Accepted Races and their Information
Vampires Werecreatures Ghosts Demons Fey Nature and Other Spirits Magic Users Humans VAMPIRES
Nearly every culture has a tale of a dead creature that sucks the very blood from the veins of the living. Never were they more numerous than in Eastern Europe, though if the populace knew how far the vampiric curse had spread since then, they would lock themselves up in their homes.
Contrary to popular belief, it's not necessary for a vampire to completely drain their prey to get the blood they need, and if they're careful and choose a number of targets, their prey probably won't experience more than a slight bout of dizziness. For most humans who are bitten without being killed, the bite marks heal quickly, being completely gone after a week. This helps greatly to keep the vampire from being discovered in most cases. A vampire can survive on about two pints of blood each week, though of course some vampires feed far more often than this. The more well-fed a vampire is, the more powerful they are, and some feel no sympathy at all for the human cattle.
For another vampire to be made, the victim must first be drained of blood, and then fed back some of the vampire's blood. The change does not occur right away; most new vampires remain in a coma-like state for a few days afterwards, making it necessary for the 'parent' vampire to keep them somewhere safe. Afterwards, new vampires wake with a terrible thirst that the 'parent' vampire also typically aids them with. Because of this, it is customary for a fledgling to remain with their 'parent' for a time, in order to learn all the secrets of being a vampire.
When it comes to abilities, vampires are much stronger and faster than humans. This partially depends on age, as older vampires are overall more powerful than the younger ones, though even a fledgling vampire could dent metal with a single punch. Vampires also have a regenerative ability, whose power is relative in strength to the amount of blood they consume--That is, the more blood they drink, the faster they recover.--but they cannot regain limbs. Other abilities a vampire has naturally are that they can easily tell the difference between a vampire and other creatures by merely looking at them, as well as the ability to captivate a human with their gaze. The latter only applies to vampires of at least two-hundred years, and usually only works on the weak-willed who are not distracted.
For all their strengths, vampires have a few very troublesome weaknesses. The most well-known is that of direct sunlight, which can cause a vampire to burst into flames. Other kinds of light are not nearly as destructive, but can cause burns that take a long time to heal, even with the aid of blood. Fire itself is also an effective way to destroy a vampire, as well as holy symbols wielded by a true believer, regardless of what religion it may be, and they cannot step upon consecrated ground, such as a church or temple. Vampires also do not cast a reflection in a mirror, nor can they enter a private residence without first being invited inside. Finally, the most common way to kill a vampire is a wooden stake to the heart or beheading, though vampires are often shrewed enough to avoid such dangers.
WERECREATURES
Werecreatures are a very unique species, one that possesses so many different subspecies they are as diverse as the human race, if not more so. They are essentially beings that can shift from human to animal and a strange in-between beast-like form due to a curse. They can be created by being born to a were bloodline or be bitten by a were that is in their "beast" form. The types of animals are limited to predators, such as wolves or felines. Shifting occurs during full moons, or more common with newer weres, when they are experiencing an intense emotion. The will to shift can be honed over time.
Werecreatures can be born from other werecreatures naturally, or they can be humans who were turned. Turning a human into a werecreature is a fairly simply process which consists of a werecreature in its beast-like form biting the human. The bite can be placed anywhere on the body but the neck and shoulder areas seem to be preferred. After they are turned it is highly recommended that the new werecreature stay with the one who turned them for some time as it is difficult to adjust to life as a werecreature. The first couple of full moons are extremely painful experiences and it is best if they are near pack mates for this time. It isn't uncommon for a turned werecreature to join the pack of the one who turned them either.
The forms include the usual human structure, in which it is impossible to identify them as a were without the proper magic to do so, even if there is something "animalistic" about them; however due to species they may possess some "strange" hair colorations (such as were-snow leopards having white fur and hair, others having perhaps traces of spots or stripes).
Their other form is their "patron" animal: although slightly larger, smarter, and stronger than a typical member of that particular species, it is hard to identify these as anything other than normal as well.
The most unusual, intimidating, and dangerous form is their beast-like form: its base is a heavily muscled and tall (about six foot and above) human's body, covered in fur or scales or whatever to match the species, with heads, tails, claws, paw-pads, and sometimes legs of the animal rather than human. Speech is possible in this form, although not in their patron-animal form, and is considerably more gruff than a human's voice.
All weres have a good sense of the world around them, no matter what form they are in. Their senses of sight and smell are considerably stronger than a human's and even that of a typical animal, and they also are able to sense things in others, such as fear or other strong emotions. Additionally, weres are able to regenerate marred skin in a matter of hours and have an incredibly high tolerance for pain.
However, for all their strengths, weres have some very detrimental weaknesses. While they can heal faster than a human or a regular animal, wounds granted from other weres or ones caused by contact with silver regenerate much slower, at about the same rate as a human would. Another weakness is the plant "Aconitum," also known as "Wolfsbane."
It is a flowering plant, with small blossoms of various colors and thorned stems, and it causes were-creatures great irritation. Once a were-creature is in smelling-range of the plant, their eyes will begin to water and they will start coughing and sneezing, similar to an allergic reaction to ragweed. If they are physically exposed to it, such as on their skin, they can become poisoned and will exhibit sluggishness and fever-like symptoms, as well as a drastic weakening in their sense of smell. Even more drastically, if a were-creature was to consume any amount of Wolfsbane, they would be severely poisoned and would eventually die. There is no cure for the effects of Wolfsbane, and if a were-creature was to become ill from it, the best course of action they could take would be to simply rest and wait the sickness out. However, given the circumstances of the city, that is a luxury many were-creatures do not have.
Finally, the greatest weakness is silver. Were-creatures are deathly allergic to the metal and even the slightest contact with it causes severe burning. They avoid it like the plague, making finding out if a were-creature is nearby relatively easy. Being attacked by a silver-made weapon, such as a blade, without given time to heal, will cause permanent scarring. Being shot with a silver bullet is the easiest way to kill a were-creature, as they will usually die within minutes of being shot.
GHOSTS
Ghosts are the spirits of the dead who have a strong enough tie to life and this world that they cannot leave it. Their ties to this world are wrought through anger and despair; and as a result most ghosts have resulted from violent deaths or murders. They can be tied to a place or an object or, very rarely, another human being. They are here with a purpose, a reason, and cannot move on until they accomplish their goals - no matter how hard it may be for these goals to be completed. There have been many ghosts unable to move on because their sole reason for remaining was to change an event that happened in the past.
Most ghosts appear as they did when they died, including whatever wounds they had or what blood they might have been covered in. Depending on how damaged the ghost's body was at the time, this appearance can be extremely horrific. Ghosts may appear to be solid, or as translucent as they wish. In addition, some ghosts have touches that are clearly otherworldly, cold and clammy, and glowing eyes or a glowing aura are fairly common. They can choose to suppress this as they wish.
Their powers mostly have to do with interacting with the living, though often in ways that the living does not appreciate. Ghosts have no physical body, and can choose whether or not they can be seen by members of the living community. They can possess objects with ease, and living animals with little problem as well. Humans and other races are a different story. They must be weak-minded to be possessed, or caught off guard (they may be injured, or frightened) for a ghost to possess them. A ghost also has the ability to cause false auditory, visual, and olfactory input, using them to confuse and frighten the living. Many stronger ghosts can also lift small objects, typically to throw.
Getting rid of a ghost can be complicated. Destroying the object that they are currently haunting or calling an exorcist in to get them free from a body would work, provided the ghost doesn't escape into a new host or object shortly afterwards. The best way to get rid of them is to help them fulfill their purpose for remaining in this world. Then the ghost can move on in peace.
DEMONS
Demons are creatures of hell who seek to come up to the human world in order to gain power. They gain power from negative energy that comes from various sources on Earth, but one of the more common ones is humans. Lesser demons come into our world but must make themselves a physical form to interact with other members of it. Typically these are constructed from any loose material they can find such as sand, water, and dust. Higher demons have their own forms, usually monstrous looking creatures of all sizes and types, and they have enough power to solidify them on the human plane. All demons need special items to conceal their demonic nature and give them a human appearance. These objects can be anything, though jewelry seems to be a common choice, and must be on the demon at all times or they risk exposure. These objects also limit the powers of any demon using them, making them much weaker than they would be in their natural forms.
Demons are more durable than humans, stronger, and also much faster than they are. The wounds they gain heal at a rate much faster than that of a human and due to their durable nature and they can regenerate limbs if given enough time and if they have enough power. Lesser demons have powers consistent with whatever they might be made of, like a demon made of water would have the ability to control water. However this is also a weakness, as that same water demon would have a lot of trouble moving around in freezing temperatures or in extreme heat that would turn their watery bodies into steam. Lesser demons are not doomed to these bodies forever, though, and through time and power-gathering they can become higher demons and receive a more solid form.
A demon's source of power is its name. Without their names they cannot do anything. They cannot form a physical shape, they cannot harm anyone, and they are stuck in hell. Names are heavily guarded things, and it's very difficult to destroy them. Only a high-level spell can destroy a demon's name, usually cast by a fellow demon, or by an extremely powerful magic user. Casting the spell alone should be seen as a last-ditch effort for any human as it's very possible that they might lose their lives in the process.
Every once in a while, there will be a human with desires that cannot be fulfilled by normal means. If they are truly desperate, they might be left with the choice of summoning a demon to grant their wishes. The process of which one summons a demon varies, but it usually involves a drawing of a pentagram, typically with blood of an animal--or, if the summoner wishes to call forth a more powerful demon, their own blood--and any variety of spoken words to finish the process. Once the demon is summoned and the terms are brought forth, the human must pay with their soul. This process will not only grant the human their intended wish, but also turn them into a demon themselves. A human-turned-demon lacks a great deal of power in comparison to a true-demon and they will suffer from the same weaknesses. However, they do have some advantages, which include slowed aging, immortality, faster healing ability, retractable claws and fanged teeth.
Due to the fact that they are creatures from hell and thus are opposite of God Himself, they are weak against holy objects. Bibles, Torahs, crosses, and anything else symbolic of a monotheistic religion will bring pain to demons. They will be visibly upset around holy objects and physical contact will cause them bodily harm. Even hearing the name of God in its mother tongue can cause a demon to shudder. Also related is white magic spells, which are particularly harmful for demons. These weaknesses apply to all demons, and affect them at similar rates. Higher demons can be killed through massive amounts of damage that they aren't given time to recover, and removing a demon's head is also an easy way to rid yourself of a demon.
FEY
Fey have many names and many natures, but they all have one common trait and that is they are spiritual creatures born of nature. Once abundant and common all over Europe, in recent days, their kind has seen a massive decline, either due to their typical habitats being destroyed or by the interbreeding of humans and fey. Fey are then given a choice: to go along with the trend and fit themselves into human life or to rebel against it.
In general, fey in Allupato seem to take to the latter. They are malicious creatures, taking pleasure in harming humans and tricking them. To do this, they use an ability called "glamour," which is a spell that only fey can perform. Glamour is a trick on the target's senses, making them see, hear, feel or smell things in a way that's different from what they actually appear as. The fey casting can choose what senses it effects and for how long, but they are not able to make the change permanent, and they must be within range for it to have any effect. As soon as the fey or the target moves out of the set "zone" for the spell, the spell becomes ineffective.
Fey are also capable of shape-shifting, to a degree. Typically, fey are human in appearance, either tiny and diminutive, or human-sized. They both share a strange aesthetically-pleasing appeal, often times even having slightly androgynous traits. If a fey wills it, they can change their appearance, though it is highly limited. Fey can only shift into something they've seen before, such as an animal or even a plant, but they cannot make themselves into a direct copy of another fey or human. When shifting into a plant or animal, they have whatever abilities that species of plant or animal has and nothing more. They use this ability to blend into nature, and for this reason, they do not have any special powers while in their chosen form. If taking a human form, as they cannot make themselves into a direct copy, they will mix traits from as many people they have seen to make a "new person." Again, they do this to blend into society, so they do not have any extra ability. In their shape-shifted forms, they are able to perform glamour, but in doing so, there is a high chance their fey self will appear and thus they will lose their cover.
If one wishes to ward off the threat of fey and their tricks, there are a few methods that can be performed to do so. The most common--and most effective--is
cold iron. There are several ways to implement cold iron, such as hammering an iron horseshoe to your front door, or carrying a small knife made of iron. Fey cannot stand iron in any form and will be repelled by it, not unlike a were-creature is to silver. If in contact with it, a fey will lose any glamour it was performing and, if in a shifted form, will revert back to their natural form. Prolonged exposure will lead to death. Another method is a charm made of
rowan and herbs. This charm does not have as much effect as cold iron does, but it visibly irritates fey to the point of them avoiding the carrier. The simplest method is just to avoid any area where fey are known to populate. But, sometimes, people aren't exactly that wise.
Depending on what type of fey players intend to apply, fey will also have another ability, based on what aspect of nature they are derived from. For example, some fey live near the ocean, so an ability reflecting that would be acceptable.
HALF-FEY: In the event that a fey ends up in a relationship with a human and produces a child, a half-fey is the result. More often than not, the child will take after the fey-parent both in looks and in temperament. They will be highly in tune with nature, having whatever ability the fey-parent had, as well as very limited glamour ability. However, they are unable to shape-shift, due to their human blood. Half-fey are often torn between what aspect of their heritage they should side with, as fey tend to be mostly shunning of humans, and humans shunning of fey. Most of the time, they will stay with their family, as they don't readily fit into society.
Like fey, they are very sensitive to cold iron, and if exposed to enough of it, they will become very agitated and sick. The process is slowed compared to full-blooded fey, but after becoming sick, if the exposure is still constant, they will die. Charms have a similar effect, and if a half-fey touches it, they can become sick.
NATURE AND OTHER SPIRITS
Not so much a race as a catch-all term for spirits in the world who do not fall into the Fey category. Typically these vary from the Tengu in Japanese culture to Naguals in Aztec mythology to Ifrits of the Qur'an and much more. They can also be spirits of elements, forms of nature, and just about any animal you could think of. Many of them live in harmony with humans and indeed find them to be worthy of curiosity and their help. Others are disdainful of them as a species for corrupting nature or for simply existing, and seek to punish or at least annoy them. They are long-lived creatures who thrive best in their natural environments and do not do as well when removed from their element.
It is not entirely common for spirits of this nature to take on human forms unless they specifically have an affinity for humans or need to interact with them in a way that requires a similar form. They do this via shape shifting, and they typically create a human image they find pleasing and stick with using that same image whenever they need it. Whenever they are not in this form they tend to stay in their natural form which can be anything from a tree to a giant panda.
Since mythologies are varied around the world, these spirits have many abilities besides the ability to shape shift. These typically are based on their element [i.e.: a fire-birthed creature would have fire-based powers while similarly one birthed from tree would have powers with the earth] or somehow aide in their purpose. For example, a Kitsune would learn to shape shift after roughly 100 years of life, their mouths and tails typically produce fire to attack their enemies, and almost all of them can create powerful illusions to fool and trick the weak-minded. Similarly a phoenix would have regenerative abilities, able to be born again from its own ashes, and have some ability to control fire. Or perhaps you'd rant to play an Aloja who would live thousands of years without aging, change into blackbirds, boil people alive in lakes if they are angered, and the ability to do minor scale magic. Better yet it could be a Mami Wata who have strong healing powers, the ability to cast misfortune on those who might slight her, and can take possession of weak-willed humans. These are only some examples, so if you have a spirit you would like to use and are unsure about it, please don't hesitate to ask us about it.
Their weaknesses, too, are vastly different from species to species but one thing they typically all are affected by is the destruction of nature. This is a subjective trait, however, as while a water-spirit might be weakened by a polluted river a fire-spirit would laugh in your face if you tried that. Still, basic disrespect for the environment will at least annoy many of them, and if their element is discovered it can easily be exploited. Nature spirits also are weaker the farther from their home they get. Say a spirit from Japan were to move away; as they moved further from the island they would progressively be weaker.
MAGIC USERS
There are forces of magic beyond the knowledge of most normal humans. Whether it be tapping into holy energy, or nature itself, magic works in fundamentally the same way no matter the source. It's the exertion of will on energies that can be shaped by a mental force, assuming the magic-user is strong enough to do so in the first place. While some people may be born with a talent for magic, they are always taught by another who feels the need to pass along such secrets. It is impossible to wield magic without knowledge of the rituals needed.
There are three categories of magic, each referred to by their effects. White magic is always beneficial in some way to the person it is cast on, and is most often thought of in terms of positive energy. Black magic is the opposite - its intention is to harm, or otherwise commit acts that are inhumane. Grey magic rests squarely between the two, being magics that are only used as tools rather than being inherently good or evil. No matter the type of magic, the stronger the effect of the spell, the weaker it makes the caster. While the weakness does wear off with rest, this is why most magic-users stick to spells that either have an immediate or small effect. It is not beyond the realm of possibility that a caster might die from performing too powerful a spell.
The problem with magic is that it can affect the world in ways even the wielders themselves might not anticipate. It's an old saying that whatever you do with magic, the magic will return to you at a later time. This is not meant in a literal sense; it's much like karma. This is what makes it so dangerous to use magic without thinking of the consequences. Black magic is always especially harmful to the caster in the long run, thanks to the harm that it causes others. Most practitioners of magic will warn their apprentices of the dangers of black magic, but the apprentices don't always listen.
Magic in this game is based on a system of gestures or chanted words for most lower-level or common spells. Every spell has its own unique hand gesture ( perhaps words written in the air, or a pentagram outlined on the ground, for example ) or words that need to be said in a specific sequence or speed to be cast. How your character implements these gestures is entirely up to you, as no two spells are cast the exact same way by different people; do whatever you feel fits the character best. For high-level spells and curses, the sequence to cast is a bit more involving, preferably having to deal with specific ingredients or perhaps a talisman to perform. With all spells, however, there must be great concentration in casting and any errors in the sequence can lead to a dire situation. The higher level the spell, the more concentration is needed and the risk for the magic user is increased if an error is made.
PASSIVE MAGIC USERS: Those that are born with magic ability, but are typically unaware. They mostly have powers such as clairvoyance and other such abilities that would fall under "grey magic." They usually do not actively cast spells, but in exchange, they tend to be physically weaker than a typical person. This leaves them highly vulnerable to the supernatural, as they cannot suppress or hide their abilities as they have no knowledge of their existence. They lead normal lives, aside from the strange occurrences that having their power gives them, such as run-ins with ghosts.
White Magic: Healing, wards against demons or the undead, making plants grow faster, etc
Black Magic: Creating zombies, causing pain, draining life energy, etc
Grey Magic: Soul Reading (race detection), slowing spells, mending spells, etc
NOTE: Curses are allowed to be cast by characters, however, the caster's player much first consult the victim's player to make sure it's all right to cast the curse.
HUMANS
Most people are oblivious to the dangerous creatures lurking among them. They live their lives, go to their jobs, come home to their loved ones, and never even catch a glimpse of the truth. If you choose to play one of these humans, more power to you!
The normal reaction for a human who stares into the face of the beast is fear. So-called 'monster hunters' exist, both as vigilantes and in organized groups. In either case, they try to keep a low profile, knowing that most normal people would think them insane. Other than the hunters, others who potentially have realized or been exposed to the truth are exorcists, the very old or the very young, or even your strangely paranoid but otherwise typical neighbor.
On the other hand, there are some humans that have brushed shoulders with the supernatural and come out of the experience a changed person entirely. Optionally, a human can have a single, low-level ability. How they gained it is up to you.
Banned Races
- Vampire/were hybrids
- Half-Werewolves
- Half-Vampires
If you have a concept not listed above, ask us and we'll gladly go over it if you're unsure if it will be accepted. Only the banned races listed above are ones we'll absolutely not consider.