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Post by JEANNA'S SPELLBOUND on Aug 17, 2010 1:28:26 GMT -5
VAMPIRE•[vam-pahy uh r]•
THE SPECIFICS
- Sunlight will kill them, their skin can't absorb it so they tend to ignite. If they are not buried in the ground or dragged out of the sun and burned out they can die. No sparklers here. This also means they sleep during the day, there's no point in being awake if you can't do anything. This is the sleep of the dead, when the sun comes up they go straight to sleep wherever they are, when the sun goes down they wake up again. They do dream occasionally.
- There are no such thing as a born vampire, they are only turned. This happens when they are bitten, nearly drained to the point of death and then drinking the blood of their sire or maker.
- Religious symbols only have power for those that believe that they do. So say a Jewish person can not use a cross to detour a vampire, but they can use their star of david. It comes down to the power that people give symbols. Remember that scene in Practical Magic with the star? Yeah, same concept.
- They can see their reflections in the mirror, as Rae put it-- they can't be dressed to kill without being able to see themselves can they?
- Vampires do need blood to live, that is where they get the nutrients to sustain them. They will deteriorate without it. They can drink and eat other foods but it's really for nostalgia and for the taste, it gives them no nutrients what so ever. Most vampires have blood added to their meals, if they are going to eat they are going to make it worth it to get something. Hence most vampires do not share their meals.
- They tend to live in groups called Covens. These groups are normally ruled by a king or queen depending on the coven. And generally the Coven leader is a member of the Council of Elders, the governing force behind the vampires. They basically bring the smack down on those that break the rules.
- Laws for vampires are pretty much general, don't draw attention, don't let the humans know we exist and keep it on the down low. Other then that, mass slaughter and deaths are okay. Don't betray them and they will be just fine to help you out with about anything.
- Vampires have the tendency to live until they are killed. They don't die of old age-- because well they are already dead.
- There are not nearly as many vampires as their used to be, the change that takes place has killed more potential vampires then actually saved them.
- They have heightened senses. They can smell other creatures and judge what they are by the kind of scene they have, they can see auras and they can jump higher and climb buildings quicker. They are faster and stronger than humans. But don't go overboard, they can still break a leg.
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Post by JEANNA'S SPELLBOUND on Aug 18, 2010 0:02:43 GMT -5
LYCANTHROPE / LYCAN•[ lahy-kan-throhp]•
THE SPECIFICS
- They are not werewolves, and most lycans or loup garu would be insulted if you ever made the distinction. They are wolves at their base, not human. They are shapeshifters, able to change from wolf to human and back without any effort.
- They are controlled by the phases of the moon to an extent, the closer it is to the full moon the more their animal side starts to come out. They get more aggressive but it doesn't force a change in them at all.
- Lycan's tend to have mates, one person they are destined for. It's more often than not another lycan but there have been cases when they have mated with other creatures. Their mate has a scent they find appealing more so than any other, and they have this uncontrollable attraction.
Though there have been false alarms for a few wolves, a true and real mate is after the carnal mating. A tattoo will form somewhere on both creatures, they look intricate and vary depending on the pack that the lycan comes from.
- Lycan's age very slowly do to their ability to heal at a rapid rate, the oldest recorded lycan was known to be about 1500 years old, and still counting. They call him the Old One and he's the current leader of the governing body of lycans. He
- Lycan's are stronger than humans, not prone to as much illness and have heightened senses much like vampires. This similarity has often caused a war or two to break out amongst them but in the last twenty years have had an uneasy truce amongst them.
- They live in packs, family groups more often then not ruled by an Alpha male and Alpha female. Known Alphas have often left a pack to go rogue due to the inability to defeat the current Alpha for control.
- Female Lycans have a hard time conceiving children, so when they are pregnant it is a complete blessing. Normally children are raised by the entire pack, not just the parents.
- You can not be made a lycan, they are only born.
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Post by JEANNA'S SPELLBOUND on Aug 18, 2010 0:13:08 GMT -5
ELEMENTALS•[el-uh-men-tls]•
THE SPECIFICS
- All Elementals can do general magic. Their name is derived from the fact that at age 13 they discover which of the four major elements will dictate what magic they will excel at as they get older.
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Earth – Those that discover they can use Earth magic are very adept at growing herbs or any magic that involves herbs to cast spells, they even make decent potions. As they get older they can control the ground in ways that lend to defensive magic, they can even channel into plants and use their life force to boost their magic.
-- Defenses that Earth Elementals can do when they have enough training (usually early 20's - onward) are creating chasms, cracks, tremors and walls of earth to defend themselves. Attacking for their element is unusual given it's very nature, however all things listed above could be used as attacks, including the summoning of boulders or large rocks out of the ground to become projectiles. However, their attacks are weaker than their defense. Please keep in mind that attacks/defenses will be limited depending on the scale, the amount of magic put into it and the age of the character. This means that your young elemental (teenage to 50) will not be creating mile huge chasms or creating an earthquake powerful enough to destroy the city. The Admins would further like to add that if your character does happen to be old enough to do that that you refrain. With great power comes great responsibility and that means please don't destroy our sleepy little town.
Water – Those that discover they can use Water magic are very adept at using offensive spells and often become renown potions masters. They can even channel into small puddles or vessels of standing water and use it to boost their magic. Some water Elementals can use Ice, but it's not very common.
-- Attacks that Water Elementals can do when they have enough training (usually early 20's - onward) are creating waves, pulling water from the atmosphere to create projectiles and shaping their element into weapons. Defending for their element is unusual given it's very nature, however all things listed above could be used as defenses in their own way, including the shaping of the water to form a shield. However their defenses are weaker than their attacks. Please keep in mind that attacks/defenses will be limited depending on the scale, the amount of magic put into it and the age of the character. This means that your young elemental (teenage to 50) will not be creating giant tsunami waves or summoning an ice storm powerful enough to destroy the city. The Admins would further like to add that if your character does happen to be old enough to do that that you refrain. With great power comes great responsibility and that means please don't destroy our sleepy little town.
Fire – Those that discover they can use Fire magic are very adept at using offensive magic and their alchemy skills are far better than any other elemental. As they get older they can control small flames to form weapons or shields in ways that lend to offensive magic, they can even channel into small fires and use it to boost their magic.
-- Attacks that Fire Elementals can do when they have enough training (usually early 20's - onward) are creating flames by manipulating their surroundings and then using them either as projectiles and shaping their element into weapons. Defending for their element is unusual given it's very nature, however all things listed above could be used as defenses in their own way, including the shaping of the fire to form a shield or a wall. However their defenses are weaker than their attacks. Please keep in mind that attacks/defenses will be limited depending on the scale, the amount of magic put into it and the age of the character. This means that your young elemental (teenage to 50) will not be creating giant fire storms or summoning a fireball powerful enough to destroy the city. The Admins would further like to add that if your character does happen to be old enough to do that that you refrain. With great power comes great responsibility and that means please don't destroy our sleepy little town.
Air – Those that discover they can use Air magic are very adept at overall spell casting with pin point accuracy, even at great distances. As they get older they can control the wind to form it in a way that lends to defensive magic. Unlike the other elements they cannot channel into theirs to boost their magic since it's already enhanced by their element.
-- Defenses that Air Elementals can do when they have enough training (usually early 20's - onward) are creating walls of air, creating gusts, tornado's, or even withdrawing air from small pockets of space. Attacking for their element is unusual given it's very nature, however all things listed above could be used as attacks in their own way, including gusts and small tornado's. However their attacks are weaker than their defenses. Please keep in mind that attacks/defenses will be limited depending on the scale, the amount of magic put into it and the age of the character. This means that your young elemental (teenage to 50) will not be creating giant wind storms or summoning a tornado powerful enough to destroy the city. The Admins would further like to add that if your character does happen to be old enough to do that that you refrain. With great power comes great responsibility and that means please don't destroy our sleepy little town.
- Magic Users live for quite a long time and age very slowly. The oldest ever recorded was 512 years old. Magic users age naturally until maturity where their aging slows down.
- All young Elementals (usually under the age of 265) have to use something to channel their magic. It can be a wand that they have bought or fashioned themselves out of wood or ivory, however other things like fans, crystals or jewelry can be used to channel power. Sometimes these things are handed down in families but since they are blessed with longevity many just pick their own channeling agents. Other things that can be used as "wands" are instruments, books, stuffed animals, writing instruments, swords, daggers, hand-held mirrors, rolling pins, hammers etc. Basically anything that can be used to channel and distribute their magic.
- There are several things that your Elemental can do around town. Some would work at Rosemary & Thyme, some at Mystic Ambiance, but most would have regular jobs like librarians, waitresses or shop clerks who use their magic to help them out in every day situations.
- There has always been a New Magic vs. Old Magic vibe around town. Old Magic means that you cna trace your magic back so many generations, New Magic has come about within the last 150 years or so. New Magic is always cropping up and some Old Magic families were once discriminated against, this however does not stop them from doing it to others.
- If your character is an Elemental then they were raised that way. Their parents, grandparents or other family members are in charge of their education. They can go to regular school but most Elementals are home schooled because they discharge magic randomly until they are 13 and get their wands. If your character is an Elemental and received no education your character would die. Their magic would get the better of them without proper training and kill them and other people in the process.
- Magic, as interpreted by the staff is based on equivalent exchange, or in layman's terms, you get out what you put in. What does this mean in a practical sense? This means that if your character needs to cast a big spell they are going to use a lot of energy to do it no matter how old or powerful they are, they could even kill themselves depending on what they are doing. This means that any Elemental usually under the age of about 300 or so should not be attempting anything big, not unless you are planning to kill them off.
- Lets all have an honest discussion. There's black magic in the world, bad people do bad things, good people do stupid things. In the terms of No Mercy the admins want to keep everything as good/neutral as possible. This means there won't be any people (member created) running around summoning demons, killing people or raising the dead. It's not because we live in a state of denial, it's mostly because there's going to be enough going on in Mercy for awhile that bringing in some evil wizards is just going to be overkill. As for good people doing stupid things, we're going to take the overall assumption that our Elemental's will not do anything of the sort, but that they may set the drapes on fire accidentally.
- It has been mentioned above but just to reiterate. Keep your character believable by keeping their age in mind. If they are young their magic will not be fully developed or all that powerful. They are long lived so they have plenty of time to learn and get better. This means that if your elemental is under a certain age they are not going to be able to defeat another elemental that is older than them. Of course they could get lucky, but not often. In fact if you are applying for an Elemental and there is something to that effect in your application we will ask you to remove it and keep it for IC purposes later.
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Post by JEANNA'S SPELLBOUND on Aug 20, 2010 13:59:24 GMT -5
ABILITIES
MEDIUMS
Communicate with the dead from beyond the grave. In the beginning one must possess an item of the departed to speak with them. Once they reach a certain age and strength the dead usually come to speak with them. Mediums can be any race, though it's harder for Vampires to develop these powers fully
EMPATHS
Able to feel the emotions of others, at a young age they need to keep constant contact with a person in order to experience their feelings. When they reach maturity, usually around age twenty or twenty-one, they only need to touch a person once in order to make their powers work. By the age of twenty-seven this is no longer the case and they can simply sense the emotions of others. Empaths need to have exceptionally strong minds otherwise the influx of emotions they experience will make them go insane. Empaths can be any race, though it's harder for Vampires to develop these powers fully.
TOUCH COGNITIVE
Able to see the past, present or emotions surrounding an object. At a young age they need to keep constant contact with the object in order to experience these things. When they reach maturity, usually around age twenty or twenty-one, they only need to touch the object once in order to make their powers work. By the age of twenty-seven this is no longer the case and they can simply sense the past, future or emotions of these objects if they concentrate hard enough. Touchnopads need to have exceptionally strong minds otherwise the influx of images and emotions they experience will make them go insane. Touch Cogs can be any race, though it's harder for Lycans to develop these powers fully.
TECHNOPATHS
A technopaths ability lies in their connection to machines, they can almost communicate with them. Able to make them do what others cannot, they can control computers or machines so long as they have physical contact with them. The most advanced can send their mind into the computer itself, merging with the computer for a lengthened period of time. This last ability though usually does not occur until the technopath is much older and experienced. Technopads can be any race, though it's harder for Elementals to develop these powers fully..
DREAM SEER
Like regular seers only they see the future in their dreams rather than in flashes throughout the day or if they touch someone. The downside about this ability is that until they receive some training in order to sort through their dreams and visions, they often occupy a state of deja`vu when they are awake and see or hear things that they have seen before. Dream Seers need to have exceptionally strong minds otherwise the influx of images they experience will make them go insane. Dream Seers can be any race, though it's harder for Elemental's to develop these powers fully.
POSTCOGNITIVE SEER
Any race can be a ppstcog. They are seers that can see visions of the past. It's very cut and dry unlike the others that are more specific.
PRECOGNITIVE SEER
Any race can be a precog seer. They can see visions of possible futures but there is no guarantee that the future they see will come to pass. It is very common for the actions of a precog to assist their visions in coming to pass.
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