The Great Awakening discussion

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message 1: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Mar 14, 2017 03:59PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod
The third character every member makes must be a Sleeper!
one in every ten characters must be a sleeper. if you turn, awaken, kill off a sleeper or make them move away - or in any way make it so your sleeper character is no longer active/sleeping - your next character must be a replacement sleeper.

if enough requests for non-terrestrial therians to be elaborated on, I will make them have their own posts and have the post below therianthropes elaborate on the furry deviants. all anthropomorphic animals of a mystical nature would still be called non-terrestrial therianthropes or mystical therians/theriomythics.


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message 2: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 02, 2017 05:14PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S l e e p e r
A Sleeper is a mortal who is not aware of magic in the world and their own inner power. Mortals are relatively ignorant of the supernatural world, a fact that increases the danger of Paradox for wielders of dynamic magic. While some Awakened look down on Sleepers, most wish to protect them and help them Awaken. Sleepers live in their own personal reality, tailored to their beliefs and understandings. This forms the Consensus, which causes the Paradox, a clashing of belief when a Sleeper witnesses a Mage using vulgar magic. A Sleepwalker is a Sleeper who is somehow involved in Otherworldly affairs, such as being fought over by Vampires who each wish to enthrall it or being caught in what appears to be a gang war, but is actually a fight between two Lycan packs. Sleepers who can perform magic are called sorcerers and sorceresses, their gifts are usually minor mediumship or aura perception, which can eventually lead to an Awakening.

Mindless sheep, blind and dumb. Unaware of the fabulous things going around them. Some may believe in UFOs, ghosts, cryptids, or even gods, but they Slumber none the less. They see magic and may either cry out "Miracle!" or their memories suppress what they couldn't comprehend. Potentials can possibly be Awakened, but they need an extra push from those who already are; they emit the Beacon, drawing things both good and evil to them. It's more likely they will die in order to Awaken than have someone peacefully Awaken them. There are those, the 'Once-Born', who are unable to ever Awaken and live their life on this false reality till they die and this is their first, and last, life; with no hope of being reincarnated. If a Once-Born is turned - being bitten, scratched, having been injected with venom or in some other fashion - they can become Otherkin, and in doing so, are now bound to the Silver Wheel, thus making this not their last life, but the first of many in an endless cycle. And so a Once-Born can be reborn as a Potential.

> A b i l i t i e s
Beacon: The Beacon is found solely in Potential Otherkin. It draws Otherkin to them, and can be used to identify Old Souls from New ones. It is most prominent in Potential Vampires and Succubi.
Sorcery: Although rare, some Sleepers can express a psychic ability, such as the ability to see Wraiths. Called sorcerers and sorceresses by Kindred, and known among themselves as 'psychics,' these powers can be inherited by a Blood Kin ancestor. The continued use of such abilities can cause the Sleeper to Awaken. However, abstaining from using them can cause them to disappear. Sorcery does not cause a Paradox. Again, such abilities are rare.

> W e a k n e s s e s
Mortality: Based off the fact that Sleepers are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).



message 3: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 29, 2016 04:47PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> A w o k e n
Humans who have Awakened, yet possess no affinity for magic. They understand the Truth and do not believe the Lie; thus allowing them to perceive the Upper World. Awoken often become assassins or thieves in order to perform work in the Otherworld. Many Otherkin treat Awoken as they would a Sleeper, and as the minority in the world of magic, an Awoken might often feel as if they do not belong in either reality.

Awoken are tasked with policing the Otherworld, making sure that those who harm humans are stopped. They possess superior fighting skills, good heads for observation, and uncanny instincts for people and their personalities, even besides their ability to sense the supernatural. They are able to see the true form of Kindred even when they don't want them to.

> A b i l i t i e s
Enhanced Condition: Awoken also possess slightly superhuman strength, durability, agility, reflexes, speed, and even morphallaxis. Awoken's strength can also be measured in the fact they can casually take down Otherkin who possess superhuman strength and can easily overpower humans. Awoke's durability is particularly notable; they can shrug off blows from creatures with incredible strength. Additionally, Awoken seem to have a natural aptitude for fighting, particularly against Kindred, and with ancient and medieval weapons. They also possess incredible observational abilities and keen instincts. When blinded, their hearing is enhanced to the point of hearing things from a distance. Awoken also possesses greater resistance to drugs and alcohol than Sleepers, even Otherworldly drugs.
Perception: Awoken possess the ability to see Kindred when they are Triggered, but only if the Otherkin is startled, scared, angered, or stressed, or something else happens that disrupts the Kindred's concentration. They are also able to see Aspected Kin on film recordings. Awoken have absolutely no influence over this ability. A Triggered Kin can detect an Awoken by looking into their eyes. They can see an "infinite darkness" in an Awoken's eyes that reflects the Kindred's true nature. Awoken's ability to detect Otherkin is not limited to sight. It is described as a sort of subtle electric tension in the jaw and forehead when there are Kindred nearby. This "sixth sense" alerts the other perceptory senses, in effect amplifying them.

> W e a k n e s s e s
Mortality: Based off the fact that Awoken are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).



message 4: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 07, 2016 03:26PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> C o m p a n i o n
Some prominent Otherkin own humans as their property. Some Kindred allow them to have more personal freedoms. Some viewed human property as "chattel" and enforced rules mandating that Kin should keep their human property locked away when the latter aren't working. Humans who are claimed as property may interact within the Otherworld society and are not to be harmed by other Kindred. These are Companions, or servants and slaves to Otherkin. Many responsibilities come with being a Companion. For one, should it be to a Vampire, it is an obligation that the mortal Companion allow the Vampire to feed from them whenever the mood takes them. This is only one small example of the many things that being a Companion can encompass. Companions are expected to follow orders (so to speak) of their master without question and to the letter.

> A b i l i t i e s
Immunity: Companions possess some level of immunity in the Otherworld. They can not be fed upon by any random Kindred due to being claimed by an Otherkin. They are protected by their owner even when their owner is not around - harming them is considered destruction of another's property and is seen as a punishable crime. They can interact with the Otherworld in ways other Sleepers can not, able to do business to those willing to sell goods and services to Companions. Still, there are some restrictions to their freedoms in the Otherworld. Some establishments refuse to serve Companions, or even have them come inside their walls, expecting the Kindred to leave them outside like a dog waiting for its master.

> W e a k n e s s e s
Mortality: Based off the fact that Companions are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).
Obligations: Companions' immunity in the Otherworld is not without a cost. They must allow their masters to feed from them in whatever way their Kindred can. If given a task - to cook, clean, do the laundry, buy groceries, carry a message, and so forth - they are expected to do so. While not compelled to do so, they do these tasks in order to not anger their master and be punished for misbehaving. Not all Companions are treated as servants or slaves, a Kindred can claim a Sleeper in order to protect them from the dangers of the Otherworld and those who inhabit it.



message 5: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 31, 2016 03:52PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> H u n t e r
Hunters are aware, but they are not Awakened. They are not truly Sleepers, yet they still Slumber; they do not possess the ability to control the forces of magic and are unable to Remember. They usually are just typical humans who, unlike others, believe in supernatural beings and, even more, they fight against them to protect normal people from harm. One of the most recurring reasons to go into the Hunter lifestyle is a tragedy in their lives that involved the supernatural. However, there are other reasons to decide being a supernatural Hunter, such as being raised as one. On occasion, shop owners who are aware of the supernatural world will put Hunter symbols in their windows to show that they can be of assistance. There are special places where supernatural Hunters unite.

Every hunter has a partner; the two fight together as lifelong partners, bound together by oath, regardless of their gender. The two are usually close in age. According to the Hunter Code, when bitten by a Kindred and in the process of Turning, the Hunter is expected to commit suicide. Other portions of the Code include: They only hunt Kindred who do harm to humans as long as there is proof. They do not kill younger Otherkin, particularly children. They do not kill humans. They do not practice magic.

One of a Hunter's earliest training sessions is getting tied up in some random place, and then the trainee must break free of their bonds to escape. They are timed during this exercise. Hunters forge silver bullets as a symbol of completing their training and as a testament to the code. When a hunter dies, the body is lied down on a row of logs with a white sheet over the body and then salted and burned. This is to prevent the hunter's soul from becoming a variety of things (Wraith, Revenant, etc).

> T o o l s
Bow and Arrows: Arrows tipped with certain materials or poisons can be used to harm or kill different types of Otherkin.
Crossbows: Crossbows, using specialized bolts, can be used to harm or kill various Otherkin.
Electroshock Cattle Prod: Certain levels of electricity can weaken werewolves causing them to revert to their human form and, if applied in a constant current, keeping them weakened. The constant current will also stop their accelerated healing and, if the voltage is high enough, could kill them.
Flash Bolts: Flash bolts can be used to temporarily blind opponents.
Guns: One of the most useful weapons supernatural hunters have. By modifying their bullets, they can use them against many creatures (e.g. Silver bullets can be used against Werewolves, while shotgun cartridges can be loaded with salt.) They also can be used without any modification if only greater fire-power is needed, as when facing and destroying Revenants). Includes rifles, shotguns and revolvers. Hunters may require snipers when dealing with monsters too dangerous to confront in short-range combat.
Knife: As close range weapons, they can be useful when there is no possibility to use a gun, or use them to decapitate vampires for example. They can also use other cutting weapons, like axes, machetes and even swords.
Other: Other useful equipment includes tasers, lighters, oils, lanterns, binoculars, syringes, etc., that can be used anytime (e.g. oil and lighters can be used to burn corpses and bones, while syringes can be used to inject Vampires with dead man's blood).
Recordings: Recordings of wolves howling can be mistaken as the sound for another pack of werewolves. Recordings of exorcisms can be used to get rid of Walk-Ins possessing Sleepers.
Smoke Grenades: Used to help give them cover when they enter a building.
Ultrasonic Emitters: Uses sound to drive or herd Kindred in a certain direction. Certain frequencies can be used to prevent Kindred from going into places.

> W e a k n e s s e s
Mortality: Based off the fact that Hunters are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).



message 6: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jul 05, 2016 10:46AM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> M a g e
Every human being has a single spark of potential. Most people don't know they have this, don't care, and want to get on with their lives as if it didn't exist. Some people though, figure out what that spark is. That spark is very important, because sometimes that potential activates, and the normal everyday, average mortal Awakens.

What does this Awakening mean? Well, it can mean a lot of things. It might mean magical enlightenment, the finding of the perfect bit of blotter acid, or the realization of a theory that had been bothering you for years.

In short, you come to a realization. Your belief shapes your world around you. What happens when you force yourself to change your belief?

The world changes.

Most Mages don't come to the full realization of this power. Few to none can handle that awesome power with any certainty or clarity. Most cloak this new-found potential in a familiar form, using tools to help themselves along. Some believe that they affect the world through spells, for others through their connection to the Watchtowers. Others see their potential through with chants and ritual, science and experimentation, or even through martial arts. Still others view their perceptions as the true determiner of their reality, and alter those perceptions with drugs, alcohol, sex, or even a really good meal.

Mages are these individuals with the power to warp reality for any reason they see fit, at best with great success and the expenditure of mana, at worst, suffering Paradox with disastrous effects and unforeseen consequences.

Consensual reality is made of up the beliefs of Sleepers. Mages can either covertly use magick to avoid Paradox or vulgar magic, risking Paradox but affecting reality in ways seen by the naked eye (should a Sleeper witness an act).

You can change reality to suit your whims. So can they. You want to fly. They don't believe you can.

This conflict in belief between you and everyone else is called Paradox, and the Consensus (the unconscious beliefs of the rest of mankind) metes out punishment through Paradox.

Paradox can cause your magic to go haywire, cause physical damage to you and the area around you, or even manifest as a sentient entity, intent on making you pay for breaking the Laws of the Consensus. Mages can even shred reality with their magic pushing paradox onto surrounding Mages.

> A b i l i t i e s
Reality Warping: By Awakening the Mage is able to use magic. She/he is now able to impose his/her will onto the universe, although doing so risks Paradox. Awakening also determines what type of magic a Mage will have a proficiency in, by what Watchtower they are aligned with. On a more philosophical level, Awakening reveals that the mundane world is a lie. Humans have been both robbed of their rightful place and imprisoned by the pretender-gods: the Dreaming.

A magical effect caused by "True Magick", the Enlightened effect of will on reality, that fits within the local Consensus and could be dismissed as coincidence. Coincidental magic does not incur paradox. For example: A ricochet off of a nearby pipe happens to hit the target, A jet of flame shooting out from a nearby pipe, an overweight man has a heart attack. each of these effects could be coincidental, or could be the work of a will worker. By design and definition, coincidental magic can't be distinguished from coincidence.

Vulgar magic is an obviously magical effect caused by "True Magick", the Enlightened effect of will on reality. Vulgar magic incurs paradox. For example, stopping a bullet in mid air or hurling a fireball from an open palm is vulgar magic. Tossing a ball of pure flame, would be something pretty unbelievable to the Consensus. Even if no one was around to actively disbelieve, consensual reality would fight such an obviously intrusive event.

Vulgar and coincidental are subjective, and often depend on the perspective of the consensus of the local area. A Mage's health potion might be incredulous in a modern western city, but might go uncontested in a rural eastern European farming village.

> W e a k n e s s e
Mortality: Based off the fact that Mages are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.). However, it is known that especially powerful Mages can overcome these weaknesses.
Paradox: Paradox is accrued when vulgar magic that cannot be explained by Sleeper's idea of what Reality is and what laws govern it. Effects such as crushing a car with your bare hands are vulgar and will gain you paradox.

However, it is possible to bypass paradox through the use of coincidental magic by aligning the Effect with the rules of consensual reality (the overall beliefs of Sleepers). The same effect of destroying the car could be coincidentally performed by manipulating a street light to fall on the car. If the Mage has acquired a significant amount of Paradox, they may experience what is known as Backlash.

Backlash can occur in one of four ways; Either the offender acquires direct damage (amount and type depends on the amount of Paradox accrued), they become the target of a malicious Paradox Spirit, they may acquire Paradox Flaws (explained below), or they and those nearby can be sucked into a Paradox Realm in the same vein as the magic in question. (Correspondence could create a spatial loop, Time could create the repetition of certain hours or days.) Some certain objective would have to be achieved in order to escape from the infinite loop.

Paradox Flaws are very curious events that may occur for a limited or permanent duration in the presence of a user who has suffered Paradox Backlash. They can be as trivial as a watch running in reverse or shadows falling in the wrong direction, right handed people becoming left handed, images in mirrors doing different things than their counterparts in the real world, hearing things before they are said, needing dark instead of light to see, or perhaps missing or altered memories. They can be trivial (the user's watch running backward at high speed for a few posts or flowers wilting nearby), minor (the user's feet sticking to the ground for a turn or an uncontrollable sneezing attack), moderate (suddenly exuding waves of heat or cold, losing the ability to speak coherently), severe (facial features vanish but senses remain, all cloth items within five feet start writhing), or drastic (skin turns to wood and starts sprouting, unintentionally firing off attacks at friends, a permanent minor flaw).



message 7: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 09, 2016 10:02PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> M i m i c
Mimics are shapeshifting beings able to change into anything: other humans, Kindred, animals, or even objects. Mimics' emotions often give them away, when in the form of an object or an animal; they act almost like cartoons when it comes to their emotions, like a chair quaking in fear, or a dog howling at a girl with it's heart beating out of it's chest.

Mimics must always be hydrated, their true form being slimy hideous flatworm-like creature. Due to a Mimic's ability to impersonate other Kindred, they often go through false Awakenings, thinking they are various Kindred. This often can lead to high stress and dissociation, mainly depersonalization disorder.

> A b i l i t i e s
Mimicry: Mimics can assume the shape of nearly anything. They can impersonate both Sleepers and the Awakened almost flawlessly, save their Telltale sign. Their mimicry does not include the mimicry of a kintype's powers. That is to say if a Mimic takes the form of a vampire, they do not possess the vampire's abilities. Mimics can shift a single body part, such as turning a finger into a key or grow plated hide for armor. Mimics are hermaphrodites upon Awakening, which allows them to change their sex. It is easy for a Mimic to forget their original shape if they do not return to it after several shifts, which can cause them to turn into a shape vaguely resembling their original human shape, lacking facial features or pigment.
Pseudopod: When someone or something touches the disguised mimic, the mimic can lash out with a bludgeoning pseudopod. A mimic excretes an adhesive glue to hold fast whatever touches it. They use this tactic to capture prey, with Mimics being carnivores, this can include anything from rats to humans - but never Kindred. Mimics' mode of travel while in object form involves extending its strong pseudopods, which exude a sticky "glue", and pulling itself along ("unsticking" its own glue at will), traveling on walls and ceilings as easily as it can on floors.

> W e a k n e s s e
Electricity: Electricity, and fire at times, can cause Mimics to revert back to their original form. High voltages or being constantly on fire will cause the Mimic to dry up and harden, making them unable to shift or move, killing them. The body would crumble to dust after death.
Sunlight: A Mimic observes its surroundings through its very sensitive "eyespots" (patches of pigment that are sensitive to heat, light, and vibration) all over its skin; bright sunlight effectively blinds a Mimic by overwhelming these sensory spots.
Telltale: A Telltale is a sign that distinguishes a Mimic from an actual person or object that it is trying to impersonate. Such Tells include eyes becoming heart-shaped when they see their object of affection, or exaggerated quivering when scared. All Telltales are tied to emotions.



message 8: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Aug 12, 2016 04:53PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> T e r r e s t r i a l T h e r i a n t h r o p e
Therianthropes are described not as people who change into animals, but as an animal that can appear as a human; they are truly animal deep inside, with given instincts and abilities. They seek a pack and are very close nit. Therianthropes possess high body temperatures, a heat only rivaled by their hot-headedness. Wolf Therians, also called Lycans or Werewolves, are the most common. They have various stages of shapeshifting, from a human, to roughly resembling a human, but has too many bestial features on it to be one. Some can shift into an anthropomorphic, Hollywood-style Werewolf, or a Dire-Wolf form. Those who can fully shift into their animal form are closer in touch with nature. A Therian's eye color displays their rank - red is for Alphas, gold is for Betas and Omegas - basically all other ranks, and blue is for those who have killed an innocent. Therians enter a feral state under the Full Moon and crave human flesh if they have not eaten enough meat in the days prior - most are forcibly shifted into their animal form. One known way to curb their hunger for human flesh is human sperm or large amounts of raw cattle meat. Under a lunar eclipse, a Therian is left powerless, stuck in whatever form it is currently - a regular human or a regular animal. When bitten by a Therian, you do not necessarily turn into that Therian; what animal you become depends on your personality.

Depending on your Theriotype, you could have abilities beyond shapeshifting and accelerated healing. Therians with the souls of snakes and other venomous animals can produce poison, those of an aquatic nature can grow gills and survive underwater. A Werefox could see electromagnetic fields, while eels could produce electricity. A Therian's emotions play a crucial role in their abilities, and their fear or self doubt can render their enhanced strength useless or halt their accelerated healing. Once a Therian has mastered their shapeshifting abilities, most tend to display some part of their animal self whilst in human form: A deer Therian might have their antlers, a cat Therian might display their ears, a wolf Therian might have it's tail out. These are variants of the half-shifted form.

Furries are Therians with the Furry Mutation, and should not be confused with Non-Terrestrial Therians. Furries are a type of Therian who has either foreign body parts to their Theriotype or an unnatural color of their skin, fur, or eyes - such as a green wolf or a winged lion. There are some Furries who are all too often confused with other species of Kindred - a fox with two tails could be misidentified as a Kitsune. Furries' hunger for human flesh can only be curbed by human sperm - which isn't a problem, as many have unusually high sex drives, full of desire and energy. Furries follow the flow of the spirit and going to places that are the liveliest. Furries can not give the bite to anyone and turn them into a Therianthrope due to their mutation.

> A b i l i t i e s
Accelerated Healing: Through hyperactive immune systems and overactive metabolisms, Therians can heal at accelerated rates. Sometimes being able to configure limbs if reattached after losing them.
Improved Resilience: Therians are amazingly resilient, compared to humans. Beatings, gunshot wounds, and blades don't seem to faze them much. Very simply, a Therian can take far more punishment than a human could hope to, and remain vertical and dangerous.
Lie Detection: Therians are able to sense if someone lying or not by listening to the person's heartbeat. This is thanks to their enhanced senses. Therians can also smell someone's emotions through their hormones, even sensing the emotion lingering in a location long after the person left.
Night Vision: Therians can see in total darkness.
Pain Transference: Therians can absorb and alleviate pain from other people. Skin-to-skin contact is required to take pain from someone. The Therian, depending on the level of pain, will begin to feel the other's agony.
Shapeshifting: Therian who have control of their inner selves can willingly shift back and forth between human and animal. A Therian must always undress before shifting or clothes get ripped. They can shift into their partial transformed form, able to elongate their canines and claws and ears. Their dire-form, an exaggerated version of their animal form, is usually done on the full moon or when enraged. Their war-form, the anthropomorphic form, is hard to maintain, as the Therian's body would fight it, trying to shift fully back into a human or into their animal form. Their war-form requires great concentration, however, this is eased if they lower their muscle mass so that they vaguely resemble their human build rather than a hulk-like beast.
Theriotype Ability: Therians, depending on their theriotype, have different abilities. Skunks can emit a cloud of noxious gas that can knock out opponents. Eels can generate electricity. Fish and other aquatic Therians can grow gills to breath under water. Snakes' claws are long and secrete venom that can paralyze victims for hours. Bird Therians can grow wings, allowing them to fly. Wolf Therians' saliva can heal minor wounds, such as cuts.

> W e a k n e s s e s
Catnip: Catnip can be used to distract Feline Therians.
Electricity: The steady application of low amperage electricity will keep Therians weak and in human form.
Full Moon: Therians are forced into their animal form when the moon is full, not matter how experienced they are.
Gold: Reptile, Amphibian, and Fish Therians are wounded by gold in a similar fashion to how Mammal and Avian Therians are wounded by silver.
Hunger: All predator Therians have a deep, insatiable hunger. When a Therian feeds on a human's flesh, they will heal faster. However, if a Therian has not eaten enough meat prior to a full moon, they will go rabid under the moon's influence. Fighting the hunger and not giving in will result in being easily agitated and aggressive behavior.
Lunar Eclipse: Therians are powerless during a total lunar eclipse. This is normally a time that Therians will sleep in a safe and secluded place all day to regain their strength fully when it passes. They are stuck in whatever form they currently are in - a normal human or a normal animal.
Mistletoe: The effects of mistletoe vary depending on the amount and delivery method. It can cause hallucinations, weaken Therians, or force them into their animal forms. Mistletoe can not kill them.
Moonstone: Contact with moonstone will cause a Therian to revert into their animal form and go feral, if charged under the light of a full moon.
Mountain Ash Wood: Mountain ash can be used to create a barrier that keeps out Therians or prohibit them from shifting.
Silver: Mammal and Avian Therians can not withstand silver, contact with silver will burn their skin, and in extended periods of time can provoke illness. If silver is introduced into the body, through a stab wound or gunshot injury, and not extracted within a few hours, then it has the potential to invade vital organs via the bloodstream and cause excruciating agony and intense sickness, and in extreme cases, death - if the toxic metal reaches their heart or brain. Reptile, Amphibian, and Fish Therians are immune.
Silver Nitrate Bullets: Where silver bullets can be removed by the Therian, Therians will be unable to dig out silver nitrate bullets as they do with ordinary silver bullets. The silver nitrate, being liquid, can spread through the bloodstream and kill the Therian faster than normal silver.
Vampire Flesh: Any Therian foolish enough to ingest the heart, flesh, or sperm of a Vampire will be stuck in their animal form for the rest of their animal's lifespan, stripping them of their powers.
Vampire Venom: If a Therian is injected with a Vampire's venom or have Vitae introduced into their bloodstream, they will go feral and savage, foaming at the mouth like a rabid dog, before dying from heat exhaustion as it raises the temperature of their blood to intolerable levels.
Wolfsbane: The effects of wolfsbane vary depending on the type, amount and delivery method. It can cause hallucinations, weaken Therians, render them unconscious, or kill them. It is, arguably, their greatest weakness.



message 9: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 24, 2016 08:13PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> N o n - T e r r e s t r i a l T h e r i a n t h r o p e
Non-Terrestrial Therians include those who shift into anthropomorphic Dragons, Unicorns, and other mystical beasts. They are met with prejudice to the Terrestrial Therians and are seen as a separate species all together. Non-Terrestrials should not be confused with Furries, who suffer from the Furry Mutation. Draconids are reincarnations of Dragons. As most Non-Terrestrials have a hard time shifting fully, Draconids lack wings and can not fly. These fire-breathing reptilians are known for being incredibly strong. A Unicorn's power is found in their ivory alicorn. Like the tusks of an elephant and the horns of a rhinoceros, they are hunted down for it, as it has miraculous healing and purifying properties. Once removed, the Unicorn loses their abilities. While timid and shy in nature, Unicorns have a virgin kink, an obsession that can quickly turn unhealthy.

Phoenixes possess the Phoenix Flame, giving the ability to combust and arise fully healed from the ashes of their pyre. Phoenixes are hard to kill due to this ability, and their flames are inextinguishable till they burn whatever they were sent to destroy is nothing but smoldering ashes. This is because each flame is an extension of the Phoenix's own consciousness. Phoenixes can pass on the Flame to others; by taking a dying body in their arms, and lighting up, they can turn humans into Phoenixes. However, if the human is dead, the Phoenix can not revive them - but they do tend to take their loved ones in their arms and cremate them in their flames as a sort of burial ritual.

Hellhounds are black dogs with glowing red eyes, occasionally accompanied by Hell Fire. Hellhound has an ability generate flames and extreme heat around their body. They seems to heal quickly with their wounds giving off heat and smoke during the process. Like most Therians, the Hellhound has fangs and long claws. It appears that its "internal fire" actually cracks their skin when activated. The flames generated around its body allow it to burn through Mountain Ash barriers. Hellhounds can sense death, able to find the corpses of Kindred. Hellhounds are charged with protecting the supernatural, from holy places like churches and graveyards, to places where the Veil is thin, like crossroads. They hunt down lost and wandering souls - the Wild Hunt - and try to keep the balance of nature.

Obake, also called Bakemono, are shapeshifting Japanese Yokai, the most prominent being the Kitsune, elemental foxes. There are thirteen different clans of Kitsune: Wind, Earth, Fire, River, Heaven, Thunder, Mountain, Void, Spirit, Time, Forest, Ocean, and Music. In digital photographs and to the Awakened, the Kitsune has a distinctive and fiery aura. It is shaped like a fox with large pointed ears and muzzle. By rubbing their tails together, they can create Kistune-bi, Fox-Fire, which manifests as flames or electricity. Physical manifestations of their nine tails are obsidian weapons, such as knives or shurikens - which they'll receive as they grow and learn to master their powers. As they receive the physical tails, their aura will add on a new tail, thus strengthening the Kitsune's powers. Kitsune's life force manifests physically as Hoshi-no-Tama. Whoever possesses the Hoshi-no-Tama controls the Kitsune. Kitsune-tsuki, literally meaning the state of being possessed by a fox, is when a Kitsune spirit possess a Sleeper. This is usually done by the malevolent Void Kitsunes. Kitsune feed off of human hearts, livers, and brains - similar to their Therian cousins.

> A b i l i t i e s
Elemental Manipulation: While the most common Kitsune are Fire and Thunder - who manipulate flames and electricity - each clan has an elemental control. The Void Kitsune controls shadows, the Celestial Kitsune have power over light. Wind Kitsune control air. Earth and Mountain Kitsune control rocks and stone. Forest Kitsune have power over plant life and wood. River Kitsune controls fresh water, while Ocean Kitsune manipulates salt water. Spirit Kitsune manipulates magic and spiritual energy, Time Kitsune have power over time, Music Kitsune can control sound. Draconids breathe fire. Phoenixes can control sentient flames known as Phoenix Flames that can be charged with intent to hunt down and burn a specific person or object. Hellhounds can conjure their internal Hell Fire.
Death Sense: Hellhounds can sense death bodies, especially those of undusted Kindred. This extends to the ability to identify the undead, such as Vampires, and lost souls, like Wraiths.
Healing: Unicorn's alicorn can heal any affliction to the body by merely making contact with the afflicted. Shavings from the horns can nullify poisons if mixed into the tainted drink. Alicorn can purify unclean water as well. This quality is found in the horn alone, not the Unicorn themselves.
Possession: Certain Kitsune can persist after death as a spirit, akin to the Wraith, and possess Sleepers in order to continue existing in this life. The human's will would fight against the Kitsune, should it win, it could gain its powers back and the human would develop fox-like features, called kitsune-kao. An exorcism can cause the Kitsune to leave the body, but not before it does some significant damage to the host.
Resurrection: Phoenixes can resurrect themselves from the dead, as well as resurrect dying humans, by bathing themselves in Phoenix Flames. These Flames can also be used to heal with a warming sensation.
Virgin Detection: Unicorns have a sixth sense for virgins. While the removal of the alicorn dampens this ability, it persists after mutational. To the Unicorn, the virgin will 'glow,' or 'sparkle' with purity.

> W e a k n e s s e s
Dragonsnap: Like Wolfsbane, Dragon Snap is a flower that is red or white which can cause varies of symptoms (depending on the way it was given to Dragon). The effects are similar to those of Wolfsbane on Therians.
Dragon Swords: Swords forged in a Dragon's fire, then cooled in a Dragon's blood can be used to kill a Dragon, so long as it pierces their heart. While legend states only one of these four blades are capable of killing Draconids, that is not entirely true. It is, however, the most effective way.
Drowning: A Phoenix can not resurrect themselves in water, and will die.
Greed: Draconids are naturally greedy, and will fight over wealth, be gold, gemstones, dollar bills, or even a copper penny. This can lead to death, as Dragon fire is deadly to Draconids. They are known to hoard their wealth, and often wear expensive jewelry to attract a mate and show off their vast wealth. Envious Draconids will try to rob those who show off too much bling.
Hunger: All Kitsune can feed from the liver, heart, and brains of a human, however, each clan can also take from a secondary source. Feeding from the wind would leave stale, unhealthy air. This would be hard to breath, and would be sort of a 'pocket', remaining in an area until a stronger, fresh wind could dissipate it. Feeding from the earth would allow Kitsune to draw from the stones, and from the soil. This would more than likely kill most crops, as the land becomes cracked and blighted. The mountain ranges and hills the Kitsune fed from could transform into barren wastelands and jagged rocks. Feeding from fire would snuff the flames and leave cold spots. Thunder Kitsune can absorb electricity. Ocean Kitsune could draw nourishment from the oceans, the waves, and from the sea creatures found there. This would leave behind still, flat water, with no wind or sea life to be found in the vicinity. The River Kitsune would feed from the riverside and brook, leaving tainted water, dead fish, and possibly a dry riverbed at the most extreme. Forest Kitsune would wither trees, feeding from the wood and the plants around them. Animals in the vicinity would weaken. Time Kitsune would feed on the lifespan of the things around them, aging them at an unnatural rate. Time might seem to slow around them as they feed, making tasks seem longer and harder than expected. Void Kitsune feed from chaos, causing strife to arise, as well as feeding off of other's pain. These Kitsune could also feed from the marshes and swamps, leaving stagnant, poisoned waters and dead creatures. Heaven Kitsune can take energy from ley lines, shrines, and temples. They would also feed from knowledge, like books or from stories told. This would make the books harder to read or remove the words, or could cause a person to forget what had been said, or what they were saying. Spirit Kitsune drain the life force, or chi, of others. Some are known to devour Wraiths. Music Kitsune feed from sound, leaving places eerily silent.
Iron: Iron can harm and even kill Hellhounds. Iron burns a Phoenixes' skin, and they couldn't touch iron, or if imprisoned by it, escape.
Mountain Ash: Kitsunes, Phoenixes, and Draconids are unable to pass through Mountain Ash. Alicorn lose its healing ability when in Mountain Ash.
Mutilation: The removal of a Unicorn's horn causes them to lose their healing ability and their sixth sense for virginity.
Obsession: Unicorns possess an unhealthy obsession with virgins, particularly in the taking of one's virginity. It can be argued that Unicorns feed off of human's virginity the way a Vampire feeds off of blood or a Werewolf feeds off of human hearts. When they find someone they wish to sleep with, they could possibly become utterly obsessed with them and the desire to mate with them, leading to stalking and other unhealthy behaviors and actions.
Reflection and Digital Photography: A Kitsune's aura will be visible in digital photography. A starving Kitsune's aura will also show up in their reflection, on mirrors, polished surfaces, and still water.
Star Balls: Whoever possesses a Kitsune's Star Ball, or Hoshi no Tama, can command the Kitsune. The destruction of the Star Ball will kill the Kitsune.
Telluric Current: A Kitsune will begin to uncontrollably generate electricity if they are inside a convergence of telluric currents for too long.
Wordplay: Kitsune cannot comprehend wordplay, as shown in the Japanese telephone greeting, "Moshi moshi," whereas Kitsune can only replay "Moshi." This includes words written backwards, word-related puns, and the like. These confuse Kitsune and can be be used to identify one.



message 10: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 06, 2017 12:48PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> V a m p i r e
The myth of Vampires being undead is because of the abundance of Traumatic Awakenings resulting in Vampires. They are alive, just not in the traditional sense, as Vampires have no working nervous system, brain waves, heartbeat(when starving), or "living" bodily activities - all of the Vampire's life force is found in the blood, which is said to regulate all the Vampire's bodily functions. Vampires feed off of human life essence in the form of blood, which they turn into Vitae. Their fangs are located behind the maxillary lateral incisors. Fangs can be extended and retracted by choice, and are controlled by the movements of certain facial muscles. However, fangs protrude automatically when vampires are feeding, angry, excited, sexually aroused (colloquially referred to as a "fang boner"), need to fight, or see blood. Fangs can also be removed, but grow back after three months. Without fangs, Vampires cannot feed on live victims unless the victim is already wounded. Vampires are always paler than they were in Slumber and have lower body temperatures than humans. Vampires can not stand sunlight, as it blinds them due to their hyperdilated irises and reflective retinas. Vampires have anatomically different tear ducts from humans, as they expel blood, not tears. They no longer need to blink. Although Vampires do not need to breathe, most still do out of habit, to aid in speaking, and for a sense of smell. A healthy Vampire's heart mimics the rhythm of the human closest to them. Vampires are predatory creatures, and are far more brutal than their human appearance suggest. Although they can control themselves in a sophisticated and human manner, duress reduces them to a more feral state. For instance, threats or insults are met with hissing, growling, and baring their fangs.

In their normal or "relaxed" state, a Vampire's appearance remains un-distinguishable from a normal human's, except that they permanently sport pale skin. When they become upset, their teeth elongate, and their eyes turn to either a startling shade of electric blue or bright gold. When Vampires do not feed for a long period of time, they tend to look pale, sallow, and thin, as though weakened by malnourished or some wasting disease. Contrary to this semblance of death, their blood shimmers a bright red, much brighter than the blood of humans. A Vampire's blood, called Vitae, is needed in high quantities in order to conceive or impregnate. It is used up when rising from a deep sleep or when they use their Disciplines. Vampire Vitae looks like mortal blood, but it doesn’t flow like mortal blood. A Vampire’s Vitae moves through her body at the behest of their will, not because of a beating heart. Vampires don’t bleed when they are wounded; Vitae might pool slightly in the wound, but it does not flow forth unless the Vampire wills it to do so. Vitae is highly addictive to Vampires. A human who drinks Vitae will heal from any wounds they have at the time. Vitae can also make a human a thrall. Thralls are omnipresent servants, easily created, and heavily abused. A thrall’s emotions run to extremes with the heady drug of Vitae in his veins — such a creature often falls prey to great rages and disturbing cravings. A bite does not turn a human. To turn a human, a Vampire must drink the human's blood, let the human drink the Vampire's blood to replace the amount taken, then experience a rush of adrenaline(often near death experiences, though fighting or sex also works) within 24 hours of the exchange. The painful metamorphosis often causes the Vampire to enter a deep death-like sleep to avoid the transformation's excruciating process.

Upon being turned, a fledgling, unlike full-fledged Vampires, can feed off of animal blood. However, over time, the fledgling's mortal body will begin to die. If the fledgling does not feed off of a human and complete their transformation, they can become a ghoul-like creature, feeding off of low energy - such as the dead or feces - as their bodies slowly decay. Likewise, Vampires who do not feed for extended periods of time will either mummify and can be revived if fresh blood is poured into their mouths, or begin to rot away and decompose. Being in direct sunlight will burn the Vampire's flesh if they are hungry. Vampires reincarnate as Vampires, and a newly turned Vampire can expect to be reborn as a Vampire in their next life. Fang-banger is a slang term for humans who engage in sexual relations with vampires. Although it is very slight, a Vampire who consumed human blood is slightly stronger. This is the reason newborn Vampires are so much more stronger, because their human blood still lingers in their body. This however, doesn't last very long as the venom naturally consumed this blood throughout the course of the newborn year. This doesn't go to say that a Vampire who isn't a newborn or doesn't feed on human blood are not strong. A Vampire who chooses to abstain from drinking human blood and instead drinks the blood of an animal is referred to as a vegetarian Vampire.

Vampires are extraordinarily beautiful, some more attractive than others. Their beauty is described as angelic or even god-like. This is one of the several features meant to attract their prey, more specifically, to attract, fascinate, and (if necessary) seduce, unsuspecting humans. How physically appealing their prey finds them is determined by how desirable they are themselves. If an already attractive human were to be transformed, their physical beauty would be "breathtaking". If they were of average interest, their attractiveness would be lower. If however they were not particularly pleasing to the eye, they would become average, but this is a rare occurrence, because Vampires normally select exceptional humans to turn. As a Vampire's thirst grows, his/her eyes grow darker with it, until they at last become a coal black. In contrast, as Vampires feed, their eyes become lighter. In addition to the thirst, the purplish-black bruises under their eyes become more pronounced as their thirst grows. Though if they have recently fed the bruises becomes less noticeable, and all but disappear (depending how well-fed they are). Their skin is described as monumentally pale, alabaster, or marble (because of its texture and feel, as well as its appearance). Regardless of original ethnicity, a Vampire's skin will be exceptionally pale. The hue varies slightly, with darker-skinned humans having a barely discernible olive tone to their Vampire skin, but the light shade remains the same. They owe their unnatural pale complexion to their lack of blood flow; once they reach the first anniversary of their transformation, they no longer possess blood of their own (though they still become slightly flushed after feeding).

> A b i l i t i e s
Apathy: Vampires are said to be able to turn off their ability to feel emotions, including guilt, if they find what they feel too overwhelming. But despite their nature, Vampires are also capable of feelings, such as love, beauty, protection, compassion, care, respect, self-control, empathy and remorse.
Blood Sorting: Vampires have the unique ability to communicate through their blood, organizing thoughts and memories into a single cohesive vision. Presumably, a Vampire can select which memories to keep from those he or she wished to transfer, protecting those particular recollections from being bestowed into the other Vampire who drinks their blood. In addition to having memories willingly imparted upon them, Vampires are also able to extract the memories of those they feed on by force.
Bonding: If a human drinks fresh blood from a Vampire, a psychic and emotional bond is created. The human will become sexually attracted to and have sexual dreams about the Vampire. The Vampire, in turn, will be able to sense the location, emotions and state of the human.
Celerity: For some Vampires, the mortal world moves in slow motion. In times of stress, Vampires can move with amazing speed, becoming blurs of motion to anyone. This extraordinary speed violates the laws of physics in that the Vampire doesn't experience any change in momentum, friction, etc. A knife thrown by someone using celerity isn't any faster, and a Vampire moving at incredible speeds will never catch fire no matter how fast they move. Heavy reliance on celerity can lead to impatience with the slow pace of nightly life, leaving the Vampire hungry and exhausted after each use. To great accustomization to the slow world that a Vampire sees when celerity is active, can lead to disorientation when the world “speeds up”.
Compulsion: Vampires can compel the minds of both humans and Kindred. It can be used to push the will of a Vampire onto another or erase memories. Eye contact is needed. It does not always work against Otherkin. Victims generally forget what they have been compelled to do. If a victims becomes a Vampire, they will remember everything they had been compelled to do or forget. When someone is compelled, a new compulsion cannot override a previous compulsion. It is possible to plant a new compulsion for so long as it does not conflict with the previous one.
Discipline: Disciplines vary from Vampire to Vampire. Some Vampires can control the dead, others can manipulate their bone and flesh to create spikes or tendrils. The manipulation of the blood of other's is one Discipline, as is the ability to control shadows. Some can see through time and hear thoughts at the cost of their sanity, however, they can push their madness onto their victims as well, driving them crazy. Other Disciplines includes concealing themselves from being seen or noticed, while another included the creation of illusions. Among the rarest Discipline is the ability to daywalk.
Flight: Some Vampires have the ability to fly. It is suggested that older Vampires can fly, while younger Vampires can merely levitate.
Sight: While running, a Vampire can see and sense everything that is around them, allowing them to keep tabs of their surroundings and avoid hitting anything unnecessarily. A Vampire's vision is incomparable. Everything is much sharper, and more defined as a Vampire, and their vision is unhindered by darkness. As a Vampire, colors are much more vibrant. Humans are considered blind or mud-eyed in comparison. Vampires also have much better depth perception than humans. The range of their senses can be increased (though only fractionally) through concentration. Their enhanced vision allows them to see the smallest details, and extends into the ultraviolet region of the light spectrum. Vampire vision is unhindered by darkness, and is so acute that they view humans as blind, or "mud-eyed", in comparison. Vampires find wearing glasses or contact lenses to be uncomfortable or irritating because they see the smallest imperfections such as very small scratches and optical aberrations imperceptible to humans.
Venom: When a Vampire catches his prey, they bite into its neck and injects their venom into its bloodstream while feeding. This serves as a useful way to immobilize their prey while also initiating the conversion from human to Vampire, allowing the predator to feed on his prey without it trying to resist, even though it would not have done any good. While the venom is transformative to humans, it is deadly to animals.



message 11: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 30, 2016 08:11PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod
> W e a k n e s s e s
Allicin: Allicin is found in garlic and other plants in the onion family. It has etheric erasing qualities, which damages the Vampire's powers. Burns and causes rash. May cause anaphylaxis. Some Vampires may adapt and form an immunity to this.
Blood Deprivation: If a Vampire fails to drink blood, it results in them weakening mentally, inhibiting their ability to think with rational thought, and ultimately resulting in them losing all sense of humanity and rationality. Their heart will pump blood through their veins, but once there's none left, their veins rub together like sandpaper. It is known as being an extremely painful experience. This will eventually give way to the Vampire beginning to develop necrosis, causing the Vampire to decay. Once it gets far along enough, there is no hope for the Vampire to recover, and they will rot away till they are nothing but brittle bones. Older, stronger Vampires will instead mummify and can be revived if they have fresh blood spilled in their mouth.
Dead Blood: Poison to them, causing them to stiffen up, like a corpse with rigor mortis. A full blood transfusion will kill the Vampire.
Decapitation: If the head of a Vampire is severed completely, the Vampire will perish. Breaking the neck of a Vampire only causes mild discomfort.
Emotions: Vampires have stronger emotions than humans. Sadness, happiness, love, anger, all emotions are stronger than when they were human. Newborn Vampires are very temperamental and have mood swings because they are in need of adjustment to their new emotions. That is why newborn Vampires are quick to startle and anger. In large groups, they are likely to pick fights (often in what they perceive as self-defense) and kill one another. They will continue to have mood swings as they adjust to their new emotions. Emotions such as love and passion are also heightened - for example, when a pair of Vampires are mated, they are mated for life. Their feelings never fade. Similarly, if a Vampire's mate is killed, he/she will not rest until the person responsible for their mate's death is killed. The immense pain of losing a mate rarely fades.
Excess Blood: If a Vampire drinks too much blood, they will display alcohol intoxication-like qualities (such as euphoria, confusion, stupor, etc).
Fire: Vampires can heal from burns, if given time and blood. However, if a Vampire cannot take the time to heal from the burns, the Vampire will die.
Food: Normally Vampires vomit up any food or drink they consume immediately. If a Kindred wishes to consume food or drink, they must spend a Vitae. Afterwards, they must noisily, messily and bloodily eliminates the consumed matter by way of regurgitation.
Invitation: Vampires cannot enter a house without being invited in. If they are in the house without being invited in, they will become disoriented, eventually feeling like they are suffocating and will have to leave before they suffer cardiac arrest and die. Vampires do not need to be invited into public places (such as bars or restaurants). Humans can rescind their invitations from Vampires, which causes the Vampire to immediately leave the house.
Mirrors/Reflection: The more starved a Vampire is, the more faded their reflection will be, becoming more and more transparent. Vampires who are nearly starving to death have their reflection be non-existent.
Mountain Ash: Vampires are unable to pass through Mountain Ash.
Stakes: Being staked in the heart will cause the Vampire to become immobilized. Staking a starving Vampire will cause the Vampire to explode, and leave a mass of blood where they were previously standing.
Sunlight: Vampires cannot endure ultra-violet light in any form. If a Vampire comes into contact with sunlight, their skin will burn and they will be severely weakened, and, eventually, burst into flames and perish. The older a Vampire is, the quicker they will burn. UV light burns heal more slowly than regular burns, such as those inflicted by fire.
Werewolf Bite: When bitten by a Werewolf, Vampires will automatically loose their powers and revert to their actual age, but not die. The bite will turn the Vampire mortal. Being frail, old humans, they can be easily killed.
Werewolf Blood: Ingesting Werewolf blood will kill a Vampire, making their blood boil and eventually kill them by internal burning.



message 12: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 29, 2016 04:42PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> J i a n g S h i
Jiang Shi are sometimes called Pranic, Psychic, or Energy Vampires. The creation of Jiang Shi is explained with the division of the soul into two parts: the Hun, or higher soul, and the Po, or lower soul. In general, the Po is a brutal aspect of a person, while the Hun is more refined, intellectual and impotent. When a person dies, their Hun moves on while their Po takes over the body. This essentially is the part of the Awakening where the newly Awakened is insane. When the Po takes over after death, the body takes its "second breath" and rejoins the land of the living as a cannibalistic demonic hellbeast. Eventually the newly Awakened Jiang Shi develops a new Hun and regains a civilized thought. Jiang Shi feed off of chi, or life energy, draining it from other individuals in order to stay alive.

The Jiang Shi are physically akin to Revenants, in that their physical bodies are powered by mystical energy and that energy serves to heal them. Unlike the Revenants, who rely on life force and flesh to power them, the Jiang Shi use chi. Depending on the type of chi used, a Jiang Shi's body will have different attributes - ranging from a low-energy corpse-like state, to a feverish state close enough to life that they can create new life.

Jiang Shi are effectively unliving chi batteries; they need and hunger for chi the same way that Vampires hunger for blood, and they need no other sustenance, although they take more pleasure from food and sex than Vampires do. With the right chi, Jiang Shi can even withstand the sun for a short period of time. Chi is divided into Yin and Yang, which have both drawbacks and advantages when Jiang Shi imbalances himself to one of them. Yang chi strengthens the Hun while Yin chi fuels the Po.

Jiang Shi are not created through the act of another, like western Vampires are, and their numbers are limited and can not easily replenished. Their blood has no supernatural properties of its own and cannot create Blood Bonds or Thralls. Jiang Shi's blood does not benefit a Vampire, and a Vampire's chi is worthless to a Jiang Shi.

> A b i l i t i e s
Celerity: For some Jaing Shi, the mortal world moves in slow motion. In times of stress, Jiang Shi can move with amazing speed, becoming blurs of motion to anyone. This extraordinary speed violates the laws of physics in that the Jiang Shi doesn't experience any change in momentum, friction, etc. A knife thrown by someone using celerity isn't any faster, and a Jiang Shi moving at incredible speeds will never catch fire no matter how fast they move. Heavy reliance on celerity can lead to impatience with the slow pace of nightly life, leaving the Jiang Shi hungry and exhausted after each use. To great accustomization to the slow world that a Jiang Shi sees when celerity is active, can lead to disorientation when the world “speeds up”.
Discipline: Disciplines vary from Jiang Shi to Jiang Shi, depending on whether they feed off of Yin or Yang. Invisibility is a common Discipline: Yang Jiang Shi will be invisible to Sleepers, but it feels to them like electricity in the air, Yin Jiang Shi feels like a cold breeze in the air. Stronger Jiang Shi can cause wood to decay or metal to rust, feeding off of the object of their destruction. Other Disciplines is the manipulation of Feng Shui, using it to unlock the ambient chi in locations. Some Jiang Shi can see the future or the past, or read minds and influence the thoughts of others. Some can manifest chi as spiritual flames - they can make their eyes blaze with heat, allowing them to see in pitch darkness, conjure a small ball of fire that cannot actually harm anything, but emits a soft light, or exhale a gout of spirit flames.
Life-Force Absorption: Yang chi can be harvested from living creatures' flesh, blood, or breath. Yin chi can be harvested from dead and dying bodies.

> W e a k n e s s e s
Heart: A stake through the heart does not automatically paralyze a Jiang Shi. However, the heart is instrumental in processing chi energy, and certain types of attacks can disrupt the chi flow in a Jiang Shi's body. Vampires of Yin prove vulnerable to wood, the element of Yang; conversely, Vampires of Yang are vulnerable to metal, the element of Yin.
Mountain Ash: Jiang Shi are unable to pass through Mountain Ash.
Rice and Salt: When grains of rice or salt are spilled in front of a Jiang Shi, they would be compelled to count out every single grain.
Sunlight: The sun is just as dangerous to the Jiang Shi as it is to their western cousins. Jiang Shi, however, do not begin to burn when exposed to sunlight, instead, their flesh begins to rot until nothing remains but a putrefied carcass. Underneath sunlight, fungus will begin growing on Jiang Shi.



message 13: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 14, 2016 08:40PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S u c c u b u s / I n c u b u s
Succubi, and their male counterpart, Incubi, are sometimes called Tantric, Emotional, or Sexual Vampires. Succubi and Incubi are highly-sexual beings who thrive off of life energy and sperm. They get this easily, as their attractive bodies draw all eyes to them and make the viewer's mouths water with desire. Their victims may dream of having sexual relations with them, allowing the Succubus to feed from afar.

> A b i l i t i e s
Life-Force Absorption: A Succubus feeds and heals herself by drawing chi through the mouths of her lovers, friends, volunteers, or victims; and from the energy created from engaging in sexual activity. The Succubus can kill someone by draining their victim of his or her chi. Although Kindred can tolerate having their chi taken more than humans can, they are not immune from being injured or killed because of it. When a Succubus is injured or wounded, feeding from chi allows her to heal at an accelerated rate if sufficient energy is taken. When she has fed, a Succubus is stronger and faster than humans, and has a greater resistance to harm.
Seduction: A Succubus seduces and manipulates with the touch of her skin on another's. This contact is very pleasurable and eliminates her victim's resistance so she can feed from him or her, engage in sex, or control the person to her advantage (such as acquiring information from a target). The enthrallment is effective on all recipients regardless of their sexual orientation. The victim can be left confused about what had come over him or her, or without a memory of what had happened. Her succubus touch can also be used to calm someone down.
Resuscitation: A Succubus can resuscitate Kin and human, alike, by transferring chi into them.

> W e a k n e s s e s
Hunger: Succubi need chi to survive. Without enough sex and chi, they become restless and easily excitable. This could lead to aggressive sexual behavior. Continued starvation causes their body to lose its heat, becoming colder till they die, as the warmth of the ejaculation is key to keeping Succubi healthy. Succubi can outlast Incubi, with a greater restrain on their hunger.
Mountain Ash: Succubi are unable to pass through Mountain Ash.
Testosterone and Estrogen: High levels of testosterone in Succubi, and high levels of Estrogen in Incubi, can cause them to burn up and die.



message 14: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 08, 2017 01:30PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> M a r a
If Succubi are wet dreams, then Mara are nightmares. In fact, the word 'nightmare' originates from the Mara. Like Succubi, they feed off of chi, but do so by causing and spreading fear. They would often suffocate their victims by sitting on their chest, crushing the breath of life out of them to devour it. Mara are responsible for bed death and sleep paralysis. They are the boogie men children are so often scared of, able to become their victims worst fear in order to scare the chi out of them. Their natural enemies are Succubi, who are their polar opposite. A Succubi's kiss can kill the Mara, flooding them with emotions that Mara can not naturally feel.

> A b i l i t i e s
Fear Perception: Mara can discern and instantly understand the greatest fears of those they see. They are able to truly observe the most hidden of fears within an opponent and use those fears to their advantage.
Nemesis Form: Mara can take the form of their victim's worst nightmare.
Nightmare Manipulation: Mara can induce and control the nightmares of their victims, often straddling the sleeping human and devouring their chi while causing bad dreams. The overwhelming shock, fear, anxiety and terror can prove too suffocating for the victim in which their hearts might explode or brains might die. Mara can not induce sleep.
Paralysis Inducement: Mara can immobilize target completely or partially, causing them to be left without movement and sensation. Making motor functions and muscle movement unavailable, the victim may freeze on the spot or crumple to the ground. They often use this when feeding from humans, so they can not be resisted.
Phobia-InitiatedAbility Manifestation: Mara gain abilities relating to their victim's deepest darkest fears.

> W e a k n e s s e s
Happiness: Mara can not feel pleasant emotions due to their nature. Orgasms are impossible - unless kissed by a Succubus. Joy is dulled to them, all pleasant feelings are watered down when compared to what Sleepers feel. It is rare for a Mara to smile and laugh, and actually mean it.
Mountain Ash: Mara are unable to pass through Mountain Ash.
Succubus Kiss: The kiss from a Succubus or Incubus kills a Mara.



message 15: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 14, 2016 08:41PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> B e r s e r k e r
Berserkers are men who wear the skins/bones of bears. They channel the animal's ferocity, actually becoming animals themselves. Their human side doesn't last long because they are not tempered by the moon. Berserkers wear elaborate but crudely constructed armor made entirely of bone and skin. They wear bear skulls that cover their head and face. Berserkers are super strong, able to tear the human body apart. Their physical strength far surpasses that of the average Werewolf. Werejaguars and Berserkers are somehow connected to each other. This bond allows the Werejaguar to sense Berserkers. This is possibly because of the Mesoamerican Jaguar Warriors, or Nagual, were similar in nature to the Berserkers, with humans wearing jaguar hides to gain power. Neither fire nor iron could harm them. The only known way of of stopping a Berserker is by ripping apart its skull mask. Depending on how much humanity remains within the Berserker, they would become human again or experience the Second Death and Dust.

> A b i l i t i e s
Berserk: Berserkers are incredibly strong and resilient, as their bodies can withstand explosions, so long as their bear skulls are not destroyed. Their enhanced strength allows them to go toe to toe with Amazons.

> W e a k n e s s e s
Berserk: By channeling the ferocity of bears, the Berserker slowly loses their humanity till they are nothing more than killing machines. Once their human side is gone, the animal spirit takes hold and the person they were will cease to exist. Berserkers who continue to use the power will slowly develop a dependency on it, returning to the bear skins again and again to feel powerful, and with every use, a bit of their sanity is depleted and the bear spirit's hold over the host gets stronger, till it can inhabit the body for good.
Jaguars: Werejaguars can sense the presence of a Berserker by their signature death-like smell. While this isn't necessarily bad, Werejaguars can easily track down Berserkers. No other Therians can sense or smell their distinguishing odor. Werejaguars also understand the creation and destruction of Berserkers, as their skins were once used in a similar fashion.
Masks: The destruction of the mask leads to the destruction of the Berserker in two ways: expelling the bear spirit, making the Berserker human again, or killing the Berserker by expelling the spirit, given that the human soul had been consumed by the bear due to the continued use and abuse of the Berserker's power. Without the mask, the rest of the armor only provides protection against bullets, as the power of the Berserker resides within it, allowing them to get into the head space of a bear, which leads to possession.
Mountain Ash: Berserkers are unable to pass through Mountain Ash.



message 16: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 14, 2016 08:41PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S k i n w a l k e r
Skinwalkers use the pelts of animals to help them channels animal spirits, allowing them to change their shape into a variety of forms, including a coyote, wolf, fox, eagle, owl, and crow. While most legends state they are evil, this is due to the rituals necessary to attain the power, which involves murdering an immediate relative. As shamans, Skinwalkers have a natural affinity towards medicine and illness. Skinwalkers are rather hard to kill, attempting to shoot one is usually unsuccessful, as the Skinwalker can use its magic to make guns jam, and can even stop the bullets in mid-air. Even if the bullets do hit the Skinwalker, they may not have any effect whatsoever. Skinwalkers have unusually high body temperatures, this allows them to withstand very cold weather and makes it difficult for them to become overheated. This also may be why they only wear animal hide.

> A b i l i t i e s
Burrowing: Skinwalkers can travel through the ground, causing small fissures and cracks as they go. They can not use this to get passed Mountain Ash.
Corpse Powder: Corpse powder, made from the ground up bones of human, can be used to spread illness by blowing it in the face of their victim.
Dust Devil: Skinwalkers can conjure sandstorms and dust devils with ease.
Echoing: Skinwalkers can mimic the sounds they have heard, usually the sounds of humans in needs of help. They use this to lure humans astray so they can prey on them. They can also mimic the sounds of animals or the howling wind. This is the reason their normal voice is so strange.
Skinwalking: Skinwalkers can change their shape by using the pelts, feathers, and bones of an animal. By merely wearing the skin, and not changing, they gain enhanced strength and speed.

> W e a k n e s s e s
Altered Voice: A Skinwalker's voice comes off unnerving to most Sleepers, but it is only the Awakened that can truly hear their warped voice. This is a telltale sign that one is a Skinwalker.
Mountain Ash: Skinwalkers are unable to pass through Mountain Ash.
Silver: Piercing a Skinwalker through the heart or head with silver will kill it. Whenever a Skinwalker is killed by a silver bullet or knife in its animal form, it reverts back to its human form.
White Ash: White Ash is fatal to Skinwalkers.



message 17: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 16, 2016 04:24PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> W e n d i g o
Wendigos are cannibilistic shapeshifters, who crave human flesh and blood. Human in appearance, Wendigos grow large pointed teeth and possess glowing white eyes when they shift. Wendigos were once human, but after being forced to eat human flesh to survive, they transform into these cold, man-eating abominations. The Wendigo is known to have its preferences: the sweet fat of children, the soft skin of women, the course muscles of men (especially warriors and hunters), or the brittle bones of the elderly. Legend states Wendigos' hearts are made of ice, and that they can only be killed by fire, which melts the ice. This belief stems from the Wendigo's low body temperature and their weakness to flame.

> A b i l i t i e s
Echoing: Wendigos are able to mimic human voices, which are most often cries for help. The beast’s roar is utterly terrifying, and the fear it inspires cuts to the bone. They can also mimic the sound of the howling wind.
Fever: Wendigo Fever is a terrible curse, overtaking the mind and body of the unfortunate victim, inflicted by the bite of a Wendigo. The first symptom of the curse is a strange scent, detectable only to the intended victim. After absorbing this disturbing odor, the victim experiences a long night of weeping and horrifying nightmares. Upon awakening, the victim experiences a burning pain in the legs and feet, which becomes so intense that the victim runs into the forest, shrieking from the pain, and discarding clothing and shoes all the while. They afflicted are doomed to become lost, and will result to cannibalism, eventually becoming a Wendigo themselves.
Retractable Fangs: Wendigo's have multiple razor sharp teeth that can easily pierce through human skin.
Super Strength: The Wendigo's strength can match a Werewolf's.

> W e a k n e s s e s
Fire: Wendigos can be destroyed by fire.
Hunger: Wendigos are unable to prevent themselves from craving human flesh. This craving is constant and ever-present. Not matter how much they feed, the Wendigo will always crave it.
Mountain Ash: Wendigo are unable to pass through Mountain Ash.



message 18: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 16, 2016 04:25PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S h a p e s h i f t e r
Shapeshifters, or just called Shifters for short, are a race of Kindred who can take the form of any human being. When a Shapeshifter takes the shape of the person they choose to change into, they literally shed their skin, teeth and nails, which is very painful. When they change into the person's physical appearance, they access the thoughts of the person they are mimicking. Some Shapeshifters are known to change their shape in a matter of seconds while others are known to take up to several hours. They can also alter their eyes so they resemble their retinal flare. Some Shapeshifters have displayed the ability to shift seamlessly into whoever they want without shedding their skin, having mastered their ability over the course of many years. If one sees a video of a Shifter, their eyes will be a silvery glowy color.

> A b i l i t i e s
Shapeshifting: Shapeshifters can take on a living or dead person's physical appearance by shedding their skin. When they change, they literally become the person they're mimicking, gaining everything, including fingerprints and DNA; they can also mimic wounds, even very serious ones. Once a Shapeshifter transforms into that person, they can access the thoughts and memories of the person they are mimicking provided that the person is still alive. Some possess the ability to change shape without shedding.
Regeneration: As they can change their form easily, Shapeshifters can heal non-fatal wounds, and even replace body parts.

> W e a k n e s s e s
Decapitation: Decapitating a Shifter would kill it.
Dogs: Like certain supernatural phenomena, certain animals such as dogs can sense Shapeshifters regardless of the form they take. The sight of one turned one dog from harmless to vicious, and can cause multiple dogs to howl.
Gender Dysphoria: A male born Shapeshifter will feel uneasy when in the form of a woman, and will be very hesitant to engage in sexual behavior, as the thought of anything entering their genitalia will make them nauseous. A female born Shapeshifter in a male body will be unable to get an erection and feel detached to their new extremity. However, Transgender and Transsexual Shapeshifters do not experience this.
Iridium: Iridium is rarely used against a Shapeshifter due to the fact that it's extremely rare and very expensive.
Mountain Ash: Shapeshifters are unable to pass through Mountain Ash.
Silver: They can be killed by a silver bullet or silver blade to the heart. Lesser hits will hurt them, possibly driving them away from the fight. Silver-caused cuts burn their flesh. The mere touch of it causes burns on their skin.
Retinal Flare: They are identified by a retinal flare that shows when they are filmed or when light ray cross their eyes.



message 19: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 14, 2016 08:35PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> V a l k y r i e
Valkyries are the Choosers of the Slain. They are capable of raising the dead as an Einherji. Einherjar are loyal to the Valkyrie that raised them from the dead. They must have died in war, or died in an attempt to protect their family or friends. Valkyries possess nine life cycles, representing the nine worlds of the Norse paradigm. Upon death and rebirth, the Valkyrie will age rather quickly, back to the age they were when their last cycle ended. Valkyries can inflict confusion and intimidate their opponents by causing their eyes to blacken, and the hollows of their cheeks to darken. This can eventually lead to their skull being visible, at this point, their victim could succumb to a heart attack induced by the fear the Valkyrie inspires. The majority of Valkyries are female, and males are seen as disfigured.

> A b i l i t i e s
Doubt: Valkyries have the power to create doubt, confusion, and intimidation in their opponents. When using the power of Doubt, the Valkyrie's true form is seen, which resembles a gaunt skull. With enough doubt, a Valkyrie can kill someone merely by looking at them.
Resurrection: Valkyries can revive any person who died honorably in battle. Like a Phoenix, Valkyries possess the ability to return from the dead. Valkyries have nine lives, and upon death, will revert back to a child and rapidly grow back to the age they previously were. However, Valkyries can die at any time, not just by being killed or old age. Toward the end of a life cycle, they begin to lose their hair when they use their abilities.

> W e a k n e s s e s
Childbirth: Valkyries can become pregnant and carry the fetus to term, but they die in childbirth. Valkyrie babies exhibit accelerated growth.
Hair: When a Valkyrie is about to die, they begin to lose volumes of hair each time they use their powers. Valkyrie hair otherwise never falls out. When fighting with other Valkyries, hair is off limits, be pulling or trash-talking.
Mountain Ash: Valkyries are unable to pass through Mountain Ash.



message 20: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jul 12, 2016 12:23PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> A m a z o n
Amazons are a race of near-human warriors, made up predominately of women. Often mistaken for human misandrists, Amazons are incredibly strong and rather prideful. They do not take husbands, but do keep a concubine of men. A male Amazon, called a Gargarean or a Spartan, is weak and submissive, but they do age and heal at an equal rate to that of their female counterparts. A male child born to an Amazon is treated as a servant, and are often sex slaves to the concubine. Homosexuality is commonplace among Amazons of both sexes, due to the nature of the species, they only 'breed' during Spring months. Sex with a female Amazon is said to be very aggressive and could kill the male upon climax.

> A b i l i t i e s
Accelerated Maturing and Aging: They matured incredibly fast. The women becoming pregnant hours after intercourse. The pregnancy can last anywhere from a few hours to a couple weeks, rarely exceeding three months. The child will reach their late teens in only a few years.
Super Strength: Amazons have superhuman strength, enough to throw a grown man through a wall and overpower and rip apart fully grown humans without effort or strain.

> W e a k n e s s e s
Mortality: Despite all their supernatural features, they are mortal and they can be killed as easily as a normal human, but they are immune to age and disease. Decapitation or the destruction of the heart seems to be the preferred method of killing when it comes to Hunters ganking an Amazon.
Mountain Ash: Amazons are unable to pass through Mountain Ash.



message 21: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 16, 2016 04:27PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> G o r g o n
Beauty is only skin deep with these creatures. Their deadly fangs and claws carry a paralyzing venom, their serpentine hair can also spit the venom. Their eyes have a hypnotizing gaze, those who look into the eyes of a Gorgon are transfixed on them. Gorgons mesmerize all those they come across, captivating their victims and causing them to be still in fear and fascination, "as if they were statues." Not all have serpentine hair, some are serpentine themselves. They can have a long prehensile tail and can climb up walls like some varieties of lizard. Gorgons avoid looking at mirrors because they can be captivated by their hypnotic eyes themselves, staring at their reflection for hours. Gorgons are unable to swim while in Gorgon form.

> A b i l i t i e s
Blood: Gorgon blood taken from their right side can cure their poison, but the blood from their left side will make the effects permanent.
Healing: A Gorgon's healing factor is stronger than a Werewolf's, they heal twice as fast and can regrow entire limbs if needed.
Hypnotic Gaze: Gorgon's eyes can put those who look into them in a trance, allowing the Gorgon to attack. The Gorgons themselves are not immune.
Venom: Its claws are long and secrete venom that can paralyze victims for hours. Those with serpent hair can spit the venom as far as six feet.

> W e a k n e s s e s
Decapitation: Decapitating a Gorgon will kill it.
Electricity: Electricity can cause a Gorgon to lose their power, and with a high enough voltage, can kill them.
Mountain Ash: Gorgons are unable to pass through Mountain Ash.
Reflection: Gorgons can be enthralled by their own reflection if they look into its eyes, just like how their victims freeze up under their gaze.
Water: Gorgons can not swim.



message 22: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 28, 2016 11:13PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> A r a c h n e
Black Widows of the Otherworld, Arachnes are spider-like shapeshifters. When feeding, chelicerae emerge from their mouth, their eyes grow black or bright blue, including the sclera and iris, and their hands become gray and wrinkled, as well as clawed. Arachnes exhibit autotomy; that is, they can "drop" a segment of a limb (such as a finger) and regenerate it within a matter of days. Much like when an actual spider loses a leg, the lost segment of an Arachne's limb can still "twitch." They can secrete spider venom from their chelicerae as well, identified by the amino acid latroinsectotoxin.

Arachnes are known to molt their skin every five years from an age presumably as early as 13. Before molting, they must devour a male's mate's insides in order to expand enough to crack their outermost layer of skin.

Because Arachne (like humans) have three layers of skin, this molting must occur daily for a period of three days. If molting does not occur, the skin ages quite rapidly. The biological imperative is extremely difficult to resist, and am Arachne who manages to resist will be condemned to premature aging, looking roughly three times older than their chronological age.

The feeding process involves vomiting a sort of digestive juice into the victims mouth, liquefying their innards, then biting the abdomen of the victim and sucking out the newly digested material. This is most commonly done immediately following the seduction of a mate. Arachnes are known to kill their mates shortly after copulation. They have an attraction to shiny objects, such as watches, and dislike water. It is not known why Arachnes are attracted to shiny objects, and even Arachnes themselves do not understand the attraction. Some can spin spider silk, although this is rare. An Arachne's skin is described as 'crusty.' Their vision is also like that of actual spiders; due to their multiple eyes, their field of vision is split into several images.

> A b i l i t i e s
Autotomy: Arachnes can drop a limb, and have it regenerate later. The body part's nerve endings still work, and can cause it to twitch.
Durability: Arachne's skin, like a spider's exoskeleton, is hard and tough, allowing them to shake off heavy damage.
Gossamer: Arachnes can spin spider silk, shooting the web from their hands.
Venom: They possess a venom that can turn humans into Arachnes, but an overdose can kill. It must be injected into the bloodstream to turn a human. They can also use this venom to liquefy the insides of their victims to feed.

> W e a k n e s s e s
Decapitation: Decapitating a Arachne will kill it.
Molting: If an Arachne does not feed, they can not molt their skin. As a result, the skin will rapidly age. This will eventually kill them.
Mountain Ash: Arachnes are unable to pass through Mountain Ash.
Shiny Objects: Arachnes can easily be distracted by shine objects.
Water: Arachnes do not like being around or near water.



message 23: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 07, 2016 10:24PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S i r e n
Deadly is their Siren Song, drawing men and women alike. All who hear their voice fall for them and will obey every word spoken. Their vocals can cause glass to break, make someone to pass out, or be used like a magic dog whistle, drawing all Underkin near. A Siren's scream can be fatal. While their music enraptures humans, their screams causes them to flee. Sirens are quick to anger, if they are overshadowed, and are jealous beings, their own jealousy can destroy them. Their song works by interfering with brain activity, the music makes people turn violent, and start picking fights or attacking things for no reason. Sirens enjoy doing this, and seem to take pleasure from watching people turn violent against another.

> A b i l i t i e s
Siren Scream: Siren's screams enhanced sound waves. The scream is seen as a strong sound wave capable of throwing people and objects short distances. They could shatter a human skull with their voice as well. While using this ability, their pupils turn into vertical slits, like a snake's, to protect their blood vessels from the effects of their own ability.
Siren Song: Siren are able to attract and control people by just humming or whistling. They can whistle at several frequencies that can have different effects. Their whistle was shown to hypnotize, break glass, put people to sleep, cauterize a wound — and kill.
Venom: By using a sort of venom gland in their mouths, they can infect people with large doses of the hormone oxytocin (a hormone that is produced during childbirth, lactation, and sex; sometimes called the "love hormone") or at the very least, one similar to it. Victims with this much of the hormone in their systems experience an intense sense of euphoria and love for the creature that extends beyond just the physical and/or sexual realms. They truly love the creature to their cores and need and desire whatever the creature says it does for itself, and as acts of love and devotion, the ensnared are willing to carry out drastic, most usually violent and deadly requests simply for the asking. These terrible acts are usually perpetrated against those the victim loved before being infected—proving just how much they love the Siren. Sirens leave their victims emotionally broken to deal with the consequences of their own actions.
Voice: Once infected, the target becomes completely and utterly enthralled with the Siren and is willing to do anything to prove their love and devotion. The compulsion is so powerful that they do these things regardless of personal beliefs, desires, morals or of the consequences resulting from said acts. A vampire's compulsion can override that of the Siren's.

> W e a k n e s s e s
Headphones: Wearing headphones, being deaf, or otherwise unable to hear the Siren's voice makes one immune.
Jealousy: A Siren's jealousy can cause them to turn homicidal, and if shamed or embarrassed enough by their defeat, suicide. This is due to their need to be the best and the center of attention.
Mountain Ash: Sirens are unable to pass through Mountain Ash.
Reverse Song: Recording and playing back a Siren's song will cause them to have a seizure and die. This negative version of their music will sound pleasing to others, but will sound like their screams to the Siren.
Tongue and Voice Box: The removal of a Siren's tongue, or the destruction of the voice box, will be unable to use their powers. Likewise, a gag will prevent them from being able to sing or scream.



message 24: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 16, 2016 09:44PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> M e r m a i d
Merfolk consist of both mermaids and mermen. These finned shapeshifters' legs fuse together into a tail when wet. Scales and skin may dry when overexposed to the Sun or artificial heat, such as fires or heaters. Merfolk, sometimes called Scaly Tails, are not to be confused with a Siren.

> A b i l i t i e s
Atmokinesis: Mermaids can conjure storms, such as strong winds and harsh waves, to capsize ships. They can tell when a storm is to come. A Mermaid can not nullify a storm conjured by another Mermaid.
Hydrokinesis: Mermaids have control over water. This power allows them to move water without touching it as well as expand it and mold it into different shapes. With this power a Mermaid can create balls of water, blasts of water or even geysers strong enough to lift people off the ground. They can freeze water as well. Mermaids can heat and boil water. This can be used to create steam, super heat objects, or raise bodily temperature. This is the most dangerous power of the three because, control can easily be lost and it can create so much heat and dryness that it can even easily dehydrate people or even create fires. There is a disadvantage to this power because although water can be heated, the Mermaid with this power has no control over its movement. This power can come in handy when in need of a steam cover, melting ice, or drying off quickly. A Mermaid can change the viscosity or thickness of water, turning water into a jelly-like substance. After a short time however this power has been shown to wear off as the water reverts back to it's liquid state. There is a disadvantage to this power: it makes water or drinks undrinkable. Mermaids can not control blood.
Mercury: Mermaids' blood contains trace amounts of mercury, which their fish half concentrates due to water pollution. This makes their blood fatal to Vampires. It can also be found in their organs and muscle tissue.
Poison: Mermaid claws are laced with a deadly and painful poison, like an advanced form of that found in rockfish.
Speed Swimming: It allows all merfolk to swim at the speed of 600 km/h. Their body is encased in bubbles and use it as a jet stream to swim faster.

> W e a k n e s s e s
Fire: Mermaids burn faster than the average human. As a Mermaid burns, their tail can be flayed and cooked like a fish, provided there is a low mercury content. It is known as a delicacy in some parts of the world.
Hunger: Mermaids feed on the organs of humans, as well as raw fish. A Mermaid will not curb their hunger by eating cooked fish.
Mountain Ash: Mermaids are unable to pass through Mountain Ash.
Water: When wet, a Mermaid will shift, their legs turning into their tail.



message 25: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 17, 2016 05:18PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> F a i r y
Fairies appear as beautiful creatures with pointed ears and glossy thin skin. This is however just an illusion, a glamour. In reality, they are much less attractive, appearing with glittery skin, pointed ears, long nose, glowing eyes, long sharp claws and fangs. Fairies are super-humanly strong and durable. They possess longevity but are not outright immortal.

Fairies are extremely attractive to humans as well as to Vampires. Vampires have a hard time resisting Fairies because of their smell and taste; Fairy blood is intoxicating to Vampires. This makes face to face interactions between them all but impossible. Fairies love attention and admiration. They also have a habit of frolicking and dancing.

It seems they suffer from arithmomania, a mental disorder that may be seen as an expression of obsessive-compulsive disorder. Sufferers of this disorder have the overwhelming impulse to count their actions or objects in their surroundings. Because of this (and regardless of how powerful any Fairy may be) it must stop what it is doing to count every grain of sugar or salt, one by one, if someone pours it in front of them.

Fairies do not have a blood type like regular humans; doctors will not establish a Fairy's blood type. The gestation length for Fairies is only a few weeks, appearing to be well into the third trimester after a week of pregnancy. Fairy mothers experience sexual pleasure instead of pain when giving birth. Babies born from Fairy mothers have no umbilical cords. Once pregnant, Fairy mothers will consume salt as it is a good electrical conductor and will cause their "light to break", initiating the birth.

> A b i l i t i e s
Flight: Fairies can grow gossamer wings to take flight.
Illusion Casting: Able to cast vivid and convincing illusions in order to trick others. This ability is very similar to their shapeshifting ability if not the same. Fairies can sense other's illusions.
Kenning: The perception of the flow of magical energies, see through Glamours and Seemings of Otherkin, and detect chimeric objects.
Magic: As Fairies are magical, they are able to perform magic. This magic is far greater than any human that performs magic as fairies are magical and have a more natural flow with the usage of magic.
Music: The sound of Fairy music and singing is dangerous to Sleepers and Awoken, and it is rare for Kindred to not be affected by the ethereal sounds. The tune is literally infectious, and can cause the victim to slip into a coma-like trance where they hum the tune over and over, as it is all they can think about. If one is invited to dance to Fairy music by a Fairy, they might never stop dancing as the rhythm takes over. Even recorded music played on cellphones are dangerous. Their power can be used to heal, lifting up people's spirits through a catchy, up beat jig, or cause havoc, an alternative beat that causes chaos and raving madness. All Fairies are gifted in the art of dance, song, and an instrument. Fairies can teach humans to play their respective instrument in a way that trumps all other humans' talents.
Oath: When Fairies make an oath or promise the Fairy and other person must touch fingers and a photokinetic light with come through the promiser's arm. If the oath is broken, great dishonor is brought upon the Fairie and their clan and is thus considered an act of war. Fairies also make pacts signing the contract with their blood. This is called "blood on vellum." This is said to be the most sacred of contracts.
Oneirokinesis: They are shown to be able to enter peoples dreams and converse with that person. They can control the dream.
Pathokinesis: Fairies can alter someone's emotions through a simple touch. The influence this power plays is only active while the user is touching another person. They can pick up on someone's feelings. They can get deep into someones thoughts. When reading people,it effects them so strong that they feel others' feelings stronger than the person themselves.
Photokinesis: Fairies can generate and control large beams of light with their minds, using this ability to attack an enemy or topple large objects. Fairies can morph the light beams into grenade-resembling round shapes that explode on impact. The light varies in color, from blue to golden, usually depending on the time of day; blue seems to be more common at night whereas gold appears in daylight. The ability has been described as "nature itself" and can be used offensively on humans, and Kindred, and can at least affect Avatars. Photokinesis is the core feature of Fairy magic and can be used for a number of purposes other than offensive blasts. Fairies can use their light abilities to sense things about other Fairies, and seemingly render beings unconscious and return a person's consciousness. Excessive use of photokinesis can drain a Fairy of their inherent magic making them mortal.
Psychometry: Fairies can tap into the power of the past by connecting with the energy that exists in the universe. Through a connection to an object they can then enter the minds of those who were present in these areas.
Shapeshifting: They can change shape from being human-sized to being as tiny as a tennis ball which glows of bright light, or more like larger fireflies. Some Fairies can take the form of various animals or mimic the appearance of plantlife. Fairies attribute their Seeming to their Glamour, or the ability to cast an illusion over their appearance. Some believe the power to change their shape to be same as their Glamour.
Telepathy: Fairies are able to read the thoughts of any sentient creature that gives off brain waves (which means it excludes Vampires and Jiang Shi). They can receive images or sentences, depending on the person. If they concentrate, they can "turn off" this ability. If they focus hard enough, they can "enter" another person's mind and "reset" memories that have been tampered with, such as though Glamouring.

> B l o o d
Attraction: Fairy blood smells very appealing to Kindred, especially Vampires (though Therianthropes have admitted to it, too). The blood also increases the physical appeal of Fairy hybrids and their descendants.
Daywalking: Depending on the amount of blood drank, Vampires grow immune to their weakness to sunlight after drinking Fairy blood. The effects last shortly, however. It can last from a few minuets to an entire hour.
Fairy Perception: After drinking blood from a Fairy, other beings can perceive the effects of Fairy magic. They can see through illusions.
Immunity To Fairy Magic: When a Vampire has drank the blood of a Fairy, they are immune to Fairy magic including photokinesis and are capable of seeing them when they broadcast themselves invisible. Any Fairy magic that still affects them will feel like a tingling sensation.
Intoxication: Any Vampire that drinks Fairy blood becomes intoxicated with it, going into a state humans would describe as "drunk". The amount of drunkenness displayed by a Vampire depends on the amount of Fairy blood the Vampire drank. Fairy blood can kill a Vampire if they drink too much.
Supernatural Blood Type: Fairy blood has been known to contain the elements Mercury, Neon, Titanium and Francium.

> W e a k n e s s e s
Banality: Being around disbelief in magic and the Fairies themselves weakens the Fairy, making it harder to perform magic.
Cream: Fairies cream, which, like alcohol, intoxicates them.
Dark Magic: Using dark magic can make a Fairy susceptible to Shadow energy, which can corrupt them into a Dark Faery, and eventually, a Shadowkin.
Geas: A Geas is a personal taboo the Fairy can not break. It is usually a form of prohibition, such as never eating dog meat or never rejecting food or drink offered to them, or it can be never sleeping with a red headed person or always riding a horse backwards. Sometimes Geasa are prophetic, foretelling how the Fairy is to die, and being so absurd and eccentric, they can avoid this fate for many years, such as only being able to be killed by one who is neither man or female, only be slain by an agender-androgynous person.
Iron: Iron burns when it comes into contact with Fairy skin.
Items That Have Multiple Grains: If someone pours any substance that has a lot of grain in front of them, they have to stop to count each grain one by one.
Lemons and Limes: Lemons and limes are poisonous to Fairies.
Mountain Ash: Fairies are unable to pass through Mountain Ash.
Nectar: Nectar is a hallucinogenic alcoholic beverage distilled from Pollen. Fairies can quickly become addicted to the euphoria it induces. Humans can not handle the sensations Nectar induces, often leading to seizures.
Pollen: Pollen, which is snorted rather than drunk, is stronger than Nectar. However, unlike Nectar, Pollen can kill both Fairies and humans in large enough doses. Pollen, as the name suggests, is taken from a flower.
Wings: If a Fairy's wing is damaged, they will never heal from the wound and can no longer fly. This weakens their powers, making it only half as strong as it should be. This can be life-threatening.



message 26: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Sep 08, 2016 09:38PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> P i x i e
Pixies are distant cousins of both Fairies and Trolls, as their ancestry traces back to the Tuatha De Domnann, also called the Fomorii, who were relatives of the Jotun, ancestors of the Trolls. Pixies can be identified by the flecks of gold within their iris, which reflects their affinity with the glittery substance known as Pixie Dust. Pixies are never seen without their Pixie Dust, which they wear like body glitter. Without Dust, Pixies can not channel their magic. Most Pixies adopt a boho lifestyle, many tending to be drawn to indie, vintage, grunge, and hipster aesthetics. They are beings of fascination, and they love artsy things. They follow the shift of the spirit, where places are the liveliest, much like Furry Therians. Unlike their chaotic ancestors, they are the more tamed forces of nature and have adapted to exist within the modern world of smog and other pollutants. Unlike Fairies, they can survive Banality. They can control the four basic elements in their corrupt forms.

> A b i l i t i e s
Blood: Due to the Pixie's connection with the unclean elements, their blood is very acidic. Their blood will eat away at whatever it comes into contact with, akin to sulfuric acid. If a Vampire ingests it, it will kill them as the acid spreads through their veins. Likewise, their energy is poisoned as well, making Succubi and Jiang Shi unable to feed from them.
Concrete Manipulation: Pixies can create/generate, shape and manipulate concrete, a composite material composed of coarse granular material (the aggregate or filler) embedded in a hard matrix of material (the cement or binder) that fills the space among the aggregate particles and glues them together. Concrete has relatively low tensile strength.
Elemental Manipulation: Pixies can create, shape and manipulate the four natural elements: fire, water, earth and air, which are believed to reflect the simplest essential parts and principles of which anything consists or upon which the constitution and fundamental powers of anything are based. Because air has been corrupted into smoke and smog, fire into electricity and radiation, earth into concrete and metal, and water into oil and sludge, the ability to manipulate clean elements in their true state is weak.
Fascination: Akin to compulsion, when a Sleeper looks into a Pixie's eyes, they become entranced, allowing the Pixie to hold some Sway over them. The Sway does not last longer than 24 hours, but the Pixie can suggest the Sleeper to do things. It isn't necessarily mind control, as the Sleeper can always deny the request. Sleepers often carry out the requests due to being temporarily attracted to the Pixie, making Sway similar in nature to the Siren's saliva-induced infatuation. Compulsion can override Sway.
Neon Manipulation: Pixies can create, shape and manipulate neon, a colorless, odorless, inert monatomic gas under standard conditions, but when under low pressure glows a bright orange-red if an electric current is passed through it. Although neon is a very common element in the universe and solar system, it is very rare on Earth. Neon is used in signs, vacuum tubes, high-voltage indicators, lightning arrestors, wave meter tubes, television tubes, and helium-neon lasers. Liquefied neon is commercially used as a cryogenic refrigerant in applications not requiring the lower temperature range attainable with more extreme liquid helium refrigeration.
Pixie Dust: Pixie Dust is a glitter-like substance produced by Pixies, and can commonly found within their bloodstream and on their skin. It is a physical manifestation of Glamour, although a corrupted form due to Pixies' ability to survive Banality. By being covered in this body glitter, a Pixie can influence the minds of others, see auras and read emotions, dream walk and perform magic. Without Pixie Dust, they can only use Sway, no other gift.
Pollution Manipulation: Pixies can create, shape and manipulate polluting substances, such as smog or crude oil. They may not be harmed by any of these substances but could be in contact with them for long periods of time without developing serious health issues. May accidentally poison surrounding environment. May emit poisonous gases or liquids from their body with strong emotions.

> W e a k n e s s e s
Garbage: Pixies hoard trash and try to make something out of it. Plastic is among their biggest peeves, they collect it in hopes of keeping it from further polluting the Earth. Pixies can become compulsive-hoarders, this is a remnant of their obsessive-compulsive disorder which Fae have.
Heart: If a Pixies' heart is destroyed, they will die.
Mountain Ash: Pixies are unable to pass through Mountain Ash.
Pixie Dust: Pixie Dust is used to channel their magical abilities, without it, they can not perform magic or heal faster than Sleepers.
Spirit: Pixies are drawn to places of spirit: raves, concerts, and the like. They are also drawn to artistic lifestyles and fashions that they soon become enraptured in. This can be exploited and used to bribe them.



message 27: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 17, 2017 03:46PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> E l f
Elves look much like humans but are slightly taller on average, with pointed ears, angular features and (generally) lithe, athletic builds, with little to no body hair, green veins(due to possessing chlorophyll in their bloodcells), and reflective eyes. Being part plant, they require sunlight for photosynthesis or else they become week and tired, graying and wilting before eventually dying. They also smell like pine needles and woodsmoke. Elves are not as in tuned with magic as Fairies are, but come in a close third, following Pixies due to their connection to nature. Elves are capable of manipulating the celestial and chthonian elements of aether and nether. These elements both manifest as light, but the Elf in question would either glow with a holy light or become a negative image, glowing dark.

Light Elves uphold the values of life, freedom, and joy; they are generally kind but can be arrogant. While many Light Elves do have fair skin, this is not universally true; they are named for their philosophical stance rather than their physical appearance.

Dark Elves uphold the values of death, silence, and sorrow; they tend to be business-like and have a reputation for promiscuity. Contrary to popular belief, Dark Elves do not always have dark skin (though some do); they are named for their philosophical stance rather than their physical appearance.

> A b i l i t i e s
Archery: Elves have an incredible aptitude for the ways of bow and arrow, being able launch multiple arrows with one shot, use the bow as a melee weapon, etc. They can reload weapon rapidly and efficiently, even with heavy mechanisms like the crossbow. Elves are also gifted in the use of darts and other projectiles, but to a lesser degree.
Elf Lock: Elves are known for tangling and knotting the hair of sleeping children or animals.
Elf Shot: Through elf bolts, flint arrowheads, they cause sudden shooting pains localised to a particular area of the body, akin to rheumatism, arthritis, muscle stitches or cramps. The three plants used in the cure are feverfew, red nettles and waybread. All have vaguely spear-shaped leaves, which may have suggested their use as a remedy for pains attributed to elf-arrows.
Elf Struck: If an Elf has sex with a human and doesn't try to tone down the magic, they turn a human into an addict. Those that are elf-struck can actually wither and die from want of the touch of elven flesh.
Photokinesis: Elves can conjure ethereal light, stemming from the generative element of aether. This light can be used to heal others, create a protective wall of light, or a blast of energy that can push enemies back.
Rune Magic: Elves can formulate symbols that can cause special events to occur, depending on the symbol that empowers the user, they can achieve a variety of abilities. With a great number of symbols that can be turned to magic, they can do almost anything. Some runes can be Merkstave, or written in reverse - facing the opposite direction - and thus this alters their effect. Sigils are made up of various runes, combining their power. Some runes inculde the Wolfsangel, a Germanic rune than causes Wolfssegen - repelling Werewolves - or a Wolfbann - causing Werewolves to go feral. Some sigils are rather specific, as sigils that draw a lover are gender specific: woman to man, man to woman, man to man, and woman to woman.

>T o o l s
Elf Bolts: Small flint arrowheads, encharmed with small curses.

> W e a k n e s s e s
Alp: Elves can transform into Alps. They harness the destructive forces of nether, opposed to the generative forces of aether. This augments their photokinesis, merging it with negative energy. Their powers become highly addictive. This causes the Alps to be susceptible to Shadow magic, which can corrupt them into a Dark Elf, and eventually, a Shadowkin.
Electricity and Electronics: Electricity is fatal to Elves. Being around electronics is dangerous to Elves as they possess electromagnetic hypersensitivity. Side effects include headache, fatigue, stress, sleep disturbances, skin prickling, burning sensations and rashes, and pain and ache in muscles. They may have problems using electronics as well, their presence disrupts electronic signals, causing cell phones and other electrical appliances to work erratically, or fail completely if they come into physical contact with it.
Mountain Ash: Elves are unable to pass through Mountain Ash.
Sunlight: Elves has green veins because of trace amounts of chlorophyll in their bloodstream, connecting them to nature, being some-what half plant. They require sunlight - or, at least, ultra-violet light - to stay healthy and alive. Without it, they will go pale, sickly, tired, and eventually die like that of a wilting, sun-starved plant. Their bodies biodegrade rather quickly and make great compost.



message 28: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 03, 2017 01:33AM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> D w a r f
Dwarves are kin to Elves, and like Elves, are divided into two groups: the Dwarves of Order are of Stone, the Dwarves of Chaos are of Flame. The Stone Elves are miners, cutting away at the Earth with pickaxes to obtain metal ore. The Fire Dwarves are smiths, working and shaping metal with their forges.

> A b i l i t i e s
Burrowing: Dwarves are capable of tunneling through the earth with ease. They can hide underground to evade attacks and for underground travel, as well as launch surprise attacks. Burrowing underground can weaken ground structure, creating traps or pitfalls. Create a network of underground tunnels, forming a labyrinth to potentially control of the battlefield. Ground may collapse while digging, though the Dwarf can simply dig back up.
Ferrokinesis: Dwarves can shape and manipulate metal, a solid material (an element, compound, or alloy) that is typically hard, shiny, and features good electrical and thermal conductivity. Metals are generally malleable—they can be hammered or pressed permanently out of shape without breaking or cracking—as well as fusible (able to be fused or melted) and ductile (able to be drawn out into a thin wire). Dwarves are unable to create metal, being limited to manipulating only from already existing sources. Metal is affected by everything that normal metals would be, although the user is perfectly able to use their power to return the metal in its original shape and/or controlling it even under these forces: melts under extreme heat, turns brittle and shatter under extreme cold, and can be rusted. Extremely vulnerable to Electricity and Magnetism, though some metals (such as gold) are not magnetic. They can even manipulate metal within other's bodies.
Geokinesis: Dwarves can shape and manipulate earth and "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc. Dwarves have to be/stay in contact with earth. Glass and artificial solids may be hard or impossible to control.
Mechanical Intuition: Dwarves can intuitively understand the operation of any mechanical device and subconsciously/effortlessly create a schematic in their mind. They are able to make complex devices or weapons out of mere scrap and "garbage". Not enhanced intelligence: they simply know, or "feel," how to build devices. Some Dwarves may only be able to understand how devices work, and not how to actually build them.
Pyrokinesis: Dwarves can create, shape and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products, flame being the visible portion of the fire. Fire Immunity and/or Thermal Resistance isn't part of the package, so burning is possible. Dwarves are not immune to other side-effects/products, such as smoke. The Fire Triangle (Oxygen, Fuel, Heat) applies: Oxygen is needed as comburent. Sufficient lack of heat may complicate things. Some kind of fuel to burn is needed.
Subterrane Adaptation: Dwarves are able to survive and adapt to underground, stuffy, low-light terrene conditions like caves/tunnels with senses, endurance and breathing adapted for such (perhaps also adapted for intense heat, if adapted for areas closer to the earth's core). This gives Dwarves Photosensitive eyes, making it hard to withstand sunlight.

> W e a k n e s s e s
Bronze: Dwarves of Fire can be killed by being stabbed with bronze.
Fire: Dwarves of Metal can be killed by being set on fire.
Mountain Ash: Dwarves are unable to pass through Mountain Ash.
Sunlight: Sunlight causes stiffness in Dwarves, lowers their immune system, and blinds their sensitive eyes. The stiffness is why people think Dwarves turn to stone under sunlight.



message 29: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 22, 2016 04:18PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> O r c
Orcs were cruel, wicked, and bad-hearted, and hated everybody and everything. They are a violent and warlike race in a perpetual state of chaos with itself and others. Despite their abominable nature, they are not dim-witted and are clever and crafty and make good tools, weapons, and machines of war but produce no beautiful things nor do they trade or share anything with others. They are known to cannibalize each other.

> A b i l i t i e s
Battle Cry: Orcs are able to shout so loud that the Orc can blow away objects or break objects with their ferocious vocal cords which can cause vibrations (not to be confused with Soundwave Generation but similar). They may also be able to emit a roar strong enough to damage hearing, cause fear, or paralyze. The force caused by the roar may even cancel out opposing attacks.
Battlefield Adaptation: Orcs are able to become stronger in a field of battle. Due to numerous battles and wars being fought in said fields, all the energy, hatred, aggression, and experience from all the fights before strengthens the combatants, allowing them to fight on equal or superior grounds with their opponents. Each battle fought strengthens the Orc physically, mentally and tactically, slowly turning them into a One-Man Army.
Intimidation: Orcs can evoke and increase fear and horror in others causing the target’s brain to release fear-inducing chemicals. The victim’s perception may be altered, causing them to see their environment as ominous and the Orc as dark and foreboding, or even seen as a monster.

> W e a k n e s s e s
Brain Damage: Brain damage, as well as decapitation, is the prime way of killing an Orc, as nothing else seems to phase them.
Cannibalism: All Orcs are carnivorous cannibals. Orcs are always bloodthirsty, and will easily find an excuse to fight other Orcs to they can kill and eat them. In doing so, the Orc gains the strength of the one they have devoured.
Fire: Orcs can be killed by being burned alive.
Mountain Ash: Orcs are unable to pass through Mountain Ash.



message 30: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 22, 2016 06:10PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> T r o l l
Trolls are a kind of personification of nature, manifesting their landscape. They can have weeds, fungi, and natural elements. They can adapt to survive in most environments, but due to their connect to the Earth, they are unable to withstand saltwater. They are seen as the protectors of nature, the manifestation of the wilderness and chaotic aspect of the Earth.

> A b i l i t i e s
Chlorokinesis: Trolls can create, shape and manipulate plants, including wood, vines, plants, moss, and parts of the plants, such as leaves, seeds, fruits and flowers. The Troll can cause plants to grow, move, and attack. They can use their power for defense and support by growing plants from the ground and make them sprout seeds/fruits/berries, or even to possibly use plant chemicals to heal people or objects or manipulate their properties for a wide range of effects. Though less commonly activated by passive Trolls, the ability may deal a series of offensive techniques on a target. Using the plants as weapons enables users to grasp and strike continuously with vines and roots, project thorns at a distance, and quickly regenerate the withering weapons at the Troll’s will. They can make vines grow and climb around a target's neck, causing choking, or even strike with plants. A more subtle technique is to release damaging toxins and pheromones, affecting targets in which conditions should be treated quickly with ailments.
Environmental Adaptation: Trolls are able to survive and adapt to any natural environment, being able to tolerate wide range of temperatures and levels of moisture, any amount/quality of sustenance, breathable medium, etc. with little or no discomfort. They can not adapt to the sea.
Environmental Transformation: Trolls are transformed in some way when inside a new environment. The transformation is related to the new environment in which the Trolls enters, the changes can either be a complete transformation or just mimicking qualities, it depends on both the target and the environment in question. Transformations are determined at random.
Geokinesis: Trolls can shape and manipulate earth and "Earthen" elements including most solid objects, specifically all minerals and mineral compositions regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc. Trolls have to be/stay in contact with earth.
Healing Earth: Trolls can heal themselves or others by using earth.
Land Exposure: Trolls are able to have a form meant for land. For example: should the Troll be from wet areas they can transform their body to suit their land needs such as if they has gills those will shift into expert digging claws.
Thermal Resistance: Trolls are able to survive at any temperature without discomfort. They have a resistant to both high and low temperatures. They are still limited by physics, meaning Trolls cannot move at extreme cold, or liquefy in extreme heat. They are not resistant to fire itself.

> W e a k n e s s e s
Electricity: Trolls are weak against electricity as electricity can travel through the ground and break apart the earth. It does the same to the Troll's body.
Iron: Iron burns when it comes into contact with Troll skin.
Mountain Ash: Trolls are unable to pass through Mountain Ash.
Pollution: Trolls weakened when in contact with pollution.
Ocean: Trolls can not adapt to the ocean or salt water lakes.
Troll Cross: A piece of metal bent to resemble the Odal rune, it wards off Trolls. When in the presence of a Troll Cross, the Troll loses their powers.



message 31: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 28, 2016 07:18PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> G o b l i n
Goblins are green scaled tricksers, known for their ability to manipulate probability and luck around them. They can identify anyone or anything they see, instantly knowing their name. Goblins often use their powers to lure in their prey, as Goblins feed on the flesh of humans.

> A b i l i t i e s
Camouflage: Goblins can visually blend into surroundings by blending in with the coloration and form of their background to avoid optical perception. Some Goblins can affect their attire by means of "static camouflage".
Luck Energy Manipulation: Goblins can manipulate luck by manifesting an energy that can make an unlikely event either positive or negative to happen. They can shift the energies to accomplish different effects due to its concentration; thus, the energy may be pre-existing. The lack of energy may make structures crumble while an abundance of energy can increase the efficiency of the object. They can cause a trail of money to appear, luring humans into their traps in an almost comical way.
Name Identification: Goblins can learn the targets true name by looking at a person or object, ignoring aliases and other false names.
Thievery: Masters of this skill are more elusive than the average thief. They are able to blend in with the shadows, slip into tight spaces, avoid detection from guards, and escape without leaving behind any evidence.
Trapping Intuition: Goblins can create many different types of traps that are effective in different ways. Traps can range from trap holes, to arrows, to explosives, etc. This allows Goblins to get an advantage over others and place this in situations where even the brightest of minds would have trouble escaping their traps.

> W e a k n e s s e s
Decapitation: Decapitating a Goblin will kill them.
Fire: Goblins can be killed by being burned to death.
Mountain Ash: Goblins are unable to pass through Mountain Ash.



message 32: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 28, 2016 07:17PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> I m p
Imps are servants of powerful Kindred. These fiends are related to Goblins, but are more refined in nature. Imps, sometimes called brownies, boggarts, or hobgoblins, actively seek out a Master to serve. When fired, they will need to find a new Master, as they feed from those they serve. Their eyes glow gold and they have gray reptilian-like skin. Imps keep their true names a secret, and often go by aliases. Whoever knows their true name can command them to do anything, except killing, be suicide or homicide.

> A b i l i t i e s
Luck Energy Manipulation: Like Goblins, Imps can effect probability. When happy, they will cause their Masters to prosper. When offended, they will passive aggressively jinx them, causing misfortune to befall the household which they serve. Imps can jinx their opponents and indirectly harm them as well, as Imps do not physically fight but let their magic do it for them.
Servitude: Imps will seek out and bind themselves to a Master. They will do chores and housework for them, cook and clean for their Master. In return, the Goblin becomes stronger and more powerful the longer they serve them, feeding off of the Master's life force as payment. This causes their Master's lifespan to shorten, if they are a Sleeper. This holds no ill effect to Kindred. Most Imps are passed down the generations due to their great service to the family. They can only serve a household, never a company. If employed by a corporation, they can not feed and soon die from starvation.

> W e a k n e s s e s
Decapitation: Decapitating a Imp will kill them.
Fire: Imps can be killed by being burned to death.
Mountain Ash: Imps are unable to pass through Mountain Ash.
Naming: Knowing an Imp's true name gives one power over them. Due to their close genetics, Goblins can not 'read' an Imp and know their true name through their power. They can't be killed or forced to kill by this.



message 33: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 22, 2016 03:15PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> D j i n n
Djinni are an elemental race composed of a Smokeless Fire. This energy is said to erupt from the astral Void. In addition, Djinni possess raw strength, the ability to turn invisible, and 'grant wishes'. Djinni are creatures of intense emotions, far more so than mere humans. They are best known for their pride, hedonism, courage, vengefulness, and cunning.

Djinn are humanoid creatures with tattooed skin that feed on human blood and can poison their victims with a touch. The poison can be used either to kill their victims quickly, or to leave victims in a coma-like state while the Djinn feeds on their blood over a long period of time. Djinn are depicted in the Quran as beings with powers. Contemporary lore depicts them as genies and are able to read a person's mind to learn their deepest desires; however, the Djinn do not truly grant wishes like the genies of lore. Instead, using their poison, the Djinn causes hallucinations so powerful that the immobilized victim thinks he or she is actually living in the reality the Djinn implanted. When Djinn access their powers, either both their eyes and hands glow blue, or their tattoos move and extend down their arms.

A Djinni's average body temperature is slightly higher than that of a human, 101.6 degrees Fahrenheit to be exact. Also, because Djinn are made of fire, Djinn can not make wishes in the cold. Djinn also are immune to snake venom but are weaker to other venoms (such as Spider, Scorpion etc). Another oddity about the Djinn is that their lymph nodes contain much more sulphur than a human's do. It is for this reason that mundanes have a better sense of smell, and also the reason why small, blood-sucking parasites, like mosquitoes, do not bother the Djinn. Djinn have their wisdom teeth out at an early stage, much earlier than an average human. The reason for this is that Djinn only start truly aging when their wisdom teeth are extracted, no matter how old the Djinn is before the extraction. When their wisdom teeth have been extracted, only then can they use their power.

> A b i l i t i e s
Blood: If a human injects Djinn blood into him or herself, the mundane will spontaneously combust from the heat and sulphur content of the blood. Vampires can not stand the blood of a Djinn, which tastes like rotten eggs.
Hallucinogenic Touch: The Djinns' main ability. By touching someone, they can induce a series of delusions on the mind of their target, typically causing them to enter in an unconscious, dream-like state. Inside it, a person can re-live their deepest dreams and desires, or greatest fears, over and over again, akin to an endless loop. These delusions can also be induced in a more mild fashion, leaving the person awake, but at the risk of having them break on a mental level due to the mix of reality and illusion. This is eventually fatal to them if they aren't given an antidote.
Invisibility: Djinni can become invisible to the naked eye.
Pyrokinesis: When they activate their hallucination ability or feeding on their victims they form blue flames around their hand. They can only manipulate the Smokeless Fire they create.
Super Senses: Djinn can smell human fear and can track their prey by following their scent. They can hear sounds through thick walls.
Super Speed: Djinn can move incredibly fast, able to suddenly appear and ambush others. This is why they are said to be able to teleport. Their speed is said to be as half as fast as a Vampire's.
Super Strength: Djinn are notably stronger than humans, able to easily over power them. They can fight off a group of hunters single handedly.
Telepathy: They can read people's minds and learn their greatest desires or fears. They can not outright hear thoughts or communicate mentally.

> W e a k n e s s e s
Arrogance, Pride, & Hubris: Due to their overly emotional minds and extreme pride, they slowly slide into a state of obsessive and megalomaniac behaviors. The further towards this state that they slide, the less human-like they become, developing such strange physical features as horns, brazen hooves, clawed hands, metallic sounding voices, and strange changes in coloration. Eventually, a Djinn loses all humanity and go feral.
Brass: Djinn cannot handle brass or materials made from brass. If a Djinni touches the metal, the exposed spot will be burned and damaged.
Cold: When in very cold temperatures, a Djinni's ability to induce hallucinations and conjure Smokeless Fire are nullified.
Imprisonment: Djinni can be sealed into objects - such as rings and lamps - as long as the object possess the correct seal and is made of brass.
Mountain Ash: Djinn are unable to pass through Mountain Ash.
Venom: The venom of spiders and scorpions, and that of an Arachne, are fatal to Djinn. It is four times as damaging as it would be to a human.
Wisdom Teeth: A born Djinni's powers will not manifest until their wisdom teeth are removed. The same can be said about Awakened Djinn, unless their teeth were extracted prior to the Awakening.



message 34: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 03, 2017 01:36AM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> N y m p h o s
Born from the flames of lust and fury, the Nymphos were once a mighty race, built to be able to with stand extreme pain and give extreme pleasure. They once all lived in a kingdom of carnal desires, taking humans as concubines. However, Hunters came and waged war upon their land, laying waste to the holy temples and brothels where the sacred harlotry of the Nymphos worshiped the human body. Those that weren't slaughtered were the weak, submissive bottoms, that then were sold as slaves. Hence the Nymphos Trafficking began. Bought by humans in a way one can purchase Djinn, they are used as prostitutes by the Thule. Also called Peri or Houri.

How rare is a buff stud muffin or a busty sex kitten found among the Nymphos nowadays. No longer do they have such fair looks that made them once outshine the Sun himself. No more sculpted abs or hour glass figures. Now they are usually scrawny, gaunt, and small.

Creatures whose sole purpose of existence is sexual pleasure. It is all they think about, all they dream about, all that they want. In spite of their attractiveness, most suffer from Stockholm Syndrome & Dependent Personality Disorder. Subject to Submission, Subjugation, and Subordination, they need a Master to keep them happy; should their Master die, they can die from the heartbreak. They live solely off of human sperm and hormones alone, having no need for food or drink. They exist to serve and to satisfy. While a slave to their Master, they can be just as deadly as a Succubus if ordered to, as their powers rival that of the Tantric vampires. Albeit rare, some Nymphos can exist without a Master, being dominant tops opposed to the typical bottom Nymphos. Nymphos have no sexuality, but conform to whatever best fits their Master. If a free Nymphos, they will most likely be pansexual or bisexual due to their nature.

> A b i l i t i e s
Lust Empowerment: Nymphos becomes stronger, faster, more durable, etc. by lust of oneself and others, possibly unlocking abilities related to the affinity and enhancing the existing powers. Some Nymphos may be able draw sustenance from the lust or even slow or stop aging.
Pheromone Manipulation: Nympos have complete control over the pheromones, a secreted or excreted chemical factor that triggers a social response in members of the same species, of oneself and others, including releasing pheromones that induce attraction between subjects (or within a subject for oneself), to exuding pheromones strong enough to induce pleasure, change emotions and draw crowds.
Subliminal Seduction: Nymphos can project seductive thoughts to the minds of others, speak with subliminal seductive power behind each word, and/or stimulate the brain's pleasure centers by touch, voice or thought. This can be used to attract and seduce any subject one desires, because the subject receiving the thoughts would believe they were the ones thinking them. This can be used on anyone regardless of sexual orientation. Nymphos can arouse others into a sexual frenzy via skin contact. This ability is always active.
Seduction Intuition: Nymphos possess innate seductive skills and charming allure which they can use to easily and efficiently seduce and manipulate anyone of either the same, opposite, or entirely different species of sex. This ability gives the user a near irresistible level of charm that can be used to influence many opponents. They also possess intuitive knowledge of how make people feel sexual arousal, lust, bliss and pleasure in others, and can always make people feel immense sexual satisfaction including oneself.
Seductive Magnetism: Nymhpos radiate an aura of attractiveness, naturally inducing pleasure and desire while subtly lifting inhibitions. The affected targets remain fully themselves, but can't help but long for the Nymphos' favor and affection, and can't bring themselves to cause them harm except as a last resort, like an irreplaceable treasure too precious to be lost. The sensations may grow addictive, causing out-of-character behaviors.
Sexual Inducement: Nymphos can induce sexual arousal in others to make them lustful and crave sexual interaction. This power may work with both genders, their sexual interest and people of any age. This is involuntary. May cause unwanted attention. It certainly makes being unnoticed harder.
Sexual Instinct: Nymphos are the ultimate sexual being determined by both natural and supernatural ways. They have a sexuality imprinted nature, giving them a life full of pleasure with any means and most effective ways possible, use anything at hand to do so experiencing hyper-sexuality that can transcend their sex drive to potentially supernatural levels, making them experts their first try in every way, that can effect even those around them just by wanting them and repel those the users doesn't want, having no mental problems either before, during or after the deed. Nymphos have complete mastery of any and/or all form of sexuality whether it be scientific, magical, etc. Making them the ultimate sexual partner in life, having full mastery in sexuality by nature. They also have the ability to bring out the sexuality from other beings they never knew they had with but a whisper or touch. Instincts are powerful enough to also detect what the others want, will want and have within them and themselves. May cause sexual addiction.
Sexual Sight: Nymhpos are able to know everything about a person's sex life by looking at them, including if they are virgin, whether it had or will have sexual intercourse, their fetishes, etc.
Sex Specialist: Nymphos has an encyclopedic knowledge in sexual and carnal techniques, allowing them to invoke a specific type of sexual fulfillment in a specific sexual partner. This results in great, or absolute, satisfaction for their partner. The nature of the ability revolves around the fulfillment of the target in a sexual capacity, which may or may not involve pleasure, pain, or other sensations. In some cases, it may even involve the negation of these sensations, so long as this still results in the satisfaction of the partner. Completion of this task may involve any number of other abilities or talents, and can range from natural to supernatural. The sensations induced are partially voluntary and partially involuntary. For example, they can induce pleasure in someone who is not expecting or desiring it, as well as meet individual requests with skill and competency. In more extreme cases, they may create, induce, or reveal new desires that the partner never even realized they had. Some forms of this power may be mental rather than physical. A flawless master will employ both.

> W e a k n e s s e s
Imprisonment: Nymphos can be sealed into objects - such as rings and lamps - as long as the object possess the correct seal and is made of a gemstone.
Mountain Ash: Nymphos are unable to pass through Mountain Ash.
Sexual Dependency: Nymphos are constantly aroused and will eventually experience immense pain if they do not fornicate after some period of time - the exact length of time differs from Nymphos to Nymphos - and can result in them begging their Masters to use them to get off.
Stockholm Syndrome & Dependent Personality Disorder: Nymphos have a codependent personality, needing a Master to serve in order to feel happy. They love their Master completely, even though they are slaves to them.
Submission: Nymphos, given their submissive nature, can easily be overpowered and owned by a Master. Nymphos are often bound to an object, imprisoned to it and sold into sex slavery because of this.



message 35: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 18, 2017 03:47PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> W i t c h / W i z a r d
A Witch is a person with the power to affect change by magical means ("Witchcraft"). A Witch can be either female or male, but males often refer to themselves as Wizards. Each Witch possesses an Affinity, an inborn power, similar to that of a Sorcerer. What differs a Witch from a Sorcerer is that they can effect reality through Rituals or Incantations. Witches practice Low Magic, also called Hedge Magic, which involves nature, such as herbs, roots, oils, stones, and crystals. (Mages practice High, Ceremonial Magic). This magic resides within the bounds of the Consensus (barely), and as such, it does not cause Paradox, unlike the magic of Mages. The diverse forms of Hedge Magic can include Roma curses, high school Wiccans' spells, voodoo and folk magic. Sleepers can learn this form of magic, mastering it will cause an Awakening into a Witch. All White Witches take a vow to not harm a Sleeper, and rarely curse or jinx them. Black Witches break this vow, and often resort to breaking a taboo in order to become a Warlock.

> A b i l i t i e s
Affinity Sphere: An Affinity is a gift given to a Witch or Wizard by the gods. Wizards usually are gifted Affinities or gifts that have to do with the physical realm, like fighting, sword skills, or strength. Witches are usually gifted with Affinities that are related to the mental and emotional realms such as poetry and intuition. Wizards are more likely to have Affinity over air and fire, while witches are more likely to have Affinity over earth and water. The Affinity also ties into what Path of Magic/Sphere the Witch will take.
Potion Brewing: Witches can create potions: substances with magical properties such as enhancing physical and mental abilities, healing, granting powers, chancing shape, or bewitching someone depending on the kind of potion that is made. Some potions come in different forms of liquid, such as jelly, stew, brew, or even soup. They can also be made into solid form, often pills, powder, candy, and possibly drugs. Incorrect brewing may cause backfiring. Most potions are created with plants and herbs, not with blood or body parts - this is usually done by Warlocks or practitioners of Black Magic.
Spell Casting: Witches can cast spells, an action that allows one to magically alter reality to varying extents. It is often a series of words that take effect when spoken, though others are able to cast spells merely by thinking, with gestures, with magical objects or through a ritual of some sort. Incorrect pronunciation of a spell may have negative effects (such as the spell being thrown back at the Witch, or producing a different effect than expected). Certain spells are decided as a negative effect to nature and require a balance to the universe. For instance, if one person is brought back to life, another will die in the process. May need to use special artifacts such as spell books, herbs, and talismans. Some spells are cast on impulse.

> C o m m o n S p e l l s
Evil Eye: Witches are able to use the Evil Eye to inflict harm on anyone the chooses just by gazing on them, some are able to affect inanimate objects with this power. Activates when they experiences powerful negative emotions, mainly envy. It is incredibly difficult to control and restrict.
Telekinesis: Witches can influence/manipulate/move objects/matter with their mind. Only be capable of moving objects they could physically move. Witches are able to move only the objects that they can see.

> T o o l s
Athames: A ceremonial dagger with a double-edged blade that is commonly used to direct energy.
Books of Shadows: A personal grimoire that is documented with magical recipes, rituals, and spells.
Candles: Block of solid wax with embedded wicks that are commonly lit to amplify a witch’s spell.
Cauldrons: Large metal pots that are commonly used to hold the ingredients for elixirs and potions.
Herbs: Earthly plants that are commonly used as ingredients for brewing and concocting paranormal potions.
Stones: Small stones that are occasionally used as ingredients for brewing and concocting paranormal potions.
Talisman: Enchanted objects that are commonly used to empower and/protect the wearer from external harm.

> W e a k n e s s e s
Blood: The blood of a Witch can be used to bind their powers through the use of magic. The blood of a Witch can be used to kill them or strip them of their powers. Witch blood can heal a Vampire twice as fast as normal blood.
Book of Shadows: A Witch's Book of Shadows is their personal grimoire and diary, with a mystical connection to them. It can be used to exploit the Witch's secrets, as it grants insight into their personal life involving magic.
Doubt: The act of denying or disbelieving in one's potential could cause a Witch to inadvertently suppress their magical power.
Iron: A hard and strong magnetic metal that is able to repress the supernatural power of a Witch.
Mortality: Based off the fact that Witches are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.). However, it is known that especially powerful Witches can overcome these weaknesses.
Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
Three Fold Law: Everything a Witch does will return to them threefold, or, in some extreme cases, three times three times three(27 times over). This form of immediate karma(opposed to karma dealt out over incarnations) is their form of Paradox, the universe returning what they put out. Because of this, Witches rarely harm Sleepers or practice the Dark Arts, as it can accumulate and lead to death. Most turn into Warlocks to avoid this fate.
Witchcatcher: A witchcatcher is a device used to restrain Witches, most were thought to be destroyed after the Inquisition. The witchcatcher is a large iron collar with seven spikes affixed to the inside of the collar. Once affixed to a Witch's neck, the Witch is forced to do the bidding of whoever is in control of it. It can also be used to kill the Witch with the spikes.
Witch Cruids: A small glass jar containing the Witch's blood, a mandrake root, a personal object of the victim, to absorb said Witches' energy, or a lock of hair, or fingernail clippings. Once a match is dropped in, the Witch in question will die. Warlocks are immune to this as they do not bleed.



message 36: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 24, 2016 08:57PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> W a r l o c k
Warlocks are created when a Witch breaks a social taboo, hence their name, "Oath Breaker." Some taboos include incest, bestiality, and cannibalism. Once this has occurred, the Witch will enter a trance as a cocoon forms around them. Inside, their very essence is changed. A Warlock, upon hatching, will have a Warlock's Mark - oddly colored hair or skin, animal body parts or some other biological anomaly. All Warlocks are sterile, with pregnancies resulting in stillborn children. Warlocks are immortal, as they no longer age. They likewise do not bleed, although they possess heartbeats and breath as humans do. Warlocks can steal another Witch's powers.

> A b i l i t i e s
Blinking: The ability to instantly teleport from one location to another by blinking one's eyes. They teleport instantly, "in a blink of an eye."
Diablerie Warlocks can absorb and gain ownership of the Affinity of Witches. Warlocks can absorb the powers of good Witches by ripping out and crushing their heart. The heart continues to be connected to the body via a magical link, and anything that happens to it afterwards will be afflicted to the owner's body. The Warlock can use this link to control the person.
Immortality: Warlocks possess an infinite lifespan and an arrested aging process. They are not invulnerable, but are hard to kill as they are very durable, as snapping their neck does not kill them, and the fact that they can reattach their severed limbs or even their decapitated head.
Potion Brewing: Warlocks can create potions: substances with magical properties such as enhancing physical and mental abilities, healing, granting powers, chancing shape, or bewitching someone depending on the kind of potion that is made. Some potions come in different forms of liquid, such as jelly, stew, brew, or even soup. They can also be made into solid form, often pills, powder, candy, and possibly drugs. Incorrect brewing may cause backfiring. Potions are usually made from blood or body parts.
Spell Casting: Warlocks can cast spells, an action that allows one to magically alter reality to varying extents. It is often a series of words that take effect when spoken, though others are able to cast spells merely by thinking, with gestures, with magical objects or through a ritual of some sort. Incorrect pronunciation of a spell may have negative effects (such as the spell being thrown back at the Warlock, or producing a different effect than expected). Certain spells are decided as a negative effect to nature and require a balance to the universe. For instance, if one person is brought back to life, another will die in the process. May need to use special artifacts such as spell books, herbs, and talismans. Some spells are cast on impulse.

> W e a k n e s s e s
Athame: Warlocks can be stopped by by stabbing and killing them with an athame. The athame, directing magical energies, will cause the Warlock to die not only from the wound, but from a sort of magical poisoning. It floods the body with all the bad karma they accumulated in their vile acts, and as a result, the Three Fold Law causes the Warlock to perish.
Mountain Ash: Warlocks are unable to pass through Mountain Ash.
Warlock's Mark: All Warlocks can be identified by a Warlock's Mark. This Mark may manifest in the Dream akin to what it is in reality - a tail could appear as a clip-on tail, but will none the less cause Sleepers to view them as a creep. It could also merely manifest as an underlying sense of inherit wrongness that Sleepers feel, causing them to feel uncomfortable or weirded out in the presence of a Warlock.



message 37: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 24, 2016 08:54PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> W r a i t h
Wraiths, also called Ghosts or Spirits, are souls of deceased humans that did not go with their Reaper to the Afterlife and are stuck on Earth. The word Ghost is a common term for a soul that did not move on to an after life after they perished. They typically reside in The Veil, but they can occasionally appear in the physical plane. Descriptions of the apparition of Wraiths vary widely: the mode of manifestation can range from an invisible presence to translucent or wispy shapes, to realistic, lifelike visions.

Normally Wraiths appear in the form of the physical body which they had when they were still alive. These forms will often be pale compared to the bodies of the living. Sometimes the Wraith's form will look as it did when they died, and will show physical effects of the way that they died. Wraiths are also able to appear in a smoke, a transparent grey mist.

Normally, a Wraith will start out confused and disoriented before realizing they are dead. In some cases, a trauma of sudden death can be so great that a Wraith will think that are still alive and continue in a routine from their lives, oblivious to the fact they are dead.

The longer a Wraith remains on earth the more dangerous and violent it becomes. Wraiths can become like injured animals - they become so angry and upset that all they can do is lash out at anyone who crosses their paths. Wraiths have skewed views of existence, "Wraiths only see what they want to see." It's also been stated as a fact that Wraiths are the most common type of paranormal activity that Hunters encounter and hunt on a daily basis.

Wraiths are often bound to an object or a place, normally the building they died or lived in or the area they died at, as such their movements are restricted, but this isn't universal, and some very powerful ghosts can move over larger distances, but unless they can move what they're bound to, they can never be totally free. They are also sometimes bound to their bodies, unless their bodies have been put to rest.

An interesting attribute, is often Wraiths bring more or other things from their lives, as well as their spirit. An object that is very closely linked to the Wraith during their life, or linked strongly to their death, are sometimes recreated for their Wraiths. This is the reason why ghosts of cars, and ships exist. A very minor example of this is, Wraiths often wear the clothes they died in. It is hard to destroy the Wraiths of inanimate objects.

Most Wraiths are Poltergeists, able to perform telekinesis. Vengeful Spirits have had some great wrong done to them in their lives (normally what killed them), this causes them to remain after death, to try and avenge this wrong. Other forms of Wraiths include Haunts, which are stuck to an object or location. Death Omens appear as a warning, like the victim of a serial killer trying to warn his next victim, or the spirit of fratricided brother foretelling a family member killing a relative. Death Echoes are the most traumatic, unable to do anything but repeat the events leading up to their demise, reliving their death over and over again.

Wraiths continue to follow the routes they used when they were alive, even if the house had been rebuilt since that time. This is why they seem to climb stairs that no longer exist or glide through walls.

> A b i l i t i e s
Disease Manipulation: Some Wraiths can infect people with sickness and disease. Some can infect people with a supernatural disease called Ghost Sickness. Ghost sickness first appears as nightmares and subtle signs of irrational fear. The fear gets greater and greater as the illness progresses. Soon after the initial symptoms, wounds mirroring those the originating ghost received while alive appear on the victim without an apparent cause. As the ghost sickness progresses further the victim feels queasiness that degenerates into vomit. Toward the ending stages the vomiting degenerates further into vomiting blood. At the final climax of the illness the victim will experience intense terror that will cause a fatal heart attack.
Draining: A powerful Wraith can destroy other Wraiths, absorbing their essence and thus increasing their own power.
Ectoplasm Creation: Very angry Wraiths can create Ectoplasm, a black slime that is fatal if ingested.
Electromagnetic Interference: All Wraiths disrupt nearby electronics with their presence. They feed off of the electronic's energy, draining the battery and causing them to go haywire.
Electrokinesis: A step up from Electronic Manipulation, rather than simply interfering with electronics, some stronger Wraiths can generate electricity themselves, control and manipulate machinery, and even use electricity offensively. The Wraith would need to drain twice as much energy to do so.
EVP (Electronic Voice Phenomenon): Wraiths can communicate through electronic devices, cassette records, cell phones etc.
Intangibility: Without a body, these spirits are able to move without hindrance even if objects are in their way, as they can phase through them with ease. They are naturally intangible, as such they can phase through solid matter unfazed, however it requires them to get angry or alternatively very calm, to become tangible. They can phase their hands through people with intangibility and cause internal injuries or stop the heart.
Invisibility: Wraiths can remain invisible to the living, but they may appear as a blur or faint light. However, when they want, they can appear as they were in life though it takes awhile to gain that level of strength. They appear in wispy, distorted, flickering forms.
Material Attachment: Wraiths could latch their essence to objects that have been very close to them in their life. Until these objects are destroyed, the Wraith could continue to manifest itself and haunt. Other Wraiths could relocate the objects, allowing them to move around and away from their original haunting location.
Possession: A rare ability, a Wraith can possess humans.
Telekinesis: They are able to move virtually anything with their minds if they have enough concentration on the objects. With practice they can become stronger telekinetics, able to manipulate many simple objects at once.
Teleportation: Wraiths can teleport (be able to move in the blink of an eye to other locations). They often display a flickering appearance when using this ability. They appear in wispy, distorted, flickering forms that allows them to move at great speed, as when they flicker, can end up either inches away each time they flicker or several feet or miles away.
Thermokinesis: Nearly all Wraiths can lower or drop the surrounding temperature with their presence.

> W e a k n e s s e s
Destroying the Haunted Object: Salting and burning the object the Wraith is using to stay active in the human world, will put a Wraith to rest if there are no bones to burn, or if the objects they considered to be extensions or remains of the spirit.
Iron: Ghosts and spirits use surrounding electrical energy fields (measurable by EMF meter) to manifest. The simplest way to stop them would be to drain their usable energy. The way to drain electrical energy is to “ground” it out. By touching the Wraith with a grounded conductor, one would be able to drain the usable current from that spirit.
Mountain Ash: Wraiths are unable to pass through Mountain Ash.
Reapers: Reapers can identify Wraiths, even when they possess a human, and will try to kiss them, devouring their life force and send the soul back to its rightful place in the Afterlife.
Sage: Burning sage can force a Wraith to leave their haunt, the smoke can be used to exorcise a possessed Sleeper, but it can also suffocate them if the Wraith resists being evicted.
Salt: Wraiths can be repelled by salt and can't cross a line made of salt. Some Hunters use rock shot rounds to dissipate Wraithss by blasting them with it. Salt is also useful whenever a Wraith is possessing a human. Feeding salt in the mouth of the person a Wraith is possessing, will cause the Wraith great pain and force the Wraith out and free the human from the Wraith's control. Shooting the person with rock salt will also break a Wraith's possession.
Salting and Burning the Bones: The best and most common method to put a Wraith to rest. Digging up a Wraith's remains and salting and burning the bones, will help the spirit to cross over to the Next Life. When a Wraith's bones are successfully salted and burned, it will go up in flames. This method is used for violent and vengeful spirits.



message 38: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 29, 2016 05:19PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> R e v e n a n t
When some mortals die they are condemned to existence within the Underworld. There are some among these condemned dead, however, who somehow free themselves to walk the earth once more, but this time as Revenants, dead souls clothed in flesh.

Revenants are often mistaken for Vampires, as they do resemble the blood drinkers, save for the Revenants' lack of fangs. Revenants are in many ways vampiric themselves, in that they must prey upon the living in order to sustain their immortal vigor. They drain the life force from living creatures, particularly humans, granting themselves renewed energy and causing their victims to age rapidly.

Revenants are nocturnal beings, as they find the sun's rays uncomfortable and the strong light offensive. They prefer black clothing and dress in ever-so-chic styles, so they can seduce mortals more easily and move among the living who revel in the nightlife.

There are several ways for dead souls to find their way into the Living Lands. Some manage to rejoin with their old old corpses, reanimating them. Others take over the corpse of other people, particularly fresh corpses. Revenants with reanimated corpses are called cold-bloods, while those with living bodies are called warm-bloods.

Revenants know many secrets of the Underworld, but seldom share their knowledge, even with their closest living companions, fearing the psychological damage they could do to their loved ones.

As dead souls "clothed in flesh", Revenants are among the most unusual of the Kindred. While they come into being in a variety of ways, they all share the same basic physical nature, possibly since they are all spiritual entities inhabiting earthly bodies.

Revenants do not have fangs, though their teeth are strong and pearly-white. They get dark circles around their eyes whenever they hunger for life force. Their facial features are slightly gaunt and more angular than when their bodies were alive, but the effects only improve their appearance, giving them an otherworldly beauty that is hard to define. All Revenants have pale-colored skin; Caucasians have almost chalk-white skin, Blacks have almost golden skin, and Hispanics have pale-tan skin. Their skin takes on more color when they replenish their life force.

Revenants lose a lot of body weight as their internal organs atrophy from disuse; they are sustained totally by life force. Revenants become even more pale, gaunt, and eerie-looking when they have had very little life force in them. If they fail to steal life force before their own reaches zero, they begin aging rapidly and eventually begin to decay. Though Revenants cannot die the True Death by not taking in life-force, they become so weak by not feeding they can take no action on their own. Most who fall into this terrible state called Inanition never recover and spend years trapped within their unmoving corpse-like bodies. Their bodies will eventually decompose.

Revenants develop good memories and, if possessing the bodies of other humans, can access the previous inhabitants' memories and knowledge contained within the brains of their possessed bodies. Revenants with stolen living bodies thus find it easy to step into the lives of the people whose bodies they have stolen.

> A b i l i t i e s
Life-Force Absorption: Revenants drain life force from living beings to fuel their connection the body they inhabit. Physical contact and eye contact is needed to drain the essence out of their victim, causing them to age rapidly while the body the Revenant inhabits heals and grows young again, undoing any decay that may have occurred in between feedings.
Memory Absorption: When they consumes a new brain, they absorbs memories of the deceased. These visions need to be triggered by something connected to the memory, like a familiar object or the same location.
Possession: Revenants possess corpses to live on Earth.
Trait and Skill Absorption: When a Revenant consumes the brain of a person, they temporarily absorbs some of their traits and skills, such as knowing how to speak a language they knew or knowing martial arts.

> W e a k n e s s e s
Bullet to the Brain: Shooting a Revenant in the head will end them.
Decapitation: The removal of the head will kill a Revenant.
Fire: Burning a Revenant will kill them, so long as it is reduced to ashes.
Hunger: Revenants feed off of human life force, akin to chi. By draining this, their victims age rapidly and die. Revenants can also feed off of the flesh of humans as well, but it must be from a living person, not a corpse. If they fail to feed, they will age rapidly, past the lifespan of the host body, and begin to rot away. Once the body has been completely decayed, the Revenant will be forced back into the Underworld.
Mountain Ash: Revenants are unable to pass through Mountain Ash.
Reapers: Reapers can identify Revenants and will try to kiss them, devouring their life force and send the soul back to its rightful place in the Afterlife.



message 39: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 29, 2016 05:38PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> R e a p e r
Reapers are a type of spiritual being who possess the Touch and Kiss of Death. Their fatal contact can cause the First and Second Death of a Potential, making them unable to Awaken. Reapers reinforce the Laws of Dis, thus making them enemies of Wraiths and Revenants, who have escaped Death and have broken the first tenet of the Creed. Reapers can manipulate the Shroud and summon Specters to their command, although this ability is usually used by rouge Reapers, as bringing dead souls to the world of the living is against the Laws of Dis. Reapers are few in number.

> A b i l i t i e s
Chronokinesis: Reapers are able to stop time, causing objects that measure time to permanently break.
Disease/Death Transference: Reapers can use their powers to heal disease and injuries; however, they have to give the injury or disease to someone else.
Identification: Reapers can identify Revenants and Wraiths on sight.
Killing Touch: Reapers can kill humans by touching them. Some prefer to reap souls through kissing, giving the dying a moment of utter bliss before crossing over. This causes euphoria no matter their victim's sexual orientation. The touch of Death does not have the same effect.
Resurrection: Reapers can resurrect deceased humans, though their dedication to the natural order usually prevents them to.
Specter Summoning: Reapers can call forth the souls of the dead, but this is usually done by rouge Reapers as their Creed outlaws such actions.

> T o o l s
Scythe: A Reaper's Scythe, often called Death's Scythe or the Grim Reaper's Scythe, is a sickle-like object used to harvest the souls of the dead. It can be used to pull the soul out of a living body. Some Reapers alter their Scythe, making it into a more personalized weapon: a katana sword or a set of claws.

> W e a k n e s s e s
Mountain Ash: Reapers are unable to pass through Mountain Ash. Mountain Ash can not keep one alive and immortal by keeping the Reaper away. When the time comes for the human to die, and the human did not become immortal through means of magic, a Reaper will be able cross all barriers to end the human. Every human has a pre-set length span they are allowed to live, but they can die prematurely through various means.
Scythe: Reapers can be killed by their Scythes.



message 40: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 29, 2016 06:09PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> D e m i g o d
Also called Godkin, these deities are the reincarnations of the gods and goddesses of old. Some are a bit more obscure than others, having their own sphere of influence, but not aligned or related to any specific mythos. While some claim they feed off of the worship of humans and the sacrifices and tithes done in their name, this is untrue. This behavior is done by Demigods to reclaim the glory days when they were gods of religions, and often leads them to becoming a Christ-like figure at the center of their own cult. Like most cultists, they will become corrupted, sleeping with the female(or male) members, taking them as godspouses and have godkids - also called Demigods, which can be confusing - through godsex, an intimate, spiritual sexual encounter with a Demigod. With each reincarnation, a Demigod becomes more and more human, straying further from their divine origins.

> A b i l i t i e s
Sphere of Rule: Each Demigod has abilities associated with their sphere of rule. A goddess of agriculture could manipulate plant life, while a god of the oceans can breath underwater and communicate with fish and other sea life. Gods of death can even control Reapers. Their powers aren't as strong as they were when they were full gods as they are limited by their human body.
Upgrading Subordination: Demigods can greatly enhance existing entities, significantly upgrading their abilities, granting additional ones, lifting their limitations and removing their flaws. In exchange, a master-servant bond is established with the Demigod, ensuring their obedience and loyalty.

> W e a k n e s s e s
Mortality: Demigods, while they might heal fast and can even reattach limbs, can ultimately be killed by age or disease if it goes untreated. Decapitation or sever damage that does not heal fast enough can kill them. Cancer is especially dangerous, as their healing factor causes it to spread rather fast.
Mountain Ash: Demigods are unable to pass through Mountain Ash.
Pride: The innate pride of being once a divine entity often leads Demigods to form cults, often being the object of worship. This can lead to aggressive, sanctimonious behavior and the formation of godspouses and concubines.



message 41: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited May 29, 2016 07:04PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> W a l k - I n
Also called Walk-Outs, they can project their souls outside of their body and possess others; it should be noted that they can only possess Sleepers. They are connected to their body by the Silver Cord, allowing them to find it even if it has been moved. If someone Flickers around them, their eyes will change from the host's eyes to their own; another way to identify them is by their reflections, which is always of the Walk-In. If killed in a body, they will evict the host's soul and take over the body until it's natural death; if killed while the soul is out but not residing in a host, the Silver Cord will be severed and the Walk-In will degrade into a Wraith. When possessing a Sleeper, their chest will glow, it will also glow when the Walk-In leaves.

> A b i l i t i e s
Astral Projection: Walk-Ins can separate their spirit from the body by entering a trance, gaining access of travel to the Astral Plane. Experienced individuals may control both the Astral and Corporeal presences. Their body is essentially dead/in a coma and thus very vulnerable during astral projection.
Possession: Walk-Ins can temporarily inhabit the body of another. They can suppress or evict the original spirit, becoming a permanent resident of the body, causing their original body to die in the process. When possessing a body, they do not have access to the body's memories.

> W e a k n e s s e s
Exorcism: An exorcism can be performed to evict the spirit of the Walk-In from the host body. It will force the Walk-In to return to its original body.
Mortality: Based off the fact that Walk-Ins are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).
Mountain Ash: Walk-Ins are unable to pass through Mountain Ash.
Out-Of-Body Death: When their real body is killed, and a Walk-In is not inhabiting a body, they will die and become a Wraith. If their body is killed, but they are possessing someone, they will evict the host body's soul.
Reflection: A Walk-In's reflection will always be of the Walk-In, never of the host body. This can only be seen by the Awakened, or those on Insomnia.



message 42: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jul 05, 2016 10:44AM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S t a r b o r n
Starborn, also called Starseeds or Star People, are reincarnations of extraterrestrial lifeforms. Prior to Awakening, they'd often feel as if they don't belong, looking up at the stars and dream of space travel. There are various species, usually named after the star which their planet orbits: Pleiadian, Sirian, Arcturian, and so forth. The most common are Grey aliens.

> A b i l i t i e s
Detection: Starborn can find out the type of species or being belongs another individual to without their consent or revelation. They can sense the presence of supernatural beings and identify them as such on sight.
Electromagnetic Interference: Starborn can disrupt electronic signals, causing cell phones and other electrical appliances to work erratically, or fail completely. They can produce a surge of electromagnetic energy, an pulse which can disrupt nearby technology in various ways.
Imperceptibility: Starborn are totally imperceptible, and as such can in no way be detected or communicated with by external forces. They cannot be physically or mentally touched or perceived, by smell, touch, vision, hearing, etc and give off no heat, auras or even energy detection or leave any evidence of their presence, yet the space they occupy has no lack of it. To all senses, they does not exist. They are undetectable by x-ray scans, sonars, radio detections or any other technological detection. They cannot be perceived by mental, telepathic or spiritual powers. Some may not even be able to be remembered, or perceived as existing at all. However, the Starborn may still be able to interact with others through use of any other abilities they possesses, and so may also still be able to attack a target. they can turn this off and on, choosing who can see them and who can't.
Intangibility: Starborn are able to move through objects and ignore most physical effects in their way, exact means how this is done vary between being able to make their own particles move between other particles, vibrating their molecules into a new quantum frequency, etc. Regardless they are able to ignore most attacks, physical dangers and gravity.
Memory Erasure: Starborn are able to erase the memories of others, ranging from a certain memory or erase a person's entire memory/personality.
Memory Implantation: Starborn can implant memories into the minds of others, which can either be the memories of others, or false memories manufactured by the Starborn. They can completely re-write a person's memories to change their personalities, knowledge, self-identifications, etc.
Telefrag: Starborn are able to damage and disrupt, displace, or delete tangible matter by phasing parts of one's body through it and un-phasing said body parts, or simply phasing through it. When used on living creatures, it can be potentially fatal. Related to intangibility and teleportation.
Telekinesis: Starborn can influence/manipulate/move objects/matter with their mind. Telekinesis is one of the basis of many superpowers that are based on "controlling/manipulating", and may evolve to the point that a Telekinetic can control anything at a subatomic level. They are be able to move only the objects that they can see. Can use to levitate themselves.
Telepathy: Starborn can read/sense another person's thoughts, communicate with them mentally and/or affect their minds/thoughts. Telepathy falls into two categories: Telepathic Communication, which is the ability to transmit information from mind to another, and Telepathic Perception, which is the ability to receive information from another mind.
Teleportation: Starborn can teleport, or transfer matter (beings/objects, including themselves) or energy from one point to another without traversing the physical space between them. While teleportation may seem like it is simply for travel, it can be a valuable ability as it can be used offensively (and quite powerful, as a spatial attack) while offering superiority regarding movement speed and distance coverage. A skilled strategist/tactician can use it for many innovative manners. Momentum may be conserved when teleporting meaning a being cannot simply avoid the damage in the midst of falling by just teleporting to the ground. If the time-space coordinate the user is teleporting to is already occupied, they might get thrown to another location, or suffer some other sort of teleportation malfunction. Objects teleported may lose their speed. Their teleportation is limited when the Spatial Cognizance is being interfered with, such as rain, chaff or anything that emits spatial noise.

> W e a k n e s s e s
Crystals: Pure crystals can absorb their energy, like a reverse reiki, it drains their life force, making them lose their powers.
Gravity: Because Starborn are meant for other planets, they are no used to Earth's gravity once they Awake. They experience pain and pressure at the base of their neck and the spine. To them, gravity is heavier than it should be, as they feel weighed down.
Krypton: When exposed to the noble gas Krypton, Starborn will be unable to breath and die of asphyxiation.
Mountain Ash: Starborn are unable to pass through Mountain Ash.
Sunlight: Starborn are meant for planets orbiting other stars. The Earth's sun harms them rather quickly. Starborn can not tan, but instead sunburn fast. They can develop skin cancer very easily because of this as well. Unless they had tanned prior to Awakening, they can never do so, unless through spray-on tans. Sunlight is said to be 'too bright' at times to them, and can not look directly at it without going blind temporarily.



message 43: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 02, 2017 05:11PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> L i g h t w o r k e r
Known as angels, devas, and bodhisattvas, Lightworkers are ascended human souls that have lived pure spiritual lives helping and healing people. Over many incarnations, the soul eventually reached a Nirvana-like state and thus became a Lightworker. Lightworkers seek to Awaken humanity, heralding a golden age of peace on Earth. They radiate a form of energy that causes Proximity Awakenings, merely by being around Sleepers long enough can they cause them to became an Awaken. Lightworkers are guardians and guides to humanity. Some can fall from grace and become Darkworkers.

> A b i l i t i e s
Electricity Manipulation: Lightworkers can create, shape and manipulate electricity, a form of energy resulting from the movement of charged particles (such as electrons or protons), allowing control over electric fields, all charge carriers (Ions, Electrons, Protons, and Positrons), electronics, and electromagnetic forces. May become useless if confronted electrical resistant material such as rubber or silicate. Lightworkers may short circuit if hit with water. May have problems using electronics.
Healing Touch: Lightworkers can restore biotic organisms to their optimal health, curing damaged or withered organisms, wounds, broken bones, low vitality, and diseases/poisoning. Though the Lightworkers may potentially heal any form of bodily damage, the patient must be alive, even if hanging by a thin thread, in order to be healed; once the patient has died, it would transcend healing and would require resurrection instead. Their hands radiate a pleasant, warm sensation.
Light Manipulation: Lightworkers can create, shape and manipulate visible light, commonly referred to simply as light, is electromagnetic radiation that is visible to the human eye, and is responsible for the sense of sight.
Orbing: The power to teleport to another location through the use of orbs. When someone orbs, they turn into a swarm of blue and white orbs that rise upwards, or sink downwards, depending on the direction the being is going.
Remote Orbing: The ability to orb other people from one place to another without establishing physical contact. It is a form of remote teleportation.
Telekinetic Orbing: The ability to move or teleport objects through the use of orbs. The Lightworker orbs objects from one location to another through a vocal command; when vocally calling the name of an object, it will disappear from its current location in a swirl of orbs only to appear again in a swirl of orbs in another location (most commonly their hand) a moment later.

> W e a k n e s s e s
Arrows: Poisoned arrows fired from a Darkworker's crossbow is capable of killing them. The poison prevents them from using their powers and kills them in a slow and painful manner. The poison is made from lotus flowers.
Darkworker Fire: Lightworkers can be burned to death by the fire generated by their evil counterparts, Darkworkers.
Mountain Ash: Lightworkers are unable to pass through Mountain Ash.



message 44: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 16, 2016 08:02PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> D a r k w o r k e r
Known as devils, oni, and asuras, Darkworkers were once Lightworkers, but became corrupted by their own ego. Instead of spreading enlightenment, they spread ignorance. Instead of radiating the energy which causes proximity Awakenings, they absorb it. They let their ascended nature get the better of them, veiwing the unawakened as stupid, mindless sheep. They might be vegans and view meat-eaters as murderers. They might say things like “I am not religious, I am spiritual” in an attempt to disassociate themselves from what they might perceive as the dogmatic and judgmental nature of organized religion, and yet turn around and exhibit the same exclusivity and rigidity that they think have risen above of. They became disconnected with their original purpose, to unite humanity in love and light, and became cynical and self centered rather than charitable and selfless.

> A b i l i t i e s
Darkness Manipulation: Darkworkers can create, shape and manipulate darkness and shadows. By itself, darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create constructs and weapons, teleport one's self through massive distances via shadows, etc.
Fire Manipulation: Darkworkers can create, shape and manipulate fire, the rapid oxidation of a material in the exothermic chemical process of combustion, releasing heat, light, and various reaction products, flame being the visible portion of the fire. Not immune to the flames they create, or the smoke, making burning alive or asphyxiation possible.
Orbing: The power to teleport to another location through the use of orbs. When someone orbs, they turn into a swarm of black and indigo orbs that rise upwards, or sink downwards, depending on the direction the being is going. Orbs polarized, repels the orbs of Lightworkers.
Remote Orbing: The ability to orb other people from one place to another without establishing physical contact. It is a form of remote teleportation.
Telekinetic Orbing: The ability to move or teleport objects through the use of orbs. The Darkworker orbs objects from one location to another through a vocal command; when vocally calling the name of an object, it will disappear from its current location in a swirl of orbs only to appear again in a swirl of orbs in another location (most commonly their's hand) a moment later.
Touch of Death: The ability to kill victims through a touch. The hands of the Darkworker may glow when this power is used. A mere touch can cause the victim's skin to welt and burst, incinerating it on contact. Other times, it can cause boils to form or set the skin on fire.

> T o o l s
Crossbow and Arrows: The arrows used in a Darkworker's crossbow is dipped in a lethal poison made able to kill both Darkworkers and Lightworkers in a slow and painful manner. While the poison kills Lightworkers, the arrows are what kills Darkworkers. Those infected by the poison are severely weakened and their powers are neutralized. The poison is made from white lotus, the arrows themselves are made of meteoric iron.

> W e a k n e s s e s
Arrows: Arrows used in a Darkworker's crossbow are capable of killing them. While they are immune to the poison, the arrowhead itself is what kills them.
Lightworker Lightning: Darkworkers can be electrocuted to death by the electricity produced by their good counterparts, Lightworkers.
Mountain Ash: Darkworkers are unable to pass through Mountain Ash.



message 45: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jul 06, 2016 07:23PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> E l e m e n t a l
Elementals are the embodiment of nature. They can be specific plants, certain minerals, or aspects of weather. Stormkin, Plantkin, and so forth. They each have power over their respective element. Elementals can become their element, whether that is fungi or fog. They can be humanoid versions, or the regular version of their respective element.

> A b i l i t i e s
Elemental Manipulation: Elementals can create, shape and manipulate the basic elements of nature, the rudimentary, simplest or essential parts/principles of which nature consists.
Elemental Mimicry: Elementals can transform their body completely into fundamental elements, including air, earth, electricity, fire, light, shadow, water, etc. Their transformed form can be either anatomically identical to their normal form, aside of being made of element, in which case it contains all organs and is somewhat vulnerable to attacks. Alternately they can transform into homogenous matter, without any part of their form being more important than the other.

> W e a k n e s s e s
Element's Weakness: All Elementals can be killed in their elemental form by the same way one would destroy said element: eroding stone, burning wood, rusting metal, boiling water, extinguishing fire, dissipating gas, and so forth.
Mortality: Elementals can be killed the same way as humans, so long as they are not mimicking their element. This includes diseases, bleeding out, and sever trauma. Elementals have a weak healing factor and heal only slightly faster than humans. However, fire Elementals can not be burned and water Elementals can not drown, Elementals are immune to their element.
Mountain Ash: Elementals are unable to pass through Mountain Ash.



message 46: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jun 16, 2016 08:10PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> C e l e s t i a l
Also called Spacekin, they are the personification of heavenly bodies. Any astronomical object can be incarnated as Celestials. The main categories are Planetar, Lunar, Solar, and Stellar Celestials. Starborn naturally worship them as gods and the two races possess a symbiotic relationship, as the Celestials can ease the gravitational pressure on the Starborn.

> A b i l i t i e s
Attraction & Repulsion: Through gravity manipulation, Celestials can pull objects towards them and push them away. Nebula, Meteors, Comets, and Asteroids do not have this gift.
Black Hole Creation: Black Hole Celestials are able to create black holes that can virtually suck in matter and energy. Through Gravitational Singularity, the victim will be ripped to shreds when they enter a black hole. Their body would be stretched apart to a point of compression, causing a lot of pain and suffering. When they enter into a Gravitational Singularity, they would be erased to nothingness as body molecule, matter and energy will be absorbed, causing instant death. Can also be connected to wormholes or white holes.
Concussive Force: Celestials can deliver impact of concussive force, whether directly or remotely, which can knock the target back and cause internal and external damage. They can achieve through enhanced gravitational attacks that causes damage by collusion.
Cosmic Manipulation: Celestials can create, shape and manipulate cosmic energies to produce nearly any effect they desire, including the molecular restructuring and transmutation of matter, the manipulation of matter across space and time, the creation of force fields, the creation of inter-dimensional portals and vortexes, telekinesis, and cosmic awareness.

Celestials can call upon the comets, meteors, asteroids, stars, moons, planets, nebula, quasars, and dark matter. They can generate stellar winds, solar flares, cosmic storms and invoke meteor showers. Celestials doesn't usually actually summon a planet/celestial object or control and manipulate its movement (as that would result in it being obliterated), but they can summon and control its energy.
Elemental Manipulation: Stellar and Solar Celestials can manipulate fire, Lunar Celestials can manipulate water, Meteor Celestials can manipulate metal and earth, Comets can manipulate ice. Planetar and Asteroid Celestials can manipulate earth.
Floortilting: Celestials can negate the effects of gravity within a certain area (large or small) and create a new gravitational force on another surface, such as the surface of a ceiling, meaning that they can walk on them with ease and no adverse effects. They can transform gravity in a certain being or area whether it be a person, animal, house, a city or even a planet, causing things to be caught in a newly changed gravitational pull.
Force-Field Generation: Celestials are able to create a shield, wall, or a field to protect themselves, with varying appearances and materials. The fields can be formed from energy, elements, shaped from from the environment, or formed by manipulating smaller items to form a greater whole.

Force-fields are not impenetrable and can usually be removed by energy drain or extreme force. Some are also able to throw shields away from themselves or to catch things with them, while other may be able to mold them into any shape. May not be able to maintain barriers under stress. Airtight barriers may cause asphyxiation from prolonged use.
Gravitational Downforce: Celestials can drastically increase the gravity in a given area, making moving or even standing difficult for anyone in it, possibly causing damage to the targeted area/targets, prompting the ground to crack and cave in, crushing the targets.
Gravitational Upforce: Celestials can drastically decrease the gravity in area, making moving difficult for anyone in it, possibly causing people to float or leap great distances involuntarily.
Gravity Aura: Celestials can surround themselves in gravity repelling or attracting anything they touch. By repelling attacks and objects user could be a walking tank. Some can create a moderate orbit around them.
Gravity Well Creation: Celestials can create a gravity well a conceptual model of the gravitational field surrounding a body in space – the more massive the body, the deeper and more extensive the gravity well associated with it. They can cause the target to either be stricken by gravitational force or become the center of gravity. This might accidentally end up creating a black hole.
Lunacy: Lunar Celestials can induce madness within others.
Lunar Manipulation: Lunar Celestials can create, shape and manipulate all aspects of a moon, including its gravity and the effects it has on planet, reflective surface, time-keeping, etc. and use its lunar energy.

Given that it is the brightest object in the sky after the Sun, Moons prominence in the sky and its regular cycle of phases have, since ancient times, made the Moon an important cultural influence on language, calendars, art and mythology. The Moon's gravitational influence produces the ocean tides and the minute lengthening of the day. The Moon's current orbital distance, about thirty times the diameter of Earth, causes it to appear almost the same size in the sky as the Sun, allowing it to cover the Sun nearly precisely in total solar eclipses.
Meteor Summoning: Meteor, Asteroid, and Comet Celestials can summon or create meteors causing massive and widespread damage. They can create a comet, which is composed of icy gas, to freeze opponents, or create meteors with close by materials to simulate the effects of meteor shower. They can fire a single meteor, akin to a cannonball.
Nebula Manipulation: Celestials are able to manipulate nebula; an interstellar cloud of dust, hydrogen, helium and other ionized gases, with some being formed from supernova. Most nebulae are of vast size, even hundreds of light years in diameter. Although denser than the space surrounding them, most nebulae are far less dense than any vacuum created in an Earthen environment - a nebular cloud the size of the Earth would have a total mass of only a few kilograms. Nebulae are often star-forming regions, such as in the "Pillars of Creation" in the Eagle Nebula. In these regions the formations of gas, dust, and other materials "clump" together to form larger masses, which attract further matter, and eventually will become massive enough to form stars. The remaining materials are then believed to form planets and other planetary system objects.
Personal Gravity: Celestials can manipulate their personal gravitational field, allowing them to make themselves heavy or light, cause themselves to fall toward any direction instead of the earth, levitate and adapt to the gravity of other worlds. Some can create a gravitational force-field around them selves like tactile telekinetic field to repel all manner of attacks, by increasing personal gravity, they are capable of supersonic flight, amplify physical strength, anchor themselves to the ground and potentially granting immunity from other gravity manipulators.
Plasma Manipulation: Solar and Stellar Celestials can create, shape and manipulate plasma, a state of matter consisting of fully ionized gas of low density containing an approximately equal number of positive ions and electrons. It is important to note that although they are unbound, these particles are not ‘free’. When the charges move they generate electrical currents with magnetic fields, and as a result, they are affected by each other’s fields. On planet plasma is relatively rare, but it is present in electricity (lightning, St. Elmo's fire, ball-lightning), extremely hot flames and polar Aurora, or artificially in low energy lights, electric arcs of all kinds, etc.. In space, plasma is the most common state for ordinary matter, most of which is in between and in stars.
Radiation Generation: Celestials can generate radiation, that can be used to melt objects, release electromagnetic pulse to disrupt technology and even lead up to the point where they detonate themselves in a nuclear explosion.
Solar Manipulation: Solar Celestials can create, shape and manipulate all aspects of a sun, starting from its immense heat, luminosity, mass/gravitational field, magnetic field, raw nuclear energy and reaction, etc.. More specific effects include solar winds/flares, geomagnetic storms, sunspot reactions causation, UV emissions, and plant growth promotion. Can cause skin diseases if not used properly.
Space Rock Manipulation: Asteroid, Meteor, and Comet Celestials can manipulate space rocks in the space, including comets, meteors, meteorites and asteroids. They do not have to be close to these objects, as they can summon or create them and manipulate them from there. These can be used to destroy objects or harm opponents.
Star Dust Manipulation: Nebula Celestials can create, shape and manipulate stardust, grains and particles of cosmic substances originating from or embody remnants of the sun, dead stars, and meteorites.
Stellar Manipulation: Stellar Celestials can create, shape and manipulate all aspects of a stars, self-luminous celestial bodies consisting of a mass of gas held together by their own gravity in which the energy generated by nuclear reactions in the interior is balanced by the outflow of energy to the surface, and the inward-directed gravitational forces are balanced by the outward-directed gas and radiation pressures.
White Hole Generation: White Hole and Black Hole Celestials can create white holes, as a black hole "sucks" matter in via gravity, a white hole spits it out. Can be used to generate light, matter and energy. Can have the potential to create anything. May require an existing black hole to work (e.g. if the user can't create their own singularities).
Wormhole Creation: Blackhole Celestials can open a wormhole that connects two points in the space-time continuum in order to travel from one location or time-period to another.

> W e a k n e s s e s
Eclipse: Eclipses of both Lunar and Solar forms strip a Celestial of their powers and can induce sickness as well, such as dizziness and vomiting.
Jade Vine: Jade Vine extract is fatal to Celestials, especially if it is applied to a meteoric iron blade. As paradoxical as it is, meteoric iron makes the poison twice as fatal. The metal burns their flesh when mixed with Jade Vine.
Mountain Ash: Celestials are unable to pass through Mountain Ash.



message 47: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Jul 05, 2016 10:25AM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S h a d o w k i n
Shadowkin were once Otherkin, but due to dabbling in Shadow magic, they became corrupted by Shadow energy. Most Shadowkin are predominantly begin as Elves and Fairies, but can also be Therians or Vampires. Darklighters can also become Shadowkin. Shadowkin can have physical children so long as they still have a corporeal-enough form to procreate, and these children are always born with a connection to Shadow energy but will not necessarily become Shadowkin themselves. Shadowkin vary in appearance between being largely unchanged except for slight blurring around the edges of their form, to looking like living, amorphous silhouettes with glowing eyes.

> A b i l i t i e s
Dark Form: Shadowkin can transform into a state of being in which their darkest intentions, emotion, and powers are fully fledged. In this form, their power are greatly enhanced and are able to manipulate powerful dark forces. However, in this form, they are highly aggressive and very quick to anger, making them a threat to anyone around them as well as themselves.
Feral Mind: Shadowkin are able to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking and inflicting damage that they wouldn't in their normal state. In some cases, their minds descend so far into the feral rage that, mentally, they are little more than animals. May be unable to separate friend from foe and attacks everyone. May be unable to remember activity in primal rage. May revert to a state of mind where their only thoughts are simply: fight, flight, or mate. May be activated through fear, nervousness, etc. and not intentionally.
Killing Instinct: Shadowkin possess a deadly power that enables them to be the "ultimate killing machine". They have instincts to kill with any means and the most effective ways possible, use anything at hand to do so and have no mental problems either before, during or after the deed. They are, in short, cold and merciless killers. They can also give off a murderous aura, inducing fear into their opponents. They constantly fights their urge to kill each day. Extended suppression of their urge might result in a mental meltdown.
Kintype Abilities: Depending on the the Shadowkin's former Kintype, they could have various other powers along with their ability to turn into Shadows and their bestial state of mind. Most powers are tainted by the shadow in some form, such as fire becoming cold and blue-purple.
Shadow Mimicry: Shadowkin are made up of or can transform their body completely into shadows. Their transformed form can be either anatomically identical to their normal form, aside of being made of shadow, in which case it contains all to organs and is somewhat vulnerable to attacks. Alternately they can transform into homogenous matter, without any part of their form being more important than the other. They can assume a 2D form, extend outward to become a larger shadow, blend into shadows completely, or even teleport through them.

> W e a k n e s s e s
Brain Damage: Enough brain damage will kill a Shadowkin.
Failure: Failures begin oozing a black liquid made from corruption of blood tainted by Shadow. These failures begin to go insane and die a slow, painful death as their systems shut down. Failures can live for various periods of time, but all, in the end, die.
Insanity: The process of becoming a Shadowkin can leave one mentally crippled, especially in the case of failures. They hear whispers, voices of the Shadows within them. The voices usually push them to kill others, or reveal the darkest, deepest secrets of those around them. The voices cause paranoia, which can trigger a Shadowkin into going feral.
Mountain Ash: Shadowkin are unable to pass through Mountain Ash.



message 48: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Nov 26, 2016 05:09PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> S h a d e
A kind of ghost that is not a Wraith, but rather a conglomeration of negative energy. Shades are created in the wake of traumatic deaths, such as murder, death from abuse or neglect, or death on the battlefield; such deaths can also bind spirits to this world as Wraiths, but the spirit and Shade are always separate entities. Shades exude the emotions that led to their creation, which can influence those around it to emulate the experience and feed the Shade further. Shades can become Demons, and often do.

Shades come in just as many shapes and sizes as physical entities. There are tiny, semi-sentient blobs of Shadow energy sometimes known as "remoras" because of their habit of following bigger shadows around. There are vast, ancient, godlike shadows it's just about impossible to understand. And somewhere in the middle, there are the ones sometimes called "Shadow People." Shades are not born, they coalesce. Shadow energy clumps together - either of its own accord or with the influence of someone else - and forms more complex units. Remoras form out of the more intense clumps. Remoras can gather energy and grow into human-sized entities, break down into smaller units, or just stay as they are. Shades are protective and do not play well with others. Shades are nocturnal beings, active when the Sun goes down and the stars come out. They communicate through empathic telepathy and can shadow-travel and bend darkness.

> A b i l i t i e s
Amortality: Being made of primordial energy, Shades are formed, never born, and thus are amortal, never having lived to begin with, as they come about in the wake of death.
Empathy: Shades do not communicate via vibrations in the air, but rather telepathy by sharing not thoughts, but emotions. This is also how the influence those around them.
Intangibility: Shades are amorphous clouds of black energy, and can not be physically harmed.
Shadow Manipulation: Shades are able to teleport via shadow travel, shape and manipulate darkness, and animate the shadows of others to influence their physical bodies.
Telepathy: Shades communicate telepathically by sharing not thoughts or images, but emotions. They can also use this to get into people's heads and make them feel depressed or the emotions surrounding the Shade's creation - always a tragic demise.
Oblivion: Shades consume soul energy, essentially destroying souls. It fuels them, keeping them alive, at the cost of others' existence. Souls that are absorbed will no longer reincarnate, but instead, that energy will become part of the Shadow energy that fills the Void between world, to one day become a Shade themselves.

> W e a k n e s s e s
Mountain Ash: shades are unable to pass through Mountain Ash.
Oblivion: Shades can only be unmade by being devoured and obliterated themselves. While Shadowmagic is highly dangerous, it is the only way to stop Shades. One must be careful not to become a Shadowkin in the process.



message 49: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Dec 04, 2016 03:41PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> P o l y k i n
Polykin - and the subset of Polytherian - are Kindred with more than one Kintype. They are not hybrids as their Aspected form is not a chimera made up of different parts of different Kindred, each Kintype has their own form. Polykin can be distinguished by their eyes, as they will reflect light but not Flicker. Blend-a-Kin and Collect-a-Kin are derogatory terms that play off the nature of Polykin. Polykin can not access the gifts of one Kindred while in the head space of another, they must fully switch over to use the abilities of their other Kintype. Polykin occur when one identifies with more than one past incarnation's species during the Awakening.

> A b i l i t i e s
Kintype Abilities: Polykin can access various abilities by switching between head spaces of their multiple spiritual identities. They can not access the ability of another breed while in the form of something else. A Therian will not be able to utilize the power of a Fae and so on.
Shift: Polykin can shift between Kintypes, allowing them to access the powers(and gain the weaknesses) of their various identities.

> W e a k n e s s e s
Kintype Weaknesses: Unfortunately, the weaknesses of all their Kintypes is a constant bane, not just when they are in one respective head space. However, all weaknesses are dampened and weakened, with the most prominent being those of the species they currently identify with. While as an Elf, the Polykin will still have a mild aversion to sunlight if they also possess the Kintype of a Vampire, but all it would do is cause mild light sensitivity and have them sunburn easily while being very weak to the presence of electronics, the bane of Elves. The more Kintypes they possess, the more weaknesses they have.
Mountain Ash: Polykin are unable to pass through Mountain Ash.



message 50: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』, Mayor Moretti & Sonya-Illuminati (last edited Feb 01, 2017 07:02PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 228 comments Mod

> M u l t i p l e
Sometimes likened to a Walk-In, Multiples - short for Multiple System - have various Head Mates, that is, their body is home to multiple souls, each with their own identity. Multiples are human souls, not Kindred souls. A Head Mate/Alter will front in different situations, though at times, the souls will fight to get to drive and run the body. The host or original soul is called the 'core,' the core personality and soul born into the body. System members can be Walk-Ins who used the innate mediumship of the Multiple to escape death. Guests can be channeled into the body temporarily. The host or other residents can split into new souls as well, becoming separate new identities. The Headspace is divided in the Front, where the soul currently running the body is found, and the Back, where souls not running rest. The Far Back refers to the deep unconsciousness, where they can't be interacted with by the other consciousnesses. They can Soulbond more easily than others. There are treatments done by the Technocracy to cure Multiple Systems, under the guise of Dissociative Identity Disorder/Multiple Personality Disorder, by combining or integrating all existing system members into one cohesive person. It’s often viewed as the “goal” of DID treatment, but many multiples don’t wish to integrate. Within the community it’s been said that an integrated system is often less rather than more of the sum of their parts.

> A b i l i t i e s
Alter Ego Manifestation: Multiple Systems contain multiple sentient personalities within their mind. They are subjected to these personalities, which can be evoked at variable times. Some personas may be passive or aggressive, some may have different powers. The separate identity inhabiting the hosting body is attributed as a specific symbiote. In most cases this identity can exist for an extensive period of time in which the Multiple may have no prior knowledge of the identity's existence. It is apparent that while these personas all look out for the original, a factor may present to have intents of over-writing and taking over as the original identity.
Consciousness Shattering: Multiples can fragment/shatter a target's conscious and/or subconscious mind, allowing them to cause a variety of effects, such as multiple personalities, Apathy, Emotion Separation, loss of senses, and various other effects. Depending on the level of damage to the target's consciousness, healing may be impossible and/or ineffective. They can fragment the residents of their own Headspace, though doing so to the core personality can be very dangerous, even fatal.
Gestalt Mind: They possess a mind that was made from/composed of two or more other minds. This could include fragments of multiple, incomplete minds woven into a single, functioning mind or multiple, whole minds made into one. May develop disorders or imbalances due to its unusual nature. May inherit disorders and imbalances from the original minds that compose it.
Mediumship: Multiples can view ghosts/spirits of deceased and communicate and/or interact with them, even if they have possessed inanimate objects/subjects/people. They are able to repel and run spirits away from an area, compel to employ an armada of ghosts, and may even view a visual conception of a spirit world in a trance if desired. They can channel souls of the dead or dying into their own body to join their system.
Multiple Souls: Multiple Systems have two or more sentient souls in their body. Each soul has a personality and the control of the body is shared among the souls.
Multitasking: Multiple Systems can perform multiple separate tasks at once, as their brains can process multiple independent trains of thought/function at the same time and their bodies are able to perform them without interfering/overlapping withe the other actions. However, obviously, they can't be in every spot at once to do all tasks.
Parallel Processing: Their mind is capable of carrying out multiple calculations and thought processes at once by having each Head Mate carry out a different train of thought.
Programmable Powers: The Multiple can program their most combative personalities to take over whenever they enter combat.
Psychic Shield: By switching between each personality they are immune to having their mind read during combat so the opponent won't be able to counter their fighting style.
Reactive Adaptation: The personality that is most suited for the situation will take control of the body.
Split Personality Combat: Multiple Systems can use their multiple personalities to help them in combat, by switching between each of their unique personalities, confusing the opponent and nullify their defenses if each personality fights in their own way. Personalities may bicker with each other or switch out when they are needed. May be hard at first to control which personality is switched to. Personas may battle for control of the body. Personas may take over when there's a certain event or if the host is under extreme stress or emotions.
Stance Shifting: They have access to other stances via their multiple personalities.
Soul Bonding: Multiples can possesses a link to somebody/something through their soul, which allows them to know each other's locations, share in other power(s) or other capabilities. Common attributes include telepathic and empathetic link to the soul they have bonded with. Bonds can only be forged with those whom one shares a great deal of connections and similarities with, as their brain waves synchronize and soul wavelength resonate at a similar frequency, so that the connection can be made effortlessly and painlessly.
Soul Splitting: They can split or divide their own soul or the souls of others to create new beings, including basing the division on personalities and emotions to become separate beings, as well have the divided portions to possess other people. The number of splittings may be limited by the soul's strength. Too many splittings may cause the soul to weaken/degenerate/self-destruct. The split beings may still share a lifeline.
Spiritual Symbiosis: The number of spirits sharing the same body can differ under various circumstances. Usually the spirit or spirits take up residence in the hosts's sub-conscious mind. Some spirits will gladly aid them while others might seek to take complete control of the core personality's body, but under some circumstances the relation between the Multiple and the spirit is symbiotic, making them soul-bound to each other. The host could suffer from mental damage. Sudden flashes from the spirit's original memories. Possibility of them losing control of his/her body as sometimes the spirit will possess the body like a puppet and take over. Power of the spirit could drive the host insane.

> W e a k n e s s e s
Electricity: Electroshock therapy, also called Electroconvulsive therapy, is the supposed cure for DID, according to the Technocracy. The electrical currant, which passes through the brain to induce a brief seizure which alters the chemistry, sometimes will exile Head Mates, forcing them to leave the system due to the immense pain, forcibly fuse the souls and personalities together, or even render the patient brain dead. Electricity harms the system, severing the ties to the souls, forcing them into the "far back" of the Headspace to avoid the pain which souls experience whilst frontrunning, as they alone experience the stimuli of the body.
Mortality: Based off the fact that Multiple Systems are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).
Mountain Ash: Multiples are unable to pass through Mountain Ash.



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The Great Awakening

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