decades, White Wolf has stood at the bleeding edge of supernatural and horror storytelling. From Vampire: The Masquerade to Werewolf: The Apocalypse and Mage: The Ascension, our games helped shape generations of roleplayers, writers, and dreamers who sought meaning in the shadows.
Today, we are proud to announce that World of Darkness will once again be guided under the name that birthed it: White Wolf.
This isnβt just a name change. Itβs a return to our rootsβand a commitment to the future. A future where mature horror stories are told with care. Where community and collaboration are central. Where fans, creators, and licensees can find clarity, support, and inspiration under a banner they trust.
Simultaneously, we are announcing today that White Wolf will now be a publisher, as well as a licensor, of World of Darkness games. This means that we will continue to work with our network of licensing partners who bring you all the great video games, tabletop roleplaying games, card games, and more -- but we will also develop some new games internally, and publish them.
The first game that we will publish as White Wolf is Vampire: The Masquerade Bloodlines 2 as co-publisher with Paradox Interactive. We will announce additional games from White Wolf as the publisher later this year.
As White Wolf, we will: β’ Reinforce our legacy as pioneers of narrative-driven horror and emotional roleplay across all our products. β’ Provide clear leadership across all World of Darkness media and products. β’ Support creators with improved tools, transparency, and canon guidance. β’ Maintain rigorous standards for inclusivity, sensitivity, and collaboration in storytelling.
The night belongs to us all. Welcome home, Vamily.
@DeadDropI mentioned in the Int Check that Earth doesn't exist. Glancing at your CS, I can see that you'll need to edit to reflect this before it's worth reviewing.
Twenty-Six| McKraven Megacity, Planet Hellcat, Syntha Six System| 5'8 / 146 LBs | Female | Human
A P P E A R A N C E
Standing at five foot eight, this platinum blonde woman appears to be of average build. She has medium length hair which is free-flowing albeit covered by a beanie. She wears rather casual, ever-changing set of attire. Sweaters, vests, uniforms. Maintaining covers as pretending to be people you're not can be hard work, so a set style of attire is unusual for Ashley. Besides the changing attire, notably on her lightly tanned face are various scars - old, but noticeable when makeup isn't applied to her person. A gold heart-locket hangs around her neck, to compliment her appearance she usually tries to stand tall with her shoulders up and head straight.
R O L E Spymaster
S K I L L S
Holdout Specialist - Use to carrying various holdout weapons, firearms, and melee in varying conceable sizes. Ashley has seen fair use with them, in combat.
Information Broker - Managing and creating a huge network of dossiers, information and blackmail put Ashley on the map. Maybe for the wrong reasons, regardless - it's her knack for extracting information and compiling it is what makes her a major asset.
Oozing Charisma - Flirtatious, Over-confident and easy to talk to. Prying people for information, getting what she wants and getting where she wants has never been an issue.
A L I G N M E N T Change
P E R S O N A L I T Y Bubbly, talkative. Ashley is one to strike up a conversation, pry into one's background. It's her job to know everything so she'll make use of her skills to pry information and gossip out of others. Flirtatious in nature, Ashley uses her charm and looks to advance herself. Usually on the job where she's always on the move, grabbing information or people. She is rare to see mad as emotions is part of the game, some can't seem to tell if her friendship is valid or faux as every person is just another mark.
H I S T O R Y Born under the affluent Tolliver name, James Tolliver was a Space Naval Colonel for Arc Luminous's ever-growing space navy. Ashley found herself in a military, well disciplined and strict family early on in her life. Her mother was spacewoman in the navy as well, retired she was Ashley's support and guide for most of her life while her father was lost to his job, in space. Fighting off scum who preyed on the merchants in free space or Crux Tenebre. Growing tired of a uniformed and regimented life, Ashley often found herself on the streets of McKraven Megacity with other children. Gangs, cliques, and the sorts plagued the crime infested city. In her teenage years a crime wave hit the planet, it was all digital - but were based out of the central hub of McKraven (where they were later caught and tried). Ashley was part of that crime ring.
The Quikk Lifters, as they were called. Quick to empty out banks, corporate elites and other wealthy, affluent officials such as The Tollivers themselves. Needless to say, Ashley didn't rob her father blind, she wasn't even involved or aware. Her job fell to espionage, blackmail, kidnappings - the fun stuff. She became acquainted quickly with archaic hold out equipment, firearms, and tools. Push daggers, pocket pistols and other tools used for a passionate crime. Blackmailing was fun, but too boring and long sometimes - however, the payout was usually good. Kidnappings could get messy, especially if there was resistance or armed detail - some good people died for a lot of nothing. Espionage, high risk, high reward - always a thrill, always changing. It was what stuck to Ashley, surveillance, hiding in plain view, impersonating officials.
Of course, the world doesn't spin around with a missing axel. The law showed up, but this was later than expected as Ashley had been in the game for a while. At a higher management role in espionage, the Quikk Lifters were also known for its information brokerage - specifically on the rich but they always liked to keep tabs on everyone of interest. Like the Nova Dawn, an ancient ship that appeared to be a pre-cursor to mankind itself. Information was always scarce on the ship and it's crew but it surprised Ashley, even more, when it's crew appeared in her hideout, just before the federal authorities.
The old crew bought it, punched their tickets and the captain (a huge blueberry) was looking for the best. Of course, he extended his invitation to one of the best information brokers and espionage artists this side of the milky way. Jail never seemed to appeal to Ashley, money, freedom and adrenaline always seemed to push her closer towards to her goals. Her racing mind always thought after her actions, but before she could reflect she was off world. The risk was worth taking, of course - she had just put herself all in and now she's playing for keeps.
With everything to lose.
R E L A T I O N S ~
Tarot Card / A Quick Consensus
The Five of Swords is about self-interest. Society tells us to think of others, yet we resist. How can we ignore our own concerns and still survive? This dilemma comes from our definition of self. If we view our self as our personality/body, our interests become those that relate to that self. Do I have enough to eat? Am I happy? Do I have all I want?
We may expand our concern to those we love, but, then, how can we stop there? We are connected to everyone in the long run. In truth, our self is the world. What we do to that world, we do to ourselves. This understanding is so basic but so infuriatingly easy to forget day-to-day.
In readings, the Five of Swords can mean that you or someone else is forgetting this larger view of self. You are defining your interests too narrowly. If you try to get ahead in isolation, your actions will come back to haunt you later, one way or the other.
Sometimes this card implies a need to put your own interests first. If you are being abused or taken advantage of, you must get free. If you are worn out by demands, take care of yourself. If it is your turn, step forward and claim your due. Just be aware that if you hurt others in the process, your victory will not feel complete.
The Five of Swords also represents hostility - from a cross word to warfare. When the cords that bind us are broken, we experience dis-cord. This card can signify dishonors that are fairly open. Cheats, lies, tricks, deceits, even crimes. You may be on the receiving end, or be the perpetrator. Either way, hold to a larger view of who you are. Find the solution that is best for everyone...including yourself.
@DeadDrop I'd join but currently i'm full on RPs and in the process of making my next major RP project.
sniff
Take a Gander Boys and Girls for there at the foot of Hood is our Lasthope; our home. Ahead of us is either Adventure or our Ends We are the Band of Hood and
"We Dare To Live"
We don't know what's out there We don't know if there are armies of the Risen Or worst Beasts in Human Guise and we don't care We will Face them, we will overcome them. We may be the children of Lasthope but ours not Lost We will survive and our children safe.
[center][img]https://i.imgur.com/QZPXCu5.png[/img]
[youtube]https://www.youtube.com/watch?v=Pv0rUwqLsgk[/youtube]
[code]Hey @everyone
White Wolf Returns: A Homecoming for World of Darkness
For over three decades, White Wolf has stood at the bleeding edge of supernatural and horror storytelling. From Vampire: The Masquerade to Werewolf: The Apocalypse and Mage: The Ascension, our games helped shape generations of roleplayers, writers, and dreamers who sought meaning in the shadows.
Today, we are proud to announce that World of Darkness will once again be guided under the name that birthed it: White Wolf.
This isnβt just a name change. Itβs a return to our rootsβand a commitment to the future. A future where mature horror stories are told with care. Where community and collaboration are central. Where fans, creators, and licensees can find clarity, support, and inspiration under a banner they trust.
Simultaneously, we are announcing today that White Wolf will now be a publisher, as well as a licensor, of World of Darkness games. This means that we will continue to work with our network of licensing partners who bring you all the great video games, tabletop roleplaying games, card games, and more -- but we will also develop some new games internally, and publish them.
The first game that we will publish as White Wolf is Vampire: The Masquerade Bloodlines 2 as co-publisher with Paradox Interactive. We will announce additional games from White Wolf as the publisher later this year.
As White Wolf, we will:
β’ Reinforce our legacy as pioneers of narrative-driven horror and emotional roleplay across all our products.
β’ Provide clear leadership across all World of Darkness media and products.
β’ Support creators with improved tools, transparency, and canon guidance.
β’ Maintain rigorous standards for inclusivity, sensitivity, and collaboration in storytelling.
The night belongs to us all.
Welcome home, Vamily.[/code]
[/center]
<div style="white-space:pre-wrap;"><div class="bb-center"><img src="https://i.imgur.com/QZPXCu5.png" /><br><br><iframe src="//youtube.com/embed/Pv0rUwqLsgk?theme=dark" frameborder="0" width="496" height="279" allowfullscreen></iframe><br><br><code>Hey @everyone <br><br>White Wolf Returns: A Homecoming for World of Darkness<br><br>For over three decades, White Wolf has stood at the bleeding edge of supernatural and horror storytelling. From Vampire: The Masquerade to Werewolf: The Apocalypse and Mage: The Ascension, our games helped shape generations of roleplayers, writers, and dreamers who sought meaning in the shadows.<br><br>Today, we are proud to announce that World of Darkness will once again be guided under the name that birthed it: White Wolf.<br><br>This isnβt just a name change. Itβs a return to our rootsβand a commitment to the future. A future where mature horror stories are told with care. Where community and collaboration are central. Where fans, creators, and licensees can find clarity, support, and inspiration under a banner they trust.<br><br>Simultaneously, we are announcing today that White Wolf will now be a publisher, as well as a licensor, of World of Darkness games. This means that we will continue to work with our network of licensing partners who bring you all the great video games, tabletop roleplaying games, card games, and more -- but we will also develop some new games internally, and publish them. <br><br>The first game that we will publish as White Wolf is Vampire: The Masquerade Bloodlines 2 as co-publisher with Paradox Interactive. We will announce additional games from White Wolf as the publisher later this year.<br><br>As White Wolf, we will:<br>β’ Reinforce our legacy as pioneers of narrative-driven horror and emotional roleplay across all our products.<br>β’ Provide clear leadership across all World of Darkness media and products.<br>β’ Support creators with improved tools, transparency, and canon guidance.<br>β’ Maintain rigorous standards for inclusivity, sensitivity, and collaboration in storytelling.<br><br>The night belongs to us all.<br>Welcome home, Vamily.</code></div></div>