SAY HELLO TO THE NIGHT,
AN ORIGINAL LOST BOYS VERSE GAME, SET IN OUR OWN UNIVERSE.
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Don't believe everything you read, but have an open mind. Sometimes, even comic books tell the truth about the world we live in, mostly those about...vampires. Don't believe me huh? That's to bad. You could be saving your own life if you knew how. If I knew now, what I did back then, my brother would still be a human. Well that's probably not a true statement, because knowing what I know now, well we still would have gone after David and his boys, and in the end, David would have still ruined my life. You see I'm a surfboard shaper but my true calling is devoted to something that is a little more unbelievable. My name's Edgar Frog and I hunt vampires.
For Truth, Justice and the American Way.
My story's not an easy one to hear, but I know that's not the reason why you're here anyway. You're here because of the odd happenings that are going around in Luna Bay. You see, I thought it was all over when I helped the Emerson's once again. Taking out Shane and destroying the Tribe should have been one of the few acts I was left to do, but I thought wrong. It seems that The Tribe wasn't he only vampire gang in Luna Bay and the head vampire of this game has pretty much everything going for him. He's got devoted minons and good looks. It's easy for him to draw people in. As much as I dislike the idea of turning to Alan, of needing his help to save the town again, I'm not sure I can get past the pain of knowing that Alan's a vampire because I failed to save him.
But I must, because I don't have a choice in the matter. Two of the people I saved, they are in the same boat. Younger siblings that were taken. I am not sure if we will get to them in time, but we will get to them. Hunting is not an easy job, it's not a walk in the park. You need the skills and the weapons. That's where I come in.

Oh, it's a common topic that's been visited a dozen times before. You and I both know the drill! School is where cliques form and the survival of the fittest is taken into a twisted mentality. Its where drama is sparked on every individual day. Well, here there is no dramatic happening in these teens' lives which make them all bond together. There's nothing that makes them suddenly fall in love. They aren't trapped in a house together. They aren't forced to be around each other. Really, there's nothing to cement these kids with one another. However, they're united by a single characteristic. They each belong to cliques. They each find it difficult to break free from the boundaries they created for themselves, yet...they need only remember that cliques are paper thin.
Paper'Cliques is a high school role play centered around a gossip site. We aim to have a small, close-knit community. Canons and originals available!
when humanity imagines something en masse different things can come from it; religion, contemplation, stories. what humanity doesn't know is that in large groups they have the ability to create almost anything, and this fact has been protected and will be protected until judgement day. because what humanity doesn't know WILL hurt them unless there's something done about it.
that's where perrault comes in. humanity's secret ability to create has made monsters of myth and legend come to life. each generation a child is born not knowing that they in fact are the vessel, the incarnation of a different mythological creature. or they don't know until they wake up one morning with horns or scales, or whatever. and they're a liability to the rest of humanity should they remain amongst humans without learning to control what they are. so they're brought to perrault from all corners of the earth to live amongst other kids like them and eventually grow into adults who'll use their gifts responsibly.
sound like your cup of tea? click on the banner image and put in an app. we're literate, we're friendly, and we're more than ready for what you can dish out.

...because when the sun goes down, the wolves come out to play.
It's 1890 in Texas, a small wild west town called Trinidad has some very interesting things going on. Two rival bandit gangs are fighting for territory, the poor towns folk being dragged into the middle of it all. Sure, it was normal to have a couple of bandit gangs around, but these aren't just any bandits. When the full moon rises high in the sky, they take on a whole 'nother form. The Blackmoon Gang and Parish Creek Gang have been at each other's throat for a long while now, no thanks to the constant instigating from the Cruz Negra Coven Master, Viktor Gavilán, the past couple of years.
All hell is about to break loose, can the townsfolk of Trinidad keep it together or will the bandit gangs and vampire coven destroy them completely?
”Oh my God… It’s gone. It’s all gone.”
October 14th, 2009. The President is assassinated by the Brotherhood
of Mutants in an explosion that levels ten square blocks of Manhattan.
Over 50,000 are killed, humans and mutants alike. The
Brotherhood hopes that this will prove to the world that mutants are
not going to go down easily. There is now a gaping hole in the Earth
where Madison Square Garden once stood. New York City is reduced
to a state of martial law.
”Don’t tell me what I can and can’t do, I know the laws! Kill them!
Kill them right now! Every single last mutant scum man, woman,
and child!”
The new President has made it obvious that he wants mutants dead,
and he wants them dead now. Project Trinity is promoted the
government’s latest project to create the ultimate weapon to
eliminate the mutant threat once and for all – a mutant super soldier
to be brainwashed to kill his own kind. Chosen from the masses
because of his untapped skills that could make him the most powerful
mutant known to man, first things first – he must be captured, and
the government must send one of their own, an unsuspecting victim
herself, to lure him out.
”Damn it, you can’t die on me! Wake up, please, just wake up… You
can’t leave me alone!”
For the mutants who themselves are innocent victims, there is
nothing much left besides hope and instinct. For those in hiding, it is
just a waiting game as the walls close in around them. For those who
choose to fight back, every move they make can be their last.
Meanwhile, humans have been beaten into fear by their government,
all of it caused by one vengeful man who chose to pick one scapegoat
from the masses after the death of his family. And now this fear is
spreading.
”These are the new days of infamy. This fugitive generation, they
will not get away with their crimes. Together, the world will win and
humanity will prevail once and for all. Let us remember our dead
and now focus our eyes on a future free of the mutant threat. May
God have mercy on us all.”
THIS IS THE FUGITIVE GENERATION.
THESE ARE THE DAYS OF INFAMY.
The Fugitive Generation is an AU X-Men RPG, rated R for
violence and some adult themes. We are rated intermediate to
advanced and are looking for people who want to explore something
that the RPG world has not seen from an X-Men RPG before. We take
no prisoners and we have no mercy. We’re ready to blow this world to
pieces.
NO KNOWLEDGE OF X-MEN NEEDED!
[ Home - Plot - Canon List - Board Canon List - Rules - Application ]
The Core Realms is a modern/medievil fantasy roleplay site that has been running for a little over four years. We've recently changed websites to InvisionFree and we are still getting into the swing of things.
The site is based around a large characterbase, each one having their own special story to tell.
It's really hard to explain completely, so just come and check out the site!
http://s3.invisionfree.com/The_Core_Realms/index.php
OVERVIEW
You've arrived in Gaimen City. Fasten your seatbelt: it's going to be a rough ride.
You can find anything you want in Gaimen, if you look hard enough and ask the right questions. Information, jobs, sex, drugs, the time of your life or the end of it. Be yourself but be careful ... you'll get eaten alive if you lay yourself bare.
Gaimen City is fraught with peril and excitement. The City is governed by three ruling families: de Winter, Treymaine and Jade. Constantly forging false alliances, fighting new wars, bargaining over territory and trade. Few in Gaimen City are neutral: how can you be, when almost everything is owned by either one family or another? Fence-sitters live short lives. Choose a side or have a side chosen for you.
And yet, perhaps the feud between families will be laid aside, at least for a time. Recently, a new order has emerged: the Libertines. Their agenda is not yet fully disclosed: it seems they seek to erradicate the violence and crime and restore Gaimen City to the People. You're kidding, right? The Three Families are not about to let that happen. They've begun sharing information in a bid to silence the Libertines forever, whose raids and assassinations of important players are beginning to put a strain on business. Can it be done? Or has the reach of the Libertines already planted itself too deeply in the city's foundations?
Gaimen City is an alternate reality roleplay for intermediate to advanced players. Please keep in mind that this is an adult board, with adult themes and content.
I NEED YOU SO MUCH CLOSER
In Gaimen City, the three Families are the law. Certainly, there is a small police force - the Brigade - but they are only too aware where the power really lies. They take their orders and report back.
The de Winters are the oldest family, going back many generations. They have seen more rivals come and go than the other Families. Their roots go deep not only into Gaimen City, but to other cities scattered across the globe where other family members rule with the same iron fist. Their signature are the names of ancient Greek heroes, Gods and locations. They are arguably the most powerful of the Three.
The Treymaines are a little younger, appearing first in Gaimen City three generations ago. They too, like the de Winters, have networks in other cities. The Treymaines are known for their ruthlessness and cunning. They do not have patterns, they do not have rules. Their control over imports into the city is rapidly increasing.
By far the newest Family are the Jades, who are only in their second generation. They do not have outside Family support, though they are affiliated with other Head Families in other cities. They may have been erradicated much earlier if not for their flimsy alliance with the Treymaines; both families having strong business interests in the sex trade. This alliance has since crumbled and the Jades have assumed greater power.
The Three Heads: Harrison de Winter, Corran Treymaine and Gael Jade maintain outwardly friendly relationships. Never mind the fact that they regularly put hits on rival members and disrupt their business. They need a sense of unity to operate and keep fresh gangs out. It's not uncommon for them to pool their resources in order to meet some common goal. They have a meeting every three months, always in a 'neutral' location (not that there are many of those) to discuss general city upkeep. The 'alliance', which is a joke, is seriously threatened from within and without.
Inwardly, there are the usual inter-gang conflicts which rock the boat. The biggest of these are the Treymaine's rapid control over imports, which is beginning to put a strain on the other Two. The Jades seem to know more than everyone else - thanks to the Bordello Girls, who are trained intelligence operatives. Their unending stream of fresh information concerns the other Two. And finally, the vastly superior networks and power of the de Winters is a headache that, for the Jades and Treymaines, just won't go away. Throw some personal vendettas into the mix, some cross-Family love affairs and you're bound for Trouble Road.
Taking advantage of the fragile alliance are the Libertines. Mysterious and unknown, they're hitting out at both Families. They're claiming to be doing it for the People, for Justice, to erradicate the stranglehold the families have once and for all. It appears they're not an isolated group either - there's evidence they're all across the globe. Have they infiltrated the Families, too?
You won't see them, but they'll find you. And they may contact you at any time ... or target you for assassination ...
"Until the Wheel Spins Around, You Are Bound by What You Are."