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The White Rabbit / Re: One More Time
« on: February 24, 2019, 08:02:20 AM »

They formed a plan, and in a flash of speed Lisa-Joe was on her way to do her part, leaving Jake alone in the elevator. He was headed up, wearing his little outfit, making him look like a kid at a sleepover. The sword was now sheathed and draped across his shoulder by the black cloth he normally carried with it . Bringing the blade into the bar would be odd enough. If it was drawn he might cause a panic. The doors opened and he entered the main floor, trying to look annoyed he'd been summoned from below. He scanned the room and saw Lazarus hitting on some mortal. Gross. 

Stranger though, was that a member of the Sacramentum was here. Hugh. Jake had never met him, but when one does business with a family man it's often a good idea to know who that family was, and so Jake wondered why the younger member of Charon's family was in his bar. None of them had ever stepped foot in here before except Ari, and that was only for security meetings. 

Then he saw Seb and nodded at him politely, like everything was fine. He hoped Lisa-Joe had told him to play it cool, because if he rushed to Jake's side the jig would be up. He was honored he'd answered the call though, a sign investing in a friendship with him was worth it. Seb had just gained Jake's trust and loyalty. Lastly, his eyes fell on the bar, and the office behind it. He moved towards that, seeing his guards in an argument of some kind with a vampire, and from the smell of the other one, a demon. Jake saw their mortal police uniforms and knew they were Ward. Ward and Sacramentum? Lisa-Joe had only mentioned she reached out to Seb. All eyes seemed to be on Lazarus, Jake or the office, and he needed to keep focus off of Lazarus for now, at least until Lisa and the boys were ready. A few of the remaining Anarchs in the bar came up to him, and as he walked to introduce himself to the Ward's people, he heard lines like, "He was just a wanker... What a priss... Lisa-Joe drug him across the bar!" Jake highly doubted the last one.

"Evening officers," Jake said as polite as he could be considering the circumstances. "Is there a reason you're trying to gain access to a Central District office without the approval of myself or it's owner Ms. Hampton?"

"They want to see Ben," one of the guards answered for them, giving the little weather demon a shit eating grin.

Lisa-Joe was off in a flash, Celerity up and on her way to the residence. They agreed it would be odd if Jake didn't come up after Lisa's deception, and her absence could be explained in a variety of ways. She reached the residence within a minute and told the assembled gang they would be moving. Luke was not among them, and she hoped it was only because he wasn't home and not because he didn't want to help. The others were eight Brujah strong, four holding thick steel chains. Two had flamethrowers, standard issue with tiny gas canisters attached. They were all grizzled Anarch veterans, the people who'd followed Jake and Lisa-Joe to war.

The truth was, Lisa-Joe had been preparing for this eventuality since Jake first hired Lazarus. She knew a snake when she saw one, and a little research into his past with the city had told her Jake thought too well of most people, except Ben of course. The last two guards were armed with machetes and would block off escape routes. The pack of war dogs split up. Half would go to the other main exit and circle round back to the bar's entrance, coming in through there. The others, Lisa included, would run back to the elevator and meet Jake that way. She pulled out her phone and texted Seb, hearing his thought faintly. He was powerful to get a message to her this far below ground.

Thank you sweetie. I owe you that one thing I wouldn't do the other night. Heard you, but too young to respond. Perp is blonde ancient. Jake still in danger. Don't let him leave. Compliment him or something. It'll make him talk to you.

With all of her forces on the game board the Keeper moved with her unit towards the elevators.

The Oligarchy disbanded. Their final act was to send out a PRESS RELEASE - hitting the front page and cover stories of all supernatural printed publications (newspapers and magazines). If your characters are supernaturals and/or have access to supernatural printed media, this is the spin they'll read:

The Oligarchy has chosen to spread throughout the city, making ourselves more accessible to all species instead of operating out of a single headquarters.  All laws of operation are still viable - this means none of the rules have changed. The Oligarchs who have taken over these new roles are now called 'District Leaders'. Please take note of your local district, we have outlined them below.


The press release also named two vampire Oligarchs as two separate District Leaders, Jake McCloud and Sarai Zoheret. The other Oligarchs have either abandoned their constituents or have decided to lay low for various reasons.

Jake McCloud, ex-Oligarch for Vampires, has become the District Leader for the City Central district and has also claimed the West. Supernaturals of every kind who reside in the city central are Jake's constituents. All political questions, comments or vampire specific queries are to be directed to him. He operates his headquarters beneath his bar, the White Rabbit.

Sarai Zoheret, ex-Oligarch for Dark Angels, has become the District Leader for the Northwest.

Sacramentum Et Res, or The Sacrament, look after the East. They are a family of mostly ancient vampires who own multiple businesses (including the vampire club Venture), and who took over two city districts, one of which they passed onto a Half-Demon Witch to rule because their hold was tentative. With only the East district to look after, they have become much stronger. They have a vast network of mortal spies and familiars, who report back to them, so they do have a good knowledge of what's going on, even if they don't always act on it. Charon is their patriarch and to contact them, one must enter the Penbrook Church.

Sabrina, the half-demon witch who Sacrament has aligned with, is in charge of the South. She is the only District Leader who enjoys genuine respect and admiration from the other District Leaders. Her reputation precedes her; she is fair and just, and is not to be trifled with. Her headquarters are at the Parlor in Purgatory, whose doors are open to all.

The District Leader for the North and North-East part of the city belongs to Saraekiel - a dark angel. He has created roles for all the shifters and werewolves that were mostly ignored or told they were unwanted. As a result, a lot of them follow him.

The boards are going to reflect the holds these new District Leaders have on the different areas, so you don't have to try and remember who goes where.

There is now a lot more opportunity for 'territorial conflicts' if members wish to play them this way. There is now also the opportunity to continue as before, if your characters are the type to ignore political shuffling.

1710 Patterson Cove Lane / Re: A Disconnection With The Familiar
« on: January 13, 2019, 09:30:15 PM »
Ben blinked.

"Um, no. Money ran out. Someone got into the old Oligarchy accounts and took off with it. Once there was no more money, nobody wanted to invest into their districts. A lot of Oligarchs left the city, but there were a lot of threats made on their lives, too, so..." Ben shrugged. "Once Vomas left, that was the start of a domino effect. Loads of vampires left after him. Jake stayed the longest but he took off when he found out about some... uh... a gang of feral vampires sprang up in a different city? I forget the clan name. Um. He left some vampire named Isaac somebody-or-other managing his district. Some guy he knew from his past. Oh! He's Ash's sire. Remember Ash?" Ben twisted around, forgetting that Kerr hadn't been away for eighteen months but that it had been immediate, for him. "A few others have taken over some districts, but not so cleanly. Conner stayed for a long time, he only recently left. Someone needed him in Russia, or China. I don't know. He warned me about Charon - I don't think he trusted the Sacramentum. They've... uh... they've got a pretty big piece of the city's pie, now."

Ben stopped talking. He'd been out of touch of what had happened to the city for six months now. He only really knew the Academy and focussed on Kerr's businesses, which all ran along by themselves quite swimmingly. His fortune had grown bigger, thanks to the lawyers. Money made money, it was obvious.

The Museum / The Museum
« on: January 20, 2013, 04:50:50 PM »
The Museum

It is an impossible for one to see and properly take in all exhibits in a single day. Seven stories of magnificence, directly opposite the Municipal Library.

The first floor has dinosaur models and history, with skeletal remains put together in a manner to awe, inspire and even frighten those that enter.

The second and third floors are where the annals of mankind can be discovered.  From humble beginnings of neanderthal man, plunging into the dark ages and emerging to the golden ages, as well as touching on medieval, renaissance and industrial eras.

The fourth floor holds the natural resource exhibitions, such as geological history, minerals, precious stones and even a meteorite section.  There is also a wing of the museum on this floor dedicated to temporary exhibitions - such as the internationally recognised Egyptian Culture, Peruvian Gold and Glory of Space exhibitions.

The fifth and sixth floors are where the items of natural history are kept - mostly species of plants, animals and insects from the local region.  There are also rooms for travelling exhibitions here too, though the rooms are smaller and usually free to the public.  They tend to swap more often also, but can be a delight to those with specific interests.

The seventh floor shows the history of music and art.

Setting Information / 19th Century Breakdown
« on: January 08, 2013, 03:08:22 PM »
1801 - 1900 Second Industrial Revolution











Setting Information / 16th Century Breakdown
« on: January 08, 2013, 03:07:42 PM »
1501 - 1600 Medieval / Renaissance : Era of Renaissance Technology

16TH CENTURY MAP OF THE WORLD (except Americas)











Setting Information / 17th Century Breakdown
« on: January 08, 2013, 03:07:09 PM »
1601 - 1700 Age of Enlightenment : Baroque period












Setting Information / 18th Century Breakdown
« on: January 08, 2013, 03:06:21 PM »
1701 - 1800 Age of Liberty : First Industrial Revolution











General Information / Infusco Past: Explanation
« on: January 08, 2013, 09:32:05 AM »
This "Infusco Past" board might be (a) specific date(s) (eg; 1492, 1661, 1847) or could end up as a list of centuries (15th, 16th, 17th, etc).  Right now it is in a malleable/creative flux.

The timeline applies here.  If your vampire character fledges someone in here, then your character could meet them again in Infusco.
If you want a parallel/alternate to reality, please RP in the Alternate Realities forum in Infusco.

1. Be literate.  Be kind.

1. All characters from Infusco are playable here, if they existed of course.
2. Existing character sheets do not have to be imported/copied into this area.
3. New character sheets are not required.  If you want to make them, there is a 'Characters' forum to put them in.  A photo is enough if you like.

1. It would be extremely helpful if your roleplay title would include the year and location it takes place in.
Eg. 1742 London, or 1590 Spain or even 1412 Inca Empire

Venture / Opening Night
« on: October 28, 2012, 08:31:08 AM »
IT WAS HALLOWEEN WHEN VENTURE opened for the first time.  It was a fitting opening night, and had taken quite some time to plan.  Venture was ready a mere three nights beforehand, with all manner of workers toiling together to make the deadline.  It had been the two-way glass that had taken the longest to install - not because glass itself was difficult to install, but they'd had complication after complication with it.  At least construction was ready, and they only had three nights to deal with opening night: decorating it, ordering enough food and drink for it, getting staff together.  Levinia had found herself with quite a complex task as her first role in the bar managerial position.  Thrown into the deep end with a massive party to plan.  The Sacramentum family had also pitched in to help, of course, but deferred to her when it had anything to do with staff.  It was appropriate to support their new bar manager.

The mortals were the first to enter the club, an hour before their VIP counterparts.  Quite a few mortals were queueing up outside as well, for word had got around that if there weren't enough mortals inside by a certain time, some mortals would be let in to make up the numbers - whether they'd received an official invite or not.  Every now and then a Sacramentum family member would walk along the queue, looking at what they had on offer, and selecting one or two to go inside much to their delight.  The rest of them were sent home by the time the first few vampires arrived to the opening, and they would find that there were already quite a number of young, healthy humans within dancing and drinking and laughing.

The party was already in full swing by the time most of the VIP attendees arrived, greeted at the door by a member of the Sacrament, the owners of the club, and told that they were free to wander all areas of the club.  There were also mini-tours given every hour on the hour starting from the downstairs bar where existing VIP members could be shown what they would have access to beyond what regular members did, or those who were not yet VIP would get a solid pitch to purchase membership.  Venture was a neutral safe-house, they would explain, if someone was on the run from the political powers around the district.  If someone came to Venture to ask for sanctuary they would get it, but they would also be nominating the Sacrament to speak on their behalf to the South District Leader Vomas.  Venture was also going to be somewhere a young vampire could come to request guidance if they had limited access to or no sire.  Young vampires were considered anything under fifty years as a vampire.

There was a fairly well-known DJ playing the upstairs part of the club, with strong bass beats and repetitive lyrics and varying samples.  Downstairs, there was a local soft-jazz band of five, and neither of the area's sounds impacted on the other.  Sacramentum had paid some of their Fae contacts quite dearly for this.

There is no posting order.
Try to have your character mingle around and meet as many other characters as possible.

The Masquerade / Kuei-Jin
« on: September 14, 2012, 07:04:27 AM »
LINK: Kuei-Jin Species Chart

Characters in Kindred of the East (or Kuei-jin, as they call themselves) are vampires as depicted in classical Japanese, Chinese, and Indian Hindu, Taoist, Shinto and Buddhist mythology. Unlike the vampires traditionally associated with Dracula or Caine, Kuei-jin were once mortals who died with the burden of unfulfilled Dharma or duties. Tortured in Yomi for their inadequacies in life, their souls successfully escaped and returned to their bodies. Now half-alive and half-dead, Kuei-jin must live by stealing chi from mortal victims to sustain themselves while trying to fulfill their Dharma. The most convenient form of chi that can be stolen is in blood, leading to their vampiric tendencies, but they cannot create new vampires. Practically all Kindred distrust the Kuei-jin. The Kuei-jin are also known to war with the other sects for territory.
Kuei-jin are beings torn by inner conflict, and the themes of their character relate to this heavily. Unlike Western vampires, Kuei-jin are revenants and thus spiritual beings in nature.
Yin VS Yang
The classic opposition of yin and yang are important to Kuei-jin not only for philosophical reasons, but because this dichotomy also delineates the two forms of chi they can potentially ingest. An imbalance of yin or yang chi in their system can lead to dire consequences. Yin-imbalanced Kuei-jin become corpselike zombies suffering from a lack of emotion. At its worst, yin-imbalance reduces a kuei-jin to a Hopping corpse. Yang-imbalanced Kuei-jin suffer wild mood swings and impulsive lusts for food, sex, and other forms of stimulation. Possibly the strangest consequence of yang-imbalance is the ability to have or sire children. Such children are called dhampyrs, and are mortal half-vampires.
Hun VS P'o
A Kuei-jin's stint in the hells of Yomi divides the mind into two Hun and po parts: The Hun, or high mind, that is the seat of rational thought, and the P'o, or demon mind, that exists to satisfy its own base urges (usually at the expense of the Hun). As former wraiths, a Kuei-jin has a splinter of the forces of Oblivion in its soul. While many Kuei-jin see their P'o as a curse, it is important to note that without the P'o, they would never have escaped hell in the first place. Furthermore, Kuei-jin who stifle and contain their P'o utterly become cold, calculating individuals who lack any ideological spark; such stagnancy can be devastating when the weight of karma (spiritual consequences of actions) is on one's shoulders.
Mortal VS Spirit
The Kuei-jin stand between the mortal world (which they can never fully return to) and the spirit world (which they cannot fully embrace). Many Kuei-jin struggle to find a balance between these two worlds that suits the precise nature of their Dharma.

Species Information / Demons - Vampire (KUEI-JIN)
« on: September 13, 2012, 05:05:48 PM »
Notation: This is a 'Vampire the Masquerade' species, but intensive knowledge of the species is not necessary.
The following species chart will outline how it must be played in Infusco, and any further information or other details beyond this sheet are perfectly acceptable, whether true to VtM or not.
Most of the following has been taken from White Wolf Wiki.

also known as: Cathayans
mistakenly referred to as: Eastern Vampires

Classification:  Demon (Demon Vampire)

Appearance:  A Kuei-Jin will look exactly as they did when human (without imperfections such as scars, poor eyesight, etc).

Demon Form:

Personality:  Varies - but every one of them are spiritual, due to the nature of their creation.  If they didn't believe in spirituality before they became Kuei-Jin, they would certainly have to believe in it after they'd been created.  Their personality will always be defined by their Dharma (see below).  Someone with a brutish personality wouldn't follow the Resplendent Crane dharma, for instance.

Unlike Infusco or Masquerade vampires, the Cathayan are created when someone (usually a criminal) dies in a violent fashion and their spirit escapes where they are supposed to be transported to, and ends up returning to the land of the living.  Once risen, they are referred to chih-mei, and become a barely sentient creature dominated by its hunger for chi and forced to live on flesh. When chih-mei rise, Cathayans of the various courts capture them and civilize them, reawakening their higher consciousness and turning them into productive undead.

Cathayans are not victims of a random siring. They are truly undead - dead mortals cursed to return from the spirit worlds and reincarnate. This process, called the Second Breath, is similar to that undergone by the risen - but Kuei-Jin are not wraiths in mortal shells. Pathos is meaningless to them, for Kuei-Jin have no overriding passion, save hunger; instead, Kuei-Jin must fuel their powers by ingesting Chi.

Kuei Jin are creatures on a spiritual trek. They have been granted a second chance, and must earn their redemption in this new life. To do so, each Kuei Jin subscribes to a Dharma (see Below). Each Dharma outlines a different view of the universe and the means towards achieving enlightenment. In addition to spiritual comfort, enlightenment brings strength - as a Kuei Jin advances in their dharma, they learn to feed off things besides blood, their ability to manipulate chi increases and their abilities can achieve new heights.


Each Cathayan has four virtues:
  • yin (death, passivity, intellect),
  • yang (heat, activity, passions),
  • hun (intellect and noble action) and
  • p'o (violence and negative emotion),

and one of the schools of Dharma (listed below).  Each Dharma espouses enlightenment through some combination of these virtues. As a Cathayan advances in their Dharma, they achieve greater power, including the ability to feed on blood, then breath, then the ambient chi of the universe.


The ultimate goal of a dharma is to liberate a Kuei-jin from their undead state, and to be enlightened.

 Devil Tigers: Follow the p'o virtue. The Devil Tigers are a rigorously ordered sect of vampires who view themselves as replacements for the corrupt demons of the thousand hells. Devil Tigers are eschatonic fanatics and judges of righteousness who corrupt and punish the wicked.

 Resplendent Cranes: Follow the hun virtue. Resplendent Cranes are a highly scholastic offshoot of the Devil-Tiger philosophy who cultivate righteousness and seek to turn the Wheel of Ages back to the beginning.

 Thrashing Dragons: Follow the yang virtue. Thrashing Dragons seek enlightenment though understanding the living and the lives they never followed in their first existence. They follow a variety of schools which can be indistinguishable from violent hedonism to the uninitiated.

 Bone Flowers: The Bone Flowers cultivate the yin virtue and seek enlightenment through the Cold Mind philosophy. They are dispassionate, logical, highly filial and commune with the dead.

 Thousand Whispers: The Thousand Whispers Dharma cultivates enlightenment by adopting and then progressively discarding identities, living dozens or hundreds of lifetimes. They are an inscrutable school that outsiders have trouble understanding.
In addition to these five dharmas are several heretical dharmas which may or may not succeed.  The following Dharmas are not accepted by Kuei-Jin society, but still find some followers:

Spirit of the Living Earth: (Yin and Yang) These Kuei-Jin are shamans and interact with spirits, seeking both advice and adhering to taboos.

Face of the Gods. (Hun and P'o) Possibly the most extreme heresy, the Face of the Gods claim that the Kuei-Jin are exiled Gods. They set up their own cults with worshippers and extract chi from prayer.

Flame of the Rising Phoenix: (Hun and Yang) The Flame of the Rising Phoenix dharma holds that the purpose of the Second Breath is to make restitution for the crimes of one's life. The dharma is noted for its members failing (or occasionally disappearing) after a short period of time.

Tempest Of Inner Focus: An alternative balanced dharma, the tempests are a taoist variant on the more confucian courts.
The Scorpion Eaters: A Dharma embracing the P´o, who can consume only Tainted Chi and yet are not Akuma.

Disciplines (Mental Abilities):

Instead of blood, Kuei-jin use chi to power their Disciplines; the chi virtues will oscillate fairly heavily throughout their existence. Kuei-jin disciplines are generally flashy; characters often have Demon forms and master shapeshifting shintai disciplines.
Instead of a beast, a character has a P'o, which is a distinct primitive personality.  Kuei-jin are prone to both hunger and fear frenzies and also a situation where the P'o takes over the character, called Shadow Soul.
Kuei-Jin have access to a wider variety of magic; instead of a distinct Thaumaturgy-style discipline (see Vampire Masquerade, Tremere), Kuei-jin require rituals (click here to read more). Rites can have a variety of effects.


Kuei-Jin differ profoundly from Kindred in many respects, both physiologically and psychologically. Some of the differences between the two types of vampires appear below.

Aggravated Damage: Kuei-Jin take aggravated damage from fire, teeth and claws, and certain Chi-augmented attacks. Kuei-Jin rot, rather than burn, in sunlight.

Beast: Over the centuries, Kuei-Jin have become intimately familiar with their primal, instinctual souls (which they refer to as P'o). All Kuei-Jin have a P'o Virtue, representing the strength of their inner Demon; the P'o has its own Nature and can actually prove beneficial to the character. However, the P'o is as unpredictable as any Western Beast and much more clever; incautious Kuei-Jin can find themselves trapped and helpless in their own bodies, as the P'o rampages out of control.

Chi: Kuei-Jin don't drink blood to slake thirst, instead, they refine all substances into Chi: Yin (black) Chi or Yang (scarlet) Chi. Chi may be used to heal wounds, power Disciplines and (provided the proper Disciplines are known) increase Abilities. Kuei-jin also gain dark emotional energy from their P'o. They refer to this substance as "Demon Chi."

Dharmas: Kuei-Jin have risen for a purpose, and it is their duty to find out what that purpose is. Kuei-Jin categorize their personal beliefs through a series of codes, which are known as Dharmas. Following one's Dharma leads a vampire to greater understanding of their condition and a greater harnessing of their powers.

Diablerie: Kuei-Jin have no generation per se, but they are more than capable of feeding on one another. In fact, they have refined the art of soul-stealing to a science, and certain powers are even based upon it. Some Kuei-Jin hold diablerie in every bit as much dread as their vampire counterparts, while others govern its use through elaborate ceremonies.

Disciplines: Kuei-Jin use Disciplines, but not the ones known in the Masquerade.

Embrace: Cathayans are not victims of a random Embrace. They are truly undead - dead mortals cursed to return from the spirit worlds and reincarnate. This process, called the Second Breath, is similar to that undergone by the Risen - but Kuei-Jin are not wraiths in mortal shells. Pathos is meaningless to them, for Kuei-Jin have no overriding passion, save hunger; instead, Kuei-Jin must fuel their powers by ingesting Chi.

Fangs: Kuei-Jin have no fangs naturally, though they may sprout them by calling upon the P'o.

Final Death: Final Death is just as real for Kuei-Jin as it is for vampires. Upon Final Death, the soul exits the corpse, which immediately collapses and crumples to ash. Indeed, Kuei-Jin fear Final Death as few other creatures do. For them, they believe, there will be no further reincarnation.

Generation: Kuei-Jin do not believe themselves to be descended from Caine, and thus, the concept of generation is irrelevant to them. They measure their power by age and by progress along their Dharmas.  As a side effect, there are no 'clans' of cathayans; though they typically group themselves into sects, hierarchies, schools and other social structures, such units are not dictated by the vagaries of the Blood. It it ever becomes absolutely necessary to calculate the 'equivalent' generation for a Kuei-Jin, treat it as (13 - Dharma score).

Ghouls (or 'Familiars'): Kuei-Jin cannot create Familiars (or Ghouls). It is their karma to bear their curse alone, not to share it with others.

Stake Through Heart: The heart is instrumental in processing Chi energy, and certain types of attacks can disrupt the Chi flow in a Kuei-Jin's body. Vampires of Yin prove vulnerable to wood, the element of Yang; conversely, vampires of Yang are vulnerable to metal, the element of Yin.  Unlike Infusco or Masquerade Vampires, a stake through the heart can kill a Kuei-Jin.

Sunlight: Kuei-Jin are vulnerable to sunlight in some measure, but their degree of vulnerability varies according to the amount of Yin energy in their bodies. They do not 'burn' in the light; rather, they rot, as the Yang energy of the snu corrodes the unnatural magics keeping the Kuei-Jin corpse animate.

Sustenance: Not all Kuei-Jin need to drink blood to obtain sustenance, though this is true for most of them. The lowest, the chih-mei, take their Chi from human flesh (or that of other sentient beings). More refined vampires who have reached higher levels of enlightenment can 'drink' breath, spirits and even raw essences. As a side effect, Kuei-Jin are perfectly capable of eating and drinking normal food and beverages, though such things provide no nourishment. Kuei-Jin can even get drunk, though the quantity of alcohol required for such a feat is truly prodigious (assume a Kuei-Jin can drink 10 times as much liquor as the average mortal).

Districts and Territories / District Leadership F.A.Q.
« on: September 03, 2012, 07:52:46 AM »
IN CHARACTER: This is not so easy, as the District Leaders don't often meet together, and it can be a congested process.  There are a few ways to go about it, the easiest being to contact the City Ward, as it is a fixed neutral headquarters, but this is a very bureaucratic solution (though the most correct) and might not appeal to all.  Another method is to gather support from the District Leaders independantly, and to gather their support.  This is more useful for those who already have a strong contact with a D.L. or are better at networking.  The last method, and the most hostile, is simply to claim a section of the city and then grow from there.  Keep in mind that other District Leaders as well as the City Ward might take exception to this and interfere with your plans.  The levels of hostility vary depending on whether your character uses an unclaimed or claimed territory to make their stand.

OUT OF CHARACTER: If claiming territory without going through a 'process', send a PM to Satyr and Existentially Odd, letting them know which character is going to make a move (and how they go about it - doesn't have to be detailed), and the boards will reflect the defined area.

IN CHARACTER: If your character resides in neutral territory, they fall under Ward Law.  If your character resides in claimed territory, then they are automatically constituents of that District Leader.  It doesn't matter if the D.L. is of a different species, they are still your ruler.  Those who dislike this outcome are welcome to move.  If your character owns two or more properties, then wherever they are living becomes their recognised district.

OUT OF CHARACTER: If your character moves and you don't want to go through the 'process', post a request for a new forum and its location in Domicile Requests.

Venture / Venture
« on: August 28, 2012, 05:22:10 PM »

    Dusk till dawn.
    Tuesday to Sunday
    Availble for private functions on Mondays.

    • No vampire feeding or sex of any kind in the main areas.  There are rooms provided for such a purpose.
    • Those vampires who wish to drink from a drunken mortal are requested not do so on the property.
    • No killing.  The punishment for breaking this rule is a permanent ban and a report to the District Leader.

    • Cameras of any kind won't work as soon as someone steps onto the property.  This includes but is not limited to; phone cameras, digital and film cameras, spy cameras, movie cameras and so on.  If someone records something using this kind of equipment, they'll get a black screen for their trouble.
    • There are a few noise-dampening spells.  One contains the music from the upstairs nightclub, one contains the music from the downstairs lounge bar, others contain all sound within to remain in the building.  These magic spells aren't perfect, as the beat and vibration can be felt when in the queue, but it is hard to know if this is a failure on the spell-caster's part or a mind-blowingly good special effect.
    • Anyone with hostile intentions while attempting to enter the building will find themselves hitting an invisible but very effective 'wall'  (i.e., if your character is looking to make trouble, Sabrina's dark binding magic will stop them from entering).
    • Anyone who is ignorant of vampires will be stopped at the door by mind-reading bouncers.

    Originally an unused commercial offices building, the outer facade has kept it's stark modern and anonymous face.  The windows have been tinted an extremely dark black, so even when there are lights inside, the building doesn't glow unnecessarily brightly.  The queue posts come out at dusk and are brought back in at dawn by their non-vampire staff.  The security folk on the outside are the younger vampires with basic mind-scanning and communication skills, only there to disallow mortals who don't know what's going on to come in, but are happy to let in those who merely suspect.  Vampires are immediately allowed into the club.  The bouncers at the door are mostly head-counters, to let in three mortals for every vampire that's in there.  If the mortals are early, they'll let them in en masse, until the club is a quarter full, to allow for movement later and to attract early vampires.

    There are a few parking spaces out the front of the building, on the property.  There are enough to cater for roughly thirty cars, which aren't many spaces at all.  Getting a park later in the night is a  miraculous occurrence.  Public transport is much better here than it had ever been at Risk, as there is a taxi rank a short walk away, and another couple of minutes walk beyond that, a subway station.


    There is one entrance for the public. The main doors in the rounded section of the building allows customers to choose between  nightclubbing (upstairs) or lounging (downstairs).  In the short foyer where there is a manned cloakroom, a very wide spiral staircase greets them diagonally to the right of the main doors as soon as they walk in. Moving past the staircase and out of the foyer, they'll enter the lounge bar which takes up a large portion of the lower floor.

    Feeding rooms on the right behind a curtained doorway (down a corridor), cinema and entertainment rooms on the left behind an open hallway.  Cinemas to the left, entertainment rooms on the right.

    There are a few private cinemas on this level, to the left of the lounge bar and down a long corridor.

    After seeing that the booths were always sought after, the entire seating plan around the dancefloor now consists solely of booths and bench seats.

    These are a great deal different to the conservatively designed rooms found downstairs.  The back wall (opposite the dancefloor and DJ booth, not seen in the above photograph, as it is to the left of it) is made up entirely of mirrored glass.  There are several mirrored glass sliding doors that break it up, always open.  Within these glass rooms is a place to feed from.  The glass doors can be shut.  They are two-way mirrors.  To the occupants within, they can see the club, and there is an exhibitionist quality to these rooms, due to the fact the occupants will feel like they can be seen by those walking past (though those on the other side will only be able to see their reflections)[/list][/list][/list]

    Twenty Ten / Setting and Background
    « on: January 19, 2012, 06:29:33 AM »


    Four years after the second world war and there are still lingering effects of the Nazi conquering bid.  Hitler's over-zealous and manic obsession with scientific experimentation doesn't die with him, as there are many scientists originally in his employ that shared his vision of finding the secret of prolonged life.  A chemical reagent known as 'Vial 915' produces amazing longevity of life in laboratory mice, though there are strange side-effects.


    The secret laboratory meets with militia and chaos ensues.  Within that chaos, a couple of seemingly dead mice are thrown out with the rest of the laboratory rubble.


    The scientists responsible for Vial 915 grow paranoid about the potential widespread effects of the missing and affected mice.  They agree to lock themselves into their secret bunkers - of which there are six - along with their families, their most trusted friends and allies, and wait out the threat.  They decide to keep the information about Vial 915 a secret.

    Life continues as normal.  By 1973, the last scientist in the bunker dies, with a warning never to go to the surface or they shall all be destroyed.  As the generations raised in the bunker have lived there all their lives, and have only the most basic understanding of surface living, they heed this warning and continue to live in a fixed 1950s style manner.

    Meanwhile, life above goes on as normal.


    The animals infected by the mice in 1950 finally infect their first human.  It takes a mere four months from the first infection to be delivered worldwide.  Some humans, like some animals, are completely immune to the reagent known as Vial 915; most are not so lucky.  The infection spreads at different rates for different people.  Some take seconds, others take years.

    The afflicted are human beings, pigs, and many creatures in the rodent family, specifically; mice, bats, rats, squirrels, beavers, porcupines, guinea pigs, hamsters, chipmunks, prarie dogs).  Ferrets are immune.


    For lack of a name, the infected are referred to as Zombies, due to their slack-jawed, slow-moving (shuffling) countenance, their desire to eat the flesh of their victims (with a liberal fetish for brains in particular), and single-minded purpose to groan a lot and roam aimlessly.

    Vampires find it hard to eke out a living.  Zombie blood is rancid, and fresh human blood is in short supply.  At least the zombies leave them alone, though they can't be mind controlled as there's not much mind left in them.

    Stuff is just lying around for the taking.

    ABOUT VIAL 915

    • Vial 915 can still infect the living. If a zombie bites them and they get away, they'll get sick and turn into a zombie if they aren't immune.
    • The infection spreads differently for different people.  Some take hours to turn zombie, while others can take years.
    • Warning signs for becoming zombie: A craving for raw meat. The inability to stop humming or groaning.  Slowing metabolism.  Lack of energy.  Lowering of intelligence.
    • A small percentage of people are immune to it.  If they get bitten by a zombie, they don't get infected.  It doesn't stop them from being attacked or killed by existing zombies or other dangers.

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