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Masks & Monsters
Introduction
Venice Masks & Monsters is a relaunch of a roleplay that ran here a couple of months back, but died because of inactivity. This version is slightly altered, but carries over a lot of the same stuff from the old version. All of it is included in here. With that comes some extra information, but it's all designed to be optional, and is not required reading. It's included in the post below this one.
Welcome
Venice is a city of mystique and intrigue. People say the city wears a mask. The mask itself is the beauty of the city, the art, the water, the amazing architecture, but underneath that water, and in those buildings, monster live. The city is filled with all kinds of horrors, roaming the streets, blending in with the masses. The city is filled with werewolves, vampires, sirens and demons, lurking between the citizens. Ghosts haunt the cathedrals, ghouls swamp through the cemeteries, and mermaids terrorize the bay.
Venice
Venice is controlled by rich families that control trade. Different families all control different markets, different parts of town, different people even, trying to control the economy of Venice. In this town, cash is king, or doge rather, and people will do everything for money. Gold pieces flow between families and their associates as they pay their debts and loans, and their liquidations and scaring techniques. The power struggle is eternal.
The politics play out in two different ways. Meetings will be held, disguised as masked balls, where family members settle their differences, and in the streets and canals, where people are liquidated, and fights take place. The one thing these things have in common is the masks. Masks are worn at night, to keep identities a secret. Murders and meetings are held with as little personal information as possible. The masks make it possible for the monsters to stand out at night, and blend in at day. Numbers of secret societies arise, where masked figures meet, discussing schemes, and executing them, without knowing anyone's identity. When interacting with supernatural beings, almost everyone wears a mask. The truth about who is human and who is more is hard to come by.
The politics play out in two different ways. Meetings will be held, disguised as masked balls, where family members settle their differences, and in the streets and canals, where people are liquidated, and fights take place. The one thing these things have in common is the masks. Masks are worn at night, to keep identities a secret. Murders and meetings are held with as little personal information as possible. The masks make it possible for the monsters to stand out at night, and blend in at day. Numbers of secret societies arise, where masked figures meet, discussing schemes, and executing them, without knowing anyone's identity. When interacting with supernatural beings, almost everyone wears a mask. The truth about who is human and who is more is hard to come by.
Families
As mentioned above, Venice functions on families. Families are what they imply to be, a group of people related by blood. A family is basically a business, led completely by people from the same bloodline, be it hereditary, or magical in nature. They employ other people to work with them, from private bankers to hitmen. Most of the times, these people are bound to a family, loyal to the people and the steady source of income they supply. Through the way Venetian families try to keep their power, even banks and shopkeepers try to align themselves. The benefits of security and protection are worth a lot in a city as ruthless as Venice.
Families as a roleplay mechanic are fairly simple. Every character will most likely be aligned with a family, or at least affiliated with one. Players can create these families themselves, and have control over them. It is heavily encouraged for multiple players to work with the same family, at which point they share control. When putting up a sign up, people aren't required to add a family to be accepted. You can just put up that you are with a family, and try to see if anyone wants to be in a family together afterwards.
Families as a roleplay mechanic are fairly simple. Every character will most likely be aligned with a family, or at least affiliated with one. Players can create these families themselves, and have control over them. It is heavily encouraged for multiple players to work with the same family, at which point they share control. When putting up a sign up, people aren't required to add a family to be accepted. You can just put up that you are with a family, and try to see if anyone wants to be in a family together afterwards.
The Arc system
This RP works with the Arc System. The RP is set up to be easily joinable, and you are not having to commit long term to the role play. The story will be divided into arcs. Every arc is meant to be a story that can stand on itself. Sign Up's will be closed while an arc is active, but when the end of an arc nears, they will open up again. Players will be able to join in the new arc, and a summary of information that is important to get in the story will be added. The end of an arc is a good place for people to leave the RP, join the RP, or retire your character and play as a new one.
The supernatural world/setting
The supernatural world in Venice: City of Masks is based on gothic literature, but taking influence from other cultures occultism is allowed too. The monsters in Venice are all of equal intellect as the humans, and can pass as humans. Blending in with the normal society is a big part of every supernatural beings life. The existence of the magic world is public knowledge, but they are mostly feared by the commoners. The Christian faith is very present in the city, and it shuns the magic world. Monsters aren't the only part of this occult world. Actual people can acquire magical abilities, or magically change themselves too. Magic is not something that is easily controllable however, and magical abilities manifest themselves mostly as specific abilities, instead of full control of the magic spectrum. Examples of this are pyrokinesis, teleportation, and transmutation. There are a lot of magical artifacts going around in Venice too, and they are highly sought after. Artifacts are some of the most powerful things in this world.
The city itself is a renaissance representation of Venice. Cars don't exist, nor does steam power. Magic is no big part of a commoner's life, and it plays no big part in the city. On the surface at least. Science is a heavily discussed topic right now, but it's not advanced. Theories about the world start blooming only know, and there is an ongoing struggle with the iron fist of the church. Alchemy is one of the most advanced sciences, and seems very magic in its potential. Transmutation is not unheard of, but the church prosecutes alchemists, which makes it a very secretive science.
A list of common monsters, with a small description:
The city itself is a renaissance representation of Venice. Cars don't exist, nor does steam power. Magic is no big part of a commoner's life, and it plays no big part in the city. On the surface at least. Science is a heavily discussed topic right now, but it's not advanced. Theories about the world start blooming only know, and there is an ongoing struggle with the iron fist of the church. Alchemy is one of the most advanced sciences, and seems very magic in its potential. Transmutation is not unheard of, but the church prosecutes alchemists, which makes it a very secretive science.
A list of common monsters, with a small description:
Spoiler:
Vampires, monsters who live on blood. They are stronger and faster than humans. They have to be invited into a house to enter, but after the invitation they can enter at will. Christian symbolism cripples them, and they dislike sunlight. Vampirism is transferable. If a vampire pierces your skin with their teeth, you will become a vampire too. Vampires normally pierce the skin with other means and drink from the wound, to not infect their prey.
Werewolves, monsters who can change into monstrous half-man, half-wolf beings. In werewolf form, they possess wolf-like traits, and are stronger than humans. They lose cognitive function, however. A big weakness includes touching silver. Lycanthrophy is spread by getting bitten by a werewolf. Werewolfs mostly kill their prey, however, or don't use their teeth to keep the target from turning.
Ghosts, monsters who are the souls of dead people. They can interact with the physical world at times, but are mainly intangible. Ghosts can turn invisible and have limited teleportation. They can be harmed with salt, and pass on if their corpse get cremated. Ghosts are created if someone dies and still has attachment to the physical world. They can also be created by spells.
Ghouls, demons who have taken on the appearance of the first dead body they ate. They are corpse eater, and feed off of rotting flesh. They don't feel pain as we do, and can lose body parts without hurting themselves. They can replace parts of their body with that of other corpses. Ghouls don't remember their lives as demons before they became ghouls.
Mermaids, monsters who live underwater, and eat humans. Their fish tail changes into human legs once they enter land. On land they are just humans in their ability, only almost always beautiful. Once they enter water, their true nature arises. They can breathe underwater, and heal there. They are faster and stronger in the water.
Sirens, monsters who lure humans away to consume them. Their skin rots, and they are unholy in appearance. They have hypnotic capabilities, however, and use these to fit in. Their hypnosis isn't extremely strong, and it's easy to break, but sirens commonly use it to lure lonely humans out of the streets. One of their strongest hypnotic abilities is to make people believe they have a beautiful appearance, which they use to blend in with the masses.
Demons, monsters who possess humans to for their personal gain. Demons are formless beings that take over host bodies. They have limited telekinesis, and can leave and enter host bodies at will. Their main weakness is everything holy. They can't enter holy places, and burn if they touch anything holy. Demons stuck on earth are corrupted spirits, and their is no knowledge about the existence of an after life, beyond being stuck on earth as a demon or a ghost. A demon is born every time a person who lived a life of extreme evil dies. A newly born demon basically gets born out of their sins. Newborns are pure evil, and will do nothing but wreak havoc. A demon can develop new character traits as it's lifespan grows, however.
Draconians, monsters who are the distant descendants of dragons. They look human, but they have dragon like abilities. Their skin is extremely durable, and they can breathe flames. Their legs are scaly, and they have claws instead of feet. Draconians are known for their greed, commonly associated with gold, but this is not always the case.
Faes, monsters who are mostly mischievous in nature. While this mischief may differ from simple trickery, to harmful deceit, they all like to play around. They commonly look childlike. They have very potent reality warping, with which they can change the world around them. It allows them to change objects into others, placing hexes on people, and move things around. It's commonly perceived as magic, but it in actuality it's a form of reality warping. They have a very big weakness to iron however.
Werewolves, monsters who can change into monstrous half-man, half-wolf beings. In werewolf form, they possess wolf-like traits, and are stronger than humans. They lose cognitive function, however. A big weakness includes touching silver. Lycanthrophy is spread by getting bitten by a werewolf. Werewolfs mostly kill their prey, however, or don't use their teeth to keep the target from turning.
Ghosts, monsters who are the souls of dead people. They can interact with the physical world at times, but are mainly intangible. Ghosts can turn invisible and have limited teleportation. They can be harmed with salt, and pass on if their corpse get cremated. Ghosts are created if someone dies and still has attachment to the physical world. They can also be created by spells.
Ghouls, demons who have taken on the appearance of the first dead body they ate. They are corpse eater, and feed off of rotting flesh. They don't feel pain as we do, and can lose body parts without hurting themselves. They can replace parts of their body with that of other corpses. Ghouls don't remember their lives as demons before they became ghouls.
Mermaids, monsters who live underwater, and eat humans. Their fish tail changes into human legs once they enter land. On land they are just humans in their ability, only almost always beautiful. Once they enter water, their true nature arises. They can breathe underwater, and heal there. They are faster and stronger in the water.
Sirens, monsters who lure humans away to consume them. Their skin rots, and they are unholy in appearance. They have hypnotic capabilities, however, and use these to fit in. Their hypnosis isn't extremely strong, and it's easy to break, but sirens commonly use it to lure lonely humans out of the streets. One of their strongest hypnotic abilities is to make people believe they have a beautiful appearance, which they use to blend in with the masses.
Demons, monsters who possess humans to for their personal gain. Demons are formless beings that take over host bodies. They have limited telekinesis, and can leave and enter host bodies at will. Their main weakness is everything holy. They can't enter holy places, and burn if they touch anything holy. Demons stuck on earth are corrupted spirits, and their is no knowledge about the existence of an after life, beyond being stuck on earth as a demon or a ghost. A demon is born every time a person who lived a life of extreme evil dies. A newly born demon basically gets born out of their sins. Newborns are pure evil, and will do nothing but wreak havoc. A demon can develop new character traits as it's lifespan grows, however.
Draconians, monsters who are the distant descendants of dragons. They look human, but they have dragon like abilities. Their skin is extremely durable, and they can breathe flames. Their legs are scaly, and they have claws instead of feet. Draconians are known for their greed, commonly associated with gold, but this is not always the case.
Faes, monsters who are mostly mischievous in nature. While this mischief may differ from simple trickery, to harmful deceit, they all like to play around. They commonly look childlike. They have very potent reality warping, with which they can change the world around them. It allows them to change objects into others, placing hexes on people, and move things around. It's commonly perceived as magic, but it in actuality it's a form of reality warping. They have a very big weakness to iron however.
Gameplay
Venice combines sandbox elements with a story driven plot. Players will be presented with an arc long story, but they will not be limited to this story. Players are allowed to develop their own characters and stories, and along the way will be presented with opportunities to join the overarching story. The GM will try to use player created plot and characters as much as possible. In the world of Venice, players can take almost any job, and fulfil that. Venice is heavily based in this supernatural world, so involving your character with it is a good way to get in with the action. Big plot points will be interaction between the families, magical artifacts, and dealing with monsters.
You
You are a citizen of Venice, free to roam the city. Most people are affiliated with a family. Either being part of that family, or working for them. Families are what they sound like. Members of the family are all related by blood, and the only way to become part of it is to marry your way in. People that work for families are paid by them. Players don't need to be part of a family, although they are a good way to get involved in the action. Players can be shop owners, street rats, or monster hunters too.
Arc Library
Arc 1 - The Fall of an Empire
Rules
- PC rules apply.
- This RP is M-rated
- No godmodding
- No bunnying unless you've gotten permision to do so
- Post at least once every two weeks
- New races or species cannot be added without permission of the GM
- Creating Very strong NPC's should be talked through with the GM
- Creativity is encouraged. I'm likely to agree with what you're wanting to add to the story, unless it clashes with the setting
- Be respectful. The RP is supposed to be fun for everyone
The Sign-Up Sheet
Name: (Real name, and name used when wearing a mask)
Age:
Gender:
Species: (Can be either human, one of the common monsters, or a requested species. I suggest requesting a species first, and only writing your SU after the GM said you are allowed to use it. This is because they may be denied, or changed to fit the setting better.)
Affiliation: (Your affiliation with a family. If you want to join up with another player and create a family together, but have not decided yet, you can just put YES here, and try to set up a family after that.)
Appearance: (This includes your mask.)
Personality:
History: (This is allowed to be very brief)
Powers/Skills: (Human characters are allowed to have superpowers through magic, while monster can only acquire other magical abilities through artefacts. All extraordinary skills should be mentioned here, however, not just the magic powers.)
Weapons: (The weapons can be anything that was around in and before the late renaissance. This is mostly swords, but small fire weapons are allowed too.)
Age:
Gender:
Species: (Can be either human, one of the common monsters, or a requested species. I suggest requesting a species first, and only writing your SU after the GM said you are allowed to use it. This is because they may be denied, or changed to fit the setting better.)
Affiliation: (Your affiliation with a family. If you want to join up with another player and create a family together, but have not decided yet, you can just put YES here, and try to set up a family after that.)
Appearance: (This includes your mask.)
Personality:
History: (This is allowed to be very brief)
Powers/Skills: (Human characters are allowed to have superpowers through magic, while monster can only acquire other magical abilities through artefacts. All extraordinary skills should be mentioned here, however, not just the magic powers.)
Weapons: (The weapons can be anything that was around in and before the late renaissance. This is mostly swords, but small fire weapons are allowed too.)
Accepted players
Sign ups are opened:
- Ice as Maria Insetto
- Foxrally as The Boogeyman
- Crunch Punch as RESERVED
- Ice Goddess as RESERVED
- Infinite as RESERVED
- Varys The Galvantula as Pierre Marco Matera
- under_score as Keira O'cuinn
- DLMuerte as RESERVED
- Godzil as Cynthia "Cindy" MacKenzie
- Oddball_ as Sheog the Demon
- gimmepie as Adalina "Pixie" Capello
- Deceptio as Rowin Odo
- STARDU5T as Gabriel Lorand Vignali
- Kyoke as Carlo De Loca
- Ice as Maria Insetto
- Foxrally as The Boogeyman
- Crunch Punch as RESERVED
- Ice Goddess as RESERVED
- Infinite as RESERVED
- Varys The Galvantula as Pierre Marco Matera
- under_score as Keira O'cuinn
- DLMuerte as RESERVED
- Godzil as Cynthia "Cindy" MacKenzie
- Oddball_ as Sheog the Demon
- gimmepie as Adalina "Pixie" Capello
- Deceptio as Rowin Odo
- STARDU5T as Gabriel Lorand Vignali
- Kyoke as Carlo De Loca
Important NPCs
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