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Races



This page lists the playable races for the game. More may be added in time. You'll find out what you need to know about them here.

Humans - Humans are the starting race. Some people may not want to stay Human and some might. Humans may have the choice to change races, some might not, and some might have it forced upon them. If your character has something happen to it that you don't like, please don't just quit.

Humans aren't that bad. Humans can send actions on every day Monday through Thursday. The Sun doesn't harm them, Holy Water doesn't harm them, and stakes in the heart don't kill them... forget that last one. Humans are the basis for all the playable races. Mages, Kindred, Crinos, and Ghouls all have to start as Humans.

Humans are the only class that can use the Faith Disciplines. These are taught by a priest in a cathedral and are very useful in dealings with the dead, the undead, and the very hairy. Humans can also use the Numina Disciplines which are used also by Mages. Faith and Numina Disciplines are as follows:

Here's a real quick explaination of Mana. Mana is the inner power of humans. It is what allows you to use these powers. You gain back a certain amount of Mana each game day depending on your classes. There are certain items that regenerate alittle, alot, and all Mana. You'll spot those as the game progresses. Your Mana Pool is the maximum Mana you contain. This also varies from class to class and race to race. Occasionally you will get increases in Mana.

Faith Heal Faith Healing requires 10 Mana Points and heals 10 Damage each time. If you have less than 10 Damage, it still takes the full 10 Mana to use it. When your Healing level is low it might not always work. The greater the level you have, the more often it'll work. This is the same for all Faith Disciplines.
True Faith True Faith is the ability to surround one's self with a protective field that causes dmage to any supernatural creature coming into contact with it. This requires 20 Mana per use and the damage varies on the creature it's used on and your Faith points.
Prayer Prayer allows you to focus your Faith and direct it in a ranged attack to damage an enemy. Humans with level 5 Prayer(max) can attack multiple targets in one cast. Each casting requires 25 Mana.
Invisibility Invisibility allows you to hide from plain view by becoming invisible. The length of time you can hold this is based on your level. All Numina Disciplines are based on Self-Control. Twenty-five Mana is required to cast Invisibility.
Flash Flash can create a flash of light that temorarily stuns supernatural creatures. Very handy for fast getaways or for buying time for one good hit. Flash requires 25 Mana to cast and the higher your level the longer the stun lasts.
True Sight True Sight allows you to see through the effects of powers that hide others from normal sight. A character with a higher level in their power can still hide from your True Sight, even at level 5. So once a Vampire gets level 6 in Cloak of the Shadows, you have no hope of seeing him. Which is the ultimate flaw in regular Humans, you can only go so far. True Sight requires 30 Mana per cast.

Mages - Mages are the top level of Humanity. They can be extremely powerful and many creatures fear them. They generally keep to themselves and do not discuss their intentions with anyone outside their order. Though only one known order resides in Venice, more may come. Mage battles are very spectacular and very dangerous for anyone watching or nearby. When someone becomes a Mage, they get double the Mana Pool they had as a human. Mages also regenerate more Mana each game day than humans. Mages go by many names, Magi, Magicians, Wizards, and Magical People to name a few. Mages have a maximum of level 6 for all Disciplines. Along with Numina, here are the powers of the Magi. More might be added.

Summon Smoke Summon Smoke is a peachy little trick that fills a targeted room with smoke. This can be used to block the vision of others. The length of time that the smoke remains depends on the level you have for it. This requires 20 Mana per cast.
Summon Water Summon Water allows the caster to control a body of water for a short period of time. The size of that body depends on the level you have. This requires 20 Mana per cast.
Summon Fire Summon Fire not only allows you to control flame but it also allows you to create one in your hand. At level 1, the most you can do is make a torch in your hand and keep it from burning you. As you get higher levels you'll be able to do more, make a larger flame, and control a larger flame. This requires 45 Mana per cast.
Summon Lightning This is one of the more powerful spells offered to a Mage. Used in conjunction with Summon Water, you can really tear someone up. Summon Lightning alone is very powerful. Until level 5 it will rarely work for you or hit the target precisely. If you're not sure what it does, it causes a bolt of lightning to hit a target. This requires 50 Mana per cast.

Vampires - The Kindred, Cainites, the Embraced, Blood suckers, Scary things with long teeth, whatever you call them they are the descendants of Cain. They feed on the living and get stronger with age. There are 13 Clans of the Kindred. In Venice only 5 of the Clans have made appearences recently. Vampires have a maximum of level 6 for all Disciplines. Vampires don't have Mana, they have a Blood Pool. Blood Pools are basically the same only that Vampires can only fill their Pool up by feeding on people or drinking it from bottles. Blood Pool maxes increase with time. Vampires will be made by NPC's. Until there are a few of them that is the only way they will be made. The process takes place when a Vampire drains a human of their blood and then feeds its Vampiric blood to that person.

Vampires have lots of Disciplines so I just going to give their name, a summarized description, and the required blood.

Feed This is how good you are at taking blood. It requires no blood points. The higher the level, the better you are at it.
Blood Healing Blood Healing is basically how it sounds. You use your blood powers to heal. You heal 20 damage per cast. Each cast takes 10 blood points. The higher the level, the more often it works.
Blood Strength This Discipline grants a temporary increase of the character's Strength Attribute, which can be used to increase melee damage or for any Strength-related tasks. Blood Strength requires 25 blood points per cast.
Blood Dexterity This Discipline grants a temporary increase of the character's Dexterity Attribute, which can be used to increase combat effectiveness. Blood Dexterity requires 25 blood points per cast.
Blood Stamina This Discipline grants a temporary increase of the character's Stamina Attribute, which can allow for the soaking of more damage than normal. Blood Stamina requires 20 blood points per cast.

Crinos Lupines - Lupines are also called Werewolves or Garou. Full blooded Lupines have 5 forms that they can shift to. However, since Full Bloods are born and your character can not start out as a Lupine, the closest you can get is the third form called Crinos. Crinos Lupines, or just Crinos, are kind of my creation. Of course I didn't make up the from Crinos, but I wanted to incorporate Lupines in some way. Crinos Lupines are rare. Their origins can't be traced exactly and very few of them speak to anyone about themselves. They share many of the characteristics of Full Bloods, everything but the last two shifting forms. Crinos perform their best when the moon is as it was on the night of their creation. That means if someone is gifted on the night of a new moon then that would not be the night to mess with them. The Moon of Birth also decides the Disciplines that the particular Crinos receives. I decide your birth moon by looking at the moon in real life, just to make it easier on us all. Besides the Disciplines granted by Moon Birth, Crinos get no other Disciplines. Unlike Vampires they can not learn new Disciplines or be given them through the exchange of blood. Though they are not Full Bloods, Crinos are even more mysterious and still very dangerous. It is rumored that their creation is the result of a failed Embrace by Cain on a Homid form Lupine in the early years. Here are the forms of the Crinos Lupines.

Homid Human shape. No trait changes.
Glabro A brutish human shape, not uncommon among normal humans at this time. Extra strength but uglier appearence.
Crinos The dreaded half-man/half-wolf form. Extra Strength, Dexterity and Stamina, although you are unsightly and would provoke attack or flee. In this form you have a wolf-snout, so you can bite, and long sharp claws.

Ghouls - Ghouls are loyal servants to their Vampire master. They have high blood pools, but less potent blood, so it doesn't last long. They rely on their Master's blood, it is all they hunger for and it is needed for them to live. Ghouls are not harmed by sunlight. They are very handy for a Vampire with many enemies that could use guarding by day. The creation of a Ghoul must be granted by a Vampire's sire(the one who created him). Ghouls get two of their Master's Disciplines and a small amount of power in them. These Disciplines are chosen by me and if it is possible, no two Ghouls of one Vampire will have the same powers. Ghouls have heightened strength and regenerate to full health at night fall. Ghouls can die from lack of their Master's blood, having their head chopped off, or over exposure to holy objects. Ghouls are created when a Vampire feeds a human it's blood without draining the Human's first. This is done three times in a period of three nights. Once that is complete, the Human is a Ghoul. That Ghoul will remain that way until his Master decides to Embrace him. Ghouls might be created by NPC Vampires at the beginning.