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  • Area Map
  • Basic Witch Spellcraft
  • Businesses
  • Conception Chart
  • Extended Fae Info
  • Group Affiliations
  • Sensory Guide
  • Area Map
  • Basic Spellcraft for witches
    (I) = beginner // (II) = Intermediate // (III) = Advanced // (V) = Expert // (S) = Supreme

    Basic & Spells Spellcasting: Every witch will learn the ability to mix potions, cast simple spells, wards, hexes and curses when in school. The basis for all spells is requires at least two of the following: a reagent mixture of some sort (potions, poultice, etc), an incantation of Latin, an imbued item and or a series of specific runes and lines (offer drawn in chalk on a chalk mat).

    Minor Appearance Charm (I)
    A charm to change simple features, this is a spell that is cast per feature and does not encompass the whole face like its more advanced versions do. This is most commonly used to change the color of hair, eyes or a single feature. Once cast it will last for upwards of five hours and requires no upkeep.

    Requirements: Incantation & concoction (paste)
    Basic Healing Spell (II)
    This is often the most commonly used spell among witches and is something taught very early on in their education. While it doesn’t require a lot of skill it does require a great amount of energy to be drained over the course of the spell and can leave the witch extremely fatigued by its end. The basic healing spell requires a poultice like salve to be smeared over the afflicted area before the lengthy Latin spell itself is read. Once this is done the last two lines of the spell must be chanted until the spell is complete. While the witch chants the salve will seep into the skin and cause the witch’s magic to stitch together the area, this process does cause discomfort in the injured party but it’s a far faster method of healing than even shifter healing. Stopping at any point before the area is healed and the spell is completed will often cause more damage to the injured party and on occasion can cause magical backlash which inflicts mimicked physical damage to the witch as well.

    Requirements: Incantation & concoction (paste)
    Camouflage Charm (II)
    Second tier spell in the invisibility spell line, this one is slightly stronger than the Disillusionment Charm in that is allows the caster to move while transparent. This is not a fool-proof means of movement as it can be detected, creating a slight ripple in the view of whatever is behind them, this ripple is only apparent when the user is actually moving. Generally speaking it’s something that you can get away with unless someone is paying particular attention to the area in which you’re moving. Much like the Disillusionment Charm this one also requires an object to be carried around though unlike the other the Camouflage Charm wanes after the user and the item have been separated, offering a small few minute window to get to safety before the spell is dropped completely.

    Requirements: Incantation & imbued item
    Deflection Energy Shield (I)
    A simple one sided shield that is created by pure energy and pressed in a direction via an open palm. This spell is strong enough to withstand most other directional spell casting or objects though the amount of power it requires to both cast, deflect and maintain is directly related to the size, duration and size/energy of object or spell it’s deflecting.

    Requirements: Incantation & gesture
    Disillusionment Charm (I)
    The first of the distorting and invisibility spells, this one simply cloaks the features of a person and allows them to pass as something they are not. This spell requires a mixture to be adhered and thus imbued into an object which must then be in the user possession at all times for the spell to work. If the user and the object are separated the spell will drop almost instantly.

    Requirements: Incantation & concoction
    Dispel (I-III)
    The act of dispelling another spell from an object, place or person. Depending on the spell, curse or hex you’re trying to remove and from where you’re trying to remove it will determine the rank of the spell that must be cast. Curses will always be advanced while most hexes will be intermediate and most spells will be beginner.

    Requirements: Incantation, concoction & gesture
    Illumination (I)
    Creates a small orbs of pure illuminated energy that lights the surrounding area while following the caster at shoulder height. This spell lasts approximately 5 minutes and requires no upkeep nor does it drain the witch after it’s cast. Once it run its course the spell must be recast.

    Requirements: Incantation & gesture
    Invisibility Cloak (III)
    The highest of the invisibility spells, this one is near fool-proof and allows the user a completely invisible get away. Like all spells this can be detected with a detection spell and the user will still trip wards when/if moving over the top of them but beyond this it’s a seamless spell. Like the other two it also requires an object to be carried but the effects will last for up to ten minutes after the object is separated from the user (this can be reversed instantly by a reversal spell).

    Requirements: Incantation & imbued item
    Location Spell (I-V)
    Like the name states this spell allows a witch to locate something, usually an item or person. This spell requires several objects, a map, a scrying crystal on a silver chain along with the incantation. While the incantation is spoken the crystal is dangled over the map allowing its end to point to a general location on the map where the object or person is currently located. The results can be strengthened, making the given location far more accurate, if the witch is touching something that is associated with whatever is being located.

    Requirements: Incantation & gesture
    Levitation (I-V)
    A rather simple spell this is one of the first spells that witches are taught. The object the witch is trying to levitate will dictate the degree of difficulty for the spell, the larger the object is the more focus and energy that is required and thus the harder the spell itself. Living objects are the hardest as they move and squirm which requires counter correction on the part of the witch.

    Requirements: Incantation & gesture
    Lock & Unlock (I-S)
    Another simple first level spell. Unlocking objects is often far harder than locking them and to that end the more intricate the lock the harder the spell. Even beyond the simple unlocking of a lock, if the lock is warded of locked with a spell instead of a key (also known as spell-locked) the degree of difficulty is upped exponentially. It is possible to also ward locks themselves causing even more issues but on a general scale the typical door or vehicle lock is rather simple to both lock and unlock.

    Requirements: Incantation & gesture
    Memory Binding (V-S)
    This spell essentially pushes unwanted memories to the back of the mind and locks them there so that they can not be accessed by the mind itself. This can be undone, though reversing this spell is far harder than the binding itself and can cause damage. Because this dabbles with the mind there can be devastating repercussions and on occasion damage can be done to the mind itself. This is not a spell that should be attempted by just anyone and is generally left for the higher/older members of a coven if not the Supreme themselves.

    Requirements: Incantation & concoction
    Muffle (I)
    The ability to muffle a conversation beyond a small radius of about three feet around the caster. Typically used by gossiping teens though it can be useful in back-alley meetings as well. This does not silence but rather muffles and distorts the voice slightly the further away the listener is from the caster.

    Requirements: Incantation & gesture
    Object Command (III)
    While this spell is rather simple in its overall form it requires a lot of control and offers a steady drain on the witch’s energy making it far harder than it appears on paper. In short this spell allows the witch to command an object to do their bidding. This spell only works on inanimate objects and is maintained, meaning it drains steadily over time. If not watched carefully this spell can cause more harm than good as it will not stop until it’s reversed or the magic it’s working off of is drained.

    Requirements: Incantation & gesture
    Reversal Spell (I-S)
    Another common spell for witches and one of the few that is a requirement for all first level witches to learn is the ability to reverse spells. This spell is as it sounds, a complex manner of undoing something that’s already been done and thus its degree of difficulty is wholly dependant on the spell it’s reversing.

    Requirements: Incantation & gesture
    Sleep Spell (I)
    A simple spell that puts the target to sleep, this spell works on both people and animals and is one of the first to be taught to all witches who attend school. This spell lasts approximately an hour but can easily be ended with a reversal spell.

    Requirements: Incantation & gesture
    Unbreakable Vow (V-S)
    The Unbreakable Vow is not something that should ever be taken lightly. This is a verbally spoken agreement that binds two people together to a common end, which in and of itself sounds harmless. What the vow consists of or how it’s enacted is really rather trivial in comparison and can be just about anything. When and if the vow is ever broken, the person breaking the vow will perish the hour. This is one of the very rare spells that simply can not be reversed so entering into a vow with a witch is something to be taken very seriously.

    Requirements: Incantation, concoction & gesture
    (I) = beginner // (II) = Intermediate // (III) = Advanced // (V) = Expert // (S) = Supreme

    Basic Hexes: Hexes are another basic form of spellcasting that most witches will dabble in and learn in school, while it’s not something that’s encouraged in its usage the knowledge of how hexes work can come in handy when dispelling them and warding against them and to that end witches are taught how to wield them. The basic hex requires an incantation and an object, beyond that a few of them might also require a concoction of some sort, typically a potion that must be ingested.

    Banishment Hex (V)
    The Banishment hex is a tricky little spell that requires a very precisely trained Latin tongue when casting as its blowback can be devastating to the caster. The hex itself will temporarily teleport and then bind the target to the pointed location (must be a known already location), its effects lasting 12-24 hours depending on the amount of energy poured into the item linked to the spell. If the incantation is uttered wrongly at any point it has the ability to banish both caster and target (leaving behind the item it’s linked to) leaving no room for reversal. This hex can be broken before its time runs out simply by destroying the object the hex is linked to.

    Requirements: Incantation & object
    Befuddle Hex (I)
    A fairly simple spell the befuddlement hex confuses the person it's cast upon leaving them in a state of temporary memory loss. This hex requires a potion be ingested by the intended target, the effects lasting only as long as the liquid remains in the system, typically 30 minutes to an hour. The potion has no lasting effects and once the liquid has been expelled the lost memories will fade back in slowly.

    Requirements: Incantation & potion
    Burning Hex (II)
    The Burning Hex lasts for approximately 15 minutes causing everything the target touches to burn the skin. This burning will not actually harm the target, leaving no lasting effects but instead causing severe discomfort and pain when in contact with anything outside of themselves. This discomfort will extend to the ground they’re standing on if the target is barefoot. In order for this hex to work the target must ingest an easily disguisable flavorless potion.

    Requirements: Incantation & potion
    Dream Hex (III)
    Hexing dreams is relatively simple as there is no barrier to fight against when the hex is activated, the mind asleep and unconscious as it is while dreaming. The hex itself starts with a colorless bitter potion that is ingested by the target, this potion must be chanted over to imbue it with the hex itself, once ingested the hex will seep into the bloodstream and remain dormant until the target falls asleep, once the brain lapses into R.E.M. sleep the hex will activate to plague the target with terrible nightmares that can not be woken from for upwards of three hours. The dream hex lasts in the system for approximately 12 hours.

    Requirements: Incantation & potion
    Hair Hex (I)
    One of the first and only hexes taught in school this hex is what most witches consider child’s play. This hex is rather simple in its execution in that it causes the hair to slowly fall out at the roots. In order for this hex to be completed a potion must be introduced to the hair, this is usually best done through shampoo or other haircare products or directly thrown/dumped onto the target. The hair hex lasts for 3-4 hours and generally causes about ¼ of the hair to fall out. This can be stopped with an antidote that consists of witchhazel.

    Requirements: Incantation & potion
    Sensory Loss Curse (III)
    The loss of a sense is something that is not only terrifying but can also be fairly stunting to any target. This hex targets one sense and eliminates it, essentially turning it off and leaving the target without until the hex is ended by the caster. Unlike other hexes this one has no end time but rather must be ended by burning the effigy it’s tied to. Like the tongue-tying hex this one is also deeply rooted in primitive voodoo practices requiring a small effigy to be made, materials do not matter beyond the addition of something personal of the target’s, this is typically hair but anything from their person will work. In order to target the sense the witch must then place a pin in the area of the desired sense.

    Requirements: Incantation & effigy
    Silence Hex (II)
    Another relatively simple hex, this one simply pins the tongue to the roof of the mouth disallowing it to be used in speech. This hex lasts for roughly an hour and requires a clear odorless sweet potion to be ingested by the target.

    Requirements: Incantation & potion
    Tongue-Tying Hex (III)
    Unlike the silence hex the tongue-tying hex doesn’t bind the tongue but rather stops the target from speaking of a specific pointed memory or thought. This hex is often combined with unbreakable vow spells in order to silence the target and the speaking of said vow. Unlike the other hexes this particular hex is derived from ancient voodoo and requires an effigy with a binding element around the head. In order to cancel this hex the effigy must be burned.

    Requirements: Incantation & effigy
    (I) = beginner // (II) = Intermediate // (III) = Advanced // (V) = Expert // (S) = Supreme

    Basic Curses: Curses are something that are not actually taught in school beyond the fundamentals needed to understand how they work and or how to reverse or stop them. The actual incantations are extremely hard to get ahold of and are often found in high priced black market books, outside of this every coven has gathered and has access to these curses via the coven grimoire but forbids the transcribing of them. Most curses require a set of runes written in a circle on the surface of whatever the witch is trying to curse or on a surface that will not be otherwise disturbed, these runes must remain intact until the spell is finished or the curse will be overturned.

    Overturning a curse is a fail safe born of the neutrality of magic itself in which the target can destroy the means of casting the spell (often these runes, effigy or altar), once destroyed the curse will reverse itself and instead mark the caster. A reversed curse can not be overruled or stopped as the runes by which to do so will have been destroyed. If the witch destroys the runes themselves the curse will simply fizzle and cease, it’s only with the cursed magic of the target that a curse’s runes can be overturned and reveresed to the witch.

    3 Nights of Hell (V-S)
    The 3 nights curse is one of the worst that can be cast by a witch, requiring almost all of their energy and lasting for the aforementioned 3 nights. Generally speaking this curse is cast in revenge and usually by a coven so the energy impact is spread out between several witches rather than one. This curse encompasses a few of the others (most notably the fear actualization curse). This curse can be cast on both a specific target as well as an object, usually a house or room and sends the target(s) through a myriad of terrible things beginning and ending in fear. This curse can not be ended though it can be dampened by certain witch abilities.

    Requirements: Incantation & blood written runes
    Curse of Destruction (III-V)
    A difficult spell to weave and one with destructive endings to be sure, this curse causes whatever it’s placed on to be completely and utterly destroyed. This curse will only work on inanimate objects so never fear, you can’t destroy your friends but their personal belongings are fair game!

    Requirements: Incantation & runes
    Death Curse (V-S)
    The curse of death is something only the most practiced witch should ever cast and in almost all cases is only ever cast by a supreme and bound to the coven as a whole, this isn’t to kill the entire coven if it’s overturned but rather to allow the coven itself to shield the supreme as the curse would divide itself and inflict damage upon them all but not retain enough power to kill any of them. This curse gives the intended target 12 hours before they die. When cast a mark will burn into the underside of both the target and the casting witch’s wrist, a painful but small rune about the size of a U.S. dime. If the curse is allowed to come to its end the target will die and the mark on the witch’s wrist will fade, this death is not painful but rather just an instantaneous cease of the heart. To reverse this the target must find the witch with the matching rune on their wrist and either destroy the rune or convince the witch to destroy the circle of runes they made to cast the spell.

    Requirements: Incantation & runes
    Luck Curse (I)
    This is the curse that most witches learn from in school as it’s simple and fairly safe. The luck curse does exactly as it sounds, curses the luck of the intended target, this is not so unlike the jinx of the unicorn and simply makes the target extremely unlucky for approximately 3 days.

    Requirements: Incantation & runes
    (I) = beginner // (II) = Intermediate // (III) = Advanced // (V) = Expert // (S) = Supreme

    Basic Wards: Wards are, simply put, a means for a witch and or coven to shield themselves from outside forces. All witches are taught wards and most are taught quite a few over the course of their schooling. Wards are the most efficient and trustworthy way for a witch to protect themselves against outside magics and there are a few that will even repel curses and hexes.

    All wards require a circle of specific runes to be written on the area the witch wishes to ward, this is most commonly done around doors and windows but can be done anywhere. Once a ward is written it will seep into whatever it was written on and become invisible and therefore unbreakable unless detected by other magic. Wards will last as long as they’re not broken, even those that are triggered will remain working until the runes that make them are actually destroyed. All wards are automatically tied to the witch and regardless of what they actually do they will alert the witch once triggered, this alert will be similar to a mental shove and will always wake the witch if they’re asleep.

    Alarm Ward (I-III)
    A simple ward that can be magnified to something almost incapable of detection or breaking. The alarm ward is, as to be expected, a ward that creates an incredible amount of noise to both deter intruders and warn those within the vicinity.
    Anti-Hex Ward (II-V)
    As the name states this ward repels most hexes and is always written on every side of a coven’s house to ward from every possible side. This doesn’t repel (I)all(/i) hexes but even the ones it fails to repel it will diminish the effects of the hex by a noticeable amount.
    Combustion Ward (II)
    The combustion ward is one of the most physically damaging wards as it lights anything that touches it on fire.
    Freeze Ward (I)
    Unlike the immobilization ward the freeze ward freezes the entire target, coating them in ice and keeping them frozen for about 10 minutes at which time they will begin to slowly thaw.
    Immobilization Ward (I)
    The immobilization ward is one of the most common and simply freezes the target’s legs restricting their movement for approximately 30 minutes or until the runes are broken. This rune is often combined with a levitation spell to suspend the target in the air and then freeze them where they are.
    Protection Ward (I-V)
    Protection wards are generally used to create near unpickable locks but can be used to seal things shut even without a physical lock present. If placed on the floor a protection ward can also be stood within creating the same seal-like barrier around whoever is standing inside it, protecting them from all outside elements.
  • Businesses & Area Map
    Don't let the cheeky name put you off or you might miss the most authentic English fish and chips in town! Located on the western end of Crissy Field the little pub might as well have been plucked from the streets of England herself. Providing a casual indoor/outdoor dining experience with local and imported beer on tap, because really, what are fish and chips without a pint?
    A Salt & Battery
    OLD ENGLISH FISH & CHIPS DINER
    On the lower south side of the district sits one of the only places in the city to get just about anything mechanical fixed. It's not shiny or new but its employees are incredibly knowledgeable and its customer base is long standing and loyal to this locally owned and run business.
    Blue Moon Garage
    AUTOMOTIVE REPAIR & RESTORATION
    Owned and operated by a long standing local [i]mistress[/i], Bottoms Up is [i]the[/i] premiere strip club of San Francisco boasting several floors of entertainment, VIP rooms and weekend showcases. This club has something for everyone as Wednesday and Sunday have long been declared 'ladies night' where the role of clientele and customer are reversed.
    Bottoms Up
    Strip Club & Bar
    Crissy Field, a former U.S. Army airfield, opened to the public in 2001 as an official addition the SF park system. Under Army control, the site was afflicted by the dumping of hazardous materials which have since been scrubbed from existence. While most buildings have been preserved as they were in the 1920s, some have been transformed into offices, retail space, and residences.
    Crissy Field
    Park, beach & Recreational Area
    Consisting of 1,017 acres, the Gold Gate Park is one of the largest urban parks, similar in shape, look and feel to Central Park in New York City, this park is actually 20 percent larger than its famous cousin. At its core it's a reminder of the natural landscape while also housing several museums, flower conservatories, science buildings and an expansive Japanese garden.
    Golden Gate Park
    Park, japanese garden & Recreational Area
    Nestled near downtown sits a dim little bar that has long since become an institution among its customers. While it does primarily function as a little hole-in-the-wall bar for the locals of the area it is also home to the black market. Used as a front, it's cheeky name offers a good cover to the unsuspecting while it's loyal patrons maintain its anonymity with shifty gazes and nightly rounds.
    My Father's Place
    DIVE BAR & BLACK MARKET FRONT
    Like many of the businesses in the area this little store is fairly long standing, it's quaint interior housing fashions from every era in brightly colored racks and discount prices.
    Out of the Closet
    SECOND HAND CLOTHING STORE
    San Francisco's Chinatown is not only North America's oldest but also holds the largest community of Chinese outside Asia. Established in 1848, Chinatown is an enclave that continues to retain its own customs, languages, places of worship, social clubs, and identity. There are two hospitals, numerous parks and squares, a post office, and other infrastructure.
    Chinatown
    shopping & dining
    The Civic Center is an area spanning a few block radius that contains many of the city's largest government and cultural institutions including city hall and the War Memorial Opera House, where the U.N. Charter was signed in 1945 and the Treaty of San Francisco was signed in 1951. It has two large plazas (Civic Center Plaza and United Nations Plaza) and a number of buildings in classical architectural style.
    Civic Center
    City Hall and Government Buildings
    One of the busiest and well known tourist attractions in the western United States, while also maintaining the flavor of family-owned, decades-old businesses in the area. Other attractions in Fisherman's Wharf area are the Hyde Street Pier, the USS Pampanito, a decommissioned World War II era submarine, and the Balclutha, a 19th-century cargo ship.
    Fisherman's Warf
    shopping & dining
    Located within the radius of the Civic Center, the public library has a sorted history, surviving 2 major earthquakes, the first of which caused a loss of about 140,000 volumes, nearly 80% of its holdings, while the second damaged the building to the point of rebuilding. At over 376,000 square feet and with six floors above ground and one below, the new library is more than twice as big as the building it replaced.
    Library
    Public Library
    At Pier 39, there are shops, restaurants, a video arcade,street performances, the Aquarium of the Bay, virtual 3D rides, and views of California sea lions hauled out on docks on Pier 39's marina. The marina is also home to the floating Forbes Island restaurant. A two-story carousel is one of the pier's more dominant features.
    Pier 39
    Pier, Aquarium, shopping & dining
    Union Square is a 2.6-acre public plaza while also referring to the central shopping, hotel, and theater district that surrounds the plaza for several blocks. Today, this one-block plaza and surrounding area is one of the largest collections of department stores, upscale boutiques, gift shops, art galleries, and beauty salons in the United States .
    Union Square
    Downtown business park
    The University of San Francisco (USF) is a Jesuit Catholic university that started as a one-room schoolhouse in what would later became downtown San Francisco. The main campus is nicknamed "The Hilltop", and part of the main campus is located on Lone Mountain, one of San Francisco's major hills.
    University
    USF - University of San Francisco
    This long standing, fairly unassuming business has quickly become the premiere Middle Eastern restaurant in the downtown area of San Francisco. Located near the famous Pier 39, Up In Smoke offers its customers a whirlwind tour of northern Africa and the middle east via the ever popular tiny plate (tapas) experience. From ten to eight this little corner shop houses an array of five star chefs, pumping out delicious perfectly spiced dishes before the space is transformed into an equally inviting hookah lounge.
    Up In Smoke
    Middle Eastern Cuisine & Hookah Lounge
    When most people think 5 star restaurant they think of stuffy dining halls attached to hotels but the 5 Star offers all the taste (and price) of the any other 5 star rated restaurant with a relaxed, laid back atmosphere. Featuring two stories, a basement pool room and a full bar this has quickly become one of the up and coming hot spots for the younger generations.
    5 Star Bar & Grill
    5 STAR GRILL & RESTAURANT
    AT&T Park is a baseball park located in the South Beach neighborhood in Soma. Since 2000, it has served as the home of the San Francisco Giants, the city's Major League Baseball (MLB) franchise. The park stands along the San Francisco Bay, a segment of which is named McCovey Cove, in honor of former Giants player Willie McCovey. 
    AT&T Ball Park
    Baseball Stadieum
    Surrounded by the city's top theaters, restaurants, and shops, Dover Street Suites hotel welcomes you with luxurious accommodations, unmatched amenities and signature Destination Hotels hospitality. From an on-site restaurant with award-winning cocktail program, In-room spa services, pet-friendly rooms to the bicycles rentals to explore SF the DSS is sure to impress.
    Dover Street Suites
    5 STAR HOTEL
    The Farmers Market is a California certified farmers market operated by the nonprofit. The market is widely acclaimed for both the quality and diversity of its fresh farm products, and artisan and prepared foods. It is renowned throughout the country as one of the top farmers markets to visit. On any day, especially Saturdays, some of San Francisco’s best known chefs, and most famous farmers, can be seen at the market.
    Farmer's Market
    Locally grown farmers market
    Thistledown is one of the oldest apothecary shops in the greater SF area. Located in the Soma are and slightly off the beaten path this little hole-in-the-wall shop offers a wide variety of aromatherapy and natural remedies, soaps, perfumes and body products. Thistledown, however is most prominently known for both the common and harder to find spell ingredients and grimoire spells for the local covens.
    Thistledown
    POTION SHOP & Apothecary
  • Conception Chart
    Mortal/Basics
    Human Witch Shifter (s) Skinwalker (w)
    Human human 30/70 (h) shifter 75/25 (w)
    Witch 30/70 (h) witch 50/50 75/25 (w)
    Shifter shifter 50/50 shifter 60/40 (S)
    Skinwalker skinwalker 75/25 (w) 60/40 (s) skinwalker
    NOTES:
    Ghost, wendigo & vampire and all unbreedable species
    Sb = stillborn
    All emptied/grayed squares = impossible combinations
    Immortal
    Cen ( C) Drg Dry Jinn Kel (kl) Kit (k) Mer (m) Naga Pho (p) Sal (s) Sel (sl) Uni
    Human Cen 1/2 blood 1/2 blood 1/2 blood 1/2 blood 1/2 blood 80/20 (m) W Pho Sal Sel Uni
    Witch (W) W 1/2 blood 1/2 blood 1/2 blood 1/2 blood 1/2 blood 80/20 (m) W Pho Sal Sel Uni
    Shifter(shif) W 1/2 blood 50/50
    (S/HB)
    Shif 1/2 blood 1/2 blood 65/35 (m) Shif Shif Shif Shif Shif
    Skinwalker (SW) W 1/2 blood 50/50
    (SW/HB)
    1/2 blood 1/2 blood 1/2 blood 65/35 (m) Sw Pho Sal Sel Uni
    Centaur Cen 50/50 50/50
    (C/HB)
    Cen 1/2 blood F = K
    M = C
    Cen Cen F = P
    M = C
    F = S
    M = C
    F = SL
    M = C
    50/50
    Dragon 50/50 Drg 50/50
    (D/HB)
    Drg 1/2 blood Drg 50/50 Drg Drg Drg 50/50 50/50
    Dryad 50/50
    (D/HB)
    50/50
    (D/HB)
    dryad 1/2 blood
    (Dr)
    1/2 blood
    (Dr)
    1/2 blood
    (Dr)
    1/2 blood
    (Dr)
    1/2 blood
    (Dr)
    1/2 blood
    (Dr)
    1/2 blood
    (Dr)
    1/2 blood
    (Dr)
    50/50
    (D/HB)
    Jinn Cen Drg 1/2 blood
    (Dr)
    Jinn 1/2 blood 50/50 Mer Jinn 50/50 50/50 Sel 50/50
    Kelpie 1/2 blood 1/2 blood 1/2 blood
    (Dr)
    1/2 blood Kel 1/2 blood 1/2 blood 1/2 blood 1/2 blood
    Kitsune F = K
    M = C
    Drg 1/2 blood
    (Dr)
    50/50 Kit Kit 75/25 (k) 50/50 50/50
    Mer 50/50 50/50 1/2 blood
    (Dr)
    Mer 1/2 blood Mer Mer 50/50 50/50
    Naga Cen Drg 1/2 blood
    (Dr)
    Jinn 1/2 blood Kit Mer Naga Pho Sal Sel Uni
    Phoenix Cen Drg 1/2 blood
    (Dr)
    50/50 75/25 (k) Pho Pho 50/50 50/50
    Salamander Cen Drg 1/2 blood
    (Dr)
    50/50 50/50 Sal 50/50 Sal 50/50
    Selkie Cen 50/50 1/2 blood
    (Dr)
    Sel 1/2 blood 50/50 Sel Sel 50/50
    Unicorn 50/50 50/50 50/50
    (D/HB)
    50/50 1/2 blood 50/50 50/50 Uni 50/50 50/50 50/50 Uni
    NOTES: * Sb = stillborn * All emptied/grayed squares = impossible combinations
    Angels
    Nephilim Valkyrie Fallen Angel Seraphim Archangel
    Human (h) human stillborn human nephilim nephilim
    Witch (w) 50/50 - H/W stillborn human nephilim nephilim
    Shifter (s) 50/50 - s/h stillborn 50/50 - s/h
    Skinwalker (w) 50/50 - w/h stillborn 50/50 - w/h
    Fae (f) 50/50 - f/h stillborn 50/50 - f/h
    Nephilim human 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb
    Fallen stillborn stillborn stillborn stillborn stillborn
    Valkyrie
    Angel human stillborn human 50/50 - h/sb 50/50 - h/sb
    Seraphim 50/50 - h/sb stillborn 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb
    Archangel 50/50 - h/sb stillborn 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb
    Cambion witch twins
    Incubus/Succubi Antichrist
    Demon human
    Greater Demon human
    Archdemon human
    NOTES: * Sb = stillborn * All emptied/grayed squares = impossible combinations
    Demons
    Cambion Incubi/Succubi Demon Greater Demon Archdemon
    Human (h) human changeling human cambion cambion
    Witch (w) 50/50 - H/W changeling human cambion cambion
    Shifter (s) 50/50 - s/h 50/50 - s/h
    Skinwalker (w) 50/50 - w/h 50/50 - w/h
    Fae (f) 50/50 - f/h 50/50 - f/h
    Cambion 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb
    Incubus/Succubi 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb
    Demon human human 50/50 - h/sb 50/50 - h/sb
    Greater Demon 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb
    Archdemon 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb 50/50 - h/sb
    Nephilim witch twins
    Fallen stillborn stillborn stillborn stillborn
    Valkyrie Antichrist
    Angel human
    Seraphim human
    Archangel human
    NOTES: * Sb = stillborn * All emptied/grayed squares = impossible combinations
  • Extended Fae Information
    Fae Courts:
    The fae are divided into two courts; the Seelie, meaning “Holy” or “Blessed” and the Unseelie, meaning “Unholy” or “Unblessed”. Which court a fae belongs to is determined solely by their species and not the individual fae themselves. Each court is a generalization of personal beliefs that have long since changed, from the simple thought of how the fae should be ruled as a whole, to a more customized system that benefits the fae that fall under their care. This is a broad mention that loosely dictates the personalities and way of life for each fae within the court itself, though there will always be some that defy this, it’s fairly ingrained into the array of species’ within each court to have some tendency towards the court’s outlines.

    In the beginning the courts were determined strictly by the seasons, the seelie court holding rule over summer and to some lesser extent spring while the unseelie ruled over winter and to its lesser, autumn. This has changed over the years though each court does still hold an annual ball, within their respective kingdoms, on the solstice of both summer and winter as a nod to this long lost fact.

    The Seelie Court:
    Ruled over by the fae king, the seelie court holds dominion over light, illusion and above all, beauty. The species of the seelie court are often the more benevolent type, associated with spring and warmth they are pushed to use glamour freely and abundantly.
    Species: kistune, merfolk, phoenix, selkie, unicorn // djinn, dryad, faerie

    Seelie Tenets:

    Honor: the fae of the seelie court take their promises incredibly seriously, far more so than those of the unseelie and because of this reneging on a promise is often as shameful as a rogue status attached to their name. In some extreme or delicate cases a broken promise can actually be tried by the judicial system and or lead to death.
    Illusion: glamour is a way of life for the seelie, a court surrounded by the need for beauty they are pushed to use glamour freely. Seelie fae tend to be better adept at their glamour and can switch between glamours with little to no hassle or loss of energy. Beyond even this they will often use their glamour at any advantage offered by a situation.
    Deception: along the lines of illusion, the seelie court tend to be secretive people, their age, species and daily lives are often unspoken of in social situations marking them as mysterious creatures. They are also a careful group, tight lipped and cautious when it comes to the usage or mention or promises.

    The Unseelie Court:
    A queen rules over the unseelie court, a people fixated on the animalistic or natural side of the fae. The species within this court are often beastial by nature and tend to be far more malevolent in nature than that of the warmer court. Associated with winter and its inherent chill the unseelie are encouraged to live their lives as proudly and naturally as possible, thus they tend to live and thrive within the fae realm itself.
    Species: centaur, dragon, salamander, wendigo // gollem, harpy, kelpie, naga

    Unseelie Tenets:

    Truth: the unseelie species tend to be those bent to the will of truth, unskilled with deception they tend to be incredibly honest people who often hold an aversion to lying. They are generally very upfront people though this doesn’t mean they will answer every question or offer information freely they do tend to find hinderance in leaving questions unanswered.
    Passion: to act with passion is to understand yourself and what you want. The unseelie rarely if ever do not take the proper steps to follow what they want, regardless of the rocky road in front of them they will almost always remain true to themselves.
    Honesty: right in line with truth, honesty is a tenet that better describes their way of life. They are a natural people and they live honest natural lives, encouraged to be as beastly, ugly and otherwise unfit for the human realm they will often hold main residence within the fae realm itself where they are unjudged for adhering to this credence.

    Rule & Membership:
    On a whole the fae courts hold very little to no impact on the daily lives of their people, working more like a city’s political or societal structure they dictate loose rules by which the fae are to be judged against and held accountable for. This is most easily seen in the punishments handed out by their court of law. As magical, beastial creatures their natures are broad and can not be so easily blanketed by one ruling, for example the punishment for a murder committed by a unicorn and one committed by a wendigo would differ slightly as the nature of their respective beasts also differ. Do note that this is not a popular opinion by anyone outside of the fae community and many of the overworlders disagree with this varied judgement is actually justice at all.

    Beyond the judicial system the fae courts are also equipped to help their own, working very much like small cities in this respect, to offer housing, funding and social care to their members. Fae, above almost all else, are a society that take care of their own without question.

    Rogues:
    Rogues are a tricky subject for the fae but it should be noted, first and foremost, that defecting from your court does not indeed erase you from the court entirely but rather simply cuts off your ties and thus any help from that court going forward. Upon birth each fae or halfblooded fae is recorded within their respective court’s manifest, this will place them under permanent watch for the duration of their lives. This lifelong watch is where the subject of rogues grows tricky as defecting does not remove you from this list so much as it cuts off help from and by the courts. What this means is that a defected fae will not receive help of any kind from the court but more importantly will not be judged by the court’s judicial system and instead be left to the blanketed judgement of the overworld and their human laws. Rogue status will also make travel through the fae realm extremely difficult and unsafe as this status marks you as an outlaw and ostracizes the fae, it can be attempted but it is an unwise decision to do so.

    Defecting from the court is most often looked at as a shameful act by the species themselves, an act done by only the most depraved or those involved in illegal dealings that would otherwise shame their species if they were caught and tried by the fae judicial system. Rogue status is not a permanent or lifelong mark against any fae, though regaining citizenship within a court is often a lengthy process that requires the rogue to be tried for the crimes committed during their rogue years. Some species, most notably those of the honor bound unseelie court, will often ostracize returned members from any and all future involvement within their given species, marking them as ‘unfit’ within their own social ranks.

    Rogue membership is something that isn’t so much proclaimed as it is just a simple lapse of following rules, this is most notably achieved after a crime is committed and a set trial is ignored. This membership does not inflict the family of the fae in question, children, siblings and spouses will not be ostracized over the crimes of their own family members. It should also be noted that children can not be deemed rogue until they are of legal age (sixteen by both court’s standards), at which point they are deemed capable of making and processing adult decisions for themselves. This is a court wide ruling that moves to keep children safe and protected above the crimes of their family members.

    Fae Realm & Portals:
    The fae realm is a land entirely separate from the human realm, existing in another plane entirely and only accessible by walking through a designated portal located on the human realm or by a gate produced by a few select fae species. The portals in the human realm are stationary things that are constructed by the courts themselves after an area is decided upon by both parties. If located within a city the area surrounding the portal is always sanctioned as a city park, this is both to keep the area safe and to keep people from haphazardly wandering into the realm. Most long standing portals are easily recognizable as they tend to be decorated or placed between objects to give them clear delineation from the surrounding area. The portal itself is always a shimmery, pearlescent, slightly opaque area of roughly five feet by seven feet, that resembles a disturbance in the area not so unlike heat waves.

    There are no shortage of portals the world over, most large established cities have one and every capital city has one. The San Francisco portal is the second largest in the Unites states, located in Golden Gate park, the largest established portal being that of Central Park in New York City. While the portals in the fae realm are as equally scattered over the land, within each court’s established castle resides a room holding temporary linking portals to all the overworld capital city portals as well as a singular stationary portal that holds no true link. This stationary portal will hold a location for five minutes at a time, allowing the user to change its link by verbally announcing the area or city they wish to travel to. This room is a publicly available room allowing all court aligned fae to use it. Because of the security risks of this room the portals are all temporarily linked and can be shut down at any point to close off access to the castle itself.

    The fae realm itself is much smaller than our own, at roughly the size of a single one of our continents and with the added bonus of not needing glamour it often makes travel for the fae much faster. The land itself is more saturated than our own and while the colors are all correct (grass is green, sky is blue, etc) they are ever so slightly off in their intensity and tint that it can be slightly alarming upon first contact for any non-fae. Much like the people that live within its confines the realm, while charming and magical to the eye, is a very dangerous place. Even beyond the fae species that reside within the fae realm the environment itself is foreign and even the flora and fauna can and will likely try to eat anything it comes in contact with. In short non-fae should not venture through the portals without a fae escort and even then their choice of caretaker should be chosen wisely.

    Residency in the fae realm can be either sole or secondary for any and all court aligned fae. Where each fae lives is entirely up to the individual fae themselves and while homes in both worlds is fairly common among older fae some younger fae will also hold more than one residence split between multiple planes. In short where they reside is all personal preference and interchangeable to fit the fae and their own comfort levels.

    Promises & Wordplay:
    Fae are a tricky sort of people that tend to take wordplay very seriously, reading into even the smallest of insinuations and offers. When talking to fae you must always keep your word selection in mind as even the smallest hint of favor or promise can come back to bite you. The trickster nature that is inherent in all fae moves them to use words in a rather roundabout way;

    Example: A fae that offers a verbal contract to not take a single step (“I will not take a single step”) may then take a dozen steps. This, in the mind of most people, would be seen as a breaking of their verbal promise to not move, when in actuality they’ve only promised to not take a single step, meaning that anything over that one step was not expressed as off limits to the terms of the contract.

    This can become trickier still if the fae promises against harm or injury as blanketed statements leave far too many loopholes for fae to jump through. Because of this fae must be listened to very carefully, even a fae you trust can get caught up in the thrill of loopholes so as a general rule it’s best to make sure anything you ask of a fae is clear, concise and detailed so that it allows for very little wiggle room on their part.

    Even the most reserved fae will often jump at the chance to hold you to a promise, contract or oath though they themselves rarely enter into such things so willingly. Fae take promises, contracts and oaths very seriously as they all tie directly into their ties to honor and truth via the courts and for some species this even means that rescinding on any of these can actually end their life. Because of this fae will rarely if ever utter the phrase “I promise” and many will even take it a step further and avoid using any term that would directly bind them to another person’s will (IE. “I will”, “I can”, etc).

    Glamour:
    A fae’s glamour is one of their most prominent magical abilities and although many hold much more powerful magic it’s the one most often used. Every fae is born with the ability to wield glamour though how fast this ability develops is entirely dependant on the species, where some can use it immediately others might take decades to gain control over it, this is just as true for the individual fae as it is their species. As a typical rule of thumb it takes fae no less than a decade of use to master their prefered glamour and therein wield it seamlessly.

    Glamour is something that is tailor made to each and every fae and most if not all fae will flip through a host of faces, body types and with some species even genders before they land on something that suits them. This glamour is known as their ‘prefered glamour’ and will always be the skin they default to. There is no wrong or right prefered glamour for any fae and the process of finding this glamour can be a tedious process that either copies a preexisting face (and or form) or creates an entirely new form by pulling attractive pieces from other known forms to create something that suits them.

    For any fae, what they settle on as their prefered glamour is not something that’s set in stone, much like a skinwalker’s ability to change their shape, so too can a fae. This process is instantaneous and painless though wearing anything beyond the prefered glamour is often described as uncomfortable and itchy. It’s also quite draining to hold onto a face, body or gender that isn’t yours for any length of time, this is a less prevalent issue with older fae than it is with younger. As a rule of thumb, holding onto a glamour that isn’t the prefered for any length of time over thirty minutes becomes increasingly taxing, depleting magic as the time stretches out after that and anything over an hour is unheard of. The prefered glamour, however, is seamless and takes no effort or magic to retain and is akin to slipping on a coat before going outside.

    When swapping genders every aspect of the fae changes, this includes the obvious visuals as wella s voice and genitalia though it should be noted that while this swapped genitalia does indeed function it can not be used to the end of reproduction. A fae’s base gender is a set thing which will not allow a male fae to carry out a pregnancy or a female fae to inseminate another fae, beyond this though the genitalia can be used to whatever end is desired.

    Note: Wendigo do differ a bit from most fae in their glamour rules, please see their lore for more information.

  • Group Affiliations
    Lucidum Coven
    Coven Leader: Josh Lightwood (NPC/open)
    Adviser: Vincent Hawkins

    To guard and protect, heal and assist, the coven ideals for Lucidum are simple; follow the path of the light hearted.

    Do not assume this implies complacency on their part. Politically quieter, the Lucidum strive for peace, understanding, and personal balance, though they learned that such goals cannot always be attained by words alone. Swift to act when necessary, and easy on the familiars, Lucidum is a good, stable coven for anyone in need. Willing to stand up for its members though unwilling to tolerate any unflattering behavior this coven is stern but always fair. Its peaceful front should not be confused with passivity, and Lucidum proves time and again that still waters run deep.

    The Lucidum coven house is located in the south eastern, Soma district. Capable of housing 4 live-in tennants it looks no different than any other house in the neighborhood, offering the coven some anonmity within the city with which to practice and meet.

    Tenebra Coven
    Coven Leader: Mei Fan (NPC/open)
    Adviser: None (open)

    Power is might. The Tenebra coven follows the rule of power, a thing that demands a sacrifice that none of its members are unwilling to give.

    Seemingly driven by an all consuming pursuit of power, Tenebrae is all about focus, removing the need for risk taking with spells, pushing the limits and fetching the finest familiars on the market. The coven is invested in all sides of magic, unsavory and mundane while maintaining the ideal that its members will never stagnate in terms of power or knowledge. No reward without risk, familiar and witch alike are all pushed well beyond the demands of the norm. Meetings within the Tenebra are strict and frequent though with this comes a far quicker progression of each member's powers.

    The Tenebra coven house is located in the south western section of the city, in the hills just outside the bulk of the city. Capable of housing up to 8 live-in tennants this house looks the part it plays, the need for hiding never playing a large role in the Tenebra coven.

    Furore Pack
    Alpha: Antonio Delgado (wolf)
    Beta: Grace Thompson (bear)
    Omega: Adeline Byrne (wolf)

    Primarily wolves, the Furore pack is not an exclusive venue but rather a catch-all for the local shifter population, allowing any sub-species therein within their ranks with the exception of felines which are always filtered into the pard. Their primary objective is sanctuary and the safety of their own, never pausing before rising to the challenge of protection. Arguably the ‘knights’ of the shifter population the pack has become the savior of many outside the shifter population, its roots running deeply into the city as a whole though when threatened they will not hesitate to close ranks and focus their attention on themselves and their rightful members.

    Less passive than the pard, the Furores are a very active part of the community and often have their hands in many of the political agendas within the city that are for, and often against, their own kind. The pack is not afraid to throw its weight around if it feels the rights of its members are being threatened. Outside of threat the pack is a humble and quiet beast, always made aware of and willing to help those that need it without needing repayment. This does not mean they are an idle threat and if the time and need arises they will rise with it, calling upon old debts and ties that have long since been forgotten.

    The Furore packhouse sits on the south eastern side of the outskirts, the land around it is far greater than the house itself, an old schoolhouse given a better and modern purpose it has room to house a dozen or so of its members and is the primary residence of many of its members.

    Cautela Pard
    Alpha: Talia Rosario (leopard)
    Beta: Merle Fraser (tiger)
    Omega: Desmond Wright (king cheetah)

    Quieter than the pack, the Cautela pard is a prideful beast that prefers to stay within its own subspecies. It has been known to allow outsiders but on a whole it’s an exclusive club full of equally proud felines. Its subdued nature goes much deeper than this in that it often stays dormant when political issues are at hand, allowing the much larger and more boisterous pack to speak for all shifters. This is not always true as the cats will always protect themselves when backed into a corner though they are far slower to rile than the wolves.

    Never underestimate the felines, where they might appear bias and close minded they are incredibly intelligent and tactical in their movements, preferring to play the game from the sidelines with carefully made moves rather than bold gestures. They do help the community as a whole when needed but their arms aren’t as open and willing as the pack’s are. Where the pack seeks to bolster its strength through outside ties the cats seek to strengthen themselves from within, supporting each other in very intimate and supportive gestures. They are only as strong as their weakest link and weak is not something that should ever be associated with the Cautela pard.

    The pardhouse is located in the western hills, most importantly on the top of the highest point as to be expected of any cat’s perch. Capable of housing 6 of its resident members the house is airy and carefully looked after by this exclusive pard.

    Valdit Nest
    Leader: Diego Acosta (NPC/open)
    Adviser: None (open)

    This nest’s rule is simple; we stick together and we survive together. There’s some sense of belonging to be found among its members, and while it’s not really a replacement for “family”, it’s close enough in the sense that it tries to offer a place to congregate and spend time with own kind. It’s very anti blood-rage and vampire cannibalism and for that vampires may call it conservative, although you’re welcome to have your kinks, just don’t mention them. It likes its members to discuss turning others before doing it, and scoffs on disobedience.

    The Valdit’s nest location is something carefully hidden and well guarded, located on the outskirts of downtown it is filed under the guise of a busines, its ownership passed off to each new leader upon take over. With room enough for up to 6 members the house is carefully shielded from both curiosity and spells alike.

    Pravilo Nest
    Leader: Ciprian Negrescu (NPC/open)
    Adviser: None (open)

    Survival is a must. Unintentionally opposing Valdīt, Pravilo's the more liberal nest, the one that's open to screw ups, and yet impossibly punishing when you screw up the few rules it has. Relaxed about who joins and leaves, and forgiving about any tabooed topic in the vampire society, no member is to encroach on another, hurt another, or tattle on another. The Pravilo nest won't force you to play nice but it will swear you to secrecy and respect. And you will not harm the nest's name.

    Located in the largely Itallian section of town this house is something of an enigma, standing “unused” for decades and yet never put up for sale. Its ownership, like that of Valdīt, is placed in the leader’s hands though its largely rumored on the streets to be owned by some rich east coast tycoon and only used for vacation its 7 room capacity is most certainly not used exclusively for vacation.

    Seelie Court
    King: Alexandros (NPC)

    Species: jinn & sandmen, kistune, merfolk & siren, phoenix, selkie, unicorn
    Tenets: Honor, illusion and deception.

    Ruled over by the fae king, the seelie court holds dominion over light, illusion and above all, beauty. The species of the seelie court are often the more benevolent type, associated with spring, summer and warmth they are pushed to use glamour freely and abundantly.

    Unseelie Court Nest
    Queen: Lysandra (NPC)

    Species: centaur, dragon, naga, salamander, wendigo
    Tenets: Truth, passion and honesty.

    A queen rules over the unseelie court, a people fixated on the natural and or animalistic side of the fae. The species within this court are often beastial by nature leaning closer to the malevolent side than that of the seelie. Associated with winter and its inherent chill the unseelie are encouraged to live their lives as naturally as possible.

    Rogues
    Rogues have sworn off their allegiance from all local groups, preferring to reside as a separate entity entirely. While this might seem like a stronger move overall it is one of the hardest calls for most species to make as going rogue can often lead to their ostracization from the species entirely, this usually depends on the species but as a rule of thumb all rogues that find themselves in trouble with the law are generally barred from their respective groups and marked as a danger to the groups as a whole. Along this line it’s not unusual for rogues to be hunted and brought to trial under their own group’s rules if not outrightly killed as a means to deal with the issue.

    The law is not a splintered into sections to accommodate a rogue status but rather the punishments are dealt by species rather than by group affiliations. This isn’t a big deal until it comes to the backlash of the rogue’s transgression, which almost always falls upon the species and or the local groups, in the mind of the people outside of the group, a rogue vampire will almost always simply be lumped into the local groups when they’re talked about in casual conversation. Because of this possible negative stigma, as well as the possibility of further enforcement and bolstered laws meant to pinpoint rogues (but enacted species wide) most groups will seek out rogues that enter the area to sway them under one rule or another. If the rogue further refuses affiliation they are almost always very closely watched and babysat by the local groups and it’s not uncommon for the groups themselves to punish the rogue first, when they do err, before sending them to the proper authorities.

    Beyond punishments, rogue members are usually devoid of all outside help. This world is a large scary place full of many other species who want nothing more than to see yours erased, groups offer protection against this, as well as a basis to fall back on when times are hard, often providing the essentials to keep any of its members alive.

    In short, there is strength and safety in numbers but if you decide to remain rogue know this, you will never be an unnoticed entity for long.

    Black Market
    Leader: Justin Warrin (incubus)
    Adviser: Isak Eklund (wendigo)

    A long standing institution the local black market is a splintered transplant from New York, moved and headed by Justin Warrin. As with its much larger sister operation in New York the SF black market deals in anything that’s needed and can’t be obtained through legal means. With several headhunters in its ranks the black market can be contacted to obtain anything that’s desired, for a price. Said prices will fluctuate at the content of their loyal leader and will either be accepted or denied, the option of bartering is not an open one and if you leave with only the title of ‘maimed’ you’ll be lucky.

    Strict in his rule the SF black market is a well oiled machine, dealing smaller scale goods and services through the like owned bar My Father’s Place the bulk of its wares are housed off site and rotated through a series of warehouses as needed. The daily operations consist of; arms dealing, contracted hits, mercenary rental/contracts, gambling, drug dealing, rare reagents & grimoires. Specific items or bulk needs are all doable as well, though as to be expected will take time and several meetings to nail down details.

    Joining is as easy as proving your worth to the man in charge and can be done either IC or OOC through contact with Sarah. Regulations on joining will not be strict, we want people to play what they want so we won’t have set ranks or job titles but do keep in mind that Justin will only absorb people that are useful and beneficial to him or his business, so unless you have something to provide to the black market he won’t look twice. As a frequently asked question; yes, he will/does have mercenaries, so contract killers are always welcome. Outside of the character’s usefulness, anyone is welcome!

  • Senses
    This list is something to help keep senses common across threads, and is really just here to allow you to correctly identify other species within your own threads. We've noted any and all physical changes within the species that should be taken into account when playing or writing about them as an easy reference or guide.
    Mortal:
    Human: comparatively speaking humans have poor senses overall, even those with light magic in their veins will have no better senses than you or I. Overall their senses are pretty standardized as basic and poor.

    Witch: the only advantage witches have over humans is their ability to enhance senses via spells or their own magical abilities.

    Witch Notes: witch’s eyes can change color when casting spells, this is noted as a glow which is illuminated from within and lasting for as long as the flair of magic is present in their veins (usually 30 - 60 seconds). This is optional for all witches, as is the color, and is determined by the player themselves.
    Sempiternal:
    Shifter: shifters are all heightened well beyond humans and are at least moderate in all their senses though each type varies a bit to hold one or two superior skills.
    Prey: have incredibly crisp hearing and their eyesight is better than most other shifters save for felines. Their sense of smell is rather poor comparatively and while their burst speed is moderate, they are best known for their endurance, agile movements and quick reflexes.

    Feline: with superior eyesight and speed, felines tend to be incredibly agile and quick on their feet. Their speed comes in the form of burst speed where they lack the skill of endurance. They are third ranking in strength for shifters, following closely behind the canines though well behind the bear.

    Canine: renowned for their noses the canines are the bloodhounds of the shifter group. Their strength is also higher than that of the cats and prey though their speed is moderate and meant for endurance rather than short bursts.

    Ursine: where the others lack slightly the bear more than makes up for all other shifters in the realm of strength whereas most of their other senses are slightly dulled in comparison.

    Shifter Notes: an agitated, excited or aroused shifter's eyes will always shine a rich tarnished gold color (lightly 'lit from within', a note that intensifies with the intensity of the feelings).

    Skinwalker: a skinwalker’s senses are almost wholly dependent on their form. In human form they are only slightly heightened version of actual humans whereas in their animal form they typically take on the senses of that form (example: an eagle form would grant them superior sight whereas a dog would grant them smell and endurance).

    Immortal:
    Vampire: vampires are in the medium range for senses, sitting just beneath shifters overall. Their night vision allows them better sight in the dark comparatively speaking though all of their sense are dependent on how well fed they are, where a fully sated vampire would be almost on-par to a shifter a starving vampire is better explained as a slightly enhanced human.

    Vampire Notes: an agitated, excited or aroused vampire's eyes will shift blood red, this is typically instantaneous though when low or marginally emotional it can be noted as ringed or seeping in from the edges.
    Fae: much like shifters, fae are fairly bold in their enhancements compared to humans though each type holds only one or two large improvements overall.
    Centaur: strength and endurance.

    Dragons: strength.

    Dryad: strength (any other enhancement is borrowed from Earth and temporary), and can sense magic in other species, fae, shifters, and witches.

    Jinn/sandman: general overall enhancement, slightly stronger when bound.

    Kelpie: strength & speed.

    Kitsune: smell, sight and hearing. Smell and hearing on-par with wolves.

    Merfolk/siren: hearing is three times that of mortals and on-par with prey shifters.

    Naga: strength, hearing and taste.

    Phoenix: general overall enhancement, weaker than almost all other fae.

    Salamander: general overall enhancement.

    Selkie: general overall enhancement.

    Unicorn: general overall enhancement, fairly weak compared to other fae.

    Wendigo: heightened speed and strength.

    Eternal:
    Angels: angels are stronger and faster than regular mortals, though at no superman level. All angel class has some kind of a sixth sense, being able to identify other supernaturals, sense danger, deceit, and even past suicide attempts, accounting for current suicidal tendencies.
    Angel Notes: an angel's grace will shift into their eyes when using powers or periodically and at random when nearing their illumination (an indication of grace hijacking) showing up as a glowing, heavenly blue color.
    Demons: all demons, incubi/succubi and cambions have enhanced strength. Don’t be surprised to see a demon lift a car. All demons can sense other supernaturals, but don’t possess superior hearing or smell.
    Demon Notes: a demon's eyes will shift black when they use any of their powers, this is a full sclera shift and will cover the entire eye, not just the iris. The eyes of the incubus/succubus instead shine gold in color, just like that of their opposite the valkyrie though this is only triggered when agitated, excited or aroused.
    Ghosts: are enhanced overall though only slightly.

    This list is something to help keep smells common across threads, and is really just here to allow you to correctly identify other species within your own threads. We've tried to be as simple in explanation as possible to make things easy for everyone.
    Mortal:
    Human: generally smelling of their environment humans have no discernible indication smell, because of this most species that also follow this rule are often assumed to be human until proven otherwise.

    Witch: much like humans, witches have no real species indication to their smell though they are often confused for fae as the latent magical buildup in their blood can be sensed by other species. This is less apparent after practicing magic but there will always be some small indication that they do have magic in their blood. To most magic is sensed through an odd tingling across the surface of their tongue or a slight buzz through their skin, how apparent this is is entirely dependant on the amount of magic built up in the veins.

    Sempiternal:
    Shifter & Skinwalker: all shifters smell intrinsically the same with a few small indicators to discern one subspecies from the next. They’re typically very earthy in scent and are often described as forested, a description that’s indicative of pine, cedar or fresh cut wood. Their scent is much like witches in the sense that they have the same latent buildup of magic in their veins though this usually shows itself in a deepening of scent rather than the buzz you get with a witch. This indication is tied directly to the moon and their shift, the closer to the full moon the more potent their scent, it goes without saying then that directly after a full moon shift they are at their most faint. When shifted their scent will always be more potent than when they’re in human form. Shifting in between lunar cycles does not affect their potency.
    Prey: always lighter and airier than the others, no matter how close to the full moon, and often holds a slight floral tinge.

    Feline: stronger than prey though not as strong as wolf, the felines hold a muskier, darker scent than the others, almost shadowy in nature.

    Canine: stronger yet, the canines are typically the easiest to sniff out as they tend to smell like their cousin; the dog. This is even stronger when they’re wet.

    Bear: the strongest of them all, bears usually are very heavily saturated with an evergreen/pine smell with subtle hints of earth/dirt.

    Immortal:
    Vampire: vampires are extremely difficult to scent as they smell like nothing. On occasion a vampire will smell like their usual surroundings but they have no true, lasting, scent absorption that holds scent longer than an hour and even this would require a lengthy stay. They’re usually noted as a scentless void that can’t be tracked or picked out among a crowd.

    Fae: fae are a very easy species overall to pinpoint, though determining the exact type therein can often be a chore. Much like witches their magic is always easy to note against the senses, easier still as it never waxes or wanes like the witch’s does. They all smell faintly of nature and are often crisp on the palate.

    Centaur: the heaviest of the earth fae, Centaur is still vibrant and typically regaled as crisply spring with strong and weighty flora and grass undertones. A centaur's scent overtly lingers long after they're gone and can be overwhelming to some of the more sensitive species.

    Dragons: heavier and drier than their naga cousins, dragon hold a very earthy tone to their scent that’s crisp and clean, often described as mountain air. Fire dragons hold a light smoky smell though it’s far less overpowering than that of the fire fae. Ice retain no special indication.

    Dryad: floral. Dryads normally smell like wildflowers or the natura. After it's rained, their floral scent becomes dulled, replaced by a scent of petrichor. On a sunny day, a dryad smells like a flower bouquet-- there is no distinct rose or lilac smell to tell them by, and in this each dryad is unique, some smelling like bark and grass with a hint of violets, others strongly after tulips. It's individual, and depends on the dryad's diet.

    Jinn/sandman: light and airy the jinn is fairly abrasive to the nose as its smell is warm and almost dry, often explained as desert air with faint hints of aloe and cactus. When in the presence of other supernaturals with stronger senses than normal (most notably shifters, demons and angels) they will often mask themselves in the desires of their company, taking on a smell that is pleasing.

    Kelpie: the kelpie in an odd mixture holding notes of fresh clean water as well a slight earthy smell. The further they are from feeding the more pungent their smell, this tweak comes in the form of mildew or a slight mossy or algae smell that lingers. When fed their scent is light and non-abrasive.

    Kitsune: of the primary fire fae the kitsune is the lightest in scent, almost playful and wispy in the nose and not as smoky as the others it does still hold faint notes of char though it’s easier on the nose than the others.

    Merfolk/siren: much like the selkie, the merfolk are salty and slightly abrasive to the nose though they tend to be brinier and heavier in smell, more indicative of deeper waters rather than the spit between water and land. Some can also hold hints of seaweed or algae, depending on their water type.

    Naga: most easily described as damp soil, the naga has a general earthy smell though two of its types vary within this slightly; fire lingering and smoky while venom is oddly sweet and enticing. Water naga have no particular smell beyond their earthy base.

    Phoenix: a fainter version of the salamander, the phoenix is most notable for its ground spice scent (most commonly depicted as cinnamon) though its deep smoky aroma can often overpower this and tends to linger pleasantly in the nose.

    Salamander: best described as its core element - fire, the salamander is smoky and oddly spiced. With it’s warm undertones it can remind the nose of aged liquor (primarily whiskey or bourbon).

    Selkie: salty, the selkie also holds quiet mentions of ocean brine while being slightly breezier against the palate with a faint underscore of wet earth.

    Unicorn: the unicorn holds a light floral scent with crisp underlying notes of pure nature. Often they’re mentioned as smelling like spring woodland flora and fresh clean water.

    Wendigo: often wrongly confused with vampires upon first smell, the wendigo smell exactly as they are; slowly decomposing. Their scent is not strong though it is lingering and slightly sweet, with an underlying mention to everything they might use to mask themselves. They are rot and disease and often hold a pungent note of dirt.

    Immortal:
    Angels & Demons: retain the scent of the species they were prior to dying.

    Wraith: retain the smell of whatever species they’re currently possessing and have an odd lingering notion of wrong.

    Banshee: retain the smell of their reclaimed body and its species though the smell fades over time until they smell like nothing.

    Reapers: retain no scent.

    This list is something to help keep blood flavors common across threads, and is really just here to allow you to correctly identify other species within your own threads. We've tried to be as simple in explanation as possible to make things easy for everyone. Note: The 'base' blood, the blood all others are compared to, is that of human.
    Mortal:
    Human: well balanced this blood is a perfect blend of nutrition, flavor and ability to fill any hungry vampire. Lightly flavored, sweet and refreshing it sates at a fairly normal 1:1 ratio. Human blood comes with no lasting effects or bonuses.

    Witch: best described as zingy, a witch’s blood is fairly evenly compared to humans though it lingers on the tongue as rather flat in flavor and quite lacking in the sweetness of human blood. It is extremely energizing, holding onto some lasting bit of magic to sate the vampire slightly quicker than human blood though offers no lasting effects.

    Sempiternal:
    Shifter: general shifter blood is always fuller-bodied than the base standard of human, rich, indulgent and satisfying it sates very quickly and tends to be heavier when settled in stomach and vein.
    Prey: lighter than the others, prey shifters are still luscious in texture though lighter and less heavy. Still quick to sate this blood doesn’t linger overly long and tends to be far more gamey than the others.

    Feline: slightly biting the felines are still luscious though they tend to be slightly bitter in after taste.

    Canine: sweeter and slightly more energizing than felines, the canines are tend to linger longer and run slightly thicker/heavier.

    Bear: earthier, the bear’s blood is extremely heavy and lingers the longest. Very indulgent it sates the quickest and tends to weigh heavier than the others, often leaving the vampire lethargic after feeding.

    Skinwalker: refreshing, light and rejuvenating skinwalker blood is something more akin to a snack than a feast. Slow to sate this blood is very light, thin, lacking in flavor and lingers oddly on the tongue after ingested. It’s an acquired taste that most don’t seek out though it can do in a pinch or to help tide over for something heavier and more robust.

    Immortal:
    Vampire: vampire blood, to other vampires, is most readily compared to one’s favorite comfort food. Highly addictive it’s frowned upon in the vampire circle, deemed barbaric though still practiced behind the scenes. Vampiric blood is tart and full-bodied with an earthy finish that lingers as pleasant on the tongue. Like most immortal blood it ages like wine, the older the vampire the more robust and flavorful it becomes. Anything over a century will almost always lead to addiction, even in the smallest of tastes.
    Shifter > Vampire: changed shifters work slightly different than other species, wherein the vampire pseudo-virus overwrites the taste of all other species when it's pitted against a shifter's own pseudo-virus it instead mutates the blood in a way that retains the taste of the shifter prior to their change. The shifter-turned-vampire retains nothing else from their former self save for this identity marker in the flavor of their blood.

    Fae: unlike shifters fae have a great variety of differences in their blood though they tend to all sate at a medium level and remain largely filling overall.

    Centaur: extremely earthy and pungent, centaur blood has an odd almost flora/dirt flavor to it that lingers in a bitter aftertaste. Sating very quickly it also weighs heavily in the vein and much like bear shifters, it tends to leave the consumer lethargic.

    Dragon: similar to centaur in its earthiness, dragon blood is heavy in both weight and flavor, full-bodied and indulgent. Extremely quick to sate though unlike most fae, the longer it’s aged the less appetizing it it, growing thinner and more pungent in its earthiness. Each type of dragon is slightly different; fire tends to be spicier while ice leans heavily on an odd chilly tang.

    Dryad: extremely light and somewhat fragrant, dryad blood is a universal palate cleanser. Treated by some fae connoisseurs as the only proper appetizer before every good meal, dryad blood isn't sating at all and is in fact known to have the opposite effect of enhancing appetite. It however tends to leave the vampire with a feeling of "clean", basically the vampire version of a healthy guilty treat. It tastes as sweet as human blood, with a lemony, fruity zing, but a neutral finish.

    Jinn/sandman: extremely lightweight and lacking in almost all flavor the blood of jinn is often times almost gritty in texture and is overall unsatisfying and slow to sate. Past it’s lacking, it is an excellent blood to mix into drinks as the grit is depleted and the flavor is smooth and lacking enough to be almost undetectable.

    Kelpie: a light flavor it goes down smooth and is almost watery in its consistency though its aftertaste is terrible, almost moldy or mildewy on the tongue and lingering for long periods afterward. However light in its weight it sates very rapidly and if you can get past the almost algae taste of it, it's a good hearty, long-lasting blood.

    Kitsune: a less robust flavor than the salamander, the kitsune’s blood is lighter though no less satisfying and sates at a medium level with that same lingering aftertaste as the salamander, that of spiced liquor. Holding a slight zingy buzz, kitsune blood is often sought out at parties as it offers a short-lived high, similar to that of cocaine wherein it energizes and quickens blood pressure, these effects only last for about thirty minutes per taste (this effect does not ‘stack’, in that the more you ingest does not prolong the effect. Rather, you have to continue to re-ingest to sustain any lasting high).

    Merfolk/siren: very heavily salted the merfolk’s blood is savory and robust in small doses though bitter and overtly lingering on the tongue. Much like the selkie it’s in the medium satiation rage and if overindulged in it can cause nausea.

    Naga: just like their dragon kin Naga are an overall earthy flavor. Heavy in body though lighter in flavor than dragon, Naga blood is still quick to sate, full-bodied and indulgent. The separate types also follow the draconic rule though their third type, venom, is sweeter and unlike the other two can be toxic in high doses.

    Phoenix: highly addictive, phoenix blood gives the user a euphoric light-headed feeling and is often stated as being similar to a liquid aphrodisiac. This effect lasts for a few hours before it dwindles. Past its high, it’s thinner, highly lacking in nutrition and slower to sate than most while its flavor is lightly sweet and hardly lingering.

    Salamander: best described as ‘molten fire’, it’s very similar to a spiced whiskey, lingering on the tongue with an odd burning sensation. Salamander is among the heaviest of the bloods, rivaling that of even bear, is quick to sate and while satisfying in small amounts can quickly overpower in large gulps.

    Selkie: similar to merfolk, selkie is slightly more savory than salty though its salt content lingers on the tongue long after it’s ingested in a bitter aftertaste that most do not favor. Hearty and indulgent it’s in the medium satiation realm, although if overindulged in the salty favors becomes overwhelming, leading to nausea.

    Unicorn: fragrant and indulgent the unicorn’s blood is crisp and refreshing though much like phoenix it lacks any heavy nutritional value and sates slowly. The opposite effect to the kitsune, the unicorn offers a slight hazy high that mellows and soothes, often compared to the effects of cannabis. The lasting power of this high is somewhere around an hour.

    Wendigo: this blood is extremely toxic, often claimed as ‘dirty’ and should never be ingested. Small doses will cause severe nausea while anything over a mouthful runs the risk of death. It’s foul smelling and even worse tasting. Just, do not.

    Eternal:

    Angel: without any special effects, it’s roughly satiating to vampires though mostly other angels will benefit from it.

    Demon: tastes and is toxic to any species (barring demons); a high amount will greatly wound and weaken a vampire, alternatively sending them into a bloodrage.

    Ghost: not applicable; blood drawn from banshees and body-possessing wraiths tastes, for the lack of other words, like dead people. Hard pass.

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