Post by Vampires Everywhere on Jul 20, 2012 23:00:54 GMT -5
SPECIES
You want to know what's out there? Then you've come to the right place. This is everything we know of you might run into. Keep in mind this is not an all-inclusive list. More species will be added as we learn about them.
A note about new species: if you want to make a species that isn't on this list yet, talk to the staff BEFORE you submit an application. If we're up for including your species, we'll work with you to make a profile for it and add it to the list. If you want to make something we'd rather not include here, we can tell you that before you waste your time on an application and help you find a new direction for your character.CIVILIANS
Head Count: 00
This is an easy one. Civilians are people with little-to-no supernatural inclination. They have relatively normal lives, go about their days worrying about things like bills and homework. They're the dominant species as far as population goes. What they lack in knowledge and protection they make up for in numbers.
Unaware:
Head Count: 00
Civilians with absolutely no knowledge of the supernatural other than what pop culture has taught them are unaware.
Semi-Aware:
Head Count: 00
Civilians with limited knowledge of the supernatural are semi-aware. They may know about one species but no others, or have a little bit of knowledge in a few different areas. They may know enough to be cautious or to protect themselves.
Aware:
Head Count: 00
Civilians fully aware of the supernatural are... well, aware. They've seen and experienced enough to know what's out there. They may have quite a bit of knowledge about a variety of supernatural things. Aware civilians may know ways to effectively protect themselves, have minor self-defense skills, and are quite useful when it comes to research.GIFTED
Head Count: 00
Gifted people are just what they sound like: normal people with a little something extra. Any human with mystical or special abilities will be considered gifted.
Witch/Warlock:
Head Count: 00
Witches and warlocks are people who practice magic, usually tied to a spiritual practice such as Wicca. Their magic is typically centered around spells and rituals. Witches and warlocks are typically very in tune with nature.
Common Attributes: Spell casting, potion making, purification or cleansing practices. These are things all witches and warlocks can do to some degree.
Special Abilities: Fortune telling, premonition, astral projection, clairvoyance. These are abilities common to all witches and warlocks. Other special abilities may be accepted, but are not guaranteed to be allowed. A witch or warlock is allowed to have up to two special abilities - one primary and one secondary. No witch or warlock may have more than two special abilities.
Examples: Someone who reads tea leaves or makes you a protective talisman would be considered a witch.
Magician:
Head Count: 00
Not to be confused with an illusionist, a magician uses magic to perform impossible feats, often supernatural in nature while an illusionist only appears to do the impossible. Not all magicians are performers, but their abilities are the same no matter how they choose to use them. Magicians often draw their magic from elsewhere - by channeling a particular being and funneling their power through themselves, for example - and tend to use it for selfish reasons.
Common Attributes: Channeling, summoning, glamor. These abilities are common to all magicians and they can all practice them to some degree.
Special Abilities: Conjuration, shape shifting, element manipulation, mind manipulation. These are common abilities to all magicians. Non typical abilities may be accepted but are not guaranteed to be approved.
Examples: Someone who can make it rain or magically pull an umbrella out of thin air would be considered a magician. Someone who hides a quarter up his sleeve and pretends to pull it from behind your ear would be an illusionist.
Sorcerer/Sorceress:
Head Count: 00
Sorcerers and Sorceresses are people born with powerful magic within themselves. They are sometimes called "natural witches," but their abilities are more advanced than those of witches and warlocks. They don't need to draw magic from anywhere, as their power lies within themselves. However, they are often able to pull magic to boost their power.
Common Attributes: Spell and ritual design, artifact and tool building, spell casting, potion making, element manipulation. These abilities are common to all sorcerers and sorceresses and all can perform them to some degree.
Special Abilities: Advanced conjuration, telekinesis, alchemy, teleportation. These are common abilities for sorcerers and sorceresses. Non typical abilities may be accepted but are not guaranteed to be approved. All sorcerers and sorceresses may have up to two special abilities - one primary and one secondary. None may have more than two special abilities.
Examples: Someone who originally created the ritual a witch performs would be a sorcerer. Someone who could turn metal to ash with a touch would be a sorcerer.
Psychic:
Head Count: 00
A psychic is a person whose abilities stem from within themselves and relate to the mind.
Possible Abilities: Clairvoyance, premonition, retrocognition, telepathy, mindreading. This is not an all-inclusive list and not all psychics have all abilities. A psychic may have up to two abilities - one primary and one secondary. No psychic may have more than two abilities.HUNTERS
Head Count: 00
Hunters are people who hunt and kill supernatural creatures. There aren't very many of these in comparison to civilians. Some are more experienced than others. Some hunt particular creatures while others hunt whatever they find. Every hunter's reason for hunting is different.
Rookie:
Head Count: 00
A rookie is a hunter just starting out. Usually they're civilians who gain significant knowledge of the supernatural, and decide to learn how to fight back. Others get into hunting through tragedy, wanting revenge against something that hurt them or their loved ones. Some are born into the hunting lifestyle.
Seasoned:
Head Count: 00
A seasoned hunter is one who's well practiced and has been hunting for several years. Most hunters tend to fall under this category, since rookies don't tend to last long and most hunters don't live long enough to be called veterans.
Veteran:
Head Count: 00
Veteran hunters are hard to come by. They're typically older, or people who were born into the hunting lifestyle. Most hunters don't live long enough to be considered veterans, but those who do are good at their trade and they're not to be messed with.VAMPIRES
Head Count: 00
Vampires are varied creatures. Generally speaking, they're hard-to-kill monsters who feed off living creatures. People outnumber them, but vampires are strong and fast, among other things.
Original Vampires: - NOT PLAYABLE
Original vampires are exactly what they sound like: the original creators of their bloodlines. For the most part, these guys are so rare they're thought to be myths, even by vampires.
Head Vampires: - LIMITED
Head Count: 00
Head vampires are leaders of nests. They're typically kind of old and powerful. They have leadership skills and are able to keep control of their "families."
Cursed:
Head Count: 00
Other Names: Strigoi
Origins: Russian
Creation: Cursed vampires can be born into their condition or the curse can be passed to them as humans. One who is born Cursed will live as a normal person for a time. If he or she kills a human being, the Curse will be activated and he or she will develop a hunger for living blood. The Cursed individual will either starve to death, or feed on a human and die temporarily. He or she must then be buried and rise from the grave. A person can have the Curse passed to them by ingesting the blood of a Cursed Vampire. The same rules apply: the Curse remains inactive until the person kills another human being.
Psychology: Cursed vampires retain quite a bit of their humanity once turned, but their bloodlust rules them and they have trouble controlling it. They are compassionate and emotional, as people are, but they are violent and murderous by nature.
Physiology: A Cursed human must die in order to become a vampire. Therefore, the body is mostly functional, but there are some key differences between it and a human body: Cursed vampires cannot ingest normal food or beverages; they have no heartbeat; their body temperature is below normal; they don’t need to breathe. Cursed vampires must ingest living blood to survive. They are nocturnal by nature and are sensitive to sunlight. It won’t kill them immediately, but it will irritate them immensely and they can’t sustain it for long periods of time.
Characteristics: Cursed vampires do not have fangs, exactly, but abnormally long and sharp upper cuspid (or canine) teeth which are present all the time as a part of their natural dental structure. They’re not easy to hide, but also not as noticeable as true fangs. Their hair and fingernails grow inhumanly fast, and will continue growing after they’re cut. Their eyes can be very striking, with very vibrant coloring.
Common Attributes: immortality; above average strength; heightened senses; regeneration (they will sustain injuries and even die for short periods of time, but they will always heal and come back unless killed properly). All these abilities are common to all cursed vampires.
Special Abilities: mindreading; telepathy; psychometry; premonition. These four are the typical abilities of cursed vampires. Any non-typical special abilities are not frowned upon, but are not guaranteed to be approved. Cursed vampires may have one primary special ability that is used frequently with great ease, and one secondary ability that is used infrequently. None may have more than two special abilities.
Vulnerabilities: Cannot enter a home without being invited; consuming normal food will poison them; their eyes are sensitive to bright light; can be repelled by salt.
Killed By: dismemberment; fire; staking them into their coffins is a good way to keep them sleeping.
Preventative Measures: Once fed Cursed blood, one can stave off the transformation for some time by feeding on animal blood.
Cure: No cure exists for this type of vampirism.
Inspiration: Dracula, Interview with the Vampire
Demonic:
Head Count: 00
Other Names: Akhkhar, Lilu
Origins: Babylonian
Creation: Demonic vampires are created when a demon possesses a person’s body in place of the person’s soul. This occurs when a person makes a deal with a demon, agreeing to the swap, or when the demon is able to jump into a body just as a person dies and the soul departs.
Psychology: Once in possession of a person’s body, the demon loses any memory of its old self and adopts the memories and personality of its host as its own. However, lacking a soul makes the creature inhuman with no conscience or compassion. Demonic vampires are excellent at mimicking humanity, but possess none. They take pleasure in manipulating and harming others.
Physiology: The body itself is alive as long as the demon is in it. It functions like a normal human body: there’s a heartbeat, the body temperature is normal, the vampire can consume regular food if desired, the vampire is able to sleep. However, regular food doesn’t nourish the demon at all, and they have no need for sleep. Demonic vampires crave living blood and have no qualms about feeding on humans. They are not harmed by sunlight, but prefer to roam at night.
Characteristics: Every demon’s true form is different and will reveal itself when the creature is threatened, feeding, or surprised. Typically, a demonic vampire’s eyes will change color (typically black, but not always), it will grow at least one set of fangs, and its bone structure will alter itself slightly. The older the vampire, the more sets of fangs it has.
Common Attributes: immortality; superhuman strength; superhuman durability; superhuman speed; heightened senses. All are common to all demonic vampires.
Special Abilities: Telekinesis, Pyrokinesis, Teleportation, Empathy. These four are the typical abilities of demonic vampires. Any non-typical special abilities are not frowned upon, but are not guaranteed to be approved. Demonic vampires may have one primary special ability that is used frequently with great ease, and one secondary ability that is used infrequently. None may have more than two special abilities.
Vulnerabilities: Repelled by holy objects; cannot cross running water. These are common vulnerabilities to all demonic vampires. None are immune to them.
Killed By: Exorcism; destruction of the heart; decapitation.
Preventative Measures: Wearing a holy object or other type of protective talisman can ward off demonic possession.
Cure: No cure exists for this condition. However, it is possible to restore the soul of the human host, giving the vampire humanity and more of a conscience.
Inspiration: Buffy the Vampire Slayer, Supernatural (demons)
Infected:
Head Count: 00
Other Names: Nosferatu
Origins: Romanian
Creation: Infected vampires are created through the transmission of a virus. If an infected vampire’s bodily fluid finds its way into a person’s bloodstream, the person becomes infected. The virus is also transmittable to and from animals, where it presents itself like a form of rabies. After being infected, a person in transition develops a gradual bloodlust, often in the form of an intense, insatiable hunger. The transformation completes when an infected person begins a regular diet of living blood.
Psychology: Depending on how long a person goes without feeding properly before transitioning, an infected vampire’s mental stability may vary. One who transformed rather quickly will have suffered no permanent damage and will be very much his or her old self as far as personality and morality go. One who took a long time to transform may suffer long-term effects presenting themselves much like mental illness – hallucinations, paranoia, memory problems, hostility, aggression, etc.
Physiology: Infected vampires are not undead. They are living humans being affected by a virus. Their bodies function exactly as a normal human’s body would, except they can ingest blood without suffering any ill effects. They age, but do so very slowly, and their lifespan greatly dwarfs that of a normal human. When an infected vampire feeds or becomes threatened, it takes on a very primal, animal demeanor and will often not remember anything that occurs while transformed.
Characteristics: Because the infection stems from animals, infected vampires adopt animal-like qualities when feeding or threatened. The specific qualities vary, depending on which animal the vampire’s bloodline was infected by (or what type of animal they’re bitten by). Typically, their teeth elongate and they grow claws. Their eyes may also take on a more animal appearance.
Common Attributes: Heightened strength; superhuman senses; flight; heightened speed. These abilities are common to all infected vampires.
Special Abilities: Shapeshifting; animal manipulation; voice manipulation; pheromone manipulation. These four are the typical abilities of infected vampires. Any non-typical special abilities are not frowned upon, but are not guaranteed to be approved. Infected vampires may have one primary special ability that is used frequently with great ease, and one secondary ability that is used infrequently. None may have more than two special abilities.
Vulnerabilities: allergic to silver; highly sensitive to sunlight; repelled by garlic; susceptible to injury.
Preventative Measures: an infected person can stave off the effects of the virus by ingesting animal blood.
Killed By: anything that would kill a human can kill an infected vampire.
Cure: The only cure for the infection is to kill the source of the bloodline – the animal that bit the vampire, the vampire that turned the vampire, etc.
Inspiration: The Vampire Diaries, The Lost Boys.
Reanimated:
Head Count: 00
Other Names: vetalas
Origins: Indian, Egyptian
Creation: Reanimated vampires are reanimated corpses. A vampire drains a human to the point of death, feeds the human their blood, and the person is resurrected, a vampire.
Psychology: Reanimated vampires feel a strong connection to the vampires that turn them, as well as other members of their “family” turned by the same vampire. Some may choose to retain their humanity while others may forego that path in favor of becoming more in tune with their new predatory nature. There is no in between.
Physiology: Reanimated vampires cannot ingest normal food or beverages; they have no heartbeat; their body temperature is below normal; they don’t need to breathe. Reanimated vampires must ingest living blood to survive. Sunlight is intolerable and will kill them immediately.
Characteristics: Reanimated vampires have a set of retractable fangs they can extend at will. The fangs also extend automatically when the vampire is threatened or hungry. Other than that, they look very human when well nourished.
Common Attributes: Immortality; heightened strength, heightened senses; superhuman speed; durability. These abilities are common to all reanimated vampires.
Special Abilities: hypnosis, dream walking, resurrection, mind alteration. These four are the typical abilities of reanimated vampires. Any non-typical special abilities are not frowned upon, but are not guaranteed to be approved. Reanimated vampires may have one primary special ability that is used frequently with great ease, and one secondary ability that is used infrequently. None may have more than two special abilities.
Vulnerabilities: Cannot enter a home without being invited; may be repelled by salt; cast no reflection; normal food is poisonous.
Preventative Measures: None.
Killed By: Sunlight, fire, decapitation.
Cure: There is no cure for this condition.
Inspired By: True Blood.
Psychic
Head Count: 00
Other Names: Energy
Origins: Africa
Creation: Psychic vampires are born what they are. They do not need to have parents who are psychic vampires in order to be born that way. From the womb, psychic vampires draw energy from others to sustain themselves. As they grow older they can learn to control how much or how little energy they draw, and even choose not to draw energy at all.
Psychology: An energy vampire's psychology depends largely on the individual and their upbringing. Some know what they are while others have no idea. Those who know they're energy vampires are typically better at controlling themselves than those who do not. Other than that aspect, their psychology is as varied as the psychology of humanity in general.
Physiology: Psychic vampires are alive and they operate, physically, just like people do. The only difference is they don't make enough energy to function on their own, so they must drain energy from others to survive. When fully energized, psychic vampires are very durable and may appear at peak physical condition. They are also invulnerable to pain and disease. When poorly nourished, psychic vampires are very weak, susceptible to illness and easily injured. If they go too long without properly feeding, they become non-functional, catatonic, and delusional. They also may appear quite sickly.
Characteristics: Psychic vampires appear quite normal most of the time. They don't have fangs or claws. They look just like you and me, when well nourished.
Common Attributes: Energy drawing, slow aging, enhanced healing, durability, enhanced speed. All these attributes are common to all psychic vampires.
Special Abilities: Energy manipulation, hypnosis, seduction, aura reading. These are the typical abilities of psychic vampires. Any non-typical special abilities are not frowned upon, but are not guaranteed to be approved. Psychic vampires may have one primary special ability that is used frequently with great ease, and one secondary ability that is used infrequently. None may have more than two special abilities.
Vulnerabilities: Mortal and susceptible to injury and death, dependent on other people for their energy, true nature is often revealed on camera (as they tend to appear warped if the equipment is able to capture their image at all without malfunctioning), protective talismans (anything the wearer believes will protect them).
Killed By: When poorly nourished, they can be killed by anything that would kill a human. When well nourished, decapitation, destruction of the heart, and destruction of the brain will kill them.
Preventative Measures: None. Once you're born a psychic vampire, you are one.
Cure: No cure exists, but there are ways to control it.
Inspiration: Twilight
Revenant
Head Count: 00
Other Names: Jiangshi
Origins: Asia
Creation: Revenant vampires are created when a psychic vampire dies, or when a person is killed violently and/or unexpectedly and the soul remains in the body after death. In the event of burial, the body remains in the ground, drawing energy from the earth and creatures around it, before rising.
Psychology: Revenant vampires retain much of their humanity and personality, however the are ruled by the emotion they were feeling at their moment of death: confusion, betrayal, anger, fear, despair, etc. All their actions are rooted in this core emotion, regardless of their intellect or personal opinions. That emotion overpowers reason and emotion.
Physiology: Revenants cannot consume normal food and beverages; they have no heartbeat; their body temperature is low; and they cannot truly sleep. They merely rest and replenish their energy. They often suck energy from their victims – some willingly, others unwillingly. They can also drain energy from things around them, such as electronics. They quite enjoy sunlight, as it provides them with energy.
Characteristics: When properly nourished, they appear very human, and very much alive, but they have some traits that may give them away. Their bodies reflect how they died and exaggerate it. If someone was strangled, their neck may appear elongated, for example. They can hide these things when well nourished. When feeding or overcome with emotion, their bodies will take on an unnatural appearance as noted above. Their jaws also unhinge and become quite wide when they’re feeding.
Common Attributes: Immortality; superhuman senses; heightened strength; durability; regeneration. These abilities are common to all revenant vampires.
Special Abilities: Minor shapeshifting and contortion, energy manipulation, aura reading, mind reading. These abilities are common to revenant vampires. Any non-typical special abilities are not frowned upon, but are not guaranteed to be approved. Revenant vampires may have one primary special ability that is used frequently with great ease, and one secondary ability that is used infrequently. None may have more than two special abilities.
Vulnerabilities: Cannot enter a home without being invited; may be repelled by salt; cast no reflection; normal food is poisonous, locations (their resting places, locations of death, and what they consider their homes are important to them).
Killed By: Incineration, dismemberment.
Preventative Measures: To prevent a corpse from becoming a revenant vampire, cremating the corpse will release the soul from the body.
Cure: No cure exists.DOPPELGANGERS
Head Count: 00
Other Names: Double, dead ringer, spitting image
Doppelgangers are beings who resemble one another so closely they could be mistaken for one another. A doppelganger is a double of someone else. If somebody encounters his or her doppelganger, it may bring death or misfortune to all parties. Doppelgangers may have dreams about one another, or affect one another with or without realizing it. For example, if one doppelganger is stabbed in the heart, the other may feel intense pain in his or her chest without knowing why. Note: Any characters sharing face claims will be considered doppelgangers.