Silent Falls

‘ THE AIR WAS FILLED WITH THE SCENT OF blood, AND SOUND OF weapons, AND SCREAMS OF pain

IT was HARD TO IMAGINE THAT THERE WAS A TIME OF PEACEFUL COEXISTENCE BETWEEN THE MORTALS AND SUPERNATURALS, AND NOW, IT HAD RESULTED IN AN ALL-OUT WAR.

‘ THERE WAS NO DOUBT THAT greed AND HUNGER FOR power

it was exactly THE REASON THE MORTALS FOUND THEMSELVES CORRUPT ENOUGH TO TURN ON THOSE THAT HAD BEEN PROTECTING THEM FROM HARM AND KEEPING THEM SAFE. WITCHES AND THEIR COVENS WERE DEEMED TRAITORS AND PUNISHED BY DEATH IF THEY WERE EVER FOUND OUT, THERE HAD BEEN TRAPS SET FOR WEREWOLVES DURING THE FULL MOON WHO WERE TORTURED FOR INFORMATION ABOUT THE REST OF THE PACK. THE BLOODY CARCASSES WERE HUNG UP IN PUBLIC VIEW TO BE POKED AT THE RIDICULED BY THE GENERAL PUBLIC WHO WALKED PAST THEM, AND IT WAS THIS BEHAVIOUR THAT INFURIATED THE OLDER SUPERNATURALS WHO HAD MADE THE CONSCIOUS CHOICE TO PROTECT THE MORTALS.

‘ NOW, THEY WERE BEING JEERED AT SIMPLY FOR EXISTING

the lesson was to be taught. SIGNIFICANT INCREASE IN THE NUMBER OF PEOPLE BEING TURNED INTO VAMPIRES OR WOLVES, AND THE NEWLY TURNED MEMBERS JOINED IN TO FIGHT AGAINST THE MORTALS.

‘ THE BALANCE HAD BEEN COMPLETELY OVERTURNED WITH ABSOLUTELY NO CHANCE OF ANY SORT OF PEACE ANYMORE. ’

WITH NO OTHER WAY TO SAVE EVERYONE FROM THEMSELVES AND THEIR IRE, THE COVEN OF THE MOST POWERFUL WITCHES JOINED TOGETHER TO PERFORM ONE LAST SPELL - THE MOST POTENT ONE THEY WOULD EVER MAKE. FOR THE FIRST TIME IN A CENTURY !! THEY OPENED THE DOORS OF THEIR COVEN TO EVERY WITCH AND WARLOCK WHO WAS CAPABLE OF PROVIDING THEIR ENERGY, AS THE SPELL WOULD NEED EVERYTHING THEY COULD GIVE.IT TOOK THREE DAYS AND THREE NIGHTS OF THEM EXPENDING AS MUCH OF THEIR ENERGY AS THEY COULD, WHEN FINALLY, THE SPELL WAS READY. WITH NO OTHER WAY TO TRY TO RESTORE THE BALANCE , THEY FINALLY RESORTED TO WIPING THE MEMORY OF THE MORTALS, MAKING THEM FORGET ALL ABOUT THE EXISTENCE OF SUPERNATURALS.

‘ it was a SUCCESS . ’

ONE THAT HAD BEEN NEEDED, JUDGING BY THE PILE OF BODIES ON BOTH SIDES OF THOSE WHO HAD TRIED THEIR BEST TO DO WHAT THEY COULD. THEY MOVED FAR AWAY, INTO A PLACE CALLED MYSTIC FALLS WHICH WOULD BE THE SAFE HAVEN WHERE THE SUPERNATURAL BEINGS COULD LIVE UNDISTURBED BY THE MORTALS, WHO WOULD NEVER BE ABLE TO FIND THEM AGAIN; AND LIVE THEY DID, IN A PLACE THEY COULD CALL THEIR own.

MASTERLIST

KPOP

listed characters are taken // bolded are RESERVED.

female

AESPA:
BLACKPINK: LISA. JENNIE.
DREAMCATCHER: gahyeon.
LE SSERAFIM:
Loosemble: yeojin.
TWICE: NAYEON. MINA.
ACTRESSES:

male

ASTRO: eunwoo.
ATEEZ:
BTS: TAEHYUNG. SUGA.
DKZ: JAECHAN.
Enhypen:
EXO: LAY.
GOT7: JAEBEOM.
NCT:
SHINEE: ONEW. TAEMIN.
STRAY KIDS: SEUNGMIN. BANGCHAN. HYUNJIN. CHANGBIN. JISUNG.
SVT: MINGYU. VERNON.
TBZ:
TXT: SOOBIN.
VIXX: LEO.
ACTORS:
SOLOISTS: ZICO. JAEJOONG.
jpop: Hiroshi Tamaki.

INTERNATIONAL

INT. MUSICIANS:
ALEX TURNER. TROYE SIVAN.
INT. ACTORS:
Freddy carter.
INT. ACTRESSES:
LUCY HALE. ANYA TAYLOR JOY. LEA SEYDOUX. CAMILA MENDEZ.
INT. MODELS:
SOCMED PERSONALITIES:
JONGHOON.

RC MUSES

RC muses can be applied for by new applicants. Those using these faces will have to switch their faceclaims!

RC MUSES: KRYSTAL, NAM JOOHYUK, DYLAN WANG, ASHLEY BENSON, APO NATTAWIN, JIU, TAKUMA CIEL, BTOB MINHYUK, KARD BM, TXT BEOMGYU, YOSHI RINRADA, KIM TAE GYUN, HAN SEUNGJU, NCT JISUNG, THOMAS TAPY, MIKE ANGELO, TBZ CHANHEE, Ren Eryn Gill, Luke Hansen, Lee Dongwook, Morgan Davies, Riize Wonbin, Bang Yongguk, Kim Soohyun, Ateez San, Marius Wang, Huh yunjin, Rowoon

RULES

01. - PLEASE SUBSCRIBE TO THE AFF THREAD! UPVOTES ON AFF ARE APPRECIATED BUT NOT NECESSARY.02. - THIS ROLEPLAY IS NOT A SANDBOX AND IS STRICTLY LITERATE, MEANING THAT THE USE OF EMOJIS, EMOTICONS, FIRST POV/ACTION ROLEPLAYING, AND IMPROPER GRAMMAR OUTSIDE OF SNS/OOC POSTING IS NOT TOLERATED. WE UNDERSTAND THAT ENGLISH IS NOT EVERYONE’S FIRST LANGUAGE, BUT THERE IS A DIFFERENCE BETWEEN CASUAL MISTAKES AND NOT PUTTING IN ANY EFFORT.03. - YOU MAY add MEMBERS ONCE YOU ARE INTRODUCED IN THE ROLEPLAY's welcoming group. DO NOT ADD ANYONE OUTSIDE OF THE ROLEPLAY. FOR MEMBERS ALREADY IN THE ROLEPLAY, IT WOULD BE BETTER TO ADD NEWCOMERS TO AVOID DISABLINGS.04. - IC DRAMA IS WELCOMED AND ENCOURAGED EVEN, BUT OOC DRAMA WILL NOT BE TOLERATED. IF THERE IS, TAKE IT OUTSIDE OF THE GROUP. PLEASE TRY NOT TO DRAG IT INTO THE ROLEPLAY. SIMILARLY, DO NOT TAKE OFFENSE TO INSULTS/ADVANCES MADE BY ANOTHER PLAYER’S CHARACTER. IT IS ALL PART OF THE WRITING EXPERIENCE.05. - PLEASE BE FRIENDLY WITH EVERYONE OOC, WHETHER IT BE PLOTTING OR CHATTING. DO NOT STICK TO A ‘CLIQUE’ OR EXCLUDE OTHERS UNDER ANY CIRCUMSTANCES! IT’S RUDE AND WE DO NOT WANT OUR ROLEPLAYERS TO FEEL LEFT OUT SO WE’LL BE STRICT ABOUT THIS. IT’S PERFECTLY OKAY TO HAVE PREFERRED FRIENDS, BUT REMEMBER THERE ARE OTHER PEOPLE TOO! OOC IN BRACKETS AS WELL.06. - THIS ROLEPLAY WILL INCLUDE MENTIONS OF SEX, DRUGS, ALCOHOL, ETC. SO PLEASE BE 18+ IN REAL LIFE. ALONG WITH THIS, WE WILL NOT BE ACCEPTING ANY FACECLAIMS UNDER THE AGE OF 19. ADDITIONALLY, WE WOULD PREFER A LOW AGE GAP BETWEEN FACE CLAIMS OF MUSES WHO ARE DATING/ MARRIED. UPTO SIX YEARS IS ALLOWED.07. - ANYTHING CONSIDERED UNETHICAL (SUCH AS RAPE) MUST BE AGREED UPON WITH ALL PARTICIPATING PARTIES AND WILL NEED THE APPROPRIATE TRIGGER WARNINGS.08. - ALL ETHNICITIES, RACES, GENDERS AND SEXUALITIES ARE ALLOWED HERE WITH NO LIMITS. ALL WE ASK IS FOR YOUR FC TO HAVE AT LEAST 150K FOLLOWERS ON ANY SOCIAL MEDIA PLATFORM. HOWEVER, WE DO NOT ALLOW ADULT CONTENT CREATORS. IF your desired faceclaim is NOT WELL KNOWN THEN PLEASE PROVIDE LINKS IN YOUR APPLICATION.09. - A DECENT AMOUNT OF ACTIVITY IS A MUST! WE UNDERSTAND EVERYONE GETS BUSY BUT IF YOU’RE JOINING A ROLEPLAY, CHANCES ARE YOU HAVE TIME. ANY SIGNS OF CONSTANT INACTIVITY WITHOUT APPLYING FOR A HIATUS ON THE APPROPRIATE FORMS BEFOREHAND WILL RESULT IN EXPULSION FROM THE ROLEPLAY.

10. - ABSOLUTELY NO FACECHASING, GODMODDING, OR METAGAMING! YOU ONLY CONTROL YOUR OWN CHARACTERS. PLEASE BE CAREFUL NOT TO OVERSTEP INTO OTHER PEOPLE’S CHARACTERS. KINDLY NOTE THAT ONLY PUBLIC SNS CAN BE VIEWED BY ALL MUSES. DM/PM OR TEXT MESSAGING IS ONLY BETWEEN THE CHARACTERS INVOLVED. ON THE OTHER HAND, BE MINDFUL OF WHAT YOUR MUSE PUTS ON THEIR PUBLIC SNS AND ITS COMMENT SECTION AS THIS CAN BE SEEN BY ALL MUSES. IF REPORTED, DEPENDING ON THE SEVERITY, YOU WILL EITHER BE INSTANTLY REMOVED OR RECEIVE A STRIKE.11. - MARRIAGE IS ALLOWED , PREGNANCY IS NOT. PREGNANCY SCARES + MISCARRIAGES ARE OKAY BUT ONLY IF THERE IS THOUGHT AND PLOTTING BEHIND IT.12. - CHARACTER CHANGES ARE UNLIMITED BUT ONLY ALLOWED ONCE A MONTH. A CHARACTER'S ENTIRE BACKSTORY CAN BE CHANGED ONCE WITHOUT AN OFFICIAL CC.13. - ANY DISSENSION BETWEEN MEMBERS IS TO BE BROUGHT TO THE NOTICE OF THE ADMINS.14. - CHARACTER DEATH/SUICIDE IS ALLOWED. HOWEVER, GLORIFICATION/ROMANTICIZATION OF SUICIDAL TENDENCIES/SELF-HARM IS NOT. IF YOUR CHARACTER COMMITS THE ULTIMATE SACRIFICE, THEY MAY LEAVE ONE NOTE IN THEIR RESIDENCE. NOT INDIVIDUAL LETTERS TO OTHER MUSES.15. - UP TO THREE ACCOUNTS ARE ALLOWED WITH THE APPROVAL OF AN ADMIN. YOU MUST BE EQUALLY ACTIVE ON ALL ACCOUNTS ONCE YOU’VE BEEN APPROVED. WE RETAIN THE RIGHT TO REVOKE USE OF MULTIPLE ACCOUNTS IF WE SEE ACTIVITY SLIPPING FOR A PROLONGUED PERIOD OF TIME.16. - PLEASE DO NOT TAKE THINGS OVERBOARD WITHOUT THE CONSENT OF THE PARTIES INVOLVED. WE UNDERSTAND THAT SOME PEOPLE PREFER THE NO-PLOTTING APPROACH TO WRITING, BUT NEGATIVITY AND DRAMA MUST BE VETTED WITH THE MUNS INVOLVED. PLEASE BE CONSIDERATE TO YOUR WRITING PARTNERS! PASSWORD IS WHAT YOU HAD FOR DINNER YESTERDAY.17. - WE DESIRE QUALITY WRITING AND PLOTS, SO TO ACHIEVE THAT WE ASK EVERYONE WITHIN THE RP TO HAVE A BIO WRITTEN UP WITHIN A WEEK OF ACCEPTANCE. THE BIO CAN BE ON CARRD, STRIKINGLY, GOOGLE DOCS, MILKSHAKE, LIFE EVENT, ETC.18. - PLEASE BE MINDFUL OF THE ROLEPLAY’S CONCEPT! WE ARE TAKING INFLUENCE FROM THE SHOWS ‘THE VAMPIRE DIARIES’ AND ‘GOSSIP GIRL’, ALONG WITH OWNER/SLAVE IN THE FORM OF TRAFFICKING AND MAFIA THEMES. BRUSHING UP ON KNOWLEDGE WOULD BE MUCH APPRECIATED - WE DON’T EXPECT YOU TO BE A HARDCORE FAN OR EVEN TO HAVE WATCHED THE SHOWS BUT AN UNDERSTANDING WOULD HELP WITH BUILDING YOUR MUSE. OUR GOSSIP GIRL (THE ALL KNOWER) WILL BE AS SHE IS IN THE SHOW; RUTHLESS AND UNBIASED. REMEMBER, NOTHING WILL BE TARGETED OOC! EVERYTHING IS STRICTLY IC.

HOW TO JOIN?

01. - SUBSCRIBE/FOLLOW!
02. - READ THE RACES, RULES, GOSSIP GIRL, AND MAFIA INFO.
03. - CLICK HERE FOR THE APPLICATION FORM!
04. - CHOOSE YOUR FACE CLAIM, PLEASE CHECK OUR BANNED FACE CLAIM LIST FIRST!
05. - AFTER YOU’VE SUBMITTED YOUR APPLICATION, PLEASE PRIVATE MESSAGE THE AFF/THE TUMBLR TO TELL US THAT YOU’VE APPLIED.
06. - ONCE YOU’VE BEEN ACCEPTED, YOU HAVE 48 HOURS TO MAKE/RECYCLE A FACEBOOK ACCOUNT AND ADD THE ADMIN WITH THE LINK PROVIDED. PLEASE HAVE YOUR ACCOUNT NAME BE IN ENGLISH CHARACTERS (A,B,C,D) AND IF YOU CAN, THE SAME AS YOUR MUSES NAME. IF THE ACCOUNT NAME IS DIFFERENT FROM YOUR CHARACTER'S NAME, THEN INCLUDE IT AS AN ALTERNATE NAME.
07. - AFTER YOU’VE BEEN ANNOUNCED, YOU MAY BEGIN TO ADD THE OTHER MEMBERS AND START YOUR SILENT FALLS JOURNEY!

THE ALL-KNOWER.

01. - ANYTHING POSTED IS KEPT STRICTLY IC. IF OOC DRAMA ENSUES THEN THOSE STARTING IT WILL BE GIVEN A STRIKE, YOU ALL AGREED TO THE TERMS OF THE ALL-KNOWER ON YOUR APPLICATIONS.
02. - THE ALL-KNOWER IS AN NPC WHO HAS SPIES AND INFORMANTS EVERYWHERE. IN THE MODERN AGE, HER POSTS ABOUT THE ELITE OF THE WORLD SPREAD LIKE WILDFIRE.
03. - TIPS ARE SUBMITTED IN Liam’S DM’S.
04. - YOU MUST SUBMIT TIPS. IT DOESN’T HAVE TO BE YOUR MUSE AND CAN BE AS AN NPC THAT SAW YOUR MUSE DO SOMETHING UNETHICAL/SCANDALOUS, OR IT CAN EVEN BE AN OUTRIGHT LIE.
05. - IF SUBMITTING A TIP ABOUT SOMEBODY ELSE’S MUSE, PLEASE GET PERMISSION FIRST.
06. - SUBMITTING TIPS WILL BE ONE PART OF THE ACTIVITY CHECK AND SENDING TWO TIPS A MONTH IS MANDATORY.
07. - DEGRADATION OF THE LGBTQ COMMUNITY AND RACISM IS NOT ALLOWED, THE ALL-KNOWER HATES IT. HOWEVER, WITH PERMISSION, OUTING SOMEONE IN THE CLOSET FOR IC PURPOSES IS ALLOWED.
08. - TIPS WILL NOT BE POSTED WORD-FOR-WORD. THE ALL-KNOWER WILL EMBELLISH AND MAKE BLASTS HER OWN FOR DRAMATIC PURPOSES.
09. - ALL POSTS ARE IC, COMMEND AS YOU WOULD ON ANY OTHER SNS THREAD WITH YOUR MUSE’S SNS HANDLE.
10. - THE ALL-KNOWER WILL NEVER REVEAL WHO SENDS IN THE TIPS UNLESS TOLD TO DO SO.

PLEASE MESSAGE THE ADMIN WITH ANY QUESTIONS.

MAFIA INFO

PSA: CREDIT FOR THIS IDEA OF MAFIA AND THEIR CHARACTERISTICS GOES TO {INSERT NAME}, YOU CAN FIND THEIR WORKS HERE!

THE THREE MAFIA CLANS, DIAMONDS, SPADES and CLUBS , WERE ESTABLISHED AS A MEANS TO PROTECT THE PEACE THAT THE SUPERNATURAL BEINGS HAVE CREATED WITHIN THE BORDERS OF FRANCE, OR AS THEY CALL IT, MYSTIC FALLS, THEIR HEART. THEY ENFORCE THEIR RULES WITH QUESTIONABLE MORALS, NOT CARING MUCH FOR CONSEQUENCES. OVER TIME, IT BECAME ABOUT MORE THAN JUST ENFORCING THE PEACE IN THE MAGICAL EUTOPIA, AND AS EACH MAFIA FAMILY GREW, SO DID THEIR THIRST FOR POWER AND STRENGTH. THE THREE COUNTRIES THAT THEY GOVERN WOULD HAVE CALLED THEMSELVES SIBLINGS AT ONE POINT, BUT IN THE PRESENT DAY, THEY'RE MORE LIKE COUSINS THAT YOU WOULD ONLY SEE ON SPECIAL OCCASIONS.

MAFIA BEHAVIOR:
- EACH FAMILY IS JUST THAT, A FAMILY. MAYBE NOT BOUND BY BLOOD, BUT THEY ARE BOUND BY LOYALTY.
- THEY ARE VERY SECRETIVE WITHIN THEIR RESPECTIVE FAMILIES.
- BETRAYAL ENDS IN DEATH.
RULES FOR MAFIA:
- YOU MUST PLOT WITH MEMBERS OF YOUR RESPECTIVE FAMILY, AT LEAST.
- YOU CAN CHOOSE WHETHER THEY'RE KNOWN TO THE PUBLIC OR NOT.
- LOW RANKING MEMBERS RESPECT THEIR SUPERIORS.
+ MAKE SURE YOU READ THE INFORMATION ABOUT EACH MAFIA FAMILY BEFORE SELECTING WHICH ONE YOUR MUSE IS A PART OF.

DIAMONDS

BOSS: JASPER.
CONSIGLIERE:
UNDERBOSS:
CAPOS: 0/3.
SOLDIERS: 0/5.
ASSOCIATES: 0/ -

domain: ENGLAND.

DRIPPING IN WEALTH, THE DIAMONDS ARE NEVER LACKING IN RESOURCES. THOUGH, THEY ARE KNOWN FOR THEIR MINIMAL INVOLVEMENT IN CRIMINAL ACTIVITY, THEY'D RATHER SIT BACK AND LET OTHERS DO THE DIRTY WORK ON THEIR BEHALF. THE MEMBERS REFLECT THAT IMAGE, ARE ALSO FILTHY RICH, AND ARE ABLE TO GET AWAY WITH ANYTHING THEY WANT. THERE ISN'T ANYTHING THE DIAMONDS ARE NOT ABLE TO PROVIDE.

SPADES

BOSS: LYSANDRA.
CONSIGLIERE: ICARUS.
UNDERBOSS: LANCE.
CAPOS: 0/3.
SOLDIERS: 0/5.
ASSOCIATES: 1 / - ELIJAH

domain: SPAIN.

THE SPADES ARE OBJECTIVELY KNOWN FOR BEING THE MOST WICKED FAMILY. THEY ARE SLY, CUNNING, AND TACTFUL IN THEIR METHODS. HAVING STRENGTH IN NUMBERS IS A STRONG BELIEF AMONG THE SPADES, WHICH MEANS THEY HAVE MORE MEMBERS THAN THE OTHER TWO FAMILIES COMBINED. DESPITE BEING BASED IN SPAIN, THE SPADES HAVE A WORLDWIDE PRESENCE THROUGH THEIR INVOLVEMENT IN CYBERSPACE.

CLUBS

BOSS: MAXIMILIAN.
CONSIGLIERE:
UNDERBOSS: MARISHKA.
CAPOS: 0/3.
SOLDIERS: 1/5. Theseus
ASSOCIATES: 3 / - JAXON, JASPER, TATSUYA

domain: ITALY.

BRUTAL PEOPLE. THE CLUBS ARE NOT THE PEOPLE THAT ONE WOULD WANT TO ENCOUNTER WHILE WALKING DOWN A DARK ALLEY. CLUBS ARE INVOLVED IN ALMOST ALL CRIMINAL ACTIVITIES, AS WELL AS HAVING THE BEST CONNECTIONS OUT OF ALL THE FAMILIES WITH LAW ENFORCEMENT AND ARM DEALERS. STILL, THEY ARE MOST PROMINENT FOR THEIR HOT TEMPERS - EASILY MAKING THEM THE MOST VIOLENT OF THE THREE FAMILIES.

ELEMENTS OF A DIAMOND:
- FAMILY ORIENTED
- PREDOMINANTLY MULTI-MILLIONAIRES
- EXTREMELY RATIONAL
- HIGHLY INTELLECTUAL
role:
- PROVIDING RESOURCES
- INFILTRATING THE GOVERNMENT
crimes:
- RACKETEERING
- FRAUD
- INSIDER TRADING
- MONEY LAUNDERING
- TERRORIST FINANCING
- MURDER
- ARSON
- TAX EVASION
- ILLEGAL GAMBLING

ELEMENTS OF A spade:
- STRATEGIC
- GENERALLY TEND TO BE THE QUIET TYPES
- SLY AND EXTREMELY CUNNING
- EXTREMELY CHARMING
role:
- PROTECTION
- MAIN ARMY DUE TO THEIR LARGE NUMBERS
crimes:
- CYBERCRIME
- UNLICENSED BOOKMAKING
- LOANSHARKING
- FRAUD
- MURDER
- ASSAULT
- ARSON
- TAX EVASION
- COUNTERFEITING

ELEMENTS OF A club:
- INCREDIBLY VIOLENT
- SAVAGE & WILD
- THEY'RE USUALLY RECRUITED AT A YOUNG AGE
- FAMILY IS TYPICALLY THE ONLY EXCEPTION FOR THEIR TEMPER
role:
- ALLIANCES WITH LAW ENFORCEMENT
- KEEPING A CLOSE EYE ON ENEMIES/POTENTIAL THREATS
crimes:
- MURDER
- ARSON
- CONTRACT KILLING
- LARCENY
- ARMS TRAFFICKING
- BATTERY
- BRIBERY
- BURGLARY
- CHOP SHOP
- DRUG TRAFFICKING
- EXTORTION
- GRAND THEFT AUTO

MAFIA HIERARCHY

boss / don

THE BOSS, THE DON, OR CAPO FAMIGLIA, IS HEAD OF THE ENTIRE ORGANIZATION, THE BOSS IS A DICTATOR AND HAS THE POWER TO ORDER ANYTHING FROM ANYONE IN THE ORGANIZATION. THE BOSS MAKES ALL THE IMPORTANT DECISIONS, MUCH LIKE A CEO OF A COMPANY WOULD. ALTHOUGH EACH MOB BOSS MAY RUN HIS OUTFIT IN A VERY DIFFERENT WAY, THEY HAVE ONE THING IN COMMON: THEY ARE GREATLY RESPECTED AND WIDELY FEARED BY THEIR SUBORDINATES. ALL OF THE MEN IN HIS OUTFIT PAY HIM A TRIBUTE, SO HE IS ALSO USUALLY AN EXTREMELY RICH MAN. MOST BOSSES OF THE MAFIA ARE MULTI-BILLIONAIRES. THE BOSSES ARE VIRTUALLY INVINCIBLE AND UNTOUCHABLE. ALL BOSSES ARE INCREDIBLY POWERFUL, INFLUENTIAL, SUCCESSFUL, EXTREMELY RUTHLESS, EXTREMELY DANGEROUS AND UNIVERSALLY FEARED. MORE COMMONLY, THE WORD "DON" MAY PROCEED HIS FIRST OR LAST NAME.

UNDERBOSS

or well known, CAPO BASTONE, IS SECOND-IN-COMMAND IN THE HIERARCHY OF THE MAFIA CRIME FAMILY. HIS LEVEL OF AUTHORITY VARIES FROM FAMILY TO FAMILY, BUT HE IS READY TO STAND IN FOR THE BOSS AT ANY GIVEN MOMENT. IN THE VIOLENT, BRUTAL, RUTHLESS, DEADLY, DANGEROUS, AND VOLATILE WORLD OF THE MAFIA, THE UNDERBOSS CAN EASILY FIND HIMSELF AT THE HELM OF THE FAMILY SO, FOR THE MOST PART, THEY ARE USUALLY GROOMED FOR AN EVENTUAL TAKEOVER, PARTICULARLY IF THE BOSS’S HEALTH IS FAILING OR IF IT LOOKS LIKE HE’S HEADED FOR A LONG SENTENCE IN PRISON.

CONSIGLIERE

OR CHIEF ADVISOR, IS THE BOSS'S RIGHT-HAND MAN. THE CONSIGLIERE IS NOT OFFICIALLY PART OF THE HIERARCHY OF THE MAFIA, BUT HE PLAYS ONE OF THE MOST IMPORTANT ROLES IN A CRIME FAMILY. HE IS THE CLOSE TRUSTED FRIEND AND CONFIDANT OF THE FAMILY BOSS. THE FUNCTION OF THE CONSIGLIERE IS A THROWBACK TO MEDIEVAL TIMES, WHEN A MONARCH PLACED HIS TRUST IN AN ADVISOR WHOM HE COULD SUMMON FOR STRATEGIC INFORMATION AND SOUND ADVICE. THE CONSIGLIERE IS MEANT TO OFFER UNBIASED INFORMATION BASED ON WHAT HE SEES AS BEST FOR THE FAMILY. HE’S NOT SUPPOSED TO FACTOR EMOTIONAL CONCERNS, SUCH AS RETALIATION AND BLOOD FEUDS, INTO HIS DECISIONS. HE IS CHOSEN SOLELY FOR HIS ABILITIES AND THE AMOUNT OF KNOWLEDGE HE POSSESSES. GENERALLY, ONLY THE BOSS AND UNDERBOSS HAVE MORE AUTHORITY THAN THE CONSIGLIERE IN AN ORGANIZED CRIME FAMILY.

CAPOREGIMES

THE CAPO, OR CAPOREGIME, IS THE CAPTAIN OR LIEUTENANT OF A DIVISION WITHIN THE MAFIA. THE CAPTAINS HEADS A LARGE CREW OF ANYWHERE FROM 20-1,500 SOLDIERS AND CAN ORDER THEM TO DO ANYTHING, SUCH AS MURDER, ASSAULT, BOMBING, ARSON, ASSASSINATIONS, DRIVE-BY SHOOTINGS, PICKING UP CASH, MAKING DELIVERIES, AND OTHER VIOLENT CRIMINAL ACTIVITIES AND ORGANIZED CRIME ACTIVITIES. THE CAPTAINS REPORT DIRECTLY TO A BOSS OR UNDERBOSS, WHO HANDS DOWN THE INSTRUCTIONS. HE RANKS MUCH HIGHER IN THE HIERARCHY OF THE MAFIA. HE IS ALSO IN CHARGE OF HANDLING MOST MONEY.

SOLDIERS

THE LOWEST-RANKING MEMBERS OF THE HIERARCHY OF THE MAFIA ARE THE SOLDIERS, THE GRUNTS OF THE ORGANIZATION WHO DO THE MAJORITY OF THE WORK, MAKING DELIVERIES, PICKING UP CASH, COMMITTING MURDER, ASSAULT, BOMBING, ARSON, ASSASSINATIONS, DRIVE-BY SHOOTINGS, WITNESS INTIMIDATION, KILLING JURORS, BRIBING LAW ENFORCEMENT, POLITICIANS, GOVERNMENT OFFICIALS, AND FEDERAL AGENTS FOR THE MAFIA, AND GENERALLY STICKING OUT THEIR NECK IN THE HOPE OF MAKING A NAME FOR THEMSELVES BY DEMONSTRATING THEIR LOYALTY TO THE ORGANIZATION, AND PROTECTING THE ORGANIZATION AT ALL COSTS.

ASSOCIATE

ASSOCIATES ARE NOT ACTUAL MEMBERS OF THE MAFIA, BUT THEY WORK FOR THE MAFIA. RATHER ANYONE WHO TEAMS UP WITH THEM ON A CRIMINAL ENTERPRISE OF SOME KIND. THEY COULD BE SOMEONE WHO DOES BUSINESS WITH THE MAFIA AND SOMEONE WHO IS A HITMAN FOR THE MAFIA, AND COMMIT CRIMES ON BEHALF OF THE MAFIA INCLUDING MURDER, ASSAULT, ARSON, ASSASSINATIONS, DRIVE-BY SHOOTING, CONTRACT KILLING, WITNESS INTIMIDATION, JURY INTIMIDATION, KILLING JURORS, CAR BOMBING, AND BOMBING BUILDINGS AND HOUSES, AND OTHER CRIMINAL AND ORGANIZED CRIME ACTIVITIES ETC. THERE ARE ALSO THE NEWCOMERS WHO HAVE YET TO BE MADE, CALLED CUGINES, AND THEY PLAY A MINOR ROLE IN THE OPERATION OF THE MAFIA. ASSOCIATES CAN NOT TURN DOWN AN ORDER FROM THE MAFIA, IF THE MAFIA GIVES THEM AN ORDER THEY HAVE TO FOLLOW IT, AND THEY ARE ON CALL TO SERVE THE MAFIA 24 HOURS EVERY DAY. THEY ARE ALSO FAIR GAME ON THE STREETS, THEY ARE NOT PROTECTED BY THE ORGANIZATION UNLESS THEY ARE VERY IMPORTANT AND VALUABLE TO THE MAFIA. ANYBODY CAN BE AN ASSOCIATE IN THE MAFIA.

OCCUPATIONS

+ !! // in front of a job means that the specification needs TO BE INCLUDED IN APPLICATION !!

Government

MYSTIC GRACE HOSPITAL

CHIEF:
+ !! DEPARTMENT HEADS: Gideon - Pediatrics
+ !! SURGEONS:
ATTENDINGS (0/2):
RESIDENTS (0/2):
INTERNS (1/2): Luyao
MED STUDENTS (0/2):
PSYCHIATRISTS (0/2):
PAEDIATRIC ICU DOCTOR
THERAPIST:


MFPD

COMMISSIONER:
CAPTAIN:
LIEUTENANT:
DETECTIVES (0/2):
UNDERCOVER (0/2):
OFFICERS (0/2):


MF FIREHOUSE

FIRE CHIEF:
DEPUTY CHIEF:
CAPTAIN:
LIEUTENANT:
FIREFIGHTERS (1/3): ulysses
PARAMEDICS (0/2):


NEW DAWN ANIMAL REHABILITATION RESERVE

CEO: Donte
Assistant to the CEO: (0/1)
Receptionist: (0/1)
Accountant: (0/1)
Human Resources: (0/1)
Investors: (0/-)
Veterinarian: (0/3)
Animal Keepers: (0/-)
Grounds Keepers: (0/5)
Guest Services Staff: (0/5)
Guides: (0/3)
Cafe Workers: (0/5)


EDUCATION

MYSTIC FALLS UNIVERSITY

HEADMASTER:
DEAN OF ADMISSIONS:
+ !! SPORTS COACHES:
+ !! PROFESSORS:
STUDENTS (2/5): LUYAO, LAHAR
librarian (1/1): kaleena


LAW FIRM: MILLER&KENZ

SENIOR PARTNER:
PARTNERS (0/2):
ASSOCIATES (0/2):
PARALEGALS (0/2):
LEGAL SECRETARIES (0/2):


MAGAZINE: ESTELLE

OWNER: ADRIAN
EDITOR: Suzanne
WRITERS (0/2):
DESIGNERS (0/2):
ASPIRING DESIGNERS (0/2):
STYLISTS (0/2):
MODELS (2/3): MARISHKA, LYSANDRA
PHOTOGRAPHERS (1/2): ELIJAH A

ANDROMEDA: HOTEL & RESORT.

OWNERS: ROMEO AND JULIET
SECRETARY (0/2):
ACCOUNTANT (0/2):
HEAD OF SECURITY (0/1);


hotel

HOTEL MANAGER (0/2):
FRONT DESK (0/1):
HOUSEKEEPER (0/1):
CHEF (0/1):
WAITER (0/1):
BARTENDER (0/1):
LIFEGUARD (0/1):


resort

RESORT MANAGER (0/2):
FRONT DESK (0/1):
HOUSEKEEPER (1/1):
CHEF (0/1):
WAITER (1/1): AMARINTA
BARTENDER (0/1):
LIFEGUARD (0/1):


ENTERTAINMENT

RECORD LABEL: LUCKY RECORDS

OWNER:
MUSICIANS (1/3): RHYS
PRODUCERS (0/2):
SONG-WRITERS (1/2): RHYS
INTERNS (0/2):


FILM INDUSTRY:

ACTORS/ACTRESSES (1/3): DOMINIQUE
DIRECTORS (0/2):
PRODUCERS (0/2):
WRITERS (0/2):


Cuisine

RESTAURANT: THE SALUZ

OWNER:
CHEF (0/2):
WAITERS (0/3):


BAR: NERO FEVER

OWNER: NATHANIEL
BARTENDERS (0/3):


CAFE: CHERRY ON TOP

OWNER: CASSANDRA
BARISTAS (0/3):
WAITERS (0/2):
PASTRY CHEFS (0/2):


underground

MAFIA BOSSES (3/3): MAXIMILIAN, LYSANDRA, JASPER
MAFIA MEMBERS (-/-): click here
DRUG DEALERS (1/3): ASHER
HITMEN/WOMEN (0/2):
HOOKERS (1/3): Lars
THIEVES (0/2):

nightlife

NIGHTCLUB: THE BITS

OWNER: CARMEN
DJ: Yoru
BARTENDERS (1/3) ulysses
CAGE DANCERS (0/2):
BOUNCERS (0/2):


Weapon and Artillery Science and Technologies

President: : Kamitani Masaki
Vice President: (0/1)
General Manager: (0/1)
Sales Operations: (Director, Managers, Sales representative) (0/5)
HR and Recruitment: (Director, Managers, legal advisors, recruiters) (0/1)
Finance and Accounting: (Director, Manager, Financial Analyst, accountants) (0/1)
Production: (Director, Managers, Inventory officers) (0/5)
Logistics: (0/5)
Maintenance: (0/5)
Procurement: (0/5)
Security: (0/5)

LUXURY

MISC

HEIRS/HEIRESSES (0/3):
ROYALTY (3/5): OPHELIA, ADRIAN, ROMEO.
SOCIALITES (0/3):
FREELANCE INVESTIGATIVE Journalist (0/1) :


SHINING LOTUS (OCCULT STORE):

OWNER: TATSUYA
STORE-CLERKS (1/2): AMARINTA
Manager (0/1):
CARD READERS (0/2):


JEWELLERY STORE: THE VELVET BOX

OWNER: OPHELIA
JEWELLER (1/2): LAHAR.
SALESPERSON (1/3) LIZZY


LUX COUTURE

OWNER: CASSANDRA
designer (0/2):
dressmakers (1/2) suzanne


AROMATICA PERFUMERIE

OWNER: LIZZY
SALESPERSON (0/4)

BANNED FACECLAIMS

idols who wish not to be roleplayed
idols involved in scandals


deceased idols
list
goes
on


welcome to the roleplay!

NOW THAT YOU ARE OFFICIALLY A PART OF THE SILENT FALLS FAMILY, THERE ARE SOME THINGS I'D LIKE TO ASK YOU TO DO IN ORDER TO MAKE OUR LIVES A LITTLE BIT EASIER! EVERY NEW MEMBER STARTS WITH 25K OF money in THIS ROLEPLAY!

01. - YOUR FACEBOOK BIO SHOULD CONTAIN THE FOLLOWING: RACE X SEXUALITY X 25,000 ACES.
02. - CREATE A FACEBOOK POST INCLUDING THE FOLLOWING, THEN PIN IT TO YOUR PROFILE:
OC NAME:
FC NAME:
BIO: (LINK TO BIO ONCE COMPLETED.)
PLOTS: (OPEN/CLOSED)

03. - MAKE SURE YOU HAVE READ THE CONTENTS OF THIS WEBSITE AND UNDERSTAND IT, IF YOU HAVE ANY QUESTIONS THEN PLEASE MESSAGE THE BASE!
04. - ENSURE YOUR PRIVACY SETTINGS ARE LOCKED UP TIGHT, AND THAT ONLY 'FRIENDS OF FRIENDS' CAN SEND YOU FRIEND REQUESTS, THIS HELPS KEEP OUTSIDERS OUT OF OUR FRIEND LISTS!
05. - THE ADMIN WILL ADD YOU TO THE GROUPS AND ANNOUNCE YOUR ARRIVAL.
NOTE: PEOPLE ARE ASKED TO 'ANGRY REACT' TO ANNOUNCEMENT POSTS IF THEIR DM'S ARE OPEN FOR THE NEW MEMBER TO SLIDE IN TO PLOT!

TRAFFICKING!

PRICES ARE DETERMINED BY HOW DIFFICULT THEY WOULD BE TO CAPTURE, NOT BY THE RACES MORTALITY. .

THE TRAFFICKING RING IN MYSTIC FALLS HAS EXISTED FOR AS LONG AS ANYONE CAN REMEMBER, DESPITE THEIR BEST EFFORTS TO GET RID OF IT. WITH HIDDEN SYMBOLS AROUND TOWN THAT ARE ONLY VISIBLE UNDER A UV LIGHT, ANYBODY CAN GET IN TOUCH WITH A MERCHANT TO MAKE AN INQUIRY.

IT IS HIGHLY ILLEGAL IN THE EYES OF THE LAW, BUT THOSE THAT ARE SOLD ARE CURSED WITH A RING THAT THEY CANNOT TAKE OFF. IT PREVENTS THEM FROM UTTERING A WORD AGAINST THEIR CAPTORS AND CAN BE CUSTOMISED BY THE OWNER TO MAKE THEM OBEY EVERY WORD UTTERED.

psa: ANY RACE CAN BE TRAFFICKED, IT IS COMPLETELY UP TO THE MUN WHETHER THEIR CHARACTER WILL BE SOLD OFF. AS FOR THE RINGS THAT KEEP THEM IN CHECK, IT'S UP TO THE OWNER+SLAVE TO DISCUSS THE INTENSITY OF HOW THEY WILL WORK, IT COULD JUST PREVENT THEM FROM BEING ABLE TO REPORT THEM TO THE AUTHORITIES, OR COMPLETE OBEDIENCE.

TRAFFICKING RULES IN THE UNDERGROUND GROUP BEFORE MAKING ANY INQUIRIES.

rACEpRICE
ORIGINAL VAMPIRES500,000
AUGUSTINE VAMPIRES400,000
DRAGONS400,000
SIRENS400,000
WOLF-VAMPIRE HYBRIDS350,000
HERETICS350,000
PHOENIXES350,000
EXPRESSIONISTS300,000
DEMONS300,000
FALLEN ANGELS300,000
WITCHES250,000
SIPHONS250,000
PHANTOMS200,000
ELVES150,000
VAMPIRES100,000
WEREWOLVES100,000
KITSUNE100,000
MERFOLKS100,000
NEKOS50,000
PSYCHICS40,000
MEDIUMS40,000
HUMANS30,000

SHOPPING LIST / MASTERLIST!

NAMERACEOWNERDATE PURCHASED
EX. LIAM FALLEONADMINMYSTIKA FALLEON21-10-22
ASHER LINWOODhumanDONTE BELLEROSE11-12-23
AMARINTA CHIPShumanfree---
CARMEN MENDOZATURNED VAMPIREfree---
LAHAR TRIEUMERFOLKfree---
Lars KafkaFallen Angelfree---
LUYAODRAGONDominique AuClair08-01-24
Noctis GreilWerepirefree---
TATSUYA RYUKIDRAGONfree---
YoruNekofree---

ORIGINAL VAMPIRE: LIMITED TO 7.

THE ORIGINALS ARE A GROUP OF EXTREMELY POWERFUL VAMPIRES THAT ARE THE FIRST GENERATION OF VAMPIRES AND PROGENITORS OF THEIR RESPECTIVE BLOODLINES. THEY ARE THE OLDEST, FASTEST, STRONGEST, AND MOST POWERFUL VAMPIRES IN THE WORLD. THE ORIGINALS WERE CREATED LONG BEFORE ANY MODERN CIVILIZATION OR BOOKS, WHEN THE EXPRESSIONIST WITCHES TRICKED UNSUSPECTING HUMANS INTO CONSUMING THE POTION WHICH CREATED THE FIRST EVER VAMPYRS, THEREFORE UNLEASHING A PLAGUE ONTO THE EARTH AND GOING AGAINST THE BALANCE OF NATURE.
A NUMBER OF CHARACTERISTICS DIFFERENTIATE AN ORIGINAL FROM THE VAMPIRE BLOODLINE THAT THEY BEGAT, BUT THE FUNDAMENTAL DIFFERENCE IS THAT ORIGINALS BECOME VAMPIRES THROUGH A SPELL. UNLIKE NON-ORIGINAL VAMPIRES, ORIGINAL VAMPIRES ARE INDESTRUCTIBLE AND CANNOT BE KILLED BY ANYTHING ON EARTH ASIDE FROM THE WHITE OAK STAKE.

CREATION:

ALL VAMPIRES HAVE THE ABILITY TO TURN MORE VAMPIRES. A HUMAN WHO HAS CONSUMED VAMPIRE BLOOD IN SOME WAY (WHETHER BY DRINKING IT, HAVING IT POURED INTO THEIR OPEN WOUND, OR BY BEING INJECTED WITH IT) AND HAS SUBSEQUENTLY DIED WITH THE BLOOD IN THEIR SYSTEM WILL BE MAGICALLY REVIVED AS AN UNDEAD VAMPIRE, JUST LIKE THE VAMPIRE WHO SIRED THEM. THE EXACT NATURE OF THE HUMAN’S DEATH IS IRRELEVANT TO THIS PROCESS; THE ONLY CONDITION THAT MUST BE MET IS THAT THE BODY HAS TO BE MORE-OR-LESS INTACT AND ABLE TO FUNCTION ONCE THEY REAWAKEN IN TRANSITION.

AUGUSTINE VAMPIRE: LIMITED TO 5.

AUGUSTINE VAMPIRES ARE AN ARTIFICIALLY CREATED SUBSPECIES OF VAMPIRES WHOSE MAJOR DIFFERENCE FROM REGULAR VAMPIRES LAY IN THEIR FEEDING HABITS AND SUSTENANCE REQUIREMENTS. THEY ARE NAMED AUGUSTINE VAMPIRES AFTER THE SOCIETY WHICH MADE THEM THAT WAY, THE AUGUSTINES. AN ELITIST GROUP OF VAMPIRE HUNTERS THAT HAVE EXISTED FOR OVER 150 YEARS. ALL AUGUSTINE’S START OUT AS TURNED VAMPIRES AND ARE CAPTURED BY SOCIETY, STARVED, AND CONDITIONED TO FEED ON ONLY VAMPIRE BLOOD RATHER THAN HUMAN BLOOD. THEY WOULD HAVE BEEN TORTURED, AND EXPERIMENTED ON FOR YEARS UPON YEARS UNTIL EITHER THEY WERE DEEMED THE PERFECT AUGUSTINE AND SET FREE TO GO FEED ON OTHER VAMPIRES, OR SOMEHOW ESCAPED.IF AN AUGUSTINE VAMPIRE CONSUMES HUMAN BLOOD, IT WOULD BE LIKE ANY OTHER VAMPIRE CONSUMING ANIMAL BLOOD INSTEAD OF A HUMANS. IT WOULD SATIATE THEIR THIRST, HOWEVER, TASTES HORRENDOUS.

TURNED VAMPIRES:

TURNED VAMPIRES ARE MAGICALLY REANIMATED HUMAN CORPSES WHICH ARE INHABITED BY THE SPIRITS OF THE DECEASED PERSON WHO CLOSELY RESEMBLES THE LIVING HUMAN THEY WERE BEFORE THEIR TRANSFORMATION. TURNED VAMPIRES FEED AND SURVIVE ON THE BLOOD OF THE LIVING, TYPICALLY THAT OF HUMANS.

VAMPIRE IN TRANSITION:

IN ORDER TO COMPLETE THE TRANSITION INTO A VAMPIRE, THE PERSON MUST THEN CONSUME ANY AMOUNT OF HUMAN BLOOD WITHIN THE NEXT TWENTY-FOUR HOURS, OR ELSE THEY WILL DIE. VAMPIRES CAN ONLY FEED ON HUMAN BLOOD IN ORDER TO COMPLETE THEIR TRANSITION - ANIMAL BLOOD OR VAMPIRE BLOOD IS NOT SUFFICIENT TO FINISH THE TRANSFORMATION FROM HUMAN TO VAMPIRE. HOWEVER, ‘HUMAN BLOOD’ CAN ALSO INCLUDE THE BLOOD OF A WITCH, OR WEREWOLF. A VAMPIRE IN TRANSITION IS NEITHER TRULY LIVING NOR TRULY DEAD UNTIL THEY MAKE THEIR CHOICE TO EITHER COMPLETE THEIR TRANSITION OR TO ABSTAIN FROM FEEDING AND ULTIMATELY DIE.

STRENGTHS AND WEAKNESSES:

BASE POWERS ARE mentioned first.
ORIGINALS: CAN PICK 4 EXTRA POWERS.
augustine CAN PICK 3 EXTRA POWERS.
turned vampires:
OVER 5000 Y/O: EXTRA 4.
OVER 1000 Y/O: EXTRA 3.
OVER 500 Y/O: EXTRA 2.
UNDER 500: EXTRA 1.
UNDER 200: PICK 1, BUT THEY'RE STILL LEARNING TO MASTER IT.

ALL THREE SUBSPECIES OF VAMPIRES HAVE THE SAME BASE POWERS. SOME MAY DIFFER AND BE ADJUSTED SLIGHTLY PER INDIVIDUAL MUSE.

Strength:

HEALING FACTOR: THE ABILITY TO HEAL ALL INFECTIONS AND INJURIES AT AN ACCELERATED RATE.
TIME.

IMMORTALITY: ABILITY TO POSSESS ETERNAL LIFE AND YOUTH.

SUPER SENSES ABILITY TO HEAR, SEE, SMELL AND ALSO TASTE BEYOND THE HUMAN LIMIT.

super speed ABILITY TO JUMP, MOVE AND RUN AT SUPERHUMAN VELOCITY.

super strength: ABILITY TO POSSESS ABNORMAL PHYSICAL STRENGTH. A CRITICAL FACTOR TO A VAMPIRE’S STRENGTH IS HIS OR HER AGE; OLDER VAMPIRES ARE STRONGER THAN YOUNGER VAMPIRES.

INFLUENCe: THE SUPERNATURAL ABILITY TO CONTROL AND MANIPULATE THE BODY, MIND AND SOUL OF AN ANIMAL OR PERSON. IT IS THE ABILITY TO INFLUENCE AND CONTROL THOUGHTS, EMOTIONS AND BEHAVIOR AND CAN ALTER OR ERASE MEMORIES OF HUMANS. ORIGINAL VAMPIRES ARE THE ONLY ONES THAT CAN INFLUENCE ANOTHER TURNED VAMPIRE. SIPHON AND EXPRESSIONIST WITCHES ARE ALSO IMMUNE TO THIS INFLUENCE. THIS ABILITY DOESN'T WORK IF THE VICTIM HAS CONSUMED VERVAIN IN THE LAST 48 HOURS, OR HAS THE HERB ON THEIR PERSONS.

sire bond ALTHOUGH RARE AMONG THEM, SIRE BONDS CAN FORM WHEN A HUMAN IS TURNED WITH THE BLOOD OF A VAMPIRE FOR WHOM THEY HAD STRONG ROMANTIC FEELINGS BEFORE THEY WERE TURNED. THOSE VAMPIRES WITH A SIRE BOND ARE SUPERNATURALLY LOYAL TO THEIR SIRES TO THE POINT THAT THEY WILL GO OUT OF THEIR WAY TO DO WHATEVER THEIR SIRE ASKS THEM TO DO, EVEN IF THEY DON’T ACTUALLY WANT TO DO IT. HOWEVER, THIS BOND DOESN’T AFFECT HOW THEY TRULY FEEL ABOUT THEIR SIRE, IT ONLY AFFECTS THEIR BEHAVIOR.

true face A VAMPIRE’S TRUE FACE IS THE APPEARANCE THEY ARE HIDING UNDER THEIR NORMAL HUMAN FACE. WHEN A VAMPIRE’S TRUE FACE IS REVEALED, THE SCLERA OF THEIR EYES TURNS BLOOD-RED, DARK VEINS APPEAR UNDER THEIR EYES AS THE BLOOD PUMPS FORCEFULLY THROUGH THEM, AND THEIR CANINE TEETH EXTEND INTO RAZOR-SHARP FANGS. A VAMPIRE'S TRUE FACE CAN BE REVEALED WHENEVER THEY WISH, BUT IT WILL APPEAR AGAINST THEIR WILL WHENEVER THEY ARE AROUSED BY THE SCENT OF BLOOD OR ARE FEELING INTENSE EMOTIONS SUCH AS ANGER, LUST, SADNESS, ETC. A VAMPIRE’S FANGS ARE EXTREMELY SHARP WHICH GIVES THEM THE ABILITY TO TEAR INTO ALMOST ANY SUBSTANCE, INCLUDING AND ESPECIALLY FLESH, AND TEAR OFF LIMBS. WITH THE FANGS COME THE DARKENED VEINS UNDER THE EYES AS WELL.------------------------------

shapeshifting: THE ABILITY TO ALTER AND CHANGE THE PHYSICAL FORM OF ONE’S SELF.

illusion casting THE SUPERNATURAL ABILITY TO BE CAPABLE OF DISRUPTING THE REALITY OF ONE OR MORE BEINGS AT ONCE. THIS POWER IS LIMITED, DUE TO THE SHORT TIME SPAN OF AN ILLUSION, BUT IT CAN BE USED TO NEUTRALIZE THE ENEMY WITHOUT HARMING THE VICTIMS. THE USERS OF THIS POWER ALSO HAVE THE ABILITY TO MANIPULATE DREAMS, SLEEPING SUBJECTS' ILLUSIONS CAN LAST LONGER.

weather control THE SUPERNATURAL ABILITY TO INFLUENCE METEOROLOGICAL ENERGY PATTERNS, SUCH AS CREATING RAIN, WIND, HAIL, LIGHTNING, SNOW, SLEET, FOG, AND TEMPERATURE CHANGES. THE SIZE OF THE AREA AFFECTED DEPENDS ON THE STRENGTH AND AGE OF A VAMPIRE.

elemental manipulation: THE SUPERNATURAL ABILITY TO CONTROL THE ELEMENTS OF AIR, EARTH, FIRE, WATER, LIGHTNING, ETC. YOU MAY PICK ONE ELEMENT TO CONTROL.

telepathy THE SUPERNATURAL ABILITY TO COMMUNICATE MENTALLY WITH OTHER VAMPIRES AND OTHER SUPERNATURAL BEINGS WITHOUT PHYSICAL CONTACT AND OVER LONG DISTANCES. IT ALSO ALLOWS ONE TO PROBE THE MINDS OF OTHERS.

animal control THE SUPERNATURAL ABILITY TO CONTROL THE BEHAVIOR OF ANY KIND OF WILD OR DOMESTIC ANIMAL. HOWEVER, A VAMPIRE CAN TYPICALLY ONLY CONTROL ONE SPECIES AT A

WEAKNEss:

AN ORIGINAL VAMPIRE’S ONLY WEAKNESS IS A STAKE MADE OUT OF WHITE OAK. NO OTHER OBJECT IS CAPABLE OF KILLING AN ORIGINAL, THOUGH THERE ARE OTHER MEANS TO HURT THEM.

DECAPITATION: - DISMEMBERING OR MANUALLY REMOVING THE HEAD OF ALL VAMPIRES APART FROM ORIGINALS WILL RESULT IN INSTANT AND PERMANENT DEATH.

WOOD: WOUNDING ATURNED/AUGUSTINE VAMPIRE WITH A WOODEN WEAPON SUCH AS WOODEN BULLETS WILL INCAPACITATE THEM, AND IT WILL TAKE LONGER FOR THEM TO HEAL THEIR INJURIES THAN IF THE WOUNDS WERE CAUSED BY ANY OTHER SUBSTANCE. STABBING A TURNED/AUGUSTINE VAMPIRE THROUGH THE HEART WITH A WOODEN STAKE WILL RESULT IN INSTANTANEOUS AND PERMANENT DEATH.

SUNLIGHT: SUNLIGHT AND UV RAYS BURN VAMPIRES ON CONTACT, PROLONGED EXPOSURE WILL CAUSE THEM TO BURST INTO FLAMES AND DIE. ORIGINALS WILL STILL BURN UPON CONTACT WITH THE SUN AND IT WILL HURT, BUT IT WILL NOT KILL THEM. HOWEVER, THIS WEAKNESS CAN BE MITIGATED BY THE USE OF A LAPIS LAZULI STONE ENCHANTED WITH A SPECIFIC PROTECTION SPELL BY A WITCH FOR A PARTICULAR VAMPIRE, THOUGH IT REQUIRES THE VAMPIRE TO WEAR THE STONE AT ALL TIMES.

VERVAIN: - EXPOSURE TO OR INGESTION OF VERVAIN CAUSES A VAMPIRE TO BECOME SEVERELY FEVERISH AND WEAK TO THE POINT THAT IT CAN EVEN HINDER THEIR HEALING ABILITIES AS WELL. ALSO, PHYSICAL CONTACT WITH VERVAIN WILL BURN A VAMPIRE’S SKIN. VAMPIRES CANNOT INFLUENCE ANYONE WHO HAS INGESTED VERVAIN OR HAS IT ON THEIR PERSON. MANY VAMPIRES DRINK SMALL AMOUNTS OF DILUTED VERVAIN DAILY TO PROTECT THEMSELVES FROM AN ORIGINAL VAMPIRES’ INFLUENCE AND TO REDUCE ITS EFFECTS WHEN USED AGAINST THEM BY ENEMIES.

WEREWOLF VENOM: - THE BITE OF A WEREWOLF, WHICH INVOLVES INJECTING TOXIC VENOM INTO THE WOUND, IS EXTREMELY FATAL TO TURNED/AUGUSTINE VAMPIRES, AND ANNOYING EVEN TO AN ORIGINAL. IT WILL CAUSE THEM TO HALLUCINATE, GROW SEVERELY WEAK AND GO RABID UNTIL IT KILLS THEM. VAMPIRES SUFFERING FROM THE BITE SEEM TO ALWAYS HALLUCINATE EITHER SIGNIFICANT MOMENTS FROM THEIR PAST, SIGNIFICANT PEOPLE IN THEIR LIVES, OR SPECIFIC ACTIONS OF THE VAMPIRE THAT THEY FEEL GUILTY OR ASHAMED ABOUT.

FIRE: VAMPIRES ARE HIGHLY FLAMMABLE AND SENSITIVE TO FIRE, AND WILL QUICKLY BURN AND DIE FROM IT IF THE FLAMES ARE NOT EXTINGUISHED IN TIME. NOT APPLICABLE TO ORIGINALS.

HEART EXTRACTION: REMOVING THE HEART OF A VAMPIRE FROM ITS BODY WILL RESULT IN PERMANENT DEATH. NOT APPLICABLE TO ORIGINALS.

INVITATION: ALL VAMPIRES CANNOT ENTER A HOME WITHOUT INVITATION BY THE OWNER OR THEIR FAMILY AS LONG AS THE OWNER IS NOT ANOTHER VAMPIRE. AN INVITATION CAN BE GRANTED LONG-DISTANCE AND EVEN BY SOMEONE WHO HASN’T LIVED IN THE HOUSE IN YEARS.

WITCHES:

WITCHES ARE SUPERNATURAL BEINGS WHO ARE BORN WITH THE POWER TO AFFECT CHANGE BY MAGICAL MEANS, KNOWN AS WITCHCRAFT. WHILE MANY WITCHES ARE THE SELF-PROCLAIMED ‘KEEPERS OF THE BALANCE,’ OTHER WITCHES HAVE BEEN KNOWN TO WORK AGAINST THE BALANCE AND USE THEIR POWER FOR PERSONAL GAIN.

THE BALANCE OF NATURE IS A SPIRITUAL BELIEF SYSTEM BASED AROUND THE OBSERVANCE OF THE EARTH AND REVERENCE OF MOTHER NATURE. THE GOAL OF MANY WITCHES IS TO HONOR THE DESIGN OF NATURE AND TO MAINTAIN BALANCE WITHIN THE NATURAL WORLD. THE BALANCE OF NATURE IS INTIMATELY TIED TO ONE’S SPIRITUAL RELATIONSHIP WITH THE EARTH, AND THE IDEA THAT ALL LIVING THINGS ARE CONSIDERED SACRED, AS THEY ARE ALL DIFFERENT ASPECTS OF NATURE. CONTEMPORARY WITCHES OFTEN USE CEREMONIES, RITUALS, OR SHAMANIC PRACTICES TO ATTUNE THEMSELVES TO THE NATURAL RHYTHMS OF NATURE IN THEIR EFFORTS TO OBTAIN GUIDANCE AND KNOWLEDGE FROM PREVIOUS GENERATIONS OF WISER KNOWN WITCHES, KNOWN AS ‘THE SPIRITS’ OR FROM THEIR ANCESTORS. HOWEVER, NOT ALL WITCHES FOLLOW THIS BELIEF SYSTEM AND HAVE FREE WILL TO CHOOSE HOW THEY PRACTICE THEIR POWER.

THE ORIGIN OF WITCHCRAFT REMAINS UNKNOWN, HOWEVER, WITCHES AND WARLOCKS HAVE EXISTED FOR MANY CENTURIES PASSING DOWN THEIR KNOWLEDGE AND SKILLS THROUGH GENERATIONS OF FAMILY LINES. CONTRARY TO POPULAR BELIEF, WITCHES DO NOT RECEIVE THEIR POWERS FROM DEMONS, NOR DO THEY WORSHIP THE DEVIL. INSTEAD, WITCHES CONSIDER THEMSELVES “THE SERVANTS OF NATURE”.

WITCHCRAFT IS THE PRACTICE OF MAGIC. HOWEVER, BEFORE A WITCH OR WARLOCK HAS COME INTO THEIR POWER, THEY’RE CONSIDERED ‘UNTAPPED’, AND THEIR MAGIC IS CONSIDERED PURE. AFTER AWAKENING THEIR POWER, WITCHCRAFT CAN ENCOMPASS MANY DIFFERENT TYPES OF ACTIVITIES INCLUDING ASTROLOGY, SPELL CASTING, AND SPIRIT COMMUNICATION. IT INCLUDES THE PRACTICES OF MANY CULTURES, NATIONS, AND RELIGIONS AS WELL AS MANY BOOKS AND WRITINGS DATING BACK TO ANCIENT TIMES. TRADITIONAL WITCHES ARE COMMONLY KIND AND SELFLESS HUMANS WHO USE THEIR POWERS TO MAINTAIN BALANCE WITHIN THE WORLD, SOME WITCHES ARE NOT AND GO DIRECTLY AGAINST THE BALANCE OF NATURE BY PRACTICING THEIR POWERS FOR DARK AND SINISTER OR SELFISH DEEDS. A FEW DARKER WITCHES GO SO FAR AS TO SUBVERT THE VERY LAWS THAT GOVERN NATURE.
WITCHES CAN ACHIEVE A VARIETY OF POWERS OR ABILITIES THROUGH THEIR USE OF WITCHCRAFT AND SPELL CASTING; HOWEVER, AGE, EXPERIENCE, KNOWLEDGE, OR POWER CAN LIMIT THE CAPABILITIES OF ONE WITCH TO ANOTHER.

AS ADMIN, I AM AWARE THAT WITCHCRAFT HAS THE POTENTIAL TO BE MADE STUPIDLY OVERPOWERED. I AM ENTRUSTING APPLICANTS TO LIMIT THEIR MUSES TO A FEW SPECIALTIES WITHIN THE POWERS/ABILITIES SECTION. WITCHES ARE STILL CAPABLE OF ALL THE THINGS LISTED BELOW, HOWEVER, PLEASE BE REALISTIC WHEN CREATING YOUR WITCH OR WARLOCK CHARACTER AND INSTILL LIMITATIONS. I RETAIN THE RIGHT AS ADMIN TO ASK YOU TO TONE DOWN YOUR CHARACTER'S POWER IF I SEE FIT.
EX. A WITCH/WARLOCK MAY BE ABLE TO REMAIN YOUTHFUL WITH MAGIC, BUT THE SPELL ONLY WORKS IF ANOTHER BEATING HEART IS STOPPED, BASICALLY TAKING THE SACRIFICE'S REMAINING YEARS AND ADDING THEM TO THEIR OWN.

EXPRESSIONISTS:

DARK WITCHES ARE CALLED 'EXPRESSIONISTS', THEY DWELL IN THE DARK ARTS AND ARE KNOWN TO BE RUTHLESS BEINGS IN PURSUIT OF MORE POWER. THE RULES OF NATURE ARE A JOKE TO THEM, THEY HAVE NO RULES. IT WAS THE ANCIENT EXPRESSIONIST WITCHES THAT CREATED VAMPIRES AND CURSED WEREWOLVES TO BE SLAVES TO THE MOON. THEY USE BLACK MAGIC WHICH DRAWS ITS POWER FROM HUMAN SACRIFICE RATHER THAN NATURE AND IT IS THE MANIFESTATION OF ONE'S WILL. THEY THRIVE ON CHAOS.

SIPHONERS

SIPHONERS OR SIPHONS ARE A SUBSECTION OF WITCHES BORN WITHOUT THE ABILITY TO GENERATE THEIR OWN MAGIC BUT DO POSSESS A RARE POWER THAT ALLOWS THEM TO SIPHON MAGIC FROM OTHER SOURCES AND USE THAT MAGIC FOR THEIR OWN PURPOSES. THEY ARE CONSIDERED ABOMINATIONS BY MANY WITCHES DESPITE THE FACT THAT SIPHONERS ARE BORN WITH THESE ABILITIES, THEY MAY FACE HARSH TREATMENT WHEN DISCOVERED. THEY APPEAR TO BE RARE AND FEW IN NUMBERS, ALTHOUGH, THEY ARE RATHER CONTROVERSIAL BECAUSE THEY ARE THE ONLY TYPE OF WITCH THAT CAN BECOME A WITCH-VAMPIRE HYBRIDWHEN 'CHARGED', THEY HAVE THE SAME ABILITIES AS A STANDARD WITCH. IN ORDER TO 'CHARGE' THEY HAVE TO SUCK THE MAGIC FROM ANYTHING THAT CONTAINS SUPERNATURAL QUALITIES. IE, A SPELLED LOCKET FILLED WITH MAGIC, A SUPERNATURAL BEING, ANYTHING THAT WOULD NOT EXIST IN THE REAL WORLD. FOR UNDEAD BEINGS, HAVING ALL OF THEIR POWER SIPHONED AWAY IS FATAL. WHAT IS A TURNED VAMPIRE IF YOU SUCK AWAY ALL THE MAGIC OF VAMPIRISM? JUST A DEAD HUMAN.

Strength:

SPELL CASTING: ONE OF THE DEFINING CHARACTERISTICS OF A WITCH IS THEIR ABILITY TO CAST SPELLS; A "SPELL" BEING A WORD, A VERSE OR INCANTATION, RITUAL ACTION, OR ANY COMBINATION OF THESE TO CARRY OUT A MAGICAL ACTION. ON RARE OCCASIONS, SUCH ACTIONS CAN BE PERFORMED WITHOUT THE USE OF A VERBAL SPELL.

CHANNELING: TO INVOKE EXTRA FORMS OF ENERGY BY FOCUSING ON EXTERNAL FORCES.

POTION BREWING: TO BREW AND CONCOCT POTIONS, REMEDIES, AND ELIXIRS THAT HAVE SUPERNATURAL PROPERTIES WITH VARYING EFFECTS.

TELEKINESIS: TO MOVE OBJECTS AND PERSONS THROUGH MENTAL INFLUENCE.

PAIN INFLICTION: TO CREATE EXCRUCIATING MIGRAINES OR ANEURYSMS THROUGH SUPERNATURAL MEANS.

ELEMENTAL CONTROL: TO CONTROL AND MANIPULATE THE ELEMENTS OF AIR, EARTH, FIRE, AND WATER.

PROJECTION: separation FROM ONE'S BODY AND PROJECT THE MIND TO ANOTHER LOCATION OR TO INSTANTANEOUSLY TRAVEL FROM ONE POINT TO ANOTHER.

TRANSMOGRIFICATION: THE UNIQUE POWER TO ALTER THE PHYSICAL STRUCTURE OF OBJECTS LIVING OR DEAD, CHANGING THEIR FORM THROUGH SPELLS.

TELEPATHY: ALLOWS WITCHES TO ACCESS THE MINDS OF OTHERS THROUGH SPELLS.

POSSESSION: TO JUMP THEIR OR SOMEONE ELSE'S SPIRIT INTO THE BODY OF ANOTHER, TAKING CONTROL OF SAID HOST BODY THROUGH SPELLS.

ILLUSIONS: TO ALTER THE SENSES OF OTHERS TO PERCEIVE A FALSE REALITY THROUGH SPELLS.

DREAM MANIPULATION: TO CONTROL PEOPLE'S DREAMS THROUGH SPELLS.

WEAKNEss:

DISBELIEF: THE ACT OF DENYING OR DISBELIEVING IN ONE'S POTENTIAL COULD CAUSE A WITCH TO INADVERTENTLY SUPPRESS THEIR MAGICAL POWER.

DISTRACTION: DENYING A WITCH FROM CONCENTRATING OR GIVING FULL ATTENTION TO THEIR SPELLS, MAY RENDER THEM INEFFECTIVE. SINCE MOST SPELLS ARE SPOKEN VERBALLY AND TAKE TIME TO TAKE EFFECT, WITCHES ARE VULNERABLE TO ATTACK BEFORE THEIR COMPLETION. ADDITIONALLY, CERTAIN SPELLS REQUIRE ITEMS, TOOLS, AND OR SPECIAL EVENTS DURING CASTING, THEREFORE THEY CAN'T BE INVOKED ON A MERE WHIM.

EMOTIONS: A WITCH'S MAGIC IS SUBJECT TO THE INFLUENCE OF THEIR EMOTIONAL STATE AND MAY FLUCTUATE ACCORDING TO THEM, ESPECIALLY WHEN UNTRAINED. STRONG EMOTIONS SUCH AS WORRY AND ANGER CAN FUEL A WITCH'S POWER WHILE EMOTIONS SUCH AS FEAR MAY PREVENT A WITCH FROM PROPERLY ACCESSING THEM.

HERBS: - INGESTION OF CERTAIN HERBS CAN CAUSE A WITCH TO LOSE CONSCIOUSNESS AND PREVENT THEM FROM USING MAGIC FOR AN UNDETERMINED AMOUNT OF TIME. THE LOBELIA FLOWER PREVENTS CONCENTRATION AND, THEREFORE, THE PRACTICE OF MAGIC AND CAN BE USED TO TEMPORARILY WEAKEN A WITCH.

MORTALITY: DESPITE THEIR MYSTICAL ATTRIBUTES, WITCHES ARE STILL HUMAN AND SHARE MANY OF THE SAME WEAKNESSES AS NON-SUPERNATURAL BEINGS (E.G. AGE, DECAPITATION, DISEASE, HEART FAILURE, SUFFOCATION, SNAPPED NECK, ETC.). HOWEVER, WITCHES CAN TEMPORARILY GET AROUND THIS WEAKNESS THROUGH THE USE OF PROTECTION SPELLS.

OVEREXERTION: THE EXCESSIVE USE OF MAGIC CAN LEAD TO DISORIENTATION, NOSE BLEEDS, UNCONSCIOUSNESS, AND IF TAKEN TO THE EXTREME, DEATH.

NATURE: IT IS SAID THAT NATURE WILL ALWAYS FIND A BALANCE WHEN WITCHCRAFT IS PERFORMED, THUS SPELLS WILL ALWAYS HAVE LOOPHOLES. THIS MEANS, AMONG OTHER THINGS, THAT NO BEING CAN BE TRULY IMMORTAL.

INVITATION: ALL VAMPIRES CANNOT ENTER A HOME WITHOUT INVITATION BY THE OWNER OR THEIR FAMILY AS LONG AS THE OWNER IS NOT ANOTHER VAMPIRE. AN INVITATION CAN BE GRANTED LONG-DISTANCE AND EVEN BY SOMEONE WHO HASN’T LIVED IN THE HOUSE IN YEARS.

FALLEN ANGEL

FALLEN ANGELS ARE THOSE THAT HAVE DEFIED HEAVEN’S PRINCIPLES AND LAWS AND LEAVE HEAVEN PERMANENTLY. THEY MAY BE CAST OUT OR MAY LEAVE ON THEIR OWN. THEY ARE WELL KNOWN-FIGURES DUE TO THEIR APPEARANCE IN THE BIBLE AND COUNTLESS OTHER FOLKLORE.

FALLEN ANGELS WERE INITIALLY DIVINE MESSENGERS WHO FAITHFULLY SERVED GOD IN HEAVEN. HOWEVER, LUCIFER (NPC), BECAME UNSATISFIED WITH BEING THE SERVANT OF GOD AND WANTED TO BECOME GOD HIMSELF INSTEAD. FILLED WITH ENVY AND RAGE, LUCIFER INCITED A REBELLION AGAINST GOD AND SUCCESSFULLY ENCOURAGED A THIRD OF THE ANGEL POPULATION TO JOIN IN THE REBELLION. HOWEVER, GOD STOPPED THE REBELLION IN TIME AND BANISHED LUCIFER AND THE THIRD OF THE ANGEL POPULATION WITH HIM, AWAY FROM GOD’S PRESENCE. MOST OF THEM ARE KILLED, BUT LUCIFER IS SENT TO HIS OWN DIMENSION - HELL. HE BECOMES KNOWN AS THE DEVIL OR SATAN AND RULES OVER DEMONS, PHANTOMS AND SIRENS.

EVERY FALLEN ANGEL HAS THEIR OWN REASONS FOR DEFYING GOD, SOME MAY HAVE JOINED THE REBELLION WITH LUCIFER AND ENDED UP ON EARTH EVER SINCE, SOME MAY HAVE FALLEN MORE RECENTLY BECAUSE THEY FELT DRAWN TO SIN.
ALL ANGELS ARE CREATED BY GOD. TWO ANGELS CANNOT COPULATE AND FEMALE ANGELS, FALLEN OR NOT, CAN NOT GET PREGNANT.

POWERS & ABILITIES:

ANGELS HAVE NO WEAKNESSES WHEN THEY ARE IN HEAVEN. HOWEVER, WHEN THEY FALL, THEY LOSE THEIR IMMORTALITY AND AS THEY CONTINUE TO REMAIN YOUNG FOR ALL TIME, THEIR BODIES ARE AS WEAK AS A HUMANS, THEREFORE SUSCEPTIBLE TO PHYSICAL HARM. ANYTHING THAT CAN PHYSICALLY KILL A WITCH OR A HUMAN, CAN KILL AN ANGEL.

ANY ANGEL'S BLOOD IS SAID TO CONTAIN ‘WHITE POWER’, OTHERWISE KNOWN AS THE ESSENCE OF CELESTIALS. WHEN CONSUMED OR USED IN WITCHCRAFT, IT AMPLIFIES THE POWER, WHETHER IT BE A SPELL OR A POTION. WHEN ANY VAMPIRE TASTES AN ANGEL'S BLOOD, THEY ARE BLOWN AWAY BY HOW AMAZING IT TASTES, THE HIGH AND STRENGTH IT GIVES THEM, AND ARE IMMEDIATELY ADDICTED.

ALL FALLEN ANGEL WINGS TURN BLACK THE MOMENT THEY ARE CAST OUT OF HEAVEN. THE PROCESS IS EXCRUCIATING, AS THOUGH THEIR SENSE OF SELF IS BEING RIPPED OUT OF THEM.

BASE POWERS:

default powers, all angels will have these.

SUPER SENSES - ANGELS HAVE LEARNED TO CONTROL THEIR SENSES OF HEARING, VISION, TASTE, TOUCH AND SMELL. THEIR SENSES ARE AS ADVANCED AS AN ORIGINAL VAMPIRES.

OMNILINGUALISM - THEY POSSESS THE ABILITY TO INNATE SPEAK, WRITE, UNDERSTAND AND COMMUNICATE ANY LANGUAGE THEY’VE NEVER HEARD BEFORE, SIGN LANGUAGE, ILLEGIBLE WORDS, AND BACKWARDS SPEECH AND WRITING.

SUPERHUMAN STRENGTH - THEIR SUPERHUMAN STRENGTH ALSO ALLOWS THEM TO KILL ANIMALS, HUMANS AND REGULAR MONSTERS WITH EASE. THEY ALSO HAVE THE STRENGTH TO LIFT OBJECTS THOUSANDS OF TIMES THEIR OWN WEIGHT SUCH AS CARS AND TANKS, SMASH THROUGH STONE WALLS OR THICK METAL, OVERPOWER ANY INDIVIDUAL THEY ENGAGE IN COMBAT AND TAKE FAR MORE TRAUMA THAN HUMANS CAN WITHOUT MUCH DISCOMFORT OR INJURY.

SUPERHUMAN SPEED - ANGELS ARE SAID TO BE FASTER THAN ANY NON-SUPERNATURAL CREATURE AND CAN RUN AT AN EXTREMELY HIGH SPEED. THIS ALLOWS THEM TO EASILY OUTRUN ANY HUMAN OR MONSTER, AND ARE CAPABLE OF BLURRING, WHICH MAKES IT NEARLY IMPOSSIBLE FOR A HUMAN TO PERCEIVE THEIR MOVEMENTS WHEN THEY ARE SPRINTING OR MOVING AT FULL SPEED.

SUPERHUMAN AGILITY - ANGEL’S AGILITY, BALANCE, AND BODILY COORDINATION ARE ALL ENHANCED TO LEVELS THAT ARE EQUAL TO, OR IN MOST CASES BEYOND, THE NATURAL PHYSICAL LIMITS OF EVEN AN OLYMPIC ATHLETE. THEY CAN ALSO EASILY PERFORM ANY COMPLICATED SEQUENCE OF GYMNASTICS STUNTS SUCH AS FLIPS, ROLLS, AND SPRINGS AT SPEEDS AND ANGLES THAT WOULD BE HIGHLY DIFFICULT OR IMPOSSIBLE FOR AN ORDINARY HUMAN.

SPECIAL POWERS:

YOU MAY PICK 3 EXTRA POWERS FOR YOUR MUSE.

TELEPATHY - ANGELS CAN COMMUNICATE NON VERBALLY, USING THEIR MENTAL SENSES DEPENDING ON THE ANGEL, THEY CAN COMMUNICATE WITH SOMEONE AROUND THE WORLD.

TELEKINESIS - ANGELS HAVE THE ABILITY TO MOVE THINGS OR PEOPLE WITH THEIR MIND. IT CAN ALSO BE USED TO ACHIEVE PYROKINESIS AND GEOKINESIS

ENERGY MANIPULATION - ANGELS ARE ABLE TO MANIPULATE ENERGY OR ENERGY SOURCES.

TIME MANIPULATION - THEY CAN GO BACK IN TIME OR REVERSE TIME, CAUSE THE RESURRECTION OF THE DEAD, CAUSE MEMORY LOSS, AND ALSO CAUSE PHYSICAL RESTORATION OF THE DAMAGED. THEY CAN NOT GO FORWARD IN TIME ONCE THEY ARE IN THE CORRECT TIME.

ENHANCED CONDITION - ANGELS ARE AT THE PEAK PHYSICAL AND MENTAL CONDITION OF THEIR SPECIES IN THAT VERSE CAN ACHIEVE WITHOUT ANY SUPERNATURAL METHODS AND REMAIN THAT WAY WITH LITTLE OR NO MAINTENANCE. THIS ENTAILS THAT THEY ARE FASTER, STRONGER, MORE INTELLIGENT AND OVERALL SUPERIOR TO OTHER SPECIES.

FLIGHT - ANGELS CAN FLY OR OTHERWISE MOVE THROUGH THE AIR USING VARYING METHODS. SOME POSSIBILITIES INCLUDE USING ONE OR MORE FORMS OF ENERGY AND THEIR WINGS.

ELEMENTAL MANIPULATION - THEY CAN CONTROL ELEMENTS SUCH AS FIRE, WATER, ELECTRICITY, LIGHT, EARTH, AND AIR AT A MASTER LEVEL.

DEMONIC

demons

DEMONS BORN IN HELL AND ARE CREATED BY THE DEVIL, THEY ARE BRUTAL BEINGS THAT REIGN OVER AND PUNISH THE SOULS SENT TO THE FIERY PITS OF HELL. THEY FEED ON THE LIFE FORCE OF HUMANS AND ANYTHING THAT CAN DIE. THEY CAN ALSO ROAM THE EARTH FREELY WHEN THEY ARE IN THEIR SMOKE FORM. DEMON SMOKE APPEARS RED. DEMONS AND PHANTOMS ARE QUITE ALIKE, THEIR MAIN FUNDAMENTAL DIFFERENCE IS THAT PHANTOMS WERE ONCE HUMAN SOULS AND CAN BE CAPABLE OF FEELING REMORSE AND/OR LOVE, THOUGH VERY RARELY, ANOTHER DIFFERENCE IS THAT DEMONS POSSESS THE ABILITY TO MAKE DEALS WITH HUMANS IN EXCHANGE FOR THEIR SOULS, THESE DEALS UNLOCK CERTAIN POWERS. BOTH REQUIRE VESSELS IN ORDER TO ROAM THE EARTH.

PHANTOMS

PHANTOMS ARE MALEVOLENT SPIRITUAL ENTITIES, THEY ARE CREATED FROM HUMAN SOULS THAT HAVE ENDURED EXTENSIVE TORTURE IN HELL. IN THIS PROCESS, THEY BECOME CORRUPTED, EXTREMELY EVIL AND ALSO VERY POWERFUL. THEY REQUIRE A VESSEL TO WALK THE EARTH, THOUGH THEY ARE ABLE TO ROAM IN THEIR SMOKE FORM. PHANTOM SMOKE APPEARS BLACK.

POWERS & ABILITIES: (for both)

base powers

default powers, all demons will have these.

DEMONIC POSSESSION: - THEY REQUIRE A VESSEL OR ‘MEATSUIT’ TO TRAVEL ON EARTH. THEY CAN POSSESS CORPSES. IT IS MUCH EASIER TO TAKE CONTROL OF PEOPLE WHO ARE IN STATES OF HEIGHTENED EMOTIONS OR FEAR. WHEN POSSESSING A HUMAN, THE DEMON OR PHANTOM INVADES THEIR MUSCLES, BONES AND BRAINS AND CAN ALSO ACCESS THEIR HOST’S MEMORIES WHILE POSSESSING THEM. UNDER CERTAIN CIRCUMSTANCES, THE PERSON BEING POSSESSED CAN REGAIN CONTROL IF HIS OR HER WILL IS STRONG ENOUGH.

ELECTROMAGNETIC INTERFERENCE: - DEMONS AND PHANTOMS OFTEN DISRUPT NEARBY ELECTRONICS WITH THEIR PRESENCE. LARGE NUMBERS OF DEMONIC ENTITIES CAN CAUSE THUNDERSTORMS.

FLIGHT: - ONLY IN THEIR SMOKE FORMS.

IMMORTALITY: - DEMONS AND PHANTOMS HAVE AN INDEFINITELY LONG LIFESPAN AND AN ARRESTED AGING PROCESS. THEY ARE ALSO IMMUNE TO DISEASES. LIKEWISE, THEIR VESSELS WILL NEVER DIE NOR AGE WHILE POSSESSED.

INVULNERABILITY: - INJURIES THAT WOULD BE FATAL TO HUMANS, SUCH AS BROKEN NECKS OR GUNSHOT WOUNDS, HAVE VERY LITTLE - IF ANY - EFFECT ON DEMONS. THEY CAN ONLY BE KILLED BY SPECIAL WEAPONS OR RITUALS. THEY DON’T ALWAYS HEAL THEIR VESSELS. IF THE ‘MEATSUIT’ RECEIVES TOO MUCH DAMAGE, THEY MAY SIMPLY FIND ANOTHER HUMAN TO POSSESS, LEAVING THEIR FORMER VESSEL TO DIE.

SUPER STAMINA: - DEMONS AND PHANTOMS NEVER TIRE, AND DO NOT REQUIRE FOOD, WATER, OXYGEN OR SLEEP TO SUSTAIN THEMSELVES. THEY ALSO DON’T NEED TO URINATE

SUPER STRENGTH: - DEMONS AND PHANTOMS POSSESS SUPERIOR PHYSICAL STRENGTH MUCH SUPERIOR TO HUMANS; CAPABLE OF OVERPOWERING THEM. DEMON AND PHANTOM STRENGTH IS EQUAL TO A WELL AGED VAMPIRE.

ASTRAL PERCEPTION: - DEMONS AND PHANTOMS ARE ABLE TO SENSE OTHER SUPERNATURAL BEINGS AROUND THEM, SUCH AS VAMPIRES, WEREWOLVES, WITCHES, ETC.

SUPER SENSES: - DEMONS AND PHANTOMS HAVE AN ENHANCED SENSE OF SMELL AND TASTE, SOME MAY EVEN BE ABLE TO SMELL WHETHER A PERSON'S SOUL IS TAINTED OR PURE.

SPECIAL POWERS

YOU MAY CHOOSE 3 EXTRA POWERS.

BIOKINESIS: - SOME DEMONIC ENTITIES CAN MANIPULATE THE BIOLOGY OF OTHER BEINGS. EG, CAUSE SOMEONE TO HEMORRHAGE, STOP A HEART, MAKE ONE BLEED FROM THE EYES OR DEPENDING ON STRENGTH AND OPPONENT, MAKE SOMEONE EXPLODE ALTOGETHER.

INVISIBILITY: - SOME DEMONIC ENTITIES CAN BECOME INVISIBLE TO OTHERS.

PYROKINESIS: - ABILITY TO MANIPULATE AND GENERATE FIRE.

TELEPATHY: - THOUGH RARE, SOME DEMONS CAN READ THE MINDS OF THOSE AROUND THEM EVEN IF THEY ARE NOT POSSESSING THEM.

TELEPORTATION: - SOME ARE ABLE TO TELEPORT FROM ONE PLACE TO ANOTHER.

TERRAKINESIS: - SOME DEMONS CAN CREATE EARTHQUAKES ON A SMALL SCALE.

VOICE MIMICRY: - THE ABILITY TO MIMIC OTHERS VOICES AT WILL.

THERMOKINESIS: - CERTAIN DEMONIC ENTITIES CAN EMIT GREAT HEAT THROUGH THEIR SKIN RESULTING IN SEVERE BURNS TO WHATEVER THEY TOUCH.

SHAPESHIFTING: - SOME ARE ABLE TO SEAMLESSLY CHANGE THEIR SHAPE INTO THOSE OF OTHER PEOPLE.

SEDATION: - SOME ARE ABLE TO RENDER PEOPLE UNCONSCIOUS BY BATTING THEIR EYES AT THEM.

MEMORY MANIPULATION: - THE ABILITY TO ENTER A PERSON'S MEMORIES AND ALTER THEM TO THEIR WILL.

ANIMAL COMMUNICATION: - THE ABILITY TO COMMUNICATE WITH ANIMALS.

POWERS & ABILITIES : (DEMON ONLY)

powers

ALL DEALS ARE IN EXCHANGE FOR THE HUMAN SOUL, OR THEIR FIRST BORN CHILD.

REALITY WARPING: - BY DEAL ONLY. SOME DEMONS CAN GRANT HUMANS A WISH IN EXCHANGE FOR THEIR SOULS. THIS IS THE ACT OF CHANGING A HUMAN'S REALITY ACCORDING TO THEIR WISH.

RESURRECTION: - BY DEAL ONLY. ONE OF THE WISHES DEMONS CAN GRANT IS THE RESURRECTION OF A LOVED ONE.

POWER GRANTING: - BY DEAL ONLY.
DEMONS ARE ABLE TO TURN HUMANS INTO WITCHES THAT HARNESS DEMONIC POWER.

IMMORTALITY: - DEMONS AND PHANTOMS HAVE AN INDEFINITELY LONG LIFESPAN AND AN ARRESTED AGING PROCESS. THEY ARE ALSO IMMUNE TO DISEASES. LIKEWISE, THEIR VESSELS WILL NEVER DIE NOR AGE WHILE POSSESSED.

INVULNERABILITY: - INJURIES THAT WOULD BE FATAL TO HUMANS, SUCH AS BROKEN NECKS OR GUNSHOT WOUNDS, HAVE VERY LITTLE - IF ANY - EFFECT ON DEMONS. THEY CAN ONLY BE KILLED BY SPECIAL WEAPONS OR RITUALS. THEY DON’T ALWAYS HEAL THEIR VESSELS. IF THE ‘MEATSUIT’ RECEIVES TOO MUCH DAMAGE, THEY MAY SIMPLY FIND ANOTHER HUMAN TO POSSESS, LEAVING THEIR FORMER VESSEL TO DIE.

SUPER STAMINA: - DEMONS AND PHANTOMS NEVER TIRE, AND DO NOT REQUIRE FOOD, WATER, OXYGEN OR SLEEP TO SUSTAIN THEMSELVES. THEY ALSO DON’T NEED TO URINATE

SUPER STRENGTH: - DEMONS AND PHANTOMS POSSESS SUPERIOR PHYSICAL STRENGTH MUCH SUPERIOR TO HUMANS; CAPABLE OF OVERPOWERING THEM. DEMON AND PHANTOM STRENGTH IS EQUAL TO A WELL AGED VAMPIRE.

ASTRAL PERCEPTION: - DEMONS AND PHANTOMS ARE ABLE TO SENSE OTHER SUPERNATURAL BEINGS AROUND THEM, SUCH AS VAMPIRES, WEREWOLVES, WITCHES, ETC.

SUPER SENSES: - DEMONS AND PHANTOMS HAVE AN ENHANCED SENSE OF SMELL AND TASTE, SOME MAY EVEN BE ABLE TO SMELL WHETHER A PERSON'S SOUL IS TAINTED OR PURE.

weakness

HOLY WATER: - HOLY WATER BURNS ALL DEMONIC ENTITIES THAT COME INTO CONTACT WITH IT.

THE WORD ‘CHRISTO’: - THE PRONUNCIATION OF THIS WORD MAKES NEARBY DEMONIC ENTITIES REVEAL THEIR DEMONIC EYES. PHANTOM EYES WILL APPEAR BLACK, DEMON EYES WILL APPEAR RED.

EXORCISM: - DEMONIC ENTITIES CAN BE EXORCISED AND SENT BACK TO HELL USING MANY FORMS OF THIS RITUAL.

HALLOWED GROUND: - CHURCHES, RELIGIOUS GRAVEYARDS ARE ALL PLACES DEMONIC ENTITIES CANNOT ENTER.

IRON: - DEMONIC ENTITIES ARE VULNERABLE TO IRON AND CONTACT WITH IT BURNS THEIR SKIN.

PHANTOM CURE: - A PHANTOM COULD BECOME HUMAN AGAIN THROUGH THIS VERY PAINFUL AND BRUTAL RITUAL PERFORMED BY A WITCH.

HUMANS

DESPITE THE HUMAN WORLD FORGETTING ABOUT THE EXISTENCE OF THE SUPERNATURAL, EVENTUALLY, SOME ARE BOUND TO FALL THROUGH THE CRACKS. SOMETIMES, SUPERNATURAL BEINGS MAY CHOOSE TO REVEAL THEMSELVES TO A HUMAN. OTHER TIMES, THEY CAN FIND OUT BY BEING AT THE WRONG PLACE AT THE WRONG TIME. A HUMAN IS JUST A HUMAN, WITH NO POWERS OR EXTENDED AGING. BUT, THEY HAVE THE POTENTIAL TO BECOME A MAGNITUDE OF RACES. THEY CAN BECOME VAMPIRES, WEREWOLVES, PHANTOMS, AND EVEN WITCHES (THROUGH A DEMON DEAL).

MEDIUMS

are USUALLY PASSED DOWN THROUGH THEIR FAMILIES, THEY ARE BORN WITH THE ABILITY TO SEE AND COMMUNICATE WITH EARTHBOUND SPIRITS. IT IS THEIR ‘DUTY’ TO HELP THEM CROSSOVER INTO THE LIGHT, HOWEVER, NOT ALL CHOOSE TO FOLLOW THIS PATH. SPIRITS CAN GIVE THEM VISIONS OF THE PAST TO GIVE THEM INFORMATION ON WHAT IS KEEPING THEM EARTHBOUND, SOME SCARIER THAN OTHERS, DUE TO SOME SPIRITS FORGETTING VARIOUS THINGS FROM THEIR NAME, FAMILIES, AND EVEN THEIR IDENTITY TO THE POINT THAT THIS AND OTHER THINGS CAN REFLECT ON HOW A SPIRIT MAY PRESENT ITSELF TO THEM. USUALLY, PROVIDING CLOSURE TO THE SPIRITS’ FAMILIES IS ENOUGH TO HELP THEM FIND THEIR PEACE AND MOVE INTO THE LIGHT, OTHER TIMES IT’S NOT SO SIMPLE. THEY CAN ALSO SEE WARPED VERSIONS OF GHOSTS IN PHOTOGRAPHS. MEDIUMS CAN ALSO HAVE A FORM OF EXTRASENSORY PERCEPTION, WHERE THEY CAN RECEIVE VISIONS ABOUT THE HISTORY OF AN OBJECT BY TOUCHING SAID OBJECT IF IT’S RELATED TO A GHOST THEY’RE TRYING TO HELP CROSSOVER.

ALPHA

THEY ARE PHYSICALLY THE STRONGEST OF THE WEREWOLF SPECIES AND ARE TYPICALLY THE LEADERS OF THEIR RESPECTIVE PACKS. ALPHA’S ARE DISTINGUISHABLE BY THEIR GLOWING CRIMSON-RED EYES, AND THEIR ABILITIES ARE EXPONENTIALLY STRONGER THAN THOSE OF MOST BETAS AND OMEGAS; NOT ONLY DO THEY POSSESS IMMENSE INDIVIDUAL POWER, BUT THEY ALSO DRAW ON THEIR PACK AS WELL, GIVING THEM ADDITIONAL STRENGTH WITH EVERY BETA THEY TURN OR HAVE IN THEIR PACK. WEREWOLVES CAN GAIN THE RANK OF ALPHA IN SEVERAL DIFFERENT WAYS, INCLUDING BY INHERITANCE OR BY KILLING ANOTHER ALPHA AND STEALING THEIR STRENGTH. ALPHA WEREWOLVES ARE THE ONLY ONES WHO CAN TURN A HUMAN INTO A WEREWOLF VIA A BITE, AND THEY ALSO HAVE THE ABILITY TO USE THEIR HOWL TO FORCE THEIR PACK TO TURN INTO A FULL WOLF, EVEN AGAINST THEIR WILL.

BETA

BETA WEREWOLVES BELONG TO A PACK, THEY ARE ONE RANK BELOW AN ALPHA. BETAS ARE USUALLY LOYAL TO THEIR ALPHAS AND TO EACH OTHER, AND WILL DEFER TO THEIR ALPHA’S JUDGEMENT IN MOST CASES, THOUGH THEY ARE CAPABLE OF RISING TO THE OCCASION AND DEFYING THEIR ALPHA’S ORDERS, POTENTIALLY EVEN GOING AS FAR AS KILLING THEIR ALPHA DUE TO LACK OF CONFIDENCE IN THEIR LEADERSHIP OR OUT OF THIRST FOR POWER. BETA WEREWOLVES EYES CAN BE EITHER ONE OF TWO COLOURS: GOLD, OR BLUE. BETAS WITH BLUE EYES ARE BELIEVED TO BE WEREWOLVES WHO HAVE TAKEN AN INNOCENT HUMAN LIFE, WHEREAS BETAS WITH GOLD EYES HAVE NOT. THEIR STRENGTH VARIES FROM WOLF TO WOLF.

OMEGA

OMEGA WEREWOLVES, ALSO KNOWN AS ‘LONE WOLVES’ ARE WEREWOLVES WHO DO NOT BELONG TO A PACK. THERE ARE MANY REASON WHY A WEREWOLF MAY NOT HAVE A PACK, SUCH AS BEING KICKED OUT OR ABANDONED BY THEIR FORMER PACK, BEING THE SOLE SURVIVOR OF AN ATTACK, OR IN RARE CASES, HAVING CHOSEN SOLITUDE OVER THE SECURITY OF A PACK. BECAUSE WEREWOLVES ARE NATURALLY DRAWN TO BE IN PACKS DUE TO THE ADDITIONAL POWER THEY GAIN FROM IT, OMEGA WEREWOLVES ARE KNOWN TO BE THE WEAKEST AND ARE EXTREMELY VULNERABLE TO ANY SUPERNATURAL THAT MAY WANT TO HURT THEM. HOWEVER, ASIDE FROM BEING NOMADIC AND SOLITARY CREATURES, OMEGAS ARE PHYSICALLY INDISTINGUISHABLE FROM BETA WEREWOLVES - THEY WILL STILL HAVE GOLD OR BLUE EYES (AND, ON RARE OCCASIONS, ALPHA RED) AND WILL HAVE THE SAME GENERAL WEREWOLF FORM AS ANY OTHER LYCANTHROPE. SINCE AN OMEGA IS A LONE WOLF, ANY ALPHA WITHOUT A PACK COULD TECHNICALLY BE CONSIDERED AN ‘OMEGA’ BUT WOULD CERTAINLY BE MORE POWERFUL DUE TO THEIR ADDITIONAL ALPHA ‘SPARK’.

CREATION

THERE ARE A FEW DIFFERENT WAYS TO BECOME A WEREWOLF:
NATURAL WEREWOLF BIRTH: IF SOMEONE IS BITTEN BY A WEREWOLF, THE GENE THEN PASSES DOWN THROUGH THE BLOODLINE OF THE INFECTED PERSON, THOUGH THE CHILDREN THEMSELVES ARE NOT WEREWOLVES. THEY CAN, HOWEVER, AWAKEN THE DORMANCY OF THEIR TRUE NATURE BY COMPLETING A RITUAL INVOLVING THE WEREWOLF DRINKING FRESH HUMAN BLOOD OR KILLING SOMEBODY, WHETHER IT BE AN ACCIDENT OR ON PURPOSE. HOWEVER, THIS TRANSFORMATION IS NOT INSTANTANEOUS; IN FACT, IT DOESN’T OCCUR UNTIL THEIR FIRST FULL MOON.
WEREWOLF BITE: ALPHA WEREWOLVES CAN TURN HUMANS BY TRANSMITTING THEIR SALIVA THROUGH WOUNDS SUCH AS BITES. IF THE HUMAN SURVIVES THE ATTACK, THEY WILL TRANSFORM INTO A WEREWOLF DURING THE NEXT FULL MOON.
WEREWOLF COPULATION: IF A WOMAN BECOMES PREGNANT WITH WEREWOLF CHILDREN, SHE INHERITS THEIR TYPICAL TRAITS AND, IN THE END, BECOMES A TRUE WEREWOLF. THIS TRANSFORMATION IS FASTER THAN IN THOSE WHO ARE BITTEN.

powers

(ALPHA ONLY) WOLF FORM: - ALPHA WEREWOLVES CAN SHAPESHIFT TO FULL WOLVES AT WILL. WEREWOLVES CAN SHAPESHIFT FROM THEIR HUMAN FORMS TO HALF-HUMAN/HALF-WOLF BEAST FORM AT WILL. THEY TRANSFORM INTO FULL OR ‘REAL’ WOLVES DURING FULL MOONS. ALPHA’S CAN COMMAND THEIR PACK TO TRANSFORM AT ANY MOMENT IN TIME THROUGH TELEPATHY OR A HOWL WITH THE CORRECT INTENTION, EVEN IF AGAINST THEIR WILL.

SUPER SENSES: - WEREWOLVES HAVE HEIGHTENED, ANIMALISTIC SENSES WHICH ALLOW THEM TO HEAR, SEE, AND SMELL BETTER THAN THAT OF REGULAR CANINES.

SUPER SPEED: - WEREWOLVES ARE VERY FAST AND THEY MOVE WITH ANIMAL-LIKE QUICKNESS AND SPEED IN BOTH THEIR HUMAN AND WOLF FORMS.

SUPER STRENGTH: - THEY ARE A STRONG SPECIES, THEY CAN EASILY OVERPOWER AND TEAR ADULT HUMANS AND ANIMALS TO PIECES. THE CLOSER IT IS TO A FULL MOON, THE STRONGER THEY BECOME.

WEREWOLF BITE: - A WEREWOLF'S VENOM IS EXTREMELY FATAL TO NON-ORIGINAL VAMPIRES. WHILE AN ORIGINAL VAMPIRE CANNOT DIE FROM THE VENOM, THEY ARE NOT WHOLLY IMMUNE TO THE EFFECTS OF THE BITE. FOR NON-ORIGINAL VAMPIRES, THE VENOM ACTS AS A POISON OF SORTS THAT WILL ENTER THE BLOODSTREAM AND DELIVER THE TOXIN THROUGHOUT THE BODY, PRODUCING DISCOMFORT AND WEAKNESS, DEVELOPING UNCONTROLLABLE HUNGER THAT PROGRESSES TO DELUSIONS, HALLUCINATIONS, RABID RAGE, AND DEMENTIA, CULMINATING IN DEATH. ORIGINAL VAMPIRES UNDERGO THE SAME EFFECTS, BUT DO NOT DIE AND WILL EVENTUALLY FULLY RECOVER.

FULL MOON: - A WEREWOLF'S STRENGTH, SPEED, AGILITY AND ALL THEIR POWERS ARE ENHANCED TO THEIR PEAK DURING A FULL MOON.

IMMUNITY TO SILVER: - WEREWOLVES ARE IMMUNE TO MAGIC BONDED TO SILVER. WEAPONS MADE OF SILVER MIGHT WOUND THEM, BUT THE WOULD STILL HEALS AT SUPERNATURAL RATES AND WILL NOT BE FATAL TO THEM.

weakness

DECAPITATION: - THE ACT OF DISMEMBERING OR REMOVING THE HEAD OF ANY WEREWOLF WILL RESULT IN INSTANT DEATH.

FIRE: - it CAN AND WILL MOST LIKELY KILL A WEREWOLF IF THE FLAMES ARE NOT DOUSED QUICKLY.

WOLFSBANE: - WHEN INGESTED, WOLFBANE CAUSES A WEREWOLF TO BECOME SEVERELY WEAK AND FEVERISH. ALSO, IF A WEREWOLF'S SKIN IS EXPOSED TO WOLFSBANE, IT WILL BURN THEM.

HALLOWED GROUND: - CHURCHES, RELIGIOUS GRAVEYARDS ARE ALL PLACES DEMONIC ENTITIES CANNOT ENTER.

MORTALITY: - IN MOST SITUATIONS, MINOR PHYSICAL INJURIES SUCH AS GUNSHOTS, STAB WOUNDS AND BROKEN BONES WILL CAUSE A WEREWOLF PAIN AND SLOW THEM DOWN UNTIL THEY HEAL. HOWEVER, THEY STILL SHARE MANY OF THE SAME WEAKNESSES AS NON-SUPERNATURAL BEINGS AND CAN PERISH FROM EXTREME TRAUMA. THEY CAN ALSO DIE FROM OLD AGE.

NEKO

NEKOS ARE CAT HYBRIDS WHO ARE ABLE TO KEEP THEIR EARS AND TAILS IN THEIR HALF FORMS IF THEY CHOOSE TO. THE COLOR OF THEIR FUR VARIES AREA TO AREA, BUT THIS IS ONE OF THE MOST AGILE AND GRACEFUL RACES THAT CAN BE FOUND. SAID TO BE A GIFT FROM BASTET HERSELF, THEY WERE WORSHIPPED BY THE ANCIENT CIVILIZATION, PARTICULARLY ANCIENT EGYPRIANS. THEY WORSHIPPED MANY ANIMALS FOR THOUSANDS OF YEARS. DOGS WERE VALUED FOR THEIR ABILITY TO PROTECT AND HUNT, BUT CATS WERE THOUGHT TO BE THE MOST SPECIAL. EGYPTIANS BELIEVED CATS WERE MAGICAL CREATURES, CAPABLE OF BRINGING GOOD LUCK AND FORTUNE TO THE PEOPLE WHO HOUSED THEM. TO HONOR THESE TREASURED PETS, WEALTHY FAMILIES DRESSED THEM IN JEWELS AND FED THEM TREATS FIT FOR ROYALTY. THOSE THAT COULD TRANSFORM WERE THOUGHT TO BE DECENDANTS OF BASTER HERSELF. BUT AS TIME PASSED AND CIVILIZATION GREW, THEIR IMPORTANCE AND HIGH STANDING HAD SOON BECOME FORGOTTEN, RESULTING IN THEM BEING SEEN AS WEAKER CREATURES. SOME NEKOJINS LIVE FOR HUNDREDS OF YEARS DEPENDING ON HOW CAREFULLY THEY LIVE, THEIR NINE LIVES ALLOW THEM TO BE REBORN EACH TIME THEY DIED OF OLD AGE.

powers

AGILITY: - NEKO'S ARE EXTREMELY AGILE, ABLE TO MOVE STEALTHILY WITH LITTLE EFFORT. THEY HAVE AN AFFINITY FOR CLIMBING, WITH SOME BEING ABLE TO SCALE BUILDINGS EVEN IN THEIR HUMAN FORMS.

ENHANCED SENSES: - SIGHT, SMELL, HEARING, TASTE. IT'S NOT AS STRONG AS A VAMPIRE'S WOULD BE, BUT THEY'RE SIGNIFICANTLY STRONGER THAN A HUMANS.

BOOSTED SPEED: - THEY CAN RUN MUCH FASTER THAN HUMANS.

REBIRTH: - NEKO'S ARE BORN AS ANYONE ELSE WOULD BE, WITH AT LEAST ONE PARENT BEING A NEKO THEMSELVES. THEY ARE BORN WITH NINE LIVES, AND THEY HAVE SOME CONTROL OVER THEM. IF THEY WERE TO DIE OF OLD AGE, OVERNIGHT, THEIR BODY WOULD REVERT TO THEIR PHYSICAL PEAK, ALLOWING THEM TO WAKE UP THE NEXT MORNING AS THEIR BEST SELF. IF THEY WERE TO GET INTO A TRAGIC ACCIDENT, OR BE MURDERED, THEY WOULD HEAL OVERNIGHT, USING ONE OF THEIR NINE LIVES TO RESUME THEIR LIFE AS THOUGH THE ACCIDENT NEVER HAPPENED.

TRANSFORMATION: - THEY CAN TRANSFORM FROM THEIR CAT FORMS AT WILL. USUALLY, THEY WILL LEAVE THEIR CLOTHES BEHIND WHENEVER THEY TRANSFORM BUT MAGICAL ITEMS CAN BE USED THAT ALLOW THEM TO TRANSFORM WITH THEIR CLOTHES SO THAT WHEN THEY RETURN TO HUMAN FORM, THEY WONT BE NAKED.

NIGHT VISION: - ALONG WITH THEIR CAT EYES, THEY ARE ABLE TO SEE EXTREMELY WELL IN THE DARK.

CAT ATTRACTION: - NORMAL CATS FEEL DRAWN TO THEM AND WILL BE SUBSERVIANT TO THEM.

weakness

MORTALITY: - LIKE HUMANS, NEKO CAN BE INJURED BY JUST ABOUT ANYTHING. HOWEVER, THERE IS NOTHING THAT CAN PREVENT THEM FROM COMING BACK TO LIFE IF THEY STILL HAVE REMAINING LIVES.

LILIES: - THIS FLOWER IS HIGHLY TOXIC TO NEKO'S AND THEY SHOULD AVOID IT AT ALL COSTS.

WOLFSBANE: - WHEN INGESTED, WOLFBANE CAUSES A WEREWOLF TO BECOME SEVERELY WEAK AND FEVERISH. ALSO, IF A WEREWOLF'S SKIN IS EXPOSED TO WOLFSBANE, IT WILL BURN THEM.

HALLOWED GROUND: - CHURCHES, RELIGIOUS GRAVEYARDS ARE ALL PLACES DEMONIC ENTITIES CANNOT ENTER.

MORTALITY: - IN MOST SITUATIONS, MINOR PHYSICAL INJURIES SUCH AS GUNSHOTS, STAB WOUNDS AND BROKEN BONES WILL CAUSE A WEREWOLF PAIN AND SLOW THEM DOWN UNTIL THEY HEAL. HOWEVER, THEY STILL SHARE MANY OF THE SAME WEAKNESSES AS NON-SUPERNATURAL BEINGS AND CAN PERISH FROM EXTREME TRAUMA. THEY CAN ALSO DIE FROM OLD AGE.

KITSUNE

CAN SHIFT BETWEEN HUMAN & FOX FORMS. THEY ARE HIGHLY INTELLIGENT BEINGS WHO POSSESS MAGICAL ABILITIES THAT INCREASE WITH THEIR AGE AND WISDOM. KITSUNE ARE BELIEVED TO POSSESS SUPERIOR INTELLIGENCE, LONG LIFE, AND MAGICAL POWERS. THEY ARE A TYPE OF YŌKAI, OR A JAPANESE SPIRITUAL ENTITY; THE WORD KITSUNE IS OFTEN TRANSLATED AS FOX SPIRIT. HOWEVER, THIS DOES NOT MEAN THAT KITSUNE ARE GHOSTS, NOR THAT THEY ARE FUNDAMENTALLY DIFFERENT FROM REGULAR FOXES. BECAUSE THE WORD SPIRIT IS USED TO REFLECT A STATE OF KNOWLEDGE OR ENLIGHTENMENT, ALL LONG-LIVED FOXES GAIN SUPERNATURAL ABILITIES.
STAR BALLS ARE CRYSTAL SPHERES THAT KITSUNES PUT SOME OF THEIR POWER INTO. DESTROYING OR DRAINING A KITSUNE'S STAR BALL WILL WEAKEN/KILL THE KITSUNE. LIQUID FROM A STAR BALL CAN BE USED TO OPEN A PORTAL TO HELL. A KITSUNE'S STAR BALLS CAN ALSO BE USED TO DRAW MEMORIES OUT OF THE BRAIN. HOWEVER, ONCE THE MEMORY IS PUT INTO A STAR BALL IT IS GONE FROM THE BRAIN. ANYONE CAN VIEW THE MEMORY BY HOLDING IT UP TO THEIR TEMPLE. OVER TIME THE MEMORY RECORDED ON THE STAR BALL WILL FADE AND EVENTUALLY DISAPPEAR.

powers

SHAPESHIFTING: - ABILITY TO TURN INTO ANYTHING FOUND IN NATURE.

KITSUNETSUKI : - SPIRIT POSSESSION.

TAIL GROWN: - EVERY 100 YEARS, A KITSUNE GROWS A NEW TAIL. THE MORE TAILS A KITSUNE HAS, THE MORE POWERFUL THEY ARE.

HOSHI NO TAMA: - THE KITSUNE STAR BALL, WHICH HOLDS THEIR MEMORIES AND ALSO ACTS AS THEIR LIFE-FORCE.

FOX-FIRE (KITSUNE-BI) - KITSUNE CAN PRODUCE FIRE AND LIGHTNING BY RUBBING THEIR TAILS TOGETHER. KITSUNE CAN ALSO CREATE SMALL BALLS OF FIRE AND CAN EVEN BREATHE FIRE.

DREAM MANIPULATION: - WILLFUL MANIFESTATION IN THE DREAMS OF OTHERS..

FLIGHT : - THE ABILITY TO FLY INTO THE AIR.

MAGIC : - KITSUNE CAN STUDY ANY NORMAL FIELD OF MAGIC.

MIND CONTROL: - A KITSUNE CAN CAUSE SOMEONE TO SEE ANYTHING THE KITSUNE WISHES, OR OVERLOOK ANYTHING THE KITSUNE WANTS THEM TO, SIMILAR TO A VAMPIRE'S INFLUENCE.

OTHERS: - GREATER POWERS INCLUDE BENDING TIME AND SPACE, DRIVING PEOPLE MAD, OR TAKING FANTASTICAL SHAPES SUCH AS A TREE OF INCREDIBLE HEIGHT OR A SECOND MOON IN THE SKY.

weakness

EMPTY MEMORY SPHERE/STAR BALL: - IF A KITSUNE'S BALL OF MEMORIES IS EMPTIED, THEN THAT KITSUNE WILL DIE.

FEELINGS: - KITSUNE ARE ALSO VICTIMS OF THEIR OWN FEELINGS. A KITSUNE'S EMOTIONS CAN CAUSE THEM HARM OR DISTRACT THEM. REGRET CAN EVEN KILL A KITSUNE OUTRIGHT.

FREEDOM: - FREEDOM IS VERY IMPORTANT TO THE KITSUNE. THEY DO NOT ACCEPT BEING FORCED INTO SOMETHING THEY DO NOT WISH AND DO NOT LIKE BEING BOUND OR TRAPPED. DOING SO WEAKENS THE KITSUNE AND IS FROWNED UPON BY OTHER KITSUNE.

PROMISE: - KITSUNE MUST KEEP THEIR PROMISES OR SUFFER A DETERIORATION IN THEIR RANK AND POWER.

CANIDAE: - KITSUNE ARE KNOWN TO HAVE A GREAT FEAR AND HATRED OF DOGS, WOLVES AND COYOTES. SOME BECOME SO RATTLED BY THEIR PRESENCE THAT THEY WILL REVERT TO THE SHAPE OF A FOX AND FLEE INSTANTLY.

DRAGON

MASTERS OF AN ELEMENT OR SUB ELEMENT WITH SCALES THAT REFLECT THE ELEMENT’S COLOR, DRAGONS CAN BE MALE OR FEMALE HALF HUMAN CREATURES WITH THE ABILITY OF FLIGHT. THEIR HALF FORM WOULD CONSIST OF THEIR WINGS AND A SMATTERING OF SCALES ALL OVER THEIR SKIN, THOUGH THERE ARE WAYS TO HIDE THEIR SCALES IN THEIR FULL HUMAN FORM. APPEARANCES CAN BE EITHER WESTERNIZED WITH REPTILIAN FEATURES OR ASIAN WITH SERPENTINE FEATURES. THEY HAVE AN ENHANCED LEVEL OF DURABILITY, STRENGTH, HEARING AND STAMINA ALONG WITH CERTAIN ELEMENTAL POWERS BASED ON THE TYPE OF DRAGON THEY ARE.

THE FATHER OF ALL THE DRAGONS WAS THE MOST POWERFUL OF THEM ALL, AND HAD ONLY ONE FORM. HE HAD CAUGHT THE EYE OF THE MOST POWERFUL WITCH IN HER COVEN, WHO FELL IN LOVE WITH HIS POWER AND DESIRED TO BE WITH HIM. SHE COMMUNICATED WITH HIM, AND GAVE HIM THE GREATEST GIFT THAT SHE COULD; THE ABILITY TO TURN HUMAN EVEN FOR A SHORT WHILE. WHAT SHE HAD NEVER INTENDED WAS FOR HER LOVER TO SUCCUMB TO GREED FOR ALL THE RICHES HE COULD HAVE. TO TRY AND SAVE THOSE AROUND HER, SHE CURSED HIM INTO ETERNAL SLUMBER WHERE HE WOULD NO LONGER BE ABLE TO FUEL HIS HUNGER FOR POWER. ALL THEIR DESCENDANTS WERE HALF HUMAN AND HALF DRAGON, ABLE TO MORPH INTO FULL DRAGONS WHEN THEY WANTED TO. SOME OF THEM MOVED TO KINGDOMS FAR AWAY, BRINGING THE WORLD THE VARIOUS TYPES OF DRAGONS THERE ARE TODAY.

powers

YOU MAY CHOOSE WHICH POWERS YOU'D LIKE FOR YOUR DRAGON. NO LIMITS, BUT DON'T GO OVER THE TOP.

ENCHANCED SPEED- DRAGONS CAN MOVE WITH INCREDIBLE SPEED, ABLE TO SUDDENLY APPEAR, ESPECIALLY WHILE FLYING.

SUPER STRENGTH - DRAGONS POSSESS INCREDIBLE PHYSICAL STRENGTH. DRAGONS CAN EASILY OVERPOWER HUMANS THROUGH SHEER PHYSICAL FORCE.

SUPER DURABILITY - DRAGONS ARE USUALLY COVERED IN SCALES, THAT MAKES THEM HIGHLY RESISTANT TO INJURY.

immortality- DRAGONS CAN LIVE forever unless they meet their demise.

FLIGHT - WHEN IN THEIR TRUE FORM, DRAGONS HAVE LARGE BAT-LIKE WINGS WHICH THEY USE TO FLY AND CAPTURE PREY.

ELEMENTAL CONTROL - DEPENDING ON THEIR HERITAGE AND SURROUNDINGS, A DRAGON MAY HAVE SOME CONTROL OVER THE ELEMENT THEY ARE MOST FAMILIAR WITH. IE, BREATHING FIRE.

MAGIC - SOME DRAGONS ARE BORN WITH THE ABILITY TO TAP INTO SUPERNATURAL POWERS.

HIBERNATE - A LOT OF DRAGONS CAN HIBERNATE, ESPECIALLY IF THERE'S A LACK OF FOOD OR IF THEY'RE JUST PLAIN BORED.

weakness

OBSIDIAN - A DARK MATERIAL CAPABLE OF PENETRATING DRAGON ARMOR.

SWORD FORGED IN DRAGON'S BLOOD - ONE OF THE ONLY THINGS KNOWN TO BE ABLE TO KILL A DRAGON. IT IS SPECULATED THAT THERE ARE ONLY 4/5 OF SUCH BLADES IN EXISTENCE.

PHOENIX

ACCOUNTS CLAIM THAT THE MYTHICAL BIRD LOOKS DIFFERENT TO EACH OBSERVER, WITH SOME OF THEM CLAIMING THAT THE PLUMAGE WAS A ROYAL PURPLE OR RED AND GOLD, WITH OTHERS CLAIMING TO SEE A BIRD MADE ENTIRELY OF FIRE. TO THIS DAY, NO ONE CAN TELL FOR SURE EXACTLY WHAT THESE BIRDS LOOK LIKE. BUT WITH THE RUMOURED SIZE OF A LARGE EAGLE, THE PHOENIX IS ONE OF THE LONGEST LIVING BIRDS IN HISTORY. THE MOST SPECIAL POWER IT HAS IS ITS SUPPOSED IMMORTALITY, AS THE BIRD COMBUSTS INTO A PILE OF ASHES UPON ITS DEATH AND IS REBORN FROM THOSE SAME ASHES. THERE IS NO RECORDED NUMBER OF LIVES THAT A PHOENIX CAN HAVE, BUT EACH TIME THEY’RE BORN, THEY RISK THE POSSIBILITY TO LOSE ANY MEMORIES OF THEIR PREVIOUS LIFE.

MANY SUNS AGO, IT USED TO BE A STATUS SYMBOL TO HAVE A PHOENIX AROUND, AS THESE BIRDS WERE AMONG THE WISEST DUE TO THEIR LONG LIVES, BUT THEIR TEARS AND FEATHERS CAUSED THEM TO BE HUNTED BY THOSE GREEDY AND CRUEL ENOUGH TO WANT THEIR BENEFITS. EVEN A SINGLE FEATHER OF A PHOENIX FETCHED FOR A LOT OF MONEY, AND CAN BE USED IN ALL SORTS OF MAGICAL SPELLS. EVERY LIVING CREATURE DESIRES TO MEET SUCH A UNIQUE BIRD AT LEAST ONCE IN THEIR LIFETIME, IN THE HOPE THAT THEY MIGHT BE ABLE TO COLLECT SOME OF ITS TEARS BUT ALAS, NO ONE CAN TELL IF THE CREATURE IS A MYTH OR NOT.

powers

HEALING TEARS – THOUGH RARE, A PHOENIX WILL BE ABLE TO HEAL THE INJURIES OF ANY INDIVIDUAL.

PYROPORTATION – THE USER IS ABLE TO TELEPORT VIA FIRE.

SELF-RESURRECTION

REGENERATIVE HEALING

FLAME MANIPULATION

HEAT MANIPULATION

ENHANCED SPEED, VOICE, BEAUTY

weakness

THEY WILL NEED TIME TO RESURRECT FROM THEIR ASHES

WEAK WHEN IN CONTACT WITH ICE OR WATER

EATING PEANUT BUTTER WILL STOP THEM FROM USING THEIR VOICE FOR 30 MINUTES

ELVES

THEY ARE HUMANOID BEINGS WITH DISTINCTIVE ELVEN FEATURES SUCH AS SILVER HAIR/EYE COLOR; SOME OF THEM HAVE POINTED EARS. MASTERS OF ELEMENTS, EACH OF THEM ARE ABLE TO CONTROL ONE OF THEM AND OFTEN LIVE IN AREAS WHERE THAT SPECIFIC ELEMENT IS MORE IN CONTROL. USERS OF LIGHT AND DARK ELEMENTS ARE NATURAL ENEMIES, AS THEY BATTLE TO SAFEGUARD OR DESTROY NATURE’S BALANCE. DARK ELVES (USERS OF THE SHADOW ELEMENT) TEND TO BE RATHER DECEITFUL AND ARE MORE LIKELY TO USE THEIR POWERS FOR EVIL. ELVES WITH THE ELEMENT OF FIRE HAVE AN AFFINITY TOWARDS FORGING WEAPONS.

powers

PHYSICAL ABILITIES: – POSSESS HEIGHTENED STRENGTH, SPEED, DURABILITY, AGILITY AND FIGHTING SKILLS.

TELEPORTATION: – WITH THE HELP OF MAGICAL OBJECTS AND A LOT OF POWER, ELVES ARE ABLE TO TELEPORT FROM PLACE TO PLACE. THIS WEARS THEM OUT QUICKLY AND IT CAN NOT BE DONE IN QUICK SUCCESSION.

OFFENSIVE SPELLS:

ENERGY CONSTRUCTS: THE ABILITY TO CRAFT TOOLS, OBJECTS, WEAPONS, OR OTHER ITEMS OUT OF AMBIENT ENERGY.

POWER ABSORPTION: THE ABILITY TO ABSORB/SIPHON/DRAIN/STEAL FROM OTHERS AND THE VICTIMS NATURALLY REGAIN THEIR LOST POWER BUT SOME USER MAY BE ABLE TO ABSORB THE POWER PERMANENTLY.

SLOWED AGING: THEY AGE MUCH SLOWER THAN HUMANS AND ARE IMMUNE TO NORMAL DISEASES. HOWEVER, THEY CAN STILL BE INJURED WITH WEAPONS.

ACCELERATED REGENERATION: CAN HEAL FROM ANY FORM OF DAMAGE TO SUCH AN EXTENT THEY CAN REATTACH SEVERED LIMBS.

DEFENSIVE SPELLS:

SUMMONING: THE ABILITY TO SUMMON AN ALLY.

TELEKINESIS: THE ABILITY TO MANIPULATE THINGS WITH THEIR MIND. THIS TAKES A LOT OF FOCUS AND ENERGY AND WILL WEAR THEM OUT QUICKLY.

MALLEABILITY: THE ABILITY TO ALTER THEIR APPEARANCE FROM INFORMATION IN THEIR GENETIC CODE WITH THE HELP OF MAGIC.

ELEMENTAL POWERS

PHOTOKINESIS: THE ABILITY TO GENERATE AND MANIPULATE LIGHT. (LIGHT)

CHROMOKINESIS: THE ABILITY TO MANIPULATE COLORS THROUGH THE LIGHT.(LIGHT)

ILLUSION MANIPULATION: THE POWER TO CONTROL THE LIGHT THAT ONE'S EYES PERCEIVE, MAKING ONE SEE THINGS THAT AREN'T THERE. (LIGHT)

UMBRAKINESIS: ABILITY TO MANIPULATE DARKNESS WITHOUT USING MAGIC. (DARK)

NECROMANCY: ABILITY TO MANIPULATE THE DEAD, HOWEVER THEY CANNOT BRING PEOPLE BACK FROM THE DEAD AS THEIR FORMER SELVES, ONLY AS MINDLESS 'ZOMBIES' THAT WILL FOLLOW THEIR ORDERS.(DARK)

VOODOO: ABILITY WHICH THEY CONTROL PEOPLE USING DOLLS. (DARK)

CHLOROKINESIS: THE ABILITY TO MANIPULATE PLANT LIFE. (NATURE)

RESURRECTION PLANT CREATION: THE ABILITY TO CREATE A PLANT WHICH WILL HOLD SOMEONE'S ESSENCE IN ITSELF AND ALLOW IT TO ABSORB THE MAGIC AROUND IT SO THAT THEY CAN RETURN TEMPORARILY. (NATURE)

GROUND MANIPULATION: THE ABILITY TO MANIPULATE THE GROUND OF AN AREA. (NATURE)

MINERAL MANIPULATION: THE ABILITY TO MANIPULATE MINERALS.. (NATURE)

PYROKINESIS: THE ABILITY TO GENERATE AND MANIPULATE FIRE. (fire)

FIRE RESISTANCE: THE ABILITY BE RESISTANT TO FIRE.(fire)

THERMOKINESIS: THE ABILITY TO GENERATE AND MANIPULATE HEAT.. (fire)

HEAT RESISTANCE: HEAT RESISTANCE: ABILITY BE RESISTANT TO HOT TEMPERATURE.(fire)

HYDROKINESIS: THE ABILITY TO GENERATE AND MANIPULATE WATER. IT VARIES FROM CONTROL OF SINGLE DROPS TO MULTIPLE BODIES OF WATER.. (WATER)

CRYOKINESIS: THE ABILITY TO MANIPULATE ICE AND FREEZE ANYTHING THEY LIKE, INCLUDING THE HUMIDITY IN THE AIR. (ice)

AEROKINESIS: THE ABILITY TO MANIPULATE TO SHAPE AND MANIPULATE AIR.

WEATHER MANIPULATION: BY CONTROLLING BOTH HOT AND COLD AIR.

WOLF-VAMPIRE

WEREWOLVES THAT ARE TURNED INTO VAMPIRES BY AN ORIGINAL. TO BECOME A WEREWOLF-VAMPIRE HYBRID, A WEREWOLF MUST HAVE AN ORIGINALS BLOOD IN THEIR SYSTEM BEFORE THEY ARE KILLED SO THEY CAN AWAKEN A SHORT TIME LATER IN TRANSITION. THE REST OF THE TRANSFORMATION WORKS THE SAME AS VAMPIRES, THEY MUST DRINK HUMAN BLOOD WITHIN 24 HOURS OR THEY WILL DIE. HYBRIDS ARE ABLE TO TURN HUMANS INTO VAMPIRES, BUT NOT WEREWOLVES.

weakness

THEY RETAIN ALL OF THE WEAKNESSES OF A TURNED VAMPIRE, AS WELL AS THE WEAKNESSES OF A WOLF MINUS MORTALITY.

base powers

default powers, all wolf-vampires will have these.

INFLUENCE - THE SUPERNATURAL ABILITY TO CONTROL AND MANIPULATE THE BODY, MIND AND SOUL OF AN ANIMAL OR PERSON. IT IS THE ABILITY TO INFLUENCE AND CONTROL THOUGHTS, EMOTIONS AND BEHAVIOR AND CAN ALTER OR ERASE MEMORIES OF HUMANS. ORIGINAL VAMPIRES ARE THE ONLY ONES THAT CAN INFLUENCE ANOTHER TURNED VAMPIRE OR HYBRID. SIPHON AND EXPRESSIONIST WITCHES ARE ALSO IMMUNE TO THIS INFLUENCE.

HEALING FACTOR - THE ABILITY TO HEAL ALL INFECTIONS AND INJURIES AT AN ACCELERATED RATE.

IMMORTALITY - ABILITY TO POSSESS ETERNAL LIFE AND YOUTH.

SUPER SENSES - ABILITY TO HEAR, SEE, SMELL AND ALSO TASTE BEYOND THE HUMAN LIMIT.

SUPER SPEED - ABILITY TO JUMP, MOVE AND RUN AT SUPERHUMAN VELOCITY.

SUPER STRENGTH - ABILITY TO POSSESS ABNORMAL PHYSICAL STRENGTH. A CRITICAL FACTOR TO A HYBRID’S STRENGTH IS HIS OR HER AGE; OLDER VAMPIRES ARE STRONGER THAN YOUNGER VAMPIRES.

SIRE BOND - ALTHOUGH RARE AMONG THEM, SIRE BONDS CAN FORM WHEN A HUMAN IS TURNED WITH THE BLOOD OF A HYBRID FOR WHOM THEY HAD STRONG ROMANTIC FEELINGS BEFORE THEY WERE TURNED. THOSE VAMPIRES WITH A SIRE BOND ARE SUPERNATURALLY LOYAL TO THEIR SIRES TO THE POINT THAT THEY WILL GO OUT OF THEIR WAY TO DO WHATEVER THEIR SIRE ASKS THEM TO DO, EVEN IF THEY DON’T ACTUALLY WANT TO DO IT. HOWEVER, THIS BOND DOESN’T AFFECT HOW THEY TRULY FEEL ABOUT THEIR SIRE, IT ONLY AFFECTS THEIR BEHAVIOR.

TRUE FACE - A HYBRID'S TRUE FACE IS THE APPEARANCE THEY ARE HIDING UNDER THEIR NORMAL HUMAN FACE. WHEN A HYBRID’S TRUE FACE IS REVEALED, THE SCLERA OF THEIR EYES TURNS BLOOD-RED, DARK VEINS APPEAR UNDER THEIR EYES AS THE BLOOD PUMPS FORCEFULLY THROUGH THEM, AND ALL THE TEETH WITHIN THEIR MOUTH TURN INTO THAT OF A WOLF. A HYBRID'S TRUE FACE CAN BE REVEALED WHENEVER THEY WISH, BUT IT WILL APPEAR AGAINST THEIR WILL WHENEVER THEY ARE AROUSED BY THE SCENT OF BLOOD, OR ARE FEELING INTENSE EMOTIONS SUCH AS ANGER, LUST, SADNESS, ETC. A HYBRID'S TEETH ARE EXTREMELY SHARP WHICH GIVES THEM THE ABILITY TO TEAR INTO ALMOST ANY SUBSTANCE, INCLUDING AND ESPECIALLY FLESH, AND TEAR OFF LIMBS. WITH THE TEETH COME THE DARKENED VEINS UNDER THE EYES AS WELL.

LYCANTHROPE ENHANCEMENT - A HYBRID IS CAPABLE OF USING THEIR WEREWOLF FEATURES TO FURTHER SUPPLEMENT THEIR POWER AND ABILITIES. THEY CAN GROW CLAWS FROM THEIR NAILS AND WEREWOLF FANGS FROM THEIR TEETH EVEN WHEN THEY ARE STILL IN HUMAN FORMS. THEIR EYES ALSO CHANGE INTO THOSE OF THEIR WEREWOLF FORM, GRANTING THEM BETTER EYESIGHT. DUE TO THEIR HERITAGE, A HYBRID'S STRENGTH AND SPEED ARE HEIGHTENED FURTHER DURING A FULL MOON.

SHAPESHIFTING/TRANSFORMATION CONTROL - A HYBRID HAS THE ABILITY TO TRANSFORM INTO THEIR WEREWOLF FORMS AT WILL, EVEN IF THEY WERE NOT AN ALPHA AS A WEREWOLF.

SPECIAL POWERS

YOU MAY CHOOSE 3 EXTRA POWERS.

ILLUSION CASTING - THE SUPERNATURAL ABILITY TO BE CAPABLE OF DISRUPTING THE REALITY OF ONE OR MORE BEINGS AT ONCE. THIS POWER IS LIMITED, DUE TO THE SHORT TIME SPAN OF AN ILLUSION, BUT IT CAN BE USED TO NEUTRALIZE THE ENEMY WITHOUT HARMING THE VICTIMS. THE USERS OF THIS POWER ALSO HAVE THE ABILITY TO MANIPULATE DREAMS, SLEEPING SUBJECTS' ILLUSIONS CAN LAST LONGER.

TELEPATHY - THE SUPERNATURAL ABILITY TO COMMUNICATE MENTALLY WITH OTHER HYBRID’S AND OTHER SUPERNATURAL BEINGS WITHOUT PHYSICAL CONTACT AND OVER LONG DISTANCES. IT ALSO ALLOWS ONE TO PROBE THE MINDS OF OTHERS.

WEATHER CONTROL - THE SUPERNATURAL ABILITY TO INFLUENCE METEOROLOGICAL ENERGY PATTERNS, SUCH AS CREATING RAIN, WIND, HAIL, LIGHTNING, SNOW, SLEET, FOG, AND TEMPERATURE CHANGES. THE SIZE OF THE AREA AFFECTED DEPENDS ON THE STRENGTH AND AGE OF A HYBRID.

ANIMAL CONTROL - THE SUPERNATURAL ABILITY TO CONTROL THE BEHAVIOR OF ANY KIND OF WILD OR DOMESTIC ANIMAL. HOWEVER, A VAMPIRE CAN TYPICALLY ONLY CONTROL ONE SPECIES AT A TIME.

HERETICS

LIMITED TO 5 DUE TO THEIR RARITY.

SIPHON WITCHES THAT ARE TURNED INTO VAMPIRES. HERETICS HAVE THE BASE POWERS OF A VAMPIRE ALONG WITH IMMORTALITY, AND ALL THE POWERS OF A WITCH. THEY ARE FEARED AMONGST THE WITCH COMMUNITY AS THEY RETAIN THEIR ABILITY TO PRACTICE MAGIC DESPITE HAVING BEEN TURNED INTO VAMPIRES, DUE TO THIS, THEY ARE CONSIDERED TO BE AN ‘ABOMINATION’ BY THE WITCH COMMUNITY. AS VAMPIRES, THE HERETICS FALL INTO ONE OF NATURE’S LOOPHOLES WHICH ALLOWS THEM TO NOT ONLY RETAIN THEIR ABILITY TO PRACTICE MAGIC, BUT BE PROVIDED WITH A POWER SOURCE TO SIPHON FROM, AS THEY CAN SIPHON THEMSELVES. THIS ABILITY, HOWEVER, WEAKENS THEIR BODIES AND IF THEY DON’T USE IT SPARINGLY THEY COULD EVEN KILL THEMSELVES BY ACCIDENTALLY SIPHONING OUT ALL OF THE MAGIC OF VAMPIRISM THAT KEEPS THEM ALIVE.

MERFOLK

WITH THE UPPER BODY OF A MALE/FEMALE AND THE LOWER HALF OF A FISH OR CETACEAN, A MERPERSON IS MOST COMMONLY ASSOCIATED WITH THINGS SUCH AS CAUSING STORMS OR SHIPWRECKS. THEY RETAIN THEIR GILLS AND SCALES WHEN ON LAND, BUT ARE ABLE TO MOVE AROUND ON TWO LEGS. THEY HAVE BEAUTIFUL SINGING VOICES BUT WILL NEED TO ENSURE THEY DO NOT DEHYDRATE COMPLETELY WHEN OUT OF WATER. WHEN IN WATER, THEY ARE FAST AND CAN CALL UPON THE CREATURES IN THE OCEANS TO DO THEIR BIDDING, AND HAVE THE ELEMENTAL CONTROL OF WATER IN SOME CASES. CERTAIN FOLKLORES CLAIM THAT MERPEOPLE ARE CAPABLE OF GRANTING WISHES AND BOONS, BUT NO ONE HAS BEEN CLOSE ENOUGH TO FIND OUT IF THAT IS IN FACT, THE TRUTH. THE IRIDESCENT SCALES THAT THEY POSSESS ARE BEAUTIFUL, BUT ONLY WITCHES KNOW THE TRUE VALUE AND HOW TO USE THEM. THE SCALES THAT HAVE BEEN WILLINGLY GIVEN CAN HELP MAKE POTIONS THAT ARE MORE POWERFUL THAN THE ONES THAT HAVE BEEN FORCIBLY TAKEN.

powers

AQUATIC LIFE MANIPULATION – MERFOLK CAN CONTROL MARINE LIFE, BOTH IN SHALLOW AS WELL AS DEEP WATERS, AND USE THEM AS DEFENCE OR FOR ATTACKS ON ENEMIES,

HYPNOTIC CALL – MERFOLKS HAVE BEAUTIFUL SINGING VOICES THAT CAN HAVE A HYPNOTIC EFFECT ON THE LISTENER. ONLY THE OLDER AND MORE POWERFUL ONES HAVE PERFECTED THIS ABILTITY TO MAKE THE EFFECTS LAST LONG.

PEARL GENERATION - WHEN IN THE MERFOLK FORM, THE TEARS WOULD BE TRANSFORMED INTO PEARLS. THIS MAKES THEM A TARGET FOR OTHERS WHO WANT TO MAKE USE OF THEM.

WATER MANIPULATION: - THEY CAN CONTROL THE ELEMENT OF WATER, EVEN USING IT TO CREATE LARGE WAVES OR STORMS.

UNDERWATER INVULNERABILITY - SOME MERPEOPLE POSSESS INHUMAN DURABILITY AND HEALING FACTOR WHILE IN WATER.

HEAT MANIPULATION

ENHANCED SPEED, VOICE, BEAUTY

weakness

ONLY SOME MERPEOPLE CAN SURVIVE IN BOTH FRESH AND SALT WATER.

MAY HAVE COMPLICATIONS WHEN TRANSITIONING FROM WATER TO AIR.

SCALES AND SKIN MAY DRY WHEN OVEREXPOSED TO THE SUN OR ARTIFICIAL HEAT, SUCH AS FIRES OR HEATERS.

MAY BE VULNERABLE TO CERTAIN DISEASES.

SIREN

LIMITED TO 3 DUE TO THEIR CANON RARITY. // female only.

UNDEAD MERMAIDS. ENHANCED, CARNIVOROUS PSYCHICS WHO GAINED IMMORTALITY THROUGH A DEAL WITH THE DEVIL. THEY BECAME HIS SERVANTS AND WERE TASKED WITH HARVESTING THE SOULS OF THE WICKED. THEY ARE ONE OF THE OLDEST SUPERNATURAL RACES AND ARE EXTREMELY RARE. SIRENS ARE ALWAYS BEAUTIFUL AND ENCHANTING. THEY FEAST ON THE FLESH OF HUMANS IN ORDER TO STAY YOUNG, OTHERWISE THEIR TRUE FORMS APPEAR. THEIR TRUE FORMS ARE ALMOST SKELETAL CREATURES WITH SHARP TEETH AND CLAWS, THEIR SKIN TURNS GREY AND THEY ARE ANYTHING BUT PLEASANT TO LOOK AT.

powers

IMMORTALITY – SIRENS CANNOT DIE DUE TO THE DEAL THEY MADE WITH THE DEVIL AND CAN REMAIN YOUTHFUL FOR AS LONG AS THEY CONTINUE TO FEAST ON THE FLESH OF HUMANS. THIS FORM OF IMMORTALITY, HOWEVER, IS DEPENDENT ON THE DEVIL AND, UPON TEMPORARY DEATH, HE SENDS THEIR SPIRIT BACK INTO THEIR BODY, EFFECTIVELY REVIVING THEM.

ACCELERATED HEALING – SIRENS ARE ABLE TO REGENERATE FROM DAMAGE SUSTAINED ON THEIR BODIES, ABLE TO HEAL NEAR-INSTANTANEOUSLY FROM A SNAPPED NECK. HOWEVER, THINGS SUCH AS CUTS, GUNSHOT WOUNDS, ANY ACTUAL PHYSICAL DAMAGE TO THE BODY IS DEPENDENT ON FEEDING.

TELEPATHY - SIRENS CAN ENTER INTO THE MINDS OF ANOTHER PERSON TO READ THEIR THOUGHTS AND ACCESS THEIR MEMORIES. THIS IS DONE USING THEIR VOICE AS A GUIDE, OR TYPICALLY REFINED INTO SINGING. THEY CAN STRENGTHEN THIS WITH PHYSICAL CONTACT, BUT SOME ARE ABLE TO RESIST IT DEPENDING ON THEIR MENTAL STRENGTH. SIRENS ARE CAPABLE OF TELEPATHIC COMMUNICATION EVEN FROM A GREAT DISTANCE.

RMIND CONTROL - SIRENS CAN TAKE OVER THE MINDS OF THEIR VICTIMS, EVEN TO THE POINT OF SHUTTING THEM DOWN. THE VICTIMS ARE CONSCIOUS OF THIS INTERACTION AS IT CREATES A PSYCHIC RAPPORT BETWEEN SIREN AND SERVANT. THIS ALLOWS THEM TO MAINTAIN A CONSTANT PRESENCE FROM WITHIN SUCH THAT SERVANTS STRAYING TOO FAR FROM THEM WILL BE STRUCK WITH PSYCHIC PAIN AND SUFFER HEMORRHAGES UNTIL THEY RETURN TO HER. BY USING THEIR ‘SIREN CALL’, MIND CONTROL CAN BE USED EN MASSE AND CAN EVEN BE USED VIA CELLPHONE TO ACCESS AND REESTABLISH THE PSYCHIC CONNECTION. HOWEVER, SOME SUPERNATURAL BEINGS CAN OFFER RESISTANCE TO A SIREN’S ACCESS BY FOCUSING ON THE PEOPLE THEY CARE MOST ABOUT. THEY CAN ALSO USE THEIR MIND CONTROL TO FORCE A VAMPIRE TO TURN ON/OFF THEIR HUMANITY; THE FORMER BEING A PAINFUL PROCESS AS THE FLOOD OF MEMORIES CAN CRUSH THEM UNDER THE WEIGHT OF THEIR GUILT.

MEMORY MANIPULATION - SIRENS POSSESS THE ABILITY TO MANIPULATE AND CHANGE THE MEMORIES OF THE VICTIMS UNDER THEIR CONTROL, AS WELL AS ERASE THEM COMPLETELY.

PSYCHIC PAIN INFLICTION: - SIRENS ARE ABLE TO INDUCE EXTREME AMOUNTS OF PAIN THROUGH THEIR TELEPATHIC POWERS. DEPENDING ON HOW DEEP THE GRIP THE SIREN HAS ON HER VICTIM, IT CAN BE STRONG ENOUGH TO MANIFEST PHYSICAL SYMPTOMS SUCH AS COUGHING UP BLOOD AND NOSE BLEEDS.

PSYCHIC ILLUSIONS - DERIVED FROM THEIR MIND CONTROL, SIRENS CAN CREATE MINOR ILLUSIONS, FORCING THEIR VICTIMS TO SEE WHAT THEY WANT. HOWEVER, THIS ABILITY ONLY REALLY WORKS ON HUMANS.

VOICE MANIPULATION: - SIRENS ARE ABLE TO MANIPULATE THEIR VOICE TO LURE THEIR VICTIMS AS FABLED. THEY TEND TO USE THEIR VOICE TO CAPTIVATE OTHERS THROUGH SINGING AND MIMICKING THE VOICES OF PEOPLE THEIR VICTIMS CARE ABOUT. THEIR CONTROL IS SO FINE THAT THEY CAN MATCH THE RESONANT FREQUENCY OF GLASS IN ORDER TO BREAK IT.

CLAWS - SIRENS POSSESS SHARP CLAWS AND CAN USE THEM TO INFLICT FATAL WOUNDS TO HUMANS AND THOSE WITHOUT IMMORTALITY. THEIR CLAWS WILL ALSO MANIFEST WHEN SEVERELY DEPRIVED OF HUMAN FLESH, OR WHEN THEY ARE SIPHONED DIRECTLY.

AQUATIC RESPIRATION: - SIRENS CAN SPEND MONTHS UNDERWATER IF THEY WANT TO AS THEY HAVE SOME UNDERWATER ADAPTATIONS AND CAN BREATHE.

weakness

HUNGER – SIRENS FEED ON THE FLESH OF HUMANS WHICH THEY REQUIRE IN ORDER TO MAINTAIN THEIR YOUTH AND STRENGTH. SIRENS ALSO REQUIRE MUCH MORE SUSTENANCE THAN VAMPIRES TO BE ABLE TO RESTORE THEMSELVES WHEN INJURED.

MAGIC – SPECIFICALLY SIPHONERS AND/OR HERETICS, WHEN PHYSICAL CONTACT IS ESTABLISHED THEY ARE ABLE DIRECTLY SIPHON MAGIC OUT OF A SIREN. WHEN THEY DO, THEIR YOUTH AND BEAUTY FALLS AWAY AND THEY BECOME THEIR TRUE, HORRENDOUS SELVES. THIS PROCESS IS EXCRUCIATING FOR THEM. IF SIPHONED LONG ENOUGH, THE MAGIC OF THEIR DEAL WITH THE DEVIL IS CONSUMED UNTIL ALL THAT REMAINS IS AN OLD PILE OF BONES, KILLING THEM.

STAFF OF THE DEVIL – AN ANCIENT TUNING FORK THAT WAS FORGED IN THE FIRES OF HELL ITSELF. IT IS THE ONLY THING CAPABLE OF FULLY KILLING A SIREN. WHEN STRUCK, IT PRODUCES AN UNKNOWN FREQUENCY THAT DISRUPTS AND NEUTRALIZES PHYSIC ACTIVITY, AND IS CAPABLE OF STUNNING SIRENS IN THE PROCESS.

Marmoris

Legend has it that a group of witches created the perfect sculptures of a male and female out of the finest marble, embodying everything they considered beautiful.They needed a warrior, someone to fight their battles for them, so the very first sculpture was modelled after Adonis, known to be ever youthful. Using a bit of their life force, they brought the two statues to life.Along with their personalities, they imbibed the statues of Adonis and Venus with powers to ensure they never aged and never felt weakness.Expressionist covens used this power to create warriors who would wage war with other covens, ensuring their complete loyalty to the one that created them. Each witch could use a drop of her blood to create one of these creatures who would then follow her command.After centuries of oppression, the Marmoris finally demanded their freedom from their respective covens along with the ability to think for themselves, with the agreement made that they would be summoned as and when needed.The males of this race have rather pale skin, and are physically strong while females are usually seen as rather fragile due to the extra work taken to create their sculptures. Female Marmoris are usually seen guarding the entrances to covens, alerting the members of any intruders.They have the utmost loyalty to their creators who can choose to destroy them if they so wished to. This race cannot procreate in any way, and will have to be created by a female witch only. Marmoris cannot experience emotions like humans or other races and are stoic by nature, but this can slowly be learned.A Marmoris created by an expressionist witch would display malevolent traits as opposed to its more benevolent counterpart created by a regular witch. From the outside, both genders would appear as humans but will not be able to live a regular life unless they return to their creators once a year.

powers

Intense Strength
Intense Durability
Resilient to physical force and up to 50% of energy based attacks
Stone Manipulation

weakness

Continuous – exposure to water may cause cracks

can be CURSED– by the witches who created them

Rapid temperature changes may cause them to melt into magma.

PSA: If plotted with a witchcraft related muse in the roleplay, a Marmoris may have an additional ability related to an elemental manipulation. This will have to be an existing muse and not an NPC.They can only be created by regular female witches and expressionist witches.