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Chiyako

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Everything posted by Chiyako

  1. For abilities in the Heritage Distinction, how many should I start with? Just one? If I'm starting with just one I think I'd like her to start with some sort of abnormal levels of resistance or durability or a regenerative factor, something which explains her ability to continuinously experiment on herself without suffering long term effects. I'm guessing I just slot the ability into the Distinctions section and only add it to the Abilities section once it's truly unlocked?
  2. I think I did it correctly? I just need to figure out how the abilities part of her A Vampire by Rumor and Science works. I think I just list some in there? Or do I then need to create the same abilities in the Abilities section?
  3. @IsabellaRose May I suggest throwing the link to the Map into the Rules Reference page? Right now it is on page 4 of this thread but I feel it might get a little lost. Also I'm going to remove my relationship stuff for the moment (besides what I have for my NPC). Going to wait until we get further in the process for fleshing that out. I'm going to add the two distinctions that were suggested to my sheet as well, while leaving the abilities section of the Heritage Distinction ambiguous until we figure that out. I'll probably end up choosing both. Then I just need to figure out what Relationship, Asset, or Resource to step up and my character should be ready to go.
  4. As far as sex scenes goes my vote would be to split it into some other thread. I do agree that they can really bog down a story otherwise. Not that it is a bad thing to have long sex scenes (mine generally are admittedly sometimes too long), but they are enjoyable to flesh out. Also sorry for holding things up. I do enjoy those two suggested distinctions so I'll probably end up going with both once the abilities aspect of the Heritage Distinction is decided upon.
  5. Oooh. Those are pretty good! Abilities wise I was thinking that some aspects of what makes up a Vampire might show up, but not so much the extremely supernatural ones. It could be something like superhuman feats of physical prowess (her body getting supercharged from some tonic or experiment), an increased vision in darkness (a combination of her just being used to moving around at night alongside perhaps a boost from her experiments), possibly a quicker regenerative factor (again probably from tonics or experiments), or maybe a bolstered resilience to things like poisons and toxins and chemicals (due to her having experimented on herself so much). I wasn't going to lean too much into things like turning into shadow, or a bat, or hypnosis or flight, mostly because we wanted to keep the real Vampire aspect to a minimum. I do however find a Heritage Distinction which makes her seem more like a Vampire to be pretty amusing though. Her experiments to sate her desire for knowledge and in an attempt to heal her own body having turned her more into the thing which she believes herself not to be, and the very thing which has gotten her into so much trouble in the first place. The Limit is definitely very fitting.
  6. No problem! You have been busy. I am still searching for lists as well and finding it exceedingly difficult. Of course I am also still figuring out what sort of Distinctions to lean into. Could go with her mad scientist aspect, or her genius. Perhaps a Heritage Distinction partially from her fake-Vampirism-made-unnatural-through-science angle? Like any proper mad scientist she doesn't just experiment on other people, especially if it assists her with survival, and in an attempt to cure her own sun sickness (which might act as a good weakness, which I think Heritage Distinctions are supposed to have).
  7. Yeah, I had looked at that list and had stated that none of them really quite fit what I was going for. I was just going to see if there are other lists out there which might have something that fit better without being out of place within our setting.
  8. I think I am going to try to find more examples of distinctions/traits and abilities/powers before I finalize that section.
  9. I should probably remove my relationships sections then, right?
  10. For Alicia's starting relationship I chose the following: Aldert Helsink Current heir to the Helsink noble clan. A large man in peak physical condition, only a little older than Alicia. He doesn't take 'no' lightly and tends to get his way one way or another. Of decent intelligence. Courageous, albeit with some hesitation when it comes to monsters. He was raised to believe the von Vulfs as monsters. Taught skills to bring low the last 'Vampire' of the east. He has people at his disposal. While he seeks justice for the death of his grandfather and the debilitating injuries of his father, he is an honorable man who keeps his word, and not as evil as those who raised him. It is unknown what he might do if he actually managed to locate Alicia, although she has no intention of finding out. Possibly not currently in town yet but he would have people working for him, and could be someone to rope in later. Or immediately. I'm fine with either! Let me know if you want anything about him fleshed out more. I think I did relationships and values correctly? I'm kind of stuck on what to choose for Distinctions/Abilities/Assets/Resources. I think for Distinction maybe laying into her genius a bit, although I didn't see one that really fit that well. I may give her an Ability, something that fits more into her being a mad scientist (experimenting on others, even experimenting on herself), although I didn't see one that fit well. Alternatively I imagine part of it may be her trying to replicate what the rumors stated about her father during his demise, leaning somewhat into the title of 'Vampire' if only to scare away people who might try to go after her. Alternatively doing a Distinction based around her body, including the weaknesses of her illness and maybe strengths granted by her experiments. I am definitely open to suggestions, although I will be gone here for a few hours in a bit, and won't be able to reply to any until after that point.
  11. Alicia von Vulf Origin: Prodigy (Scientific genius on the run!) Youth: Outsider (Nobody trusted me, everyone feared me.) Focus: Invention (What greater path in life than the path of knowledge?) Road: The Backroads (Sometimes the safest path is the path within the shadows.) Life-Changing Event: The Invention (Eureka! This shall change the world! Or at the very least, my world.) Priority: Work (My newest discovery proves that there are still many more to unearth!) Modus Operandi: The Tinker's Way (Science is my everything, including my shield and my sword!) Motivation: The World (Science belongs to the world and scientific progress cannot and shall not be stopped!) Identity: The Specialist (Few in the world are as scientifically adept as Alicia is!) Values d6 Honor (Lies are locks and shields but to promise something is to give truth to that thing at a future date.) d4 Glory (It is only occasionally useful to stand out, but sometimes it is necessary.) d6 Passion (Love, affection, and lust are strange weaknesses of mine which both confuse, perplex, and excite me all the same.) d4 Justice (Rarely is the law of man fair and often is it necessary to carry out the law by one's own hands.) d12 Power (Knowledge is power and power often decides truth.) d12 Truth (Truth is knowledge and knowledge is the most important thing in this world.) Relationships d4 Aldert Helsink ("I am worried he might hurt me.") Current heir to the Helsink noble clan. A large man in peak physical condition with well kept black hair and grey-blue eyes, only a little older than Alicia. He doesn't take 'no' lightly with whatever problems he might face and tends to get his way one way or another. Of decent intelligence. Courageous, albeit with some hesitation when it comes to monsters. He was raised to believe the von Vulfs as monsters. Taught skills to bring low the last 'Vampire' of the east. He has people at his disposal. While he seeks justice for the death of his grandfather and the debilitating injuries of his father, he is an honorable man who keeps his word, and not as evil as those who raised him. It is unknown what he might do if he actually managed to locate Alicia, although she has no intention of finding out. d4 Edmund Blackwood ("I must be cautious of him.") d6 Jack Beckett ("I find him delightfully useful!") Both a mortician in training and a man capable of somehow acquiring items which might otherwise be difficult to acquire. An average sized man with a thinner build, if not on the slightly athletic side, with dirty blonde unkempt hair and hazel eyes, slightly younger than Alicia and generally seen with a five o'clock shadow. Fairly intelligent and even moreso clever. Out for himself but trusted to hold to his word and seemingly prepared to get into at least a little trouble for those considered allies, if not friends. He grew up on the eastern coast and only moved out west with his father, a man who currently works as a mortician with his own practice. Not exactly poor but not well off either, he has only what his father gives to him. He also appears to have some connections or outside of home business as he is often capable of acquiring items that people might ask for, including oddities and, at times, rarities. Alicia doesn't know how he acquires these things, and while she is curious she understands that asking might throw a wrench into their current working relationship. She met him during her initial arrival within her new home, having come upon the young man while out in the wilds. He had been bitten by a snake and she managed to save him, and while this hasn't resulted in free services it has at least resulted in something of a discount. His interest in her and her studies is occasionally rewarded with answers, although it often results in his being a willing (and sometimes unknowing) subject of some of her lighter experiments. The thought of taking the young man on as an interested apprentice has been floated and considered, although not as of yet acted upon. d4 Kirsa Autenrieth ("I must unravel her familial ties.") d4 Kojo/Carlo Amankona ("I want to discover if we are kin.") d6 Millicent 'Missy' Fisher ("I need to discover what she really is.") d6 Millicent 'Millie' Gerenhart ("I must work with her.") d4 Ramona Hart ("I should be wary of her.") Distinctions/Traits (d8) Bloodless Physiology Heritage You have replaced your body’s natural functions with alchemical substitutes, various elixirs, serums, and distillates that circulate in place of blood. You are pallid, light-sensitive, yet strangely radiant. The rumors say you are a vampire… perhaps not entirely false. Roll this Heritage when your altered physiology helps you resist disease, survive blood loss, or endure poisons and toxins, or when your unnerving appearance commands awe or dread. Connected Abilities: Immunity, Night Vision, Regeneration, Super Senses, Super Speed Limit: Serum Dependency, Sunlight Sensitivity. d4 Earn a Plot Point when your alchemical condition draws unwanted suspicion or fear, OR when you choose to worsen your Exhausted or Injured Stress due to exposure to sunlight or heat. d8: Spend a Plot Point to gain a d8 Useful Detail such as “can see in the dark” or “moves silently under moonlight” OR to Recover your Injured Stress by drawing upon the strange alchemy flowing in your veins. d12: Add a d6 to the Trouble pool to ignore Exhausted or Injured Stress caused by lack of serum or physical damage for the remainder of the scene. The effect fades when your serum wears off. (d4) Genius You’re an intellectual giant. Either you’ve already established yourself in the scientific or academic community, or you demonstrate a great deal of promise. Roll the Distinction’s die when your analytical and logical skills would be of use in achieving a positive outcome, or when squaring off against somebody in a battle of the brains. Compare this Distinction to Clever, which is more about cunning and swift thinking, or Streetwise, which covers common sense. d4: Spend a Plot Point to Reveal that you’ve studied a subject and know its basics. d8: Earn a Plot Point and Add a d6 to Trouble when you assume others can’t follow your complicated thinking. d12: Spend a Plot Point to Reroll any academic or intellectual roll. (d12) Mad Scientist Your mind is a lightning storm of invention, obsession, and dangerous brilliance. You see possibilities where others see only wreckage, and your experiments push the boundaries of science, morality, and sanity. Roll the Distinction’s die when your bizarre contraptions, reckless theories, or scientific fervor give you an edge, or get you into trouble. d4: Earn a Plot Point when your obsession with an experiment causes chaos or distraction at the worst possible time. d8: Spend a Plot Point to Reveal that you happen to have a strange device, concoction, or half-finished invention on you or nearby that provides a d8 Useful Detail in the scene. d12: Add a d6 to Trouble to Reroll a die when your wild science bends reality, logic, or nature in your favor. (d6) Rumored Vampire Your alabaster skin, burning eyes, and nocturnal habits have earned you the town’s fear and fascination alike. d4: Earn a Plot Point when your unsettling appearance causes someone to fear or shun you, or when gossip about your condition costs you an opportunity. d8: Spend a Plot Point to Reroll a die when using your reputation or mystique to intimidate, seduce, or awe others. d12: Add a d6 to Trouble and Recover Insecure or Afraid Stress after a display that reinforces the rumor, like drinking a crimson elixir, emerging from shadow, etc. Abilities/Powers (d8) Alchemical Elixirs & Tonics: You’ve mastered the volatile art of brewing shimmering elixirs and tonics that push the boundaries of flesh, spirit, and reason. Each vial you carry is a gamble of science, a measured dose of brilliance and madness. Whether distilled in your hidden laboratory or hastily mixed in the field, your concoctions can sharpen reflexes, numb pain, heighten senses, or fortify the mind. Roll this Ability’s die when your physical tonics or restorative concoctions would give you an advantage. Examples include injecting yourself with an elixir to shrug off fatigue, using a stimulant to perform rapid manual work, concocting a tonic to resist poison or cold, or drinking a clarity draught to steady your nerves before danger. Effect: Enhancement Descriptors: alchemy, chemistry, concoctions, performance boosters, restorative tonics, stimulants Limit: Gear Special Effects: Spend a Plot Point to: Agent of Aisyt: Step Up any die in a contest where the flush of health and glow of charm could help by radiating vitality and allure. The effect lasts until the end of the scene. Elixir of Savitar: Perform multiple non-Test or non-Contest actions in the time it takes others to perform one (e.g., reloading, analyzing, tinkering, or treating allies). Nostrum of Nike: Step Up a die for one Test or Contest involving speed, endurance, or physical prowess. Philtre of Heimdall: Briefly perceive the invisible - see ghosts, residual energy, or aetheric fields for one exchange. Solution of Shiva: Ignore the harmful effects of extreme environments such as arctic cold, desert heat, or volcanic conditions for the remainder of the scene. (d6) Regeneration: Years of medical experimentations and studies have resulted in the pinnacle of medical breakthroughs! You can heal physical or mental trauma you’ve been subjected to. You can roll in your Ability’s die when your regenerative talents would let you successfully struggle through painful or harmful situations. Effect: Defense Descriptors: mental, physical Limit: Vampirism Special Effects: Spend a Plot Point to: Recover Exhausted or Injured Stress. Recover Afraid or Insecure Stress. Grow back a severed limb or other body part. Cure yourself from any ailment or disease. Return from the dead. You must step this Ability back by a step as a consequence. Signature Assets d4 Signature Asset (die rating, effect, descriptor(s), limits, and SFX) Resources (2d4) Gearheart Repairs (Engineering, Inventions) - Sometimes the devices, structures, or tools required for science are not objects that Alicia can make herself, at least not up to the quality that she requires. For these things a master in other fields is required. (2d8) Gwenael Auclair (Nobility, Science) - A rare true friend in this world, and a proper scientific rival! An effiminate nobleman with long blonde hair, a thin frame, and eyes afflicted with a similar condition to Alicia's, Gwenael is a scientist she met briefly during her travels through France. The two were initially rivals in a school that Alicia attended at the time, both set to unveil similar scientific discoveries regarding the Human form, only to find their notes stolen during their bickering and scheming against one another and used by a charlatan who claimed the discovery for his own glory. The two made up and combined their efforts to destroy the charlatan's reputation. Through this period of shared scientific pursuits the two hit it off well, even further collaborating on a few minor side projects. Like any proper scientist Gwenael was interested in the oddities of Alicia's body, and while initially this curiosity was only scientific in nature their relationship did end up growing a little warmer by the time she was chased out of France. Only when he finished his schooling did Gwenael decide to join in the pursuit of Alicia, albeit on much friendlier terms. (2d12) The Laboratory (Experimentation, Research) - History's greatest experiments start here! - Contained within the northern tower of Alicia's new home, what was once a simple observatory has become so much more.
  12. So I am having a bit of issues with deciding on an Origin. Privileged works on paper but it isn't really what defines her, and she lost that status very early. At the moment she keeps up appearances of still holding that sort of status, but little more than that. Prodigy sort of works. She has always been scientifically gifted. But it hasn't been what has fully defined her either. If anything it has been what has kept her alive, but also gotten her into trouble. She has been on the run most of her life, never quite sticking to one place long enough due to misfortune and people attempting to track her down for any number of reasons. Considered a criminal (which she most definitely is in some instances) and an abomination, a blemish upon the status of more than one noble clan, and of course a dangerous secret for the Helsink clan. Would I just use prodigy with a few tweaks?
  13. The Unpublished Notes of James D. McKillinghall November 3rd, 1879 It started five years ago. The murmurings of drunkards. A group of men from somewhere to the east of Europe. They spoke of monsters. Ghouls. Creatures of the night. I paid it no heed until they spoke more solemnly, not with the sort of wild boisterous ravings of men enjoying themselves over mugs of ale, but of men speaking of something which should not be spoken about. A few more drinks and they spilled everything. I met them a dozen more times after that. They set me upon this path. I am the hunter of truth. Tomorrow I venture into the lair of the wolf, a wolf which I have been seeking for years. She has accepted my request for an interview. A biographical treatise! That such an excuse worked, I almost cannot believe it myself! If she had known what I know then I might have been worried. Colette is the name that she has claimed. Colette Moreau. A wandering socialite from some small northern province in France. Nobility, which is at least close to what I know to be true. It is also true that she arrived in the states via France. This is where the truth goes cold. Maramures. Crisana. Banat. Transylvania. I have yet to discover exactly where her life began, but it must have been somewhere in this region of Europe. She grew up near some small village nestled within the Carpathians. She lived in an old castle settled atop an older plateau, or a hill, or a mountain. Murmurs of truth hidden within rumors. Nobody seems to know much of her early days. Not an exact home, not a portrait, not even a date of birth. I do know that she was not always alone. She was of noble birth, whether distant or not is also speculative. They were well off. A castle or a walled-in manor. A family of recluses. Even so they held considerable sway within their community. Gifts were expected, and those who did not pay were visited by ghoulish men. People went missing. Howling beasts infested the impenetrable forests of that godforsaken land, but the people of that realm understood where the true danger lie: Castle von Vulf. The rumors spoke of monstrous deeds. Girls disappeared. Livestock were slaughtered and drained of their blood. Famine swept the land. Never did the sun fully shine upon their lands. The people were frightened. Then came the Helsinks. Nobles from the lands of northern Europe, the Helsinks had arrived to save the poor people of the land. It started with an investigation, as these things should. Witnesses told horrible tales of gaunt pale-skinned men and women drinking the blood of kidnapped children. When the Helsinks first attempted to confront the von Vulf family they were, to put it lightly, unsuccessful. In the ensuing conflict which erupted a few of their own had been captured. They were set upon blunted spikes, impaled and put out as a warning for all to see. Witnesses told tales of these poor wretches living in agony for days, even weeks before they mercifully succumbed to their wounds. This travesty would become their undoing. With hearts set ablaze with the flame of God's holy wrath the Helsinks led the people of the land in a crusade against the godless von Vulfs! It is said that many lost their lives. That they fought courageously against ghouls and beasts. It is said that the patriarch of the von Vulf family was a monster of a man, that he tore men asunder with his bare hands, that he tore away the throats of villagers with gleaming fangs of white, that he shrugged off gunfire and sword and was only finally brought low by a wooden stake to the heart. The men I interviewed spoke too of the matriach, that she attempted to seduce the Helsink men who found her, that they resisted her temptress words and drove silver swords into her heart. They spoke of the children. The von Vulf family consisted of at least two girls and a boy. Colette was one of these children. Frail. Skin as pale as the moon. The Devil's red eyes. Sharpened teeth. Hair pale blonde. Long pointed ears, unmistankely inhuman. The eldest daughter of the von Vulf family resisted her arrest by the men of Helsink and fell to her death. The boy, youngest of the von Vulf family, was put peacefully to rest by mercy of the Helsink patriarch. It is said that the youngest daughter threw herself from a tower into the river of a canyon. This is how Colette survived. The people I interviewed believed her dead until I showed them clippings from the papers of western Europe. There were sightings of this foul remnant. Everywhere she ventured death followed. Corpses appeared. Ghouls and ghosts. Murder. Disappearances. The Hull Werewolf of England. The Werewolf of Allariz of Spain. Spring-heeled Jack! Where she ventured the Devil himself followed, and with him his creations. She wandered across Europe, and though lawmen, men of the church, the Helsinks and journalists alike sought her out none managed to secure her company. She disappeared upon a vessel destined for the Americas. The SS Rose Grande. I had thought that my chance might elude me, that she might disappear forever. Fate has smiled upon me. My man in New York happened upon her by chance. He lost her trail within the city, but her unusual attire and fiendish appearance was easily tracked. It took us a year to locate her. Tomorrow we speak with her. May God protect us both. - Note to self: which God does this 'Colette' worship? Ask tomorrow. November 2nd, 1879 We arrived not long before noon with the protection of the sun above. No longer does Colette live in a castle. Her new home is large, a small manor at best. A dark purple shade, almost black. It used to belong to Old Lady McDrew. She passed away the other year. Colette moved in not long following Old Lady McDrew's demise. A natural death, it is said, but I know better. The rumors out of Europe. Poisonings. Alas, too late to prove. I had expected a man to greet me. The help. To my surprise it was a young woman. Dressed in a fine black dress of European make, a frilly thing well suited for a woman of high class. Most of her body was concealed, but I caught glimpses of her flesh. Pale as the moon. Hair a pale blonde. Tinted spectacles concealed her eyes. A wide brimmed hat and hair swept forward concealed her ears. She could not hide herself from both of us. The Devil's own red eyes. Long pointed ears. This is Colette! She is rather small. Thin. Frail looking, just as the stories foretold. There is a strange tiredness in her eyes. Not the monstrous sort of creature that I had been anticipating. She towered over neither of us. While she smiled I could tell that it was fake. She observed us as closely as we observed her. My man is a veteran of the war. I myself am cool enough under tense moments. Neither of us slipped up. She invited us in. Served us tea from Europe. She was soft spoken with an accent I could not place. It was not of French origin. I have known a few men from the region of Lorraine. None of them sound like her. She holds herself like any good noble, and yet there are signs of a failing social status. Well hidden stitches and patches within her dress. No maids nor butlers. Dusty shelves. A woman of status does not cook for herself, nor for her guests. She does not prepare tea. Her parlour is not filled with the sort of knickknacks found on an old woman's shelves. There are strange devices like the sort seen within a hospital or a place of study. Unknown books. She is intelligent. She knows multiple languages. She decorates her home with items from across Europe. Trophies of her misdeeds, perhaps? We spoke of her life in France. Most of it lies. She may have spent a year in the northern provinces within France, but no longer. I know that she was chased from that region after a young nobleman made claim of her attempts at seduction. He had managed to see her fiendish soul. In her rage she had attacked him. He had managed to keep her at bay, had managed to escape with his life. A posse gathered into a mob after another man was found deceased. A woman who had hid her was discovered to have been a witch. Like the trials of old they had burned her. She claims to worship our God. When pressed about the bible she became awkward. She could not speak much of it. I believe her to be a heathen. While Colette spoke I sketched a portrait. For a monster she is quite pretty. Shy. A well placed word from my man set her face ablaze. Perhaps seduction might work against her. With this I might learn the truth. I feel that we have spent the day sizing each other up. I have been granted an audience with her tomorrow. Tonight I stay at the local saloon. We shall indulge in the local flavors! - Note to self: Cologne. For my man too. If one of us can get close enough then perhaps we may learn the truth. Perhaps I might try to contact the Helsink clan. If there is a bounty I may just do so. With enough I may be able to afford to publish this story myself! November 3rd, 1879 Again we arrived around noon. She greeted us this time in red. Today she smiled a little more. Grew comfortable with our presence. My man has a knack for flirtations. If she were not a monster I might have felt pity for her, for her face retained a bright red for well over an hour. She opened up a little. As I suspected, Colette is intelligent. A woman of science. She thirsts for knowledge. For at least two hours she spoke of theorems and scientific names for things. Much of it was beyond my own understanding. My poor friend had to excuse himself out of boredom. Perhaps I should pick up smoking. It makes for great excuse. But while he was out she questioned me about him. Her curiosity had settled upon him. Strangely enough I felt somewhat jealous. Perhaps these were the tricks of a temptress? According to the witnesses her mother had attempted the same sort of ploy. He would understand. I spoke at length about my friend's past. It was all for the truth. We spoke at length for an hour. It worked. She started to open up. Some of the truth appeared to slip out. She came to America in order to escape from things in Europe. She was the only remnant of her family. She understood my friend's pain, the sting of loss and the horrors of war. At least some of this was, I suspect, the truth. A nerve was hit. We ended our interview early. She almost appeared to be sad. We were welcomed back tomorrow night for dinner. - Note to self: Bring a silver knife. My man will bring a wooden stake. He has promised that he can keep it hidden. The old men of the tavern spoke of garlic. Supposedly the patriarch of the family loathed the plant. A rumor spoke of it burning his flesh. Just in case, I shall bring some with. It may work as a gift. November 4th, 1879 What an incredible day! We arrived closer to night. She greeted us again in black. The three of us sat down for dinner. She is a skilled cook. Some sort of duck dish with berries. Mashed potatoes. Peas. Garlic on our plates but not a trace of it on her own. She served us wine. It was the reddest wine that I have seen and reminded me of some of the rumors of her clan. I told her that I didn't drink, that it was a religious choice. My man told her that he didn't drink wine. She said that the wine was from France, but I have to wonder if that was the only thing special about it. Perhaps this is how she hides her blood feasting? This may be a familial tradition, if the rumors are indeed true. Each of us spoke of our childhoods. I will not bore you with tales of my own. My man deserves his own publication. Colette lived a life of lesser nobility. Wanting for not in her very early days. A loving mother. A kind father. An older sister she occasionally quarreled with, but one which she loved dearly. Later in her younger years she became an older sister to a younger brother. She rarely ventured outside of her home. Her pale skin is a result of a rare skin condition. Within the sunlight she burns easily. Enough sunlight sickens her. Blinds her, although I suppose the sun blinds all who gaze upon it. That said, it is a fair excuse. A good cover. But this proves who she is. What she is. A fire at the family home saw an end to her family. Of course I already know how they really perished. It was a fine tale that she weaved, but alas meaningless. Colette lived for a while within a nunnery. An obvious lie, given her lack of enthusiasm towards the good book. She traveled across Europe once her family's estate was fully transferred into her name. Half truths. We know what happened in Europe. What happened in Spain. In France. In England. Prussia. Bovaria. Italy. Though she spoke of the famous sights and the beautiful views, of the great foods and wines and books, of museums and centers of study, I know better. Corpses follow her across Europe. Beasts. Experiments, perhaps? Offhandedly I inquired about the origin of her strange blood-like drink. She must have been partially intoxicated. From her home region of Alsace. Alsace! Had she not claimed to have originated from Lorraine? The two of us caught on to it immediately. It took her a moment to do the same. I could tell that it had sobered her up. She did not react with violence. I thank the lord for that. For a moment I thought my heart might jump from my chest! Colette was, curiously enough, wracked with guilt. Not for the crimes for which she is surely guilty, but for having deceived us. Things grew silent for some time. She claimed to be on the run from people. People who wished her harm. I convinced her that it would be better to speak the truth. If she is innocent then the world has to know. She seemed to agree, but asked that we conclude our business for the night. Promised that tomorrow we would get the truth. The whole truth. She offered us use of guest beds for the night. We declined. My man is concerned. He believes that she might be trying to deceive us still, that she has no intentions of speaking the truth. I shall never demean his intelligence, nor his capabilities, but on this I believe that I know best. My hunches are rarely wrong. Tomorrow we will return for the truth! - Note to self: Send word to the Helsinks tomorrow evening once our business has concluded. They do not need to know that I have discovered her. Not yet. It would be good to seek a reward first! November 5th, 1879 Arrived in the morning. Could hardly sleep during the night. Worried about her. Too excited. She wore crimson today. Offered coffee. My man tested it first. An hour later I indulged. Her name is Alicia. Alicia von Vulf. We spoke at length. It is night. My man has already gone to bed. We were offered rooms here. I will compile my notes here later. I grow tired. So much coffee, and yet so tired. Soon the world will know the truth! ((Decided to try a thing! I see the post about setting up characters now though so I'll try and go do that! Alicia von Vulf in spoiler.))
  14. Once I finish with tasks I have required for the day I will throw up a thing for my character, since it appears we have reached that point of things. Which also gives me some more time to hammer out all the little details like shifting her from being a true Vampire into some weird not-actually-a-Vampire-but-definitely-rumored-in-places-to-be-one sort of thing.
  15. Missy sounds fun! I haven't fully fleshed out the mad scientist, who is probably the one I'll end up going with. But I will once it comes time for nailing down the characters in depth.
  16. I feel like we could still explore a post-Civil War era without the civil war having been started for the same reason. The introduction of strange steampunk technology could result in the same sort of divide between the industrialized north and the plantation focused south. Perhaps we could use automatonized people instead? Or perhaps an inbalance in the existence of the special blue-coal type resource? It could be shifted instead into a war created mostly from a class disparity, perhaps one which existed much more heavily in the south. Maybe they instead shifted closer to neo-feudalism, and it wasn't a specific set of peoples but more a general populace set into a serf state. Maybe the sharecropping that started at the beginning of United States history twisted not to become an issue of poor white sharecroppers vs poor black sharecroppers, but instead of all sharecroppers being roped into worse and worse contracts, one which resulted in just a widespread extremely corrupt system of near-slavery within the south. There are different ways to take it. We're already introducing some fractures from real history. We could use a bit more to make a setting fit which we are all comfortable with. But I do think a post-war era is important for this sort of thing. It was part of what lead to widespread displacement into the unknown.
  17. I won't do a classic Vampire then, that is fine. Like I said, I do have other ideas as well. That said (and maybe someone already brought this up but I was too tired last night to notice), maybe the being a weird Human thing would work. Sort of like the weirdo from another culture like @WritesNaughtyStories combined with the Dr. Frankenstein angle. Maybe they look a little vampiric, and they have a bad reputation of being a Vampire (for people who don't know them, sort of like @WickedCadrach's idea of weird being called, for example, "The Werewolf of ____"), and part of their looks and such were due to nature and/or experiments they have conducted on themselves. A science made Vampire of sorts. Some of the things (weakness to garlic and silver and drinking blood) could be rumors created from misunderstandings, and maybe she does have a weakness to sunlight (due to experiments and/or genetics). Rethinking everything, that might work for a character? In any case my three character ideas would become: Weird science made 'Vampire' who isn't really a Vampire but who is definitely a mad scientist. See above. Could potentially be somewhat antagonistic but even with her background changes I would still probably keep her mannerisms as explained before (antagonistic but also practical and not entirely evil). Automaton clockwork cyborg. Someone's invention, for what purpose could be further defined. Trying to figure out what it means to be Human and trying to avoid being discovered as what she is. Probably psychologically programmed into being someone robotic in nature, or at least cold and ignorant of social norms. Gunslinger lady. Maybe an outlaw, or a wandering vigilante. Or a lawbringer. Probably at least one clockwork automaton limb. Maybe animal experiment stuff on the side. Also everything listed above looks good to me!
  18. @WritesNaughtyStories Truth be told if I was going with my Vampire idea I wouldn't be leaning into them actually being wealthy and such. More on the run, partially because of what they are and partially because of what they do (being a mad scientist and such, running not so kind experiments regardless of consent). Maybe dressed in wealthy garb showing signs (to those perceptive enough) of having been more hastily upkept and perhaps starting to show wear and tear. That said I do understand that them being a Vampire does mean an issue of them feeding on players (or experimenting upon them, or rather making an attempt to do so). If they are interesting enough they'd probably be a little safer from her (at least in terms of feeding and any more dangerous experiments), and if they are too strong they'd definitely be safer (why feed on something strong when it increases risk, also experimenting on something strong carries greater risk). I think players would typically fit one or both of those criteria (for the most part, it is possible for situations to shift that balance). That said she is pragmatic enough to avoid harming allies (why damage good relations with those who might offer protection or other benefits, perhaps even voluntary guinea pigs or meals if said relation is good enough). She generally underfeeds as well. In the last game she was just too focused on her experiments. In this setting it could be some of the same, perhaps combined with just a lack of opportunities (which I suppose opens up some dangers if that is the case). All that said, if it still something you or anyone else is uncomfortable with, I could simply drop that character idea entirely. I don't really intend on playing her as just some weird looking/acting Human, as it doesn't really fit much into what I envision the character as. There are still the other ideas to work with (the clockwork automaton/cyborg experiment creation thing, or the maybe not quite Human gunslinger with a metal arm). Much less fleshed out, but that's never really stopped me before. They would just be new characters, which is fine. I'm not going to leave because of it and this is, after all, why we do these discussions.
  19. Whew. Busy day over. I love both takes on how we could get slightly animalistic featured peoples in this setting. They should be limited, at least to some extent, and leaning into the exploitation and prejudice against them (and possibly reverence in certain cultures) is definitely a great idea. Even if they are a very small population that still allows multiple players to take on that role, should they wish. It would make more sense after all that a small population facing prejudice from the rest would try to stick together when they do find one another, after all. As far as airships goes in a steampunk setting I'd always visualized them more as zepplins and such regardless. Airships could actually be pretty tough to bring down, especially once they moved more towards using helium. Boost it with steam tech. They should be the cruise vessels of the sky. Even with airship technologies, there are still limitations for each major travel technology which justifies the survival and widespread use of others. Airships, for example, are still pretty beholden to weather and limited landing points. While they are capable of traversing across terrain features with limited issues (for example, they still have to be careful around things like mountains which can have unpredictable weather, especially in these sorts of early days of technology when weather wasn't really as well studied as it is today), they are also limited in speed. Those sorts of airships really didn't move very quick, nor did they have incredible carrying capacity. Airplanes. At their highest tech level they might be bi-plane or tri-plane type designed aircraft: capable of single or dual piloted flight but also very risky, still limited in terms of speed, generally more limited in terms of armnaments and flight distance, and much frailer. They weren't really getting off the ground very well until the early 1900's. With steampunk technology a case could be made to include them (maybe at best technology wise something like what is found in Porco Rosso). Could be a neat thing to include, and at this time period they would be fairly limited in number. But not something we even need to include, given they might be a little later than we are planning to focus on. Regular steam based ships, whether riverboat or via ocean travel, could carry a lot. Rivers are natural bloodlines for industry. However they had plenty of issues with speed, weather, and both limited travel paths and ports. And, obviously, they don't move on land, so that cargo needs to be offloaded onto different forms of travel. Trains were the rising king of the era. They could move very quickly and they could carry a lot. That said, setting them up took a lot of time, a lot of manpower, a lot of money, and where they could be set up was still limited by terrain features. They also had to be set from one specific point to another. Trains are excellent but still as limited as water faring vessels. Which brings us to the humble horse. Is it the fastest method of travel? Not any more. The safest? Hardly. But most of the land was not yet developed, and even cities which included trains still needed to shift their cargo away from the trainyard. In certain regions horses could still move more quickly than trains, since they could take shortcuts that trains couldn't, and trains were still limited in terms of speed based of technology of the time and the need to take certain sections slower (they can't move top speed around corners, after all, and there are all sorts of things that could slow a train down, like landslides or migrating herds of animals). In most places you still needed horses to get anywhere quickly. Horses weren't really negated completely until the rise of the automobile. Speaking of: automobiles. The earliest iterations were seen in the second half of the 1880's. It would be entirely possible for them to exist in this setting if we wanted, especially if we're using steampunk technologies. However at the time they were more of a novelty. They could move quicker than a horse, but broke down easily. Roads weren't well established, so they had limited paths to take. They weren't long distance. They couldn't carry many people. They didn't have great carrying capacity. And they were very difficult to make and maintain (mass produced vehicles, including creating mass produced parts for upkeep of those vehicles, hadn't been established yet and new parts would need to be made by hand, nor was there any sort of standardization), meaning you would need to be a wealthy person living in a city with better roads to really use it, and even then they were not very safe (seatbelts weren't really a thing initially and they weren't even widely adapted into the industry until the 1950's). They didn't really make horses obsolete until the later world wars era, which is far and away from what our planned setting is. It really depends on what we would want or not want to use, but I think even if all these things were available to our setting none would outshine the use of horses, and all would really outshine the automobile. Personally I'd be fine with just not having airplanes, even not having automobiles (maybe steam powered automaton horse pulled carriages, wagons, and buggies take their place). Just figured I'd toss out some ideas for flavoring things, and reinforce @StarlitSiren's idea of keeping horses relevant. I do love the idea of automatons in various industries being treated as a sort of boogeyman. If we do include automaton types of peoples I think it should be prejudiced against by at least a decent portion of the population, mostly those working in the fields where they are being displaced from their jobs. Given that the only people who could afford them would be the wealthy, and it would be a way to increase the wealth gap (as they don't need to pay people for the work), it would also work for increasing the class disparity issues found in these sorts of settings. I agree that supernatural monster sort of stuff shouldn't be super widespread. In this age of steampunk technology and growing industry those sorts of creatures, if they do exist, would definitely be on the defensive. They would want to remain hidden if possible, and the march of technology from Humans would mean that they would probably have been culled. Some could be the results of weird scientific experiments, just as with the kenomimi creatures. Subtle magic and very rare supernatural creatures sounds like a good idea to me. As far as their being monstrous goes, they could be monstrous in nature, monstrous in appearance, or perhaps even monstrous based off rumors alone. Perhaps appearance or rumors end up creating something monstrous in nature, whether for self preservation or a culled sense of empathy. Much of it could just be people mistaken to be monsters. Different angles to go, but if we're including weird stuff I think very limited supernatural entities could work too. And probably very prejudiced against within just about every society, perhaps even moreso than the kemomimi type experiment creatures (provided we go with that). They would definitely want to keep their true identity hidden to the world. And honestly if I made my Vampire the biggest thing would be hiding the fangs and the ears. Maybe the eyes. Fangs might not be an issue if they are the sort of vampire who can retract them at will. The eyes? They are just an albino! Don't you see the pale skin? Claws? Just fingernails! Don't worry about that. Those long ears? Errr. Well. They are from a distinct tribe found within *insert remote location that no local probably would know about, or perhaps a made up one*. You wouldn't know it. All our ears are longer and pointier. Don't worry about it! Full furries might be an issue, but you could theoretically spin it as being a werewolf sort of creature. It could work for a circus freak sort of thing. Provided we are including minor supernatural stuff. That said, it would be incredibly difficult to hide that, and I think they would find the world a lot meaner place. I agree that we shouldn't use real historical figures, if at all possible. For the same reason I generally don't like to do stuff with canon characters from other settings: it just feels weird. Balls work, especially for the wealthy southern plantation owner sorts. I assume we are doing a post-civil war thing. They would still exist, just perhaps have less power than the government. But perhaps the era of steampunk has seen a rise in their power and an increase in their number? I think it helps with the class disparity thing which, again, I think works well in this setting. Heists sound fun. How many we do I think depends on what sort of roleplay we want to do as a group. Or, rather, why we are together as a group. Gadgets should definitely be a mainstay in any steampunk era game. How that is handled on the go again I think depends on what sort of group we are and how we get around. But if steampunk is this big growing monster in the world I'd expect to see at least one or more competing steampunk focused industries or shops or guild halls or whatever have you in every major city. Out in the smaller towns or the undeveloped west? Might be more difficult to find, and might have to cobble together some really makeshift, perhaps really unreliable devices.
  20. I would like to see automatons, or at least clockwork cybernetics of sorts. And/or maybe some minor supernatural stuff. More classics like werewolves, vampires, etc. Or, if people want to play something with, say, bunny ears for example, perhaps having been created by some sort of experimentation. Not a one-off, so multiple people could go down that track, but probably a limited amount in the world. I imagine they would be, at best, treated like freaks or below Human by a majority of the populace, if not at least feared. I haven't completely decided what I will make yet. It will depend on what sort of rails we want to set. I fine with any of these being objected to as well, if anyone feels it wouldn't fit. That said, the three ideas I do have in mind are: Vampire mad-scientist sort trying to also adapt to the new rapidly developing age. If there are hybrid experiment things then I wouldn't mind her having been part of that process, whether it be as the scientist in charge, an assistant, or what not. Clockwork living doll. Automaton essentially but not fully metal. Designed to appear as real as possible. Could have been just some tinkerer's life work or fun side project, or a military project. Gunslinger. Maybe gunslinger on the run, especially if we do use the experiment not-so-Humans. Or some sort of partial automaton limbed gunslinger who lost something during a war. Dunno yet. Either wandering sort or a law bringer.
  21. The animal-type people coming from one source would be a great way to add some strings interconnecting not only people in one group, but possibly both groups, even if they don't start together. I kind of mesh with either the tribe idea or the experiments idea, especially if it allows multiple people to make characters with that sort of thing. I do have a not so morally good mad scientist character who I have used before as a Vampire, which could have been a part of making something like that if that is the route people prefer. Could probably swing them as an Elf alternatively but I think if we are going to have unnatural things then Vampire type supernatural might fit better. Otherwise I think I'm leaning more Automaton, that or something that isn't fully Automaton, more of cybernetics experiment. Maybe a living clockwork doll sort of thing. I suppose it depends on how supernatural and how weird tech we want to go. That or just join in with the not-Humans.
  22. Of the listed archetypes I think the ones which appeal most to me are: Steampunk Character Tropes the Mad Scientist/Inventor, often eccentric and responsible for technological breakthroughs the Sky Pirate, a roguish individual who travels the skies the Automaton, a steam-powered mechanical being that can question human nature Western/Wild West Character Tropes the Lone Gunfighter/Drifter, a wandering hero, often a gunslinger or reluctant lawman, who lives by a personal code the Lawman, a character who upholds justice, either as a corrupt official or a righteous figure the Bounty Hunter, a mercenary who hunts outlaws for a reward
  23. I've no clue what I'm going to make yet. It'll depend entirely on the setting and what in terms of character type (only Humans or fancier stuff) is allowed.
  24. If I had to rank the settings from most desired to least I'd be interested in (including some surface level thoughts on each) it would probably be: 1. The Town’s Defenders – they all live in a strange frontier boomtown (part steampunk, part mining camp, part trading post/railroad stop/hub), and are forced to band together when trouble strikes. - Kind of gives off Seven Samurai sort of vibes, which I am all for. Gives us antagonists and a reason to stick together, regardless of whether or not we start off friendly. Also, depending on how many are newcomers, it allows for a variety of starting relations (or lack thereof). While stuck in roughly one area it does mean we are stuck together. 9. Debt to a Benefactor – someone powerful saved them once, and now they “owe favors” (could be a government agency, railroad baron, outlaw boss, supernatural patron). - Direction, a good way to keep us held together (despite how good relations are), and a possible antagonist (or two). Also easy to keep people together while also giving us travel abilities. 4. The Brotherhood / Sisterhood of the Peculiar – they've all been recruited by a secret society to investigate supernatural threats across the frontier. - Big monster of the week potential. Easily stuck together or sent in smaller groups to handle things. Probably clear antagonists and direction. 6. Expedition Crew – they've been gathered by a wealthy patron or eccentric scientist for an exploratory mission (ruins, lost civilizations, hidden labs, etc.). - See above, less with antagonists and instead of monster of the week more adventure of the week. 3. Circus / Traveling Show – they tour together as performers, engineers showcasing their latest scientific inventions, trick/sharpshooters. They run into some sort of "trouble of the week" in each new town, and their individual (or collective?) pasts follow their caravan. - Starts to limit a little more the sort of people you might find, but also still pretty free and open for that sort of thing. Adventure of the week and a good way of keeping us together. However here is where conflicts start to be a little more difficult to think up, I think. 5. Fugitive Caravan – they're all running from something (law, debts, curses), and survival means sticking together. - Clear direction and, I assume, antagonists. Maybe we are antagonists? Reason to stick together but also opening to some treachery. More non-stop adventure, non-stop moving around. Could be very exciting though. 7. Victims of an Experiment – they survived a mad scientist’s invention gone wrong, and are tied by trauma, strange abilities, or scars. - I feel there is a little less direction with this one. A clear antagonist potentially but also much less holding us together. 10. The List – their names were all written together on a strange parchment found in the papers of someone being investigated (supernatural? criminal? something else?) - Mysterious and harder to rank for that reason. Would I like it as much? Maybe! But still a maybe. Would it be easier to keep us together? Probably. 2. Inheritors of a Mystery – each PC received part of a will, deed, map, or strange device from the same eccentric benefactor. Some may be related to each other, or to the benefactor. - See above. 8. Blood or Found Family – literal relatives (siblings, cousins), or bound together as a surrogate family of misfits. - As family it feels like there is just less to unlock relationship wise in the RP, at least compared to the other choices.
  25. I have been pretty busy today so I only just saw this, but I am still interested in it! If Vampires are allowed maybe I'll bring back my mad scientist Vampire for this. That said I am thinking of other ideas as well.
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