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Haunted Keepers (
haunted_keepers
) wrote,
@
2007
-
12
-
02
21:38:00
Entry tags:
game links
Races and Guidelines
There is no limit on how many can be in game of the below races
Humans
Vampires
Werecreatures
Demons
No more then one of the below races per player who has 3 or fewer characters unless given permission by the mods
No more then two rare races per player who has five or more characters unless given permission by the mods
Faes
Mages
Muses
Gifted Humans
Animal Shapeshifters
Elementals
Halfbreeds
No more then one of the below race per player unless given permission by the mods
Ghosts
Notes
Humans
Humans in game can know about supernatural kind but it is rather rare. Most of what is know is simply guesses or suspected wonderings on slightly differences on those around them. Such oddities can easily be explained away if one tries. Just like in real life some humans might be more sensitive to energies and ghosts but anyone truly adapt in either are considered gifted humans, more information on them can be found below in rare races.
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Vampires
Do
•Do see their reflections.
•Do have aversion to fire, it burns/scars.
•Do have aversion to sunlight, it burns/scars.
•Do have aversion to all things holy, it burns/scars.
•Do have immunity from most common human diseases.
•Do have souls like all other creatures in game do.
•Do need blood; age however impacts how often they have to feed.
•Do have heartbeats though it is fainter then a humans would be.
•Do have ability to eat human food though it is not needed for nourishment.
•Do gain abilities similar to their sire when turned. Vampires do not gain all the same magics.
•Do have the ability to be killed by decapitation, spine trauma, severe head trauma and damage to the heart. All damage to the heart, vampires do not have to be staked.
•Do have ability to turn all creatures that have living blood. However young vampires can not turn anyone without risking their own life in the process. It takes great strength and is very draining to turn another as its giving over vast amounts of blood to them. Must have at least 70 years of life.
Do Not
•Do not have ability to have children.
•Do not have aversion to garlic or silver.
•Do not need to be invited in to enter a room or home.
•Do not have age over five hundred without mod approval.
•Do not have to sleep in coffins, any enclosed space away from the sun will do.
•Do not have any ability to go into sunlight. There are no daywalkers. They will not die at first touch of it but it burns/scars.
•Do not have to kill their prey. If they do not the human will wake up disorientated and confused, unsure of what happened.
•Do not grow fangs or go "vampric". Fangs do not extend, they are longer but not by inches. Vampires always have fangs.
Turning
To turn someone a vampire must drain the blood of the person till they are as near to death as possible without fully slipping away. The person then must drink the blood of the vampire to gain back life. The person can deny the vampire, no one
has
to take the blood offered. But often when in a life or death situation one will pick life, no matter the sort of life it is. The person is aware while being turned; they don’t pass out or just forget. The turning process is painful; it is essentially the body dieing.
Sire/Childe Bonds
A sire and a childe (or fledgling) do have a bond. They can feel each others emotions, at times have hints to thoughts, and for those that are close can even share pain and heartbeats. However emotions and thoughts can be blocked by one side or the other with training or "mental walls" if you will. Even when emotions are felt it is not always instantaneous. Often it’s delayed, muffled, and far from crystal clear as to what the emotions or thoughts pertain to. A sire does not automatically know everything their childe feels or thinks. Distance does decrease the strength of these bonds.
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Werecreature
Do
•Do heal faster and are stronger by the moonlight.
•Do have aversion to silver, hurts, leaves scars and is much harder to heal.
•Do have some sense of self when shifted but are more feral. The older they are the easier that becomes.
•Do have ability to be killed by decapitation, spine trauma, severe head trauma and damage to the heart.
•Do age similar to humans. They age about half as fast, living into their mid hundreds if they live very healthy.
•Do have to shift on full moons. This can be controlled to a degree with age and focus but it is not easy to do so.
•Do have ability to shift at will but it takes time, practice, and age. New weres would not be able to do this for some time.
•Do have ability to partial shift. This however is very difficult and only those that have been a were for a decent amount of time can do so.
•Do have ability to be born werecreatures. If one of their parents was human and the other were, they are half were. If their parents were two kinds of werecreatures then they become
one
of the types, not both. Half weres have half the senses of a full were and have a more human shape while shifted then other werecreatures.
Do Not
•Do not need blood to survive but some do like the taste of it and it helps in healing if they are wounded.
•Do not have ability to shift into a half animal creature. When shifted they are full animal.
•Do not have clothes on when they shift back to human form. When they are human and shift clothes are lost or torn. When they shift back they are naked. Clothes are foreign and would not shift like the rest of the body does.
•Do not have ability to talk while shifted. Some older weres that have spent much time in were form might be able to learn to manage simple words. But full conversation is not possible with animal vocal chords.
•Do not have magics other then their ability to shift. The only time a were will ever have magics is if before turning they were a witch, mage, or some other type of advanced human.
Turning
Once bitten by a shifted were and a drop of the werecreatures saliva or blood gets in ones system there is a high chance of being turned if human. Werecreatures can turn only humans. It’s a disease and other races are unaffected by human diseases. A bite from a werecreature does not always mean you will turn; there is a slim chance that one will not. However it is very rare. Shifting is painful at first for all new weres; the body is reshaping. With time the pain of the shift does dull.
After Being Bitten
Once someone is bitten they will not know if they are a werecreature right away. The change to their bodies by that bite does not happen until the first full moon. They would not heal faster before then; they would not crave blood or feel different. Once the full moon rises that is when the changes would begin.
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Demons
Do
•Do have aversion to cold unless they are ice demons, it burns/scars.
•Do have souls like all other creatures in game do.
•Do have aversion to all things holy, it burns/scars.
•Do have immunity from most common human diseases.
•Do have magics but they do not have to be only of the fire variety.
•Do have more then just fire demons. Chaos, energy, ice, nature, wind, are just some examples.
•Do have ability to be killed by decapitation, spine trauma, severe head trauma and damage to the heart.
•Do originate from angels that fell from grace, but have since evolved to their own race (because of their ability to procreate).
•Do have ability to be harmed by advanced forms or heavy amounts of fire for long durations. They are not 100% immune as no one really is to anything.
•Do have ability to have education if born within hell. While power and strength is the focus within hell education is taught to those of place and power.
Do Not
•Do not have age over five hundred without mod approval.
•Do not have to drink blood to survive however many enjoy the taste.
•Do not have hell speak. Hell is like the surface, a mix of languages and beliefs.
•Do not say that they are from Lucifer himself or any such terms or lineage.
•Do not have to be born in hell. However if born on the surface going into hell for the first time is taxing and not possible alone by those that are young. Accompanied by an older demon they would be able to.
•Do not have ability to be hell born if they are mixed bloods. Can be from hell if they are different types of demons but if any other race is involved (ie vamp/fae/ect.) then they can not be from hell or go into hell.
•Do not have hell ability to go back and forth from surface to hell at young ages (under 70 years). It is not the easiest of journeys. Paths/portals out of hell change with time, younger demons would not know how to detect and find these sorts of paths.
Succubus/Incubus - Do
•Do use the guidelines for demons.
•Do feed off only the energies of the emotions.
•Do have all other demon weaknesses but also have to feed in ways beyond food and blood. How often they need to feed is influenced by age.
•Do feed off the energies of others in the form of lust. Secondary emotions are fear and anger but only those older in years would be able to tap into these deeper emotions.
Succubus/Incubus - Do Not
•Do not have other magical abilities (besides feeding, charms, lures, or dream invasion) unless mixed race.
•Do not all have the ability to invade dreams but is more common among those with age and control of their abilities.
•Do not have to be the actual act of lusts that they feed from. Thoughts, wants, desires, ect. are able to be fed upon.
•Do not have to be sexual fiends. The emotions of lusts can come from others and can have nothing to do with the succubus or incubus directly.
Hell
Hell is a competitive world where there is hardly anything that a typical person would call “good”. Happy childhoods in hell are rather rare, anything considered so focused on love or happiness is often deemed weak and attacked or killed. Often demons that want a life outside of that for their children go above ground knowing that finding such in hell is rather difficult. That does not mean all demons from hell are cold, ruthless killers but they have grown up in a world where love and light are not found. There are no cities in hell but there are territories, there are free or unoccupied areas as well. Not everyone is part of some large group. Hell is as it sounds, dark, dreary, hot, and filled with sins.
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Faes
Do
•Do tend to have lighter more breakable forms.
•Do tend to shy away from heavily populated cities or areas that are not tied to nature.
•Do have
heavy ties to nature
, tend to shy away from technology and respect nature at all costs.
•Do have dust to their skin. The affects of the dust is different for all. Some are strong, others are not. Some creatures have higher immunity against it then others.
•Do have ability to use glamour, which is a fae only term.
Glamour
, the ability to manipulate appearance or surroundings either subtly or powerfully, is an ability that all faery races possess.
•Do tend to have wings which just like there forms, tend to be rather light and fragile. They do not have to be gossamer but they are not like bat, angel, or demon wings. However some fae do not have wings but can have wingless flight.
Do Not
•Do not have age higher then five hundred without mod approval.
•Do not do well against the opposite of their magical inclination.
•Do not tend to be money hungry or technologically bound given their ties to nature and desire to live off the land.
•Do not align themselves as Seelie or Unseelie or basically "Good " or " Bad ". A fae is most often, simply just a fae.
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Mages
Do
•Do gain better control of element with age.
•Do have weakness to their opposing element.
•Do have to born a human and still be one or once one.
•Do have to have a mage somewhere in their lineage be it recent or far back.
•Do tend to have personal characteristics of whatever element they are tied to.
•Do have one elemental based magic. Examples of types of elements are below.
•Do have human weaknesses, and can be harmed by their own element when challenged by someone stronger in it.
Do Not
•Do not have ability to cast random spells.
•Do not have ability to control elements outside of the one they were born with.
Possible Types
•
Airmage
- Can summon or dispel air. Can cause wind, typically by their breath, though this varies by individual.
Opposing element: Earth
•
Earthmage
- Can summon and control the growth, and death of plant life.
Opposing element: Air
•
Firemage
- Can summon flames from their hands and charge the air sufficiently enough to set many materials ablaze (typical fire hazards). Their bodies are almost always warm to the touch, even if they’ve been turned.
Opposing element: Water
•
Watermage
- Can find and manipulate moisture wherever it is available.
Opposing element: Fire
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Muses
Do
•Do inspire but do not force it upon people.
•Do have resistance to human weaknesses (sickness) but are not 100% immune.
•Do age slower then humans but do not have age such as vampires (200-250 years).
•Do have human weaknesses but they heal slightly faster then a full human would.
•Do inspire through emotions. They do not make others smarter or weaker but instead influence emotions.
Do Not
•Do not inspire themselves, they inspire others only.
•Do not have to inspire only artistic creativity. There are many varieties of muses.
•Do not often have magics beyond the ability to inspire unless they are a mixed race.
•Do not have ties to Greek lore in this game. Do not say they are descendant from so and so.
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Gifted Humans
Do
•Do have to born a human and still be one or once one.
•Do have to have a gifted human somewhere in their lineage be it recent or far back.
•Do have many possibilities on ability but are limited to only one.
•Do have the ability since they were born. It would manifest progressively as they get older.
•Do have human weaknesses, and can be harmed by their own element when challenged by someone stronger in it.
Do Not
•Do not age slower or have any heightened senses like supernaturals.
•Do not have ability to have more then one ability.
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Animal Shapeshifters
Do
•Do not have ability to talk while shifted, they are that animal.
•Do have human frailties, weaknesses and can get some human illnesses.
•Do have resistance to human weaknesses (sickness) but are not 100% immune.
•Do have healing that is slightly better then humans but they do not have enhanced speed, senses or strength.
•Do have to practice their shapeshifting, they can’t shift into all animals right off the bat. It take’s time and training.
Do Not
•Do not have ability to hold their animal shape for long of time; it drains them.
•Do not have ability to half shift or partial shift. When they shift into an animal they fully take that shape.
•Do not have ability to talk with animals. They have that animal shape but are not truly that animal like a werecreature.
•Do not have ability to shift into just anything. The animals have to be of similar weight and size to the character.
•Do not have eternal life like some supernaturals. Their lifespan is longer then a humans and slightly longer then a weres. Average lifespan 200-300 years.
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Elemental
Do
•Do have weakness to their opposing element.
•Do have weakness against alchemists bidding.
•Do have risk of being slave to a strong alchemists summon and must follow their instruction (magically) before being able to be dismissed.
•Do have to be born of an elemental parent or created by an alchemist. If created there must be just cause for why they were dismissed and allowed to be free.
Do Not
•Do not always have to be in their own elements conditions.
•Do not have age higher then four hundred without mod approval.
•Do not always have to be made or created by an alchemist. They can be born of elemental parents as well.
Possible Types
•
Air
- (Swift) Can summon, as well as transform into dangerous manifestations involving air; mainly, they enjoy whirlwinds and other forms of destruction
•
Earth
- (Strong) Can travel through solid ground or stone as easily as humans walk on the surface, can move along the bottom of a body of water, but most prefer not to, transmute ground into mud/rock/quicksand, and of course can summon plants to defend itself.
•
Fire
- (Fast) Can summon a wall of fire, or flames from their hands, their bodies can become covered in flames for self defense, the merest touch from their fiery bodies can be sufficient enough to set many materials ablaze
•
Water
- (Keen senses) Can corrupt, or purify water. Or, can develop the ability to steal moisture from the air, and interrupt someone's breath, sometimes healing and water control
Rarer Types
•
Smoke
- Can suffocate or steal breath of victims for a good long while in smoke, but cannot cause death by this (as there is oxygen in smoke), can summon sudden bursts of smoke to disappear. Can become smoke to move though, or underneath what others cannot.
•
Shadow
- Can bend, blend, and manipulate shadows/darkness, conceal themselves completely in darkness, for the use of hiding or surprising, summon weapons made from darkness (Mainly garrote wires/only small items).
•
Lightning
- Can steal the breath of a being, once, since electricity travels on moisture. Like an electric eel, become surrounded by static electricity, summon shock-waves, or little parlor trick sparklers that drip from their hands. (The shock-waves can harm, the sparklers merely burn), teleport, but only to where they can see.
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Halfbreed
Do
•Do have traits from both races.
•Do tend to take on all weaknesses from both races.
•Do have shorter lifespan if mixed with a human half or any other race that ages slower then vampires and demons do.
Do Not
•Do not have
all
traits from both races.
•Do not have as much strength or power in any given power as they half mixed instead of pure.
•Do not try to create a character that is a bit of everything. Being that they do not take on all traits it would only be confusing.
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Ghosts
Do
•Do have ability to be of any race before they died.
•Do have ability to communicate with all sueprnaturals or sensitive humans.
•Do tend to haunt or try to spook those they come in contact with, though not all do.
•Do have ability to be many sorts of ghosts. Malicious, trapped to what happened to them, friendly, and more.
Do Not
•Do not have ability to eat, sleep, or other human like traits.
•Do not have ability to go outside of the apartments or underground.
•Do not have ability to become solid, they are always incorporeal. Some may appear solid while others will appear mist like but never are they able to fully touch or grab objects.
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Notes
•If you would like information on any race listed here or not listed here please contact the mods.
•If a race is not listed above but you'd like to use it please email the mods first to see if we would be interested in adding that race to the rare options listed.
•Email the at haunted_roads(at)yahoo(dot)com
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