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Most humans are mortal unless they find means to prolong their lifespan.
True brutes, a transformed lycan is the most horrifying of races to encounter, especially if they may not be an ally. They are towering monstrosities, their base turned heights usually range anywhere from eight feet where as some of the rumored tallest has been noted to stand a good eleven or more feet in height. It is not just the size that makes them frightening, it is the sheer bulk of their muscular bodies and the fact that they possess frightening speed and strength as well to accommodate to their large statures. They are humanoid in image and fit most of the older rumored lore. Beastly, furry, large, muscular, claws, tail, and wolfen snout alike make up their images. Their pelts come in colors of brown, gray, and black. The rarer of hues are ivory, blonde, and even crimson.
Werewolves possess tough hide and regenerative capabilities and their only natural weakness is silver which cripples their healing. They can still be felled by other means, such as decapitation and even a fatal blow to the heart or brain can put one down for good. Werewolves are not affected by religious or holy items, using such to repel them would leave the individual a bloody carcass being feasted upon. Older werewolves also possess the ability to change at will. All werewolves transform on a full moon and often are taken over by primal instinct.
Lycans are not immortal, they age and die just like everything else; although they do live prolonged lifespans up to three hundred years given their decelerated aging. Despite lore, lycans do not have a standard animal wolf form.
Abilities: Supernatural senses while in human form. Powerful regenerative capabilities in their lycan forms. Dangerous speed and brute strength in their lycan forms that accommodates to their intimidating sizes. They also posses other heightened physical capabilities in their lycan form. Werewolves do not possess other supernatural abilities.
There are many rumors of what a vampire is, though those that prove true all retain to these elements. Vampires are nothing more than past humans who have been inflicted with vampirism; a demonic origin curse that stops one’s lifespan at a particular age on turning and leaves them to feast on other’s blood for life-force. Immortality has its price, forcing these individuals to live a life of darkness; although there are also plenty of benefits they reap. Superhuman strength, speed, and regenerative capabilities, along with the addition that many possess supernatural abilities beyond the basis of charm and allure.
It takes a trained eye to notice a vampire, despite the obviousness in paleness of skin, vampires can easily retract their fangs to make them appear more human and better shroud their existence. There are other means of detection, those with a strong nose for things such as lycans can usually smell one out. A fellow vampire or dhampir can also sense the living and the ‘undead.’ Thermal heat may even give a vampire away, unless they just recently fed to make themselves appear more lively with warm blood coursing through their veins.
Despite lore, vampires are not weak to garlic, if anything their heighten senses may be sensitive to the smell. Sunlight is a given as it easily scorches and burns one to dust. A stake through the heart is not necessary, anything that permanently pierces that organ and remains lodged within can fell one. Decapitation can also put a vampire down for good. Also, vampires are weak to a manner of holy objects such as water which may receive a proper blessing, crosses, bibles, and other Godly affiliated items.
Like demons, vampires possess a strict code of ethics of holding true to their word. They are also tied to an ‘invitation,’ meaning they cannot enter an occupied residence unless they are invited in by an inhabitant of the place. They can freely come and go afterwards, yet this mostly applies to havens of mortals. Vampires can always party crash places where a human doesn’t live.
Abilities: All vampires have the basic charm/allure ability which works on weaker minded humans. They all have supernatural physical stats but never no where near on par with a werewolf no matter how long lived they may be. They all are also capable of creating ghouls to serve them, along with turning others into vampires. Other than that vampires may possesses one additional ability that they are extremely good at, two abilities they may average in, four abilities that they are poor in, or one average ability and two poor ones.
Dhampirs are the rare offspring between a mortal and a vampire. Now one may wonder how a vampire may even be able to produce offspring, the answer is obvious. With enough fresh blood in their veins, they become lively enough to rejuvenate reproductive capabilities. The majority of the times it is a male vampire whom fertilizes a female mortal, but there has been rarer scenarios of vice versa.
As a Dhampir, they gain additional supernatural bonuses in reflexes and speed. They are no where near equal to a full blooded vampire, and they still need an intake of blood to live along with the addition of food. Dhampirs inherit one vampiric ability from their parent; but they do not gain a vampire’s natural talent of charm(unless that may be the ability the player wishes to have.) They are also immune to mind control and possess quicker healing from an intake of blood.
Dhampirs cannot be noticed by normal means, one can’t just look at another and figure they were a dhampir. Even vampires and lycans sometimes have a hard time distinguishing a dhampir by their scent or aura as do other supernatural creatures. The only off is that they may be slightly pale, but if anything they retain a normal complexion despite whatever ethnicity they belong to. A dhampirs fangs are retractable.
Dhampirs can tolerate sunlight, although it still makes them nauseous being out in it for too long. They also gain ailments to vampire weaknesses. It is not anything to the same extremes, but it can still make them ill or even cripple them. Also, if a dhampir relies too much on feeding, they may go into a crazed state. Another weakness is some often develop an envy towards vampires and may indulge fully into that side to try to become one.
Dhampirs are immortal as their aging usually stops around the twenties; of course there has been others in the past that may pause at different intervals.
They cannot create ghouls.
Abilities: Possess superb reflexes and speed. They also have heightened strength, endurance, and stamina. They inherit one ability from their parent that they excel at, regardless of whether that ability may of been a weak one that their parent used or not. They possess supernatural healing and do not have to stress on burning to death out in the sun.
What is a ghoul? Ghouls are mortals whose blood has been infused with a vampire, normally be intake; although usually Ghouls are also pets/guardians/caretakers of a vampire whom they may serve. The benefits of vampire blood heightens their mortal capabilities, allowing them to possess quicker healing, supernatural strength and endurance(although no where equal to their master or mistress) and some may even leech off of special abilities and wield them to an extent that their master/mistress may possess. They can also normally function within the day as well and as long as vampire blood is infused in their veins, they will retain the age they are currently at upon the first infusion.
The drawbacks? If their master/mistress perishes, they cannot override the infusion with another from another vampire. The results aren’t always pretty once the blood wears off, their immortality is severe and they begin to rapidly age to the age they are suppose to be; assuming they may held this infusion for a long period of time. Also, their mentality is to be questioned as well, to become a Ghoul one must fully surrender themselves to their master and there are some masters whom wish to have mindless thralls over free willed pets.
Humans are not the only ones subjected to become ghouls. In the past many vampires had taken on animals to be their loyal companions, it all depends really on one’s personal taste.
Allowed Ghoulism: Humans/Animals
Abilities: Ghouls have heighten reflexes, speed, and stamina; but no where near on par with a Vampire and still under a Dhampir's physical capabilities. They also receive additional bonuses in strength and endurance; still under their master/mistresses. They also have quicken healing, although they do have to feed to cure more serious injuries; such as broken bones of destroyed tissue. Ghouls also have been known to adapt an additional ability, whether inherited from the Vampire they serve or something natural over time that unlocks.
GM Note: This race is rare given how OP it can be, as a result few slots will be available and other slots will be rewarded to dedicated members that may wish to play additional characters. In hindsight this race will mostly be a 'prove me you are responsible enough for it,' sort of deal. I may be lenient to human tainted, but things beyond that you really will need to prove responsibility.
Tainted are mostly the spawn between demons and their various couplings with other races. Being half demons, they automatically receive weaknesses towards anything holy and if they are also from a race that has similar effects, it only worsens to a crippling or fatal degree.
Being half demon, they also gain supernatural powers to accommodate to whatever other half breed they may be. A werewolf may turn into something far more monstrous upon transformation, excelling in raw physical abilities beyond a traditional lycan. The spawn of vampires that also become tainted share similar prowess way beyond a traditional dhampir may be, easily inheriting the same amount of powers their parents may share, along with being strong as vampires.
Powerlevels between species varies greatly. Tainted ghouls have also been rumored to be on a normal vampire’s level of strength. Humans become superhuman, but in truth most tainted are a very limited breed and thusly are rare sights to behold. It is also believe there are other methods to become ‘tainted,’ beyond the birthing process.
Demons and Fallen angels are another rare lot, given how dangerous and unstable they can be. Still, many in the past have used evil to combat evil, so it is not entirely unheard of for those to summon either as allies, in truth it is just simply frowned down upon. Once summoned, they are often bound through a contract with their summoner, thusly they cannot do much freely upon their own. They are limited on how far they can part from the one who they are in a contract with and it is through that contract that they are allowed to remain upon the mortal plane. A broken contract would free a demon/fallen, giving them free reign for a limited amount of time, before they may be able to find a proper vessel to bind themselves with.
Mortals offer the best essence and energy to serve as a gate of keeping them in the realm of man. It is a give and take relationship that is beneficial to both groups, but not without costs on either side. There is always a price for the amount of power to be used and one of the two within the contract must pay it. Demons and Fallen do not suffer complete obedience to their summoner, thusly they have as much as a right to refuse lending their strength or paying the price of the activation of power.
Still, not all demons or fallen require a vessel(these are restricted for obvious reasons and many treated as NPCs/enemies) there are still many wandering along on Earth that serve as various threats to humanity. Demons come in various varieties and often feed/gain power in different ways depending on their breeds. These creatures are excessively weak to holy objects and despise them to no end. Whereas Fallen are naught more than the corrupted counterparts of what they once were, some may be lucky to still wield that of 'holy' magic, but those that cannot will be susceptible of harm from such.
Pacts. Demons and Fallen that make pacts cannot break them, they are bound to someone till their master or mistress dies. They cannot directly kill their master/mistress either; however there is always work around indirect means that some have done in the past. Although they may lie and deceive, demons that make a promise with another cannot break it, regardless of what that promise may be. They will always do their utmost to fulfill it on their end, despite the costs as a result. As for Fallen, they are not typically bound to such promises to carry them out. Many Pactmakers often rush to them for safety.
Demons will always inflict harm, siphon sanity or humanity from their pactmaker when their power is used; but they will fulfill the end of the bargain/promise.
Fallen are not entitled to carry out promises and they especially are prone in corrupting their pactmaker. Fallen often demand some form of 'sacrifice' for their power to be used; and of course the greater the tribute the greater the power.