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halcyon_mods ([info]halcyon_mods) wrote,
@ 2007-12-09 23:22:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Supernatural Race Guidelines



__

General Races
    Vampires, Werewolves, Werecats, Some Werebirds, Werecreatures (logical animals), Demons, Elves, Fairies, Pixie, Nymphs, Dwarf, Siren, Mermaid/Mermen, Gnome, Goblin, Trolls, Satyrs, Mages, Muse, Gifted Humans

    +There is no limit on how many can be in game of the above races.
Rare
    Selkies (1 taken), Dryads, Animal Shapeshifters (2 taken), Gargoyle, Sprites (1 taken), Succubus, Incubus (2 taken), Djin (Non wish granting, 2 taken), Imp (1 taken), Faun, Elementals (3 taken)

    +No more then four or five of each of these unless given permission by Mod
Very Rare
    Centaur, Gorgons (half only), Naga, Dhampirs (1 taken), Born Witches (1 taken)

    +Ask mods before making one of the above races. No more then two or three of each of these unless given permission by Mod
Non Playable Races
    Angels, Dragons, Orges, Pegasus, Gryphon, Unicorns, Phoenix, NightMares, Alchemist (This is a difficult race for most to grasp. We may be willing to allow a teacher alchemist but no students).

    +If a race is not listed above then it is not an allowed race at this time.




__

Vampires
Werecreatures
Demons
Faes/Pixies
Elves
Mages
Witches
Mercreatures
Elementals
Misc. Other Races
Notes

__

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 races (people only) 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 100 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 eight 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 some 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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Werecreatures
    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 long 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 completely into the animal. Their forms are half humans half animal in appearance; similar to werewolves in movies. When shifted they are similar to the size they are as humans.
    +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 blood gets in ones system there is a high chance of being turned if human. With salive alone there is still a chance but with blood it is far higher and more certain. Werecreatures can turn only humans. It’s a disease in essance 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.

    Shifted Vs. Non Shifted
    A werecreature that is not shifted still has chances of turning a human should there be blood on blood contact between the two (the higher the blood amount the higher the chance). The saliva alone of a non shifted werecreature will not turn a human. Having intercourse with a werecreature will not turn a human.

    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 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 eight 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 200-300 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.

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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 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 eight hundred without mod approval.
    +Do not do well against the opposite of their magical inclination.
    +Do not have to align themselves as Seelie or Unseelie or basically "Good " or " Bad ". A fae is most often, simply just a fae.

Pixies
    Do
    +Do have weaknesses similar to faes.
    +Do have glamour like abilities though it is not as strong as a fae or as common place.
    +Do, like fae, prefer the outdoors rather then the indoors. They are nature lovers.
    +Do have many similarities to fae but are not the same as them. They are a different race.

    Do Not
    +Do not often have wings, most pixies are wingless but still have flight.
    +Do not have dust like faes do. Their skin often shimmers but it is not the same as a faes dust.
    +Do not have small forms like tinker bell. They are human sized though many have smaller forms and softer features.

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Elves
    Do
    +Do have some resistance to some magic.
    +Do have ability to be very capable warriors.
    +Do have ambidexterity and silent movement.
    +Do have an intimate bond with nature and keen senses.
    +Do have keen eyesight in both light and dark conditions.
    +Do tend to shy away from heavily populated cities or areas that are not tied to nature.
    +Most have perfected the technique of moving through its natural surroundings almost completely undetected.
    +Do have white magic of their choosing, though this magic can be defensive in a destructive manner for protection.
    +Do have communion" with other elves. Which is the ability to share experiences telepathically through touch.
    +Do have "Elven bond" a stronger version of "communion" which must be voluntary. When bond is in effect can share strong emotions such as sorrow, triumph, anger, pain, pleasure, etc.
    +All elves do have the ability to cast an illusion, revolving around skin and hair, to alter just those basic traits. This is not to be confused with glamour. Glamour is a natural ability and term inherent in only fae, whereas elven races have to learn the magic to do so.

    Do Not
    +Do not do well against darkness/dark magics.
    +Do not need to eat as much as humans do.
    +Do not all have to be heavily skilled in magic.
    +Do not have age higher then eight hundred without mod approval.
    +Do tend to like to be around heavily technology originated areas or cities.
    +Do not have to eat only non meats. They prefer food that is easy to travel with.
    +Do not all have to be kind or cruel. Everyone is different. However if an elf falls into darkness they are a drow.
    +Do not have to be just elf. There are varying types of elves just like demons. (half, wild, aquatic, ext.).
    +Do not have need for sleep often and when they do it is actually an elven reverie. A trance or meditation like state that is similar to sleep but more a reflection on life and things learned.

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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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Witches
    Do
    +Do have ability to be born with one base inherent magic of the players choosing.
    +Do have to be born of a family with a witch somewhere in their lineage.
    +Do have to be born with the gift as a witch, they do not gain an ability later in life.
    +Do need ingredients, books, incantations, and the like in order to create charms and potions outside of their one inherent gift.
    +Do become more skilled with time and practice. Witchcraft while a born gift takes much time and practice to perfect. It's not all inherently known.
    +Do have ability to be human and/or other races. However if they are a race outside of human, they will have only their base/born inherent magic.
    +Do have ability to make potions, work with herbs, and charms. However none is done easily; taking both skill and the items needed to do such. Casting spells is possible only by witches with very high age and who have spent their life perfecting the art and even then we need details as saying spellcasting alone is rather vague and can mean anything. Simply saying one can cast spells is far too generalized and possibly way too powerful if no limits or details are given.

    Do Not
    +Do not use the term wizard. Both males and females use the term witch.
    +Do not have ability to create potions or charms without preparation.
    +Do not have ability to have more then one base internet magic.
    +Do not have ability to just pick up the art of witchcraft and be great after a day.
    +Do not have ability to be over 300 and be a witch without mod approval.
    +Do not have ability to create potions or charms and use them on others without other mun permission.
    +Do not have ability to do "large scale" spells or potions without mod okay. Please contact us for clarification if needed.
    +Do not have to be born a witch to know witchcraft. Knowing witchcraft does not make you a witch in the form of a race. If you are not a born witch you will not have any magical ability. You'll be able to be taught herb lore, charms, potions, but you will not have a magical ability as you weren't born with one.

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Mercreatures
    Do
    +Do have ability to breathe under water.
    +Do have ability to have legs once out of the water.
    +Do have ability to often communicate with sea life (not all can, but many).
    +Do have a need for water and can not go very many days without it's touch.
    +Do heal faster then humans and have some heightened senses but not to the degree of other supernaturals.
    +Do dry out if taken away from water. They are like fish and need water to live but can be without it for days at a time.
    +Do have their legs turn to fins again at the touch of water. But it must be water like they were born to. If they were born to salt water only saltwater would make their fin form again.

    Do Not
    +Do not have magics outside of water abilities unless they are turned by a vampire.
    +Do not live eternally like some races do but live longer then humans. Five hundred to six hundred years.
    +Do not have their legs turn back to fin at just a drop of any water. They must be submerged for the fins to form.
    +Do not do well in hot dry conditions. While many mercreatures might like warm water warm air is another thing all together.

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Elementals
    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 six 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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Dhampirs
    Do
    +Do have vampire weaknesses though they are not as extreme as a full vampire would be.
    +Do have ability to go in sunlight but it drains after a time. They avoid it when they can.
    +Do have half vampire abilities; they have half their strength, healing, speed and senses.

    Do Not
    +Do not have ability to have children.
    +Do not age as slow as vampires. They do age but far slower then a human does and slightly slower then a werecreature does.
    +Do not have two vampire parents. Dhampires are made when a pregnant woman is bitten only as vampires can’t have children.

Muse
    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.

Sirens
    Do
    +Do have an innate need for freedom and to be near the sea.
    +Do have ability to lure through song, if a siren looses their voice they have lost a major part of who they are.
    +Do have ability to have wings though not all sirens do. Like other races there is some variety possible but all are tied to the sea.

    Do Not
    +Do not have gills or ability to breathe under water. While they are tied heavily to the sea they are not mercreatures.
    +Do not have ability to lure all easily. The strength of a sirens lure is different with each person, supernaturals are stronger against it.
    +Do not have ability to be male. All sirens are female; a siren must mate with a human male to make another female siren. They can mate with other supernatural races but then create a half-breed.

Ifrit/Djinn
    Do
    +Do have enhanced speed, senses and healing.
    +Do have various types of Djinn and though magical they are restricted to the same magic guidelines as all other races.
    +Do have ability to be created rather then born. They are either created by a witch or born of ifrit or djinn parents. Creating one is no easy feat.

    Do Not
    +Do not have ability to go against the command of those that created them if created.
    +Do not have ability to grant wishes in this game unless they are very old and then the wishes are minor.
    +Do not have easy freedom is created. Not until the master that created them dies or they find way to free themselves.

Animal Shapeshifters
    Do
    +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 talk like a human while shifted.
    +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.

Dyrad
    Do
    +Do age slower then humans, their age is similar to that of demons.
    +Do have sway over nature but do not have major earth magics.
    +Do have to be connected with a tree. With this game it would need to be a tree on the island the school is on.
    +Do have to keep near to the tree they are tied to. They do not need to be right next to the tree at all times but at the least on the same island.

    Do Not
    +Do not heal as quick as demons or vampires though they do heal faster then humans
    +Do not heal quickly from wounds done to their tree. Any cut to their tree is a scar to their own forms.
    +Do not tend to like technology or anything that goes against nature or harms nature in any way.

Nymphs
    Do
    +Do have ability to be both male and female
    +Do have options of what kind of nymph. Some examples are earth, water, fire, ext.
    +Do heal faster then humans but not as fast as a vampire or demon.

    Do Not
    +Do not have magics or abilities outside of their given element.
    +Do not tend to like technology or anything that goes against nature.
    +Do not have years like a vampire or demon, nymphs do live longer then humans however (500 years average).

Gifted Humans
    Do
    +Do have all human weaknesses.
    +Do age normally as well as have normal senses and healing.
    +Do have others in their family line that are gifted. It does not need to be immediate family but it would be somewhere in their bloodline.

    Do Not
    +Do not have ability to be part supernatural. Gifted humans are only human.
    +Do not have ability to pass on abilities to their child if the child is with a supernatural, as already it would have a gift
    +Do not have set patterns to how gifts are passed on. Could be mother to daughter could be great great great grandmother to newest son. Gifted humans are not whole families or in mass amounts.

Halfbreeds (Any race that is mixed with another race)
    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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Notes
    +If you would like anymore information on any race listed here please contact the mods.
    +If a race is not listed above then it is not an allowed race at this time.
    +Email the at halcyon_halls(at)yahoo(dot)com

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