Post by Jessie Lucien on Aug 1, 2010 6:04:12 GMT -5
Vampire:
Vampires are unliving humans created when a vampire drains a human dry of blood and then feeds the corpse a few drops of its own vampiric blood. This process is deliberate and draining for the sire, so vampires do not procreate often. Vampires do not need to kill a human when feeding. The process merely puts the victim into a trance so the vampire can feed, but vamps can kill their victims, mainly to protect their species. Vampires must feed on hummans to survive. The drinking of animal blood won't cut it.
Strengths:
- the ability to move at faster-than-human speed
- the ability to withstand damaging attacks with comparatively minor injuries.
- the ability to manifest supernatural strength above and beyond even a vampire's naturally superhuman capabilities.
- the power to commune with and command animals.
- the ability to prevent others from sensing one's self by clouding their minds.
- the ability to assume a variety of forms such as a wolf or a mist. (uncommon)
Weaknesses: Unlike the movies, vampires are not affected by crucifixes, garlic, or holy water. However, steaks through the heart or the decapitation of the head will ensure that the vampire is slain. Vampires cannot go out in daylight. Sun or excessively bright light can burn or kill a vampire. If a vampire is burned severely, the vampire must drink an ample amount of blood in order to heal.
Werewolves:
There are two ways to become a werewolf: you are either bitten and become a werewolf with your first full moon, or you are born one within your family. Werewolves look like humans, with some differences, which are listed below. A born werewolf and a made werewolf cannot reproduce with live results. The genetics are fouled during conception, thus producing a fetus that is premature. Werewolves either live in packs or alone, depending on what their preference is.
Strengths:
- human form. An werewolf appears to be a normal, if very fit and healthy, human. An unconscious or dead werewolf returns to this form. This is the form most Uratha are most comfortable with.
- near-human form. The werewolf is significantly bigger, hairier and stronger. Ears, teeth and nails are slightly pointed and the face is more angular. Facial hair is noticeable even on females. This form reacts in a similar manner as that of the human form.
- wolf-man or war form. Half-human, half-wolf, the Gauru form of werewolf are generally 8 to 9 feet (2.7 m) tall and much heavier and stronger than any human. In this form a werewolf's blood-lust rises to the surface and is much harder to control. Werewolf can only channel the power of the Gauru form for a limited time, and generally only take this form to kill.
- near-wolf form. A werewolf in this form is a huge wolf 3 to 5 feet (1.5 m) high at the shoulder, resembling the extinct dire wolf. This form reacts in a similar manner as the wolf form.
- wolf form. The werewolf is indistinguishable from a normal grey wolf.
Weaknesses:
- Silver. A touch can burn and scar the werewolf holding it. Werewolves shot by the silver bullet are more prone to die than those shot with a normal bullet.
- The Full Moon. Although a werewolf can change anytime it wishes, the full moon forces them to change into their near wolfen form. They lose sense of who they are, and would kill their best friend if they got the chance.
Mages:
There isn't much to say about the mage, except he is the only magic user allowed in the game. They can use magic for anything, but mainly stick to the summoning and communicating with spirits. They cannot summon demons, or angels, and must speak with only one spirit at a time.
Changeling:
Humans transformed into something part faerie, the character's own lives become vehicles for exploration of the nature of the fae. As changelings are all victims of kidnapping, slavery, and various forms of abuse, they inevitably are confronted with themes of mental and emotional torment. The fact that most changelings are dealing with some form of alienation and dehumanisation has allowed the society to develop a high tolerance for eccentricity and understanding for individual distress.
Sin Eaters (Geists):
A Geist is a kind of spirit that was once a ghost but has given up
their mortal identity. Instead they have become an embodiment of the ideas and imagery of their own deaths. Sin Eaters who have died and returned to the world of the living. Unlike vampires, however, Sin Eaters (also called the Bound) are not undead, but rather living beings bound to fundamental forces of death. Upon the first death, every Sin Eater is approached by a Geist, an embodiment of an aspect or personification of death. In exchange for being returned to life, Sin Eaters allow the Geist to accompany them, effectively merging into each other in a symbiotic relation with the "human" in control. Upon this return to life, the Bound discover that they can see and interact with the restless shades of the dead, and must choose what to do with their second chance at life. In all instances, Sin Eaters are forced to deal with the dead, whether through altruism, greed, or just the plain fact that the dead will not leave them alone.
Hunters:
Hunters are those that pursue the supernatural, end of story. be sure to be wary of them.
Werebeast:
Essentially whatever other animal there is. They have the same aspects, strengths, and weaknesses as a werewolf. They can be anything: werecats, werebears, werehippos, werecrocodiles, weregazelle, weredog, etc.
Vampires are unliving humans created when a vampire drains a human dry of blood and then feeds the corpse a few drops of its own vampiric blood. This process is deliberate and draining for the sire, so vampires do not procreate often. Vampires do not need to kill a human when feeding. The process merely puts the victim into a trance so the vampire can feed, but vamps can kill their victims, mainly to protect their species. Vampires must feed on hummans to survive. The drinking of animal blood won't cut it.
Strengths:
- the ability to move at faster-than-human speed
- the ability to withstand damaging attacks with comparatively minor injuries.
- the ability to manifest supernatural strength above and beyond even a vampire's naturally superhuman capabilities.
- the power to commune with and command animals.
- the ability to prevent others from sensing one's self by clouding their minds.
- the ability to assume a variety of forms such as a wolf or a mist. (uncommon)
Weaknesses: Unlike the movies, vampires are not affected by crucifixes, garlic, or holy water. However, steaks through the heart or the decapitation of the head will ensure that the vampire is slain. Vampires cannot go out in daylight. Sun or excessively bright light can burn or kill a vampire. If a vampire is burned severely, the vampire must drink an ample amount of blood in order to heal.
Werewolves:
There are two ways to become a werewolf: you are either bitten and become a werewolf with your first full moon, or you are born one within your family. Werewolves look like humans, with some differences, which are listed below. A born werewolf and a made werewolf cannot reproduce with live results. The genetics are fouled during conception, thus producing a fetus that is premature. Werewolves either live in packs or alone, depending on what their preference is.
Strengths:
- human form. An werewolf appears to be a normal, if very fit and healthy, human. An unconscious or dead werewolf returns to this form. This is the form most Uratha are most comfortable with.
- near-human form. The werewolf is significantly bigger, hairier and stronger. Ears, teeth and nails are slightly pointed and the face is more angular. Facial hair is noticeable even on females. This form reacts in a similar manner as that of the human form.
- wolf-man or war form. Half-human, half-wolf, the Gauru form of werewolf are generally 8 to 9 feet (2.7 m) tall and much heavier and stronger than any human. In this form a werewolf's blood-lust rises to the surface and is much harder to control. Werewolf can only channel the power of the Gauru form for a limited time, and generally only take this form to kill.
- near-wolf form. A werewolf in this form is a huge wolf 3 to 5 feet (1.5 m) high at the shoulder, resembling the extinct dire wolf. This form reacts in a similar manner as the wolf form.
- wolf form. The werewolf is indistinguishable from a normal grey wolf.
Weaknesses:
- Silver. A touch can burn and scar the werewolf holding it. Werewolves shot by the silver bullet are more prone to die than those shot with a normal bullet.
- The Full Moon. Although a werewolf can change anytime it wishes, the full moon forces them to change into their near wolfen form. They lose sense of who they are, and would kill their best friend if they got the chance.
Mages:
There isn't much to say about the mage, except he is the only magic user allowed in the game. They can use magic for anything, but mainly stick to the summoning and communicating with spirits. They cannot summon demons, or angels, and must speak with only one spirit at a time.
Changeling:
Humans transformed into something part faerie, the character's own lives become vehicles for exploration of the nature of the fae. As changelings are all victims of kidnapping, slavery, and various forms of abuse, they inevitably are confronted with themes of mental and emotional torment. The fact that most changelings are dealing with some form of alienation and dehumanisation has allowed the society to develop a high tolerance for eccentricity and understanding for individual distress.
Sin Eaters (Geists):
A Geist is a kind of spirit that was once a ghost but has given up
their mortal identity. Instead they have become an embodiment of the ideas and imagery of their own deaths. Sin Eaters who have died and returned to the world of the living. Unlike vampires, however, Sin Eaters (also called the Bound) are not undead, but rather living beings bound to fundamental forces of death. Upon the first death, every Sin Eater is approached by a Geist, an embodiment of an aspect or personification of death. In exchange for being returned to life, Sin Eaters allow the Geist to accompany them, effectively merging into each other in a symbiotic relation with the "human" in control. Upon this return to life, the Bound discover that they can see and interact with the restless shades of the dead, and must choose what to do with their second chance at life. In all instances, Sin Eaters are forced to deal with the dead, whether through altruism, greed, or just the plain fact that the dead will not leave them alone.
Hunters:
Hunters are those that pursue the supernatural, end of story. be sure to be wary of them.
Werebeast:
Essentially whatever other animal there is. They have the same aspects, strengths, and weaknesses as a werewolf. They can be anything: werecats, werebears, werehippos, werecrocodiles, weregazelle, weredog, etc.