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Post by royalstandard on Feb 12, 2010 12:38:23 GMT -6
VAMPIRE ,
Please note that our vampires are original to our forum. They are unlike the ones you may have read in books. They could have similarities, but they are not specifically like the vampires from the Twilight Saga or written by Anne Rice.
+++ A vampire is either a human who contracted a parasitic disease or born of the said disease. A vampire lives by feeding off the blood of humans or other vampires. All vampires, pure or halfbloods, need blood to survive. They can only survive by drinking blood. A vampire’s body is still alive, but in order to survive they feed off others' blood to keep their vital organs working. Vampires must feed at least once every two weeks. The longer they resist feeding, the weaker they will get. (Please note, vampires also can eat normal prepared food, but it doesn't provide them with enough nutrition to survive.) [Hospital name] stores extra blood to accommodate the needs of vampires who dislike hunting.
+++ Vampires experience enhanced senses; all five of their senses are stronger than human senses. Their eyes never need to adjust against the light so they see perfectly at all times.
+++ Vampires are not immortal; their aging is just drastically slowed. They can be killed like anyone else. They have the perk of healing very quickly so long as they're up-to-date on feeding (a starving vampire will not heal quickly). Garlic does not affect them, and a stake to the heart would kill anyone - vampire and human alike. Along with most common myths about vampires, these are untrue.
+++ The older a vampire (age being determined by the date turned not their human birth) the more of an immunity they have against the sunlight. Newborn or freshly turned vampires, will burn into ashes by the touch of the sun.
+++ Just because a non-vampire gets bitten by a vampire doesn't mean they'll turn into a vampire. If it was that simple, everyone in the world would be a vampire, since vampires often feed from humans and other races instead of accepting blood from a hospital. In order to be turned, a vampire must poison its victim with diseased vampire blood. What follows is a painful transformation in which the human becomes a vampire (the human dies and is reborn as a vampire). Within the first few months of being turned, a vampire will need to feed extremely often.
+++ Vampires can procreate with each other or with humans (the only way to create halfbloods). Males are constantly fertile, but females are only fertile about once every twenty years. Vampires cannot breed with werewolves or humans with magical abilities. However, halfbloods can reproduce with anyone. The resulting child would take on the abilities of the parent of the same sex (example: If a male halfblood and a female werewolf reproduce and birth a female child, the child will be a halfblood werewolf with no vampire abilities).
WEREWOLF ,
As with the vampires on this forum, our lycanthropes are original to our site, so these werewolves may differ from stories you have heard before.
+++ A werewolf (sometimes referred to as a lycanthrope) is a human who has been diseased with the lycanthropy curse. Werewolves are usually in their human form, but on the full moon they change into their wolf form. The transformation is uncontrollable and lasts for one full twenty-four hour period, not just during hours of darkness. They are also stronger than humans and have heightened senses at all times (their senses are even stronger while in their wolf form). The older a werewolf is, the stronger he/she is and the more capable he/she is at controlling the wolf desires and senses.
+++ Werewolves survive off of regular human food except for their monthly change day. Only on that day, the werewolf must get wild prey (rabbits, cows, etc) in order to survive. The hunger felt while in wolf form is more powerful than normal hunger and is almost irresistable (although the older a werewolf is, the stronger he/she is against the wolf hunger). Unlike vampires, werewolves do not crave human prey, but their strength is often uncontrollable while in wolf form and sometimes they hurt or kill humans by accident during that time.
+++ The easiest method to become a werewolf is for the human to die and then be bitten by the host werewolf. However, it is more common to be turned into a werewolf without dying first. For this method to work, the host werewolf must bite a human on a full moon while turned into its wolf form. When bitten by a werewolf, the bitten human will turn into a werewolf on the next full moon. There is no cure for lycanthropy, and if bitten, a human will be turned.
+++ Werewolves are not immortal, but they age much slower than humans. The only way to kill a werewolf is by stabbing its heart with a silver knife. Silver bullets just sting a little. If bitten by a vampire, a werewolf will turn into its wolf form and be stuck in that form for a month but will not die. However, if a werewolf bites a vampire, the vampire will lose all of its powers for a month and be susceptible to the same dangers that are presented to powerless humans.
+++ Werewolves can reproduce with any other species except for pureblood vampires. If a werewolf mates with a human, the child will be born with no abilities (even if its human parent has magical abilities, the child will be magically sterile). The child will also be safe against werewolf and vampire bites, and cannot be turned into either werewolf or vampire. If a werewolf mates with a halfblood vampire, the resulting offspring will take on the abilities of the parent of the same gender (example: A female werewolf mates with a male halfblood and they birth a male child. The child will be a halfblood vampire with no traces of lycanthropy.) MAGICK , A magick is a human who has magical abilities of one of the types listed below. Only one! These humans still appear human (unlike werewolves in their wolf form or vampires with their prickly teeth), but they have enhanced powers of some sort.
TELEPORTATION ,
The ability to teleport oneself from one location to another. This ability only works when the user can fully imagine the location as accurately as possible before teleporting (for example, the user would not be able to teleport to the other side of a wall unless they know what it looks like) Also, some users are able to teleport another with them; the more skilled and used to this ability they are the more likely they can do this. How long a magick has had the ability decides on how likely they can do it. It’s a hit or miss situation.
TIME MANIPULATION ,
The ability to slow or quicken time for one's own benefit. This does not include time travel, moving from one period of time to another, nor does include being able to stop time completely. The user can only drastically slow time down until it appears to stop but doesn't halt altogether. The same idea goes for speeding up time: the caster can speed up time, but only for a short period before weakness sets in. This gives the user the ability to see a few minutes (sometimes upwards of a couple of hours depending on the strength of the spellcaster) into the future, but he/she cannot alter events in the future.
ELECTROCUTION ,
The ability to summon beams of lightning from the palms of their hands that can electrocute other beings and objects that can hold electric charge or ignite. That being said, the user can start fires as well as sending electrical chargers through the atmosphere. This ability drains stamina per use, but age plays a giant factor. If they are new to the ability it drains their stamina, or if they are elderly it does the same. Although stamina is drained while the power is used, an electrocutionist can regain power by gaining the electrical charge back. For example, if the user tapped into an open powerline, the electricity would be restored and prolong the magick's power.
TELEKINESIS ,
The ability to move things with the mind. This ability is less straining and more easy to control than others. It only proves more difficult after moving objects double the weight size than the user. Although this ability takes less physical energy than other similar abilities, it is more taxing on the caster's mind and requires a great amount of mental strength to sustain for long periods of time.
ELEMENTAL MANIPULATION ,
The ability to manipulate one elemental force for the user's bidding. Only one element is able to be controlled by the spellcaster depending on their time and length of infection. The only case of a caster being able to manipulate more than one element is if an earth caster can also manipulate nature or vice versa. However, this is rather rare. All elements are water, earth, nature, fire, and air. An elementalist who controls water can manipulate water in every one of its forms (liquid, solid, or gas). An earth elementalist can manipulate stone, metal, and the sedimentary layer of earth to their will. Fire elementalists create flame and heat and can melt almost anything with these elements. The elementalist of air has the ability to manipulate the gases in the atmosphere. Lastly, a nature elementalist has the ability to communicate and manipulate the wildlife around them including animals and plants.
SUPER STRENGTH ,
An ability which gives its user more strength than nonmagical creatures and humans at all times. It would be comparative to a body builder as opposed to someone who never works out. However, for short periods of time, someone with super strength has the ability to grow this power and to "hulk" out. Nevertheless, this period of overextended strength is very taxing on the magick in question and usually doesn't last long. People who have had the ability longer have greater control over it and can often keep this extra strength on for much longer than new users.
FLIGHT ,
The ability to take flight. The user either has one of two forms of this ability. They can either make their body mass lighter and float with controlled movements or they have bird-like wings. Either way, this ability takes a lot of stamina and concentration. However, once learned, it's easier than most abilities.
SHAPE SHIFTING ,
The ability to change shape into an object of choosing. Shape shifters can morph into household objects, animals, and sometimes can even make themselves appear like other people. They are the height of illusionists. Shape shifting does not drain stamina as much as other abilities do, it more or less drains the user's sense of self. The longer period of time in a given form, the higher risk the user has of forgetting who or what they truly are. That is why most users choose to only change into one shape per day to every other day and never stay in a form longer than four hours.
SIREN ,
This ability is not so much a magical spell that can be cast, but is more of an aura around the person with the ability. Sirens are those who can induce feelings of euphoria often related to love and lust in everyone who comes near to them. It's not an ability they can turn off like the other magicks, but instead it is an inate part of their blood that makes them irrisistable. However, the more powerful sirens have the ability to make others fall in love with them. Also, some see themselves as a “cupid” of sorts and make others fall in love with each other. Although most of the siren's magic is associated with affection and love, they are also capable of making outsiders bond with them in other ways such as presenting themselves as a childhood figure who can be trusted or as a sidekick of sorts. They are not restricted to love, and therefore, they are often seen as the most dangerous of all the magicks.
INVISIBILITY ,
The ability to bend light around one's body to appear invisible. Some can also change the transparency of their bodies to disappear. This ability is not foolproof however, and can be seen through by seers and time manipulists.
SPEED ,
The ability to quicken the speed of the user’s run without draining stamina as fast a normal run would. In a sense, speed is very similar to time manipulation because a speedster can move so quickly that time practically stands still. However, they do not manipulate the speed of the world around them, they simply manipulate their own speed.
SEER ,
The ability to see into the future or read others' minds. Seers are rarely gifted with both of the abilities. Elder seers claim that with age the other ability surfaces, but in most cases this is false. Now that the world has changed drastically, most future-seeing seers have trouble viewing the future more than a few days in advance since the future is constantly in flux. Seers that have the ability to mindread have the easiest ability overall. It’s more like an enhanced sixth sense of the mind, in which subconsciously the seer listens into other’s minds. In a few rare cases, mindreading seers can also project images into the minds of others to manipulate their will or sense of surroundings. This has only been seen in a few seers, and it is considered a highly dangerous ability.
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