Post by Alex on Aug 2, 2019 19:39:46 GMT -5
Setting
Of Dawn and Dusk takes place in the town of Aurora Creek, located in Northern California just off the Trinity River, close to coastal redwood forests and the Klamath Mountains. It's a decently large town, with plenty to see and do, but far from a bustling city that never sleeps, and is surrounded by Pacific Northwest wilds.
Guidelines
Supernatural Types
At a glance, Aurora Creek seems like an ordinary city, but underneath lies many secrets and mysteries. Many are not aware, but this city possesses a higher supernatural population than normal. Perhaps it's a mystical presence here, or something in the air, or maybe it's just coincidence, but those in the know can see and observe it to be true. This guide here outlines the main types of beings you may encounter here.
Demon
Mage
Shifter
Therianthrope
Vampire
Of Dawn and Dusk takes place in the town of Aurora Creek, located in Northern California just off the Trinity River, close to coastal redwood forests and the Klamath Mountains. It's a decently large town, with plenty to see and do, but far from a bustling city that never sleeps, and is surrounded by Pacific Northwest wilds.
Guidelines
- While Of Dawn and Dusk is a fantasy RP, full of supernatural occurrences and other oddities, there still must be some element of believability. Characters are still on Earth, affected by gravity, limited by their species' capabilities, etc.
- Rules from the main Northbound RP carry over: mature content is allowed but sex scenes must fade to black; avoid powerplay, godmoding, and other forms of unfair RP; etc... Be appropriate and play fair, thank you.
- Children under five years old can only be NPCs, and there is no upper age limit though lifespans obviously vary depending on a character's supernatural state — just use common sense.
- While characters can dye their hair any color they want, their natural color must be something naturally found in humans. Mages have some leniency (like white or blue-black hair) but should remain within reason.
- Likewise with eye colors, they must be natural. Certain supernatural types may find exceptions: vampires can have luminous amber or red eyes when driven by bloodlust, demons can have any eye color and design when their demonic abilities are active (though they will normally take the eye color of their vessel), and therians can have any eye color natural for their species (e.g. werewolves with bright gold eyes). However unusual natural eye colors may be purchased at the shop.
- Adult characters should be no shorter than 4'9" and no taller than 6'6". Exceptions can be made when paid for at the shop.
- Shifters may start off with up to five vials of blood in storage. Common animals (cats, dogs, squirrels, rats, mice, birds, etc) are all free and may be obtained in-game. As for exotic animals, a shifter may start off with one for free (the player must have an explanation for how the character obtained it) and can buy more from the shop.
Supernatural Types
At a glance, Aurora Creek seems like an ordinary city, but underneath lies many secrets and mysteries. Many are not aware, but this city possesses a higher supernatural population than normal. Perhaps it's a mystical presence here, or something in the air, or maybe it's just coincidence, but those in the know can see and observe it to be true. This guide here outlines the main types of beings you may encounter here.
Demon
- Powerful creatures from another realm, which are often, but not always, seekers of chaos and destruction. Demons are not of any true earthly form. In order to appear as a human, they must take another body and use it as their vessel. Sometimes it is robbing right from the living, other times they will take a recently deceased body. Their bodies are susceptible to the weaknesses as it would otherwise be (though the demon can use its powers to enhance their abilities, which can potentially damage their vessel), and can even be killed, but the demon inhabiting it will survive.
Demons are, for all intents and purposes, immortal. They can lose their bodies, but nothing can truly destroy a demon, only will it away, or in some cases, trap and contain it, which could even be seen as worse than death. - Stats:
Strength: Physical abilities remain similar to that of their vessel, but can be enhanced using demonic magic
Senses: Equivalent to their vessel. Demons do not have enhanced sight, scent, touch, or hearing, but do have highly refined extrasensory abilities — they can passively sense auras/presences, magical currents, and other things most are not aware of.
Speed: When out of a body, a demon can travel incredibly quickly, but when in a body, they are limited to the body's capabilities.
Durability: Bodies can be destroyed, but otherwise a demon cannot be killed.
Magic Power: Highly enhanced and refined, with mental capabilities that surpass any mortal creature. - Abilities:
Possession - the uniquely demonic ability to steal and inhabit another creature's body. It's easier to take a dead body, as the soul is gone, but a more powerful demon can take a living one as well, by forcing the individual's consciousness into submission so that the demon can take control.
Weaknesses:Exorcisms, in which a demon is forced out of where it is taking residence
Containment, in which a demon is sealed inside of a vessel
Mage
- Mages, also known as witches, warlocks, or wizards, are practitioners of the magical arts. They seem like ordinary humans, and technically they are, except for their ancestral roots to an ancient lineage which allows them to be more in tune with the world's magic, and allows them to tap into it like second-nature. Some say this old lineage could be traced back to the demons, others say it is dragon blood that gives them this power. Some families possess a stronger connection to this ancestry, which grants them stronger magic, while others are weaker.
- Stats:
Strength, Senses, Speed, Durability: The same as average humans. Can be enhanced using particular spells, though the gains still pale in comparison to physically superior supernatural states.
Magic Power: Variable depending on the mage, their skill level and innate potential, but can vary from just slightly superior to extremely powerful and comparable to a demon. - Mages are the most capable of using magic and can do extraordinary things with it and have no notable detriments save for being in a "magic-dampened" area, where their spells will have no effect.
Shifter
- A race of people that can transform into any creature their heart desires. Their ability to transform is purely magical, and often very superficial and never quite exactly like the real thing. When shifting from memory, the shifter retains all the same abilities they would have in their human body, but there is one unique biological component that separates a true shifter from a mage dabbling in transformation magic...
- Stats:
Strength, Senses, Speed, Durability: The same as most humans, however when in a Perfect Shift, the shifter temporarily gains all attributes and abilities of whatever creature it has turned into.
Magic Power: Superior when it comes to shifting, average when it comes to anything else. - Abilities:
Shifting by image - when a shifter changes form based on their memory of what a creature looks like. These shifts are more superficial, and the shifter's bodily composition, ability, etc. remain the same, just their appearance has changed.
Weaknesses:
Perfect Shift - When a shifter consumes some blood from whichever creature they wish to be, they can achieve a perfect shift — they become exactly like that creature, not just in appearance but in ability. Their ability to use that perfect shift lasts as long as the blood remains in their system (roughly a few hours).Shifters are otherwise normal humans with normal human abilities, and perfect shifts are very limited.
Therianthrope
- Also known as therians, werebeasts, beast-men, and many more names. The most common and famous type of therian is the Lycanthrope, or better known as werewolves, but there are many other types of werecreatures as well, such as werebears, werecats, and more. The defining characteristic of a therian is the ability to shift into a large, bestial creature with the cycle of the moon. They do not have full control over their animal form like shifters do, but have far greater raw power and speed, even in their human forms.
- Stats:
Strength: Already stronger than normal in their human forms, a therian becomes even more powerful in their beast form.
Senses: Enhanced, roughly similar to the animal they are connected to.
Speed: Much quicker than humans with improved stamina. Some therian types are faster than others, especially when shifted.
Durability: Slightly more durable than ordinary humans in that they can shrug off blunt force trauma more easily, and they heal quicker when under moonlight.
Magic Power: Average. - Abilities:
Shifting - the therian's ability to transform into their animal form, which varies by the therian. Some therians' beast form is more animal-like, while others take a more bestial anthropomorphic form. All are fierce. Therians are not able to shift by will, though some can shift more easily than others. Transformations are triggered by the lunar cycle, and occasionally brought on by stress or the instinctive urge to hunt. Lunar Connection - Therians have an affinity for moonlight. The energy revitalizes them and allows their wounds to heal extremely quickly as well as aiding in purging toxins from their body.
Resistance to Foodborne Illness - they are capable of consuming raw or even spoiled meat with no ill effects, and in general have a much hardier digestive system.
Weaknesses:Feral Mind - On top of being unable to truly control when they transform, therians don't maintain their full consciousness when transformed. They revert to a more primal, feral state and are unpredictable like wild animals.
The Need to Hunt - A therian must transform and must hunt and consume prey in order to survive and stay in peak condition, and can find certain things (such as the scent of blood) will trigger their instinctive predatory urges.
Higher Caloric Needs - Due to their transformations, therians burn through calories like fire does wood. A hungry therian can become extremely dangerous and even more unpredictable when it shifts.
Silver - weakens and burns a therian when they come in contact with it. Silver chains have been used to imprison captured therians and makes their transformations extremely painful.
Vampire
- The children of the night, long-lived and growing ever more powerful as they age, and they are capable of living centuries, or even millenia, if they play their cards right.
- Stats:
Strength: Preternatural strength. Vampires are much stronger than they appear.
Senses: Highly superior hearing, eyesight, and sense of smell and touch, which can both be a boon and a detriment. Sense of taste is altered.
Speed: Very fast and agile, some can move so quickly they're like a blur to mortals.
Durability: Very high - a vampire can survive most injuries that would kill an ordinary human, though they need blood to heal and can't recover on their own. Can only be killed by fire, sunlight, or massive physical destruction (such as decapitation or explosion).
Magic Power: Enhanced, especially when it comes to manipulation spells. - Abilities:
Immunity to disease and poisons, though a vampire cannot consume diseased blood
Weaknesses:
Enhanced physical prowess.
Immortality.Vampires are weakened by sunlight. If they are very well-fed, they can go out during the day but their supernatural abilities are much weaker and the daytime is harsh on their vampiric senses. If they are less well-fed, the sunlight can burn them.
Fire burns vampires like paper. Supernatural fire or light is even more potent against them.
Constant need for blood as they always expend it to heal injuries, use their abilities, and move. Vampires starved of blood lose their sanity and eventually become unpredictable rampaging beasts, the beast that all vampires must strive to keep at bay.