Setting Run-down
Jun. 24th, 2015 08:28 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
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Just some quick information about the setting, gathered from the plotting post and brought together as a quick reference.
Feel free to add anything to the plotting post or here and I'll add it.
City Basics
The city does not currently have a name, it's just a generic real-world city where people go about their day to day business, but with vampires and werewolves running around.
The city is mostly split up into territories, with areas controlled by vampires, werewolves, gangs and protective groups (these are usually places for people to hide out and stay safe, where fighting is not tolerated. Some of them are creature-specific, others are open to anybody) and a few neutral zones.
During the day, the police do what they can to keep the peace, and any violence is usually dealt with by them. During the day only really gang territories are a problem to keep track of (though it pays to be cautious of some of the werewolf territories too, especially around full moon).
At night, the police don't have a hope in hell. Officially there's a curfew, though it's for the safety of most citizens so nobody really breaks it unless they're planning on trouble or they're a vampire (or both). The territories are particularly relevant at night so if you plan on running around the city after dark it's a good idea to have knowledge on boundary lines, and to do it armed.
There are safe havens for those with nowhere else to go, one of which is run by Quatre.
Vampires
- Drink blood to survive
- Make others of their kind by draining all their blood and then replacing it, after which they stop aging and become immortal.
- Enhanced speed/senses/strength etc, but can't turn into bats/smoke and can be seen in a mirror. They can be very hypnotic, though nobody is quite certain if it's a power or they're just naturally very, very charismatic.
- Sunlight causes them pain extremely quickly, if they stay out in it too long they will eventually burn up, but they can venture out if completely covered (they obviously prefer not to).
- As a society, they are extremely aristocratic and very snobby, they are very fond of tracing back their bloodlines and being part of a good line.
Werewolves
- Have to turn into a wolf on the night of full moon and the two nights either side of it. None of this wolfy-looking man nonsense either, I'm talking full wolf. Slightly larger than ordinary wolves I think they would be because conservation of mass is a thing.
While they are in wolf form it depends on how much control they have as to whether they are aware of themselves, some wolves won't remember anything they do while shifted, others will remember everything but not be able to control themselves, the best will have complete control and memories.
- For around a week before the full moon, their senses get way more alert even in human form, so enhanced smell, hearing and sight. They also get much more energetic, so they get sort of twitchy and need to work off their energy or they get really irritable.
- The rest of the time they're only just ahead of humans, they have slightly sharper senses and are just that tiny bit faster and stronger, but think more peak human performance rather than supernaturally so.
- They do have some wolf-like instincts, regardless of the time of month, so they are pack like and prefer to be around other werewolves most of the time (except loners), and they can be very affectionate and loyal and just a little bit puppy like at times.
- In terms of healing and weaknesses, in wolf form they heal incredibly quickly, and in human form they heal maybe twice as fast as humans but not as instantly (though any injuries they do have will heal up next time a full moon comes around).
However, if the wound is inflicted with silver they will heal around the same rate people do regardless of form, and if a silver bullet happens to stay in their body it will cause them to weaken rapidly and they will eventually die if the silver is not removed, regardless of whether or not the wound is a fatal one.
Physical contact with silver will weaken their abilities and it will cause them discomfort (a bit like an allergy, it's more of a constant itch than pain), but it won't specifically cause injury and the effects go away as soon as the contact is removed. (essentially, the real problems come when the silver gets in contact with their bloodstream).
They're also sensitive to bright lights and extreme smells when in wolf form, as they can overwhelm their senses.
Werewolves can be born (if either parent is a werewolf it can be passed on to the child, it is more likely if the mother is a wolf and almost always if both parents are wolves, but not guaranteed in either case) or they can be bitten, if a werewolf bites someone on the full moon there's around a 50% chance they'll turn, but they won't know for certain until the next full moon.
Also there are werewolf full moon dogfighting rings, they have questionable legality and the combatants are sometimes wolves just trying to earn a bit of extra money and sometimes wolves forced or tricked into entering by gangs, vampires or other wolves. They're pretty dangerous because injuries inflicted by other wolves take just a wee bit longer to heal and other werewolves are one of the few things that can kill a wolf
Witches
- Humans, but usually who are born with some inherent powers.
- Magic can be used by non-witches via spells/charms/talismans, but they work a lot better for those born with the gift, and there are some spells that only those with inherent magic can do.
- Most effective against ordinary humans, other magical/supernatural creatures have varying levels of defence. Some spells have to be crafted specifically to be used against vampires/werewolves/etc, and they will sometimes need to be particularly powerful to work depending on the nature of the spell.
Feel free to add anything to the plotting post or here and I'll add it.
City Basics
The city does not currently have a name, it's just a generic real-world city where people go about their day to day business, but with vampires and werewolves running around.
The city is mostly split up into territories, with areas controlled by vampires, werewolves, gangs and protective groups (these are usually places for people to hide out and stay safe, where fighting is not tolerated. Some of them are creature-specific, others are open to anybody) and a few neutral zones.
During the day, the police do what they can to keep the peace, and any violence is usually dealt with by them. During the day only really gang territories are a problem to keep track of (though it pays to be cautious of some of the werewolf territories too, especially around full moon).
At night, the police don't have a hope in hell. Officially there's a curfew, though it's for the safety of most citizens so nobody really breaks it unless they're planning on trouble or they're a vampire (or both). The territories are particularly relevant at night so if you plan on running around the city after dark it's a good idea to have knowledge on boundary lines, and to do it armed.
There are safe havens for those with nowhere else to go, one of which is run by Quatre.
Vampires
- Drink blood to survive
- Make others of their kind by draining all their blood and then replacing it, after which they stop aging and become immortal.
- Enhanced speed/senses/strength etc, but can't turn into bats/smoke and can be seen in a mirror. They can be very hypnotic, though nobody is quite certain if it's a power or they're just naturally very, very charismatic.
- Sunlight causes them pain extremely quickly, if they stay out in it too long they will eventually burn up, but they can venture out if completely covered (they obviously prefer not to).
- As a society, they are extremely aristocratic and very snobby, they are very fond of tracing back their bloodlines and being part of a good line.
Werewolves
- Have to turn into a wolf on the night of full moon and the two nights either side of it. None of this wolfy-looking man nonsense either, I'm talking full wolf. Slightly larger than ordinary wolves I think they would be because conservation of mass is a thing.
While they are in wolf form it depends on how much control they have as to whether they are aware of themselves, some wolves won't remember anything they do while shifted, others will remember everything but not be able to control themselves, the best will have complete control and memories.
- For around a week before the full moon, their senses get way more alert even in human form, so enhanced smell, hearing and sight. They also get much more energetic, so they get sort of twitchy and need to work off their energy or they get really irritable.
- The rest of the time they're only just ahead of humans, they have slightly sharper senses and are just that tiny bit faster and stronger, but think more peak human performance rather than supernaturally so.
- They do have some wolf-like instincts, regardless of the time of month, so they are pack like and prefer to be around other werewolves most of the time (except loners), and they can be very affectionate and loyal and just a little bit puppy like at times.
- In terms of healing and weaknesses, in wolf form they heal incredibly quickly, and in human form they heal maybe twice as fast as humans but not as instantly (though any injuries they do have will heal up next time a full moon comes around).
However, if the wound is inflicted with silver they will heal around the same rate people do regardless of form, and if a silver bullet happens to stay in their body it will cause them to weaken rapidly and they will eventually die if the silver is not removed, regardless of whether or not the wound is a fatal one.
Physical contact with silver will weaken their abilities and it will cause them discomfort (a bit like an allergy, it's more of a constant itch than pain), but it won't specifically cause injury and the effects go away as soon as the contact is removed. (essentially, the real problems come when the silver gets in contact with their bloodstream).
They're also sensitive to bright lights and extreme smells when in wolf form, as they can overwhelm their senses.
Werewolves can be born (if either parent is a werewolf it can be passed on to the child, it is more likely if the mother is a wolf and almost always if both parents are wolves, but not guaranteed in either case) or they can be bitten, if a werewolf bites someone on the full moon there's around a 50% chance they'll turn, but they won't know for certain until the next full moon.
Also there are werewolf full moon dogfighting rings, they have questionable legality and the combatants are sometimes wolves just trying to earn a bit of extra money and sometimes wolves forced or tricked into entering by gangs, vampires or other wolves. They're pretty dangerous because injuries inflicted by other wolves take just a wee bit longer to heal and other werewolves are one of the few things that can kill a wolf
Witches
- Humans, but usually who are born with some inherent powers.
- Magic can be used by non-witches via spells/charms/talismans, but they work a lot better for those born with the gift, and there are some spells that only those with inherent magic can do.
- Most effective against ordinary humans, other magical/supernatural creatures have varying levels of defence. Some spells have to be crafted specifically to be used against vampires/werewolves/etc, and they will sometimes need to be particularly powerful to work depending on the nature of the spell.