A World Of Covens, Courts And Packs ~Supernatural rp in modern day LGBT Freindly

Started by CurvyKitten, July 27, 2015, 03:10:07 PM

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CurvyKitten

Current GMs: Curvykitten, and Vampyre Valkyrie

Accreditation to Aysande for creating the start of the great game and the information she provided to help build it. Her contributions still live on as we expand and evolve the game to be even more amazing for and with you all. Thanks Aysande :)



Thread Content



Application Form


Change all that is written in red and don't forget to add the picture in the code. Do not change anything on any line containing a = as it is part of the Wiki coding. Please include the bottom line of sheet with the wiki labels as well.

When you are done, send the application to the BOTH GM's Curvykitten and Vampyre Valkyrie



Face Claim Thread, Please check here before picking your face claim to make sure it isn't already taken.

Fae Application               

== Fae Bio ==

Human appearance and Fae appearance if needed for that subtype.
=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Fae Race ===
Type of Fae
=== Fae Court ===
Seelie or Unseelie
=== Age ===
Over 18
=== Claimed ===
Leave empty if not created for a specific partner
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc., both in fae form and in their glamoured human form
=== Eyes ===
Eye color, both in fae form and in their glamoured human form
=== Height ===
Character height, both in fae form and in their glamoured human form
=== Appearance ===
A paragraph of 5-6 sentences minimum, both in fae form and in their glamoured human form 
===Face Claim===
Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum and one paragraph is needed for every 100 years of the character's life. No characters over 1000 are currently allowed. Something about your fae heritage must be here as well. 
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]]]
== Fae Bio ==
[img]http://www4.semo.edu/campuslife/images/Pics/silhouette.gif[/img][img]http://www4.semo.edu/campuslife/images/Pics/silhouette.gif[/img]
Human appearance and Fae appearance if needed for that subtype.
=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Fae Race ===
Type of Fae
=== Fae Court ===
Seelie or Unseelie
=== Age ===
Over 18
=== Claimed ===
Leave empty if not created for a specific partner
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc., both in fae form and in their glamoured human form
=== Eyes ===
Eye color, both in fae form and in their glamoured human form
=== Height ===
Character height, both in fae form and in their glamoured human form
=== Appearance ===
A paragraph of 5-6 sentences minimum, both in fae form and in their glamoured human form
===Face Claim===
[b]Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum and one paragraph is needed for every 100 years of the character's life. No characters over 1000 are currently allowed. Something about your fae heritage must be here as well.
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]

Human Application         

== Human Bio ==

=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18
=== Claimed By===
Leave empty if not created for a specific partner
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum 
===Face Claim===
Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]
== Human Bio ==
[img]URL of Image[/img]
=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18
=== Claimed By===
Leave empty if not created for a specific partner
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum 
===Face Claim===
[b]Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]

Shapeshifter Application
== Shapeshifter Bio ==

=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18( born live up 500 years old bitten live up to 500)
=== Animal ===
Animal the character shifts into
=== Claimed By===
Leave empty if not created for a specific Witch
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum, plus a paragraph for animal description(images accepted for the animal rather than a description 
===Face Claim===
Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum on solid paragraph for every 100 years lived.
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]
== Shapeshifter Bio ==
[img]http://www4.semo.edu/campuslife/images/Pics/silhouette.gif[/img]
=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18 ( born live up 500 years old bitten live up to 500)
=== Animal ===
Animal the character shifts into
=== Claimed By===
Leave empty if not created for a specific Witch
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum, plus a paragraph for animal description(images accepted for the animal rather than a description
===Face Claim===
Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum one solid paragraph for every 100 years lived
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]

Vampire Application       

== Vampire Bio ==

=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18. Write age, and the age they appear to be
=== Claimed Doll===
Leave empty if not created for a specific partner
=== Dark Gift ===
Dark gift (1 if less than 1000 years old, 2 if more)
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum
===Face Claim===
Name of model or actor you are using to represent your character. 
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum, but one paragraph of at least 100 words is expected for every century lived. No characters over the age of 1000.
[[Category:Vampire and Blood dolls]][[Category: Alaska, California, London, Louisiana, Vermont or Drifter Coven]]
== Vampire Bio ==
[img]http://www4.semo.edu/campuslife/images/Pics/silhouette.gif[/img]
=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18. Write age, and the age they appear to be
=== Claimed Doll===
Leave empty if not created for a specific partner
=== Dark Gift ===
Dark gift (1 if less than 1000 years old, 2  they have read 1000)
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum
===Face Claim===
Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum and one paragraph is needed for every 100 years of the character's life. No characters over 1000 are currently allowed.
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]

Witch Application           

== Witch Bio ==

=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18, max around 300
=== Coven ===
State location
===Style===
Wiccan, Voodoo, Shaman, Druid, Techno pagan
=== Experience ===
Beginner 2 spells/potions, Intermediate 5/potions spells, Expert 8 spells/potions, Mastery all ten spells/potions (mastery takes hundreds of years and can be no younger than 200) The potions choice does take up one of your chosen spell slots as a skill. So if your a beginner and choice it you only get one other spells, but you do get two potions.
=== Focus ===
A talisman without which a witch cannot practice. Another witch's talisman is useless. Description or picture required.
===Known spells/Potions===
Pick what spells and potions you know according to your experience level
=== Claimed Familiar ===
Leave empty if not created for a specific partner
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum 
===Face Claim===
Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum at least one solid paragraph for every hundred years
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]

== Witch Bio ==
[img]http://www4.semo.edu/campuslife/images/Pics/silhouette.gif[/img]
=== Name ===
Full Character name, nicknames too if desired
=== Player ===
E. name
=== Age ===
Over 18, max around 300
=== Coven ===
State location
===Style===
Old school, Voodoo, Shaman, Druid, Techno pagan
=== Experience ===

=== Focus ===
A talisman without which a witch cannot practice. Another witch's talisman is useless. Description or picture required.
===Known spells/Potions===
Pick what spells and potions you know according to your experience level
=== Claimed Familiar ===
Leave empty if not created for a specific partner
=== Orientation ===
Open to all Orientation
=== Hair ===
Color, type, length, style, etc.
=== Eyes ===
Eye color
=== Height ===
Character height
=== Appearance ===
A paragraph of 5-6 sentences minimum
===Face Claim===
Name of model or actor you are using to represent your character.
=== Personality ===
A paragraph of 5-6 sentences minimum
=== Ons & Offs ===
Ons & Offs The link to yours and/or those specific to the character
== History ==
3 paragraph minimum at least one solid paragraph for every hundred years
[[Location: Alaska, California, London, Louisiana, Vermont or Drifter]]



1. Setting, Rules, FAQs


Background


Unsuspecting to most of its seven billion inhabitant, the planet Earth has a population of beings that are not entirely human. Some of them are not human at all. The secret is well-kept, people are in key positions to keep it from being spread. Times and times again, throughout history the humans have proved that they cannot deal with the difference as a mass. The sheep mentality kicks in, and the supernatural beings are hunted. Crusades, Inquisition, Witch hunts...

As the New World began to grow, Supernatural beings crossed the ocean. A new territory meant an opportunity to do things differently.  Those who were adventurous enough to cross the ocean were daring enough to break off the chains of age-old traditions and forge new ones. They contributed to shaping the new countries, and set down the roots for a peaceful coexistence between each other and with the human, mortal world.

Vampires set up Covens ruling over a state and keeping its vampire population in line by claiming humans and sometimes other supernatural creatures as their blood doll, their willing blood providers. Shifters lived quietly among humans, setting up packs. Witches set up covens, and if not for a few mishaps during the big hype about witch trials where as many innocents were burned as witches were, they remained mostly unknown. Fae, like Vampires, masquerade as humans but keep their own to a strict set of rules.[/justify]


Game Rules





  • A minimum of 2 full paragraphs are expected per IC posts
  • Use the header in each IC posts.  You may add to it but not remove it.
  • Respect the image size for the header: 150px by 200px, if needed ask a GM.
  • Tell the GM of the area if your character changes species or claim status.
  • Time is fluid; you may engage in more than one scene, as long as they don't happen simultaneously.
  • Keep drama out of the OOC. If there is an issue, bring it to the GM by PM


Game FAQ



1. Can I create a human that is oblivious to the existence of the supernatural?
Yes, you definitely can.  However, do not expect a GM to introduce your character to the world. We used to do it, until we realized that it was all the GM were doing.  While it is a novelty to you, it gets very repetitive to the GMs.

2. What is a sandbox game? Do you use a system?
A sandbox game is a game where the players come up with their own plot within a set of locations offered by the threads.  There is no system because this is not a battle-focused game. It is focused on social interactions between characters, be it public or private.

3. I am not interested by ownership, or a master/slave relationship. Could I still fit in?
Relationships are covering a broad range here. Vampires Claim dolls, Fae mark humans, Shifters pick mates, Witch's have familiar's but that does not dictate how said pairing has to be. Example: Yes, Vampires "claim" their dolls but it is more possessiveness than ownership; it is simply to ensure that no other vampire will drink from the doll and possibly drain the mortal human or turn them.  It is a protection. However, if the players decide to make it a complete ownership, it is up to them. Relationships can range from Master/slave to Dominant/submissive, to vanilla (equals) whatever the players feel comfortable writing.

4. I play non-binary and/or LGTBQA kind of characters, are they accepted?
Definitely. The game has always been mostly straight characters and straight relationships, but it is due to players preferences not due to game limits.


5. Are Vampires and Shapeshifters in a conflict?
No.  All the species are living in a relatively live and let live kind of peace. Leaders of every groups write and enforce the inter-species laws and treaties as well as mediate grievances between species.

6. Can I create a 2000+ year old vampire?
As of right now we have a cut of 1000 years, there you are already able to get a second power and stand the sun for a time. Though upon showing your not only going to stick around, but also respect the setting and ideals of the game we will consider it on a case by case bases as a possible reward for our dedicated players :) Besides this game is not about power, its about the interaction between species.

7. Can I write a bullet point list for my character's history?
No.  You history is showing us your ability to write the character you are submitted. Please submit it with the required amount of paragraph.

8. Can I write Dracula?
No. Create your own character.

9. Can I inspire my character from a historical character?
Not a main historical figure that played an important, history-altering role. 

10.  The race I want to play isn't available. What can I do?
Currently we have a set race selection, all available types are listed. But this still gives you several options between all the different types of supernaturals we have.

CurvyKitten

Types Available for Play - Human, Fae, Shapeshifter

Human
Human Information
This is the world of 2013, so it is Earth as we know it today for most of them, with the same laws and same government, etc.


Interaction With Other Species



Fae
Some human children are stolen from their parents and raised to serve the Fae

Shapeshifter
Often companions to the Shapeshifters, the relationship between the humans in the know and the shapeshifter are generally harmonious, with a few exceptions.
  • A human that betrays the secret of the shapeshifter might find themselves facing death, or being transformed into the species they betrayed.

    Vampires
    Since the vampire covens have come into existence they have been taking in humans with varying levels of control and freedoms allowed. In exchange they offer  them protection, food, clothing, shelter anything said human may need with no threat to their health. The humans give their blood in exchange for these amenities. Blood dolls, as they are called, can be claimed by one vampire who has grown fond of the human whether it is the blood, the body or the mind that pulls to the predator. Being claimed means that no other vampire may require their services, unless the doll's vampire agrees first.
  • Vampires are a myth, a thing of movies and stories until they aren't
  • Humans who are willingly giving blood are called blood dolls
  • Blood dolls are a part of a coven and subject to their laws and customs.

    Witches
    If we excludes the Witch Hunts, Witches and Humans coexist peacefully the latter blissfully unaware that the former exists with real power.




Fae
Fae Information
The Fae are supernatural creatures that have existed secretly alongside unsuspecting humans for thousands of years, closely resembling them. There are a myriad of species within the Fae universe. Most species seem to be similar in appearance to, and of the same intelligence as, humans.

The Fae have strict sets of laws and rules of behavior which enable them to stay hidden in plain sight. The majority of the Fae population are typically humanoid by appearance. Those who do not appear closely human have Glamouring abilities to hide their Fae aspects. Fae have infiltrated the human world and live as imitation humans. Even among their own kind, Fae tend to converse using the dominant human language(s) of their region.

All Fae appear to be physically strong(within their species limits) and extremely long-lived compared to humans; however, they are not immortal. They can be killed or commit suicide. Young Fae age and develop at nearly the same rate as humans until puberty, after which they become physically matured and thus no longer age as humans would.


Strength


  • Languages: The fae can understand and speak any language, at any time. Even one they’ve never heard before.

  • Detecting Their Own: When coming across a person that is fae-blooded, the fae know it. Plain and simple. What’s more – they know if coming across one of their own descendants.

  • Glamour: They have the ability to glamour themselves. What’s more, fae can also see through existing glamours. There’s no fooling the fae! They will see through any glamour.

  • Mark of the Fae: Faeries have an ability to mark any human (or humanoid creature) as faerie-friend or faerie-enemy. This mark is invisible to all but the fae, and is not something that should be given lightly. In the days before the gates were locked, the mark of friend was given to those who did a great service to the fae – such as saving one’s life. It meant that other fae would bring them no harm.

  • The ‘mark’ of every fae is unique. Upon seeing a marked creature, a fae will know who exactly marked them, their court, and why and when the mark was made. Fae are bound to respect marks made only by their court. A human marked as friend by a Seelie fae may still be seen as an enemy to the Unseelie, and vice versa.

  • Longevity: Fae have exceptionally long lives. After the age of adult hood 18-20 they slow their aging to 1 year for every 20. They can live for a centuries but that is exceedingly rare due to the changing world.


    Weaknesses


  • Iron: This will always be the #1 fae weakness. Fae react to iron the same way that weres react to silver. It burns and scars them, and if trace amounts are ingested (say, through a water source), it poisons them. Additionally, if bound in irons, a fae is incapable of channeling any magic, or even using glamour. It renders them entirely helpless.

  • The Fair Folk: Faeries are often referred to as ‘the fair folk’. It may surprise you just how true this is. Every fae, regardless of affiliation, is incapable of breaking a deal. If a bargain is made with a fae, they must hold up their end of it, with no exceptions. This includes bets! Fae love to gamble, and it’s great fun to take a chance, but they are incapable of welshing out – unless they can find a loophole.

  • Words, promises, and oaths are binding to the faeries. They have to make good on their own promises, but also make sure that an involved human does the same. Combined with their way around words, they can often snare an unsuspecting mortal with a bargain or even an accidental promise..

    Social Structure



    The fae are grouped in two great political entities,Seelie and Unseelie. Both Courts have their territories in the area they have chosen to call home. Each Court is governed by an elder that report to the chosen Queen(or the rare king)that serves on the council of supernaturals for that area.

    Courts
    The Seelie and Unseelie Courts are the two courts who historically ruled the fae, and which still exists among modern society. All Changelings have seelie and unseelie aspects,but each individual is ruled by one and embraces the way of life of the corresponding Court.

    Seelie
    While often characterised by outsiders and even inexperienced fae as the "good" court, the Seelie Court is really defined by the virtues of honor and love. While this would seem to fit in with notions of "good", knightly chivalry may conflict with the morals of the modern world and the fae idea of courtly love is sometimes much removed from the reality faced by mortals. In many ways, the Seelie Code is rooted in martial traditions and the mostly forgotten dreams of the medieval world.

    Seelie code

  • Death Before Dishonor: A member of the Seelie Court would protect his or her honor to the death. Honor was the single source of glory for the Seelie, the only way to attain recognition. A true Seelie would rather have died than live with personal dishonor, and would never bring dishonor to another of the Seelie.

  • Love Conquers All: For the Seelie, love was the perfect expression of the soul. It transcended all other things. Though romantic love was considered to be the highest and purest form of love, platonic love was also encouraged.

  • Beauty is Life: Beauty was one of the first tenants of the Seelie Court. To belong, a faery had to be beautiful, and all beauty was to be protected. The Seelie were known to go to war to protect beauty, whether it was a beautiful person, place, or thing.

  • Never Forget a Debt: This tenant worked in two ways. The Seelie were bound by their code of honor to repay any debt owed as soon as was possible. This included both favors and insults. The Seelie would repay a favor in a timely fashion. At the same time, they would exact vengeance almost immediately.


    Unseelie
    Many Seelie Changelings and students of the fae see the Unseelie Court as somehow evil, but this description is far too simple. Unseelie Changelings embrace change and sneer at tradition, seeing no special tie to their past or, indeed, to the Dreaming, which seems to have forsaken all Changelings. The Unseelie way is passionate and pragmatic, satisfying desire and need alike; the Unseelie deny themselves nothing.

    Unseelie code

  • Change is Good: The Unseelie firmly believed that security was an illusion. They considered chaos to be the ruling force in the universe, and accepted that they had to adapt and change to survive.

  • Glamour is Free: Both the Seelie and Unseelie possessed its power. However, the two Courts had differing opinions over its use. The Unseelie believed that to have power and not to use it was near to sin. They used their power for whatever they saw fit.

  • Honor is a Lie: The Unseelie placed no stock in the ideals of honor. Instead, they pursued their own self-interests vigorously. The Unseelie felt as if truth could be only be reach through a devotion to self, not a devotion to others. Though should they find themselves in a deal they have made, they are still bound to it.

  • Passion Before Duty: Passion was considered to be the truest state of being. The Unseelie acted without thought on pure instinct and passion.


    Interaction With Other Species



    Human
    Most Fae despise humans and they are generally ignored by both clans except as property, pets, and slaves – Seelie Fae take what they need to sustain themselves, while Unseelie Fae are more likely to kill for pleasure as well. The Seelie Fae generally ignore any crimes that the Unseelie Fae might commit against humans. Unless it breaks the rules of not exposing ones self to the human world. Either side will quickly react to this and make sure the risk of exposure is taken care of. Despite this, Fae parents send their children to human schools to ensure that they can learn to interact with humans.

    Shapeshifter
    The Fae and Shapeshifters seemed to have a pleasant history of getting along. There have been a few encounters with feral shapeshifters or wild Fae, but they are rumors and stories in the wind. Today they they have an appreciation for one another. Their bite can not change a Fae though, to them its nothing but an animal bite.

    Vampire
    There is a tension between Fae and Vampire, but a treaty was signed so that the North American and European soil be kept peaceful. Before the discovery of the Americas, there was an age old feud between Vampire and Fae that caused fatalities on both sides. Some old Fae will remember those, and the rumor of how some of the oldest vampires were force-fed Fae blood, turned weak and human, then killed. No one even remembers what started the feud, but most of those over 500 years old would remember the fighting or rumors of them. They can not be turned into vampires, their bite nothing more than that. Though they can still be drained of all their blood and killed.

    Witch

    Tricky humans indeed, they seem to have a touch of magic in them so the Fae accept that they exist. But there are those that still see them as humans and should be watched. It is rumored that in ancient times a human bred with a Fae and allowed them to obtain their magic. It is just rumor of course, a way for the Fae to explain and accept the witch's for what they are. Magical beings that work with the will of nature around them.


    Races



    Mermaids Information
    Appearance: A mermaid is an aquatic creature with the face and upper body of a man or woman and the tail of a large fish. The average mermaid has long, silky hair, flawless skin flecked with scales and webbed hands. Instead of legs, mermaids have long, fish-like tails.

    Mermaids strongly resemble human men and woman of different nationalities, only much more beautiful. They are usually tall and willowy. Their skin is pearly and can range in color from snow white to a deep tan as well as a wide range in between. Mermaid hair is long, silky and lighter than human hair. Their hair can be red, blonde, brown, auburn or black.

    A mermaid's tail is long, slim, flexible as a whip and covered in shimmering scales. Mermaid scales shine like liquid pearl and silver and come in many different hues. Their silvery fish tails end in large semi-transparent flukes that are similar in shape to a dolphin's fins.

    Their fish like traits, webbed fingers, gills, tale all vanish when on land. But will return the moment that are fully emerged in water.

    Social Behavior: The Mermaids, also known as The Merfolk, are an extremely rare race of Fae sea creatures. Due to the fact that they are able to live eternities at Sea, there are very few races who know what mermaids are truly like.

    Mermaids can spend their entire lives exploring the wonders of the Seas and love being free in the ocean. When a Mermaid gets lonely, her heart will warm up and then she will become curious about the world ashore, when a mermaid is heartbroken her heart will  turn cold again if she lets it, as she is feeling betrayed and disappointed so she will naturally feel drawn back to the sea as their powers are not really gone, they were only temporarily inactive. Some remain on land, but all keep the waters close by in some way.

    As creatures of the sea, mermaids are dependent on water for survival. The longer a mermaid is away from the sea or any other source of water, the weaker she will become. Staying on land to long will cause a mermaid's feet to hurt. This is described as walking on broken glass. If she still does not return to the water, her whole body will feel like lead.

    Abilities:
    • Animal Empathy: The power to understand and communicate with animals. This power enables mermaids to detect dolphin and whale echolocation, tell how old or what gender a fish is and tell if an animal is dangerous or not. Fish are often attracted to mermaids and will sometimes gather around them.

    • Limited shape-shifting: The power that allows mermaids to become human and live on land for a period of time. Mermaids can only gain this power if they strike a bargain with a sea hag.

    • Unlimited Water Breathing: Mermaids can easily breathe and talk in any body of water or liquid. They can also, for a short period of time, give land dwellers the power to breathe underwater. A mermaid's kiss can protect a person from drowning.

    • Ocean Sensing: Mermaids can sense the presence of danger or magic in the water and can sense slight changes in the water from a mile away such as oil or blood being spilled. A mermaid's senses increase when she is submerged in any body of water.

    • Mermaids also fear fire as it can cause them to dry out rapidly. Mermaids avoid fire since it will dry them up, making them weaker. Gradually, a mermaid will become so weak, she will have to return to the water to replenish herself.




    Nymph
    Appearance: Appear human, aspects of their element tend to influence their appearance and style. Nymphs take the appearance of young, very beautiful, woman and on rare occasion men. They tend to be of lighter more lithe frames, woman curvy and alluring, men lean and agile.

    Social Behavior: Nymphs are magical beings that are the personification of nature. As such, they share a deep connection to nature, plants, animals and the earth itself. Nymphs are long lived and spend their lifetimes in the wild protecting nature though some have moved into the cities with humans they remain close to their cause and their element in some way.

    Nymphs desire freedom above all else and spent their lives in the wild nature. Being in cities or away from the forest makes them feel 'suffocated' and cut off from where they belong. Due to this those within the cities normally have an oasis of sorts, a retreat where they can feel connected to nature.

    Abilities:
    Nymphs pull from one key element, either: fire, water, earth, or wind. Their abilities are as follow.

    • All nymphs have a natural affinity to animals, as they are part of nature themselves. So they are able to communicate and get along with them rather easily.

    • Fire- Can become living flame, can control fire, is never burned by fire. They do however have difficulty using their ability when emerged in water or in lack of oxygen to feed the flames.

    • Water- Can control water, can become/merge with water around them, never has to worry about drowning as they can breath under water. They have to stay hydrated, if they become to dehydrated it weakens them and makes them feel sick.

    • Earth-Can control plant life, can merge into trees or camouflage into the nature around them, and when able to touch the earth they will never become lost. Cities make them feel detached, connect so they know where they are at all times. Most Earth Nymphs that live in cities have some form of natural retreat.

    • Air- Can control the wind, have a limited flight or float ability, when they pass away it is said their souls become the wind. So when a loved one feels it gently wash over them it is believed to be a blessing. These nypmh's tend to be more unpredictable, the easily changeable nature of winds seems to a part of them as well.




    Fury
    Appearance: They appear human, and very in nationalities after years of exploring. Their eyes do glow bright red when using their abilities though.

    Social Behavior: Furies were and some still are the ones used to  punish Fae who disobey the rules of the Fae World. And it is known that they always have siblings. When they lose a sibling they feel the pain of their death and are lost to a fit of madness until the grief passes. Some have been known to remain lost with nothing there to bring them back anymore.

    Abilities:

    • Insanity caused by a Fury intensifies until the victim dies. A Fury requires eye contact in order to use her powers, but once a Fury has "inflicted" her victim with insanity there is no known way of stopping it. This applies also to themselves, as even the reflection of their own gaze can drive them mad. When a Fury activates her power, her eyes glow red.




    Luck Fae
    Appearance: They appear human, and very in nationalities after years of exploring.

    Social Behavior: Luck Fae tend to be solitary creatures, looking to make their own luck. Some have taken to use their gifts in service to another Fae or in a business of their own. This modern world makes their gifts rather useful.

    Abilities:
    • They have the ability to change a persons luck for the good or the bad.

    • They have the ability to give or take away a persons luck. So don't be surprised if you luck in life suddenly vanishes, or if they are able to remove the bad luck that seems to be following you around.




    Brownies
    Appearance:They appear human, and very in nationalities after years of exploring. Though when upset their eyes tend to turn an eerie black.

    Social Behavior: Brownie's cane be hired to do the housework in return for providing him with all of what that particular Brownie craves. Their tastes vary some enjoy honey, some enjoy sweet mead, some enjoy cereal or cream, but they each have some form of a vice.

    An unappreciated brownie becomes vindictive. The 'employer's' gratitude needs to be shown by stocking honey and similar delectable for the Brownie, who will seemingly happily shop for almost anything else.

    Abilities:
    • Desires/fears: Brownie's have the ability to read what someone wants most when they are in a positive mood, but when their mood shifts it tends to be only to be their fears that they can read.

    • Teleportation: Brownies can teleport from one place to another. But it is limited to being used for a service they are providing. IE Delivering something to a location, getting there to pick up something, clean.....it has to be for 'work'

    • Stealth: Browines has a talent for not being seen until they want to be, living in the locations they work at Browines need to remain out of the way to appear when they are needed again.




    Valkyries
    Appearance:They appear human, and very in nationalities after years of exploring. Though when using their gifts they can be seen with a face which resembles a gaunt skull, or have wings that emerge from the backs. They are by natural selection all female, as no male born to a Valkyrie ever survives long enough to be born.

    Social Behavior: A Valkyrie is a Fae species charged with taking the souls of great warriors, both Fae and human, to Valhalla after their deaths in battle. Ever the warrior they always had great stories told about them and served their purposes well. Now with the modern age they find themselves with less standing or legendary status. Those some still see to escorting the dead, most have found fulfillment in one way or another. Normally in occupations or hobbies that take a great deal of courage and skill.

    Abilities:

    • Doubt/Fear Valkyries have the power to create doubt, confusion, and intimidation in their opponents. When using the power of confusion the Valkyrie's true form is seen, which resembles a gaunt skull. Doubt is easier to cause than fear in their enemies. Doubt is easier and requires less energy than fear and the more people they try to use their ability on at a time, the faster it drains them of their own energy.

    • Healing: They don't heal right before your eyes, but they do heal faster than normal. Minor cuts will heal in hours and major cuts/breaks will heal in days instead of weeks but they are not immune to mortal blows and even their quick healing won't save them from bleeding out or a killing blow.

    • Flight: Valkyries have wings that can be brought forth from their backs. They used to be able to fly freely due to the lore that surrounded them. But due to modern times and the laws of keeping the Fae a secret they do not get to use this ability as often.

    • Reaping: They can and on occasion still do collect souls from human and supernatural beings alike. So long as their deaths were valiant they can escort/be with them as they pass into the afterlife.




    Muse
    Appearance: They appear human, and very in nationalities after years of exploring. Though they most often are beautiful or handsome, and have an air of charm and allure around them.

    Social Behavior: Muses are not meant to stay in one place for very long, as their continued presence causes passion and inspiration to rise to an uncontrollable boiling point. Though some have learned to use their gifts in a way that help prevent such build up. Mainly by not seeing those they are inspiring on a daily bases. Some have gone as far as using a occupation such as agent or PR person to use their gifts in limited quantities to prevent burning someone out. Granted there are those muses that chose to push or overwhelm the person they are inspiring and cause them to burn out incredibly quickly.

    Abilities:

    • Inspiration:The user can inspire people and help develop ideas that they would not otherwise had, or simply make inspiration easier to spare their efforts to find their own inspiration. This gift is not limited inspiration related to art.

    • Invisibility: The ability to be invisible to other beings. Muses cannot control this power, as they are invisible to all except other angelic beings or those that have cast a spell to see them.

    • Intangibility: The ability to exist in a non-physical form and move through solid objects.




    Alkonost
    Appearance:They appear human, and very in nationalities after years of exploring. though they tend to be light and almost delicate looking due to their supposed origin in relation to a bird like Fae.

    Social Behavior: Alkonost tend to enjoy the spot light, and many can be found in different area's of entertainment or public speaking occupations.

    Abilities:

    • Memory recall:Alkonost are able to use their voice to have their target audience recall memories. These memories come into full focus as if living them again.

    • Forgetting: Alkonost have the ability to sing so beautifully that all who hear forget everything else and pause to listen to the music. Entire battles have come to a halt because of her singing. This ability can be used when focused to cause a person to forget a certain memory.

    • Play the body like a song: Alkonost can bring forth pain in those that hear her voice, even so far as pushing them towards death. But with a great deal of training they can learn to make this gift something more positive, and all together interesting. Alkonost are able to sing and evoke certain physical responses within their audience’s bodies. (IE becoming aroused, inducing the bodies healing factor (speeding it up)feeling that state of panic within your body, the physical reactions to certain emotions) Though with a person of strong will this can be difficult, and will soon begin to fade once they Alkonost stops singing or speaking.




    Sidhe


    Appearance:The Sidhe are often tall, often slim and always good-looking, however they appear. They're never really conventionally attractive but always exceeding beautiful even with some strange traits (strange color eyes, or exceedingly long hair...). They're striking, and memorable with it. They seem to always be immaculately groomed, and they always smells good without ever using product. And can be of any nationality due to their wide spread travels.

    Social Behavior:
    It is not uncommon to see a Sidhe in a place of power or good standing. They seemed to have an air of confidence around them. Most Sidhe embrace the human world, seeing it as a new step in life with countless opportunities that were not offered in the past. Sidhe take on varying occupations from, political, to fame, even using their looks and gifts to simply attach or use a wealthy mortal. What ever they decide they are most always successful.

    Abilities:

    • Majesty:Awe magnifies the Sidhe’s presence in the eyes of others, making they seem cool, hot, and in general the kind of person with their very own spotlight. The targeted being can also be made to feel deep jealousy over the Sidhe’s attention and desperation for Their favor.

    • Exceedingly almost unnatural Grace and Agility: Sidhe with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort. And always seem to land on their feet, or learn the steps to anything rather quickly. This ability can take them beyond the human level of agility and seem almost super human with their reflexes agility.




    Trolls
    Appearance: Trolls tend to run on the large side of things. Exceeding average heights by feet sometimes. Even the shorter trolls tend to be rather stocky. Though Female trolls tend to take this to either a female body builder way or in a more voluptuous way (though the more voluptuous ones tend to be called by their nickname...trollops.) Their attire tends to be casual and comfy, and scars are not something to be ashamed off.

    Social Behavior:
    Trolls have always been the heavy hitters of the Fae world. Front line fighters not afraid to get right in the thick of it, or the re-builder of cities after they have been torn down. Stronger than most they used that to their advantage in whatever they chose to do. Modern day trolls tend to be athletes, construction workers, soldiers, firefighters, cops, anything that their size or abilities can be utilized. Though there is always that exception to the rule, as Trolls have now realized they have more opportunists open to them within this modern world.

    Abilities:

    • Enhanced strength:Users have incredible ability to defy weight limitations of beings, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

    • Tough Skin:The user is capable of hardening their skin, increasing their defensive and/or offensive capabilities. Trolls skin can become hard enough to resist gun fire or being stabbed.

    • Environmental Adaptation: User is able to survive and adapt to any natural environment, being able to tolerate wide range of temperatures and levels of moisture, any amount/quality of sustenance, breathable medium, etc. with little or no discomfort.




    Satyr
    Appearance:Satyrs are lean and furry. Men and women alike sport longer hair. Their strong, fur-covered legs resemble goat legs, complete with hooves at the end. Small horns protrude from their foreheads. Given their passionate nature, they are sensual beings without restraint. The clothes they do wear are durable and easily removed. Their goat legs allow them to run faster and jump higher than any human as well.

    Social Behavior: Satyrs are both wise and horny. They enjoy food, wine, philosophy, and the throws of lust. Passionate to the end, they dive wholeheartedly into all they do, which mostly includes wine and parties. There are those who satiate their desires through the pursuit of knowledge, and indeed the Satyrs can be some of the most intelligent of the Fae with their debates, poetry, and music. However, theory gets old after awhile, and even the most scholarly Satyr eventually gets embroiled with some practice. Strong, uninhibited, and charismatic, the goats live life freely, engage in love freely, and trade intellect and wit freely. They have an affinity with the Fae realm.

    Satyrs can be a clannish sort; they are normally involved with groups called Tragos, which are often extended families. While lovers come and go, Tragos stay the course, and often provide support and shelter in times of need. When a Satyr dies, his or her Trago holds an immense wake complete with mourning and frenzied dancing and music.

    Music is a popular pursuit for Satyrs. As such, many peruse careers related to music. Clubs, pubs, bars, and breweries are also potent attracts to the goats. With their store of impressive stamina, jobs requiring hearty individuals also fit Satyrs nicely.

    Abilities:

    • Gift of Pan Dionysian revelry is high ritual to these fae. Singing, music, and dance can be used to stir fae and mortals alike to the height of carnal passion. Most end up swept away by hidden desires and the activity of the evening.

    • Physical Prowess  The user possesses seemingly limitless physical energy, stamina and vitality, is essentially untiring and can keep working, fighting, making love, etc. Where a normal man can go for hours and Satyr can go for days. This ability also allows them to run or recover after very little sleep.

    • Gut Instincts: When you've got a direct line into the more primal of your instincts, you benefit from the ability to act without thinking first. In certain situations, this instinctiveness can be a very good thing. You may not always know why you are doing what you are, but once the dust has cleared, you realize it was the correct move




    Banshee
    Appearance: They appear human, and very in nationalities after years of exploring. During their trances their eyes become clouded and unable to see anything but the vision playing within their mind.

    Social Behavior:
    A banshee wails nearby when someone is about to die. There are families who are believed to have banshees attached to them, and whose cries herald the death of a member of that family. The banshee might appear before the death and warn the family by wailing. When several banshees appeared at once, it indicated the death of someone great or holy. So to this day their wails are never ignored as they were never wrong about the death that was to come.

    Abilities:

    • Deaths call:The Banshee wailing is a reflex they cannot control. Who the banshee wailed for rests in their subconscious mind and to reveal the name it must enter into a trance.

    • Deaths knowledge: Upon inducing a trace the Banshee can access the knowledge of the death they wailed about. Depending how long and how far under the trance they go they can see, who is to die and how they die as well. These trances can be induced but a few different means, some Banshee simulate drowning, some take drugs, some meditate (though without training this method is exceedingly hard and time consuming)and a few other means.

    • Sonic scream: The power to emit highly enhanced destructive and deafening scream of a high amplitude. Limited to the amount of time that the banshee can scream for.



Shapeshifter
Shapeshifter Information
The legend has it that the first shapeshifters were created by a witch who felt that she needed protection over two thousand years ago. She had created a single one, made sturdy enough to live as long as she, and yet sturdier so that it could withstand the hardships that being a witch's familiar was. Her spell was taken by her coven, each witch creating her favorite animal. The knowledge spread, creating over a hundred different species. The witches quickly realized that the spell had limits. Insects, no matter how big, were impossible. Fishes, and mammals living in the sea were also on that list. Animals that were too small killed the target of the spell, and a too big animal exhausted the shapeshifter.

Although limited by the size range, it still encompassed most of the land and swamp animals, mammals or reptiles. After the craze that this spell knew, it was banished by the Council. Experimenting on humans was not to be done. Besides, they had realized by now that the bite of a familiar on a human, bite that broke the flesh, turned the human into a shapeshifter. Quickly, the witches began to try to stop what seemed to have become an infestation and managed. Still to this day, some shapeshifters agree to become a witch's familiar.

Shifters of the same species are guaranteed children of their species. Shifter and human have a 50/50 chance to have a shifter baby, interspecies will have human offsprings. The children will turn for the first time between 15 and 18 years of age. Also, under no circumstances other than madness or an outside source of compulsion will a shifter feel the need to have human flesh for its meal. They are protectors in the core, killers only if needed.

Strength




  • After the age of 20, the shifter grows older one year per decade
  • They live to be about 500 years old (about 70 years old in appearance).
  • Old shifters sense other of his own kind within a few miles (<10)
  • Enhanced senses and physiological attributes based on animal.
  • Stronger, faster, sturdier than humans but not as much as vampires.
  • Regenerates very fast, highly resistant to disease and poison

Weaknesses




  • Silver is bad, in any form. Touching silver for a few seconds causes a
    burn.
  • Woulds caused with silver heal a human speed.
  • Beheading, fire, freezing, massive total injury or severe injury from
    silver-based sources cause death.
  • A turned shifter age faster (2 years per decade, up to about 300).


Social Structure




  • Conform to the organizational structure used by their animal form,
    like wolves will seek an Alpha if they are not one.
  • Pack membership can be mandatory or optional, regardless of species,
    depending on the Alpha and Beta of the area.
  • Should one break the law of secret, the shapeshifters deal with it in an
    expedient manner; be it a beating or death.
  • Outcasts, those who do not wish to attached themselves to any pack
    or territory are Drifters.
  • Beware that outcast are shunned by most packs unless they seek to
    join the ranks.

Interaction With Other Species



Fae
Mostly a friendly relationship, unless the fae proves to be threatening to the shapeshifter's charge
  • Cannot be transformed into a shapeshifter, the bite is nothing more than an animal bite.
    Human
    Friendly, humans are often companions to the shifters.
  • A bite will transform a human into a shifter of the same animal
    Vampire
    Although there had been tension over some age-old traditions of slavery of the shapeshifters by the vampires, they live mostly in peace whether it is on the old continent where shapeshifters are still enslaved or in North America where they have known freedom.
  • Vampires and shapeshifters cannot transform one another.
  • In London, the shapeshifters are marked by a rune that enslaves them to the coven or to their vampire.
    Witch
    Witches have created the shapeshifter for their protection, and while they have forgotten how this spell works, they remember the one that allows them to bind a Shapeshifter to them in a mutually beneficial bond. The witch gains someone to protect them while they are busy, and the shapeshifter gains an increase regeneration rate, becomes stronger and needs even less sleep. The bond allow them a sense of empathy, feeling each other's physical state (Pain, pleasure, well-being, discomfort) but also the sense of the other's whereabouts, like a compass in their mind pointing at the other one.
  • Biting & turning a witch will have them lose their ability to use magic
  • A bond will fill the familiar with a sense of completeness, be fulfilling

    Shifting




    • The shifting process is quick, but the first few times it is painful.
    • Shifting while keeping clothes is possible but requires practice and control.
    • On a full moon, shifting is mandatory and out of control of the human.
    • The day before and after the full moon, the shifter will be agitated,
      feeling the urge to shift, have mood swings, etc.


    Shifting forms



    Human
    They look normal, though still have some of their animal abilities as mentioned above.

    Hybrid
    Still human for the most part, but bearing features of the animal. Eyes, claws, fangs, speech is still possible in this form.

    Wrath
    Humanoid, but strongly laced with the animal's features. It is the fighting form of the shapeshifter with all of its strength at their peak. Claws and fangs become sharp as diamond daggers, skin is as touch as armor. It's the most primal form, very aggressive, though the human mind is still there.

    Animal
    Final form, pure animal in shape and not easy to differentiate from the real animal.  Differences would be minor and most likely things that are available in the wild, such as a big cat having an extra thumb.

    Current Packs



    Vermont
    Pack of wolves
    Alpha: Heather Winters

CurvyKitten

Types Available for Play - Vampire, Witch

Vampire
Vampire Information

Pale in appearance, cold to the touch, they otherwise appear normal to humans. When they show their vampire form, however, they grow fangs, claws and some vampires have their eyes change to become all red, or all black. Any holy symbol bears no effect on vampires, one can even wear a cross against their skin as they would any other jewelry. Upon death, vampires leave no evidence behind but light ashes that the faintest of breeze carries away. A being with a sharp nose, however, would pick up the acrid scent.

When a human is turned, their body die. The transformation happens in a matter of hours and is basically painless. If a woman is pregnant, their child die and her body purges the stillborn. Vampires are unable to procreate. When first turned, the fledgling will share a bond with its Sire that allows one to track the other as if there was a compass in their mind pointing at the other half of the bond. The Sire also sense the Fledgling's thirst and is able to help control it, if the Sire has acquired a good grip on their own feeding. At all time the Sire is responsible for its fledgling and could possibly share its fate should the fledgling break the law.

When turned, the fledgling will acquire what is called a Dark Gift. The dark gift of the Fledgling may or may not be related to the one of their Sire. It will be out of control at first, and the young vampire has to learn to control it. By the age of 1000, the dark gift evolves and a second one appears. It is an offshoot, related to the first one. A telepath may develop empathy or memory manipulation, for example, but not control of fire.

Strength





  • Immortal, they do not age or become ill.
  • The older they are, the stronger they get.
  • Fast, vampires are a blur to the human eye when moving at full speed.
  • Enhanced sense of hearing and smell for tracking.
  • Sleeping is optional
  • Fast regeneration, dependent on their last feeding. The more thirsty they
    are, the less they heal.
  • The bite induces a state of orgasmic bliss caused by the vampire's saliva
    as a means to control their victim.
  • Gains sustenance from blood, but also memories from the bitten.
  • Gains a Dark Gift when turned, and it develops into a second one at
    around 1000 years old.

Weaknesses





  • Under 1000 years old, the sun reduces them to ashes.
  • From 1000 to 2000 years old, the sun causes a rash but the immunity
    builds up.
  • A stake through the heart, beheading, or immolating a vampire kills it.
  • If their neck is broken, a vampire is paralyzed until it is healed.
  • Vampire blood offers no sustenance to another vampire, but does share
    memories just the same.

Social Structure





  • The older the vampire, the more respect should be shown.
  • Vampire live in covens led by two vampires
  • Europe has 1 coven: London
  • North America has 4 covens: Alaska, California, Louisiana, and Vermont
  • Vampires without a coven are called Drifters
  • Law #1:No human may be turned against their will.
  • Law #2:A vampire may not kill another vampire, with the exception made
    for leaders enforcing the law or those that they have chosen as enforcers.
  • Law #3:No human may have knowledge of vampires. They are to be killed,
    taken as a doll, turned, or influenced by a Dark gift

Interaction With Other Species


All of them can be taken as doll, although some are ICly strongly discouraged

Fae
There is a tension between Fae and Vampire, but a treaty was signed so that the North American soil be kept a peaceful one. Before the discovery of the Americas, there was an age old feud between Vampire and Fae that caused fatalities on both sides. Some old vampires will remember those, and the rumor of how some of the oldest vampires were force-fed Fae blood, turned weak and human, then killed. No one even remembers what started the feud, but most of those over 500 years old would remember the fighting or rumors of them.
  • Strong taboo: Fae blood give vampires ability to travel in the sunlight for a few hours.
  • Cannot be turned into a vampire.

    Human
    They are food, but they are also the most likely companions. A human's body is warm and a vampire crave the warmth that its own body has lost.
  • Most traditional source of food, and those willing are called Blood Dolls.
  • Vampire blood heals a human who is not dying.
  • Vampire blood turns a human who is dying.
  • Human can be claimed by a vampire, and a claimed human cannot be touched by another vampire.
    Shapeshifter
    The two species have lived in a tentative harmony ever since the New World came to be. In North America, the shapeshifters are free, not to be enslaved, but in London they are the day guardians of the vampire, enslaved and belonging to the Vampire coven, marked by a dark gift to remain loyal.
  • Drinking Shapeshifter blood sends the senses in overdrive, including lust.
  • Blood has highly addictive properties, like a very strong drug.
  • Cannot be turned into a vampire.
  • Vampire blood helps the regeneration of the shapeshifter
    Witch
    The relationship with the witches is similar to the one with humans, save for the feeding since the witch's blood is poison, tainted by their ability to touch the nexus' energy.
  • Their blood is poison, does not kill them but will make them feel rather ill till the blood is out of their systems. Though the more they ingest the weaker they will feel.
  • Due to the nature of their blood, there will be no vampire-turned witch.


    Dark Gifts


    Huge List Of Pre-Approved Dark Gifts




       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
     
       
       
       
       
       
    GiftDescription

    Ability replicationReplicate one ability at a time through physical contact or proximity
    Adaptive Muscle MemoryReplicate any physical action after seeing it performed
    Age shiftingChange one's own age at will
    Animal ControlControl and communicate with animals
    Animal EmpathyAbility to feel the emotions of the animal kingdom
    Animate DrawingsAt the cost of great energy, makes one's own drawings come alive
    Appearance alterationChange skin, hair and vocal cords to imitate another person
    Astral ProjectionAn "astral body" separate from the physical body and capable of traveling
    outside it.
    Aura ReadingReads emotions or personality in an outer luminous layer
    Bliss and HorrorBrings about feelings of bliss and horror in others
    Calming AuraProject an aura that calms people, make them at ease
    ClairsentiencePerceive the history of an object by seeing it
    ClairvoyanceSee distant people and things
    CompulsionAbility to instill compulsion into other
    Danger SensingAbility to sense danger
    Death SightAbility to see when and how a person will die
    Dream manipulationEnter dreams of others and manipulate them
    Electric ManipulationCreate and direct electrical arcs
    Elemental ManipulationCreate and control the four elements, using minds and hands
    Emotional AmplificationAmplify an someone is feeling
    Emotional SustenanceCan feed off of strong emotions
    Empathic ManipulationControls emotions of others
    EmpathyFeel emotions and physical states of other
    Enhanced MemoryAbsorb and accurately retain great amount of information
    Enhanced Speed/Reflexes four to five times greater than the average vampire
    Fire ManipulationCreate, manipulate and control fire
    FlightAbility to fly
    FreezingFreezes objects by force of will
    Gaea's KissProvokes growth of anything vegetal
    Ghost WalkAbility to become incorporeal, like a ghost
    HealingHeals the human body
    Heat GenerationHeat things
    IllusionAbility to create frighteningly real illusions
    Impenetrable skinSkin not to be penetrated by anything
    Intuitive aptitudeAbility to analyze complex systems and intuitively understand how they
    work without training
    Lie detectionDetect when other lie
    MarkingCan enforce their will upon the person being marked.
    Memory ManipulationChange, erase or create memories in someone else's mind
    Mind Bendingability to implant things in mind of other people
    Oath BindingBinds the one who speaks the promise or the oath to it so that it is
    unbreakable.
    ObsessionFill someone with lust for an object or condition.
    OmnilingualismAutomatically understand all verbal communication
    PersuasionForce others to obey one's spoken commands
    PhasingPasses through solid objects at will
    PrecognitionAccurately predicts the future
    Psychometry ability to discover facts about an event or person by touching inanimate
    objects associated with them.
    Reading RelationshipsAbility to read current and future relationships between two people
    Shadow ManipulationManipulates shadow, makes them physical.
    Sound Manipulationability to create and manipulate sound and sound waves.
    Sun ResistanceDoes not burn into the sun
    TelekinesisAbility to move objects with the mind
    TelepathyAbility to receive and transfer thoughts, images and sensations to
    someone else's brain
    TechnopathyThe ability to control and manipulate electronics with ones mind. The
    electronics must be within touching range, though any systems connected
    to the electronics in question are subject to the ability as well.
    Wall of WillImmune to mental powers of other vampires




6. Witch
Witch Information

Witchcraft and the belief in its existence have existed since the dawn of history. They have been present or central at various times, and in many diverse forms, among cultures and religions worldwide, including both "primitive" and "highly advanced" cultures, and continue to have an important role in many cultures today.

Witches live freely within today’s society, at least to the point that they do not need to fear being actively hunted. But they still hide their knowledge from the human world as a whole, knowing that sharing such things will lead to fear of persecution or worse those that would make them use their powers for unspeakable evils against the world. It for these reasons and many more that true witch’s keep their abilities and lineage a secret. Their ability to control others’, and affect the world around them inspires fear and mistrust. Ordinary people who find out what a witch or warlock can do either want to learn his secrets, too, or want a ritual performed for them, or want to kill them due to their misunderstanding of what they really are. In fact the murder of suspected of witches still takes place in certain areas of the world. But this sort of prosecution has been know all throughout the witch’s history.  Witches who are open about their abilities have been known to cause uproars that have led to tradgeity, hence when this occurs they are swiftly dealt with by the leaders of their kind.

So no all witches keep their abilities secret from the human world. Some who uncover the secret attempt to blackmail a mystic or beg to learn their secrets, but witches are forbidden to do so and the human must be dealt with accordingly. Other beings that do not have a blood connection to a witch’s linage cannot become a witch. The magic is passed down through generations, though it might skip a few, there is still always a link to it somewhere within a person’s family tree. 

One of the keys to the survival of many hedge witches -- especially the poor or members of religious or ethnic minorities -- is information. In addition to using their own craft to keep track of people's feelings and actions, many possess familiars as companion’s, protectors, lovers, friends, any number of reasons that a Shapeshifter is chosen. But this link provides them with a connection between the two and has been of common practice for centuries. It is where the commonly known ledge of witch familiars came from. Familiars are linked to their witch’s is a unquie bond, the link allows them to not only feel each other when apart, they can in ways communicate and always know where the other is. Most often this links provides a great deal of comfort and closeness between a witch and her familiar.

Witches usually don't find their abilities until their mid-teens, when they must be trained by an elder witch or warlock to harness the powers. it's mentally and physically draining and takes a great deal of practice to get things right. Learning on one’s own can be done, but it takes a great deal longer and has its own dangers. Thus when a witch is found or felt to have her powers he or she is taken in under the guidance by a mentor.


Strength



  • No matter the type they are all able to tap into the magical energy around them. Lay lines, spiritual nexus, the spirits themselves, these energy's are manipulated to work their craft.

  • Due to their link to the magical energy around them Witch's age slower after they reach adulthood, or obtain the gifts (as some don't get them till later in life). And they age 1 year for every 3 human years and can live to the grand old age of 300. Though they do so their age as any normal human...just takes longer to get those winkles. (GM NOTE all character must be over 18)

  • They have the ability to gain a familiar, these familiars are Shapeshifters of any kind really. This link binds them together in a spiritual way. They are able to feel each other no matter the distance (though if far away it may feel weakened). They also have the ability to feel or know where they are, or at least have the general understanding of such. They can also feel the emotional state of each other, the stronger the emotion the clear it feels.


    Weaknesses



  • Witch's are still human and as such can not exceed human limitations at least not without the aid of their magic. And anything gained from their magic is short lived. The only thing that remains is their longer and healthier life spans.

  • Persecuted even in this modern day, thankfully within the supernatural communities that have found freedom and safety to be themselves.

  • Witch's do not instantly learn all of their craft, they need to have a mentor teach them so they can advance their skills. (A NPC mentor can be written into your back ground.)

  • There are varying levels of witch's, Beginner 2 spells/potions, Intermediate 5/potions spells, Expert 8 spells/potions, Mastery all ten spells/potions (mastery takes hundreds of years and can be no younger than 200)


    Social Structure and Magical styles



    Witch's have a strong connection to each other and usually form a social and magical community where ever they go. Though their a lone witch's they tend to feel as if they are missing that sense of community or connection. They also lack the protection of the rest of the coven and all the education and resources that they can provide. And are watched closely by the council as they are believed to be more a risk to themselves and others of their kind for various reasons.

    Each area or state will have a witch upon the council to represent their needs within the area (GM CONTROL character or npc for now). These witch's see to keeping the community connected and looked after, and see to dealing out punishment to any witch that breaks the set rules of their kind.

    Rules
  • Witches do not point out the identity of other Witches. Discrimination still haunts many of us. If one brings about such an incident, he/she is directly responsible for the harm that befalls the one revealed. On the other hand exposing yourself to the human world is also a strong taboo, and any witch will be dealt with and punished in a very harsh manner when this occurs. New witch's are given one warning when this occurs, but will be dealt with same as the others from that point on.

  • Witches know that no truths are absolute. There is no one absolute truth for anything. There is no one way to interpret reality, behave, think, or live. Therefore there is no single way to practice magick, pray, celebrate the seasons or spirituality. The idea that there is only one truth to any question leads to fanaticism, compulsion, and persecution.

  • Witches understand that the Universe is in perfect harmony and balance. Therefore, everything has an equal and opposite, not necessarily equated to a negative. For example: male and female, light and darkness, up and down, positive and negative, left and right.

  • Witches realize that for every action there is a reaction. Most of us view this as the Law of Karma. Therefore if you create evil, you will receive evil inn return, create good and receive good in return. Harmony begets harmony, evil begets evil, and balance begets balance.

  • A Witch should never close his or her mind to knowledge of any kind. It is through the continuous process of learning that we raise our personal vibration and our attunement to Deity.

  • Witches use common sense and wisdom and do not share the Mysteries with common fools. The Mysteries are not to be wasted in this, or any other manner.


    Types of Practices
    These types of practices are available to PC's. Things like Necromancers are only for GM use. Also as a note, these descriptions are interpretations that fit within the setting and are no way meant to perfect representations of the different types or meant to insult anyone's beliefs. They are simply interpretations worked to fit within the setting. 

    Druid
    Druid Information
    Since Druidry is a spiritual path – a religion to some, a way of life to others – Druids share a belief in the fundamentally spiritual nature of life. With this thinking they will favour a particular way of understanding the source of this spiritual nature, and may also feel themselves to be animists. Druids believe that Deity does not exist as one or more personal gods, but is instead present in all things, and is everything.

    The greatest characteristic of most modern-day Druids lies in their tolerance of diversity: a Druid gathering can bring together people who have widely varying views about deity, or none, and they will happily participate in ceremonies together, celebrate the seasons, and enjoy each others’ company – realizing that none of us has the monopoly on truth, and that diversity is both healthy and natural.

    Nature forms such an important focus of their reverence, all Druids sense Nature as divine or sacred. Every part of nature is sensed as part of the great web of life, with no one creature or aspect of it having supremacy over any other. Unlike religions that are anthropocentric, believing humanity occupies a central role in the scheme of life, this conception is systemic and holistic, and sees humankind as just one part of the wider family of life.
    Shaman
    Shaman Information
    The word shaman originated from a word in Siberia and came to be applied to all medicine men and women of indigenous cultures who’s practice includes the flight of the soul. Anthropologist studying indigenous cultures throughout the world, began to find that for different cultures, there were similarities in the way the medicine men and women worked with healing and connecting to the spiritual aspect of people and the world. While there were differences specific to culture, there were specific practices that could be found in most cultures.



    Shamanism’s practices usually accompany the belief that everything in the world has a spirit and has wisdom to share.  That is why you go on journeys, to communicate and find the wisdom that is within other living and non-living things.  Through that experience practitioners of shamanism begin to feel and see they have interconnection to the world around them.

    As a healing practice, shamanism has been very powerful for both the people of today and those reaching back into the beginnings of recorded history.Shamans work with the spirit or the soul. They heal illness at the soul level. They gain knowledge and insight from working with the spirits of nature such as rocks and trees, the land, and they gain knowledge from working with spirits of animals and humans such as their ancestors. For the shaman, everything is alive and carries information. You can call this spirit, energy, or consciousness.

    In order to communicate with the spirit or consciousness of these things, the shaman will shift his or her own state of awareness. Shamans can do this through various means, such as meditation, repetitive sounds such as that of the drum or rattle, or through the help of hallucinogenic plants. The shaman will then “see” through a new set of eyes, they will see what is going on with you on a spiritual level.
    Techno Pagan
    Techno Pagan Information
    Modernists in every sense of the word, the Techno Pagans claims neither ancient texts nor links to the ancient practitioners of their craft. Instead they forge ahead feeling that Humans have touched on the supernal through modern ideas, science and technology. By learning these ideas the Techno Pagans hopes to change the face of magic and revitalize it for the modern age.

    Techno Pagen's use of modern-day devices in magical ritual. This can include the substitution of technology for traditional magical tools, such as using their oven for a hearth, keeping a "Disk of Shadows" instead of a "Book of Shadows", and using a laser pointer as a wand. In other practice, technology is the target of the magical work, such as the use of stones and other charms to help improve the performance of mundane items or online role-playing avatars.

    Techno pagen's do not use the traditional energy's or lines of communication that humans do. So they do not use the internet, radio waves, cell phone signals and so forth when preforming their magic.(when not doing magic they use normal technology as they normally would). In fact they connect and use the lay lines that run all over the world to work their magic's. Their devices connect to this and preform similar actions as if they were connected to the humans networks. No you can't search google on your tablet dedicate to your craft. But you can communicate with others witches, cast spells with them as if they were standing next to you, use a gps as a scrying map, use a camera as a tool to see magical energies and entities and so forth. But all of this is done using the spiritual lay lines in the witch's area. There are even spells in place to protect a witches chosen tools (table, phone, camera....) if it is compromised or someone that is not the actual witch tries to steal or use the item it is prevented.

    In fact in most cases becomes utterly useless or returns directly to the witch it belongs to. This makes hacking or stealing from the techno pagans impossible. But this does not mean that it can not affect modern technology or things, as they are using their devises to cast a spell over something. But the link can no be reverse because the tech being affected has not been adapted to tap into the lay lines used by techno pagans.
    Voodoo
    Voodoo Information
    The widely held image of Voodoo in the Western world is one of wax dolls with pins sticking out of them and black magic. It is, however, one of the world’s most ancient religions. Voodoo arrived in the West during the slave trading days, and the basis of the religion came from Africa. The practice as it is most widely known was structured in Haiti, where a variety of different ethnic groups amalgamated their traditions into this form of the religion.

    Voodoo is a West African word meaning "spirit," and comes from term vodun. The basic ethos of the religion is that everything in the universe is connected. Nothing happens by chance in this world, and there are no accidents. Everything that one person does to another, he is doing to himself, because he is that person.

    Religious ceremonies contain prayers, dancing, and rituals, as well as animal sacrifices. The figure of the snake plays a major part in the rituals, and the high priest or priestess will embody the serpent’s power. Spirits of wealth, nature, and happiness possess the bodies of believers at the ceremony. Dancing and music are also major elements. In the West, the dancing has often been portrayed as sexual, but that is not its main purpose: it's a way to connect with spirits and the spirit world.

    Practitioners also use spells, most of which are performed to evoke good, not harm. There are healing spells, love spells, and spells to celebrate joy. The image of black magic and harmful spells was mainly founded by Europeans who had a distrust of anything African.
    Wiccan
    Wiccan Information
    Wiccan views on theology are numerous and varied and there is no universally agreed-upon religious canon, but Wicca is traditionally revlovling around the belief in spirits energy or deities such as the Triple Goddess associated with the moon, stars, and often the Earth, and a Horned God associated with the sun, forests and animals.

    For most Wiccans, the God and Goddess are seen as complementary polarities in the universe that balance one another out.Many traditions hold a belief in the five classical elements. These five elements are invoked during many magical rituals, notably when consecrating a magic circle. The five elements are air, fire, water and earth, plus aether (or spirit).

    There are many rituals within Wicca that are used when celebrating the Sabbats, worshiping the deities and working magic. Often these take place on a full moon, or in some cases a new moon, which is known as an Esbat. In typical rites, the coven or solitary assembles inside a ritually cast and purified magic circle. Casting the circle may involve the invocation of the "Guardians" of the cardinal points, alongside their respective classical elements; air, fire, water and earth. Once the circle is cast, a seasonal ritual may be performed, prayers to the God and Goddess are said, and spells are sometimes worked. These practices are filled with tradition and history passed down from generation to generation, as such even today modern wiccan's use the tools and ideals that have been in use and believed in for centuries.

    Interaction With Other Species



    Human

    They remain watchful of the humans due to the history of their percussion. And keep the truth of what they are what they can do a secret from those not within the supernatural haven. But they don't intentional have ill towards all humans. After all you can not blame them all for a few the choices made by other people. Still trust is something they must earn.

    Shapeshifter
    Shapeshifters and witch have a long history of working together and living in a state of symbiosis. Centuries ago it became common practice to take a shapeshifter as a familiar. Binding them together for as long as the witch lives or deems such. Breaking this link is not easy, and will leave both with a physical and emotional scar. As this link does go as deep as the souls within the pairing.

    They are able to feel each other no matter the distance (though if far away it may feel weakened). They also have the ability to feel or know where they are, or at least have the general understanding of such. They can also feel the emotional state of each other, the stronger the emotion the clear it feels.

    Vampire
    They can also companions to Vampires as they are still human as well.  A human's body is warm and vampires crave the warmth that its own body has lost. Though there is one drawback, a vampire cannot feed off a witch’s blood as it is poison, tainted by their ability to touch the nexus' energy.

    Fae
    They have a mutual understanding between them, as they are not simply human but beings of magic as well. They fae have a rumor that in ancient times a human bred with a Fae and allowed them to obtain their magic. The witch's of course say this is nothing but a rumor, in the end that time is lost and no one really knows the truth anymore.


    Available spells for each Witch Type
    Druid Spells
    Druid Spell Info

    • Commune with Nature – The ability to talk with plants and animals.
    • The Wild – Upon going on a walkabout in nature (while in a traced state) the druid may have visions. The casting of ruin stones may be used to tell fortunes. (OOC NOTE: This spell may require GM supervisions, and if the vision occurring involves a character besides one of yours, you must first have permission from the player of that character via PM. Failure to do so will result in the GM's taking action.)
    • Summon Animal – Summon an animal native to the area. (depending on the length of ritual will depend on the size. No meditating for five minutes and summoning an elephant.)
    • Bark Skin – Your skin becomes thicker, and more resistant.
    • Wisp Walker - Summon a wisp, that appears in the form of a shinning orb or glowing animal spirit, to give you direction if you are lost.
    • Druid's Best Friend - Befriend an animal (summoned or captured), and give them a small task to perform. (Follow someone, pick pocket something, ect.)
    • Nature's Sight - See from the eyes of an animal. (May be used with Druid's Best Friend.)
    • Herbalist - The Druid can grow plants that have the same affects as potions would.
      Plant types
      Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witchs :P)
    • Bysedd Gwyrdd - Bysedd Gwyrdd, which loosely tranlated from Welsh means Green thumb, helps enrich the soil and causes plants to grown and bloom more quickly and stay in the prime bloomed state longer.
    • Haven - With this ritual a Druid can prevent a supernatural from crossing into an area. Humans may still pass freely though.
    Shaman Spells
    Shaman Spell Info
    • Summon Mephit – Summon a small elemental spirit.
    • Elemental Mastery – Higher resistance to the elements (earth, fire, water, air.)
    • Shaman’s Drum – Depending on the beat of the drums, one can encourage those around them, instill fear, cause happiness, ect.
    • Stone Shaping – Shape stone with ease.
    • Palm of flame – Your hand becomes engulfed in flame.
    • Gust of wind – Depending on the time spent on the ritual will depend on how strong the wind is.
    • Cure Affliction - Depending on the time spent on the ritual will dictate how serious the affliction being cured can be. Use for more extreme cases as they have an oil that can help with healing as well.
    • Whispers with Gaea - Commune with Nature Spirits.
    • Rejuvenation of the Spirit - This enables the witch to cleanse any negative energy away from the caster's intended subject. It makes the recipient of the spell's affects more happy, less stressed, and mildly prolongs life.
    • Spirit balm - much like potions these oils help in varying ways.
      balm types
      Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witches :P)
    Techo Pagan Spells
    Techno Pagen Spell info
    • Jam Technology – Jams a select piece of tech.
    • Jacked In – You don’t have to be near a computer to be “online.”
    • Party Chat – Like Telepathy (Must have some sort of electronic item that can link to a phone line or the internet to use this type of telepathy.)
    • Password Denied – A ward for any tech you have. It is unbreakable and keeps your magics and any information on your computer hidden.
    • Administrator - By doing a ritual before hand, you can touch a computer and know all the information that is on it (unless it is guarded by 'Password Denied.')Please notify gms if you plan on hacking anything as it could affect the game or give you something like a plot bunny.
    • Power Cell - The witch's body can act as or temporarily replace a battery or energy cell.
    • Administrator - With a ritual beforehand a techno pagan can gather information from any technological device on the standard human network. (OOC NOTE: If the item being 'hacked' belongs to another player's character, they must be contacted and asked permission via PM before this spell is used in game.)
    • Ghost Buster - The techno pagan can detect spirits through use of an electronic device.
    • Manatap - The techno pagans give themselves injections that have the same affects as potions.
      Potion types
      Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witches :P)
    • Camera tap - this ritual allows the witch to use their blessed device to see through any camera's present around their chosen target. The stronger the witch the father away you can be from you target and do this ritual.
    Voodoo Spells
    Voodoo Spell info
    • Voodoo Oils - Knowing how to make Voodoo oils is a big first step in mastering the finer art of Voodoo spell casting.
      oil types
      Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body for a limited time(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witchs :P)
    • Voodoo Dolls - The function is that the doll represents a certain person and helps you direct your energy and intentions to them specifically. Sticking pins into your voodoo doll isn’t going to necessarily cause a surge of pain. (OOC NOTE: The player of the character the voodoo doll has been made to represent MUST agree to all actions taken against their character via PM before it occurs in game. If any god-modding happens because of this spell the victim of the modding is to come directly to the GM staff and report the occurrence. The GM staff will then take action.)
    • Summon Serpent – You can summon a serpent to you to help aid you with a ritual. (Sacrifice, extra essence, ect.)
    • Eyes of the Dead – You can look into the eyes of a fresh corpse (within 3 days) and know what happened to them.
    • Summon/Banish Spirit - A Voodoo Witch/Warlock can summon a spirit to speak with them from beyond the grave. They also have the knowledge to banish the spirits that are evil and intend to cause harm to people.
    • Fòtin Lespri (Fortune Spirit) - With the casting of bones, the voodoo witch summons a fortune spirit to arrange the bones so that the witch can tell a fortune. A more powerful ritual can be done with bones and blood to see visions of the future. (OOC NOTE: This spell may require GM supervisions, and if the vision occurring involves a character besides one of yours, you must first have permission from the player of that character via PM. Failure to do so will result in the GM's taking action.)
    • Lespri Chans (Luck Spirit) - With a ritual, the witch can summon a luck spirit to grant or remove luck from a target. (OOC NOTE: The player of the targeted character must have agreed with the Luck Spell via Pm prior to it occurring in game.)
    • Witch Hex- A Binding hex against a fellow witch/warlock. This hex binds the target from doing magic. The stronger the witch, the longer the spells stays in affect. (OOC NOTE: The player of the targeted character must be contacted via PM, and permission to act against the character granted, before this spell may be preformed in game.)
    • Bani Enèji Negatif (Banish Negative Energy) - This spell cleanses the area of negative energies and helps in the binding of malicious spirits.
    • Line of fate - this ritual allows the caster to see what is connected to the tagret and why, IE connected to this person out of love, this person out of hate, this person because their fates intertwine.

    Wiccan Spells
    Spell info for Wiccan
    • Potions – Craft Potions for various things.
      Potion types
      Youth, Sleeping, antidote, fertility (to give or take), truth, enhance the body(only in one way at a time IE Speed-strength-stamin....)have no dreams, have good dreams, have bad dreams, euphoria, healing and beauty(mainly for dem old witchs :P)
    • Protection Spell – Protect a person or area from magic, evil, good, or whatever they would like protection from.
    • Summon the Guardians - With a rite the witch can call upon the Guardians to sanctify a space. It cleanses the area of negative energies and helps in the binding of malicious spirits.
    • Eye of the Fates - With this spell the witch can tell fortunes and see visions of the future. This spell requires some sort of focus item, such as a crystal ball, tarot deck, mirror, small pool of water, ect. (OOC NOTE: This spell may require GM supervisions, and if the vision occurring involves a character besides one of yours, you must first have permission from the player of that character via PM. Failure to do so will result in the GM's taking action.)
    • Summon/Banish Spirit - A Wicca witch can summon a spirit to speak with them from beyond the grave. They also have the knowledge to banish the spirits that are evil and intend to cause harm to people.
    • Bind Thy Kin- A Binding spell against a fellow witch/warlock. This spell binds the target from doing magic. The stronger the witch, the longer the spells stays in affect. (OOC NOTE: The player of the targeted character must be contacted via PM, and permission to act against the character granted, before this spell may be preformed in game.)
    • Tongue of Truth - The target of the spell must tell the truth for a temporary amount of time. The more powerful the witch and ritual, the longer the spell lasts.(OOC NOTE: The player of the targeted character must be contacted via PM, and permission to act against the character granted, before this spell may be preformed in game.)
    • Enrich Soil - This rite helps enrich the soil and causes plants to grown and bloom more quickly and stay in the prime bloomed state longer.
    • Spirit's Touch - With a small ritual you may see an objects history by touching it.
    • Visions touch - When prepared this spell allows a witch to see the resent history of an item or person when they touch them.

CurvyKitten

Locations open for playing and their Information

Vampire Leader: Diana D'Aubigny by Curvykitten


London has always been steeped with tradition and a long history only a few truly know. The London Vampire Coven is one of the original sects, and has held onto it roots and iron clad laws though out its many years. Within the coven vampires are superior to the werecreatures and the dolls that live and serve there.

The laws however protect both dolls(humans as a whole) and werecreatures despite there lower station within the Vampire coven itself. The laws are not up to negotiation, you either live by them or pay the price for breaking them. Loyalty is held in high esteem and when broken it will not be tolerated.

Shapeshiftersare look down upon seen as animals meant only to serve. This tradition has evolved a bit to allow them to be regular fixtures within the vampire coven. But they are in the end still believed to be seconds to vampires. Shapeshifters that are not bound to the Vampire coven are known as free agents, though they will suffer the wrath of all supernatural should they expose themselves and do not gain any protection for those around them. There are also those Shapeshifters that become a Witch's familiar, bound to that single witch till said witch breaks the bond for sound reason.

The Humans themselves are looked at as food, servants, or entertainment to the vampires they serve. But are not owned by the coven itself when claimed by a vampire. Upon being claimed the responsibility for that human falls upon the vampire that claimed them and them alone.

The Witch's have their own cabin and lands to meet on when casting or simply needing a retreat from the main lands and mix of super natural. This area is within a sacred circle they cast many years ago. They follow the rules set by the leaders of their kind or are met with a strict punishment. The land that they cast on has a great deal of magical energy to pull from due to the years of history and magical works located there.

The fae there vary wildly due to many of their origins coming from the European area. One may see a Troll wondering the halls and a Nymph darting around the surrounding forests. The large Garden maze is their claimed domain, though others can enter do not be surprise if those that aren't fae end up lost within the seeming endless walls.

The land and holdings that belong to the club include a the Burlesque and Fetish club Club Noir . And the main house that has been with the Coven's since it's creation. It has grown throughout the years, but has held onto its Victorian and regal fee. As the years past areas for the Fae were added as well, though the main house and it accommodations have been expanded to allow all types within its walls.

Success is the result of perfection, hard work, learning from failure, loyalty, and persistence.

In a nutshell
  • Vampires are aristocrats, consider themselves as the nobility of the vampire community.

  • Shapeshifters belong to the coven and are marked with a tattoo as such.The binding assures their loyalty to the vampire coven. They are servants and day guardians to the vampires. (though there are some that think more of them.)

  • Dolls belong to a vampire, the coven owns no doll. Whatever unclaimed human comes to the coven is either turned or drained dry in the next 48 hours unless claimed.

  • Shapeshifters that are not bound to the coven get no protection from it. And are free agents and looked at with great scrutiny as they have no allegiances.

  • The fae there vary wildly due to many of their origins coming from the European area.

  • The Witch's work with the vampire's and place binding upon those loyal to them. They have their own cabin and lands to meet on when casting or simply needing a retreat from the main lands and mix of super natural. This area is within a sacred circle they cast many years ago.

    Main attractions

  • Mansion and Grounds where all supernaturals can live (accommodations made to allow each type to live freely within its grounds)

  • Large Garden Maze that belongs to the Fae and is theirs alone

  • A Cabin that belongs to this Coven's witch's that sits within a sacred circle.

  • Club Noir, Burlesque and Fetish club with private rooms

  • London and all she offers to those who wish to find it.


    Pack Alpha: Heather Winters, Played by Vampyre Valkyrie

    Located in the quiet town of Marshboro in Vermont, the coven has been around for the last two centuries. The dolls are taken with or without their consent out of the streets and into the Doll's wing of the large manor where the vampires live. They are taken because they saw something they shouldn't have, because they know things they shouldn't know, or simply because they caught a vampire's attention. They have the freedom to roam within the walls of the manor and not just in their own wing, but the exits are protected with a spell placed there by the witch's and the windows of the manor are tempered to be shatter proof. They are also treated against UV, allowing vampires to stand in the sunlight inside.

    The territory belongs to the coven when it comes to Vampires, but when it comes to the Shapeshifters, it's a whole different story. The pack of wolf is territorial and they tolerate other shifters only if they follow the rules of the pack and acknowledge the pack alpha as their leader. Predominantly wolf, they act as a pack, with a bond as strong as family.

    Witch's have a lake they call protect and go to when meeting or casting their magics. They have learned to live in harmony with the others present and still take shapeshifter's as familiars. These items were agreed upon by the different leaders of the state.

    The fae around this area seemed to be those that are closer to nature. Though there are a few exceptions they primarily tend to be those with a link to the land itself. They have claimed a glade within the woods as theirs. A hide away they can escape to and simply be, though one never knows what they may find there.

    In a nutshell:
  • Supernaturals live in the manor, but are free to do as they please.

  • Shapeshifters are predominantly wolves, but others are accepted as long as they bow to the alpha

  • Dolls are taken/kidnapped, their freedom limited by what the vampires decide

  • Witch's and Fae are both able to roam freely but still have to answer to their leader.

    Main attractions
  • Coven Manor and all the Luxury it provides

  • Marshboro and the surrounding wilderness

  • The witch's lake

  • The Fae's glade


    Alpha: Aiyana Maka Longflight played by Curvykitten

    This coven is located in the Northern most point of Alaska in a town called Nuiqsut. The town is built around an oil rig, for its workers and the support staff to make the town functional. A long time ago, a vampire made a deal with the local tribe to exploit the rich land but also to give a home to vampires and shapeshifters who wished to be a part of a community who could be their own, with no need to hide who they are.

    Due to the circumstances in this town, it is strongly urged that all residents have some sort of job, participating in the construction and maintenance of this lovely place. The town is occupied by Vampires, Dolls and Shapeshifters, and due to lack of 'successful escape' there are no restrictions on movement.

    Witch's are more than likely shaman's within this area, and work closely with the locals to keep them from harming the natural surroundings. But have a great deal of freedom, they also pull from the energy that runs freely through the north lights.

    Fae in this area tend to be of a heartier breed due to the harsh climates. But when they have grown accustom to their surrounds find it nothing less than a winter wonderland.

    Most of the different types get along rather well within this area.


    In a nutshell:
  • All characters must have a reason to come (a job or a relative) to come and live here.

  • Vampires are free to come and go as they please

  • Shapeshifters of any kind are welcome

  • Humans are free to roam over the small town, but are not allowed to leave without meeting with Ophelia first.

  • Witch's tend to be of shamanistic linage (though there are exceptions) and work closely with those around them to protect the land.

  • Fae of some types have a hard time dealing with the cold and the shear amount of iron on the oil rig so they avoid it. But the town and all the nature around them provides them a great deal of freedom. Once they get used to the cold.

    Main attractions
  • This is a well hidden city deep in the beautiful Alaskan Wilderness. You have all she provides, and the town that houses the coven as well as the Oil rig near by.

  • The town of Nuiqsut which has logging, homes, a rec center, an air field, restaurant and bar, and tunnels that allow the vampires to move around during the daylight.



    Vampire Leader:  Sparrow "Pixie" Adras played by Vampyre Valkyrie

    This coven is located in the bustling city of New Orleans, though it wasn't initially meant to host a coven. A vampire opened a strip club called Creature de la Nuit, which is attached to a well-maintained and clean hotel. It was meant to be a way station for the supernatural in transit, but some liked it and stayed, forming a safe haven of sorts. Dolls work in either the club or one of the many businesses attached to the coven, and are free to come and go after they have been bound to silence by a vampire loyal to the coven.

    Witch's within the area tend to lean towards the voodoo way of the craft due to its long history in the area. There are of course the tourist traps claiming to be voodoo king's or queen's but only those true to the craft can actually work real magic. And they don't actively advertise.

    The Fae of this area tend to be of a wilder sort, the unseelie do out number the seelie but still adhere to the rules of their court and the Fae. Seelie tend to be of a more artist and care free sort.



    State in a nutshell:
  • Vampires come and go as they please, drifters welcome for extended stay
    Humans free to come and go as they please (or as their vampire owner says so), pay no rent if living on the premises and may earn a salary by working somewhere on coven grounds.

  • Shapeshifters are of local animal mostly.

  • There is a high concentration of voodoo practitioners within the city.

  • The fae tend to be a bit wilder here, unseelie out number the Seelie here.

    Main attractions
  • New Orleans and the amazing french quarter

  • Créatures De La Nuit Strip Club

  • The bayou a regular stomping ground for the local pack and shifters

  • The house of Voodoo


    Vampire Leader: Sparrow "Pixie" Adras played by Vampire Valkyrie


    This coven is located in the town of La Jara. It is a coastal town of California. The coven ground are covered by a condo complex with several amenities for the residents only. Condo are available for both Vampire and Dolls, but can also be rented to the Shapeshifters living in the area. Basically, this gated place allows the vampires to be who they really are without fear of being caught.

    The front of this coven is a nightclub called The Immortals. The VIP rooms are for the coven members, including the dolls, as well a potential dolls.

    Witch's in area lean towards the modern age and have found a newer way of doing things. The Techno Pagans were founded in Cali during the dawn of the technological age.

    Fae come in a wide verity here, but do tend to be those suited for the city or the ocean. A large group of mermaids reside within Cali, enjoying the access to the ocean that they receive there.

    In a nutshell:
  • Vampires are free to come and go as they please

  • Shapeshifters of any local animal are welcome

  • Humans are free to roam, the council has assessed their loyalty in an unbreakable way.

  • Techno Pagans were founded here

  • A group of mermaids call this city home.

    Main attractions
  • La Jara and all the sea side city has to offer

  • The beaches and ocean front

  • Mermaid cove (a gathering and open area for the Fae. The mermaids maintain and look after it thus the name)

  • Lucky Lou's Tech (a shop that services the local witch's on the down low...back rooms baby)

  • Club Immortal, the hottest night life you'll every find in Cali

  • The Luxury Apartments owned and allows its members to live in

  • Carnival that the supernatural of the area work at and run.


    The Drifters are Supernaturals who do not belong to any specific Safe haven. They are subject to the laws of the coven who owns the territory they are in. It is also a required courtesy to pay a visit to the Haven when a Supernatural enters its territory and remain there for a time. Passing through without hunting or staying doesn't require a visit.

    Drifters can have dolls, but the vampire is responsible for his doll and will be prosecuted if the doll breaks the law of secrecy, depending on the damage done, the doll may be killed. The trial will be held by the council of coven leaders of the country they are in.


CurvyKitten

YAAY Open and ready for new comers, and even some old ones to return. Come check us out and the world we've put so much work into to create. Don't be intimidated by all the info, I swear its just so you get a full understanding and real feel for the world your slipping into. We hope you love it, and choose to come up with something fun!

And as always if you have questions just ask! And WELCOME TO OUR WONDERFUL WORLD!

CURVYKITTEN GM

Caela


PhantomPistoleer

== Vampire Bio ==

=== Name ===
The Vampire Mercutio
=== Player ===
Phantom Pistoleer
=== Age ===
450 Years
=== Claimed Doll===
N/A
=== Dark Gift ===
Wall of Will
=== Orientation ===
Pansexual
=== Hair ===
Short black hair
=== Eyes ===
Almond Brown
=== Height ===
6'1
=== Appearance ===
This vampire shill bears a countenance shorn smooth by a turning at tender years.  It is an artificial youth captured in undeath, its glory made evident by experience wrought by the passage of time.  A handsome, prominent chin lays at the feet of a most welcoming visage, which in turn is punctured and thus accented by a pair of very dark eyes, laying in wait 'neath the shadow of a broad forehead.  A lithe body, in life sculpted by hard work as a farmer, holds aloft that head that so many aristocrats fancied in days long gone.  While he lays asleep, he looks the part of the innocent--but to look into his lingering and questioning gaze is to know deviancy.

=== Personality ===
This vampire is unlike other vampires, a vagabond amongst kings.  There are none in his entire confidence, though many would hold counsel with him.  He is prescient and playful, capable of discerning the tides of change prior to social upheavals, but is a most unwilling prophet.  There are whispers that he is mad, and in his madness, he has come to some great knowledge.  And, indeed, this vampire has become quite learned in human matter, and perhaps some other matters, too.  Other creatures of the night beware him, while God's creatures find him interesting, eclectic, and even a little playful.

=== Ons & Offs ===
This vampire enjoys exhibitionism, voyeurism, group sex, and BDSM.  He hates romance.

== History ==
"I was born in the middle of a wonderful century, whence the great historical figures were either men of war or men of exploration, and butchers of humankind all the same.  Like all vampires, I was mother-born, but fate was cruel to me, and so I was not mother-raised.  She died of scarlet fever during my infancy.  My father, to whom I was a bastard, was a captain in the Maltese navy.  Upon my birth, his head had already rotted on the Ottoman's pike for four fortnights.  In my mother's family's modest household I was kept, a babe to become a farmer.  Needless to say, things were harder then.  My old home, made of thatch and stone, is now a hotel of modest means.

"The young man enjoys farming.  He gets finished with his work quickly, and is at liberty to fish or flirt with the daughters of woodsmen and ranchers.  I had never known anything beyond a meager living, and thus I rejoiced at such an opportunity at freedom.  But these periods were frequently dotted with moments of unrest.  The barbary pirates struck terror in the hearts of my Maltese compatriots, and more than on one occasion did I have to bear the pole-arm in defense of my people.  During one of these engagements is when I met a Spanish viscount, to whom I became a batboy, then his valet, and then his lover.

"... Viscount Henriquez Donoval had a Letter of Marque from his Crown to make war against nations and to seize their property at sea.  He made a large fortune as a privateer, and in his retirement, settled into a luxurious apartment near the palace gates in Madrid.  There, I wiled my way in court, accompanying my beloved Donoval to his elegant soirees.  I do not begrudge that he gambled me away.  At that time, he was in financial straits.  But if only he had not given me to the Lady Contessa, whose abject cruelty scorched my mind, body, and soul.  The Lady was brutal and she made me suffer great humiliation.  She made me weep for death when she tortured me, but she ensured my survival by converting me into a vampire.

"Unbeknownst to me, the Lady--whom I called my mistress and was forced to adore--broke a sacred law in giving me unlife.  I was not given a choice to walk on this earth forever.  When the others discovered her treachery, she was destroyed.  I still recall how she begged for me to recant my testimony.  She said:  'but Mercutio, my love, tell them that I saved you!  That you were dying!  And that you consented to my kiss!'  And I said, 'None of what you say is true.  I would rather to perish now along your side, than to make false my original oath that you are a monster who robbed me of my mortality!'  I watched her burn, and again, I was an orphan.

"...  I travelled the world, and I fought against the dark tribes of man on three continents for two centuries as a sellsword for religious pilgrimages.  Under the cover of darkness, I struck terror with my double-sided scimitar, and cut close many beards with this fangled blade.  Then, I got lost.  I became deeply aware of my loneliness, and of the absence of God in my life.  Most of all, I was simply tired of fighting.  The next century, I spent in England, learning the new sciences, attempting to become a philosopher of life, instead of administering so keenly the great matter of death.  I rejoiced at my intellectual advancement.

"But battle kept summoning me.  I fought in the Crimean against Russia, and then with Russia against Napoleon.  I fought in the great American Civil War, and participated in the revolutions of the new nations south of the equator, both in the Americas and in Africa.  Wars are fought in the deserts now, laden with the debris of once great cities.  Baghdad was once beautiful, and so was Kabul;  but they are not so any more.  It is difficult for me now to participate in wars whence the sun always pounds the sand, and so I have left that to humans, or more adventurous once-humans, or never-humans.

"...  Now, I simply drift.  I have dissolved into an ennui, like the elders bespoken of in myth and laden in legend.  I simply drift."

[[Category:Vampire]][[Category: Drifter]]
Always seeking 5E games.
O/O

Bloodied Porcelain

*pokes her head in* I'm still trying to settle on what I want to play, but I've told VV for a while I wanted to join, just had to wait for something to happen before I could. :)
I want no ordinary lover. I want a storm. I want sleepless nights and endless conversations at four a.m. I want passion, I want madness.
I want someone who's able to make my whole body shiver from a distance and also pull me close to make sense of all my bones.

~ Bizarre, Beautiful, And Breathtaking ~
~ O/O ~ Seeking ~ A/A ~ Mirrors and Masks ~ Poetry ~
She walked with the universe on her shoulders and made it look like wings.

CurvyKitten

Quote from: Caela on July 27, 2015, 04:50:06 PM
Looks interesting indeed Curvy and VampireValkyrie!

WOOT!!

Quote from: PhantomPistoleer on July 27, 2015, 04:57:08 PM
Spoiler: Click to Show/Hide
== Vampire Bio ==

=== Name ===
The Vampire Mercutio
=== Player ===
Phantom Pistoleer
=== Age ===
450 Years
=== Claimed Doll===
N/A
=== Dark Gift ===
Wall of Will
=== Orientation ===
Pansexual
=== Hair ===
Short black hair
=== Eyes ===
Almond Brown
=== Height ===
6'1
=== Appearance ===
This vampire shill bears a countenance shorn smooth by a turning at tender years.  It is an artificial youth captured in undeath, its glory made evident by experience wrought by the passage of time.  A handsome, prominent chin lays at the feet of a most welcoming visage, which in turn is punctured and thus accented by a pair of very dark eyes, laying in wait 'neath the shadow of a broad forehead.  A lithe body, in life sculpted by hard work as a farmer, holds aloft that head that so many aristocrats fancied in days long gone.  While he lays asleep, he looks the part of the innocent--but to look into his lingering and questioning gaze is to know deviancy.

=== Personality ===
This vampire is unlike other vampires, a vagabond amongst kings.  There are none in his entire confidence, though many would hold counsel with him.  He is prescient and playful, capable of discerning the tides of change prior to social upheavals, but is a most unwilling prophet.  There are whispers that he is mad, and in his madness, he has come to some great knowledge.  And, indeed, this vampire has become quite learned in human matter, and perhaps some other matters, too.  Other creatures of the night beware him, while God's creatures find him interesting, eclectic, and even a little playful.

=== Ons & Offs ===
This vampire enjoys exhibitionism, voyeurism, group sex, and BDSM.  He hates romance.

== History ==
"I was born in the middle of a wonderful century, whence the great historical figures were either men of war or men of exploration, and butchers of humankind all the same.  Like all vampires, I was mother-born, but fate was cruel to me, and so I was not mother-raised.  She died of scarlet fever during my infancy.  My father, to whom I was a bastard, was a captain in the Maltese navy.  Upon my birth, his head had already rotted on the Ottoman's pike for four fortnights.  In my mother's family's modest household I was kept, a babe to become a farmer.  Needless to say, things were harder then.  My old home, made of thatch and stone, is now a hotel of modest means.

"The young man enjoys farming.  He gets finished with his work quickly, and is at liberty to fish or flirt with the daughters of woodsmen and ranchers.  I had never known anything beyond a meager living, and thus I rejoiced at such an opportunity at freedom.  But these periods were frequently dotted with moments of unrest.  The barbary pirates struck terror in the hearts of my Maltese compatriots, and more than on one occasion did I have to bear the pole-arm in defense of my people.  During one of these engagements is when I met a Spanish viscount, to whom I became a batboy, then his valet, and then his lover.

"... Viscount Henriquez Donoval had a Letter of Marque from his Crown to make war against nations and to seize their property at sea.  He made a large fortune as a privateer, and in his retirement, settled into a luxurious apartment near the palace gates in Madrid.  There, I wiled my way in court, accompanying my beloved Donoval to his elegant soirees.  I do not begrudge that he gambled me away.  At that time, he was in financial straits.  But if only he had not given me to the Lady Contessa, whose abject cruelty scorched my mind, body, and soul.  The Lady was brutal and she made me suffer great humiliation.  She made me weep for death when she tortured me, but she ensured my survival by converting me into a vampire.

"Unbeknownst to me, the Lady--whom I called my mistress and was forced to adore--broke a sacred law in giving me unlife.  I was not given a choice to walk on this earth forever.  When the others discovered her treachery, she was destroyed.  I still recall how she begged for me to recant my testimony.  She said:  'but Mercutio, my love, tell them that I saved you!  That you were dying!  And that you consented to my kiss!'  And I said, 'None of what you say is true.  I would rather to perish now along your side, than to make false my original oath that you are a monster who robbed me of my mortality!'  I watched her burn, and again, I was an orphan.

"...  I travelled the world, and I fought against the dark tribes of man on three continents for two centuries as a sellsword for religious pilgrimages.  Under the cover of darkness, I struck terror with my double-sided scimitar, and cut close many beards with this fangled blade.  Then, I got lost.  I became deeply aware of my loneliness, and of the absence of God in my life.  Most of all, I was simply tired of fighting.  The next century, I spent in England, learning the new sciences, attempting to become a philosopher of life, instead of administering so keenly the great matter of death.  I rejoiced at my intellectual advancement.

"But battle kept summoning me.  I fought in the Crimean against Russia, and then with Russia against Napoleon.  I fought in the great American Civil War, and participated in the revolutions of the new nations south of the equator, both in the Americas and in Africa.  Wars are fought in the deserts now, laden with the debris of once great cities.  Baghdad was once beautiful, and so was Kabul;  but they are not so any more.  It is difficult for me now to participate in wars whence the sun always pounds the sand, and so I have left that to humans, or more adventurous once-humans, or never-humans.

"...  Now, I simply drift.  I have dissolved into an ennui, like the elders bespoken of in myth and laden in legend.  I simply drift."

[[Category:Vampire]][[Category: Drifter]]

We will look this over and get back to you. :) If everyone could pm their sheets from now on that be great. :) no worries PhantomPistoleer we got this one.

Quote from: Bloodied Porcelain on July 27, 2015, 05:12:05 PM
*pokes her head in* I'm still trying to settle on what I want to play, but I've told VV for a while I wanted to join, just had to wait for something to happen before I could. :)

Nods~ I think there are a few that feel the same way hehe And no worries take your time there is a lot of possibilities open to you all now. ;)

Bloodied Porcelain

I think I've figured out what I'm going to play. An old school bayou swamp witch... NOT voodoo witch, mind you... I'm going to have to adapt her a bit to make Druid work for her, but yeah. I have an idea in my head for her, I just need to find a playby to bring it all together.
I want no ordinary lover. I want a storm. I want sleepless nights and endless conversations at four a.m. I want passion, I want madness.
I want someone who's able to make my whole body shiver from a distance and also pull me close to make sense of all my bones.

~ Bizarre, Beautiful, And Breathtaking ~
~ O/O ~ Seeking ~ A/A ~ Mirrors and Masks ~ Poetry ~
She walked with the universe on her shoulders and made it look like wings.

CurvyKitten

Quote from: Bloodied Porcelain on July 27, 2015, 10:17:12 PM
I think I've figured out what I'm going to play. An old school bayou swamp witch... NOT voodoo witch, mind you... I'm going to have to adapt her a bit to make Druid work for her, but yeah. I have an idea in my head for her, I just need to find a playby to bring it all together.

Totally possible to have a druid be a swamp witch, I can totally see adapting what they use to the area a witch is in while still holding to the ideas of that type. Look forward to see what you come up with hun :)


CurvyKitten

WOOT I'm loving the new addition we are getting to the game! Keep em coming everyone!!!

Vampyre Valkyrie

“Honey, I rose up from the dead, I do it all the time."

|

CurvyKitten

OMG I think its about done! Check out our brand new Game WIKI!!!


Curvykitten GM

Elf

Oh, this does look very interesting. The swamp witch/druid sounds interesting.

I've submitted for approval a shifter/white tiger that will be looking for a witch to become a familiar to in Louisiana. Once I get the go ahead I will be posting a want ad for such, in the proper game thread.

CurvyKitten

We are still working on approving all the great characters we have gotten. But KEEP THEM COMING!

Also here are some characters currently looking for certain links and interactions. Please feel free to poke the players and work out something fun!

Players currently looking!!



Moved to new thread by GM so it would be seen :)
Straight Female Human Doll looking for a Dominant


Requested for: Violete Costner
Characteristics:She is an innocent doll like girl.  She dresses in what’s called the Lolita fashion so she dresses much like a doll would.  She enjoys being a domestic home body, even if she doesn’t have much of a home right now.  She has never had a serious relationship with a man.  Until her mother’s death she knew a great family life, but since her mother’s death her father acts like she isn’t even there, her step family treats her like a burden.  She would need a dominate person to take and care for her.
Plots: Can be discussed in PM’s
Coven: California
Posting:I post the same day or the next day after a post has been made.  Longer posts are preferred, but shorter can be good especially for certain situations.
Other notes:  PLEASE try to let me know if something happens and posting is going to be very delayed.  I know and understand that RL comes first, trust me I do.  But please be considerate and let me know if something is going to be out of the ordinary.  I worry about my RP partners like friends as they do become friends to me after a while.
Player: Pandorarose3






Moved to new thread by GM so it would still be seen :)
Human Female Doll Looking For Male or Female Vampire




Requested for: Katherine 'Kat' Hastings
Characteristics: Kat is an outwardly strong woman, but on the inside...she can be a bit of a mess. She has some mental illness (bipolar II and borderline personality disorder), but they're under control. She can be cynical, but a lot of the time she is upbeat and friendly. Kat doesn't have the best self image, due to her past, but that's improving. She's an extremely giving lover and doesn't mind things being on the rougher side. She tends to be a flirt, but knows how to turn it off. Kat is a very loyal person once someone breaks through her shell.
Plots: Kat's very new to the whole supernatural thing and is cautiously curious so someone to ease her into it would be nice. She needs someone who will show her that it's okay not to be so strong all the time and who will be able to deal with, maybe, a few mood swings. No specific plots in mind though, that can be discussed.
Coven: Alaska
Posting: At least once a week. 2-3 paragraphs per post.
Other notes:Someone who won't just drop her or disappear. If something comes up, where you won't be able to post for awhile, just let me know. If you're interest is waning, please let me know and maybe there will be a way to bring it back.
Player: GaGa88




May be adding more here at some point, so keeping things updated with who is available. :)


Female Human Seeking Male Fae, Vampire, shifter or Witch


Requested for: Kristina(Kris) Gloriana Hopkins
Characteristics: Kris is a pretty easy going and very approachable type of girl if you could look past her unique style choices. You will hardly ever see her upset or angry (not unless you hurt someone she cares about), and she isn’t always the most socially graceful, but she makes up for it with her surprisingly charming and attractive personality. Some of the few moments you can see her getting serious or really distracted is when she is working on her performances. Composing, dancing, sing and playing she puts all of himself into her art using it to work out the different emotions that bubble beneath the surface.

She is usually good with people, in fact she likes being around them and usually makes friends easily. She is a bit of a flirt, but for the most part it is all in good fun. She isn’t always cool calm and collected, she went through a lot when she was younger. But she doesn’t talk about it at all, she tries to keep the bad to herself not wanting to burden other people. And usually covers up it with her sense of humor.
Plots:Kris is still finding herself and new to the supernatural world being a new witch cast out by her very religious family. A virgin but curious about all things sexual. A young soul that still wants to experience the world and what it has to offer. I am open to different stories or plot ideas with her, possible looking for someone to bring out the stronger woman within...who knows I'm open to all ideas so just shoot me a line.
Coven:London
Posting: at least once a week, 2-3 paragraphs per post
Other notes: Looking for someone that wont simply drop her or make it feel as such(if you lose interest please let me know. Perhaps we can work something out to make it fun again), and works well with their writing partner. Good communication is key to make it fun for everyone.
Player: Curvykitten


Bisexual Female Werefox Looking for Straight Male or Lesbian Female


Requested for: Zoe Fantain
Characteristics: Someone a bit more balanced then Zoe, but not someone boring. She has had a great deal of wanderlust these past few years, so someone that could bring her back to a real path and want to stay where she is. Someone who's passion and spontaneity matches her own, and someone who is not a stick in the mud. This person needs to be strong enough to tell her no when she needs to hear it the most. And make her want to stay where she is.
Plots: Open to all sorts of rp goodness
Coven:Alaska
Posting: negotiable, but for the most part I stay pretty active and would like to try for at least two posts a week
Other notes:
She will be living with a vampire, her friend Katharine. She also has a love for dancing and for the violin so perhaps that can be brought into it somehow. Beyond that I am open to working out all sorts of possible ideas.
Player: Curvykitten



Straight female Fae Looking For Male Vampire, fae, Human, Shifter or Witch


Requested for: Marie Isabella d'Orléans
Characteristics:Marie is like the shadows, mysterious, with a dark sense of humor. She seems to keep parts of herself closed off and hidden away from people. So she never really talks about her past, just tid bits here and there. But she is not shy, forward, passionate, hedonistic, strong, and stubborn. She has a passion for music, and is very intelligent though doesn't flaunt it. She seems to have a fiery spirit that struggles with the darkness within. It may seem like she is hiding something deep within her. Only her eyes seem to give away any hint to the caged passion hidden with her.

The mixture of darkness and light having found a delicate balance within herself. She tries to maintain that balance, but there are times when the darkness within almost seems to over shadow the light within her soul. A struggle she continues to have within herself, but for now it is a struggle she is winning.
Plots:Rich, connected, practically royalty from back in the day, and board of it all. Someone to spice up her life and remind this woman why its good to be who she is :P
Coven: Louisiana
Posting: at least once a week, 2-3 paragraphs per post
Other notes:Looking for someone that wont simply drop her or make it feel as such(if you lose interest please let me know. Perhaps we can work something out to make it fun again), and works well with their writing partner. Good communication is key to make it fun for everyone.
Player: Curvykitten








Female Werewolf Seeking Male Fae, Shifter, or Witch


Requested for: Heather Winters
Characteristics: Heather is the Vermont Pack Alpha, and as such has many responsibilities. One of her main responsibilities is her 18 year old daughter, who has yet to go through her first shift.  Due to being a Alpha, and a Parent, Heather has had very little time for her personal life. She's recently started dating again, but has had very little luck.

Heather is a people person, though her past is rather sorted, and is loyal to a fault. If she sees someone as a friend, or even more importantly family, there is nothing she wouldn't do to help them.

Plots: Heather is looking for a strong male who is a bit rough around the edges. Her recent adventure into dating a "suit" failed, and she finds herself looking for someone who can respect her authority in front of her pack, but who will take charge at home and doesn't mind being around a bunch of shifters who act as if they are part of an MC.
Coven: Vermont
Posting: Once a week preferably. 2-3 Para a post (more is fine.)
Other notes: My RL can get kind of hectic at times, and it can end up keeping me from posting. I try to post once a week, and would like a partner who can do the same. However, if I find someone I think I will work well with, who can't post weekly, I can deal. I'll just need them to understand I may have to have her running in multiple scenes at once.

*I do have ideas for potential face claims for the guy, ones I know would catch her attention.

Player:Vampyre Valkyrie




CurvyKitten

WOOT more people, more characters, more plots and more RP GOODNESS. Keep em coming folks!

CurvyKitten

Leaves Cookies and other tempting morsels to lure all more pretties in!!!


Vampyre Valkyrie

“Honey, I rose up from the dead, I do it all the time."

|

CurvyKitten

The cookies totally worked!! Hmmm....~tempts with more treats~







Wait how they get in there....oh well they count too :P


Hazy Sky

Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

CurvyKitten

Quote from: Flower on August 11, 2015, 01:51:33 AM
-marks for review-



OMG tiss a Flower! YAAY

Quote from: skyre on August 11, 2015, 03:02:42 AM
*Sets up his chair and books camp in a quiet corner... *

GLOMPS~ no quiet corner time for you mister :P hehe Hello Skyre! And welcome to our Corner of E!

Hazy Sky

Curvy! *Hugs* I saw your name and the idea and I was sold at that point. Having Flower here is also a definite bonus.

How do you feel about a free roaming Werebear and one of my favourite characters, the calm and laid back Bjorn joining the fun?

I'd also love to bring my blind character out to play, but he needs a bit of tweaking to make him work I think.
Looking for and accepting new stories.

Current earworms
Kallax
The Midnight
WOLFCLUB

Vampyre Valkyrie

Quote from: skyre on August 11, 2015, 02:52:10 PM
Curvy! *Hugs* I saw your name and the idea and I was sold at that point. Having Flower here is also a definite bonus.

How do you feel about a free roaming Werebear and one of my favourite characters, the calm and laid back Bjorn joining the fun?

I'd also love to bring my blind character out to play, but he needs a bit of tweaking to make him work I think.

That amount of character ideas in this one post makes me super excited! LOL....Also, love me some werebears! Oh and Hello! :P

Quote from: Flower on August 11, 2015, 01:51:33 AM
-marks for review-



*Waves* Hello!
“Honey, I rose up from the dead, I do it all the time."

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