Post by Noir on Aug 17, 2014 21:03:39 GMT -7
Limit 2 special species per person. This roleplay is geared toward human conflict.
Note: Acceptance doesn't decide where your character must live. A werewolf, for example, can live in the city, but they must hide their inhumanity. If they are discovered in the city, they will be killed or chased from the city.
Note: Acceptance doesn't decide where your character must live. A werewolf, for example, can live in the city, but they must hide their inhumanity. If they are discovered in the city, they will be killed or chased from the city.
Vampire
Demonic creations that must feed on blood in order to survive.
Cost: 200 credits
Acceptance: Accepted only in Than.
(The Than accept vampires because of their shared interest in blood. Vampires are a part of the Than's sacrifices. Most vampires that are known to the general public to be vampires must live in the Bran district, unless given special permission to live elsewhere.)
Abilities: Can heal major and minor wounds (except burns and beheadings) within a week; slightly above human strength/speed; exceptional sense of smell/sight/hearing; sharp, extended canine teeth; if they allow a human to ingest their blood, the human will turn into their thrall (weaker vampire); resistance to disease and aging (essentially dead - will remain animate until burnt or beheaded)
-Alternate abilities (50 credits each, choose only one)
-elevated healing: major and minor wounds heal within two days - must feed at least once per week
-resistance to sunlight: direct sunlight causes only a mild irritation - your skin will reflect the sunlight like a mirror
-increased perception: all senses superhuman, though you may not see through illusions - the scent of garlic will cause you incredible pain
OR
-Special ability (150 credits): you may turn into a bat for a short time - you must feed five times per month, and you will always have claw-like hands, protruding fangs, large black eyes and bat-like ears
Restrictions: They cannot approach a person of true faith holding up an icon of their God - ie, cross, Quran; Holy symbols, ie holy water, cause excruciating pain; They are extremely sensitive to garlic; Exposure to direct sunlight causes painful burns that are slow to heal - prolonged exposure may lead to death; They must feed at least twice per month, or risk going insane from the hunger
Special appearance: Extremely pale and skinny, fangs cannot be retracted, some may have claw-like fingernails.
Werewolf
Demonic creations that turn into wolf-like beasts.
Cost: 270 credits
Acceptance: Not accepted in the city.
Abilities: Can heal major and minor wounds (except mortal wounds or wounds inflicted with silver weapons) within a week; exceptional smell/sight/hearing; must transform into a murderous wolf-like creature under the light of the full moon; transformed creature is incredibly strong and fast but mindless and bloodthirsty
-Additional abilities (60 credits each, choose only one)
-flexible transformation: you can choose to transform under any moon (except the new moon) - even in human form, you will retain some obvious wolf feature, ie bushy tail, wolf ears
-humanity: you can retain your mind and personality while transformed - your human form is weaker and slower to heal than other werewolves
-perceptive: you can retain the wolf's exceptional sense of smell in human form and therefore identify even disguised cambions - you will also retain some obvious wolf feature, ie bushy tail, wolf ears
Restrictions: As demonic creatures, they are sensitive to holy symbols wielded by a person of true faith; wounds inflicted by silver weapons are fatal or slow to heal; transformations are exhausting - you will require time to recover; werewolves will age quickly and be well-worn
Special appearance: Eye color must remain consistent in both forms; wolf form may be a demonic man-wolf hybrid or a four-legged demonic wolf creature
Cambion
The offspring of a demon and a human.
Cost: 350 credits
Acceptance: Not accepted in the city.
Abilities: Major and minor wounds will heal within four days; proficiency with minor illusions (small sounds and flashes of light - may disguise self as human for a few hours); resistance to disease and aging (very long-lived); mostly immune to holy symbols (may cause minor discomfort)
Additional abilities (75 credits each, choose no more than two):
-teleportation - you can travel short distances by slipping from Earth to Hell and back again - thoroughly exhausting, can only be performed once per week at most
-telekinesis - you have minor telekinetic abilities (lift no more than ten pounds)
-illusionist - you may create more elaborate illusions for longer periods of time
OR
Inherited abilities (150 credits each, choose only one):
-child of a succubus: you have extraordinary beauty - it can be difficult to pass for human, even with illusions
-child of an elemental: you have minor control over fire - you may create sparks, walk through fire without burning your skin, but you have a paralyzing fear of large bodies of water
-child of a gorgon: you have an affinity for snakes, poison, and basilisks (though you may not command them) - if you look in a mirror, you will turn to stone (you may not turn other characters to stone)
-child of an archdemon: you may command minor demonic creatures, such as hellhounds - angels and nephilim will sense you from a distance and seek to kill you
-humanity: you take after your human mother and were raised by her family - is it easy for you to pass for human and you may wield holy symbols against other demonic creatures, but minor demonic creatures (also transformed werewolves) will seek to kill you on sight
Restrictions: They may not cross a threshold without permission; Entering a holy dwelling strips them of any additional abilities and inherited abilities (except humanity)
Special appearance: Must have at least one demonic feature: vestigial wings (small - cannot provide flight), horns, crimson skin, golden eyes, forked tail, forked tongue, fangs, etc.
Other: Archdemons are fallen angels - succubi, elementals, and gorgons (among others) are minor demons, created by and led by the archdemons. Hellhounds, imps (human children warped by demons), and basilisks (large dragon-like creatures with the abilities to turn living creatures to stone) will not harm a cambion unless provoked.
Nephilim
The offspring of an angel and a human woman, who may or may not die in childbirth.
Cost: 400 credits
Acceptance: Accepted by Neutralists. Somewhat accepted by Nikephoros and Totum. Not accepted by Than and Inferus.
(The acceptance of Nephilim varies. Because the angels did not help humanity rebuild, many people feel resentment toward them. As such, the offspring of angels are not always accepted. Neutralists allow Nephilim to live in the Roerich district. No other clan allows Nephilim to live with them.)
Abilities: Major and minor wounds heal within two days (unless inflicted by demonic creatures); proficiency with languages - they may communicate with any living creatures, even demonic ones (animals and minor demonic creatures are not coherent speakers); resistance to disease and aging (very long-lived); may sense the presence of any demonic creature within roughly twenty feet; may sense the presence of an actual demon or the cambion offspring of an archdemon from an even greater distance
-Additional abilities (100 credits each, choose only one):
-holy touch: your touch burns demonic creatures - demonic creatures will be able to sense your presence
-healing touch: your touch heals major and minor (though not fatal) wounds - you heal much more slowly than most nephilim
-heroes of old: you are stronger and faster than humans - you are very tall and cannot be mistaken for human
-wrath of God: you can summon flashes of holy light that will kill any demonic creature in your presence (except cambions, though they will be weakened) - this is very painful for you and will permanently blind any human nearby, may not be used more than once per month
OR
-Special ability (200 credits):
-winged one: you have seven-foot long feathered wings - you can fly, but only for a very short time and only very awkwardly - you can never hide your wings from anyone
Restrictions: wounds inflicted by demonic creatures heal slowly; they have trouble seeing in the dark and are happiest during the day
Special appearance: their hair tends to glow in sunlight - otherwise, they appear human