Setting
Our world is not what it seems. Horrors lurk in the shadows of the night, watching us, utilizing us for their own sick and twisted ends. They don't want to be seen, and for all our rationality, all our willingness to believe they don't exist, we aid them in that. Sometimes, though, on a moonless night, someone pulls aside the curtain, and sees the world as it truly is. Some change, joining the chorus of lost souls which haunt our perimeters. Some fight back. Others seek simply to know. Whichever path you chose, this is your story.
Macapá is a capital city in Northern Brazil. It is separated from others of its ilk by a lack of highways, though, situated upon a river delta, it has plenty of access to the ocean and trade, as well as the rain forest and a variety of Incan ruins and other secrets which might be found within. With a rich history involving Spanish colonization, Portuguese military detachments, and French immigrants from other areas of South America, and a present involving corrupt politics, drug cartels, and tourism, Macapá, the fifth richest city in Brazil, boasts a wide variety of cultures, people, and things which go bump in the night.
The majority of Macapá's citizenry speak Portuguese as their first language, but are fluent in both French and English as well, owing to trade ties close proximity to French Guinea. Aside from a thriving tourist industry, and the standard, overpowered drug cartels of South America, city life is largely the same as it is anywhere else.
Outside of Macapá, in the rain forest, indigenous tribes still hold fast to their way of life in the face of rapid modernization. On occasion, young men will leave to find some form of work within the city itself, but just as often they remain on what land the Brazilian government has allotted to them, contending with logging companies and the horrors of the Rain Forest whilst clinging fast to their ancestral religion.
With a population of about 40,000 in 2006, however, it is by no means the largest city. Still, there is plenty of room to get lost, and with the hustle and bustle of incoming shipments, cruise lines, and etc. there are always fresh faces and fresh meat.
Character Creation
This game will be making use of the
new World of Darkness rules. That being said,
you do not need to have access to the rules, or know the rules to participate. If you do, that's all the better, however.
There are two ways in which you can apply. Option A is for players who do not know the rules, or who don't feel like cracking open their books at the moment. Option B is for players who have access to the rules and want to handle the mechanical aspect on their own.
The following holds true for all players, regardless of character creation style:
- All characters begin with 35 experience points. These may be used to purchase templates (see below).
- Any character may have no more than 2 mechanical flaws. You're free to play a blind quadriplegic sociopath with a dark past, but only two of those issues will ever net you extra exp.
- Only supernaturals may lower their Morality at character creation, at a rate of 3exp gained per dot for a maximum of 9exp gained. This must be supported in backstory. Mortals do not have this option, unless they're Hunters.
- Any character who starts as a supernatural may begin play as a mortal, in a prelude. Otherwise, Mortals will become supernatural as plot and dramatic convention dictates.
- All characters who start as a Supernatural MUST discuss things with both thatkid and Deep_waters, via PM, before they can begin. This is to provide you with setting information related to your template.
And now we can safely move on to character creation options:
Please fill out the following form and PM it to BOTH thatkid and Deep_waters (in the same message, preferably), and then allow for 3-5 business days before receiving a reply:
Name: Your name
Age: Your Age
Gender: Your Gender
Concept: A single sentence that sums up the concepts and ideas behind your character.
Virtue: What is your character's defining virtue?
Vice: What is your character's defining vice?
Appearance: At least 1 well-written paragraph describing the physical features, but not the clothing or attire, of your character.
History: At least 3 well-written paragraphs describing your characters history and motivations, including how they acquired any skills or talents they may have. Strive to provide yourself a place in the world.
Skills: At least 2 well-written paragraphs describing your character's primary skills and abilities, but not how they got them.
Personality: At least 2 well-written paragraphs describing your character's personality.
Template: Put mortal if you want to be mortal, vampire if you want to be a vampire, etc.etc.
Please use
this site to make a character sheet. PM the character sheet, along with a 1-sentence concept, your character's full name, and at least 3 well-written paragraphs describing your character's backstory, personality, and motivations to thatkid and Deep_waters under the heading "Macapa Style B Application". Provide 0-5 business days for a reply.
Each individual "template" has an associated experience cost. You need only pay this cost if you are beginning the game as a paranormal creature of some kind- It comes out of the 35exp points you are allotted to start. Hunter has been split into 3 categories based on the tier. Hunters who are in a cell, unaware of the existence of others like them, are Tier 1. Hunters who have become aware of and may have joined a compact (Ashwood Abbey, Net0, etc.) are Tier 2. Hunters who are aware of and may have joined a Conspiracy (Cheiron, VALKYRIE, etc.) are Tier 3.
- Vampire: 10exp
- Werewolf: 15exp
- Mage: 25exp
- Promethean: Unavailable. Sorry.
- Changeling: 10exp
- Hunter, Tier 1: 0exp
- Hunter, Tier 2: 10exp
- Hunter, Tier 3: 15exp
- Geist: 15exp
First, I will only ever turn your character into a paranormal creature after having privately contacted you about such (I may not explicitly tell you which sort of creature you become). Most characters who "turn" are likely to become the paranormals most easily to be made from humans: Vampires and Hunters. In the case of the more powerful and/or genetic/inborn paranormals, special rules to turning apply. Other creature-types, also, have their own set of special rules. As follows:
- Vampires: As per the Vampire: The Requiem rule book, all one needs to become a vampire is to become the Childer of another vampire. What this means for the game is that there are no real special qualifications to become a vampire outside of having caught a vampire's eye story-wise. New Vampires will need to take part in an "introduction to the Court" plot.
- Werewolf: As per the Werewolf: The Forsaken rules, one must be born a Werewolf in order to become one. In regards to this, however, sufficiently young player-characters may become a Werewolf without any sort of backstory indications (or with them). New Werewolves will need to take part in an "Introduction to the Packs" plot.
- Mage: As per the Mage: The Awakening rules, all one needs to become a Mage is to...well, awaken. Whatever that may mean. New Mages must undergo a "Vision Quest" plot, and may later find themselves taking part in "An Introduction to the Awakened" plot. Though the latter is not required.
- Promethean: As per the Promethean: The Created rules, a Promethean must be created. That is to say, the only way to play one is to start as one, after having a character die and meeting the Supernatural Requirements.
- Changeling: As per the Changeling: The Lost rules, all one needs to become a Changeling is to have been abducted by the Fae. Players who meet the requirements for supernatural characters and lose their own may create a Fetch instead of a regular mortal, otherwise current characters must be abducted. Either way, the player will then spend an indeterminate amount of time playing a Fetch until their character escapes from the Hedge at which point a "Welcome to the Freehold" plot of sorts will take place, the GM will gain control of their Fetch and the player will resume (or gain) control of the Changeling.
- Hunter: As per the Hunter: The Vigil rules, all one needs to become a Hunter is to...hunt things, I guess? Joining a conspiracy or cell will require a plot arc surrounding such things, but otherwise there are no special rules. One does not need to meet the Supernatural Requirements in order to become a Hunter. Hunters may lose their Hunter status and become one of the other forms of Paranormal creatures.
- Geist: As per the Geist: The Sin-Eaters rules, one must die in order to become a Bound. If a Mortal dies and the player meets all prerequisites for a Supernatural character, chance dice may be rolled (unless there's plot reasons for them to become a Bound anyways), and the Character may be given a chance to strike a deal.
- Anything Else: Depends on what it is.
- Naturally, each transformation will require a "Prelude" plot arc. This may coincide with another arc.