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| Tweet Topic Started: Sep 19 2008, 09:43 PM (262 Views) | |
| Fergie | Sep 19 2008, 09:43 PM Post #1 |
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The Project: Project Daedalus has been in existance in some form or another for centuries, sometimes allied with the Church and/or the government depending on the accepted beliefs of the day. Considering the large spectrum that covers already, the Project has had a number of changes throughout the years. At the moment though, the Project has slipped into obscurity with a mixture of disbelief and a few of the tricks they keep up their sleeves. Their objective has also changed over the years as you can imagine. Today, along with safeguarding both sides from one another, the Project also takes a more academic approach than they have in the past, coming to an understanding with what they are dealing with. Monks of Medmenham: The name might be passingly familiar to those not actually involved in these kind of seedy under-dealings but, more commonly, the general populous would recognize the name 'Hellfire Club' a good deal more and probably be surprised to find out that it still exists. They'd be more surprised with what kinds of things the 'Monks' actually deal with, however. The Monks are always interested in power first and formost and, in the early days of their conception, became aware of the existence of things thought to be, at least mostly, the things of fancy. Secret knowledge was quite the useful thing, especially in bolstering status. The Monks are mostly Warlocks of high social standing, quite gifted in their arts and seeking more knowledge of what is in this other side of the world and just how they could use these things. There have been accusations of all sorts made of them throughout their existence and a good deal of it is true. You'll find it hard to succeed in getting anything to stick to a member, however. They always have their ways of getting out of unwanted attention. Magic Users: Magic, it would seem, can be channeled through a variety of means. It's rarely the actual form or ceremony that dictates the success of an attempt of magic but rather the ability to tap into that type of power and a certain open mindness and possibly arrogance to believe that the result you want to happen will simply because you told it to be. Everything else is just tools in better channeling the power as things can be unpredictable, especially with the not quite experienced. The main drawback witht he use of magic is that the more energy one draws in the more fatigue comes along after the spell is complete. Magic is not something to exactly make life easier as it still takes a toll on the body but something to do that which cannot be done by normal means. Werewolves: Werewolves can easily be divided into basically three types; packs attempting to live mostly human lives, striving to ignore their more animalistic tendencies, packs living a nomadic lifestyle away from people an sustaining themselves in the wild, and packs also living a nomadic lifestyle but not exactly sticking to the odd game animal for dinner. The first, commonly called 'fuzzies' in the Project's files and other packs as a derogotory term, are the least common as the living is quite difficult. The second are actually the most populous but are rarely seen as they make a very conscious effort to stay away from humans and other such creatures. As for the third, generally refered to as 'roving humanitarians' in the files, bide their time, seeking out the stray victim here and there when they sense weakness. When their numbers start to dwindle though, their attacks become more frequent as it isn't simply tonight's meat at stake. Transformations are done both by will and by any degree of transformation when the moon is not full and involuntarily during the full moon, the latter being a complete transformation and known to be more than a little bit painful. During complete transformations the werewolf maintains little or no human thought and will most likely only recognize fellow packmates. The most common defense against a werewolf is silver. They can be injured other ways but heal at a more rapid pace than humans but are very rarely killed by any other means other than those that would leave the body utterly destroyed. Vampires: For the Project, Vampires (or, sucking humanitarians or nibblers in the files) have been a notorious bad study as there are only a few linking behaviors. They are generally away from each other as they're a bit territorial as far as hunting grounds go, unless it is a time of war. There are quite a few that crawl out for that kind of a buffet. The basic mechanics are the same thorughtout; tends to stalk through the night and has a taste for blood but there are a few more details that should be expounded on. The presence of vampires has a sort of hypnotic effect on other creatures, possible prey especially, and usually the older the vampire, the stronger the effect. The sun only has 'dusting' effects on vampires already weak though healthy strong vampires still do feel an effect so daylight is generally avoided. The effects of garlic do not seem to be true but there are reports that the obsessive compulsive issues do turn up regularly so if you need to escape a vampire without killing him or her a good idea might be making a mess. The eturn to the grave is more of a personal choice than a compulsion though many do keep vials of dirt from their gravesite or, if not in possession of one, from the site of their death. There are a considerable minority of vampires who do attempt to resist their bloodlust and have a degree of success, at least in attaining blood without using lethal methods. Blood banks are turned over with more regularity than one would suspect. The majoity, however, do not make such an effort, deeming it unnatural. Lastly, killing a vampire is fairly straight forward. The classic stake through the heart is the prefered method as, during a fight, it is unlikely one would have the chance to give one's opponent a clean beheading. Spirits: Spirits (or transparents) are an unpredictable lot as, more often than not, the spirit doesn't have any idea what he or she is doing. Being dead is quite disconcerting after all, and it takes a good deal of time to get accustomed to how things work on the other side. Oftentimes spirits contact the living in order to receive help in completeing their transition on into death. Other reasons for lingering would be vengence on cetain members of the living, general bitterness, or simple relunctance to go on. Haunting, it would seem, can be quite a lot of fun. The main barrier between interactions between the living and the dead is how exactly to communicate. Spirits have to relearn how to interact with people and objects in the plane they used to be a part of. The first thing usually achieved is the ability to use objects, moving, throwing, what have you. This is usually used for attention though once in a while you'll get a spirit who actually has the presence of mind to actually attempt writing. With the earned attention, though, the next step is being seen which is easy enough in quick glances but to maintain visual interaction is slightly tricky with all that playing with the light. Sound is also awkward, especially with speech, as you are talking through more things than either party quite realizes. A sort of sign language is probably a good deal easier. Extrodinarly experienced spirits might be able to mange taste and smell but this is quite rare. Other: There seems to be an almost endless list of creatures in the Project files but not near as much information on them as the main ones above. Perhaps it's time for some field study. |
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12:36 AM Jul 11