Your Guide to Path of the Vampire

Ask as many questions as you need and get help from our friendly community. New to the site? Come say hi here!
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Your Guide to Path of the Vampire

Post by Amaranthia »

Wondering how to do something? Why you should do it? Or what you're supposed to be doing exactly?

You've come to the right place!

Index


Also, please remember to read all threads that are unlocked. You will find most (if not all) answers within those threads.


Additional Resources

Last edited by Amaranthia on 30 May 2016, 05:16, edited 14 times in total.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: The Why, What, and How's of PV

Post by Amaranthia »

How to play


This is a condensed version of information that may be found HERE.

    Gaining blood
      Users who have not acquired a certain level of experience points will not be able to feed in areas with a Security Level above 2 in order to prevent cheating and driving up the City Alert Level. Each human will only give you 1 blood. You will lose 1 blood each day, and need to replenish it. Areas with low levels of Security which are prime to feed in are parks, abandoned warehouses, and The Necropolis Nightclub.

      To feed in a 2+ security location, you need to be at least level 4. For now though, you can feed in locations with 1 or 2 security rating. If you feed in a security 2 location, there's a small chance that you might get spotted (depending on a random factor + a dexterity / charisma modifier). This chance is doubled if you are an Allurist. If you are spotted, it will tell you, and the awareness level of humans in the city will increase. It will also increase your personal bounty on CrowNet. The awareness percentage is the percentage of humans who know for sure that vampires exist. More humans that are aware of the existence of vampires means that vampire hunters will be more likely to roam the streets.

    Cash
      You gain cash by robbing humans and other characters, stealing and selling items, hacking, etc. The rate of successful robbing goes up with your abilities, as well as the higher the human population in a square. You also gain cash by participating in bounties, or quests(not yet coded). When you drink from a human you collect all the cash they have on their person.

    Security Level
      In this game the vampires adhere to the Masquerade, and will protect it at all costs. When one feeds in an area with a Security level of 2 or above there is a chance of raising the city Alert Level and humans will become aware of vampire existence. If the humans become aware of the existence of vampires they have the ability and power to destroy them again.

    Alert Level
      Indicated on the Grid beneath your immediate game play stats such as Energy, not to be confused with your Stats which are discussed elsewhere. The alert level is increased if you are caught feeding off of humans, fighting in a public secure place or kill cops.

    Bounties
      A bounty is placed on you when you raise the city alert level. You can check the status of bounties to collect or your own bounty by logging into the CrowNet via an Internet Cafe. There are ways in which you can lower your own bounty. You can collect the bounty on another by killing them in grid-play. There are both city automatic bounties and those other vampires place on the head of another vampire (or human) for one reason or another.

      There are many ways to increase or decrease your bounty:

        Increase by breaking the Masquerade
        • Biting and being caught, this usually happens in high security areas (Security above 2).
        • Attacking another vampire in a high security area
        • The use of conspicuous abilities and powers.
        • Killing a cop
        Decrease by strengthening the Masquerade
        • Hunting bounties from the bounty list on CrowNet
        • Daily decrease as coded into the game
        • Killing zombies in the Quarantine Zone
        • There will be jobs to do that will lower your bounty, these are not yet in effect.

    Navigation
    • Water is impassible unless you have the power to do so through your path.
    • Transits are a quick way to navigate throughout the city.
    • Wilderness is treacherous. It extends pretty much forever, but keep in mind you have to get back to the city to actually play the game. Every hour, creatures called the Fae attack in the wilderness, delivering serious wounds to any vampire caught there.

    CrowNet
      Internet system for vampires. Here you can find bounties, create bounties, find the message boards, and other information. It is IC only.

      Regarding CrowNet
      All posts are considered fully IC information. If you do not want other characters to know the thoughts of your character, then do not post them on CrowNet. The actions posted there are considered as if they were typed out by the character and posted for other characters to read. This is only applicable in the CrowNet forums. All other IC sections encourage you to post descriptive role play.

      For example:
      GOOD CrowNet POST wrote:As I see it, you are quite incorrect.

      By just posting what she would have replied, Amara does not post her thoughts.

      BAD CrowNet POST wrote:Amaranthia glanced down at the post, wrinkling her nose and wondering the cause of such drivel. It would be far too amusing when she blew them up in the mall. "As I see it, you are quite incorrect."

      By posting her actions and thoughts, she is broadcasting them to the rest of the characters reading CrowNet, unintentionally revealing her secret plan for mass destruction.

    Game Play Stats
    • Energy: 10.0 / 38
        Energy tells you how many moves you can make in a day. Different actions cost different amounts of energy.
    • Blood: 8 / 10
        Blood indicates your health, and whether you are able to gain anima. Once you hit 0 blood and receive a critical wound you will be thrust into the Shadow Realm
    • Anima: 3 / 20
        Anima is basically energy for magic casting. It is gained by maintaining your blood levels, and used for powers.
    • Cash: $100
        Pretty self explanatory, used to purchase goods and services. Make sure to deposit your cash on hand at the bank.
    Disclaimer: The numbers here are made up.
Last edited by Amaranthia on 27 Apr 2011, 02:22, edited 2 times in total.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: The Why, What, and How's of PV

Post by Amaranthia »

Paths


A path is like a "class" of learning. Whichever path you choose will dictate the powers you have the ability to obtain, and how hard it will be for you to obtain those powers. Paths that are adjacent have Roads or Bridges that enable to you cross over between paths, but beware the fact that each ability will cost more as you go along, so set your priorities for which path you wish to take.

A detailed guide from David into what you can expect from the paths, and how they link up with one another.

    Path of Shadows (spirit)
    Deals mainly with stealth, accessing restricted areas and hiding. Also has powers allowing you to feed more easily in high security areas, cross water, avoid damage, command the shadows to come alive and fight for you, and increase your chances of stealing.
    Weakness: slow healing (weak physical form)

    Summoner (bridge between Shadows and Mystic)
    Allows you to summon shadow creatures, wraiths, and more


    Path of the Mystic (spirit / mind)
    Gives you low-key magical powers. No fireballs or anything crazy. Mainly curses, great gusts of wind, blinding flashes of light, powers which slow enemies, and so on. Mainly battle magic, but some grid powers.
    Weakness: hard to escape the shadow realm

    Seeker (bridge between Mystic and Telepath)
    Adds some special tracking powers, allowing easier location of targets, etc.


    Path of the Telepath (mind)
    Speak over distances, hypnotise, control other's actions on the grid, technokinisis, telekinesis, see more hidden stats on people's profiles, etc.
    Weakness: Mental burden which gives them less stamina (tired mind, I guess you could say).

    Illusionist (bridge between Telepath and Allurist)
    Able to use illusions to fool and eventually even harm others.


    Path of the Allurist (mind/body)
    Seduce, manipulate, lead, control animals, gain NPC followers (thralls AKA ghouls who are humans who will do as you say, such as collect money for you), intimidate, charm, feed more easily.
    Weakness: You attract too much attention because you're so alluring, making it hard to feed secretly.

    Shifter (bridge between Allurist and Killer)
    Change physical forms, starting with appearance, then body morphs, then animal forms


    Path of the Killer (body)
    Enhance your strength, dexterity, healing and stamina, and just generally kick *** with more efficiency. Jump higher, run faster, aim better, punch through walls, anticipate attacks, etc. Almost entirely battle powers, though.
    Weakness: You gain skills mind-related skills at a slower rate.

    Immortal (bridge between Killer and Necromancer)
    Makes you able to survive more punishing wounds and return from the dead much more easily.


    Path of the Necromancer (body / spirit)
    Necromancers get to raise zombies to help them in battle or on the grid, heal themselves slightly, help friends return from the shadow realm, inflict withering illnesses on enemies, sap the blood of others to give themselves blood (without feeding), etc.
    Weakness: Increased stat penalties resulting from death.

    Fadewalker (bridge between Necromancer and Shadows)
    Go between shadows and the real world at will.


    (and then it goes back to Shadow)

Image

An additional source for information regarding paths can be found on the wiki, Here.
Last edited by Amaranthia on 30 May 2016, 05:42, edited 1 time in total.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: The Why, What, and How's of PV

Post by Amaranthia »

Stats

There are 8 different stats in the game:

  • Strength: Increases the power of melee attacks and also increases the likelihood of landing a melee hit or dodging a melee attack.
  • Dexterity: Increases the likelihood of success in activities such as stealing, melee attacks (both landing and dodging) and gunplay.
  • Skill: Effects firearms, hacking, lock picking, and so on, on top of the skill for each type.
  • Intelligence: The power and success ratio you have with certain powers (particularly magic and telepathy), and the rate at which you learn new powers.
  • Charisma: Buying and selling at better rates, controlling more thralls (/zombies), and success ratio with charisma and illusion type powers. Also helps you feed with greater success.
  • Willpower: Your ability to resist mind/charisma powers used against you, and (possibly) the ability to survive more severe wounds. It ties into the battle weariness formula when fighting NPCs.
  • Healing: The rate at which your wounds heal. For every 5 points of healing, you lose one day off wound duration for to a max of 1 day per normal wound and 2 days for a critical.
  • Stamina: The amount of total action points you have (50 + (stamina * 1.5). Also increases the energy regained per hour by 0.1 for every point above 10.
  • Arcane: The maximum amount of anima you can have. Also increases the success of Rituals [yet to be coded]

Your beginning stats are determined by your chosen Path for now. You will be able to increase these stats as you level, so don't worry if they aren't exactly what you'd like right off the bat.

Shadow
  • Strength = 8
  • Dexterity = 12
  • Charisma = 10
  • Intelligence = 10
  • Willpower = 9
  • Skill = 11
  • Stamina = 12
  • Healing = 6


Allurist
  • Strength = 9
  • Dexterity = 10
  • Charisma = 12
  • Intelligence = 11
  • Willpower = 8
  • Skill = 10
  • Stamina = 10
  • Healing = 10


Killer
  • Strength = 12
  • Dexterity = 10
  • Charisma = 10
  • Intelligence = 6
  • Willpower = 8
  • Skill = 8
  • Stamina = 10
  • Healing = 12


Necromancer
  • Strength = 8
  • Dexterity = 10
  • Charisma = 8
  • Intelligence = 12
  • Willpower = 10
  • Skill = 10
  • Stamina = 10
  • Healing = 12


Mystic
  • Strength = 8
  • Dexterity = 8
  • Charisma = 10
  • Intelligence = 12
  • Willpower = 11
  • Skill = 11
  • Stamina = 9
  • Healing = 11


Telepath
  • Strength = 8
  • Dexterity = 10
  • Charisma = 10
  • Intelligence = 12
  • Willpower = 8
  • Skill = 12
  • Stamina = 6
  • Healing = 10


If your stats do not match these, please report it in the Support forum in the appropriate thread. The Arcane stat is not listed as it varies by Generation, not by Path.

An additional source for information regarding Stats/Attributes can be found on the wiki Here.
Last edited by Amaranthia on 30 May 2016, 05:43, edited 4 times in total.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: The Why, What, and How's of PV

Post by Amaranthia »

Powers

In order to continue along your path, or one of the bridges connected to your path, you need to gain Power Experience Points (PXP).

PXP
  • Are gained every day during the shift from one day to the next.
  • Are gained one at a time.
  • You must have 10 blood during the shift from one day to the next to get a PXP (3AM EST)
  • A PXP Orb (10 PXP) may be bought once monthly for 10 Karma
  • Are used to purchase powers for your chosen path.

The following are the Powers which will be given to each Path and Bridge, please keep in mind that they are not all coded. David is in the process of coding them, and so you may not see them yet. When new powers are coded, they will be announced.

Shadows Path wrote:SHADOWS
-------------

  • Silent Hunter: Move silently and without drawing attention to yourself, giving you an automatic -1 security while hunting.
  • Darkness Falls: Cover a target in darkness for a short duration, making them more likely to miss you.
  • Water Walk: Allows you to walk over rivers as if you were crossing the street. Warning, do not rest on water squares.
  • Untraceable: Avoid all tracking from any powers for 1 day.
  • Hide in shadows: Become one with shadows going totally invisible until the end of the hours or you choose to fight.
  • Assassin's Cloak: Skirmish without being seen by humans.
  • Shadowstrike: Command the shadows to come to life and attack for you.
  • Uninvited Guest: Enter any building, lair or apartment.
  • Commander of Darkness: Raise or lower the base security of any location until sunrise.
  • Phantom Thief: Steal without failure until the next day.


SUMMONERS BRIDGE
--------------
    Summon Ally: Summon an ally to your location.
    Summon Spirit: Summon a spirit for you (or an ally) to feed on for 1 anima.
    Summon Fadebeast: Summon a fadebeast to stand guard in a square and attack any who pass.
    Summon Sidhe: Call breifly for the aid of a sidhe (fae creature), who will attack a target for you.
    Summon Wraith: Summon a wraith minion to move around the grid and spy for you.

Mystic Path wrote:MYSTIC
-------------

  • Disease: Inflict a dexterity penalty either in battle or skirmish.
  • Somnambulism: Put a human in a trance-like state, allowing you to feed without being seen.
  • Blind: Blind an enemy for one day, making them less likely to hit.
  • Claim Abode: Prevent a single person from entering the building you are in for 1 day.
  • Quake: Scatter humans in square to make them easier to feed on.
  • Blood Magic: Convert 10 blood into 3 anima points.
  • Mystic Healing: Heal one non-critical wound immediately.
  • Burning Touch: Burn the skin of a victim.
  • Poison: Slowly drain your enemy's blood each turn (battle) or drain 1 extra blood for 3 days (grid).
  • Teleport: Teleport (yourself or a target) anywhere in the outside world.


SEEKER BRIDGE
-------------
    Lure Human: Instantly feed on a human, without moving.
    Aura Tracking: Enhances tracking skill and lets you see if your target has passed any of the surrounding squares recently.
    Triangulate: Grab either the X or Y of a target's location.
    Eye Spy: View the image of the square your target is sitting in (not the cords or building name).
    Psychometry: Used with the tracking skill to see if the target has been in the area in the past 24 hours

Telepaths Path wrote:TELEPATH
-------------

  • Mindspeak: Talk to a player without needing to be in their location or having to send emails.
  • Predictive Reflex: Increases your dexterity by 2 points while in battle.
  • Read Memories: Read the alert log of another person, to try to work out where they might be and how hurt.
  • Overwhelm: Overwhelm your enemy's mind with a barrage of thoughts, dropping their intelligence.
  • Mind Block: Prevent your enemy from using powers for one hour OR a turn in battle.
  • Appraisal: View the stats and powers of any other character.
  • Technokenisis: Connect to the net with your mind.
  • Palterer: Get 25% off of your next purchase in a shop by controlling the merchant's mind.
  • Telekinetic Shield: Use a very brief flash of telekinetic power to shield yourself from attacks.
  • Projected Empathy: Burden an enemy's mind with the pain you feel from one random wound.


ILLUSIONIST BRIDGE
-----------------

    Distraction: Automatically reduce the number of guards on duty by 1.
    Decoy: Place a dummy version of yourself in a square, which sends a jolt of telepathic energy when attacked.
    Harmful Illusion: The most powerful illusion possible to cast actually harms the mind of your target.
    Hall of Mirrors: Cast multiple fake images of your self, causing your enemy to miss you more often.
    Waking Nightmare: Everyone is afraid of something. Find out what, and use it against your enemy.

Allurist Path wrote:ALLURIST
-----------------

  • Confuse: Manipulate an enemy into making silly mistakes, lowering their intelligence rating by 4 for the battle's duration OR two days.
  • Intimidate: Intimidate an enemy in battle making them lose 2 points of dexterity for the rest of the fight.
  • Inspire: Inspire an ally for 1 day, giving them +1 to all stats.
  • Swarm: Gather a swarm of insects to swarm an enemy and drain them of 2 blood.
  • Seduction: Seduce a target making them unable to attack you for one day. Also includes characters set to location defense mode.
  • Silver-Tongued: Convince a shopkeeper to give you 10% off, or 10% extra for items you are selling.
  • Bewitch Vampire: Temporarily gain the assistance of any vampire, and get them to attack somebody in their square.
  • Enchanter:Permanently half all automatic bounties placed on your head.
  • Mob Rule: Use the humans in the square to attack a target (skirmish or battle).
  • Bewitch Human: Gain a human thrall.


SHIFTER BRIDGE
------------
    Alter Ego: Blocks the Triangulate and Eye Spy powers and makes it necessary for a person to be in your square to see you on the map.
    Changeling: Take on the appearance of another character and take on a single target in their disguise.
    Meaner Things: Take the form of an animal, giving you a battle advantage (choose only 1 for RP and stick with it). Gain one extra energy per hour and allows you do avoid fae attacks for the day.
    Feral Mutation: Your claws grow long and razor sharp, your arms grow powerful and massive, your jaws and teeth grow... Increases strength, skill, stamina and dexterity by 3 points.
    Monstrous: Distort your body and make yourself a nightmarish mutated beast, lowering enemy willpower at the expense of your charisma.

Killer Path wrote:KILLER
-------------
  • Super Jump: Jump over the river, or over impassable buildings on the world map.
  • Tunnel: Dig down into the sewers without needing to find an access point.
  • Bone Crusher: Inflict a random, non-critical bone breaking injury on an enemy.
  • Celerity: Quickly move to any grid location in 1 move.
  • Throw: Throw an enemy out of the square, or throw them in battle.
  • Razor Claws: Your claws become savage weapons, and you gain a huge bonus to attacking while unarmed.
  • Hyper Perception: Massively increases your dexterity while in battle.
  • Deadeye: Your next gun shot WILL hit the target and wound them.
  • Healing Trance: You cannot move for one day, but in using this your wounds are automatically dropped down by 1 day each.
  • Daywalker: Can stay out in the sun without injury (loss of one extra blood, though).


IMMORTAL BRIDGE
-----------------
    Vigilance: Improves your chances of spotting an enemy or retaliate when sentry or retaliation mode are activated.
    Zombie Constitution: Shrug off the negative effects of a non-critical wound (but keep the wound itself)
    Quickening: Turn one critical wound into a normall wound, allowing you to feed.
    Rejuvenation: Automatically decrease the duration of any new death wound by 1 month.
    Life Link: Return to life without needing to find an exit (must have 10 anima, which gets spent).

Necromancer Path wrote:NECROMANCER
----------------------
  • Blood Boost: Give 1 blood to yourself.
  • Rigormortis: Inflict an undead target with paralyzing rigor mortise, making them miss 1 battle turn.
  • Blood Heal: Give 1 blood to an ally.
  • Grave Digger: Manipulate the earth to dig mines, tunnels and caverns (allows you to enter underground and help craft it).
  • Corpsify: Reduce a target's charisma by 10 points.
  • Raise Vampire: Temporarily raise a random vampire from the shadow realm and get them to attack for you.
  • Humanize: Prevent an enemy's wounds from healing for 1 day.
  • Medium: See spirits on the world map, and feed on them for anima.
  • Undead Hordes: Summon a horde of zombies to your location, but which you cannot control. They will attack passers by.
  • Curse: Cast an anonymous curse that causes your enemy to lose 2 skill points for 2 days.


FADEWALKER BRIDGE
----------------------
    Curse Spirit: Make a vampire's spirit lose 1 anima while they are in the fade.
    Shadow Crafting: Alter the Shadow Realm's appearance, layout and even block off squares entirely.
    Enter Shadows: Enter the Shadow Realm at any time and stay there for 24 hours.
    Fade Absorption: Allows you to recognize and absorb PXP orbs in the real world and the shadow realm.
    Shadow Gate: Open a window to the shadow realm, increasing the number of anima gained in that square at day change by 1.

An additional source of information regarding Powers can be found on the wiki Here.
Last edited by Amaranthia on 30 May 2016, 05:45, edited 2 times in total.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: The Why, What, and How's of PV

Post by Amaranthia »

Buildings

    Banks
      You can deposit, withdraw and transfer coins here. They may also be used to transfer Karma from player to player. They are located throughout the city.

    Pubs/Taverns/Bars/Clubs
      Located throughout the city these are not currently in use (coded) yet. For now, you can enter buildings to hide.

    Hospitals
      Used by humans to cure wounds or recover from blood loss.

    Shops (Green Shops)
      You can buy weapons, ammo and blood packs here. Blood packs are not available for purchase if you have suffered a critical wound that is healing. You will lose a weapon you have equipped if you die in battle.
      There is one shop that sells only gift items. It can be found at 24,14.

    Internet Cafes
      You can log into the CrowNet within Cafes, though you cannot do so in the Exit square. The CrowNet will be explained in another post.
Last edited by Amaranthia on 27 Apr 2011, 03:00, edited 2 times in total.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: The Why, What, and How's of PV

Post by Amaranthia »

Maps

PV City Map
    Most will not be able to edit it right now. If anyone wants to be able to edit the map and help keep it up to date as David inevitably makes changes, please let Keara Aithne know and give her your email address so that she can give you the required permissions.

Map Image
    Mooncalf has provided us with an overview PNG map as well. Please note, this map is outdated and does not reflect changes made to the grid over the past year. It is for 'general overview' purposes only.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: Your Guide to Path of the Vampire

Post by Amaranthia »

Shadow Realm

  • How is it difficult to leave?
      The difficulty to leave thing comes in the form of a "nekiya" (or a "dark journey of the soul"). Characters of different power levels will be required to stay in the Shadow Realm for different lengths of time after death. The more powerful your character, the longer they will have to stay, up to a maximum of 7 days spent in the realm. To exit, you must do your time and then find a door (which move daily).

  • What will the shadowlands look like?
      The Shadow Realm is a twisted, fragmented reflection of the real wold. There is no color or life in the Shadow Realm: everything is bleak, dull, gray and dead. All structures and objects shimmer in the Shadow Realm, as if blurred by a wind that does not exist. The form of a spirit or a wraith appears as a silhouette -- rippling as if it was but a shadow cast in a pool of darkness. There are no features on faces, nor definition on their bodies, as though the Shadow Realm itself is mocking visitors -- reminding them of their lifeless, bleak existence as part of the realm of darkness.
      From a grid-perspective, the Shadow Realm is completely greyscale. The buildings and layout change daily and the doors move at random.
  • What can I do while there?
      When a vampire dies, they are inflicted with a long-lasting Death Wound, the severity of which is determined by path and number of previous deaths. While in the Shadow Realm, your character my hunt down spirits which, when fed on, provide 1 anima as well as remove 1 day from the length of the Death Wound. You may also collect anima from other dead characters, but this will not affect the length of your wound. You can, however, choose to attack another character, which will not only drain them of 1 anima, but prolong their Death Wound by 3 days.
  • Is it roaming the city as a ghost or is it an entirely different area?
      Entirely different area. Think of it like a mixture between limbo and hell for vampires.

  • What happens to those characters who permanently die?
      Those who have died permanently will remain forever in the shadow realm, and even be able to communicate with the living (or ... unliving).

  • How is it possible to permanently die?
      Humans and Vampires who feed off of the blood of other vampires are the only ones able to permanently die.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: Your Guide to Path of the Vampire

Post by Amaranthia »

Setting

Time: Post-vampire holocaust, present time.
Place: American Continent
History: The pending history is...

David wrote:Year is 1813. If you die as a vampire you are dead forever. Vampires are being hunted by an alliance of weird hunters and werewolves. Nearly all of them dead.

X1 vampire works out that the veil between shadow and living realms is thinner around a small city on the border of canada. X1 vampire gathers a handful of elders and takes them up there. There are already 1 or 2 other vamps in the area, who aren't elders. Vampires hope that if they die up here, they might be able to return easy. Vamps make pact. Pact says that if even one survives they have to find a way to help the others return, in 120 years when the hunters are dead and nobody believes in vamps anymore.

Hunters find vamps, kill them all except X2 (the future big baddie). X2 goes crazy, starts trying to understand death, is afraid to leave the area cos if he dies elsewhere he might not return. X2 starts summoning zombies to keep him company. Nearly 200 years pass and X2 refuses to bring back any vamps, cos he doesn't want to share power and is afraid that if they come back they will try to kill him (he crazy, remember). he starts experimenting more with summoning zombies and ghosts, gets obsessed with it, starts to think about using them to take over and rule humans, accidently tares the veil. Zombies start to rise around the local area. Quarantine is set up by humans to stop the weird zombie rising thing (quarantine area would show up in the city).

Veil being torn brings handful of elders back, some of who are pissed that X2 didn't bring them back on purpose or sooner. X2 can't be found, and starts to sire other vamps hoping that he can use them to protect himself from the 1st gen, who will be pissed off. No vamps really want to leave area, cos if they do, they can die permanently, unlike here where they can escape the shadow realm if they die.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Amaranthia
Registered User
Posts: 850
Joined: 23 Mar 2011, 20:17
Location: .::.The Necropolis Nightclub.::.

Re: Your Guide to Path of the Vampire

Post by Amaranthia »

Generations


Your generation is the generation where your vampire was sired. Those who are immediate childer of 1st Gens are 2nd Gens, immediate childer of 2nd Gens are 3rd Gens and so on. 1st Gens are the founders of the vampire community in this post-vampire holocaust time setting.

The in game anima perks for each generation are as follows:

    Generation 1: 23 starting anima
    Generation 2: 20
    Generation 3: 17
    Generation 4: 15
    Generation 5: 13
    Generation 6: 12
    Generation 7: 11
    Generation 8 or lower: 10

The maximum number of anima can be increased up to 25 by adding to the Arcane stat.

Each generation has various differences via in-game mechanics as well as RP storyline. It is advised you speak with your character's sire in order to find out specialties when you are just beginning, as each bloodline is unique.

You will always be the generation you start as, there is no climbing generations. You will also always be sired by the vampire you are sired by in the first bit. This does not, nor will it change. You can delete your character in order to have that connection removed, but you will start over.

You also will only be allowed 3 accounts. After 3 accounts have been registered by you, you will have the option of deleting one in order to start a new account.

All vampires who are 2nd Generation and forward are freshly turned after the rising of the elders (1st Gens) with the exception of those given special permission due to plotline that has already been established.
Image
.::.You, In Somber Resplendence, I Hold.::.
.::. Strange Deranged Devotion .::.
.::. His Black Widow .::.
Post Reply