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[P][M] - Sweet Sunshine by Lyric Jackson, 12-Jun-2020, 08:48 AM
[O][G] - Another Test Thread by ThistleProse, 12-Jun-2020, 07:49 AM
Application Guide by Blood Ties Team, 11-Jun-2020, 09:58 AM
Rules & Guidelines by Blood Ties Team, 09-Jun-2020, 01:57 PM
Species - Werewolf by Blood Ties Team, 09-Jun-2020, 01:54 PM
Species - Vampire by Blood Ties Team, 09-Jun-2020, 01:53 PM
Species - Shifter by Blood Ties Team, 09-Jun-2020, 01:52 PM
Species - Mundane by Blood Ties Team, 09-Jun-2020, 01:51 PM
Species - Mage by Blood Ties Team, 09-Jun-2020, 01:50 PM
 
  Another Test Thread
Posted by: ThistleProse - 12-Jun-2020, 07:49 AM - Forum: Documentation - No Replies

This is a test thread full of testing~

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  Application Guide
Posted by: Blood Ties Team - 09-Jun-2020, 02:00 PM - Forum: Guides - Replies (1)

How to do the profile application

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  Rules & Guidelines
Posted by: Blood Ties Team - 09-Jun-2020, 01:57 PM - Forum: Guides - No Replies

Rules go here~

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  Species - Werewolf
Posted by: Blood Ties Team - 09-Jun-2020, 01:54 PM - Forum: Lore - No Replies

Werewolf Information

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  Species - Vampire
Posted by: Blood Ties Team - 09-Jun-2020, 01:53 PM - Forum: Lore - No Replies

Vampire Rules:
- When you are turned, a lot happens to your body. Any wounds inflicted before the turn will be prioritised and healed while some of your vital organs shut down or are shifted into a new purpose. If you had a terminal illness, like cancer, your turning may take a few days longer as the virus works to kill off anything that isn't needed for your new life. Bones that weren't set straight will mend properly at this time, relieving you of that nasty limp or ache you've had for yours. Previous scars and tattoos are viewed as part of the skin and left alone. Because of the change into a nocturnal creature, any vision issues will also be repaired at your turning.

- Vampires are viewed (at least by themselves) to be at the top of the pecking order. They are faster and stronger and have better vision than humans and most shifters. Some breeds of shifter may rival this.

- Yes, these vampires can have sex. No, they cannot reproduce in this manner.

- Yes, they cast a reflection.

- Food and beverages are okay to have. They have no nutritional value for vampires, but most simply just enjoy the taste and the ritual of eating together. It does also serve as a handy way to blend in with humans.

- Breathing is also not needed but, again, it serves as a good way to blend in.

- Vampires don't need to sleep in a coffin to heal or feel rejuvenated; a bed works just as well. Back in the day of poorly built homes, coffins or underground crypts were a lot more secure with a lot less stray rays of sunlight. So some of the older vampires may prefer it still if they wish out of habit or a stronger sense of security.

- A vampire is always aware of the time of night and how close sunrise is. The newly turned fledglings will likely fall instantly asleep when the sun breaks the horizon but the older they get, the longer they can stay awake. Masters can stay awake for days if needed, but it does exert a lot of energy.

- Day walking may be possible but also extremely expensive and rare. If possible, a powerful mage needs to know a complicated spell that can either enchant an item or create essentially a second skin for the vampire, both of which would only last about ten hours.

- Religious symbols only hold power over a vampire if the person wearing/holding the item has a strong belief in that faith. The item will flare up brightly and act as a temporary shield around the person, preventing the vampire from getting closer.

- Garlic, however, does not repel vampires though their heightened senses might not enjoy it.

- Minor wounds like a slash or even stab wounds and shallow bullet wounds can heal almost instantly. For anything major like their innards spilling out, a little medical packing and a good healing trance (essentially a coma and you can still hear people around you) won't fix. Missing limbs are a bit trickier as there are a few cases of it happening but reports say the vampires were in a deep healing trance for weeks while the body repaired itself. Having the limb near the socket may increase the recovery rate. Nothing fixes full decapitation, though!

- Baby vampires (either referred to as babies or fledglings) are closely watched after Changing because of the chance of magic left in mages (their body stores magic and after the Change, a few spells can still be used before it is fully depleted) but also because they are in a way still changing from human. Their eye sight is still trying to adjust, their hearing is enhanced, their body is faster than they can really control, getting used to the Family in their head… They typically stay close to home to learn how to control all of this. This could take months depending on the vampire before they are allowed to start going out and assisting the Family.

- The Child has no choice but to follow their master's order. They might not like it and might even rage but they always do it.

- Staying with the Family makes everyone stronger. Strength in numbers, sure, but also the ebb and flow of energy through the bloodline. The Master can give some of his power out if needed but he can also just as easily absorb all of his Family's power if he's in a bind. If a Master draws from you, you'll feel yourself weakening, possibly even falling instantly unconscious.

- As part of a population control effort, because you don't want to outnumber the feeding source, only Masters are allowed to Change someone and they must take responsibility for that baby (no changing and leaving them behind). Everyone has the ability to do so but if the Senate learns of a non-Master doing so, it will be investigated and in most cases, the fledgling will be punished by being staked and their sire may not fare any better, depending on line and their own reputation.

- To become a Master, on average, your age is around 200 years. It has more to do with your personal strength and mastery over skills, including gaining new ones. As a Master, more powers may come to you.

- If you obtain master level, you can be emancipated. Whether you wish to start your own Family/court or stay with the current one is up to you and your Master. If you stay, you have a lot more free will and aren't compelled by the bond to follow orders, but do so out of love and loyalty. If you leave to start your own Family, you are still a member of your sire’s bloodline and will answer to him/her if they ever call upon you, though again it’s more out of respect (possibly fear of repercussions). Some prefer the comforts and safety and not having to run anything and are content to stay with their Master.

There are 5 levels of Masters and it is not a guarantee that you will achieve that stage when you hit the right age frame. It's based on your powers and the control of it more than simply age. But a general time frame, assuming you aren't overly pathetic in everything is as follows:
5th is 100-150 years.
4th is 200-250 years.
3rd is 300-350 years.
2nd is 400-450 years.
1st is 500-550 years.

- Vampires are never solo. They are always a part of a Family and Masters can pass a vampire to another Family. Some ways in which this can happen is a trade or perhaps a duel with a vampire as the prize.

- The Ancient Ones are among the original vampires. Some serve on the Senate but most are now believed to be a myth or have died since they haven't been seen in decades or centuries.

- If you do not excel in enthralling your target, have no fear! Vampire saliva boosts the endorphins, calming the target.

- Must be invited into a private residence or risk instantly catching on fire. Apartments and anything that is leased is not truly a private residence. If the owner of a home dies, that bond is broken and you can freely enter.

- The Family can mentally communicate with one another. The closer they are, the easier it is. You'll be able to clearly reach out to anyone within the city but outside of that, you may have to rely on a cell phone.

- Another bond a vampire can create comes from letting a human (and mages count as human) drink some of their blood. It links the human to them, or more specifically their blood, and with the more they feed the human the stronger the bond and loyalty to them becomes. If given enough, the human can essentially become a slave to them. This works with any vampire's blood, however, a previous bond will be stronger and a young vampire cannot overshadow or challenge the bond of an older and stronger vampire. Like an addict, it is possible to break free but it will be difficult, possibly needing magical assistance and a lot of detoxing.

- Feeding from humans is allowed but with discretion and certainly no killing sprees. Some Families might have their own stable of feeders and there's also feeder dens to visit. If all else fails, blood bags will do the trick but it's just not as tasty. Some Families may have their own feeding rules as well and may not allow hunting in the wild.

- All vampires have the following powers, though some might not be as skilled as others: heightened speed/strength/senses, enthral/suggestion/charm, telepathy, and glamour.

- Masters get a few more perks. You obtain one new power with every level of Mastery you achieve, giving you 1-5 powers from the list below. Unless you are a first level, you can only ever pick one from the 'unique' section. First levels can have two, with an overall total of five skills still.
Mind control: You take the simple suggestions and go a bit further by directly ordering your target to do things.
Mind reading: Pretty straightforward. A highly skilled Master can get through most mental walls.

Control emotions: This is done more by touch. You can help calm someone or even rile them up if you're looking to cause trouble. Those more skilled in this area do not need to touch their target and may be able to influence more than one person at a time.

Scrying: You can stretch your mind out toward a certain person or location to look in on them. However, Masters that are strong in the mental fields may sense you and 'slap' you away from them.

Telekinesis: You can move items with your mind or a wave of your hand for dramatic flare.

Energy burst/knock back: Vampires are not mages but they are essentially made up of magic. With a bit of focus, you can shoot out enough of your power in a concentrated form to attack with.

Psychic scream: An actual scream that is almost deafening but definitely stuns and even knocks back enemies. This can also be done mentally if you feel someone poking around in your head.

Touchless Feeding: this means you don’t actually have to drink by piercing the skin. You are powerful and focused enough to draw blood through the target’s skin and absorb it through your own. This isn’t something that can be seen by the naked eye and unless you intend to drain someone dry as an attack—which can take only seconds to do—the target won’t even notice anything amiss, save for maybe being a little woozy.

Unique Abilities:
Shadow meld: You become one with the shadows. You can blend into them, masking your very presence until you step out of it again. If shadows touch, you can safely move from one to the other without detection.

Dream-walking: You are able to enter someone's dreams if you are standing near them and influence them or communicate. If you have a strong enough bond with someone, you can jump from your dream to theirs regardless of distance. Typically used to spy and gather information or influence the target. You usually aren't seen, unless you want to be.

Shift into an animal: Only one specific animal; you cannot become various ones depending on the situation. This is more an animal that has always had a special meaning to you, like a snake or eagle.

The veil: You are able to phase between planes for a short time. This is kind of like invisibility but you are completely off the plane and away from any harm. An example: if someone was shooting at you, you are phased out of existence and the bullets won't hit you. Doesn't last long and uses a lot of energy.




**Store item to buy an additional master skill. Any level? 3rd+? Only 1st?

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  Species - Shifter
Posted by: Blood Ties Team - 09-Jun-2020, 01:52 PM - Forum: Lore - No Replies

Not at all cleaned up. Mostly still in point form and some questions to work out.



Animal or human, no in between state.

Usually you can shift at will, but the full moon demands your attention. You feel the pull of the Moon and must obey her that night. Most will go off running in the woods, hunting small prey. You don't lose full control or forget who you are but you can't ignore the urge to shift and you do get a bit stir crazy if you don’t give in to the desire.

~ Genetics or bite? Both? Most shifters come from a bloodline (purebloods/purebred) while others were human who have been bitten by one (virals).
~ If bite, can they reproduce at all? 50/50 the baby is shifter?


Cannot be turned into a vampire. Bite can still enthrall to a degree?

Stronger, faster, better vision than humans and some shifters may even be on par with some vampires.

Silver weakens you, makes you more docile. Youth often wear it to keep their temper in check to avoid shifting in public from spiked emotions. Too much (like full chains around you) will leave you as weak as a cub. Removing the silver will give you a slight reprieve but you will need a bit of time to recover full strength.

~ When shifting back, naked? Or wear a special necklace/bracelet that absorbs the clothes and puts them back on?

Longer life span, but not immortal, therefore slower aging. Example: could be 150 but appears to be 25.

Can’t speak when in animal form, though you can understand other members of your animal class through howling/barking/meowing/etc. (which can be written like normal speech)


How to Shift: (from my old game)
Shifting is not an instantaneous magical POOF! type of thing. You are changing shape with your body rearranging everything. Bones will be heard cracking, faces will elongate into snouts, vision blurring as it adjusts since animals see differently than humans. This is no doubt on the painful side and does not take place in a few seconds. Someone could visibly see the changes play out before them though it'd probably leave them scarred. Given the changes that take place, after you shift one way or the other, you will have some time of disorientation while you adjust.

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  Species - Mundane
Posted by: Blood Ties Team - 09-Jun-2020, 01:51 PM - Forum: Lore - No Replies

Mundane Information (lol)

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  Species - Mage
Posted by: Blood Ties Team - 09-Jun-2020, 01:50 PM - Forum: Lore - No Replies

The most common term is mage but some may refer to the magic users as witches, wizards, or warlocks. Your character can use whichever they prefer or react in varying ways to some of the terms. Perhaps they think warlock is offensive if they view it as a dark practitioner and they are more in the realm of light.

Mages can live twice as long as humans. Their bodies both feed on the magic around them and creates its own which helps extend their life. Typical lifespan is about 200 years, though some may be able to keep it up for longer. The body slows in aging around late 20s to mid-30s.

Outsourcing, stealing magic from other sources, is dangerous. Some of the darker mages in the past have captured vampires, draining them of the magic that essentially runs them and letting them recharge again during the day before doing it again.

For mages, bottling your own excess magic is an acceptable practice, otherwise it can build up in your body and cause a lot of problems. It can be bottled and used to help set up wards or do enchantments, or used in an emergency during a battle for a recharge. Selling it to dark mages is illegal.

Mages can 'hide' how powerful they are. If angered or they want to show off, they can unleash the hold, setting the power free and washing over everyone around them.

Magic is the oldest of all known preternaturals. It's what has helped create shifters and vampires, as far as anyone is aware. While they currently aren’t known to exist in our world, some people believe the fae are real and are the original creators of magic. Not everyone believes this and there isn’t any solid proof. After all, they’re called fairy tales for a reason, right?

Magic users are often affiliated with The Society. They may not be actual Guardians, but they are registered and The Society knows what kind of magic they wield. These are usually the more well-behaved mages that don't mind the regulations. On the other hand, there are the wild users, the ones who don't want to be chained down and keep their magic a secret, preferring to draw on as much of the power source as they wish or go a bit darker than is preferred.

Magical families have trouble having kids. Usually only one, maybe two. More than that and either they were just lucky or a magical deal was made, likely with some sort of consequences.



The following are the classes of mage you can choose from. No cross-class action is allowed. The powers are also examples. If you have ideas, please let the Admin team know and we’ll approve and add it to the lists or deny (likely to be a rare thing) if we think it’s too over powered or currently doesn’t fit the world. No time travel or freezing time is allowed.

Elemental Mages:
Commonly referred to as druids or shamans.

These mages control the four elements: fire, water, wind, earth. Most are typically strongest in one and weaker in the others, if able to call upon them at all. Of course there are some that excel in all areas but they are rare or keep it hidden as The Society would try to get them under their control.

Powers are triggered by concentration or spoken words. Spell components are not needed.

Examples of ways to use your powers:
Fire: summon a ball of fire in your palm. You’re resistant to fire when you call upon your power when grabbing, for example, something out of the fireplace or a hot pot. Running into a burning building might not be advisable as clothing and hair won’t make it out. Use your element as a shield.

Water: Summon water or even ice, essentially from the moisture in the air. This doesn’t allow you to breathe underwater but the more adept at the element can draw from clouds to make it rain, possibly even able to call up a storm. Use your element as a shield.

Wind: Create wind gusts to knock people back or lift yourself up almost as if you’re flying. Mileage may vary depending on your strength. Use your element as a shield.

Earth: Little mini earthquakes felt in your proximity. Control roots and vines as if they’re whips or binds. Use your element as a shield.

They can also weave their magic through song and dance. Both are used in rituals that can take several minutes or several hours to perform. Often used for some sort of trance and communing with nature or even to help spark the growth of trees and flowers. Some can also use their skills to weave emotion into the song/dance, making their audience feel their emotions and get lost in the story being told.



Arcane Mages:
May also be called Moon Mages.

These mages are sometimes viewed negatively by other magic practitioners as they enjoy sex freely. Some arcane mages often find sex rejuvenates them on multiple levels and believe it helps to boost their power when doing rituals.

Ley lines help to boost this area of magic. Our city sits on top of a major crossroad, helping to increase the power and duration of most spells. The further they get away from such hubs of power, the more their power level returns to what would be their usual average.

Psychic Shield: prevents a vampire from touching the user's mind. It can also be used to keep the vampire contained like with a wall. Limited time on how long it lasts and strength may vary. A strong master vampire could break most shields with little to some effort. Triggered by a yelled word.

Deflect: works on attacks from blades and some lesser magic. Akin to an invisible physical shield. Lasts no more than a minute.

Illuminate: take a light source (lighter, light bulb, flashlight, but not the moon) and cause it to increase its power to reflect more of a sun-like light.

Levitation & Slow/Feather Fall: You can cast it on yourself or someone else.

Illusions: Cast a minor illusion that looks realistic. Some species or strong mentalist vampires may be able to tell it is an illusion.

Disguise Self: Like an illusion on yourself. You can change how you look though it only lasts for a few hours and it can also be seen through by some species.

An offensive spell they do have is in the form of an energy burst created in their hands like a ball and shot out. May knock back or knock out the target depending on the user’s strength. This is also increased in strength when the Moon is called upon.

Arcane mages can also learn invisibility though it may only last up to ten minutes.

Arcane mages can have an arcane familiar. It can be in any smaller animal form (cats and birds are typically preferred) and has a psychic link with the caster so you can communicate with it telepathically. They can only ever summon one and since they are essentially a spirit in animal form, if they happen to take too much damage, they will vanish and can be re-summoned later on. The form the familiar takes is what the mage was focusing on during the summoning and that is the form it will always be in. With the psychic link, you can see through your familiar’s eyes but it does leave you vulnerable as you own vision goes blind.


White/Light Mages:
These mages would be your healer or support member in a video game. They don’t have any offensive magic, preferring to heal or prevent.

Shield: Like arcane mages, they can throw up a force around them to keep back any physical attacks for a short period of time. Unlike arcane mages, they can apply this to someone else. It is concentration, however.

Cure poison: This is both in knowledge of plants and mixing together an antidote but some can also draw the poison out through the pores. Doing it in that manner is very draining on the mage.

Healing: While they can’t bring someone back from the dead or heal cancer or major wounds, they can essentially will small wounds to close. Like with curing poison, this is very draining on the mage and may render them unconscious for a time. They are also typically skilled in first aid and herbal medicine.


Black/Dark Mages:
These mages are most likely to delve into blood magic. The blood of their target can be used in some spells and rituals to call upon harm to that person. Blood makes their rituals in general more powerful.

Dark mages can actually be fairly weak. They draw their powers from chaos and negative emotions—which their very existence can create in others. They thrive on causing mayhem to feed their need for more power and enjoy corrupting those around them. They possess a silver tongue to rival a vampire and can charm people to the dark side of magic. Other types of mages can be susceptible to this lure of promised stronger magic. This is the one case where cross-class can happen. If you go to the dark side, it will corrupt your main form of magic until nothing is left of it.

Mind control requires a blood ritual and concentration for the duration of the act they are trying to get the target to perform.

They know their poison and can mix up potions to cause various outcomes.

Decay: A more powerful spell that requires concentration and an incantation. This will cause the target’s flesh to begin to rot. A Light Mage may know how to counteract it.

Like arcane mages, they can create a ball of energy to use offensively.

Some dark mages also have the potential to create golems. A golem is made out of clay and given life by trapping a spirit within it. This is the closest to necromancy we currently have as we aren't raising the dead--except as vampires.


Psychics:
While some don’t count them as true magic users, psychics still possess some extra abilities most normal humans do not.

They can see ghosts clearly whereas most humans may only catch a hazy glimpse out of the corner of their eye. They can also speak with the ghosts and some ghosts will take advantage of that, pestering the psychic to help them with a task or moving on. Learning to pretend they don’t see some ghosts helps their sanity.

They can have visions in their dreams. Sometimes they can force it upon themselves by going into a trance and focusing on what they want to know, usually it hits randomly. It’s not always a clear message they receive, as it could simply be ‘cat’ and they’re left wondering if they should adopt one or approach someone with one.

In the same vein of dream visions, some may just get hit with a glimpse of the future while awake and in the middle of a regular activity. Again, it’s not always clear and it’s not always set in stone that what they saw will come true.


Nulls:
No other magic, they are the absence of magic and can nullify it in mages if they are around. They can either concentrate specifically on one target (mage or a released fireball, for example) and slowly absorb the spell or drain the mage until they are weakened/knocked out. Nulls can also force their will out and help nullify an area. Depending on their skill with their 'magic' the radius can range from a room to a block and last as long as they remain conscious.

Because of their powers, vampires like them for protection from mages and often have them in their employ at their home or businesses.

Unlike other magical users, nulls cannot extend their life span. In fact, due to their constant absorbing of other magic and the way their body processes it, they can have a shorter life than that of a normal human--the hatred and revenge from other mages is also a contributing factor.


Techno-Mages/Artificers:
These often become guardians or sell to them as they rely on a blend of magic and technology put into items and charms. It's not a real area of magic so much as it's a job that various mages take a shining to.

Examples of what they can make:

Null bombs: small ball that detonates when thrown on the floor, putting an end to all magic in the area for several minutes.

Shield necklace: device to create a magical shield like what arcane mages can do on their own.

Weapons can be engraved and enchanted by these mages.

Tattoos can be magically imbued with protection spells.

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