I think I have something for everybody here!
Whilst these plots are based on settings of a gameline, I am not
looking purely at system games for this; I feel that each setting is strong enough with flavour to write freeform games around. I have written a few freeform games based around the varying supernaturals and that includes some on this very site. If you'd like to do something with Mages, Werewolves, Fae and Undead, then these are for you. I've tried to explain specific in-lore terms below so as to not confuse those interested but who are new to some of the supernaturals detailed here.
suit the Paranormal Investigator genre if interested; you can play either a human or supernatural getting involved with general weirdness in the worlds of darkness. If the general stories down below don't grab you, perhaps doing something like this involving the races as a whole might be more your thing.
Let me know if that's the case.
Vampire:the Requiem Not interested in vamps right now
Beast:the Primordial (coming soon)
Demon: The Descent
Not your traditional Angels & Demons...
Our world is kept in unchanging order by the God-Machine
. An advanced alien quantum computing network that has mastered physics, it has become a part of reality itself as it manages the status quo of all things. The God-Machine presents itself as various gods of mortal worship to instill unquestioning faith in it's human pawns, it's cogs lie constantly hidden... In infrastructure held within facilities, hidden both in plain sight as fronts and in extradimensional quatum states across reality. Ethereal nodes enact it's will, called Angels
by it's worshippers, these drone-like servants do whatever is dictated to them by the Machine's network. Those who go outside of their Mission perameters however are know as Demons
and are hunted by the network with extreme prejudice
...Current Human Cover appearance;
(Demons can swap appearances, so face-claim here is optional)
Catalyst: Unscheduled Demolition
Current Cover Rank: 7
Primum: 2 (leaves 5 Merit dots)
Merits (5 dots)
Esoteric Armory 1, Bolthole:Arsenal 1, Danger Sense 2, Resources 1.
Once, a Guardian-Angel was constructed and sent into reality, simply told 'Do not let your target fall to their destined attacker's hand'
. The Angel's target to guard was a specific person needed by them, they were a specific piece of Infrastructure... So the Guardian was sent to protect them, to avoid their death at another's hand. Things got out of hand
. The Angel struggled to defend their charge... In a last ditch gambit, this Guardian ended their charge's life instead of their destined killer. Not part of their assigned task, they Fell
. They were now a quarantined piece of the machine's network, a Demon
The newly Fallen found itself locked in a corporeal state, it's old assigned human cover now acted as a sheath for it's now corrupted biomechanical form. Whilst it was free to walk it's own path outside of it's set infrastructure, it could no longer feed from these places to power the scant abilities it was left with. But now it could
sense the entropic waste energies the God-Machine produced, known as 'Aether
'. Through collecting aether the demon is more able to hide
from the God-Machine and it's Angels whilst they were hunted by their former network...
Instrumental; Strike First (Cipher, 1st Key): The demon can reflexively make it so it strikes first in a melee.
Cacophony; Shifty Eyes: The demon can attempt to will a person to not trust a target and give them a negative impression of that person.
Mundane; Unperson: The demon can attempt to make someone unable to prove their identity; IDs are discounted or thought to be faked and even friends and family don't recognize the target. This power will last for one scene before fading away.
Exploits tend to call attention from the God-Machine and may compromise a demon's cover unless a demon concentrates their willpower against it.
Affliction: By burning a bit of it's stored aether, the demon can try to place a curse on someone. They can go mad or suddenly fall sick, get shunned by those around them or fall mute. When the demon uses this exploit it also chooses an outward sign that others can sense, marking the target as cursed, such as boils, a disfigurement or a change to the character's voice or smell. It lasts until the demon decides to remove it.
The demon appears as a mix between both biological and mechanical, scarred flesh gives way to cogs and gears across it's joints, ethereal blue light shines from its eyes and metallic horns adorn the thing's forehead. It's hands are weaponised claws that are equipped with both wrist blades and can be launched forth to grasp at foes further away. It was forged originally to act like a guard dog for their mission and built to place large gaps between attackers and it's ward along with taking up attacker's time rather than have them go after the real target.The demon can burn a bit of aether stored in it's body to manifest one of these forms. It takes another burn of aether to revert back, no matter how many were activated for the partial transformation.
The demon may also make a full transformation, which also partly heals damage they may have taken and they gain two bits of aether from it too. Being in demon form makes compromises to their cover once reapplied easier to gain. This gets worse for every scene the demon stays in their true form. Like partial manifestations, a demon needs to burn a bit of aether to return back to their human cover.Modifications;Blade Hand
: On reflex the demon can shift one hand into a melee weapon, which cannot be disarmed.Inhuman Reflexes
: The demon manifests cogs and pistons along his joints, enhancing his dexterity and mobility.Olfactory Enhancements
: The demon's nose shifts into a wire mesh with LEDs under in it, gaining an enhanced sense of smell.Process;Body Modification
: The demon manifests scars and grooves on it's form as it may take from it's levels of strength, dexterity or toughness to boost another of the three.Propulsion;Tether
: The demon manifests a grappling device on it's body that can be used to reach any place 20 yards away or grapple, restrain and pull a person towards them.Technologies;Aura Sight
: The demon's eyes glow faintly blue as they can read aspects of the target's aura, to do with their mood and what put them in it.Demonic Horns
: The demon manifests large horns from it's forehead with which it can headbutt someone, causing damage and stunning them.
Now disconnected from the God-Machine's network, the Demon must avoid being exposed and taken back to be reforged as it walks a quest for the Cipher, a promise of revelation programmed into it's very being. It is faulty in the eyes of the God-Machine, although now the Demon views the world outside of it's former quantum dogma, as humans see it, with free will for the first time
. Whilst others may want to reintegrate, this demon now given a life of it's own wants to live it
, away from the hunting eyes of the Angels. To do this the Guardian must become the Saboteur...
These are blank templates that can be filled in more in story discussion before writing starts.
#1: When the Demon Fell, he needed help getting set-up, this character is a Demon from an agency who introduced mine to character #4. Alternatively they can be the first person (mortal or supernatural) the Demon made a Pact with to get themselves more set up in reality.
#2: This person (likely with links to the supernatural in another way) suspects the Demon may not be human, but has no proof... yet.
#3: A Demon that knows the location of my character. Due to mutual dirt the pair have on each other they have a very uneasy alliance. Could be an Exiled Angel (an angel who has slipped through the G-M's cracks and is stuck on Earth indefinitely, but has not Fallen) instead of a Demon.
#4: Another Demon, though one my guy trusts more than anyone else. They are a well ranked member of a Demon agency that set up my demon at his current workplace and is there to help with their Cover when needs be.
#5: This character has been investigating my demon since they arrived back in town after their Fall (can be mortal or a supernatural). Someone who remembers my demon back when they were an angel and the guardian of the person they killed making them Fall, they've been working the case for a while now but running in circles thanks to my demon using their Embeds.
Along with these character ideas, your character may be a Demon, mortal or supernatural who gets involved with the Demon in some other way. This could be either in the fallout of the Demon's plans against an Infrastructure (many front as a business, perhaps it's where your character has a job?); your character's eyes opened to whats happening around them... Or maybe they're someone bonded to the Demon via a Pact; where your character is offered something in exchange for part of their identity they no longer wish to own. The Demon can also slide copies of his Embeds and Exploits into items called Gadgets
that can be of some use to a non-Demon through a Pact, perhaps your character
To survive the Demon acts as a Saboteur, working to hack and take down the God-Machine's Infrastructures. Built originally to defend
, the very form they were given, they failed in this task and now they destroy just to stay alive
... There is something tragically poetic I think, in that. Plot-wise I'm looking for someone who will journey with my Demon as they figure out their place in a world where they don't belong, to try to stake a place outside the Infrastructures of the God-Machine or to find a place with them
... They must keep an ear out for Infrastructures just so they know they and their loved ones are not being targeted... Perhaps through interacting with others, the Demon may learn to gain more of a place in the world. As they go, does my Demon hold leverage over your character's soul or are the pair equals on the Highway to Hell?
No Interest in this atm... Please check my other supernatural characters, all of which are available to play with!
Vampire: The Requiem
Vampires are among us, sleeping through the day and venturing out in the night, walking among us to hunt, to drink blood for the Vitae it contains, so they can continue to exist in the modern night and carve a small part of the city for themselves. For they know better than anyone, they are not alone in the night and worse things hide in the shadows, eager to tear everything else apart
The plot I'd like to play through for my character in this is of a Nosferatu trying to attain Golconda, which is a legendary enlightenment that supposedly alleviates a vampire of their curses. Because the Nosferatu are all slightly off in some way, even if it's just a scary aura they are burdened with and then they are looked down on by other vampires, I wanted to write about a vampire as more of protagonist than a villain. However, as you'll read below, there are specific dark paths my Nosferatu can walk down aside from his need to feed off blood...Nosferatu Face-Claim:
Blood Potency: 1
Coil of Blood (First Tier)
Resources 1, Status (Ordo Dracul) 1, Haven Size 2, Chapter Library (TBA) 1, Geomantic Nexus 2
As a Nosferatu, my vampire character is somewhat off and unable to really make a social connection, which he craves. He has joined the Ordo Dracul (a kind of occult group that experiment to cancel and lessen vampiric weaknesses, started by Dracula himself) to alleviate the vampiric affliction he is tainted with and is attempting to further develop a Herd of humans to feed from or gain himself a Ghoul (a human fed vampiric blood which cancels their aging and gives them some of their master's supernatural abilities but are not otherwise sired) to bond with him.
Perhaps your character may be the person my Nosferatu recruits to make into a Ghoul (this will mean there is a D/s dynamic to the story due to the addiction of wanting my Nosferatu's sweet and tasty blood to drink) or perhaps your character is another Vampire, either bonded to my character's addictive blood or not. It would depend if you'd want the Master-Slave dynamic in some regard or not.
I see the Nosferatu as someone who has trouble making a social connection with his prey and wants to, though as of yet he has not placed someone under a Blood-Bond to him. Perhaps the potency of his blood is still quite low from being embraced more recently. Or he could be a more powerful vampire that is looking for the newest pet to replace the old one that broke, it's your call. Plot-wise I'm mainly looking for someone to travel alongside this vampire as he tries to find his place in unlife and journey to cure himself of the taint that makes him what he is now. They can be a willing partner or a slave indentured to the addiction to his blood, your call.
Werewolf: The Forsaken
Once our world was Pangaea, a singular world where Father Wolf policed those of Spirit and those of Flesh and maintained the balance between both. However, Father Wolf aged like any creature under the sun... When they got too weak to perform this task, his children bore by Mother Luna took the painful job of slaying Father Wolf to inherit their role. But taking away Father Wolf was not the natural way of things and thus came the Sundering, where the world of spirit and world of flesh split, separated by a barrier known as The Gauntlet. Mother Luna in grief for losing her beloved, cursed her Werewolf children (known to each other as the Uratha) to forever be burned by her metal, silver
. The Spirits now barely tolerate the Uratha, holding them responsible for creating the Gauntlet that keeps them bound in the reflection world of Shadow. The Uratha know that from that day, they were Forsaken
In this story my favoured character is named Grey Shadow
Blood: Little Spirit Syndrome (Challenger)
Grey regains 1 willpower through rushing a superior ranked spirit on his own.
He regains all willpower when entering Kuruth to avenge a slight against his Locus.
Bone: Staunch Defender (Hedonist)
Grey gains 1 willpower when he puts defence of the Locus over attacking a trespasser.
He regains all willpower when he calls the hunt off to go to the Locus' defence.
Physical Touchstone: The Oldest Friend.
Grey and him have been friends since they were kids, still calls Grey by his real first name, decades later they're still in touch.
They're the one guy who's there for Grey. He keeps suggesting for Grey to stop cash-in-hand and they get the old band back together.
His friend's gone through a rough time, he's been calling Grey to talk and he may be considering dark options. Grey is the only company he has.
He doesn't want to ignore his friend's calls, but he's denying his other passion of the Shadow and it's denizens.
Spiritual Touchstone: The Locus.
The Locus is Grey's charge, his main purpose and calling in the Pack. He stands a vigil in it's defence, nurturing it since he was a kid.
He's put his heart and soul into maintaining the area that holds it. Doing what he does here is his passion, always something to do.
However he cannot be there all the time and the forces surrounding it are getting too much. Grey doesn't know he's burning out.
He can't die defending this, though he has nurtured the area for decades now. His friend needs him as much as the Locus.
Primal Urge: 1
Kuruth Trigger: Blood.
Partaking in human blood is alien to Grey as a spirit hunter and he reacts badly to it.
Safe Place 2, Dedicated Locus 2, Resonance Shaper 3, Spiritual Blockage (fighting merit, 2), Anonymity 1
Grey is an Itheaur (wise ones who find change more natural in the Crescent Moon) of the Hunters in Darkness tribe (A tribe of Werewolves who are skilled in the defence of their Hunting Grounds). A Werewolf who lives off the grid, he uses his spirit lore to protect his hunting grounds own Locus (a natural and physical item of local spirit magic). Due to the Locus naturally emanating spirit essence and causing a weaker barrier between their world and ours, nebulous spirits are gathering to lay claim to the place. Grey Shadow, like all Uratha has a variety of additional gifts and rituals thanks to his natural connection to the spirit world. These are listed here;
Crescent Moon Gifts;
Shadow Gaze: By paying a bit of essence, Grey can more easily empathize with spirits and directly discover a ban or bane they hold.
Spirit Whispers: By paying a bit of essence, Grey can whisper a command to a dormant spirit where they may give a single sentence of requested information.
Grey holds the Facets of Wisdom and Purity, which he uses in the following ways;
Purity: Nature (Pack Kin, Beast Ride), Warding (Predator's Claim, Boundary Ward).
Gift of Nature: (Purity) Pack Kin: Grey can pay a bit of essence to inform and a single predatory animal join his Pack, the gift takes around an hour and a half to enact. They will understand any order given to it by the Pack and also feel a sense of loyalty to them, so finding it easier to avoid coercion or other social manoeuvring to anyone from without it.
Gift of Warding: Boundary Ward: Grey pays half the essence he holds to ward a vast area (up to two mile radius) to warn him when a specific type of being enters the warded area, giving him a tingling in his mind and a sense where the trespasser crossed the boundary.
Wolf Rite: (Wisdom) Sacred Hunt; Grey wears a mask representing the prey and in a circle with claws or weapons for the non-Uratha marked in the blood of prey, dance in a circle as Grey representing the prey they will hunt as the others chase in a mock hunt ritual. This puts all Uratha under Siskuh-Dah Condition and if a spirit is killed, their essence goes to the hunters along with any gifts or rites they may know.
Perhaps your character will be a potential ally for Grey Shadow, or someone else he can turn to eventually. They may be another werewolf or maybe one of the special 'wolf-blooded' humans whose First Change hasn't occurred yet. You can also write a normal human, either already part of his Pack or someone yet to join who just bumps into him. Your call, same as whether Grey acts as the dominant protector (thus adding a D/s element) or he takes your character into consideration when they hunt as an equal, depending on your wishes for their relationship.
Along with helping Grey defend his Locus, the pair can also bond over building a Pack Totem together (the pair make a spirit a patron to help them with their cause). He'll need to successfully defend the local Locus from attack but also repair the Gauntlet from any Host (spirit claimed human) attacks too. One more aspiration is to find another rites-master to learn how to create a Fetish (a powerful item/weapon with a spirit sealed inside it).
From there, our characters will need to work to heal the source of the problems, a nearby Wound (a place where negativity has gone and infected the spirit world to a horrifying degree) in the Gauntlet before it spreads far enough to encompass the hunting grounds and threaten everything the growing Pack has built for itself...
Promethean: The Created
Promethean's are beings created as artificial humans, from Frankenstein's Monster and Galatea to Golems, Homunculi and other attempts at being brought back from death or into life by a demiurge creator. The divine fire inside them mirages them as normal humans, though their true selves flicker under the surface in the intangible disquiet mortals feel meeting them. So they work for the 'New Dawn', when they wake up as a normal mortal human, their Great Work of gaining a real soul complete.
My character is from the lineage of Ulgans, who in life had a gift to commune with spirits and became Ulgans when torn asunder and reformed by spirits summoned to them. Erick was bestowed at creation to see into a person's subconscious, which occasionally may aid his quest. Constantly he is followed by a choir of spirits that will reach and possess mortals that he gets too comfortable with or who spend too much time near him... So he quests for the New Dawn that he may finally settle and be left in peace.Erick the Ulgan;
Direction Sense 1, New Identity 2, Kung Fu fighting style: 1, Acid Stomach 1, Weatherproof 1, Elpis 1.
Dreamsharing: Erick does not dream his own dreams but ends up in others mortal dreams instead. From within he may attempt to control them.
Saturnine; Azothic Awareness. Erick can sense the Azoth of other Prometheans at a greater range.
Contamination; Detect Impurity. Erick can see into someone and detect a person's main vice.
Disquietism; Soothe Disquiet 1: Mortals are better able to resist the disquiet felt from Erick when they meet him.
Prometheans walk Paths of Refinement to become human... Erick has followed the Path of Cobalus (Cobalt) in a quest to understand impurities, to cleanse them (and such cleanse the spirits from shadowing him) and now currently walks Plumbum (Lead); the quest to learn and document the Promethean condition and not shy from the disquiet or the emotional instability of Torment. In this Path he hopes to find a tutor, a more experienced member of his kind to teach him the next step to the New Dawn.
Your character may another who is wandering alongside Erick, or maybe they are somebody else that he happens to meet as they newly arrive in your character's home town/city. Either way the pair are fated to be together as Erick walks his Pilgrimage to become 'a real man'
. It is a quest for Vitriol, a special substance created inside his Promethean form upon hitting milestones in the quest. Vitriol helps to flare up the Divine Fire that sits within Erick where his soul should be and makes it grow to transmute into a soul. A mentor can help with that, but Prometheans are rare, maybe 100 span across the entire planet in total, including Erick and possibly your character... So the quest is on
Promethean is a road trip game. Prometheans cannot risk spending too long in a place, lest they cause disquiet in those they interact with or turn their surroundings into a Wasteland as the ground they stay at ends up rejecting their soulless presence. This is a story of finding oneself and the hope is come the end, that Erick will find his humanity and earn his happily ever after with your character.
Geist: The Sin-Eaters (Do you like Shinigami, ghosts and Grim Reapers?)
In death, people may leave behind a ghost, a psionic echo that tries to complete the dead's unfinished business as they're bound to anchors, things filled with emotion and memories of the dead. Some ghosts can replace these anchors with an aspect of death or
sometimes a death-spirit finds a ghost and absorbs it... The result of this is a Geist
. Geist may return to the living world through 'The Deal', offering to shunt away the death from someone on the cusp of dying if they agree to have the Geist come back with them. If the person accepts, The pair bind souls, becoming a Sin-Eater
A Sin-Eater is not
possessed, they are empowered by the Geist who lives now vicariously through their Sin-Eater, happy to feel life once more. A Sin-Eater finds they can interact with incorporeal ghosts as if they were normal people and gain an uncanny knowledge about the measure of death through a 'deathsight' ability. By dealing with ghosts, Sin-Eaters collect plasm, which fuel their Geist and it's Manifestation powers. Because ghosts know when they're seen and are desperate
for help to finish their unfinished business, the Sin-Eaters need to defend themselves, so they must send ghosts from the living world to gain plasm to do so. Thus a cycle of helping the dead pass on begins...
My character, The Plague
and his Geist, 'The Bloodletter'
After a bloody accident in the outdoors, My character was due to die from a case of blood poisoning. They could only wait until it was all over... Rather than die however, at the last minute a Geist came before him and offered The Deal
. Accepting, he recovered and came back as a Stricken, a Sin-Eater that survives deadly illness and upon returning to health, become tougher for it. Taking the name The Plague
, he lives now as a "Necromancer", wanting to make maps of the Underworld or drinking from it's Rivers to gain it's abilities. Having tasted death once, they wish to learn more about it and gain it's secrets.
Int 3, Wits 3, Resolve 2
Str 2, Dex 2, Stamina 2
Presence 2, Manipulation 3, Composure 2
Academics 2, Computer 1, Crafts 1, Investigate 2, Medicine 2, Occult 2, Politics X, Science 1
Athletics 1, Brawl X, Drive X, Firearms X, Larceny X, Stealth 1, Survival 1, Weaponry 1
Animal Ken X, Empathy 1, Expression X, Intimidation 2, Persuasion 1, Socialize 1, Streetwise 1, Subterfuge 1
Merit: Resources 1.
The symbol of the bond between Geist and Sin-Eater comes in the keystone, the final anchor of the Geist. This Geist's keystone takes the form of a rusted over penknife, which can be summoned from within the Sin-Eater's body at any time to be used and cannot be lost. By burning plasm through it, the Stricken gains skill in outsdoors survival and general navigation (the knife will glow and point a light in the direction required. The penknife holds the keys to unlocking the Phantasmal and Stigmata powers of their Manifestations (noted below).
The Sin-Eater wears as a charm a scarf that is tainted with death energy from a Silent death, from someone who died of exposure to the cold. The death energy within is ripe to be tapped in a Dedicate Charm ceremony to become a new Key. If so, it will unlock these new powers;
Stillness Marionette: The Sin-Eater can will a corpse to jerk and spasm to move upright or open it's eyes. It can make brief weak-strengthed actions for a scene or by spending plasm, it can be jerked into movement for one hour per plasm spent.
Stillness Oracle: The Sin-Eater gains insight to a corpse they find, instinctively gaining medical or investigative knowledge that they needed.
These are rituals that work due to the Sin-Eater's connection to ghosts and the Underworld, rather than the Geist bound to them. They are simple extended actions that bring about a specific event the Sin-Eater wants to enact. These actions become easier to perform however as the bond between the pair strengthen and the control over and gravity of their ectoplasmic reserves increase.
Krewe Binding: In a place rich with death and eased by taking narcotics beforehand, the Sin-Eater and all those who would join their Krewe cut their palm, spill blood and lay down together in a trance, where they bond in revelation. It takes around an hour to form the krewe. New members can join in around half an hour.
Pass On: The Sin-Eater helps a ghost in the Underworld to pass on, bypassing their unfinished business. The Sin-Eater may find it easier to perform this with a piece of the target's body or a photo of them in life, the ghost must be willing and ideally have taken out one of it's anchors too. A personal item of theirs is also needed. Over about the span of ten minutes, the Sin-Eater tells the ghost to prepare themselves and does a burning ceremony, through which the ghost then fades away.
Dedicate Charm: Over the space of around an hour of preparing a Charm by decorating it using specific imagery or decoration, appropriate to the death energy within there, this informal ceremony unlocks a Key held by the death energy within the item (see Charm above).
By focusing on the Geist's keystone, the Sin-Eater acts as a channel for the power it now shares with their Geist, 'unlocking' the below abilities to use.
Phantasmal: The Sin-Eater falls comatose when exuding their plasm to form their inner Geist's body, which they can control.
Stigmata: Upon using the penknife to cut themselves and let out plasm, the plasm will form as a tendril grasping a target ghost, penalizing any action they take that falls against the Sin-Eater's will but also making actions they do wish for them to perform easier. Works best against weaker, younger ghosts. Must spend more plasm each hour if they wish to keep this level of coercion up.
Oracle 2 (Both of these cost plasm to enact. Other ghosts and Sin-Eaters can see the Stricken's eyes glow when in use)
Phantasmal: The Sin-Eater can detect lies being told to him and also gains the ability to persuade others more easily when crafting their own lies.
Stigmata: The Sin-Eater can scrutinize a target ghost and find out a choice bit of information about it. Works easier on weaker, younger ghosts.
The plot I'd like to write would be about a specific treasure deep within the Underworld, which my character is on a quest to find, alongside your character and maybe even other Sin-Eaters that form up a Krewe. What they're looking for exactly can be up for discussion and for now I'm keeping open, it can be an item, a person or perhaps some hidden knowledge as some examples.
Your character may be another Sin-Eater or maybe someone else brought into my character's activities, perhaps through an interaction with a ghost, maybe a passed loved one of your character... Maybe your character was haunted and owes a debt to my character for solving the issue. They could also be someone my character has taken under their wing, someone newly bound to a Geist or maybe even an unbound naturally gifted medium. This all depends on how even you would like the relationship to be, if your character owes mine one, we can introduce D/s dynamics if interested.
The pair will be venturing into the Dead Domains of Tartarus, where the plot's MacGuffin is located. That'll mean coming into contact with (and maybe coming into conflict with!) the strange denizens down there, such as the Kerberoi who police these realms (named after the legendary Cerberus) and the mysterious Chthonians, the ancient unknowable denizens of the Underworld that feed off any ghosts they find in the deepest shadows in the deepest depths... Whether your character chose my mine to help them get the MacGuffin or my character convinced yours to go, that's your call. I'm looking to show off lots of weird and wonderful visuals and lots of different locales to wander through before they gain the unique treasure held in the Underworld's depths and the quest is complete.
A Character; Johnny Dante
Johnny is my Mortal character for Nwod games.
Johnny is a normal mortal man who happens to live in the same world as all the other supernaturals listed above. However as each race holds up a masquerade to guard them from Hunters and the like, as a normal mortal he has no real idea that such races as theirs walks the Earth. He has come across a ghost or two and had some interaction with a Sin-Eater, but does not know what makes a person such a thing, so he doesn't think vampires, werewolves etc, are real. Johnny is special however, in that he has recently discovered that the Underworld is a real place, though he does not about how to access it yet.
This information was passed to him by a chance encounter with a ghost that managed to escape the Underworld for a short time, so he knows now that such things are out there in the world. Still grieving over the helpless of losing his mother, his driving purpose is to now find the ghost of her in the depths of the Underworld and speak to her one last time. I'm looking for someone who would like to play a character (either mortal or a supernatural of some kind -not just the ones listed here-
) who may join him on his quest and perhaps the pair will learn some things about themselves along the way. If you'd like to write alongside him, whether in freeform or using the nwod system, please go ahead and PM me with ideas... Because Johnny happens to be a normal mortal man, there is not a story he wouldn't be able to be slipped into in some regard.Note;
I will not
be taking requests from people wanting to play Johnny's lost mother... The event of what happens when Johnny finally is in a place to meet her will be the end of his story, she is not so much a character but a MacGuffin that pushes him forward and acts as a motivation for him. Instead I am looking for people who would help or even hinder Johnny in achieving his goals and will go with him into the Underworld once he gains access to the place. Part of the story will him figuring out to open one of the Avernian Gates that lead there and taking that fateful step.
Name: John Dante
Concept: Grieving Otaku
Brief Bio and Integrity system Breaking Points (marked in bold);
Johnny is a young man dealing with the loss of his mother from terminal
cancer. He has been bothered since this event by what he sees as his
biggest failing... Before he ended up caring for her, Johnny's mother wanted
to go before she got too bad, however this was not to be and Johnny ended
up watching her die a little each day... Until the end came. He hates the
fact that being unable to let her do this feels like a betrayal. He never again
wants to betray a loved one.
Johnny has been unable to let go of this line of thought and wants desperately
to somehow make amends. He has learned through his quest for forgiveness
to this point, knowledge of the occult... It was through this this he learned
the reality of the Underworld and will stop at little in his quest to gain access
to this place, even taking information by force if he has to about it.
Still, Johnny is a sympathetic guy and one who worked to care for his mother
in his own time, so the thought of encountering the victimization of someone
helpless, the pure anthesis of what he tried and did, bothers him significantly.
Through this, he has his own specific level of integrity and what he deems is
right and wrong.
Johnny is the type to put himself out if it helps someone. However in his past,
as a little kid, he experienced a ghostly haunting. Through a specific line of events,
he managed to banish a ghost to the Underworld, when he could have helped
the Manifest ghost with their unfinished business to pass on peacefully. Due to
his young age and his parent's rationalizing of the Numen witnessed as impossible,
he has forgotten this has happened. It is likely though that the ghost he banished
is still dwelling in the Underworld and has not forgetten this youthful transgression.
Johnny is putting his all into this foolhardy quest because (he hopes) in finding
his mother in the Underworld, he'll see her as she was when she was well...
Although this is incredibly unlikely. He still needs to find her ghost there, if she
even has a ghost to begin with. The most traumatic thing for him in watching
her go through her terminal illness was that he happened to encounter a
loved one clearly not acting like themself anymore, that she went some time
before she truly died. Johnny really just wants to share a meaningful last
goodbye with someone he loved and lost.
Find the soul of my dead mother (Long-Term)
Find a way to enter the Underworld
Show my worth to the party
Crafts 2 (Drawing)
Firearms 1 (Called Shots)
Animal Ken x
Socialize 1 (carousing)
Merits (7 dots)
Allies (Assorted Friends and Family) (1)
Encyclopedic Knowledge: Science (2)
Improvised Weaponry (1)
Leather Jacket (1/0 armour, protects torso and arms)
Fandom T-shirts (+/-1 to social pools)
Suit (+/-1 to social pools, not always worn)
Digital Recorder (1 dot version)
Laptop (+1 to computer pools)
Cash on Hand (1 dot of availability)
Housing (which holds assorted useful items, 1 dot)
Beast: the Primordial (Coming Soon...)
Changeling: The Lost (FAERIES!!)
I'd like to play a Changeling:The Lost game, one where a brand new changeling (For those who don't know the setting: a human taken by the True Fae to the Faerie realm, turned fae who then escaped back to Reality) is thrown into the two mixed worlds of reality and the fae. This new changeling will be taken under my more experienced character's wing and shown the ropes, so to speak, of the fae goings on in the human world.
My character is Pan, who is an Oneiromancer (A Dream Mage). As a Darkling Nightsinger their changeling Mien or true form is that of a charismatic satyr of the night. Since their escape from the Fae, Pan has gained the ability to communicate with ghosts of people they know from signing a contract with the shadows and shades of this world. As such, Pan on occasion offers work as a medium to those close to him... For a price, of course and that's what a well balanced Pledge is for...
Pan has made the following contracts, offering glamour to the beholders in return for these magical abilities;
Contract of Shade and Spirit, clause 1 & 2
The ability to communicate with ghosts they knew.
They can also let others interact with ghosts by placing some of their blood on the person's forehead.
Contract of Dream, clause 1 & 2
Learn a piece of knowledge of the Hedge when pricking finger on one of it's thorns.
The second clause allows control of others dreams completely by touching their sleeping form.
Goblin Contract: Sight of Truth and Lies
The ability to tell a lie told by someone, but must speak truth also when using it.
Oneiromancy is to be a dying art... Not many people want someone looking into their dreams to defend them from Fae intrusion anymore, even amongst other Changelings. Pan is looking to make a Pledge with another to help their dream-state, this itself is a way to get vengeance against the Fae who took him away from his former human life (his true motivation), as the True Fae like to come into people's dreams and torment them. In dreams, Pan has more power than in reality, he is more able and so he has a chance to beat a True Fae there. The other thing he'd be looking to do in furthering his Oneiromancy business is trying to set himself up in the local Goblin Market, a strange travelling bazaar filled with hobgoblin creatures that buy and sell all kinds of strange knickknacks, a perfect place for a dream mage to tout his skills!
Meditative Mind 1, Market Familiarity 1, New Identity 2, Hollow:Size 1, Resources 1, Mantle (Dusk) 1.
Whilst the C:tL setting doesn't deal with the Seelie and Unseelie courts per se, a similar Sun and Moon Court for the Changelings exist if you'd like that dynamic kept (aside from name change, they're essentially the same). There is also in some Freeholds the additional Courts of Dawn (The Court of Hope and who believe in 'Change for the Greater Good') and Dusk (The Court of Fatalism and 'Moving Forward, though Doomed'. At this time, I tend to play my character as a Dusk Courtier).
Changelings most normally in their Freeholds have four Courts based on the Seasons (Spring, Summer, Autumn and Winter) and lots of conflict can equally happen between these four if you'd like to break away from the usual Seelie/Unseelie types of fae. If you do not know much about these new Courts, I can discuss their ideals with you in greater detail upon discussing story.
I've seen alot of people asking for faery stories of varying types... So if you like faeries, let me know what about them you like and I'll see what I can do for you!