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HEAD COUNCIL ([info]headcouncil) wrote,
@ 2008-01-03 16:07:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry


Playable Species.

Centaurs | Dhamphirs | Djinn | Dwarves | Elementals | Elves | Fae/Imps | Fauns | Giants | Humans/Metahumans** | Kitsune | Lycanthropes | Merpeople | Minotaurs | Muses | Nagas | Nymphs | Orcs | Selkies | Sirens | Sprites/Pixies | Therianthropes (Animal Shapeshifters) | Trolls | Vampires

** There are many subcategories for Metahumans, including Alchemists, Clairvoyants, Dreamwalkers, Empaths, Healers, Mages, Mediums, Necromancers, Psychics, Psychokinetics, Psychometrics, Telepaths, and Witches/Sorcerers.





Centaurs

Centaurs are rare. A limit of 6 to 8 centaurs are allowed in game.

  • Centaurs are half-breeds of a hybrid human and horse nature: head, torso, and arms of a human being joined with a horse’s lower body.
    • Do not possess magic to hide/illusion this feature.
  • Centaurs have been in hiding from humanity due to their incapability to blend in with humans. As a result of isolation, there is an inadequate population of centaurs. They are slowly dying out due to a limited gene pool and inbreeding.
  • Centaurs live in herds from as small as 10 to as large as 70. These herds are run by a group of leaders, usually male, or occasionally a single heroic leader.
  • Centaurs can only reproduce with other centaurs.
  • They are natural forest-dwellers.
  • Average life span is between 150 to 200 years.
  • Commonly trained and very skilled in the knowledge of hunting, archery, astronomy, divination, and healing with magical herbs.
  • Centaurs have very limited magical ability.
    • One power is allowed, if they have any. Power must be nature-based or related to divination or magical healing.
  • Due to their half-horse form, centaurs have increased speed, strength, and stamina. Possess 20/20 eyesight and excellent hearing, although both will fade with age.




Dhamphirs

Dhampirs are very rare. A limit of 4 to 5 dhamphirs are allowed in game.

  • Dhampirs are half-breeds of a hybrid human and vampire nature.
  • They can only born of a pregnant human mother whose blood has had direct contact with the vampiric virus. The fetus will be infected with the virus, causing a genetic mutation in the child.
    • Please visit the Vampires section to understand how the vampiric virus works and how it can be contracted.
  • Dhampirs cannot “turn” others into dhamphirs or transfer their retrovirus, not even through blood contact. The dhamphiric retrovirus can only be inherited genetically, but dhampirs are infertile and cannot produce children. Thus, they cannot transfer the retrovirus.
  • Dhampirs are incapable of sexual reproduction as they are infertile.
  • They require solid foods and water for sustenance.
    • Do NOT require blood for sustenance, but do develop a mild form of bloodlust in which a dhamphir craves raw meat or bloody meat.
    • They may mildly enjoy the taste of blood, and they can drink it.
    • They cannot live off of blood. Dhampirs have to eat solid food and drink water.
  • Dhampirs have two distinctive physical features. They are born with elongated and sharp canine teeth, also known as fangs. These fangs are not retractable and are visible at all times. Their eyes also lack any pigmentation. All dhamphirs have natural pale blue eyes. (Many dhamphirs wear contacts to hide this distinctive feature).
  • Limited magic capability.
    • May only possess magic inherited from their non-vampiric side, if there is any.
  • The average life span is from 75 to 100 years.
  • Dhampirs have increased strength, stamina, and agility, which is double that of a human. Their hearing, sight, taste, smell, and sense of touch are also double that of humans. Possess immunity from most human diseases. They also naturally heal twice times as fast as humans.
  • Dhampirs have minor skin sensitivity to UV rays, leaving them easily sunburned and capable of developing skin malignancies. A dhampir’s eyes are extremely sensitive to all forms of bright light. They must shield their eyes with sunglasses during the daylight hours if they are outside.




Djinn

Djinn are rare. A limit of 6 to 8 djinn are allowed in game.

  • Djinn are one of the oldest praeternaturals to begin using magic.
  • Djinn have commonly lived in hiding with other djinn, separate from humanity and other kinds, resulting in a small population of their own kind.
  • Djinni tribes or clans can be small and have only one leader, or be large with many leaders. Djinn typically do not even unify with other tribes. They often have a prejudice towards humans, especially witches and sorcerers.
  • Their average life span is from 1,000 to 1,300 years.
    • Djinn have a normal aging process from birth to 18 years old. Aging slows down after that.
    • Formula: Appearance = 18 + (.035 x Actual Age)
      • Example: 18 years + (.035 x 300 years old) = 28.5 → 28
  • Djinn are capable of reproduction outside of their kind.
    • A djinni/human child would inherit some of the natural magic, but at half of the strength. Life span would also be decreased by at least half or more.
  • Possess somewhat extensive magical ability. Djinn are born with the inherent ability to unlock various powers with their lesser/minor magic abilities. However, a djinni has three basic powers that are very strong:
    • Concealment and invisibility magic.
    • The ability to grant wishes.
      • Wish-Granting Limits: Djinn can grant wishes ONLY by twisting interpretations and bringing about disastrous, and vastly imperfect, results that the wisher did not intend or expect. Djinn also CANNOT perform any of the following: reviving the dead, time-travel, violating free will, and taking life.
    • Control over their specific element.
      • Marids have control only over water. Marids are incapable of performing any type of fire-magic.
      • Ifrits have control only over fire. Ifrits are incapable of performing any type of water-magic.
  • Djinn have increased strength, stamina, and agility, which is four times that of humans. Exceptional sensory perception (hearing, sight, taste, and smell), which is also four times that of humans. They heal four times as fast as humans.
  • Djinn have extreme sensitivity to their opposing element in large amounts.
    • Marids: Being surrounded by large amounts of fire is magically and physically draining for Marids. It prevents them from performing their water magic successfully and physically drains them.
    • Ifrits: Being submerged or covered with large amounts of water is magically and physically draining for Ifrits. It prevents them from performing their fire magic successfully and physically drains them.
  • All djinn have free will but are susceptible to falling under the power of a witch or sorcerer that summons them by magic and binds them to do their bidding. They can be compelled to perform for the master that succeeds in summoning them.




Dwarves

Dwarves are common. No limit on the amount of dwarves in game.

  • Dwarves are an old kind who commonly dwell in caves and mountains.
  • Dwarven communities are monarchies led by a king or queen.
  • Dwarven physical traits include a short, stocky frame for both sexes. Average height is between 4’0 feet to 4’9 feet tall.
    • Males have lots of facial and body hair. Females do not.
  • An average dwarf’s life span is between 200 and 250 years.
  • Dwarves are capable of coupling outside of their kind.
  • Commonly trained and skilled in the knowledge of metal-working, stonemasonry, weaponry, construction, architecture, and creating potions and brews with magical herbs. Dwarves are especially known for their exceptional metal-working talents and extremely potent dwarvish ale that they make from magical herbs.
  • Dwarves have very limited magical ability.
    • One power is allowed, if they have any.
    • Power must be related to spells and wards based in protection, concealment, or secrecy.
  • Dwarves have increased strength and stamina. Possess 20/20 eyesight and excellent hearing, although both will fade with age.




Elementals

Elementals are very rare. A limit of 4 to 5 elementals are allowed in game.

  • Elementals are non-human nature spirits summoned into a man-made human form by alchemists. As a nature spirit before summoned, they do not compose human-like thoughts during that time or perceive the world as a human. Generally, they have trouble recalling memories of life before their human forms.
  • They take on whatever human form their alchemist gives them, which can range from a small child to an old person.
    • Do NOT possess magical ability to alter the human form given to them.
    • They are, however, capable of taking on various physical forms of their specific element.
      • For example, a water elemental can turn into a walking body of water.
  • Elementals do not age.
  • Capable of reproduction, even outside of their kind.
    • An elemental/human child would inherit some of the elemental parent’s ability to control an element at half of the strength, but absolutely cannot inherit their ability to physically shift into an element.
  • Elementals can only be created, or summoned, by an alchemist. This alchemical ritual is exceedingly complex, requiring years of studying and practicing to perfect. Alchemists must acquire all of the elements present in the human body, in sufficient amounts, to produce the human form of the elemental.
  • Elementals are bound to their alchemist’s will and must do their bidding.
    • Anyone born with elemental blood may be loosely bound to any alchemist by a spell. This spell can also be reversed to end it.
  • Average life span is the length of their alchemist’s remaining human life since elementals “die,” returning to the natural world in their original spirit form, whenever their alchemist dies. Elementals tend to live short human lives, as alchemists cannot make an elemental until they are at least in their thirties if unaided. Since elementals are bound to the life of their alchemist, they are often fierce protectors of their creator for their own survival.
  • Elementals do not understand the living world when they are first summoned into human form, and usually take around two to three years to adjust to it. Some can manage it in a year.
  • They can be separated from their alchemist via a complex alchemical ritual if their alchemist wishes to free them, but they are no longer elementals when freed from their alchemist. This ritual grants them morality as a metahuman. If the ritual is performed to separate the two, an elemental gains a human body with mage capabilities and lose their elemental form.
    • The origin of mages is thus explained by “freed” elementals. To see more information on mages, visit Metahumans and scroll down for mages.
  • An elemental’s particular physical strength depends on their type. All elementals, however, have immunity to all human diseases.
  • Extreme weakness to their opposing element while in their element form. In human form, they are susceptible to wounds and injuries like any other human.
  • Extensive magical ability over their element. There are four types of elementals:
    • Earth (Solid) Elemental: Exceptional strength. They can mold themselves to walk through solids. They can take on many partial or full body earth-related forms as desired, such as soil, plant life, and minerals (including metals) with complete control over their movement and the shape of their form. They can summon metal weapons out of metals, stone weapons out of stone, etc. They can control the movement and growth of plant life, even use it as a weapon. They communicate with plant life. Opposing element is air.
    • Air (Gas) Elemental: Exceptional agility. They can fly without wings. They can take on a completely gaseous form to vanish or conceal themselves while still having a defined shape of their choosing and free movement. They have the ability to steal the air out of a creature’s lungs as a form of attack. They can control the air around themselves, making whirlwind like conditions inside of an area the size of a large room or even calming the air around them within a storm. Opposing element is earth.
    • Water (Liquid) Elemental: Exceptional flexibility. They can “breathe” underwater. They can take on a completely controlled water-based form with free movement and a defined shape of their choosing. They can summon and control water, making whirlpools or causing it to rain within an area the size of a large room. They can control water and liquids to the extent of moving them through the air without touching them, having full control over the shape, and controlling them to act as a weapon. They communicate with underwater life. Opposing element is fire.
    • Fire (Plasma) Elemental: Exceptional stamina. They can walk through all types of fire without harm. They can take on many full body forms of fire with a distinctive shape and free movement. They can emit fire from their bodies, such as covering their arm in fire. They can summon and control fire, using it as a weapon. They have control over emitting or creating light, which is not harmful but beneficial; they can also do the same with electricity. They have the ability to create small lightning bolts as harmful weapons. Opposing element is water.




Elves

Elves are common. No limit on the amount of elves in game.

  • Elves are the oldest race of praeternaturals that have learned to use magic.
  • They are considered to be very graceful and beautiful creatures with strong, toned musculature and heights that range from above average human height (5’8”) to 6’0” for females, and 5’8” to 6’5” for males.
  • Elves have an average life span of 1,300 to 1,500 years.
    • Elves have a normal aging process from birth to 18 years old. Aging slows down after that.
    • Formula: Appearance = 18 + (.021 x Actual Age)
      • Example: 18 years + (.021 x 400 years old) = 26.4 → 26
  • Complexion is often clear or free from blemishes and possesses a slight glow to it.
  • All elves have illusion and glamour magic that they can cast on themselves or others though the strength of this magic is dependent on age.
    • For example, a younger elf may be able to change their appearance but not the appearance of those around them. Whereas an older, more experienced elf would be able to glamour themselves along with one or two others.
    • Elven illusion magic is stronger when used in combination with other elves. The combined magic of many elves allow these praeternatural creatures to hide and disguise large areas of land.
  • All elves possess some nature magic that allow them to nurture the growth of flora, fauna, as well as control the flow of the earth’s water and wind currents.
  • All elves possess an innate ability to communicate with animals.
  • All elves have basic knowledge of herbs, but not all know of herbal remedies or potions that may be used to cure or enhance abilities.
  • Not all elves possess healing and defense magics. Those that do are designated priests/priestesses.
    • Not all priests/priestesses possess the same amount of healing magics or skills.
    • The number of priests/priestesses allowed in game is limited due to the rarity of those being born with healing powers. If you are interested in playing a priest/priestess, please contact the moderators first.
    • The high priest/priestess possesses the most healing abilities and defense magics. There can only be one or two high priestesses in game at one time. Please contact a moderator if you’re interested in playing one.
  • While all elves do possess magic, the amount of magic varies from one elf to another.
  • Though they appear frail because of their graceful movements, elven strength, stamina, dexterity, agility, sight, and hearing is 5 times that of a human. They are also very intelligent beings that possess the talent to learn new skills quickly.
  • Elves can have children, be it with other elves or humans. A child of a human and an elf will have an extended life span, but only half the powers that the parent elf possessed. Elven ears are a passable trait and children have a 50% chance of inheriting this if one of their parents is an elf.




Fae/Imps

Faes and imps are common. No limit on the amount of faes or imps in game.

Fae

  • Faes have a small, easily breakable form. They are naturally frail and small. Average height is anywhere between 4’0 feet to 5’3 feet. They have iridescent, translucent wings on their backs. They also have pointy ears.
  • Faes are natural forest-dwellers with a sense of connection to the natural world.
  • Faes raised in a natural fae community are often considered eccentric or bizarre and very liberal with their behavior.
  • Average life span is from 500 to 600 years.
    • Faes have a normal aging process from birth to 18 years old. Aging slows down after that.
    • Formula: Appearance = 18 + (.09 x Actual Age)
      • Example: 18 years + (.09 x 200 years old) = 36
  • Limited magical abilities. All are capable of flight and glamour, which is the ability to cast an illusion over their own physical appearance to change features, hide features, or add non-existent features. They may have one or two extra magical abilities beyond these.
  • Faes have sensitive hearing and excellent eyesight.
  • All faes possess fae dust, which is a natural, shimmering dust found on their bodies and can be exuded into the air around them. Fae dust has similar properties to that of psychedelic drugs, often used by faes to render someone helpless by casting a “cloud” of happiness over their minds. Faes generally have been known to use their dust to fend off an attacker or to ensnare a mate.


Imps

  • Imps have a small, easily breakable form. They are naturally frail and small. Average height is anywhere between 4’0 feet to 5’3 feet. They have non-iridescent, opaque wings on their backs that tend to be of dark colors. They also have pointy ears.
  • Imps are natural deep forest-dwellers, preferring darkly lit places.
  • Imps raised in a natural imp community are usually mischievous and devious with a bit of a cruel streak, often using tactics that result in some form of harm to another being or creature.
  • Their average life span is from 500 to 600 years.
    • Imps have a normal aging process from birth to 18 years old. Aging slows down after that.
    • Formula: Appearance = 18 + (.09 x Actual Age)
  • Limited magical abilities. All are capable of flight. They may have one or two extra magical abilities beyond this. Most imps do not have glamour (which is the ability to cast an illusion over their own physical appearance to change features, hide features, or add non-existent features), explaining their reclusive nature. Some may be born with this ability, though.
  • Imps have sensitive hearing and excellent eyesight.
  • Unlike their fae cousins, imps do not possess a dust of any sort. Instead, imps have a liquid secretion on their skin, which has properties similar to that of narcotic drugs. When the liquid secretion is touched, it is absorbed beneath the skin and causes a loss of feeling or paralysis. Imps generally have been known to use their secretion to paralyze an attacker.




Fauns

Fauns are common. No limit on the amount of fauns in game.

  • Fauns are half-breeds of a hybrid human and goat nature. They have the head, torso, and arms of a human being joined with a goat’s lower body.
    • Do not possess magic to hide or illusion this feature.
  • Fauns have previously have been in hiding from humanity due to their incapability to blend in with humans.
  • Fauns can only reproduce with other fauns.
  • They are natural forest-dwellers with an affinity for nature.
  • A faun’s average life span is between 150 to 200 years.
  • Commonly skilled and proficient with musical instruments.
  • Enjoy various festivities, especially under the moonlight. These festivals usually include music, dancing, drinking, feasting, and games.
  • Very limited magical ability.
    • One power allowed, if they have any. Power must be nature-based.
  • Fauns have excellent hearing, but it will fade with age.




Giants

Giants are common. No limit on the amount of giants in game.

  • Giants are double the size of the average human, which is evenly proportioned throughout their bodies. Their height ranges from 10 to 15 feet. Maximum height for a giant is 15 feet, while 12 feet is the average.
  • Giants can only reproduce with other giants due to size differentiation.
  • They are natural mountain-dwellers.
  • Giants are often very crafty with stone materials and creations.
  • Their average life span is between 125 to 150 years.
  • They have no magical ability.
  • Giants have immense strength, and they are very hard to take down due to their sheer size alone.




Humans/Metahumans

Humans are common. No limit on the amount of humans in game. Metahuman limits vary, which are listed below with their respective types.

Humans

  • Humans are normal humans with no special abilities beyond the norm.
  • Humans do not have any magical or praeternatural abilities.
  • They are all susceptible to human life spans, weaknesses, strengths, etc.
  • 90% of humans are not immune to the Pandora Virus. About 10% of the human population carries immunity to the Pandora Virus.


Metahumans

  • Metahumans are humans born with innate magical abilities.
  • Metahumans are also susceptible to human life spans, weaknesses, strengths, etc.
  • Metahumans are considered both human and praeternatural. However, they are first and foremost praeternatural for their genetic difference, which allows both magic and immunity to the Pandora Virus.
  • Metahumans are susceptible to all human diseases, except for the Pandora Virus.

  • The list of metahumans and their magical abilities are as follows:
    • Alchemists: Turning objects of lesser value into a type that is of higher value by touch (their hands). Limited to minerals, such as rocks and metals, and dead plant-life like woods and non-synthetic cloths. They also can loosely bind anyone with elemental blood via a spell to do their bidding. Potential that takes time includes summoning elementals, which alchemists cannot achieve until they are at least in their thirties due to the complexity of it; the alchemical ritual requires years of studying and practicing to perfect. Alchemists must acquire all of the elements present in the human body, in sufficient amounts, to produce the human form of the elemental. Another power that is usually never achieved before death for alchemists is creating the element carmot, a dark red mineral known commonly as a key element in the “philosopher’s stone.” It cannot be naturally found in the earth, so must be made by an alchemist. Consuming the carmot mineral protects the body from disease and halts aging, prolonging life for only as long as it is daily consumed by the body. When one stops imbibing the mineral, the body begins to age naturally once more from where it left off.
      • No one in game may create carmot without having received permission from the mods.
      • Alchemists are very rare. There is a limit of 4 to 5 alchemists that can be played in the game.
    • Clairvoyants: Possess an innate ability to have in-depth general knowledge about ideas and things related to intelligence or trivial knowledge (but not personal information of people that cannot be naturally learned or is not public knowledge, such as secrets; however, a world-record would be accessible knowledge of a person) without having witnessed it or learned it themselves.
      • Clairvoyants are common. There is no limit of how many clairvoyants can be played in the game.
    • Dreamwalkers: Possess various natural abilities related to dreams. They can project themselves into the dreams of others, rendering their physical body into a unresponsive or sleeping state. They are capable of the phenomenon known as astral projection, in which they can leave their body and travel shortly within a spirit form. Also, they possess an ability to influence or alter the dreams of others while projecting themselves into the dreamers’ dreams. Dreamwalkers experience dreams as if they are real, and their physical body can be harmed in another’s dream. Through careful concentration, they may view another’s dream or experience the emotions and feelings of the dreamer without actually being in the dream and still conscious in their physical body.
      • Dreamwalkers are common. There is no limit of how many dreamwalkers can be played in the game.
    • Empaths: Possess an innate ability to read, sense, and to a greater extent even feel the emotions of others.
      • Empaths are common. There is no limit of how many empaths can be played in the game.
    • Healers: Possess a natural ability to heal minor and medium-level injuries in humans, metahumans, and animals by focusing healing energy onto the wounds through their hands.
      • Healers are common. There is no limit of how many healers can be played in the game.
    • Mages: Only have control over their specific element and that control is limited. Magically weakened by their opposing element. Earth mage controls the growth, creation, and death of plant life. Opposed by air. Air mage controls the air around self to make wind and small whirlwinds. Opposed by earth. Water mage controls water around self to make small whirlpools and waves, and can propel water through the air. Opposed by fire. Fire mage controls fire by summoning it through the hands and can propel it through the air. Opposed by water.
      • Mages are common. There is no limit of how many mages can be played in the game.
    • Mediums: Possess an innate ability to see spirits and communicate with them.
      • Mediums are common. There is no limit of how many mediums can be played in the game.
    • Necromancers: Born with an innate magic for communication with spirits and sway over death, though it requires rituals to access any of this magic and to use it. Necromancers CANNOT access/control their magic without the use of complex spells and rituals. Without spells and rituals, they are powerless. Necromancers have uncontrollable, tiny spouts of magic when they are young. They may accidentally see a spirit, be possessed by a harmless spirit, or communicate with a spirit out of their control. They will not know they are a necromancer until they dig further to find out what they are capable of performing with the aid of spells and rituals. Magic: Necromancers can help those who are dying to cross over peacefully, communicate with spirits, give voices to spirits to let them speak to others, temporarily summon the dead into a normal living form that lasts no longer than twenty-four hours, force those who have risen from death to return to death, and bring back a body from the dead with the constant effect of receiving a corrupted spirit in the body that is not the person meant to be brought back but a substitute spirit received that is a malicious spirit (because it is unnatural to try to bring back a dead body).
      • Necromancers are rare. There is a limit of 2 to 3 necromancers that can be played in the game.
    • Psychics: Possess an innate ability to know something or to have knowledge of things from the future before such things have even occurred via extrasensory perception.
      • Psychics are common. There is no limit of how many psychics can be played in the game.
    • Psychokinetics: Also known as telekinetics, those who possess PK have an innate ability to influence movement with only their mind. This ability influences matter, and energy outside the laws of physics. A person with PK has the ability to move micro and macro matter, to bend, spin, impact, or break matter, as well as cause vibrations of individual atoms within matter. PK ability varies from one person to another and depends on age and amount of training done with powers.
      • Psychokinetics are rare. There is a limit of 4 to 5 psychokinetics that can be played in the game.
    • Psychometrics: Possess an innate ability to know something personal about someone or to have past knowledge of that person by touching an object that belongs to them or an object that the person in question touched or had contact with.
      • Psychometrics are common. There is no limit of how many psychometrics can be played in the game.
    • Telepaths: The ability to transfer one’s thoughts into another’s head, to speak to someone else via thought with them being able to hear it in their head, to communicate with anyone else via thoughts, or to read other people’s thoughts.
      • Telepaths are rare. There is a limit of 5 to 6 telepaths that can be played in the game.
    • Witches/Sorcerers: A person who has the innate ability to influence the natural world, but they can only channel their magic through secondary means, such as potions, spells, and rituals. Witches and sorcerers employ many magical devices such as runes and/or sigils, herbs, amulets, mirrors, crystals, even thread. A witch or sorcerer may choose to focus their powers into one or two mediums thereby increasing the effectiveness of their magic in those areas. A witch or a sorcerer CANNOT control their magic without at least a "talisman," or an enchanted object, to guide their magic.
      • Witches and sorcerers are common. There is no limit of how many witches or sorcerers can be played in the game.




Kitsune

Kitsune are rare. A limit of 5 to 6 kitsune are allowed in game.

  • Kitsune are foxes who have achieved human-level enlightenment and have the magical ability to shift into human form.
    • They are only capable of taking on a human form by the age of 13.
  • Their natural form is their fox form, not their human form.
  • Kitsune can switch between fox form and human form at will.
    • They cannot achieve a perfect human form. Kitsune have animal traits that linger, even when they shift into a human. Common traits that stay are fox ears, fox tail, or patches of fur.
  • They cannot speak human language in animal form, but they can understand it.
  • They are only capable of reproduction outside their kind while in human form.
    • A kitsune/human child will have only a human form. Their human form will have fox characteristics on it, such as fox ears or a fox tail.
    • Female kitsune cannot shift back into their fox form while they are pregnant with the child of a non-kitsune.
  • A kitsune’s average life span from 225 to 250 years.
  • Limited magical ability. If they are a pure kitsune, they have the ability to shift into human form. All of them have illusionary magic, which they can use to alter their physical appearance or affect objects around them. With age, this illusionary magic increases to the point where they can create an illusion the size of a room.
  • Kitsune retain all of their fox abilities while in human form. They still have the same level of stamina and agility, as well as better sensory perception.




Lycanthropes

Lycanthropes are common, as well as contagious. No limit on the amount of lycanthropes in game.

  • Lycanthropy is transmitted through another werewolf’s saliva and/or blood. It must come into contact with the victim’s blood through a bite or an open wound on the victim. A scratch from a werewolf will NOT transmit lycanthropy since the virus is not present in the claws. A human who is a lycanthrope will not transmit the virus unless they are in werewolf form.
    • The virus that changes a person into a lycanthrope is a retrovirus meaning that it integrates itself into the genome of the host. This is what initiates a person infected with lycanthropy to undergo such extreme physical changes.
  • Only a living being with human DNA, who is part-human or all human, can contract the lycanthrope virus and become a lycan.
  • If a person is attacked by a werewolf they must wait until the first full moon after the attack in order to verify whether or not they have become infected with lycanthropy.
  • Average life span of a lycan is 150 to 200 years.
    • Aging slows down by approximately one-third after a person’s first shift.
    • Appearance = Age bitten + (.34 x Years as a lycanthrope)
      • Example: Age bitten = 18, Years as a lycanthrope = 20, Appearance = 18 + (.34 x 20) = 24.8 → 25
  • Shifting IS painful and consists of the breaking and realigning of bones, restructuring of musculature, growth of claws, emergence of a muzzle, and the growth of fur that covers the entire body.
    • Lycanthropes in game do not turn into full wolves. They are two-legged creatures that retain the same height as when they are humans. For example, a person who is 5’5” normally will not shift into a 6 foot-tall lycan. There will however be a slight increase in mass and weight due to increased muscle-mass.
  • Feral mind takes over while shifted, but with time the conscious mind can exert influence over that of the inner wolf. This practice takes extreme dedication and a strong will on the part of the person and occurs rarely in younger lycanthropes (2 years or younger) unless they dedicate themselves to learning that control.
  • Lycanthropes have the ability to learn to shift before the full moon, but they cannot deny shifting on the full moon.
    • Shifting before the full moon requires a great deal of concentration and energy.
    • A person must have been a lycanthrope for at least two years before they start training to shift pre-full moon (if they so choose). This training takes much time to master and often does not bear fruit for at least a year after training begins.
  • Lycanthropes, while in human form, have increased stamina, strength, and senses – taste, sight, smell, hearing, and touch – that are double that of a normal human. Possess immunity to many human diseases.
    • When shifted, their enhancements increase to four-times the amount of a normal human.
  • Silver DOES injure lycanthropes.
    • Scarring can occur with prolonged contact with silver (greater than 10 seconds)
    • Death can occur if silver is embedded in the body and not removed immediately.
    • If traces of silver remain in a wound, the lycanthrope may eventually succumb to silver poisoning.
  • Very limited magical ability. Only capable of shifting into werewolf form, not including anything else they may have gained from family lineage.
  • Lycanthropes do not always have to belong to a pack. If a lycan chooses to join or form a pack, the members of the pack do not always have to be other lycans. Pack members can consist of those that the lycan trusts, Were or otherwise.
  • Lycanthropes do have the ability to have children.
    • Female lycanthropes that become pregnant will NOT shift during the term of the pregnancy.
    • The chances of giving birth to a child that will have the lycanthropy virus will depend on the status of both parents.
      • Lycanthrope x Lycanthrope = 75% chance
      • Lycanthrope x non-Lycanthrope = 50% chance
    • Born lycanthropes will not shift while they are infants.
      • Shifting manifests at puberty if the child has contracted the virus. The retrovirus will have remained dormant until that time.
  • A child that is attacked by a lycanthrope and is less than 4 years of age will NOT survive the attack.
  • Children 5 years-old and older have a higher chance of surviving a lycanthrope attack but it is not guaranteed.
    • If the child has survived the attack they must wait until the first full moon after the attack to determine if they are a lycanthrope.
    • Children 5 and older can shift into lycans but they are like puppies and easier to control.
    • Chances of a young lycanthrope surviving on their own without an older lycan to guide them is very low.




Merpeople

Merpeople are common. No limit on the amount of merpeople in game.

  • Merpeople are half-breeds of a hybrid human and fish nature.
    • They are either freshwater born or saltwater born. They are not both.
  • Merpeople only have aquatic physical qualities when they are adequately submerged in water. Both saltwater and freshwater will change a merperson, regardless of whether they are freshwater or saltwater born. Sprinkling or raining water on them will not change their physical body. They must be submerged.
    • When they are submerged in water, their lower body from the waist to the feet develops into a long tail with fins. They also develop gills on their necks and webbed fingers.
    • When they are outside of the water, they have legs just like a human being. Their gills and webbed fingers disappear as well.
  • There dangers to freshwater and saltwater merpeople swimming or breathing in the wrong type of water.
    • Freshwater Born: Freshwater merpeople cannot tolerate swimming in saltwater. It dries them out. Breathing in saltwater through their gills for an extended period of time is dangerous enough to kill them.
    • Saltwater Born: They can tolerate swimming in freshwater just fine, but breathing in freshwater through their gills for an extended period of time is also deadly for saltwater merpeople.
  • They are natural water-dwellers.
  • Merpeople are capable of reproduction outside of their kind.
  • A merperson’s average life span is between 100 to 125 years.
  • Very limited magical ability.
    • One power allowed, if they have any. Power must be water-based, or it must be the ability to communicate with water-dwelling creatures.
  • Merpeople have increased speed, strength, and stamina while in merperson form within the water. Also have 20/20 eyesight and excellent hearing, although both will fade with age.
  • Merpeople have a weakness to dry, arid climates. Lack of moisture is dangerous for a merperson’s health.
  • They are inherently drawn to water. Even if they choose to live on land, they must periodically return to the water as they feel a “calling” for the sea.




Minotaurs

Minotaurs are rare. A limit of 6 to 8 minotaurs are allowed in game.

  • Minotaurs are half-breeds of a hybrid human and bovine (bulls/cows) nature. They have the head, torso, and arms of a human being joined with a bovine’s lower body. Males have large horns. Females do not have horns.
    • Do not possess magic to hide or illusion these features.
  • Minotaurs, like other half-human and half-beast beings, have long been in hiding from humanity due to their incapability to blend in with humans. As a result of isolation, there is an inadequate population of minotaurs. They are slowly dying out due to a limited gene pool and inbreeding, just like centaurs.
  • They can only reproduce with other minotaurs.
  • A minotaur’s average life span is between 150 to 200 years.
  • Commonly skilled in the knowledge of various combatant techniques. They are formidable opponents in battle.
  • They possess no magical ability.
  • Minotaurs have immense strength and stamina. They also have 20/20 eyesight and excellent hearing, although both will fade with age.




Muses

Muses are common. No limit on the amount of muses in game.

  • Muses inspire creative ideas as well as emotions and sensations in others.
  • A muse’s average life span is between 225 to 250 years.
    • They age at the same rate as humans from birth to puberty. After puberty, their age rate slows down. Usually, this begins around 21 years of age.
  • Limited magical abilities. They have the ability to inspire emotions, creative ideas, or sensations in others that are usually centered around a certain unifying subject. They are not capable of any other magic.
  • Muses heal three times faster than humans. Possess increased stamina, agility, and dexterity that is twice as strong as the average human’s capabilities.




Nagas

Nagas are very rare. A limit of 4 to 5 nagas are allowed in game.

  • Nagas are very large snakes who have achieved human-level enlightenment and have the magical ability to shift into human form.
    • They are only capable of shifting into human form by the age of 13.
  • Their natural form is their snake form, not their human form.
  • Naga are capable of switching between snake form and human form at will.
    • They cannot achieve a perfect human form. Naga have reptilian traits that linger, even when they shift into a human. Common traits that stay are shimmering scales on patches of their skin or on most of their skin and/or snake-like eyes.
  • They cannot speak human language in animal form, but they can understand it.
  • Naga are only capable of reproduction outside their kind while in human form.
    • A naga/human child will be born with a human form that has snake characteristics on it, such as snake eyes or scales on their skin.
    • Female naga cannot shift back into their snake form while pregnant with the child of a non-naga.
  • Their average life span is 225 to 250 years.
  • Limited magical ability. Pure nagas have the ability to shift into human form. Only one other power is allowed, if they have any more.
  • Naga retain all of their snake abilities while in human form. They still have the same level of stamina and agility, as well as better sensory perception.




Nymphs

Nymphs are common. No limit on the amount of nymphs in game.

  • Nymphs are various nature beings that are connected to either a land formation, tree, or water formation.
    • Not bound to a specific area. They are bound to a type of area. If they are river nymphs, for instance, any river will do.
  • Nymphs are natural dwellers of whatever they are connected to because they must be near it very often. They can go away for a while, but must return to it within a few days.
  • Nymphs are capable of reproducing outside of their kind.
  • Their average life span is between 300 to 400 years.
    • Nymphs have a normal aging process from birth to 18 years old. Aging slows down after that.
    • Formula: Appearance = 18 + (.13 x Actual Age)
      • Example: 18 years + (.13 x 50 years old) = 24.5 → 24
  • Limited magical abilities. Nymphs can have one or two magical powers. It must be nature-based or involved with healing, illusions, or trickery magic. Nymphs also have some control over their element and communication with their element.
  • Nymphs have excellent hearing and sight, which will fade with age.
  • Nymphs are inherently drawn to whatever they are connected to and need it for better health and energy. Even if they choose to live away from it, they must periodically return to it. If they do not, they will be weakened and often become depressed.
  • There are three types of nymphs:
    • Land Nymphs: Connected to land. Pastures, glens, meadows, mountains, etc. are their domain.
    • Wood Nymphs/Dryads: Connected to trees. Bound to a specific type of tree, but not to a single tree. Wood nymphs can also illusion themselves to look like they are a part of a tree.
    • Water Nymphs/Naiads: Connected to water. Rivers, lakes, lagoons, oceans, seas, etc. are their domain.




Orcs

Orcs are common. No limit on the amount of orcs in game.

  • Orcs are related to elves and trolls, but like trolls they branched off from the other two long ago.
  • Orcs have similar heights and builds to that of humans, though orcs are stockier and have dense muscle units that lend to their increased strength.
  • Orcs have an innate talent for hand-to-hand combat. They are also quite talented with weapons, especially axes and two-handed swords.
  • Orcs have square looking faces, broad shoulders, and greenish-grey skin. They also have tusks protruding from their mouths, but they are smaller than that of trolls.
    • Male tusks are generally larger than female tusks.
    • Tusks do not appear until puberty.
  • Female orcs are much smaller than male orcs and they have a more human like figure though they still possess a slightly squarer jaw than normal female humans.
  • Orcs do possess some nature, healing, and illusion magic.
    • Magical power is less than that of elves and is amplified through the use of totems.
    • Illusion magic is used to disguise their tusks.
    • Orcs can communicate with nature and animals.
  • Orcs are able to couple with humans.
    • Children of orc/human pairings are stronger than normal humans and usually do not have tusks or any odd skin coloring.
  • Average life span of orcs is 400 to 500 years.
    • Orcs have a normal aging process from birth to 18 years old. Aging slows down after that.
    • Formula: Appearance = 18 + (.11 x Actual Age)
      • Example: 18 years + (.11 x 100 years old) = 29




Selkies

Selkies are very rare. A limit of 4 to 5 selkies are allowed in game.

  • Selkies are seals that have achieved human-level enlightenment and have the magical ability to shift into human form.
  • Their natural form is their seal form, not their human form.
  • Selkies are capable of switching between seal form and human form by shedding their seal skin to become human and putting their selkie skin back on to return to seal form.
    • They can achieve a perfect human form.
  • They cannot speak human language in animal form, but they can understand it.
  • They are only capable of reproducing outside their kind while in human form.
    • Female selkies cannot shift back into their seal form while they are pregnant with the child of a non-selkie.
  • A selkie’s average life span is between 75 to 100 years.
  • Very limited magical ability. They can only shift into human form.
  • Selkies retain all of their seal abilities while in human form. They still have the same level of stamina and agility, as well as better sensory perception.
  • Selkies are dependant on the sea and are drawn to it. A selkie must always occasionally return to the water.
  • Nearly all selkies are saltwater born, but they are capable of swimming in both saltwater and freshwater without being harmed by the difference.




Sirens

Sirens are common. No limit on the amount of sirens in game.

  • Sirens are natural water-dwellers with a love for water and the open sea.
  • They can reproduce outside of their kind.
  • A siren’s average life span is between 100 to 125 years.
  • Very limited magical ability. Sirens only have the magical ability of entrancing song and voice. Their voice holds the power to command people to listen to them, even when they speak softly. Their singing can lure a person into a happy daze to as far as making them think they are in love. Humans are highly susceptible to their charms. Metahumans are also very susceptible. Other praeternaturals are only somewhat susceptible.
  • Sirens have increased speed, strength, and stamina when in water. Possess 20/20 eyesight and excellent hearing, although both will fade with age.
  • They are inherently drawn to water. Even if they choose to live on land, they must periodically return to the water as they feel a “calling” for the sea.




Sprites/Pixies

Sprites and pixies are common. No limit on the amount of sprites or pixies in game.

Sprites

  • Sprites are legendary creatures that are often associated with faes when in actuality they are a completely separate species.
  • Sprites are lively creatures with powers associated with the elements earth, fire, air, and water.
  • Sprites may or may not have wings and are generally small in size.
    • Average height ranges from 4’5” to 5’3”
    • Full-blooded sprites have the ability to physically alter themselves in order to interact with humans.
  • While sprites are associated with the four elements, each sprite only has one true power over their element and it must deal with nature.
    • For example, a water sprite may have the power to influence the rain.
  • Sprites can couple with humans, and children produced of this pairing will inherit the powers of the parent sprite but at half the strength.
    • Children of two different sprite parents will inherit the powers of one parent, not a hybrid of both.
  • Sprites have an average life span of 125 to 150 years.
    • Half-sprite children have a normal human life span.


Pixies

  • Pixies are the cousins to sprites. They usually have a slightly more mischievous streak when it comes to using their powers, especially when raised in a natural pixie community.
    • Their powers are also associated with the four elements, but to a lesser extent than sprites.
  • Pixies are smaller than sprites ranging in height from 4’0” to 4’5”. They have slightly pointed ears.
  • Pixies exude pixie dust which is used to confuse people and lead them astray.
  • Many pixies are kleptomaniacs if raised in a pixie environment. Pixies values include hoarding things and collecting as much as possible, and this is taught to their children, making kleptomania common.
  • They are allergic to silver but not to the extent of lycanthropes. Silver will cause a slight irritation of their skin if they come into contact with it, and if they are near it they may sneeze uncontrollably.
  • Pixies can have children with humans or other pixies.
    • A child of a human and a pixie will have half the powers of the pixie parent and may or may not be mischievous like their parent.
  • Pixies have an average life span of 125 to 150 years.




Therianthropes

Therianthropes are common. No limit on the amount of therianthropes in game.

  • Therianthropes are commonly known as “animal shapeshifters.” They are born in human form, which is their natural form.
  • Therianthropes are human, first and foremost.
  • They are capable of shifting quite young once they get the hang of it. Shifting is not painful for therianthropes.
    • They only shift at will. They cannot shift on the full moon by force like lycanthropes.
  • Therinathropes cannot “turn” others into shapeshifters. A bite from a therianthrope will not transfer a virus as it will with lycanthropes. Therianthropes have inherited genes, not a viral condition.
  • They can only take the shape of one animal.
  • While in their animal form, they retain all of their human thoughts and reasoning abilities. They do not “become” the animal in a mental sense. They merely look just like the animal in physical form.
  • They cannot speak human language in animal form.
  • A therianthrope’s average life span is between 75 to 100 years.
  • Very limited magical ability. Their only ability is shapeshifting into their animal form.
  • Therianthropes gain all of the animal’s better abilities while in animal form. They have no special strengths in human form.
  • While therianthropes are common, the genes are not always inherited. Normal humans can be born of a therianthrope parent or parents.




Trolls

Trolls are common. No limit on the amount of trolls in game.

  • Trolls are loosely related to elves having branched off long ago.
  • Trolls have elven-like ears and tusks that protrude from their mouths. Their skin also possesses a slightly green tint to it.
    • Males tusks are much larger than female tusks.
  • They range in height from 5’5” to 5’9” for females, and 5’5” to 5’10” for males.
  • Trolls are stronger than elves and have extremely toned physiques.
    • Because of this trolls are natural warriors and are skilled in the use of one-handed and two-handed swords.
  • Trolls have excellent hearing and night vision.
  • Trolls are sensitive to daylight but not to the same extent as vampires.
  • Trolls have the ability to communicate with animals and have some nature magic which is amplified through the use of totems. They also have minor illusion magic that allows them to disguise their tusks and ears. This magic cannot hide their skin tone.
  • Trolls can have children with a human.
    • Human/troll hybrids have increased strength and stamina and may possess some small traces of illusion and nature magic.
  • The average life span for a troll is 400 to 500 years.
    • Trolls have a normal aging process from birth to 18 years old. Aging slows down after that.
    • Formula: Appearance = 18 + (.11 x Actual Age)
      • Example: 18 years + (.11 x 100 years old) = 29




Vampires

Vampires are common, as well as contagious. No limit on the amount of vampires in game.

  • Vampires are living beings infected with a virus.
  • They require blood for sustenance because their bodies cannot produce hemoglobin, and they need to constantly replenish their own blood. They can drink any kind of blood for survival, including humans, animals, and other praeternaturals. Blood should be consumed daily for vampires. It is their food source and life force, and they must consume it as much as any other living thing consumes food. Vampires can starve to death if they are deprived of blood for any time longer than two to four weeks.
    • Do not have to kill in order to feed. Most choose to drink to the point of unconsciousness and no more.
  • Vampires possess fangs. Their canine teeth are elongated and sharp. These fangs are not retractable and are visible at all times.
  • Their skin is cool or cold to the touch due to a lowered body temperature. The only exception to this rule is after they have consumed fresh, warm blood, which makes their flesh very warm for an hour or so.
  • A vampire’s average life span is between 900 to 1,200 years.
  • Vampires age slower than humans.
    • Use the following formula to determine appearance in relation to age.
      • Appearance = Age turned + (.03 x Years as a vampire)
      • Example: Age turned = 20, Years as a vampire = 225, Appearance = 20 + (.03x225) = 26.75 → 27
  • Limited magic abilities. They would keep any magical abilities they had before they were turned. Vampires also inherit an ability to distract or distort the minds of victims from feeling their bite or realizing they have been bitten, which is manipulated through their voice when in close proximity to a person's ear, but this is not an immediate gift and takes a few years to learn.
  • Incapable of sexual reproduction as they are infertile.
  • The vampiric virus is transmitted through direct contact between a bodily fluid containing the virus with an uninfected bloodstream, bodily orifice, or open wound of another person. Small doses do not guarantee an infection.
    • Commonly, vampires willingly feed their blood to those they wish to “turn” into a vampire. This is usually a fool-proof method, for they give enough blood to ensure transmission of the virus. Vampires tend to drain their victims enough to sufficiently weaken them, as this makes sure they will not vomit the vampire’s blood back up as they drink it.
    • Another less common method of infection is unprotected intercourse with a vampire.
    • Any heavy exposure to a vampiric bodily fluid is dangerous and risks infection.
  • Only a living being with human DNA, who is part-human or all human, can contract the vampiric virus and become a vampire.
  • “Turning” is a very painful process that lasts between 48 to 72 hours. The body grows much weaker as the virus begins to attack their system, causing immense physical pain. The person will be tremendously sick while the virus continues to spread throughout their body. Eventually, the virus bonds with the host and works for it instead of against it, transforming the host on cellular structure.
    • Children below the age of twelve and elderly people may be infected, but they only have a 10% chance of survival during the turning process.
  • Vampires have increased strength, agility, and stamina that is triple that of a human. Immunity from all human diseases. Increased sensory perception for hearing, sight, taste, smell, and sense of touch that is triple that of humans.
    • With increased age, their ability to taste normal foods and beverages decreases because their required food source is blood. This is why younger vampires indulge in human foods and beverages and older vampires tend to avoid them.
  • Vampires possess a hypersensitivity to UV light. Exposure to sunlight is very deadly as it can damage the skin with sunburns and skin malignances that vampires have no means of naturally repairing. Vampires are severely allergic to all blood thinners, including garlic.
  • Vampires have a strong craving for blood, commonly referred to simply as “thirst” or “bloodlust.” It is controllable as long as a vampire drinks blood daily. If vampires ever skip drinking blood for a day or more, they will experience a craving for blood much like how a drug addict experiences a craving for an addiction.


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