Where Darkness Reigns

General Information - Freeform RPG

 

We ask that you keep your E-Penis in check and not claim that you’re Caine, or an Antediluvian, or a Methuselah. Elders are the strongest form of Kindred allowed. Kine are limited to certain restrictions, as well. No Omniscient Mages, no Ultra Inquisitors. Keep things in check.

 

Dice – The dice are to be used quickly determine actions and decisions of the players without slowing down gameplay. Such as fighting, choices, actions.

Everything else is T1, turn-based, and PARA, fighting and interaction. However decisions and choices, affects will be rolled to make the choice for the player. Keeping the game random, and entertaining, plus limiting the use of God Modding. If there is a dispute amidst people, take it to whispers or ask the Mods to make a decision. That being said, the Mod currently in the room still has final ruling. We will be looking for competent Mods to help out, as well as Storyline suggestions.

Elysium

Elysium is neutral ground for Kindred within Camarilla cities. It is typically chosen by the local Prince in areas of artistic or intellectual worth, such as theaters and museums, though nightclubs and even a Kindred's haven may suffice. The majority of Elysium share four rules in common:

  • Violence is not allowed, and individuals are expected to keep tempers in check.
  • No art is to be destroyed, on pain of Final Death. This reinforces the notion that Elysium should be in places of culture.
  • Elysium is neutral ground. While this provides opportunity for both neonates and Elders to breathe a little easier, what happens in Elysium can easily lead to reprecussions off ground.
  • Remember the Masquerade at all times. Even in the gathering places of the Kindred, they must be mindful of mortals that may be around.

 

Elyisum was in effect for the following buildings in the Freeform New Orleans WoD RP:

Decandance - Electronica Dance Club, both Sabbat and Camarilla frequent it.

Voodoo Towers - A multi-level establishment in the form of a skyscraper (80 floors, to be exact). The lower five floors are home to one of the most popular dance clubs in Dallas. The next ten are host to a vast array of beautiful sculptures. The first fifteen floors are open to all, but beyond that one needs clearance from the Prince to access higher floors.

Arnaud’s – A bar and grill that has a unique menu of collective culture foods, as well as ‘exotic’ foods disguised under names unrecognizable by kine not versed in the ways of the Night. Owned by a Toreador.


The Dungeon Club - Heavy metal club, frequented mostly by Brujah, owned outright by Anarchs. [In Anarch establishments, Camarilla are outright hated. Don't expect a warm welcome in an Anarch Elysium if you're a Cape. Sabbat are also hated here.]

Howlin' Wolf - Club hangout, with mostly live music (or unlive) of the heavy metal type. Those nights a band isn't present, a talented Gangrel DJ spins the tracks. (Gangrel own this club, one of the few establishments they lay claim to.)

Mein Gott
- A club owned by a neo-nazi sect of vampires, whom roam New Orleans at the Prince's discretion. Very rarely do they show their faces, made up of all different sorts of bloodlines as they are.

The Palace - Owned by the Venture, whom also operate in New Orleans with the Prince's permission, this is a mansion hangout where the Ventrue let their hair down, and frequently invite other Kindred.

NOTE: ELYSIUMS ARE NOT HAVENS TO HUMAN HUNTERS OR WEREWOLVES! Recognized Hunters will be killed on sight, no questions asked.

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Game Play

Game play consists of chapters or acts like those in a play. Every chapter consists of several scenes which can be played through in one gaming session. The main emphasis in the game is mood and atmosphere.  We aim to  create background stories and fluff to give players something to work with. There is stuff such as journal entries and short stories that will hopefully add a lot of flavor to the game.

Dice Rolling Instructions

Combat Combat in this RP is relatively simple, DICE-BASED combat. When attacking someone ( *Even NPC's*) : /roll1d10 1 - 5 ='s a hit, 5 being a 'major' hit, 1 being minor. 6 - 10 ='s a miss, with 10 being a massive miss. (This could mean your gun jams, you drop your sword, etc etc.) Anytime you score a major hit (Rolling a 5), you will roll 1d10 again. If you roll a 5 AGAIN, the target is killed or incapacitated. (Player's choice)