Species

Aug 27, 2014 13:49



~HUMANS~

Humans are as humans are. Vulnerable to all forms of end, humans also have a very limited life range, as maximum is one hundred years, but that is even counting a few blessings and wishing for miracles. They are the blood source for vampires and chow for werewolves. As they have done a lot to destroy the world, pollution wise, they have done a lot to benefit it as well in regards to saving lives, creating simpler methods of communication and survival. Humans can be changed to almost any species, and some although may not be on will, can be altered upon them by curse or spell.

STRENGTHS of a human are:
~ intelligence when practiced.
~ are truly in-depth with emotions.
~ understand love.

WEAKNESSES of a human are:
~ disease.
~ do not live very long.
~ are not very strong or quick.

FORMS of a human are:
~ civilian.
~ fang banger.
~ hunter.

Civilians are just the traditional sort of human. Naive from life until it was directly pointed in the face with facts, civilians retain their daily jobs and lives and tend to keep themselves on a regular routine. Nothing is peculiar about them in a supernatural sense. Some are fine with vampires, and whatever other creatures are coming out of hiding, while others are hell bent on them being destroyed.

Fang banger is basically a human who sells themselves to vampires by means of blood for money. Some fang bangers also do bang the vampires they associate with, and even any human who seems to affiliate themselves in that manner to vampires is deemed a fang banger. It's usually a cruel title given by humans who dislike the supernatural race.

Hunters often have bad experiences with a supernatural and are now hell bent on getting them out of this world by force. Hunters have a passion for seeking out supernaturals with the intention to kill them by any means possible, and often have a variety of weapons ready to do so. Some hunters never had a bad experience themselves, but have been influenced by a friend or family member and often do not know very well what to do when confronted with the real thing.

Vampire blood or 'V', is intoxicating to human beings and werewolves, causing highs, hallucinations, arousal, increased libido and physical strength as well as healing properties. V is one of the most powerful "drugs" on the illegal market and addiction is highly common. Humans who drink from vampires will begin to have strange dreams (mostly sexual) about the vampire from whom they drank. The withdrawal symptoms may be very hard to go through, much like those of heroin. In this universe, it is very illegal to consume V or to sell it. However, many people do sell V. V is an incredibly expensive drug, and addicts go to terrible extremes to get it. Not all V is taken by force, however. Some vampires would willingly trade their blood for sex.



~VAMPIRES~
Creatures Of The Night

Vampires were carved from the hunger and addiction to the thrill of pain. Originally they were able to cloak themselves in the surrounding crowds; walking in daylight without an issue, or even significant burn. They were simply mortals who fed off the blood of other mortals, almost like a virus. Vampires soon became undead creatures, frozen in the clutches of time. No longer aging like the rest, vampires became vastly stronger, faster, stealthier and more agile than humans, with enhanced sight and hearing.

Over the millennia though, their genetic makeup had changed and when exposed to the sunlight, vampires will burn entirely and succumb to nothing but ash. An older vampire may take a while to actually turn to ash, but they will still burn and if they are saved, it will take them up to four nights to recover from the wounds of the burns along with draining at least five humans. The more severe the injury, the more blood they would need to heal completely. After an injury, they would have to rest someplace completely dark for at least 12 hours before they would be back at full strength.

Vampires look very much like the average human being but for being slightly paler. After they feed, they regain regular color and feel warm to the touch so they can be very hard to distinguish from humans. They can also retract their fangs as they wish, although for newborns it's instinctive when they are hungry or horny and controlling is pretty difficult. Vampires lack a heartbeat, brainwaves, electrical impulses, need to breathe, and other basic bodily functions. They cannot lose or gain weight, or change their body in any way. Vampires can grow hair, cut their hair and shave. Vampires have anatomically different tear ducts from humans, as they expel blood, not tears.

They can consume human food, however it has no nutritional value; red meat is found to be toxic to their systems due to the dead animal blood, causing nausea and a weakened state. While they can drink alcohol, it has no intoxicating effect on their system. Vampires can experience joy in smoking cigars and cigarettes. Vampires do not have to sleep in coffins, they just have to sleep somewhere where the sun can't get them. Security is also crucial because once a vampire is out for the day, there's no waking them. They're left completely vulnerable. Vampires cannot reproduce. Some tend to live in covens with other vampires, although this causes them to become more irrational, reckless and thrill for the kill. Vampires do not possess a bat form. Garlic, crosses and holy water have no effect on them whatsoever.

Vampires can glamour people (which means temporarily gaining control of a human or witch's mind to charm their victim into either submission, or wipe their memory clean). They have to maintain eye contact for it to work. They are only able to enter a home once invited inside and the invitation can be withdrawn at any time. This does not work with public places like restaurants, even if the owner says they are unwelcome.

If a vampire and a human share blood with each other, it will form a blood bond, linking the pair's psyches. Vampires can also claim a human they believe need protecting or care about. The vampire identifies the human as "theirs", and this claim prevents other vampires from feeding on or having sex with the human. A vampire and human can also share a blood bond, in which the human drinks the blood of the vampire. That human cannot be claimed by multiple vampires at the same time.

To become a vampire, you have to be bitten by one. Vampires are made, not born. Only a human (yes, this includes witches) can become vampires. They have to be fed some of the vampire's blood, which to humans is rather delicious and an incredible drug, and then drained almost to the point of death. Once they have drank enough, the sire will pull away and an unbearable amount of pain will wash over the fledgling, bringing them to almost insanity for that moment. Their entire body will feel on fire as their organs begin to shut down and freeze, and once they pass out the sire will have to place them within the ground. Sometimes the maker will join them to make sure they are alright, but other times they will not. They will lay in a comatose state until the midnight hour the following night and then they will arise as a newborn vampire, incredibly hungry and very quick to annoy and enrage. Their abilities are pretty out of control and they need a lot of guidance. As they grow older their abilities enhance and grow more stronger, blood cravings are not as intense and glamouring someone is easier.

STRENGTHS of a vampire are:
- Incredibly fast healing rate.
- Can 'glamor' anyone other than their own species, faeries and sirens. Also can erase their memory.
- Vampire blood helps humans heal faster and causes their sex drive to increase vastly.
- No need for proper food.
- Some vampires can fly.
- Superior to mortals in both power and [usually] intelligence from long age.
- Cannot die by regular weapons.
- Faerie blood can allow them to walk in the sunlight for up to 24 hours.

WEAKNESSES of a vampire are:
- Sunlight.
- Only allowed into a human/faerie/witch/shifter home if invited.
- Giving someone enough of their blood can allow them to track them and know if they are in danger; feel their emotions.
- Wooden stakes or bullets.
- Decapitation then burning the body.
- Silver.
- Lack of feeding causes them to become weak overtime, and cannot heal properly.
- If they do not sleep during the daytime they will get the bleeds, meaning they will bleed from eyes, ears, mouth, nose, etc. This causes them to get extremely weak for it's a loss of blood in-taken.

A werewolf bite is fatal to a vampire just like a vampire bite is fatal to a werewolf. There is no known cure of this kind of thing. If you're bitten, you're done. It will hurt like hell and it will feel like every nerve in your body was set on fire. The bite will burn through their body, weakening them further and further until they eventually fall into a comatose state and die. Death will be a welcome thing after suffering like that, though. There are also the traditional methods of killing them: beheading, burning them, stake to the heart.

Vampires can eat human food but it doesn't give them anything that they need to survive. They can't survive off any kind of blood, It has to be human blood. Animal blood doesn't have the same nutrients that a vampire would need to survive. And no, a vampire doesn't have to drain a human to have fed enough. They can take a little bit from one person and move onto another if they think that they need to feed more. They can live off blood bags from the hospital. They don't have to feed live but most choose to. Plus, having a bunch of bodies pile up would just draw too much unwanted attention. Vampires can develop control around blood, but if they have gone a long while without feeding, tasting it once causes them to go into a frenzy or is at least very, very hard to back away from. This makes them highly dangerous.

The vampire society has strict rules in place. Killing another vampire, feeding off of another vampire's human, using vampire blood other than for procreation, such as selling it, is blasphemy. Makers are also responsible for the actions of their progenies. Punishments vary from fang removal to a number of years in a coffin encased with silver to True Death (stake through the heart).



WEREWOLVES
Children Of The Moon

Werewolves live just like how a human would, but tend to be able to eat larger portions of food and crave meat; finding a werewolf who hates vegetables shouldn't be surprising. Like Vampires, their abilities are enhanced physically and they are insanely strong creatures. Werewolves age a lot slower than humans do, but are not 'immortal' like Vampires. To a werewolf, once they turn fifty, they would still look and feel about thirty. So technically they age just twenty years slower than humans do. For a young werewolf their first shifts are some of the most painful experiences anyone could possibly endure. Even when older, werewolves always feel the pain when shifting, but they get used to it with strength and perseverance. While a werewolf is in wolf form, whether they're bitten or born, they lose their human mind. Their wolf completely takes over and they're all wolf. They can recognize members of their own pack by scent. Their senses are heightened in wolf form so that they see clearer, hear better, can move faster and are more agile.

Vampire blood to a werewolf provides them with enhanced strength and stamina, proving them to be incredibly hard to destroy. However, it is considered a taboo among the werewolf society to ingest the vampire blood, as most consider it to be tainted. Some ancient vampires use werewolves as guards or slaves, and provide them with their blood as a drug in order to keep them in line.

Wolfsbane can weaken a werewolf severely, especially if ingested but it would take a lot of it to kill them. They would also need to have prolonged exposure to it for it to kill them. Iron can also weaken a werewolf. If they are shot with an iron pellet, they could possibly die from it if it isn't removed within a couple of hours of getting shot. The only sure way to kill a werewolf is a silver bullet to the heart or getting stabbed in the heart by a silver knife or dagger.

To become a werewolf is torture, just like becoming a Vampire. The bite releases a certain type of poison that somehow triggers a chemical transition within the body. Someone who is bitten by a werewolf would have the same symptoms that one would have if they were suffering from pneumonia. They would be extremely weak, have a very high fever, they would sweat heavily and have the chills. Walking or moving at all would be very hard. These symptoms would persist until the first full moon after the bite. On that first full moon, they would have their first shift. Most bitten werewolves tend to go insane entirely from the unbearable pain, because a wolf instinct enters their mind suddenly, all these cravings and emotions and plus the change from human body to werewolf just breaks them mentally. Most werewolves who are bitten are just rogues and tend to perish from their insanity, but if they manage to hold through and adjust, they could be accepted into a pack.

Werewolves can take pain from other werewolves and humans via touch but its a very dangerous thing depending on the severity of what they are pulling the pain from, it looks they are pulling/leeching the pain into themselves it looks like healing example it weakens the werewolf leaving them feeling drained and exhausted.

Werewolves' eyes shift color when under stress. With practice to remain calm, they can prevent this giveaway. However, it is an uncontrollable reaction when in the presence of silver or wolfsbane or if the werewolf is injured. When in human form, werewolves can still extend their 'fangs' and claws at will. Their claws are strong enough to assist them in climbing walls, tearing through doors, etc. They also have high body temperatures that feel a bit like a fever to a human being.

STRENGTHS of a werewolf are:
- 2x faster healing rate than mortals.
- Superior to mortals in strength, especially when in wolf form.
- Have an incredible sense of smell; the best trackers of all of the species.
- Cannot die easily.
- Age twenty years slower than humans.

WEAKNESSES of a werewolf are:
- Silver is harmful to werewolves, making them incredibly dizzy, sick and weak.
- Can be harmed like humans, although they heal a lot quicker, it still takes them about a day to heal the wound; also depends on severity.
- Transformation into a werewolf can be a lengthy process unless they are older and more experienced. This leaves them at a vulnerable state and can be attacked.

FORMS of a werewolf are:
- Born.
- Bitten.

Born werewolves tend to have a knowledge of who they are and are taught at an early age of their history, development, abilities, etc. They are born into a pack. They cannot shift into a wolf until puberty. Usually some form of celebration is in order the first time they are shifting. They have to practice to learn control but it's easier for them than it is for a bitten wolf.To create a born werewolf, two born werewolves have to mate. If a born werewolf tries to mate with a bitten werewolf, there is a 35% chance that the baby could be human. Many born wolves believe that mating with bitten wolves will taint their pure bloodline so a lot of them won't even go there. Werewolves are born in human form. Born wolves can live up to 400 years while bitten wolves can't live beyond 250.

Bitten werewolves are tricky to make, and when they are made it's hard to keep them stable. They are not born into a pack since they are humans originally, unless they had been with a werewolf and that is why they are changing, then they will be accepted into the pack upon successful change. They tend to be more reckless and wild. They need a lot of guidance and help, and can be looked down upon by most werewolves since they are not 'pure'. Bitten wolves have to be taught control and it takes them decades to master it. Bitten wolves have shorter lifespans than born wolves. Bitten wolves can only fully transition during the full moon. After a bitten wolf learns control, they can make their claws grow, shift their eyes into their wolf form, and make their fangs grow.

When it comes to mating, some werewolves imprint while others choose their mate on their own. When bonded, the werewolf will know their mate by the scent. This individual will be intoxicating to them, and they'll experience an overpowering emotion of possession and the need to protect them even at the cost of their own life. When most meet their mates, even for the very first time, they have sex without much delay. It's an instinctive urge to claim what you know is yours, and around them they feel at their best: they feel whole. No other person can take their place, and if their mate dies, that weight of emptiness will be so heavy to bear that usually they will succumb to suicide or insanity. Werewolves can mate with their own species, faeries or humans/witches. A vampire and a wolf can never be truly mated; however, they can interact sexually, have relationships, etc.

Werewolves are pack animals. They're very territorial and claim their own land in town, usually isolated and near or in the woods somewhere. Many wolves do not trust anyone outside of their pack and can be rather hostile to newcomers. Like wild wolf packs, werewolves have a pack hierarchy to help maintain order. Werewolves naturally feel an extreme loyalty to their pack and treat it like family.

Alpha: this is the pack leader and figure head; usually a very dominant, bold and charismatic personality. There are only two ways to becoming an alpha of a pack, its passed on to you or you take it (example; by killing the alpha).
Beta: Brian Haner Jr. the Alpha's second-in-command; if the Alpha has to leave the territory, the Beta takes over.
Gamma: Gabriel Zen. the pack's head medic. These wolves are essential to maintaining the health of a wolf pack.
Delta: the pack's head teacher of all newly bitten werewolves. New wolves have to learn how to contain their temperamental fits and blood lust so they do not become a potential threat to the secrecy of the pack.
Epsilon: Matt Sanders. the pack warriors, whose main responsibility is to protect the pack and keep watch for danger. These wolves worked hard to earn their rank. (unlimited number)
Zeta: pack members who have established themselves as loyal, reputable individuals, and whose main duty is to teach other packmates how to use their gift. (unlimited number)
Iota: a pack member with seniority over Kappas due to experience or proven loyalty. (unlimited number)
Kappa: a regular member of the pack. (unlimited number)
Omega: the lowest ranking member; this individual must have done something to incur the pack's disdain. They're forced to eat last at meals, and many of the other werewolves will take out their frustrations on the omega.

Hidden Creek is also home to Rogue/Lone wolves, that have either chosen a pack free life or are still in search of the right pack to call their own.

THE STREET WOLVES CREW

The Street Wolves Crew is not only a pack of werewolves, they are an outlaw motorcycle club. Any able bodied werewolf who can ride is free to join if they can prove their wolf. The majority of the members work running guns. The Crew also have some people working for them under wraps in the police force.

All members wear a leather vest containing patches on them. The back is emblazoned with a top rocker reading 'Street Wolves Crew' over a full moon with the silhouette of a howling wolf with a bottom rocker reading 'Coquille county'. Prospect members simply have the bottom rocker reading 'Prospect'. The rest of the patches are customized to the wearer though officers wear their titles on the left chest of their cut.

The Crew takes in new werewolves to their club and teach them how to fight, control their anger and urges, and educate them of the history of the lycanthrope. The werewolves that join them work for the same cause; a balance in power and to stop other species from destroying the territory, or possibly even the world. Their club member never turns a human into a werewolf unless asked. It is always by choice. The Crew members abide by the rules of trying to steer clear of killing humans (though sometimes accidents happen, especially with newly turned wolves). They travel and live together in a pack, rarely alone. Lone wolves, the Omegas/Rogues, are considered to be outcasts and are stripped off their patches.

The Street Wolves Crew runs their operations from their clubhouse, Howl, and also owns a couple of other businesses in the area.

HIERARCHY:
• President/Alpha:
• Vice President/Sub-Alpha:
• Secretary/Treasurer:
• Sergeant-at-Arms/Beta: Brian Haner Jr.

• Members: Gabriel Zen, Matt Sanders
• Prospects:
• Hang Arounds:

The club does not discriminate against sex or race though members are required to be werewolves. Hang arounds can be human as well.



~WARLOCKS/WITCHES~

A witch or warlock is a human with the power to effect changes in the reality by magical means ("Witchcraft"). A witch is a female, and a warlock is a male. In Hidden Creek, these people are sacred and revered. Without the witch population, this peaceful place would have no protection. The origin of witchcraft remains a mystery, however magic has existed longer than vampires, and dates back to the beginning of the Earth itself. Since then, witches have existed for many centuries, passing down their knowledge and skills through generations of family lines. These witches will be more powerful than someone who just decides to study magic and starts doing spells. If you saw a witch, chances are you would not even know you were looking at one, as they are everyday regular people who simply practice the art of witchcraft. They can be killed the same way as human beings but it can be more difficult and they won't go down without one hell of a fight.

Some witches can be born with natural adherence to magic, and have it in their blood, while others practice it until changes occur and they develop skill. It is possible for someone who is born with the magic in their bloodline to have a supernatural ability. A normal human who just starts doing magic can't have an ability. A born witch may only have one ability. The abilities that will be accepted in this game are:
Power Detection: The Power to sense the presence of supernatural powers within others.
Aura Reading: They can perceive auras, normally invisible fields of energy that surround every living thing, this can be used to sense emotions, health, power levels, or the targets moral alignment.
Death Sense: The user is capable of sensing the coming of death, able to determine when someone is dead or dying or if others have died in a specific location. At times, this extends to seeing the names and lifespans of those who's faces the user sees.
Ecological Empathy: The user can sense the overall well-being and conditions of their immediate environment and natural setting stemming from a psychic sensitivity to nature, including all biomes (forests, deserts, tundras, wetlands, mountains, etc). A tree naturally falling or predator catching their prey in a near by forest would be felt by the user, leaving them feeling calmly relieved. Unnaturally, would leave the user sickened. Can detect natural changes as well (raise in temperature, humidity, etc).
Psychic Navigation: The user can create a mental map of an area to prevent getting lost or quickly reach the exit.
Enhanced Memory: Users can remember great volumes of information, in greater detail and for much longer than the average human, they can read books, listen to song lyrics, encounter people or experience events and recall a vast deal of the details of their experience. In addition, it takes less effort to recall the information they encounter, and they can remember it for longer without having to strain.
Empathy: The user can fully interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. Some users may learn to read emotional imprints left into environment or objects.
Mediumship: Power to perceive and communicate with spirits and those who are in the afterlife.
Precognition: Power to perceive future events before they happen.
Retrocognition: The user can discern the past and past events using various means, usually entering a trance while seeing and hearing a noted past event, whether it be concerning themselves or of an unfamiliar lineage in a past occurrence.
Plant Manipulation: Users can create, shape and manipulate plants, including wood, vines, plants, moss, and parts of the plants, such as leaves, seeds, fruits and flowers. The user can cause plants grow, move/attack or even rise from the soil and "walk", mutate plants by rearranging DNA structure, and revive withered or dead plants.
Element Manipulation: The power to control and manipulate the elements of air, earth, fire and water.
Animal Manipulation: The power to influence animal behavior.

With years of practice and training, witches may develop other powers that include:
Astral Projection: The power to project the astral body from outside of the physical body in order to travel from one location to another.
Levitation: The power to float or rise the physical body within midair through mental influence. Longevity: The power to live hundreds (possibly thousands) of years while maintaining a beautiful and youthful appearance (involves murder).
Mind Control: The power to control and manipulate the behavior and thoughts of another living creature.

What every good witch knows is that everything in the universe must balance accordingly. If you manipulate your abilities to make a bonfire, then there is more than a good chance that you'll be caught out in a rain storm.

Witches have the ability to drain vampires and werewolves of their abilities within a matter of moments - leaving them in a weakened, fatigued state. However, witches cannot kill a vampire or a werewolf with just the use of magic.

Witches are also only strongest when in a coven, and a truly powerful coven once before had dabbled in necromancy and managed to sway enough Vampire's in the vicinity to bring them to the sun. They are very hell-bent on keeping to the book in terms of rules. Once you become a part of the coven, established through a blood pact, you cannot remove yourself easily. Betrayal to a coven also leads to execution being the old fashion, which is burning at the stake.

STRENGTHS of a witch are:
- Create strong potions for various things, be it love, lust, or luck.
- Communicate with the dead.
- Can control certain people by use of a voodoo doll (obviously no godmodding).

WEAKNESSES of a witch are:
- Mortality, for even though they have power, they are still susceptible to all human manners of death and disease.
- Can cause the spell the back lash and be aimed at themselves, which can be very dangerous and harmful, especially if it is a hex or curse.
- Whatever a witch sends out, spiritually or magically, comes back to them ten-fold. Using dark magic will make them very sick and weak and may even kill them.

FORMS of a witch are:
- Blessed Witch.
- Malevolent Witch.

Blessed Witches are light hearted and tend not to dabble with corrupt covens. They use their magic for good use, be it healing or discovery.

Malevolent Witches are dark hearted and gathered their power from practice. These witches are the one's who truly stick to the code and do as they please when it comes to magic; uncaring if they harm someone for their benefit or not. They tend to seclude themselves from the town. They are the only members of the witch population that are shunned and avoided.

Magic can often be split into black and white, though depending on the situation, may also be neutral.

Black Magic (or Dark Magic) is a form of sorcery that draws on malevolent energy, and may be used for negative purposes (e.g. to cause destruction or misfortune, to injure or kill, or for the profit of oneself rather than for the benefit of others.) In popular usage, the term "black magic" is often used to describe any form of sorcery that is used negatively.

White Magic (or Bright Magic) is a form of sorcery that draws on benevolent powers, and may be used for positive purposes that deliberately causes help in some way (e.g. to cure or protect, to improve or restore, or for the benefit of others rather than for the profit of oneself.) In popular usage, the term "white magic" is often used to describe any form of sorcery that is used positively. (Note: White magic is commonly practiced by benevolent witches, or Wiccans, who receive their power from nature.)

Resurrection of the dead isn't possible. Not even the strongest and most powerful witches would be capable of it.

In order to cast a spell on another character, you must get approval from them. They can't just run around erasing everyone's memory or making someone fall in love.

code available at quibblercons....
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