Post by Sir Allastor Winfield on Jun 16, 2009 1:40:48 GMT -5
Be sure to read the important note at the bottom of the topic.
Vampires:
All vampires but fledglings can turn humans into vampires, have super strength, speed, and heighten senses. Vampires have to feed on blood, or they become weaker. As we all know, vampires are immortal and will look the same as they did the day they turned forever. They can only be killed by burning the body, silver and blessed bullets through the heart and brain, a steak into the heart, staying out into the sun, destroying their body, or decapitating them.
Class S Vampire: These vampires are very rare (obviously.)They are considered the true undead of the night, for they can not die (supposedly)! Class S Vampires always have these abilities: Continuous Regeneration, Illusions, Shape-shifting, Seducing Others, Intangibility (passing through solid objects), the ability to defy gravity to uncertain limits, and Psychic abilites (Telekinesis, Telepathy, Mind reading, Hypnosis, etc). Besides these powers, Class S vampires can also have ONE of the following: Manipulation of shadows, summon familiars (demonic beings usually in the shape of animals to assist them in combat), control weather, multiply their bodies into other beings, absorb blood into their body without feeding, or can create weapons out of blood.
Class A Vampire: They are the true children of the night. Their powers are: Continuous Regeneration, Psychic Powers (Telekinesis, Telepathy, Mind reading, Hypnosis, etc), Manipulation of shadows, summon familiars (animal like creatures to do battle), and Shape-shifting.
Class B Vampire: These vampires are your common vampire. the only special power they have is continuous regeneration.
Class C Vampire: They are known as fledglings. They are the weakest form of vampires for they have yet to drink their master's blood. They have no special abilities other than the usual vampire powers (super human speed, strength and agility, etc.)
Synthetic Vampire:
Synthetic vampires were not bitten, they were created. They are some what more powerful than regular vampires.
Class A: Continuous Regeneration, Super Human Senses, Super Human Reflexes, Super Human Strength & Speed, Intangibility, The ability to defy gravity to an uncertain limit, Manipulation of shadows into physical form, Shape shifting, Summon Familiar, Telekinesis, Telepathy, Hypnosis, Ability to absorb blood through Skin and Clothing, Ability to create weapons from blood
Class B - Accelerated Regeneration, Super Human Senses, Super Human Reflexes, Super Human Strength & Speed, Intangibility, Manipulation of shadows into physical form, Telekinesis, Telepathy, Hypnosis, Ability to absorb blood through Skin and Clothing
Class C - The weaker form of Synthetic vampires. All the only powers they have are inhuman speed, strength, durability, and agility
Super Humans:
All Super humans are stronger and faster than normal humans. They can only have ONE special power. These are the following powers to pick from (If you have a different power and you wish to use it, ask us about it, otherwise it won't be approved):
Illusions
Mind control
Regeneration
Psychic abilities
(if you have questions about what powers fall under the categories above, ask Allastor.)
Synthetic Super Humans:
These are super humans who have been experimented on or had their DNA altered. A perfect example for a Synthetic Super Human is Alexander Anderson. They are naturally stronger and faster than regular Super Humans
Class A - (3 Special Abilities)
Class B - (2 Special Abilities)
Class C - (1 Special Ability)
Werewolves:
The children of the moon. They are able to shift between a human form and a wolf. Although most prefer to transform into a mix of the two.
Class S: Super strength, speed, agility, and durability, accelerated regeneration, Senses to the Max, psychic awareness of all Werewolves, full control when in phased form. (Only a clan leader can be a Class S. A clan has to be made up of 3 werewolves or more. You cannot make a werewolf and say he has a clan previous to joining the site, you have to build one from scratch)
Class A: Enhanced Regeneration, Senses 'to the Max', Super strength, speed, agility, and durability, full control when in phased form
Class B: Enhanced Regeneration, Senses 'to the Max', Super strength, speed, agility, and durability, partial control when in phased form
Class C: Senses 'to the Max' (this is only in their transformed state), Super strength, speed, agility, and durability (only in wolf/werewolf mode), no control when in phased form
Synthetic Werewolves:
These are werewolves who have been made. They were not born or bitten. They are stronger than regular werewolves.
Class S: Accelerated Regeneration, Senses 'to the Max', Psychic awareness of all Synthetic Werewolves, Super strength, speed, agility, and durability, full control when in phased form.
Class A: Enhanced Regeneration, Senses 'to the Max', Super strength, speed, agility, and durability, full control when in phased form, and can talk to the head Synthetic Werewolf.
Witches/Warlocks/Sorceress/Sorcerer:
Types:
Ethereal - the "dark" magic, only considered as such because of the type of RP this is. Ethereal magic would generally be used for calling back souls, speaking and gaining information from them, possessions, mind and body control and reading sort of magic. Basically, magic involving the "spiritual" world. (ie drawing a spirit to go drain the powers/life force from another being and feed it to the caster, though that's powerful, advanced magic!) ALSO: considered dark because of its very dangerous nature, calling upon a soul too strong to control can rebound upon the user powerfully and in a very malicious way!
Elementals - the "light" magic, considered thus because it draws only from within the caster, or from nature. Magic heavily involved in the elements (earth, air, fire, water, metals, etc) basically, in the "physical" world. (ie creating fire, drawing water from the earth)
All magic has limitations. Basically, in elemental you can't draw water when there's none to be had, though more advanced users might be able to draw it from the moisture in the air and increase its presence with magic. But nothing can be done without that seed of the particular element in use. And for Ethereal, it is of course harder to read the mind of/control a stronger-willed person, harder to call upon and control a strong spirit, etc.
Class S: Magic users that have mastered both the Ethereal and Elemental realms of magic, but will generally specialize in just one of the two, while enforcing, or backing up with the other. So you can be a Class S Ethereal magic user, or a Class S Elemental magic user. This class generally has many years of experience, or was blessed with a born ability toward magic. May do much more powerful magics such as calling on thunderstorms and calming raging fires (elemental), or calling on the spirits of adults and advanced mind-reading (ethereal). Also allowable at this level: Elemental Specialists may enchant specific gems with some of their simple spells so as not to drain their energy each time the want to do something like lighting a fire. These gems, if work in a ring, can also be made to call the element to the person's hand. Ethereal users may have a spirit animal. This animal would be blessed to be unnaturally smart and able to communicate with its master, able to slip undetected to do things like spying or keeping a watch. Not completely invisible though, may be 'felt' by others who know magic or who have strong ties to the spirit world. (ie other magic users or the undead) *Class S magic users must be approved by admins!*
Class A: Magic users that have mastered the basics of their chosen magic type, but have not yet gained the experience to grow stronger in it. May do more advanced spells such as seeking a specific mineral or gem type (elemental), or light mind-reading and some control of a target's body (ethereal).
Class B: Magic users that have yet to pick a specialization, and lack experience, but are beginning to memorize spells and rituals and are able to bring some to fruition. May perform such spells as causing a light rain (elemental), or calling on the spirit of a young child or large animal (ethereal).
Class C: Magic users that are basically "students" or "novices" and have just begun to learn or the world of magic. May do simple spells like lighting a candle (elemental), or calling on the spirit of a small animal (ethereal).
IMPORTANT:
Not everyone can be a Class S of anything! There will be very few and only if so they are important to the story line or something to that effect. Don't get mad if you don't get to be a Class S race. You can have a good time being any other classification. Sorry guys. This is the Admins Call! Please ask if you think your character checks out as a Class S
Please feel free to request a race be made, but it could be a while before its created because making a classification system tends to be difficult if handled improperly. :3
No catboys or catgirls. Scrhodinger is the only catboy that will be on this site, and even his existence is pushing it! Lol
Vampires:
All vampires but fledglings can turn humans into vampires, have super strength, speed, and heighten senses. Vampires have to feed on blood, or they become weaker. As we all know, vampires are immortal and will look the same as they did the day they turned forever. They can only be killed by burning the body, silver and blessed bullets through the heart and brain, a steak into the heart, staying out into the sun, destroying their body, or decapitating them.
Class S Vampire: These vampires are very rare (obviously.)They are considered the true undead of the night, for they can not die (supposedly)! Class S Vampires always have these abilities: Continuous Regeneration, Illusions, Shape-shifting, Seducing Others, Intangibility (passing through solid objects), the ability to defy gravity to uncertain limits, and Psychic abilites (Telekinesis, Telepathy, Mind reading, Hypnosis, etc). Besides these powers, Class S vampires can also have ONE of the following: Manipulation of shadows, summon familiars (demonic beings usually in the shape of animals to assist them in combat), control weather, multiply their bodies into other beings, absorb blood into their body without feeding, or can create weapons out of blood.
Class A Vampire: They are the true children of the night. Their powers are: Continuous Regeneration, Psychic Powers (Telekinesis, Telepathy, Mind reading, Hypnosis, etc), Manipulation of shadows, summon familiars (animal like creatures to do battle), and Shape-shifting.
Class B Vampire: These vampires are your common vampire. the only special power they have is continuous regeneration.
Class C Vampire: They are known as fledglings. They are the weakest form of vampires for they have yet to drink their master's blood. They have no special abilities other than the usual vampire powers (super human speed, strength and agility, etc.)
Synthetic Vampire:
Synthetic vampires were not bitten, they were created. They are some what more powerful than regular vampires.
Class A: Continuous Regeneration, Super Human Senses, Super Human Reflexes, Super Human Strength & Speed, Intangibility, The ability to defy gravity to an uncertain limit, Manipulation of shadows into physical form, Shape shifting, Summon Familiar, Telekinesis, Telepathy, Hypnosis, Ability to absorb blood through Skin and Clothing, Ability to create weapons from blood
Class B - Accelerated Regeneration, Super Human Senses, Super Human Reflexes, Super Human Strength & Speed, Intangibility, Manipulation of shadows into physical form, Telekinesis, Telepathy, Hypnosis, Ability to absorb blood through Skin and Clothing
Class C - The weaker form of Synthetic vampires. All the only powers they have are inhuman speed, strength, durability, and agility
Super Humans:
All Super humans are stronger and faster than normal humans. They can only have ONE special power. These are the following powers to pick from (If you have a different power and you wish to use it, ask us about it, otherwise it won't be approved):
Illusions
Mind control
Regeneration
Psychic abilities
(if you have questions about what powers fall under the categories above, ask Allastor.)
Synthetic Super Humans:
These are super humans who have been experimented on or had their DNA altered. A perfect example for a Synthetic Super Human is Alexander Anderson. They are naturally stronger and faster than regular Super Humans
Class A - (3 Special Abilities)
Class B - (2 Special Abilities)
Class C - (1 Special Ability)
Werewolves:
The children of the moon. They are able to shift between a human form and a wolf. Although most prefer to transform into a mix of the two.
Class S: Super strength, speed, agility, and durability, accelerated regeneration, Senses to the Max, psychic awareness of all Werewolves, full control when in phased form. (Only a clan leader can be a Class S. A clan has to be made up of 3 werewolves or more. You cannot make a werewolf and say he has a clan previous to joining the site, you have to build one from scratch)
Class A: Enhanced Regeneration, Senses 'to the Max', Super strength, speed, agility, and durability, full control when in phased form
Class B: Enhanced Regeneration, Senses 'to the Max', Super strength, speed, agility, and durability, partial control when in phased form
Class C: Senses 'to the Max' (this is only in their transformed state), Super strength, speed, agility, and durability (only in wolf/werewolf mode), no control when in phased form
Synthetic Werewolves:
These are werewolves who have been made. They were not born or bitten. They are stronger than regular werewolves.
Class S: Accelerated Regeneration, Senses 'to the Max', Psychic awareness of all Synthetic Werewolves, Super strength, speed, agility, and durability, full control when in phased form.
Class A: Enhanced Regeneration, Senses 'to the Max', Super strength, speed, agility, and durability, full control when in phased form, and can talk to the head Synthetic Werewolf.
Witches/Warlocks/Sorceress/Sorcerer:
Types:
Ethereal - the "dark" magic, only considered as such because of the type of RP this is. Ethereal magic would generally be used for calling back souls, speaking and gaining information from them, possessions, mind and body control and reading sort of magic. Basically, magic involving the "spiritual" world. (ie drawing a spirit to go drain the powers/life force from another being and feed it to the caster, though that's powerful, advanced magic!) ALSO: considered dark because of its very dangerous nature, calling upon a soul too strong to control can rebound upon the user powerfully and in a very malicious way!
Elementals - the "light" magic, considered thus because it draws only from within the caster, or from nature. Magic heavily involved in the elements (earth, air, fire, water, metals, etc) basically, in the "physical" world. (ie creating fire, drawing water from the earth)
All magic has limitations. Basically, in elemental you can't draw water when there's none to be had, though more advanced users might be able to draw it from the moisture in the air and increase its presence with magic. But nothing can be done without that seed of the particular element in use. And for Ethereal, it is of course harder to read the mind of/control a stronger-willed person, harder to call upon and control a strong spirit, etc.
Class S: Magic users that have mastered both the Ethereal and Elemental realms of magic, but will generally specialize in just one of the two, while enforcing, or backing up with the other. So you can be a Class S Ethereal magic user, or a Class S Elemental magic user. This class generally has many years of experience, or was blessed with a born ability toward magic. May do much more powerful magics such as calling on thunderstorms and calming raging fires (elemental), or calling on the spirits of adults and advanced mind-reading (ethereal). Also allowable at this level: Elemental Specialists may enchant specific gems with some of their simple spells so as not to drain their energy each time the want to do something like lighting a fire. These gems, if work in a ring, can also be made to call the element to the person's hand. Ethereal users may have a spirit animal. This animal would be blessed to be unnaturally smart and able to communicate with its master, able to slip undetected to do things like spying or keeping a watch. Not completely invisible though, may be 'felt' by others who know magic or who have strong ties to the spirit world. (ie other magic users or the undead) *Class S magic users must be approved by admins!*
Class A: Magic users that have mastered the basics of their chosen magic type, but have not yet gained the experience to grow stronger in it. May do more advanced spells such as seeking a specific mineral or gem type (elemental), or light mind-reading and some control of a target's body (ethereal).
Class B: Magic users that have yet to pick a specialization, and lack experience, but are beginning to memorize spells and rituals and are able to bring some to fruition. May perform such spells as causing a light rain (elemental), or calling on the spirit of a young child or large animal (ethereal).
Class C: Magic users that are basically "students" or "novices" and have just begun to learn or the world of magic. May do simple spells like lighting a candle (elemental), or calling on the spirit of a small animal (ethereal).
IMPORTANT:
Not everyone can be a Class S of anything! There will be very few and only if so they are important to the story line or something to that effect. Don't get mad if you don't get to be a Class S race. You can have a good time being any other classification. Sorry guys. This is the Admins Call! Please ask if you think your character checks out as a Class S
Please feel free to request a race be made, but it could be a while before its created because making a classification system tends to be difficult if handled improperly. :3
No catboys or catgirls. Scrhodinger is the only catboy that will be on this site, and even his existence is pushing it! Lol