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Author Topic: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)  (Read 4853 times)

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Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« on: January 30, 2016, 09:01:44 PM »
Hello and Welcome!
Thanks for stopping by to check out Sundown Seattle. We're excited you're here!

Here's a bit about THE GAME HISTORY AND SETTING


SUNDOWN SEATTLE




Vasilias
Antonio Mariatti
AMELITA
Alpha
Lucian Maan
AJTRUE
Supreme
Reveka Isabel Estrada
FLOWER
Vampire Hunters'
Guild Leader

Christopher Durante
CEREVAN
Werewolf Hunters'
Guild Leader

Nathalia Rocha
KOKAINE
Witch Hunters'
Guild Leader

Garrett Steele
EMJAY

Welcome to the Emerald City, where an estimated 3.6 million people make their home on a narrow isthmus between Puget Sound, Lake Washington and surrounding areas. This mecca of art, culture and industry, commonly called Seattle, represents a show place of American ingenuity. At least if you don’t look to closely. Or if you’re human…

Seething hidden from human eyes just below the surface is a volatile world of werewolves, vampires and otherworldly politics that threaten to boil over and rip the city apart at its very foundations. To stave off destruction, the land has been carved into territories by warring factions to maintain an uneasy truce.

In the north, all territory belongs to the Green Lake Pack, a centuries old Wolf pack lead by Alpha Lucian Maan. The wolves live tied to a pack mentality, where dominance struggles and infighting to determine hierarchy often shorten their long life spans. While the south has been claimed by the Seattle Familia, a ruthless group of vampires who answer to their Vasiliás, Antonio Mariatti, who rules with an iron hand.

While there may be fighting between the two, both wolves and vampires alike unite in their hatred of the other and the disregard for humans who have fallen largely beneath their notice as conflict rages between the groups. Rouges, be they wolf or vampire, do not long live once entering Seattle unless they petition for a place in Pack or Familia or leave with all due haste.

Stretching between the two territories is a tract of land considered neutral ground. This land are shared by the Pack and Familia for hunting purposes, an uneasy détente in place for the time being. But strange disappearances and unexplained deaths have been plaguing Pack and Familia alike the last six months and the détente is wearing thin as tensions between the two factions rise.


Now a centuries old foe has reemerged, Witches. Thought by Werewolves and Vampires to have been hunted to extinction during the dark ages, no one is prepared when an evil witch gathers a coven of like minded fools and casts a spell meant to rid the world of their supernatural enemies. Only something goes wrong and instead of killing all Werewolves and Vampires, the spell backfires, causing destruction and mayhem on a global level. The spell cast is supposed to target only those carrying the gene that allowed the body to survive the change into Werewolves and Vampires. But instead, the spell tracks not only those already changed but the humans in which the gene lies latent.

In the blink of an eye, seventy percent of the world's population lies dead where they stand, Human, Werewolf, Witches and Vampire alike. Those left behind struggle to survive the chaos the world is thrown into as it's infrastructure is shattered. Worse yet, all of humankind becomes aware of the supernatural beings living among them. And the Hunters Guild, a secretive group of humans who've been trained to hunt and kill all supernaturals for generations, a bogey story told to young wolves and new vampires alike, re-emerges from the shadows to wreak havoc with those left behind.

Can the witches who survive the spell and are outed to the Werewolves and Vampires convince the others they mean no harm? Will the Werewolves and Vampires rally to fend off the Hunter's guilds? And will the Humans, who learn that the things that go bump in the night are real, adapt to living with their more supernatural brethren? Only time will tell what lies ahead for Sundown Seattle.

WOLVES
 
VAMPIRES
 
WITCHES
 
HUMANS - WIP
  Culture and Terminology 
Culture and Terminology - Werewolves

  • Alpha- The Alpha of a pack, (and note this is not a reference to 'alpha male personality'), is the leader and his wish is any other pack member's command. To become an Alpha one must challenge the current one and they will fight until one of them is dead. There are no 'retired Alpha's', only dead ones. The Alpha can give commands in a certain manner which forces his pack or pack member to comply. A pack wolf cannot refuse, as its innermost nature will torment them until they do as commanded.

  • Biter- A wolf who deliberately turns humans at any opportunity, usually a feral wolf. Biters are considered a risk to packs or other wolves in the territory because they do not protect humans during the incubation period of Lycanthropy in their system (Inception), nor after, causing various risks of exposure to human communities and development of ferals.

  • Cub- A young wolf, either a teenager with inherited Lycanthropy or a human of any age past teens who's been turned (infected Lycanthopy). Cubs have far less restraint than mature wolves. They shift accidentally because of stress or emotions and they tend to be reckless, impulsive and unpredictable. These traits are less prominent while they are in human form but still present. They are under normal circumstances guided by the wolf who bit them until they reach maturity and this is expected of any wolf who infects a human. This is usually a period of three to eight months.

  • Feral- A werewolf whose wolf form is largely dominant of the human one, to the point of human thought and emotion getting pushed into subconscious. This can happen for a variety of reasons, the most common ones being isolation from other wolves since during inception or cub months or severe physical or mental trauma. Ferals are a threat to humans.

  • Inception- Lycanthopy's incubation period from the time a human is bitten and until the first shift, which happens on the first full moon after infection. Inception is a confusing and difficult time as wolf senses and tendencies are bombarded onto a human who is in no way capable of controlling them properly. Examples would be sudden bouts of aggression or lust, and hyper sensitivity to sound, scent, taste and light.

  • Infected Lycanthropy (Bitten wolf)- Humans bitten by a werewolf will suffer a physical and mental transformation down to the very core of their genes. They will in nearly every way be identical to wolves of inherited lycanthropy, the only differences being as follows:
    • A bitten wolf cannot resist shifting on a full moon at any point in their life (except when pregnant).
    • A bitten wolf's offspring might not inherit lycanthropy if the mate is human.
    • A bitten wolf cannot become Alpha of a pack. (The exception would be if every beta was a bitten wolf as well, but it would not match a born wolf Alpha in power.)

  • Inherited Lycanthropy (Born wolf)- The child of a born wolf will always be a wolf. Werewolves are sister-species of humans and have never been merely human nor will they ever be. A werewolf child will show no signs of its Lycanthropy until it shifts for the first time, which generally happens around puberty. Shifting for the first time from age 13-15 is common, but age considered normal would be 11-17. Advantages of being born over being bitten are:
    • A born wolf can learn to control their shifting even at a full moon.
    • A born wolf will always make wolf babies.
    • A born wolf can become Alpha of a pack.

  • Pack- Wolves always seek the security and community of a pack. Be it three wolves or thirty, they are most comfortable amongst others of their kind. They hunt in packs, they prefer living as close to pack members as possible, and they seek strength, empathy, warmth, loyalty and resilience from their pack bond. A pack is made up of a single Alpha and as many 'beta's' as they wish.

  • Pack Bond- The pack will in essence strengthen any wolf's own attributes when gathered. A wolf running solo is very strong but if he's running with his pack mates his strength is enhanced by the confidence in his pack. It is a purely psychological thing, but none the less powerful.  A pack is family.

  • Rogue- A lone wolf, one without a pack. Pack wolves aren't particularly fond of their rogue brothers. Being banished from a pack, abandoning a pack or being turned by a biter, feral wolf or another rogue are the ways a wolf ends up on his own. This is not common, nor is it generally desirable since pack mentality is deeply rooted in the rogue as any other wolf.

  • Shifting- Every werewolf has the ability to shift from human form to wolf form. They can shift at will as soon as they have cleared the cub stage, but only some born wolves can resist shifting on a full moon. Resisting the moon takes immense self-control and it is beyond a bitten wolf's ability to master in that context. Shifting is a painful process of bones and tissue snapping into different places and taking new shape. The first time is pure agony and takes a long time. As time goes by and they gain control, shifting gets easier, quicker and less painful. A mature, experienced wolf can shift effortlessly in a matter of seconds. A werewolf can only shift fully into a wolf or a human, there are no partial shifting phases, no disfiguring of features other than part of a full shift.

  • Telepathy- Wolves in a pack under an Alpha can communicate telepathically. Cubs can't control this, they might simply broadcast whatever goes on in their head at random times, but mature wolves have learned to control it and focus it. They can speak to a single member of the pack or a select few, or the whole group. Only the Alpha can communicate with wolves who are not within his or her sight (or close enough to pinpoint an exact location).

  • Werewolf Pregnancy- A pregnant werewolf will not shift at any time until she's given birth. It is not a conscious effort, pregnancy simply alters her hormones so that her wolf side is dormant, similar to how children do not shift. A pregnancy happens, works and ends in the same way as a human one, the difference being lack of multitude of issues human women may suffer that werewolf women avoid due to their enhanced healing rate and resilient physicality. This is the only time a bitten wolf will not shift during a full moon. A wolf's scent will change subtly during her pregnancy. It's not a change that others will recognize for what it is without other hints, however. There's no specific 'pregnancy scent'. The hormonal effects of a pregnancy (not shifting) will occur almost immediately, or within 24 hours from conception.
 
  Culture and Terminology 
Culture and Terminology -Vampires

  • Charm- a hypnotizing effect on humans, a learned skill. The benefits of this while feeding are a calm victim that surrenders to the vampire's will and thus allowing the feeding to go smoothly (and in most cases not fatally) if the vampire has been parented, as well as no recollection of this happening if the charm effect is withheld properly throughout feeding. This can be used in other circumstances as well, but is limited to the vampire's experience in applying it. A very experienced vampire who is used to this method of control could Charm a room full of humans to forget a portion of their lives, or implant certain memories to replace the ones they already have. Werewolves cannot be charmed.

  • Draining- transforming a human to a vampire by draining them of all their blood until they are at the brink of death and feeding them a small amount of vampire blood to trigger the transformation.

  • Familia- A group of vampires aligned and under the reign of a single Vasilias. When joining a Familia, a vampire undergoes a small blood ritual. The Vasilias bites them, drinks a small amount of their blood, and by that connects the vampire to himself and through him every other Familia vampire. The only time a vampire feels the effect of this is when the Vasilias uses it to order a demand telepathically.
     
  • Feral- a vampire that was not parented by a mature vampire through its fledgling stage and thus never learned to tame its blood lust, usually rogue vampires that Familias aren't too fond of having in their domain. They hunt for the enjoyment as much as for feeding and usually kill their victims. If they turn a human they do it by slaying.
     
  • Hunger- the primal need to feed, same as human hunger only for a different diet. This is what vampires learn to manage from being lust if they are parented during fledgling stage.

  • (blood)Lust- an uncontrolled urge to feed, resulting in feral indulgence and death of the victim in most cases as well as quite a mess because the vampire will not bother with charm.
     
  • Newborn/Fledgling- a vampire recently turned from human condition (derogatory term is childe). Newborns are unstable, unpredictable, unable to control their hunger if not under strict care of a mature vampire. This stage usually takes 3-8 months. Fledgelings are a threat to humans.
     
  • Parenting- when a mature vampire helps get a newborn through the fledgling stage by teaching them how to control their lust for blood and to utilize charm when feeding, allowing them to feed without killing the human. Intimate relations between the mature vampire and the newborn are ill advised.

  • Slaying- transforming a human to a vampire by feeding them a small amount of vampire blood and killing them right after, thus triggering the transformation.

  • Telepathy- Vampires in a Familia under a Vasilias can communicate telepathically. Fledgelings can't control this, they might simply broadcast whatever goes on in their head at random times, but mature vampires have learned to control it and focus it. They can speak to a single member of the Familia or a select few, or the whole group. Only the Vasilias can communicate with vampires who are not within his or her sight (or close enough to pinpoint an exact location). Vampires can communicate thoughts telepathically to humans, but humans cannot do the same so it cannot be a telepathic conversation but rather a one sided invasion into a human's mind.

  • Turning- the act of transforming a human to vampire, done by one of two ways, draining or slaying. Both ways include human death and revival into vampire life. No permanent death occurs. A vampire is not undead.

  • Vasilias- leader of a Familia. The Vasilias holds undisputed authority over the Familia and his words are law. Not doing his bidding, regardless of its ultimate context, is punishable by death. In addition to this the Vasilias has an ability to telepathically give an order to Familia vampires, and when he does they will feel a strong compulsion to heed his demand. The only way to replace a Vasilias is to challenge his reign and fight to the death. There are no retired Vasilias'.
 
  Culture and Terminology
Culture and Terminology - Witches

  • The Departed- The Departed is a term commonly used by witches to describe those who have turned from a path intended to protect humans from the selfishness of other supernatural forces, such as vampires and werewolves, to a path which is steeped in magic focused on self-fulfillment and greed. The magic used by The Departed has a sole purpose of bringing pain to all who encounter it, including its user. It is not uncommon for these witches to sell portions of their souls to demonic forces in order to obtain more power for themselves.

  • The Council– The Council is a group of seven put together to ensure there are checks and balances in the coven's community. They potentially have the power to override the Supreme's decision.

  • Coven- A coven is a community or gathering of witches, a group of believers who gather together for ceremonies of worship, such as celebrating the Sabbaths and honoring the gods. Although witches enjoy the protection offered from living as a mass collective rather than alone, there are no detrimental effects if one choses to live in isolation. In fact, upon coming of age, many witches take pilgrimages away from their home towns or cities, traveling mostly by foot, in order to visit where they believe to be the birthplace of magic. Sometimes, they find themselves settling somewhere discovering along the way.
     
  • The Sacrosanct- The Sacrosanct is an umbrella term used by witches to describe themselves. All witches obtain their abilities through biological development. At times, the magical gene can become dormant, for unexplained reasons, and then reappear generations down the line to the unsuspecting and unprepared. Every witch, upon the ragged inhale of their first breath, is considered to be a member of the Sacrosanct. Only when a witch forsakes the laws of her coven do they lose their natural status and privilege to be called such.

  • Supreme – The Supreme, a role which can be held by anyone regardless of their gender, is the witch responsible for the creation of the laws within a coven along with ensuring each member abides by them. Sometimes, they are called forth to issue punishment to those who tread too closely to violating them. The Supreme also has the ability to use more than one class of magic.

  • The Untested – The Untested is a term commonly used by witches to describe those who have not mastered their abilities. Although witches are born with the ability to perform magic, it is a skill which must be mastered and controlled, an ability even those considered full bodied witches struggle with at times. Some parents make the decision to have their children’s powers bound until they reach puberty, around sixteen years of age. A grand ceremony is held on the Samhain in their celebration.
 
  Culture and Terminology 
Culture and Terminology - Humans
Coming Soon!
      The Laws of Nature     
The Laws of Nature - Werewolves

  • Aging: A wolf will age the same way a human would, only at a slower rate after their first shift. A wolf will age the equivalent of a single human year in ten years of life. They have a hypothetical potential to grow around 900 years old, but reaching that age is extremely rare for the aggressive species, and their bodies and minds do start to grow weak and frail in old age as a human's would after the 700 year mark. Average life span of a werewolf is around 300, kept down by constant warring between them and vampires.

  • Appearance: A werewolf looks just like any human although they tend to be on the fit or slim side because of their fast metabolism. Their wolf form is identical to your average wolf with the exception of being slightly larger or about 6-10 inches taller on the shoulder.

  • Being fed on by a Vampire: If a wolf is fed on by a vampire it causes an immediate rush, a pleasant sensation. Afterwards though, the wolf will experience a kind of link to the vampire which reveals itself during sleep. Dreams will be vivid and strong and feature the vampire, often in sexual context. Vampires know this. The whole act of letting a vampire feed on one self is forbidden and very taboo, because of vulnerabilities it can present. Wolves in general consider this an underhanded weapon of vampires. The link lasts for about a week and then fades, unless there is repeated exposure.

  • Diet: Werewolves eat regular human food, and hunt animals for fresh meat. The hunt is part of their nature and a part of shifting at a full moon.

  • Sex: Female werewolves go through heat. For the average woman this occurs every three months and lasts a week at a time. During heat, she will experience greatly increased libido and her scent will indicate this to other wolves. The more mature a wolf is, the better she can control how much this affects her. At an average of 50 years old they've gained decent control.  A 100 years old wolf has, on average, full control. How much they choose to apply said control varies from person to person; some very much indulge in this week. Some male werewolves knot just before they reach orgasm. Whether they have control of this or not varies from person to person.
 
      The Laws of Nature     
The Laws of Nature - Vampires

  • Aging- a vampire will age with time, in the same way a human would only at a far slower rate. A vampire will age the equivalent of a single human year in fifty years of life. They have the potential to grow around 900 years old, but their bodies will begin to show signs of aging at around the 700 year mark, comparable to what would happen to a werewolf of the same age. Average life span of a vampire is in the 300's, kept down by the constant warring between them and werewolves.
     
  • Appearance- A vampire's skin will be a shade paler than in its human life, but not ghostly pale by any means. That is the only alteration from their human form, aside from their fangs. The fangs are elongated canines with the same shape any human canines might be only the edge of each tooth is razor sharp. The fangs retract and appear human but push forth when the vampire prepares to bite a victim. This is voluntary and controllable. Breaking their own skin with the teeth happens frequently but due to their fast healing rate this goes unnoticed most of the time.

  • Biology- A vampire is not undead, dead or in any way anything other than alive. When turned they are indeed killed but the transformation acts for the body the same way any medical means would bring back a person from cardiac arrest or the like. Their human life is over, but only because their genes have mutated as a result of a vampire's blood affecting them, leaving them vampires themselves. Note that this is knowledge no vampire automatically gains from simply being turned, they learn it if someone explains it. Hair and nails do grow at a human rate and need tending, they have a heartbeat and every part of their body is fully functional with one exception. They do not conceive. A vampire will not get pregnant or impregnate another. Survival of their species depend on turning others into vampires, not giving birth.

  • Diet- Vampires need blood to survive. (See blood deprivation in weaknesses.) They can eat any food but it will not provide them with nourishment as it did while they were human. They can substitute human blood with animal blood but need to feed much more frequently if they do so since human blood provides far greater nourishment. Some vampires have chosen to go 'vegan' in the past few decades. Feeding once a week off human blood is enough (if about 500ml are taken which is about the amount of blood an average sized human can spare without dangerous consequences of blood loss). Feeding on animal blood requires feeding daily and it needs to be a full 'meal'. One rabbit won't do, for instance (medium rabbit's entire blood volume would be around 180ml whereas the vampire needs 500ml to be sated until the next day). As such, typically, with smaller animals (unless the vampire plans on taking no more than a sip of each creature) the animal dies of blood loss.

  • Feeding on a Wolf- Drinking werewolf blood causes an immediate rush, a pleasant sensation. Wolves' blood has addictive qualities to vampires, making them crave more of that specific wolf's blood once they've tasted it, but overdosing on it is lethal. Wolves know this. The whole act of feeding on a wolf is forbidden and very taboo because of vulnerabilities it presents. Vampires consider it an underhanded weapon of wolves. The addiction lasts for about a week and then fades, unless there is repeated exposure.
 
      The Laws of Nature     
The Laws of Nature - Witches

  • Coven Connection- Although a witch can hold their own against opposition, they do have greater power and influence in numbers. A spell can easily be increased in effectiveness, or potentially be less draining, when there are multiple contributors to its creation. If a pair becomes promised to one another, magically bond to spend their lives together through incarnation, they share a link with each other, permitting them to feel the other’s emotions to a certain extent.

  • Inception- A witch is born, not made. Regardless of how one studies, the Way simply cannot be learned from dusty tomes or dedication. The spark, found in one’s blood, is required before power burns to a person’s truest potential. For The Sacrosanct only one parent, mother or father, is required for the child to inherit the gift. Sins of the parent do not fall upon the child. If a child is born to a Departed parent, they will have the opportunity to become Sacrosanct if they seek it.

  • Witch Pregnancy- A pregnant witch experiences some of the same symptoms as a human female would. One consequence of pregnancy is that the witch's powers become unstable due to the untrained baby residing in her body. In addition, witches can breed with both humans and werewolves. Their children have the potential to inherit one of their parent’s abilities. For example, a wolf and witch can potentially have either wolf or witch children. There is a small possibility their children might be human.
 
      The Laws of Nature     
The Laws of Nature - Humans
Coming soon!
        Physical Abilities       
Physical Abilities - Werewolves

  • Fast metabolism: Causes their core temperature to be higher than a human's and has all usual effects on physicality, such as high tolerance to alcohol and near constant hunger.

  • Heightened senses: Hearing, sight, taste, scent, sound, all heightened. More so in wolf form but also present in human form. Can be focused on tracking when in wolf form.

  • Quick Reflexes: In wolf form: Matching their vampire foes, young wolves can move about 30mph/50kmh and as they mature that speed grows to around 70mph/110kmh. In human form: They can run at top human speeds (20-30mph) and have generally fast reflexes. 

  • Stamina: They are able to push themselves for long bursts of physical effort.

  • Strength and healing: Healing at a fast enough rate to close a surface would in seconds and a deep cut in about two minutes depending on severity. Severed limbs do not grow back but will grow back on if replaced immediately. A window of about ten seconds applies there. Strength is a gradual attribute, starting with the ability to effortlessly lift 220lbs/100kg - 440lbs/200kg and going as far as effortlessly lifting 880lbs/400kg.
 
        Physical Abilities       
Physical Abilities - Vampires

  • Heightened Senses- Hearing, scent, taste, sight and touch are all enhanced ::) For better or worse.

  • Increased Strength and Healing- Healing at a fast enough rate to close a surface would in seconds and a deep cut in about two minutes depending on severity. Severed limbs do not grow back but will grow back on if replaced immediately. A window of about ten seconds applies there. Strength is a gradual attribute, starting with the ability to effortlessly lift 500lbs/230kg - 1100lbs/500kg (the latter being your average cow ::) ), and going as far as effortlessly lifting 3000lbs/1500kg (your average Hippo).

  • Quick Reflexes- A young vampire can move at about 30mph/50kmh and that speed gradually increases to be at around 70mph/110kmh. How long they are able to maintain this speed is up to age and experience. They do not need to move this way and if they choose not to, the skill will not evolve. Their basic reflexes far surpass those of a human.
 
        Physical Abilities       
Physical Abilities - Witches

  • Physicality- In most respects, witches mirror the same physicality of their human counter parts. The body types, physical strengths and stamina vary dependent on the individual. There is one area of the witch that sets them apart from their less evolved human cousins. The ability to perform magic.
THE MAGIC
  • THE BASICS- These are the skills every witch is either born with or can learn. Their proficiency at these skills varies dependent on the witches will, skill and linage.
    • Potion Brewing: The act of brewing and concocting magical potions. Skill varies from witch to witch.
    • Spell Casting: The act of changing and controlling events through the use of incantations and more.
    • Aura Reading: The act of being able to perceive auras, granting them the ability to determine if a being is:
      • Human (purple),
      • Witch (gold),
      • Wolf (green), or
      • vampire (red).
  • SPECIALIZED POWERS- Witches generally only ever have an affinity for one of these disciplines of magic. Thus making that skill their "Major" magic. Witches may additionally have a much small affinity for an additional discipline. Developing that ability to a much lesser but still wieldable magic. This is termed a "Minor" magic. Skill level for both again depends on will, skill and linage of the individual witch. The only exception to this rule is the Supreme who may master several specialized powers.
    • Astral Projection: The power to project the astral body from outside of the physical body in order to travel from one location to another.
    • Aerokinesis: The power to control and manipulate the element of air.
    • Geokinesis: The power to control and manipulate the element of earth.
    • Hydrokinesis: The power to control and manipulate the element of water.
    • Pyrokinesis: The power to control and manipulate the element of fire.
    • Levitation: The power to float or rise the physical body within midair through mental influence.
    • Telekinesis: The act of controlling and manipulating the movement of objects and persons through mental influence.
    • Clairvoyance: The power to divine through the perception of emotions, objects, people, or physical phenomena.
    • Empathy: The power to identify the emotions of another person.
    • Mediumship: The power to commune with the spirits of the dead.
    • Premonitions: The power to divine through the observation and study of dreams.
    • Psychometry: The power to divine through contact with or proximity to a certain object or person.
 
        Physical Abilities       
Physical Abilities - Humans
Coming Soon!
           Weaknesses           
Weaknesses - Werewolves

  • Full Moon: A bitten wolf cannot resist shifting on a full moon, and all wolves who shift on full moon are more feral than usual. All werewolves can experience a shorter fuse and a more present link to their animal side during the days leading up to a full moon, experience, personality and blood (bitten more than inherited) being determining factors on how evident this is.

  • Head, Neck and Heart: Extreme injuries their fast healing rate cannot keep up with will kill them, such as a broken neck, severed head, pierced or crushed heart, or severe internal injuries.

  • Oxygen: They need to breathe. Depriving them of air will kill them, such as choking, hanging, drowning, etc.

  • Silver: Injuries caused by silver items heal as slow as human wounds if the silver is constantly applied (bullet lodged in bone). They heal faster if the impact is brief but still slower than their usual healing rate (stab wound). Silver will cause irritation similar to allergic reactions if simply applied to skin in non-aggressive manner such as a piece of jewelry. If silver is left on the skin in non-aggressive manner (such as chains), the irritation will develop into burn wounds and eventually become fatal through shock to their system and/or infections.
 
           Weaknesses           
Weaknesses - Vampires

  • Blood Deprivation: If vampires do not feed they will weaken until they enter a comatose state. The stages of blood loss are: Slight fatigue, severe fatigue, bleeds (any punctured skin or orifices start bleeding) and coma, all of whom are accompanied by gradual loss of coherent thought and superhuman abilities. First symptoms will begin to show after a week or so.

  • Decapitation: If the head of a vampire is severed completely, the vampire will perish. Breaking the neck of a vampire only causes discomfort.

  • Exsanguination: If a vampire is completely drained of their blood, they will become comatose. In such cases they need vampire blood to regain consciousness and human blood to regain their strength. If this happens to a young vampire (>10 years) they may need to go through a fledgling stage again.

  • Must be invited in by the owner of a private residence. Vampires do not need to be invited into public places (such as bars or restaurants). Humans and werewolves can rescind their invitations from vampires, which causes the vampire to immediately leave the house. This is involuntary and unavoidable. Attempting a denied entry is best described as trying to walk through an invisible wall. A vampire does not need permission to enter another vampire's home.

  • Silver: any contact with silver will burn, long term contact will eventually melt the exposed surface. These wounds heal at a slower rate than other ailments, and if enough of the vampire's body is covered in silver for a long enough time it will eventually result in decomposing and death.

  • Sunlight: If a vampire comes into contact with sunlight, their skin will burn and they will be weakened. Persistent exposure to UV rays will eventually result in decomposing and fortunately death.

  • Wood: If the heart of a vampire is pierced with a wooden object, (such as stake or wooden bullet) the vampire will die. (Their heart will heal if pierced with anything else unless the object is made of silver and left in the wound.)
 
           Weaknesses           
Weaknesses - Witches

  • Human Physicality: Despite their ability to perform magic, they are bound by the same physical hindrances (age, strength, speed, cell regeneration, metabolism, etc.) as humans. However, it is known that especially powerful witches can overcome these weaknesses and develop physicality similar to the other supernatural species.

  • Iron: A hard and strong magnetic metal that is used to repressed the supernatural abilities of a witch. A quick fact is that the metal was one of the reasons so many witches burned during the Salem Witch Trials. They were confined in it and thus unable to escape a gruesome death. Contact with the metal should be limited. Even the faintest brush can cause agitation.

  • Magic: Witches are not immune to magic. An untrained witch can easily harm themselves with their own power as they could another person.

  • Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
 
           Weaknesses           
Weaknesses - Human
Coming Soon!


Here's a bit about GAME RULES AND REGS

From Moraline's list:
Game:

  • Sundown Seattle has its own forum in the Extreme Big Groups section of Elliquiy, and is a freeform game.
  • Anyone can apply to join the game. Gender and sexuality of writers plays no part in whether they are approved or not. Characters of any gender and sexuality are welcome.
  • Writers can create human, werewolf, witch or vampire characters. The human and witch sortments were recently added to our ranks with the introduction of a "world wide" event in the game that not only wiped out a good portion of the population of Seattle but life across the planet, destroying infrastructure and forcing the supernatural members of the world out into the open.
  • The game is set in modern day Seattle, an alternate universe where werewolves, witches and vampires lived among humans without their knowledge until very recently. Witches, a past natural enemy of the Werewolves and Vampires and thought to be extinct by both groups, are also exposed to the rest of the supernatural community after years in hiding in plain site. .
  • Creating characters for this game is a breeze. This is where & how we do it. And this is how we expand backgrounds and track characters.
  • There is no set rule on posting speed, this is a calmly paced game.
  • Tag headers are used in every post. A format is provided.
Game Master Info
  • The GMs of Sundown Seattle are Amelita and ajtrue.
  • The game is a sandbox game with a game plot running. Yes, these go together. We open an IC month at a time for scenes, so there is plenty of room for both game plot, personal plots and general messing around.
  • Questions about the game should be messaged to Amelita and ajtrue.
Additional:
  • As everywhere on Elliquiy, writers are expected to treat each other with respect.
  • Writing in Sundown Seattle is in third person, past tense.



Offline ajtrueTopic starter

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #1 on: January 30, 2016, 09:03:28 PM »
THE GAME

SUNDOWN SEATTLE FORUM

CURRENT VAMPIRE CHARACTERS || CURRENT WEREWOLF CHARACTERS || CURRENT HUMAN & WITCH CHARACTERS



If we caught your attention, go ahead and browse the game forum. Explore the characters, the stories in progress in the IC threads, the ooc threads and all their goodness. Now is a great time to join the game as there are all sorts of exciting events happening soon and there is plenty of room for new characters and plotlines!

If this game is right up your alley, or you think it might be, don't be shy! Use this thread to ask questions, any questions.



If you want to join us, PM (Amelita & ajtrue) a sheetlet for approval.

We will in turn have a look at your posting history, your writing and your interactions with people on the site, and do our best to get a feel for how you'd fit into our little community.

Again, ask any questions here or in PM.

Hopefully you'll love the game as much as we do!


Our sheetlets look like this:

Code: [Select]
[floatright][img height=300 padding=5]https://link to char image[/img][/floatright][font=georgia][color=#5e3450][size=12pt][b]HUMAN/WEREWOLF/WITCH/VAMPIRE[/b][/size][/color][/font]

[hr]

[b]Writer:[/b] Amazeballs Writer

[b]Name:[/b] Smarty McPants

[b]Age:[/b] is only a number

[b]Blood Status:[/b]  (Human Hunter/Human non-hunter | Born wolf/Bitten wolf/cub/rogue | Mature vamp/ Fledgeling vamp | Witch - ability)

[b]Celeb playby:[/b] Dude Dudeson

[b]Personality:[/b] (5-10 terms will do the trick, if you simply must have pictures, link them to these words.)

[hr]



A finished version:


VAMPIRE



Writer: Caela

Name: Rowan Josephine Worthington

Age: 259

Blood Status: Vampire | Mature

Celeb playby: Scarlett Johansson  (look Here to see if a playby is available or taken.)

Personality: Clever, Passionate, Hedonistic, Calculating, Intelligent, Cynical, Honest (sometimes brutally so), Adventurous



Thank you for the consideration and we look forward to hearing from anyone who is interested. ^.^

Online Flower

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #2 on: January 30, 2016, 09:04:27 PM »
Yay!

Offline Emjay

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #3 on: January 30, 2016, 09:05:57 PM »
>.>


Offline Cerevan

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #4 on: January 30, 2016, 09:06:19 PM »

Online Flower

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #5 on: January 31, 2016, 12:12:49 AM »
Flower's Looking For

Addison Helen Daniels: Addison never amounted to much after she completed high school. Insecurities and lack of support from her family eventually lead to her rejecting the idea of going away to a university or attending a community college. She literally tossed her dreams away for a minimum wage job, where she gets to listen to people complains about their toothaches and other oral problems. Her life forever changed when she encountered a young woman at a bus stop. She did not discover until too late that the woman was no mere woman at all. She was a vampire. Somehow, she managed to survive the attack but her family was not so fortunate. Every single one of them, even the children, was ruthlessly slaughter. Addison was left for dead. It was not her time though. A kind werewolf discovered her barely breathing body and decided to change her into one of their kind. She has not been the same since. The world frightens her. For this character, I am searching for someone who can help her break from her shell.


Caius Gamlin: Cauis Gamlin has recently been turned by a vampire. He had no idea the creatures existed beyond badly written books and even worst Hollywood films. For this character, I am searching for a character who turned him, whether intentionally or unintentionally, and is now trying to help him adjust to his new life style.






Valyria Zabat: All Valyria, nicknamed Val, has ever known has been the thrill of the hunt. It has been one of the main points of stability within her life and she could not picture a world without it. For this reason, she has dedicated herself, mind, body, and soul, to the Hunter’s Guild and all it entails. Whereas her brother might hesitate to kill in some circumstances, she lashes out with a violence and anger which is rarely rivaled by those around her. Her personal life is nonexistence. For this character, I am seeking someone who could make her realize what she has been missing out for years. (Currently seeking a romantic interest, friends, enemies, etc.)   



Sienna Isolde Foster: I haven't the slightest clue what I want for this character. Nevertheless, I'm searching. xD
« Last Edit: February 08, 2016, 09:21:00 PM by Flower »

Offline Caela

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #6 on: January 31, 2016, 08:22:54 PM »
~bounces in and leaves a plate of cookies to lure people in~

Offline Bekah Boo

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #7 on: January 31, 2016, 09:12:43 PM »
Are you still accepting applications? If so I did have a few questions really.

Offline ajtrueTopic starter

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #8 on: January 31, 2016, 10:16:28 PM »
hello Bekah Boo and welcome! We are absolutely still accepting applications. ^.^ I just peeked in on mobile quick like because I am unfortunately away from my computer at the moment. But I would be more than happy to answer any questions you might have. ^.^ (it might not happen until I get back to my computer tomorrow night after work though. ::) sorry about that. >.<) Feel free to leave your questions here or send them off to me in a PM and I'll answer ASAP. ;D Looking forward to hearing from you again soon.

~aj

Offline Amelita

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #9 on: February 01, 2016, 06:46:38 AM »
Ohh look at this shiny place ;)


Hi to anyone checking the thread out, don't hesitate to ask questions or poke around the forum. There's a lot going on right now with a huge new development happening, new types of characters available and a plot designed to give plenty of fun and drama.

We have a wonderful cast of writers already but we would LOVE more (I promise there's plenty to do for anyone who wants to have a go at it!), and all our writers are friendly and welcoming so don't worry about joining an already established game ;) We're here to guide you into it.

Signed, sealed, delivered...

the other GM

 O:)

Offline Wolfling72

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #10 on: February 01, 2016, 06:58:05 AM »
Looks in and bats lashes at all of the possible prospective players

*alliteration for the WIN!*


C'mon...you know you want to. There are fun people here and the GM's are totally amazeballs!!

Do eeet!! Give in!! Come to the dark side!!

WE HAVE COOKIES!

Offline Crash

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #11 on: February 01, 2016, 09:34:31 AM »
Tentatively interested in a witch.

Offline Amelita

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #12 on: February 01, 2016, 10:33:06 AM »
Witches are a wonderful new addition to the game, under the lead of a Flower-written lady :)

 

Offline Crash

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #13 on: February 01, 2016, 10:38:04 AM »
Witches are a wonderful new addition to the game, under the lead of a Flower-written lady :)

Yeah Flower!

Offline Amelita

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #14 on: February 01, 2016, 10:40:15 AM »
Mhmmm ^^


Our hunters are human and led by characters from the depths of Kokaine, Emjay and Cerevan's minds :)

AJ and I are super exited about all this!

Offline Crash

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #15 on: February 01, 2016, 08:54:13 PM »
Sheetlet sent.

Yeah thinking about adding a hunter.  Though I think my character(s) will be hanging in Neutral Territory just trying to hang together and survive.  By surviving I mean getting into no end of trouble of course.

Questions:  How post apocalyptic are we going here?  Is there any government or police force left in Seattle?  Did world wide governments collapse?  Did things return to some sort of normalcy?  Are we still without electricity?
« Last Edit: February 01, 2016, 09:06:17 PM by Crash »

Offline Caela

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #16 on: February 01, 2016, 09:08:33 PM »
Sheetlet sent.

Yeah thinking about adding a hunter.  Though I think my character(s) will be hanging in Neutral Territory just trying to hang together and survive.  By surviving I mean getting into no end of trouble of course.

Questions:  How post apocalyptic are we going here?  Is there any government or police force left in Seattle?  Did world wide governments collapse?  Did things return to some sort of normalcy?  Are we still without electricity?

I don't know where teh GM's are planning to end up with some of those questions, but we're starting right after the spell that destroys everything was cast, so we'll be dealing all the power outages, people looting, etc.

Offline Crash

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #17 on: February 01, 2016, 09:09:29 PM »
Ahh okay.  I thought the story had already gone beyond that.

Online skyre

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #18 on: February 02, 2016, 04:22:44 AM »
I have a question about witches and in particular their vulnerability to iron. Is it only raw iron that causes it or does it apply to all forms of iron, such as raw iron ore, rust or alloys like steel? Is it triggered only by direct contact or is proximity alone enough to cause it? What effect does a break between the iron and the witch have, such as paint or clothing?
Iron and in particular its alloys is a very common material in our modern world and I'm just trying to understand the implications of this a bit more clearly.

Offline Amelita

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #19 on: February 02, 2016, 07:23:02 AM »
I would like to catch Flower and AJ before giving a definite answer, but my gut reaction is to say that all iron affects witches, so iron blends will do so but at a lesser rate, how much lesser depending on the amount of iron.
As for clothes and paint, clothes protect witches, wolves and vamps from being harmed by silver/iron, but paint I'm not so sure of. Will have to talk to AJ about that one. Clothes also are a broad term. Leather will protect far better than, say, chiffon.

I hope that gives you some idea, but a final answer will come when I've talked to the girls ;)

Offline Crash

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #20 on: February 02, 2016, 07:35:49 AM »

WITCH



Writer: Crash

Name: Jasmine Kimura

Age: 22

Blood Status:  Witch (Geokinesis, Minor: Astral Projection)

Celeb playby: Ariana Miyamoto

Personality: Protective, Optimistic, Sassy, Fun, Green Thumb, Smart, Eco-friendly



Online skyre

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #21 on: February 02, 2016, 07:39:37 AM »
It does help thanks.
The only things that I would point out is that most weapons, improvised or purpose built, will contain Iron or Steel, an alloy that is overwhelming Iron in its makeup. Also Iron and its alloys are very easy to come by, but Silver in any kind of quantity is not. The vulnerability feels a bit unbalanced as a result.
Perhaps the full vulnerability should only apply to pure wrought or cast Iron? Which is actually surprisingly uncommon now, as most iron ore is converted directly into mild steel during the smelting process.
Just a hopefully helpful thought from a potential witch. :)

Edit: I also meant to say that most hand and machine tools, right down to your basic knife and fork are steel as well, but I forgot. Duh.

Also Cast Iron is also less pure Iron than most Steel. I had also forgotten that. Double duh.

Copper or Tin might make less commonly available metal substitutes if Iron was getting awkward.
« Last Edit: February 02, 2016, 07:56:04 AM by skyre »

Offline Amelita

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #22 on: February 02, 2016, 07:50:02 AM »
We'll keep that in mind when we discuss it ;)

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Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #23 on: February 02, 2016, 02:41:54 PM »
I totes didn't consider the commonality for the metal. If push comes to shove, I'll just change it to a less common one. I'll contemplate it with Ames and AJ once I'm home. Huzzah to witch characters though.  ;D

Offline Amelita

Re: Sundown Seattle: (Witches, Werewolves & Vampires, Oh My!)
« Reply #24 on: February 02, 2016, 03:18:26 PM »
It does help thanks.
The only things that I would point out is that most weapons, improvised or purpose built, will contain Iron or Steel, an alloy that is overwhelming Iron in its makeup. Also Iron and its alloys are very easy to come by, but Silver in any kind of quantity is not. The vulnerability feels a bit unbalanced as a result.
Perhaps the full vulnerability should only apply to pure wrought or cast Iron? Which is actually surprisingly uncommon now, as most iron ore is converted directly into mild steel during the smelting process.
Just a hopefully helpful thought from a potential witch. :)

Edit: I also meant to say that most hand and machine tools, right down to your basic knife and fork are steel as well, but I forgot. Duh.

Also Cast Iron is also less pure Iron than most Steel. I had also forgotten that. Double duh.

Copper or Tin might make less commonly available metal substitutes if Iron was getting awkward.
I totes didn't consider the commonality for the metal. If push comes to shove, I'll just change it to a less common one. I'll contemplate it with Ames and AJ once I'm home. Huzzah to witch characters though.  ;D
We'll keep that in mind when we discuss it ;)


We've decided that by "iron" we mean "pure iron". No alloys. According to Flower's view of the history for it, witches would have been bound by iron back in the day when they were burned, and straight up iron things aren't that commonly used in modern times I believe. Alloys are much more common (because practicality).