Veil of Toronto | Modern Supernatural | LGBTQ+ Welcome

Started by Layne Spooks, January 07, 2026, 07:57:41 AM

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Layne Spooks


Nestled on the shores of Lake Ontario, the city of Toronto is familiar to many; it's the capital city of Ontario and home to over two million people. It’s a hub of both commerce and culture, being home to both the Royal Ontario Museum and the Art Gallery of Ontario, as well as the famous CNTower. In the summer, the city is hot and humid by Canadian standards with temperatures reaching into the 20C - 30C (68F-86F), but in the winter it's cold, windy and snowy with temperatures falling below 0C (32F) and snow sometimes lingering until March or April.



Beneath this normal and bright facade, however, something darker lurks. There’s more to the city than meets the eye, and in the shadows of Toronto, the supernatural world lives just out of sight. While most humans live their lives completely unaware, they’re surrounded by witches, werewolves, shapeshifters, lake monsters, and even ghosts that wander the city’s streets. Those who hunt them walk there too.

So come closer...
      ...and uncover the secrets hiding underneath the veil of Toronto.


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The Veil of Toronto is a modern supernatural game set in the city of Toronto, Canada, where players are welcome to play their own versions of various supernatural creatures, the humans that hunt them, or a normal human who has stumbled into the supernatural one way or the other. It will primarily be a sandbox game, and smut will be welcome but not mandatory. The tone of the game will be a bit dark due to the nature of having both supernatural creatures and hunters available for play in the same story, but PCs won’t be killed off unless it’s been discussed with the player. There are no character limits in Veil of Toronto, though we do expect you to be able to keep up with the number of characters you create. Should we see a pattern of character creation without corresponding plotting or play, we may choose to deny further character applications.


For character creation, there are currently six different options to choose from: Witches, Shape Shifters, The Bound, Lake Monsters, Hunters, and ordinary Humans. Each supernatural being has different abilities and weaknesses, and all offer a range of creative freedom in how your supernatural character presents themself.

Character sheets must be completed and sent to me and my co-GM, Amaris, for approval, and you may have as many characters as you feel you can keep up with.



Witches cannot be made, only born, though a witch does not have to be born to witch parents. A witch's powers typically manifest at a young age, though this is not always the case. Each witch has one core discipline in which their magic is focused, though sufficiently powerful witches might take on a second discipline once they reach their mid twenties, and in rare cases even take on a third once they reach their forties. Taking on more disciplines is rare and requires a lot of power and skill, and a witch will always be most powerful in their first discipline.
Though many witches chose to live an ordinary human life span, they can live to be around 200 years old if they decide to use their magic to influence their ageing; witches focused on Healing see the most success in this endeavour, though all witches are capable of doing so.

In terms of physical capabilities, witches are mostly the same as a normal human of their health status and lifestyle. They do have one weakness that humans don't, however. Rue, or as it is also known, Witchbane. Coming into contact with the plant causes severe rashes and blisters, and ingesting the plant causes extreme sickness, which can become lethal in stronger doses. Many witches even report the plant's presence alone to be unsettling, though no harm will come without direct contact with some form of the plant.

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Magic Disciplines

  • Physical: Magic relating to the physical world; the ability to move and manipulate tangible objects with magic.

  • Psychic: Magic relating to non-physical reality. Emotional channelling and manipulation, (limited) mind control, telepathy and pre-cognition type abilities.

  • Illusion: Magic relating to the manipulation of the senses. Creating audio, visual and tactile hallucinations, or removing the senses altogether.

  • Healing: Magic relating to the body and the manipulation of it. Potions, exorcisms, curse assessment and removal also fall under healing magic.

  • Organic: Magic relating to nature. Plant and weather manipulation and herbalism-type abilities.

  • Mediumship: Magic relating to the dead and communication with them. This includes channelling ghosts as well as being able to see the Bound (and their geists) for what they are, rather than seeing them as ordinary humans.
  • Elemental: Magic relating to the four elements; Air, Water, Fire and Earth. An elemental witch can only control one of the four elements.

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Shape Shifters are known by many names in many places, with common monikers including Werewolves, Bear Walkers and Loup Garou. Shape Shifters are as varied in their presentations and capabilities as Witches, and The Bound are in theirs; some can take only one nonhuman form, while others can take on any form they've seen before, while the most powerful shifters are even capable of taking the shape of other humans they've seen.
 
Shifters are unique amongst supernaturals in that they can be both born and created. Those who are born typically see their first transformation around puberty. In contrast, those who were created by being bitten by another shifter usually see their first transformation on the first full moon after they were bitten. Regardless of origin, all shifters find it easiest to transform on the full moon, though all transformations are typically painful and time-consuming, especially if they are changing their entire form rather than only changing in part.
 
Shape Shifters often live to be around 200 years old, though born shifters typically live longer than bitten ones. Shifters are typically faster and stronger than humans of their same health status and lifestyle, though they are famously weakened by silver. Contact with silver causes rashes and blisters with prolonged contact, even burn the skin. Wounds caused by silver weapons heal at human rates rather than the typical advanced healing of shifters, and if the silver finds its way into the blood or remains in the body for long periods of time, it can become lethal for a shifter much faster than it would for a human with the same injuries.

You are welcome to inspire your shape-shifter with any shape-shifting creature of folklore, though we will constrain their abilities and weaknesses to those listed here unless you work with the GMs to create something else that fits within this world.


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The Bound are human, or at least they were before their near-death experience. The Bound are created when, at the moment of death, a spirit called a 'Geist' reaches out with a bargain; they will return the human to life in exchange for a connection to the human's physical body and ability to influence the mortal world. The bargain is not possession; it's more akin to having a roommate in your body, not a takeover but a merger. The Geist is a soul that was once human, but through its time in the afterlife, it has gained power and become something else, forgetting what it's like to be human. The Bound appear human to all except witches who practice Meduimship and other Bound, both of which can see the Geist attached to the Bound.

Despite being human in every way that matters, it is incredibly hard to kill one of the Bound. Typically its only old age that can truly kill one, as the Geist will heal all wounds inflicted upon the Bound. This isn't as ideal as it sounds; however, the more healing is required, the more it strains the relationship between Geist and Bound. If the relationship is strained too much, the Bound will die, and the Geist will return to the afterlife.
Each Geist manifests differently based on the type of death it experienced in its human life, and they will be naturally drawn to deaths similar to their own. That means that a Bound that experienced a death from disease likely has a Geist that experienced a similar death, though this is not always the case. Regardless, there was something about the way the Bound died that called out to their specific Geist.

Each Geist grants their Bound some degree of power that manifests in different ways.


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Geist Powers
Please choose one of the following categories to base your powers on.

  • The Boneyard: Limited control over your immediate surroundings, such as moving small objects or creating sounds and other effects typically associated with a haunting or gaining supernatural insight into the layout and construction of the building.

  • The Caul: Supernatural body modification through your Geist, often in ways that are frightening and difficult to understand, such as adopting the characteristics of cold air or merging with mechanical devices.

  • The Curse: The ability to inflict curses and afflictions on others. This can be as simple as causing the target to feel emotional turmoil for some time, or it can be as intense as having animals react with hostility to the target.
  • The Marionette: The ability to manipulate physical objects, animals, and even other people. Powerful Bound can even use this ability to compel ghosts to possess others on their behalf.

  • The Oracle: Heightened sensory powers as well as limited clairvoyance and precognitive abilities. A Bound with this power could enhance their senses, similar to a Shape Shifter, or they could see through illusions.

  • The Rage: Violent manifestations of supernatural power; destroying objects or creating frightening illusions. Bound with this power can create illusions capable of doing harm or make a target bleed with a single touch.

  • The Shroud: The ability to improve and manipulate one’s aura, most often for use in defensive or protective measures. Bound proficient with this ability can use their power to ward off physical and mental attacks, and can allow themselves to breathe underwater or become invisible temporarily.

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Lake Monsters exist all over the world, and thus have many different forms and names, from Selkies and Mermaids to Sirens and Qalupalik. Though their aquatic forms vary in their resemblance to humanity, all Lake Monsters are capable of assuming a fully human form outside of the water should they choose. This form is impossible to differentiate from a normal human, outside of the faint but lingering smell of sulphur around them. However, the illusion becomes difficult to maintain when in contact with water, and the more water that touches them, the harder it becomes to maintain their human form.

The average lifespan of a Lake Monster can be as long as 300 years, and they're typically both faster and stronger than humans. They heal at a much faster rate as well, similar to a Shaper Shifter. Due to their adaptations to live underwater, they're also able to see in the dark just as well as in the light.
As aquatic creatures, Lake Monsters are much more prone to dehydration than humans, and the condition becomes lethal for them much faster. To stay alive and healthy, Lake Monsters must fully submerge themselves in water for at least two hours every day.

You are welcome to inspire your Lake Monster with any aquatic or semi-aquatic creature from folklore, though we ask that you keep their abilities and weaknesses the same as what is listed here, unless you’ve worked with the GMs to create something else that fits within this world.


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Umbren are always created, not born. A shadow may unbind through prolonged emotional neglect, trauma, or exposure to magical liminal spaces. Unlike the sudden deaths that create Bound or Geists, Umbren develop gradually, often unnoticed. Early consciousness is fragmented, borrowing memories and emotional reflexes rather than forming a true self.

They become aware of their existence over time, growing more stable and self-directed through proximity, relationships, and choice.

Umbren exist along a spectrum of density. In their earliest state, their presence is felt rather than seen: pressure like wind against skin, a crawling coolness, the sense of being restrained by nothing at all. They can coil around limbs, restrict movement, or pin someone in place, not through mass but through shadow manipulation given force and intent.

As their identity strengthens, Umbren can begin to condense their influence, shaping shadow into a human-adjacent form called a Human Guise. This allows for hands that can grip, mouths that can kiss or bite, and bodies capable of intimacy. The beginning stages of these forms are unstable at first, flickering or dissolving under emotional strain.

Fully developed Umbren may become practically corporeal, often uncanny in subtle ways. Their bodies feel real, warm or cool depending on mood, capable of sensation and desire. However, they remain tethered to shadow as a medium. Bright, direct light weakens cohesion, though it does not destroy them outright.

The more corporeal an Umbren becomes, the more human urges manifest. Hunger, fatigue, desire, and physical pleasure emerge gradually. Early-stage Umbren do not require food or sex, but fully stabilized Umbren can and do experience both.


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Umbren Abilities

  • Shadow Manipulation: Restrain, immobilize, or conceal using shaped shadows

  • Shadow Form: Umbren can transform fully into intangible shadow at will, becoming incorporeal and immune to conventional attacks. Remaining in shadow form for extended periods strains stability and increases the risk of reversion or dissolution.

  • Bond Sensitivity: Emotional attunement and obedience pull proportional to bond strength.

  • Umbral Grasp: Increasing the density of darkness to apply pressure or resistance.

  • Shadowstep: Movement between visible shadows.

  • Nightmeld: Blending into low-light environments for concealment. Suggests stealth, merging with darkness, and a subtle, eerie presence.

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Umbren are not resilient in the same way as other supernaturals. Exposure to direct sunlight causes physical damage and destabilization. Bright artificial lighting interferes with concentration and density control, making sustained use of abilities difficult.

When an Umbren sustains trauma in their semi-corporeal or fully human-adjacent state, different types of injuries affect their form in distinct ways. Blunt trauma, bruises, or minor injuries cause the skin to darken into veins, streaks, or patches, revealing the shadow within and signaling a temporary strain on stability. These marks may fade with rest and focus, but repeated or severe trauma can leave permanent blackened scars, showing the ongoing tension between their human and shadow natures. Cuts or deeper wounds may cause shadow to seep from the affected area, appearing as dark liquid, smoke, or tendrils that drift from the skin. This is a more acute sign of destabilization, and such injuries can make maintaining Human Guise in the affected area difficult.

Additionally, forcing the body to reassert its form under strain—through sudden movement, intense effort, or resisting a consuming bond—can temporarily flare veins or patches, further signaling instability. These manifestations serve as visual cues, showing vulnerability and the risk of reversion or dissolution.

Emotional isolation is particularly dangerous. Umbren require connection, purpose, or engagement to maintain cohesion. Prolonged solitude often leads to destabilization or dissolution. Umbren develop stability and selfhood through relationships. This bonding is necessary for them not to become corrupt or dissipate altogether. The bond is a psychic and metaphysical tether formed through proximity, repeated interaction, and emotional exposure. Once bonded, the Umbren begins to mirror aspects of their bonded individual: speech patterns, values, fears, desires. The closer the bond, the stronger the urge to obey. This is not mind control. It is compulsion. An Umbren feels an escalating internal pressure to submit, comply, and prioritize the will of their bonded individual. Resistance causes discomfort, fragmentation, and psychic pain. Constant submission, however, is far more dangerous.

If an Umbren obeys without resistance for too long, they begin to atrophy. Decision-making weakens. Personal desire dulls. Over time, they risk becoming a hollow extension of another’s will, a thing that cannot meaningfully refuse. Paradoxically, disobedience strengthens identity. Each act of refusal reinforces autonomy, even as if it may strain the bond. This creates a volatile dynamic where growth and survival are often at odds with safety and comfort.

Being treated as a tool is one of the most severe psychological triggers for an Umbren. To be used without consideration, commanded without acknowledgment, or reduced to function accelerates corruption. The Umbren internalizes the belief that they exist solely to serve, which erodes the fragile structures forming their sense of self. This can lead to corruption.

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Corruption in an Umbren is not inherently evil. It is misaligned growth. Without careful balance between obedience and resistance, an Umbren may fracture. Symptoms include emotional numbness, obsessive attachment, loss of form stability, or violent assertion of independence. Because Umbren do not possess a shadow of their own, they lack an internal anchor. When corruption reaches a critical point, one of three outcomes occurs:


  • Dissolution: The Umbren disperses into inert shadow, consciousness extinguished.

  • Reversion: The Umbren collapses back into a pre-identity state, memory fragmented or lost, effectively “reset.”

  • Severance Survival: In rare cases, forced separation from the bond arrests corruption, allowing the Umbren to stabilize independently, though this often leaves permanent psychological scars.

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Umbren are vulnerable to external threats that destroy shadow or disrupt their cohesion: prolonged exposure to direct sunlight, powerful artificial light, or concentrated anti-supernatural magic can permanently end them. They do not possess regenerative abilities, so physical or metaphysical attacks can leave lasting damage that accumulates toward eventual destruction.

Death is not necessarily failure. For Umbren, choosing dissolution can be an act of agency, a final sacrifice to shield others, absorb fatal curses, or neutralize magic that would otherwise be deadly. Yet the choice is always final: once dispersed, an Umbren cannot return. (Unless a GM explicitly allows resurrection under extraordinary conditions.)

Umbren are extraordinarily rare, and most never fully stabilize, fading back into ordinary shadow. Those who do succeed carry the subtle scars of bonds that nearly consumed them—emotional, psychological, and sometimes even visible in the dark streaks across their form. They are neither villains nor servants, and they are not ghosts. Rather, Umbren are beings learning to exist on the edge of light and absence, quietly dangerous, quietly persistent, and always negotiating the fragile balance between self and shadow.



⟡⟡⟡


Not all humans are aware of the supernatural, but those who are sometimes feel a call to do something about their new knowledge. This knowledge often creates a fear that drives them to become Hunters.

Hunters are as varied as all humans are, with every Hunter having different levels of training, ability, and resources from each other. Some form groups to pool resources and work as a team, while others fly entirely solo.

Each hunters' motivations are also very different. Some are in it to protect humans from rogue supernaturals, others are indiscriminate in their attacks on supernaturals. They may also choose to only target a specific species for various reasons. Every hunter has their own motivations for doing what they do and their own limits they will and won't cross.





[center][size=6][b]NAME[/b][/size][/center]

[float=left max=100%][img height=350]https://firstbenefits.org/wp-content/uploads/2017/10/placeholder.png[/img][/float]
[b]Name:[/b]
[b]Age | Birthday:[/b]
[b]Gender | Pronouns:[/b]
[b]Sexuality:[/b]
[b]Species:[/b]
[b]Occupation:[/b]

[b]Appearance:[/b] [i]Eyes, hair, height, build, skin tone.[/i]
[b]Distinctive Features:[/b] [i]Tattoos, marks, scars, facial expressions. Anything that might set them apart physically or that might be different from the FC[/i]
[b]Faceclaim:[/b]

[b]Personality:[/b]

[b]Biography:[/b]

[b]Powers:[/b]
[list]
[li][i][Power Name]: [/i]Describe the power[/li]
[li][i][Power Name]: [/i]Describe the power[/li]
[li][i][Power Name]: [/i]Describe the power[/li]
[/list]

[b]Connections:[/b]
[b]Desired Plots:[/b]

[b]On/Offs:[/b]

[b]Additional Details:[/b]

[b]Optional:[/b] Additional pictures! (remove this line before posting)[center]
[img height=200]https://firstbenefits.org/wp-content/uploads/2017/10/placeholder.png[/img] [img height=200]https://firstbenefits.org/wp-content/uploads/2017/10/placeholder.png[/img] [img height=200]https://firstbenefits.org/wp-content/uploads/2017/10/placeholder.png[/img]
Reserved Face claims
Godfrey Gao
Felix Mallard
Gabriel Marques
Toby Regbo
Shannon Purser
Sarah Gadon
Benoit Marechal
Victor Perez
Mia Malkova

CyrodilicBrandy

count me in! i miss playing my spencer, would love to bring him to this.
𝄞 𝕕𝕒𝕚𝕤𝕪, 𝕕𝕒𝕚𝕤𝕪, 𝕘𝕚𝕧𝕖 𝕞𝕖 𝕪𝕠𝕦𝕣 𝕒𝕟𝕤𝕨𝕖𝕣, 𝕕𝕠 𝄞



Layne Spooks

Quote from: CyrodilicBrandy on January 07, 2026, 09:21:02 AMcount me in! i miss playing my spencer, would love to bring him to this.
Yay! Excited to have you.

Amaris



Fiadh


Layne Spooks

Quote from: Fiadh on January 07, 2026, 03:32:10 PMNow you know I'm gonna want in on this.

Glad to see you! Can't wait to see what you play.

Blythe

Tentative interest, depending on how RL & my muse treats me <_<

Noodling on making a Hunter, possibly~
“ 'Yes' is a big word...
Don't be scared, but you should be sure.
No, I don't want pure!
We're all rot when you get to the core..."
― Stevie Howie, "Hush"

Kuroneko

Ons & Offs//Requests//Where is the Black Cat?
Current Posting Time - Once a Week or More

"One should either be a work of art, or wear a work of art" ~ Oscar Wilde
"I dream of painting and then I paint my dream" ~ Vincent Van Gogh

Amaris

Quote from: Fiadh on January 07, 2026, 03:32:10 PMNow you know I'm gonna want in on this.

OMG YES PLEASEEEEEE

Quote from: Blythe on January 07, 2026, 04:29:11 PMTentative interest, depending on how RL & my muse treats me <_<

Noodling on making a Hunter, possibly~

I'm so happy to see you here! A hunter sounds great, they're always good for adding action into the game

Quote from: Kuroneko on January 07, 2026, 05:10:48 PMWow, this looks really interesting.

Yes, yes, you should join us


Layne Spooks

Quote from: Blythe on January 07, 2026, 04:29:11 PMTentative interest, depending on how RL & my muse treats me <_<

Noodling on making a Hunter, possibly~

We'd love to see you here! A hunter sounds fun!

Quote from: Kuroneko on January 07, 2026, 05:10:48 PMWow, this looks really interesting.

I'm glad you think so! Hope to see you write with us!

Blythe

Hrrrm. Any chance I could reserve
Godfrey Gao (safe for work!)
for my Hunter's face claim?
“ 'Yes' is a big word...
Don't be scared, but you should be sure.
No, I don't want pure!
We're all rot when you get to the core..."
― Stevie Howie, "Hush"

Amaris

Quote from: Blythe on January 07, 2026, 07:17:40 PMHrrrm. Any chance I could reserve
Godfrey Gao (safe for work!)
for my Hunter's face claim?

Of course!

While we're at it, I'm gonna reserve Felix Mallard for myself.


CyrodilicBrandy

𝄞 𝕕𝕒𝕚𝕤𝕪, 𝕕𝕒𝕚𝕤𝕪, 𝕘𝕚𝕧𝕖 𝕞𝕖 𝕪𝕠𝕦𝕣 𝕒𝕟𝕤𝕨𝕖𝕣, 𝕕𝕠 𝄞



Layne Spooks


Layne Spooks

Here's a finished sheet for those who'd like to see an example of finished characters.

Sage Moreau

Name: Sage Moreau
Age | Birthday: 27 | Oct. 25th
Gender | Pronouns: Cisman | He/Him
Sexuality: Bisexual
Species: Bound
Occupation: Museum Educator at the ROM

Appearance: Brown eyes, shoulder-length dark brown hair, pale skin. 5'11, slim athletic build. Wears mostly black and grey.
Distinctive Features: Sage has a large and detailed sleeve tattoo on his right arm of a twisted tree branch (pictured below).
Faceclaim: Gabriel Marques

Personality: Brooding | Intelligent | Compassionate | Vengeful | Anxious

Biography:
In many ways, Sage’s life was fairly typical. He was the older of two children, born to loving parents. They weren’t wealthy by any means, but Sage was able to grow up in a good home, go to a good school and get his degree without issue. He maintains a good relationship with his family, visiting and calling them regularly, and he’s had romantic relationships in the past. From the outside looking in, everything seems normal. And it was, at least until he was in grad school.

In one of his classes, Sage met Carmen. She was a bit shy, but sweet, and the two of them clicked instantly. At first, they just studied together, but before long, the two were in love. They were constantly together even outside their shared classes, and Carmen spent time at Sage’s apartment several times a week. But even after months, she never stayed the night, and Sage never met her parents or even went to her house. Not for lack of trying on his part, Carmen just always had an excuse for why he couldn’t come over. In hindsight, Sage should’ve seen that for the warning that it was.

One night, right after their winter semester had ended, Carmen finally invited Sage back to her house. Her parents would be away for the night, and they’d have the house to themselves. At first, things were great. They had dinner, watched a movie and snuggled on the couch, which eventually dissolved into making out. As far as Sage was concerned, things were going perfectly. But as clothes started to come off, Carmen’s father came home, and he was furious. Before Sage could react, he was pulled off Carmen and shoved across the room, Carmen’s father shouting at him and beating him savagely. Sage tried to defend himself, tried to plead with Carmen to help him, and with Carmen’s father to stop, but it was all for nothing. Carmen didn’t help him, and her father didn’t stop. Not until Sage was dead.

After things faded to black and his body went numb, Sage heard a voice calling out to him. It promised him it could help him right this wrong if he would just let it in. Not seeing another choice, Sage agreed.

When he woke up, he found he'd abandoned on the shore of Lake Ontario. All he could feel was hurt and rage. He’d been betrayed, killed even, and then simply tossed away like trash. At his side was a tall, dark entity introducing itself as a Visitor. The Visitor spoke to Sage, telling him that his love had been used, and his life had been taken, and he could make them pay for it. Sage agreed wholeheartedly.

Powers: The Rage
  • Visiting Wraith: For a short time, Sage can allow his geist, Visitor, to be seen and felt by others, allowing it to claw and maim those who've earned his wrath.
  • Vengeful Storm: When Sage uses this power, electronics around him spark and break, becoming destroyed and unusable.
  • Death's Terror: Sage can create illusions of pure terror, enough to inflict lasting trauma or potentially death.

Connections:

Echo: Echo is Sage's best friend. They're the only person (aside from his geist) who knows about Sage's murder and how it's affected him. Sage named them and cherishes getting to see them grow into themselves.

Desired Plots:

- Sage is seeking revenge on the man who killed him, and to a lesser extent, the woman who failed to stand up for him. I think it would be interesting to play out the scenario of him seeing one of these faces from his past, especially if, for whatever reason, he can't take his revenge at first.

- Sage hasn't revealed to anyone (except Echo) that he was killed or that he is a Bound. I think it would be really interesting if someone were to find out one or both of these facts, potentially exposing him to hunters.



On/Offs: Layne's O/Os

Additional Details: The left image below is the tattoo on Sage's right arm, the center image is what those who can see ghosts will see when they look at Sage's geist.




Amaris

I also have my guy up! I will likely make more characters, but want to see what others bring in to see where I can fill in. So excited to see what everyone comes up with!

Echo


Blythe

I’m still workin’ on my Hunter and am hoping to have something submitted tomorrow :)
“ 'Yes' is a big word...
Don't be scared, but you should be sure.
No, I don't want pure!
We're all rot when you get to the core..."
― Stevie Howie, "Hush"

Deamonbane

Angry Sex: Because it's Impolite to say," You pissed me off so much I wanna fuck your brains out..."

Amaris



CyrodilicBrandy

@Layne Spooks  @Amaris

so i'm working on spencer now, and had a question about what 'sufficiently powerful' means for a witch to take a second discipline by their mid-twenties? i'm thinking of pence having the organic discipline but keen to explore mediumship (or the other way around). what constitutes a witch's baseline level of power?

in terms of power and skill: is it possible for a witch to want to move to a discipline but doesn't have a natural aptitude for it, or are all witches able to move into another discipline, so long as they are just generally strong enough to do it? just trying to think of whether it's also a question of self-confidence or a lack thereof, for pence to have a second disclipline at the start of this rp.
𝄞 𝕕𝕒𝕚𝕤𝕪, 𝕕𝕒𝕚𝕤𝕪, 𝕘𝕚𝕧𝕖 𝕞𝕖 𝕪𝕠𝕦𝕣 𝕒𝕟𝕤𝕨𝕖𝕣, 𝕕𝕠 𝄞



Amaris

Quote from: CyrodilicBrandy on January 11, 2026, 05:19:34 PM@Layne Spooks  @Amaris

so i'm working on spencer now, and had a question about what 'sufficiently powerful' means for a witch to take a second discipline by their mid-twenties? i'm thinking of pence having the organic discipline but keen to explore mediumship (or the other way around). what constitutes a witch's baseline level of power?

in terms of power and skill: is it possible for a witch to want to move to a discipline but doesn't have a natural aptitude for it, or are all witches able to move into another discipline, so long as they are just generally strong enough to do it? just trying to think of whether it's also a question of self-confidence or a lack thereof, for pence to have a second disclipline at the start of this rp.
I mean, storywise, you can just decide they are. It's mostly to avoid people trying to take a bunch of disciplines and be the best witch that ever did witch before ;)

So, we try not to get too particular as far as levels/baselines of power because we want to leave room for people to be creative with their own stories. So if you wanted them to be less powerful than a lot then it was possible, but also possible to be really good at one particular thing. Like, if I chose physical, I could have my character be particularly amazing with telekinesis, but then there would need to be other elements he's not as strong in. So, it's hard to define, but we try to let people for the most part create the stories they want as long as they're not doing it to be the best of the best.

Disciplines aren't moved as much as gained. You can't give up the magic you've learned and you wont suddenly be able to stop using your natural discipline should you start studying another. It's just that gaining magic that is not your natural aptitude is harder and takes more time which is why you need to be older/more powerful to do it.

Does that answer your question? I feel like I may have rambled too much.


Kuroneko

Sorry that I'm behind on working on a character. I've been sick all week and mostly sleeping. I'm leaning towards either a witch with mediumship as their main power, or a shifter, but I don't want to step on anyone's toes if another player is also planning on that power. 
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Fiadh

I was thinking much the same, or a more nature inclined witch. I'm waiting to see a few more characters come up so I can get a better idea of what would benefit the cast and to help with connections. :)

Amaris

Honestly guys, just make whatever you're feeling like :) I'm excited to see what ya come up with.


Blythe

Do we submit completed sheets via PM or post them in-thread? :)
“ 'Yes' is a big word...
Don't be scared, but you should be sure.
No, I don't want pure!
We're all rot when you get to the core..."
― Stevie Howie, "Hush"