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Post by Julia Smith on Oct 9, 2009 21:19:08 GMT 10
[glow=red,2,300]~RACES~[/glow] VAMPIRESThey have varying degrees of power individually and as part of society, both on their own and more recently in general. They also have weaknesses and although long-lived, they are not immortal and can be killed. They do not age, but they can put on muscle and grow their hair. They live in groups of varying sizes. These groups are known as a Kiss outside of the Vampire Court, and they are controlled by a powerful master vampire. These vampires may consist of a combination of both unrelated and related individuals and may come from more than one bloodline. (A related group shares a common bloodline.) This group may be stationary - settled, or it may be nomadic - roaming. Most groups are of the mixed, settled variety. - If you wish to be a Master Vampire PM a Staff member (this includes Mod's) and you might be given the job. But be warned you can be over thrown by you people.
- This is not Twilight, Vampire's don't sparkle in sunlight. Think of Interview With A Vampire, what happens in sunlight? They die.
- No you cannot take unwilling victims, if you do this falls into Power playing.
- Vampire's have animales they call these are normally Shapeshifters.
SHAPESHIFTERSA shapeshifter is a person or being that can change its shape or form and become or appear to become something else. This other form is typically that of an animal. All lycanthropes are shapeshifters but not all shapeshifters are lycanthropes. There are four main types of shapeshifters. Weres: Humans infected by a virus that forces them to shift with the full moon. Weres come in many different animal varieties. Inherited: Humans born with the ability to shapeshift. This ability is generally not affected or governed by the full moon. Cursed: Humans who were cursed by a witch or other magical being. Spell: An additional type of shapeshifting that is accomplished by dark magic and the skin of a true were. - To be a Alpha/Alphess of a clan/group you must PM a staff member (yes this includes Mod's) and you will more then likely gain the pack. But be warned just like Vampire's you can be over thrown by your own pack.
- Please no Jacob Black's here, you can read your pack's mind and call fo your pack but you cannot see where they are.
- You can attack unwilling victims ONLY if you talk with the other person in the thread BEFORE attacking.
- Shapeshifters are given a Master Vampire that they must respond to when called. A PM will be sent to the members of the clan/group/pack when they are needed. They are normally called only to show their 'Master's' strength and back him/her up.
WITCHESThere are different types of witches from all over the world. American WitchesFollowers of the Way, a Christian Wiccan group, considered by some to be elitist or even fanatical. RESEARCH Egyptian WitchesThey dance to gather power. They can invoke a god through doing so, like Christians can invoke their God when face-to-face with a vampire or demon. - Yes Witches can have their own 'Groupies' you just need to PM a staff member (Mod's included. Witches (unlike Vampire's and Shapeshifters) cannot be over thrown.
- There is no restriction to what a Witch can do but try and not go all 'Harry Potter' on us. No wands are used here.
FAEDescription: Homo arcanus, also known as Fairies, the Fey (also spelled 'fae') are a group of mostly immortal beings who have the ability to use magic. Types of Fae: Sidhe - Pronounced 'she', they are seen as guardians of a particular area (such as a glen or hill) or plant (i.e. the hawthorn tree or a rose). They are separated into two distinct groups, the Seelie (also called High Court or the Daoine Sidhe) and the Unseelie. The Seelie are seen as the 'good' court, the court that has as little contact as possible with humans... at least, not with commoners. The Unseelie, however, are seen as a darker, subgroup of Sidhe who often use their powers to feed from the various energies of their surroundings, including and not limited to humans. Sidhe are notoriously hard to kill. Most appear human like; their most striking feature is an otherworldly beauty. Bogeman (also spelled bogeyman, boogyman, bogyman, or boogeyman) - also known as a boggart, bogle, or bogie. Bogemen are believed to originate in Ireland and can be male or female. The most common childhood conception of the bogeman is that of someone (usually a monster) lurking in bedrooms (e.g., behind the door, in the closet, or under the bed), where s/he lies in wait before attacking the sleeper. Their tales vary by region. In some Midwestern states of the U.S. the bogeyman does not enter bedrooms but instead scratches on the windows. They may be said to target a specific mischief – for instance, a bogeyman that persecutes children who suck their thumbs – or just general misbehavior. Bogemen are generally immortal except under extreme circumstances. The appearances of bogemen can vary. - You can have any type of Fae you want, you can even make one up BUT you MUST tell us what this Fae can do.
- Fae's are only in groups as the Seelie Court and the UnSeelie Court. There are no other groups.
- Rawhead And Blood Bones is also a Fae BUT this character CANNOT be played or made!
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Post by Julia Smith on Oct 9, 2009 21:42:56 GMT 10
FAE
Weaknesses Cold forged iron Lead Salt -Glamor (and many spells) can be defeated by the use/presence of salt or a magical ointment placed on the eyelids or other sensory input areas
Powers: Glamor - the power to make one's self fascinating, alluring, or attractive Spells and Charms - i.e. magical incantations or potions Enhanced strength and speed - faster and stronger than humans Immunity from silver - "The metal of the moon is a friend to the fey." -Magnus Bouvier, Bloody Bones pg. 155 (Anita Blake) Farseeing (not a traditional fey power) - clairvoyance. Laws Regarding the Fey: Glamor may not be used on a humans unless they are notified.
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Common Vampire Powers
Unnatural strength, fast moving, quick healing, great hearing, improved sense of smell and vision. This is what every vampire gains.
Vampire's Bite: A vampire's bite can provide the vampire with mental control over the victim if the vampire enters a victim's mind during a bite. After a few bites, this control over the victim can be absolute. The effect of the bite can be removed by disinfecting the wound thoroughly with holy water. This is a painful process. A vampire's bite can be sexual.
Empathy - Most can also 'smell' emotions, though they can also describe it as a sensation against their face and mind. Vampires refer to being able to "smell" emotions such as fear and lust, and some vampires are able to detect lies. It is not clear precisely how much of this ability involves literal scent and how much involves mental powers. However, mental powers are clearly a significant component; once Jean-Claude makes Anita his human servant, he is unable to read her emotions, which suggests that the technique is not purely physical. Enthralling/rolling - this is when a vampire captures the mind of a person. Usually, eye contact is needed but a powerful vampire can do it without. Pain and other distractions can help a strong-willed person break free of this trick. "Rolling" typically refers to a temporary hypnotic state in which the vampire can give commands to the victim, or to reduce the pain of a vampire's bite.
Victims with supernatural power, such as other vampires, animators, human servants, and lycanthropes, display varying amounts of resistance to this technique, but most people avoid the technique by not looking vampires directly in the eyes.
Deep trance -a sufficiently powerful vampire can put a victim into an effectively permanent hypnotic state. The vampire who puts a person in deep trance can call them anytime, anywhere, and they would answer.
Vampires sometimes pretend to release a rolled human to appease the police, but if they have been "deep rolled" they can still recall them. The only thing to break the hold is the death of either the vampire or the victim.
Glamor - an illusion to make their appearance more attractive to humans, or in some cases less attractive. Mass Hypnosis - Some vampires are able to exert a hypnotic effect over an entire crowd. Mass hypnosis is not a widely known vampire power, and has its limits. This is considered non-permanent and legal. It is often used as part of an entertainment venue.
Master Vampires
After a period of time - often a few centuries, some vampires reach "master vampire" status. Not every vampire will become a master no matter how long it lives.
A vampire becomes a master when it develops enough inner power to be able to raise itself from the dawn death and no longer has to rely on a more powerful vampire to keep it alive. Master vampires are more powerful than typical vampires with regard to the general abilities discussed above. They also have the ability to control lesser vampires, and may also develop additional powers.
Animal to call - master vampires gain an affinity to an animal and are able to call that animal to them and influence its behavior. This ability extends to the were animal of that type if it exists. Only the most powerful lycanthropes can resist or block the effect of the call. Some Master vampires have more than one animal to call. The animal does not have to be a true beast, Warrick could call, butterflies, Samuel called Merfolk, Seraphina could call ghosts. Human servant - Most or all master vampires appear to be able to create a "human servant", but not all do. By marking a human with four successive "marks", the vampire makes the human into a human servant. A vampire can only have one human servant at one time, and cannot remove a mark once given.
A vampire's human servant functions similarly to a witch's familiar in that when the servant is nearby, the vampire's abilities are stronger - even more so, when they are touching. Most vampires seem to be able to exercise some control over their servants, but a necromancer servant, such as Anita is, has complete free will. The death of either the servant or the vampire may injure or kill the other member of the relationship.
Rising early, or being able to delay the dawn death - Some master vampires are able to wake, move, and use their powers during daylight (but must remain in shadow). Resist Silver - Some vampires are not hurt as badly by silver and some are not affected at all. It depends on how much power the vampire has and how old the vampire is, though age alone rarely has that effect. Drain Power - A master is capable of drawing all of the power from vampires that he has personally sired, reducing them to a weakened, near-skeletal state.
Projecting emotion/sense - such as hunger or lust on to others. Master vampires have almost total control over their Kiss, can force them to hunt as a pack for two reasons - either the older vamp is teaching the younger to hunt, or the Master is using the joint kill to solidify the bond of the group.
Less common powers
Using Voice with physical sensation - the ability to form an emotional or hypnotic connection with their voices. It is unclear whether this difference is related to the power, or simply due to the personalities of the individual vampires.
Call Shadows - Some master vampires can call shadows, cloaking an area in darkness.
Telepathy - rare outside of permanent bonds. Many master vampires can send telepathic messages to their 'get' like this. Masters can also communicate with their servants.
Mind Reading - Some vampires have a mind reading power. Some need physical contact for this power to work while others can hear every thought.
Alter memories - a vampire can make a person forget certain things or remember them differently.
Levitating - the ability to fly. This power is often kept quiet from the majority of the population.
Telekinesis - able to move objects without physically touching them.
Wind or other aspects of weather - there are few examples of this, one being Nikolaos having a temper tantrum.
Feeding via the mind - A vampire can gain sustenance by entering a victim's mind and feed of their fear/memories.
Compulsion - makes the victim want to be touched by the vampire or to obey the vampire's instructions. Ability to waken from sleep if required or disturbed. Older vampires have a lighter form of 'day death' and can rise from it if stimulated.
Daywalking - the ability to both stay awake during the day and to be able to tolerate certain amounts of sunlight. It is a rare talent.
Ability to inflict wounds from a distance - by using their own aura or the aura of their victims, vampires can inflict various sized cuts without physical contact.
Multiple power bases - most vampires can only draw power from blood, however, some of the older vampires can gain sustenance from emotions such as lust (incubi and succubi) and fear (nighthags).
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SHAPESHIFTERS
Though they have the ability to shift to their animal form whenever they wish, the moon's call makes/forces the Infected variety of lycanthropes to shift . It seems from a comment in NiC that the inherited form not forced to shift when the moon is full. After shifting, they are hungry and must eat.
Silver burns them, and injuries made with silver heal very slowly. Silver bullets can kill them.
Injuries made by other more dominant weres also heal slowly.
They will stop balding after being turned, but will not regrow lost hair.
They have great healing abilities, amazing speed and strength as well as heightened senses.
Alphas are the leaders of the respective groups. They are typically stronger and often have abilities and powers that the others do not. The head of their group, if they are strong enough, can shield the weaker members from a vampire's call, as well as their animal counterparts.
Some lycanthropes are better at hiding what they are than others. Typically this is the stronger members. It is illegal to deliberately infect someone with lycanthropy.
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