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Post by Monie on Jan 22, 2020 11:19:14 GMT
General Info The Races from World 2 (also known as 'Hell' or 'Vegas World') arrived in the year 1574 (22 years ago) These Races generally don't age beyond the age of 25 (unless indicated differently) whether they are Riders or not. They used to be separated in three factions: The Sorcerers The Ancients The Fae Those who have come from World 2 will still remember these factions, however the faction leaders that came to this world agreed that the factions would be dissolved. Anyone trying to re-establish them swiftly finds themselves in more trouble than it's worth. On their old world races didn't mix, the child of different raced parents would always be one or the other, however on this world 'half breeds' or even 'hybrids' are a possibility, this due to the magic on this world in general being different. They still retain their racial abilities, though with mixed races these abilities will be weaker.
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Post by Monie on Jan 22, 2020 11:35:10 GMT
Imps Imps can manipulate causality, which is the relationship between both cause and effect, determining what action (cause) results in a given reaction (effect); this enables them to decide what, when and how a thing is achieved, without having to specify "why" it can be achieved. This is because causality determines why, which is a process under the command of the user. However they can only do this within 50 feet, only for a limited amount of time (max 3 rounds) and can only control inanimate objects to do something. Aside from this imps are stronger and faster than humans. Their human forms are usually between 5' to 6' tall. Their weakness is iron, they can be entrapped by it.
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Post by Monie on Jan 22, 2020 11:35:18 GMT
Satyrs In their natural form they have deer features (antlers [male only], legs, tail), goat features (horns, legs, tail) or horse features (ears, tail), but they can look human. They are mischievous, and have a high libido. Satyrs are also prone to addiction, e.g. drugs, coffee, alcohol. They have a fast metabolism and are major gluttons even if they should be sated, they always want more. Their body hair grows abnormally fast, for example, if they shave at eight in the morning they will have a 'five o'clock shadow' at noon, things like 'laser treatments' only work for a short amount of time, their hair-follicles will just grow back in time (about two to three weeks). Racial Abilities:Enhanced sense of smell, rapid healing, can create small illusions, and pheromones that can lower inhibitions in men and women. They can lure people with one musical instrument (chosen by player). Racial needs:Feed on Debauchery: A satyr needs to be able to feed on debauchery, this can include any sort of debauchery, from people getting drunk, or eating sweets, to sexual encounters. Satyrs will drain the energy from those that are exhibiting debauchery behaviour in their vicinity. Satyrs usually have two children per pregnancy this can be up to 4, and those they impregnate have a higher chance to have twins.
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Post by Monie on Jan 22, 2020 16:23:24 GMT
Djinn Djinn are powerful and tricky creatures. They can grant wishes of others, they are stronger than humans, can defy gravity, can create small visions/illusions, and have a strong sense of smell. They can't fulfil their own wishes directly. A djinn doesn't have to fulfil a wish unless it is made by the person who has their lamp. Wishes may not come out the way the wisher intended, depending on the Djinn's alignment or mood at the time. They always have a 'lamp' (this does not have to be a literal lamp) if this falls into possession of someone, the lamp is bound to this person until they have made three wishes or the person loses the lamp/gives it away. A djinn can not touch their lamp until the three wishes are made by the current owner, or it is handed back to them. Limitations of wishes are: Can't wish for death, love, reincarnation/raising dead people, more wishes, or anything to see/know future events (this does not include wishes -for- the future, such as 'I wish for a car when I'm 18'), can't change the past or alter memories. They stop physically ageing after 21. Blessed/Kosher salt (in large quantities), and holy water can burn their skin and entrap them.
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Post by Monie on Jan 22, 2020 16:23:36 GMT
Sorcerers Appearance wise they are the same as humans, but sorcerers have a natural ability to use magic. Racial Abilities:Magic: At the basics Sorcerers can all use magic, their attunement will determine what they are more powerful at. The other schools of magic can be performed, but in limited fashion and only with the help of incantations, spell books and other items needed to work a spell, evocation is hardest to learn for those that have not chosen this attunement. A sorcerer chooses their attunement when they turn 16 through a ritual. Before they turn 16 they will have been taught the basics of each attunement, their control over them is still very limited. The older a sorcerer is the better they are at the use of their magic. Some sorcerers might not know what they are (for example orphans or the parent that's left doesn't know what their partner was.) and therefore never chose an attunement. They often do have small magical things 'happen' to them e.g. accidentally turning invisible (basic abjuration/illusion), conjuring a small item (basic conjuring). They might even learn how to do one of these small magical things at will. If they are found by other sorcerers they will try to rectify this as soon as possible. Enchanters: Make things do things. Enchanters can, as the name suggests, enchant items and/or people. For example; make things bigger on the inside, cursing items, letting pens write by themselves. Abjurators: Abjurators know the best defences and are capable at using them at a moments notice. Where another Sorcerer would need to speak a spell or something of the sorts. Among other things they can put up shielding of varying types (shield to keep people from listening in, make an area and those within it invisible) be it for a moment or longer lasting, along with knocking people back, blinding them or rendering them immobile. Also adept at healing themselves. Evocators: Have great control over offensive magic, such as for example fireballs or lightening strikes. They are even worse in other schools of magic than most other sorcerers. Evocation is hard to master for any other sort of Sorcerer. Conjurers: Can conjure mundane items and creatures or items that are already in their possession. Illusionists: Illusionists can, as the name suggests, create illusions. These can be used to scare people, glamour the sorcerer themselves and other such things. Necromancer: Can communicate with and control the dead. This does include raising corpses and the like. These abilities are only 'available' for those that are at least 1/16th (4th generation) sorcerers. The usual amount of children is 1 per pregnancy, can be up to 4.
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Post by Monie on Mar 4, 2020 20:56:19 GMT
Nymphs Fae that are bound to a specific body of Forest and/or tree They can control their elements and heal OR attack others with it. They can charm people, specifically the opposite sex. Learn through touch (requires an intimate touch). If their body of nature becomes polluted they become sick, if the body of nature dies/is destroyed they die. They can't stray too far from whichever forest/tree they are bound to, they will become weaker and eventually die. If they are marked in any way they become subservient to the one that marked them. The marking has to be on their skin, any type of mark will fade over time. Weakness further includes fire, heat and fire can become an issue and wounds and marks created by them take a lot longer to heal. The formerly mentioned ways of killing are the only ways to kill a Nymph. They feed on pleasure.
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Post by Monie on Mar 23, 2020 3:32:41 GMT
Fairies A fairy's true form can have variety's of nature related forms or a simple 'pixy/fairy' form but they can disguise themselves as humans. They have wings that can have any form or colour, though are usually translucent, these can also be hidden. They are usually smaller than humans, even in their human form, ranging between 4'7" to 5'5", but can be shorter or taller than this. Racial Abilities:Strength: Fairies are much stronger than the average human. They can take great amounts of trauma, more than the average human Healing: Most fairies are capable of healing themselves and others. Magic: Their magic is generally and mostly plant, glamour OR illusion related, though a few have put their attention on other types of magic - never anything overly offensive (no fire, lightening or the likes). Ageless: Do not physically age beyond 25. Their magic grows stronger over the years. Racial Weaknesses:Salt: Stings and might leave blisters in high concentration, can’t heal blisters/wounds caused by salt themselves, hard to heal by others Silver: Burns instantly and will actually dig into their skin, cauterizes its own wounds, can not be healed by themselves, incredibly hard for others to heal Promise/Oath: If they break a promise or an oath they will be in severe pain for several days, to the point where they will feel like they are dying or want to die. Iron: Negates their fairy powers (but only fairy powers) Racial Needs:Feeding: Regularly needs to feed on luck, will get sick and eventually die if they don't, they can do this by touching a person's skin and syphon some of their (good or bad) luck from them. This causes the person's luck to either go bad or turn neutral. However: When they feed on luck of others they can use this for their own gain. Fairy blood smells very appealing to other supernaturals that ingest blood. Especially vampires, who become intoxicated with it. Usually carry one child per pregnancy, can be up to three.
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