The University of Whitewater {Semi-Advanced} discussion

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W I T C H E S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Witches are both male and females, while they only have the name "witch." They are almost 100% human, except for their magical ability, a unique DNA strand passed on through families. It is incredibly rare for a witch to be born out of a family of humans,but not unheard of. They are known to be pretty dark and twisty, and are viewed typically as the 'goths' of the town. The whole 'good witch bad witch' line is very thinly drawn, and it is practically impossible for a witch not to have a little bad in themselves. They are very protective of their own, and vengeful creatures.

Covens: Each witch is a member of a coven. Whether it be their birthright, or they choose the coven they seem to fit in with most, it is a required part of a witch's life. Without a coven, his or her life seems very empty and they will transcend into a very depressed state. Coven leaders are born, not made.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Casting Spells: While they can produce spells, the stronger the spell, the more energy is drained from the witch. They need ingredients for many of the spells they produce, so some can not be cast right on the spot
.Potions: Witches can also concoct potions that will cause temporary effects on those who consume them.
.Riding broomsticks: As cliche as it seems, witches are known to ride broomsticks from time to time, typically for only convenience.
Familiars: Witches always take on a familiar, a pet-like sort of spirit animal, whom they have an affinity with. They can speak mentally with this animal.
Identification: A witch can tell the species of another on sight.
Magic: Magic is not so much a physical thing as it is the ability to recognize, tap into and control the primordial, metaphysical and natural forces that run through all things of this world. The magic user have the ability to sense this driving force and channel it via manipulation of the various elements: earth, water, air, fire, spirit and blood.
Magical force (also known as energy, essence, spirit, power and numerous other names) is composed of two halves which constantly work against one another and also work together. One half, innately recognized and sensed by witches, is a calm, gentle force. It is expressed in the elements of water and earth, to which female spellcasters have an affinity. The other half is its opposite, violent and demanding and must be controlled and dominated. It aligns to the elements of air and fire, and is much more easily manipulated by sorcerers.

Spirit exists on its own, and can be either forceful or gentle, brutal or weak depending on where and how the power is tapped into.



Blood is a darkly wicked aspect of magic. No one knows (perhaps except a very old fae) how the primordial forces of the world came to be tainted by blood. Blood is a powerful element; it is also dark and dangerous. It separates itself from spirit and tends to run through and touch upon the fire and air elements. Over time, this has made those who connect more easily to fire and air, specifically sorcerers, more attuned to this force and the ability to wield it.



( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.If their familiars are harmed, they feel the same pain. If a familiar dies, the witch will go into a comatose state where they are incredibly vulnerable. To retrieve the witch from this state takes deep magic, typically blood magic, and a sacrifice to create a new familiar.
.Vocalization: A witch must vocally cast all his or her spells, even if they're only at a whisper. A gagged witch has no power.



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V A M P I R E S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Vampires are the undead, immortals of the world. Formerly human, they are created by another vampire and must drink blood to survive. It is difficult to identify a vampire on first sight. They were once human, and aside from their paleness due to lack of sun exposure and lack of blood pumping through their bodies, they still appear human. They remain frozen at the age of their turning, and do not age. Their fangs are hidden and retracted unless they are feeding, angry, excited or in an otherwise highly emotional state. This often includes heightened sexual states as well. Unlike the myths that shroud their secrets, their hair and nails do grow and do not remain static. A vampire can easily move through time and identities with a haircut and hair dye.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Call Shadows: Vampires have the ability to shroud an entire area in complete darkness, this is usually when they strike.
.Daywalking: Some Vampires are created with the natural ability to be in the sun without any damage whatsoever. While most can only be exposed to sunlight for a few hours at most in one sitting, these vampires can be exposed as long as they would like. But, they still don't become tan.
.Compulsion: Vampires, especially female ones, are extremely appealing to humans and often allure them into a lust-like trance where they bite them.
.Can erase most memories of their victims being bitten


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Silver: toxic and harmful to Vampires. Merely coming into contact with silver, be it jewelry or weaponry, will cause burns on the Vampire's skin where it has contacted the metal. Prolonged contact with silver weakens the Vampire (in addition to burning them), and for this reason silver is often used as a means to restrain Vampires.
.Beheading: Beheading is a sure-fire way to keep a vampire from coming back to life. While most injuries will heal themselves, a decapitation is far too great.
.Juniper is the one plant that is harmful to Vampires. Any and all parts of the plant will affect Vampires in some way. The needle-like or scale-like leaves will burn a vampire much as silver and sunlight do. Ingesting juniper, the juice, or the berry fruit will cause the Vampire to have a reaction that mirrors human anaphylaxis. Though breathing is not required, the Vampire will begin to experience shortness of breath and choking. Eventually, it will lead them to a vastly weakened state, followed by a period of paralysis until the herb can be purged from their systems.

*Contrary to Popular Belief, stakes and crosses have no affect on vampires*

Blood:
While Vampires need the blood of humans to survive, the blood of Vampires, when ingested by humans, can have some interesting effects.

One of the most noticeable effects of imbibing Vampire blood is increased healing. Vampires have been known to share blood with a human to heal their wounds and restore their health.

A human drinking Vampire blood will also have a heightened attractiveness and allure, and will be more appealing to both humans and other Vampires. They will also experience an increased libido, heightened awareness and enhanced senses, as well as an increase in their strength and endurance.

While these all sound like perks, there are also weaknesses and downfalls: humans under the influence of Vampire blood are more susceptible to a Vampire's compulsion and have less control over their emotions (which are heightened and more intense). For some humans, Vampire blood has been known to cause mild hallucinations and delirium to full blown 'bad trips.'
The effects of ingesting Vampire blood last for a few hours to a few days, depending on the amount of blood ingested and the age of the Vampire. If a human consumes enough vampire blood, they will be turned. Likewise, if a vampire drains a human completely, and then injects their blood into the human, they will sire a vampire.



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S H I F T E R S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Whether natural, magical, cursed or inherited, the shapeshifter is as much a part of the supernatural world as any other supernatural creature. They, too, must walk in shadow and hide their differences from those who would abuse and/or persecute them.They typically function together as a unit commonly referred to as a pack. The pack is a structured community, acting under the the influence of a pack leader, the Alpha. All pack members are subject to the authority of this Alpha, and most shifters within the territory of the pack also find themselves pressured by the pack until to follow pack laws or face dire consequences.

There are two ways to become a shifter: birthright and infection.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Unlike the lore of shifters, they can transform at will. They are not required to transform during the full moon, their abilities and strengths are heightened at the time.
.Their body temperature runs higher than a normal human’s, making them warmer to the touch, and they metabolize quicker.
.Shifter traits typically start to begin during puberty.
.All werewolves and shifters find themselves strongly attracted to one another.
.Shifters have enhanced strength. A weak shifter can lift anywhere from three hundred to six hundred pounds. Stronger shifters can easily lift twice that amount.
. have heightened hearing and olfactory senses. Shifters can recognize other shifters by scent, and can learn to recognize vampires by their lack of a natural, normative human scent.
.Shifters are able to perform partial transformations, such as their nails growing.
(view spoiler)

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.They suffer from allergies to wolfsbane and silver. Exposure to wolfsbane weakens them and produces in them an extreme allergic reaction almost akin to anaphylaxis in humans; silver weapons can not only injure them, but poison them, and silver bullets are fatal to them.
.They have a more animalistic nature that is often hard to control. Emotions get the best of them and can put others in danger.



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E L E M E N T A L S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Elementals are a special species, related closely to fairies and elves. They are born with the ability to control one or multiple elements. If they have the affinity for one element, they can control that element very well. The more elements they wield, the harder it is to control. They are most at strength when in their element, and can be very dangerous if not taught to properly harness it.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.They can produce, wield, and manipulate their elements at any given time.
.Can create enough air underwater to breathe (if they control air or water)
.Can walk through fire (if they control fire)
.Can manipulate the weather (granted they have the correct elements)
.Very in tune with the weather, can predict the weather, especially when storms are brewing
.Can survive and sustain themselves simply off of their element alone. While they prefer food, they can go without it simply from being in the presence of their element.
.Their power is often based off of how much of their element surrounds them. If they conjure more of their element to appear, their power will grow with that element's presence.


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Power drain- it takes a lot of energy to control elements
.Their emotions often take control and the elements are affected by this. It is very difficult for them not to lash out when upset, and cause physical damage using their element.
.Often the weather can reflect their emotions in a negative way.
.Control in general is a big struggle for them



message 5: by Denver -writes poems drinks wine-, with bullet and blade (last edited Dec 05, 2015 10:02AM) (new)

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A M A Z O N S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Amazon warriors are a mystical race of exquisitely beautiful tall super women who live deep in the Amazon Rainforest. They are more or less Demigods. However this has been greatly diluted over the centuries with each successive mating of a genetically inferior paranormal being or human male, and an Amazon female. Those of Amazon royalty will mate only with Gods, Demigods, Immortals, or other high level supernatural beings. The first of their kind, the original Queen of the Amazons, was the daughter of the Greek God of war Ares, and a Nereid (sea nymph) named Harmonia. Harmonia is no relation to Ares, and Aphrodite's (the Goddess of Love) child of the same name. More than likely his love for the sea nymph inspired his daughters name.Despite their father being Ares, they first, and foremost worship the Goddess Artemis. The Greek Goddess of femininity, childbirth, hunting, and the wilderness which Amazon women love. Although they do pay homage to their Father God who is just about the only male they trust. However in general they are accepting of male Gods. In addition a large group of Amazons make an annual trek along the Amazon River to the ocean in order to celebrate their Mother Nereid Harmonia. During this time they are at their most vulnerable but they usually make the journey during Carnival celebrations so they don't look out of place. So if you see a large group of tall exotic scantily clad woman during the celebrations in Brazil during February or March they are most likely Amazons. If you're a girl you can go ahead, and acknowledge that you know their identities. If you're a boy then we strongly suggest not approaching them. If one of them approaches you however then you can expect to have the greatest night of your life.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Superior Strength- The Amazons posses a very unnatural amount of strength, especially for being of average size.
.Incredibly fast- whether it be their reflexes or their running speed, Amazons are naturally quick. Many female Olympians, especially the medal winners, are really amazons.
.Very alluring, but have an inner hate for men. Men find Amazons nearly irresistible, but it's too bad Amazons are the black widows of the supernatural word.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Can be killed as easily as a human and in similar ways, if you can get them into a compromising position.



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G H O S T S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
A Ghost is the spirit of a deceased person that for some reason or another was unable to pass on to the next life, or who's rest had been disturbed. Ghosts are neither good nor evil, as their behaviour is ultimately dictated by who they where in life and how they died.

Type of Ghosts:
Violent Spirits: Generally the ghosts of violent people or people who died from violent deaths. They are the most dangerous type of spirit and will attack anyone that reminds them of their deaths. Benevolent ghosts also have the potential to turn violent as a result of staying on earth too long or emotional stress.
★ Death Omens: While they appear violent and intimidating, they are not dangerous ghots but rather trying to warn people who may be murdered by the person who killed them. They are tied to the earth because they wish to find out who killed them.
★ Death Echo: An ocasional byproduct of murder by a ghost; a Death Echo is considered one of the more pitable spirits in the the series. They are spirits who are trapped in an endless cylcle of their murder and the pain of death. An Echo can be shocked out of the cycle and then pass to the afterlife if they are confronted or calmed by a person they share an emotional link with. They then disappear in a flash of light
★ Vengeful Spirits: While dangerous and violent, these ghosts are not evil in nature. They are simply seeking vengeance for a wrong committed against them or a loved one. On the rare occasion they can still be attached to their body.
★ Buru Buru: This kind of ghost is born from fear, so it strikes fear into its victims--in other words; ghost sickness. It is found in Japanese lore. The only way to kill a buru buru (if there is no body to burn) is to kill it with fear.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Teleportation-Ghosts can move from one place to another with deep enough concentration
.Area Manipulation-User can warp, bend, flip, crush, control and otherwise manipulate physical aspects of space within an area of ones choosing, including an area and whatever is inside of that area. They are able to trap subjects or objects in space and push that space, throwing subject and object away from them. This takes quite a bit of energy and can only be maintained for so long.
. Invisibility-They manifest when they wish to, and otherwise remain unseen
.Possession-If a being is susceptible enough, a ghost with a lot of energy can possess the being, taking complete control of their body.
.Telekinesis
.Mind reading-While it takes a decent amount of energy, a ghost can read the mind of another. The amount of energy depends on how open the person is.


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.takes a lot of energy to move objects/affect things
.Iron and salt cause them to disappear temporarily


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P S Y C H I C S / P R O P H E T S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Psychics and Prophets, while two different supernaturals beings, are both people who are sensitive to energy. Psychics can detect, interpret, and work with the energetic emanations around them without the use of the five ordinary senses. These energetic emanations can come from locations, inanimate objects, people, animals, etc. They can often contact the dead or predict events in the short future, although not very indepth. Prophets typically receive messages from God about the future, and can predict the future very vividly, but do not always have the ability to contact the dead or interact with the energies around them.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Clairvoyance (clear-seeing) – Psychic Seeing or sight that occurs outside the range of ordinary visual perception. Psychic seeing most often occurs within the mind’s eye. Clairvoyants can see objects, people, auras, energy fields, Spirit beings and etc. that are not visible to those without clairvoyant ability. Some clairvoyants can also see “across time,” enabling them to “witness” past, future and present (taking place at a site other than where the clairvoyant can see with ordinary vision) events. While it is less common, some clairvoyants can psychically see with their physical eyes. Clairvoyance has an interesting and often conflicting reputation: it is simultaneously the most desired and pursued psychic ability (by those who do not have it and by those who are seeking out a psychic reader); the most commonly misunderstood psychic ability (even among psychics); the most faked psychic ability; and the most difficult psychic ability to live with (by those who posses it). It is rare for a Prophet to be as clairvoyant as a psychic, but they are far better at seeing across time.
.Clairsentience (clear-knowing) – Having knowledge or information that is obtained without the use of the ordinary senses and, often, without effort or intention. Clairsentience is most often described as “just knowing.” Empathy, psychometry, and intuition (“hunches” and/or “gut feelings”) are common examples of clairsentience. Clairsentience is the most common of the psychic abilities and most people demonstrate clairsentience to some degree within their lifetimes. Common examples of clairsentience range from: knowing the phone will ring just before it does, to a mother or father inexplicably knowing when a child has been hurt or is in need, to having a sudden and sometimes panicked urge to escape an area or event where a disaster is about to occur. Clairsentient information can be obtained through any of the psychic senses but the most commonly cited source of clairsentience is “feeling.” In many cases the psychic or medium cannot precisely identify how the information came to them.
..All Prophets have very protective guardian angels because they are blessed with gifts from God

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.For Prophets, visions can often completely overtake them and they are left vulnerable, without control. These visions are very draining and they often faint afterwords.
.often times, touch and contact are required are for both psychics and prophets
.While very gifted in the supernatural community, psychics and prophets are both completely human and can die in the same ways humans do.



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F A I R I E S;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Fairies look a lot like humans in their typical form, accept they have wings and insanely great looks. In their true form, they are very small, much like pixies, but often transfigure themselves to be of average human height. They have small magical abilities, but it is mostly intune with nature. They are very protective of nature in general. Their breed is very closely related to elves, but with generally stronger nature abilities. They can speak to plants. There is a lot of secret-ism with the fairy culture, but their culture is very rich. They have many holidays they celebrate, and thus are done very elaborately.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.To cast spells. These spells are typically in line with nature, and are not very big or long lasting.
.Flying- all fairies have wings
.Nature-tongue: Can speak with plants
.Nature's Touch: Can heal a plant, but it zaps their energy, and likewise, if the plant is willing to lend energy

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Their wings are extremely fragile, and any damage to them are excruciatingly painful.
. Spells take a lot of strength from them
.When they are in their true form, their smaller size, they can easily be squashed.



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A R A C H N E S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Arachnes are supernatural creatures who have abilities similar to those of spiders. They were born from the goddess Arachne, who was said to be the world's first spider. They feed on human flesh most often, or that of wild animals. Often, they have more than just two eyes, and usually keep the other eyes hidden with glamour.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.An arachne is a creature that can create strong webs, just like real spiders can do, so they can use to trap their victims with ease.
.In addtion, they are also capable to change humans of the opposite sex with a infecting bite into arachnes, so they can breed, or even kill them with poisoning through their bites.
.Their bites, as said above, are very poisoness.
.Above average strength--there strength is somewhat greater than that of an average being.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Arachnes are difficult to defeat as they can only be killed by beheading, as bullets or fire cannot.



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C U P I D S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Cupids are special forms of Angels who spread love around the world. They can utilize the power of love either in their natural non-physical pure thought Angelic form or they may take human form when necessary. The height of their power comes on St. Valentines Day.They all follow Heaven's orders, particularly serving Michael. They are all decedents or Eros. Cupids are forbidden to fall in love themselves, and face grave punishments if they do so.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Bringing together soulmates
.Inspiring love to grow
.They also fight against various forces of evil who have broken up soul mates.
.Pretty spot on archers
.Can fly, in their true forms


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Their job often takes priority of their life
.They often become depressed when true love cannot be fulfilled
.Overly happy for love, to the point of distraction
.Very emotional



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M E R M A I D S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
A mermaid (female) or merman (male) is primarily a superhuman who appears human from the waist up and fish like from the waist down. The fish half can vary in color among Mermaids, and can include crimson, orange, yellow, green, blue, and violet. Upper echelon royal Mermaids have a metallic gold looking color. Royals beneath them will be blue or violet in color. Mermaids could be classified as superhuman mammals since their fish half is genetically similar to a dolphin but there are other components to their unique paranormal biological as well. Incidentally mermaids have the closest kinship with dolphins who they keep as beloved family pets. Mermaids live primarily under the surface of the sea able to breath oxygen from the water through their special lungs. They can talk underwater although they more than often speak telepathically with each other.Unfortunately they cannot procreate in their natural fish like state as they have no reproductive parts. They must mate by leaving the sea together. Since their sex drive is very low, as is their drive to part from the water, this doesn't happen often so the mermaid population has stayed relatively small despite their immortality. This has the added advantage of lessening the risk of their detection by the human world.A mermaids tail transforms into human legs, feet, genitals, etc when they leave the sea.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Superior strength while in water
.Able to manipulate water, but takes great energy
.Breathing underwater
.transforming between legs and fins
.communication with animals of the sea
.small healing powers


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.If their legs come in contact with salt water, they will immediately revert to their underwater form.
.They need to moisturize frequently or their skin will dry up.
.Their skin burns very easily



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E L V E S;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Thin and lithe creatures of the forest, elves are rarely seen unless they want themselves to be seen. They are very connected to nature. elves are strongly associated with magic and nature. They are slightly taller than humans, but have a much lighter build. While they typically lack in strength, they make up for in agility. There is a realm of elves for each season, and each is strongest during that season. The Spring elves typically live in areas without much temperature fluctuation. Winter Elves live far up in the northern hemisphere, such as Russia, Greenland, Iceland, and Canada. Summer Elves typically find home in the tropics, especially in rainforest areas. Fall elves like European areas and the Mid West of America.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
. Elves can cast small spells in relations to nature, much like fairies do
.Very musically gifted. Each elfling is a music prodigy of sorts.
.Very quick on their feet, as well as quick witted. Their dexterity and agility are hard to match.
.Have the ability to blend in with almost every surrounding


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Not very strong, so can be injured quickly if they get hit
.Very fast and agile, but have low stamina



message 13: by Denver -writes poems drinks wine-, with bullet and blade (last edited Dec 19, 2015 01:06PM) (new)

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F A L L E N A N G E L S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Often fallen angels occur do to committing a sin while in heaven. They can also be produced as the offspring of an angel and a human. They are not immortal, but they do have high health. God has stripped them of their immortality. Some, a select few, have wings that are still able to work, so they can fly for short periods of time. Their goal is to regain their grace with God and return to their home.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
. The ability to heal themselves and others, one of the limited magical abilities they have retained
.some can fly, but only if their wings survive the fall
.very quick and strong, compared to an average being
.Usually and incredibly musically gifted

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.If they heal another person, it is very energy draining, and they also take on the pain the person felt while getting the injury
.Many have great depression from losing their home and strive to do whatever they can to get back to Heaven
.Often their goal of getting back home drives them mad
.They do not completely understand how the mortal world works and often make grave mistakes



message 14: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 19, 2016 08:45AM) (new)

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G U A R D I A N A N G E L S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Guardian Angels are angels assigned to a person by God for a specific reason. Not everyone has one, although all prophets do, due to their close relationship with God. Their sole purpose is to protect the one they guard at all costs. Unlike fallen angels, all guardians have their wings and their grace.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
.Teleportation: the ability to instantly move from one place to another.
.Sensing: The ability to sense danger and to sense other supernatural beings
.Invisibility: Guardian angels have the ability to be invisible if they wish it.
.Flight: Guardian angels have enormous, beautiful wings,although the wings of each are unique to the angel. They can also keep them hidden unless they wish for them to be seen.
.Healing Powers: Guardian angels can do a mild amount of healing. While they can not bring back a life, they can heal many injuries.
.Strength: Guardian Angels are incredibly strong, even compared to normal angels.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
.Their Guarded: If their guarded is hurt, they often feel the pain or go into a fit of rage. If their guardian dies on their watch, they often exile themselves from heaven because they think they deserve it.
.Guardian angels have been known to often be rebellious, which can get them into trouble
.Often the protective nature of the guardians causes them to fall in love with their guarded, romantically, something which is forbidden by the laws of Heaven.



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S I R E N S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
the Sirens were dangerous and beautiful creatures, portrayed as femme fatales who lured nearby sailors with their enchanting music and voices to shipwreck on the rocky coast of their island. They were the daughters of the river god Achelous, while their mother may have been Terpsichore, Melpomene, Sterope or Chthon. Although closely linked to marine environments, they are not considered sea deities. The Sirens of old were probably considered the companions of Persephone, daughter of goddess Demeter. The latter had given them wings in order to protect her daughter; however, after Persephone's abduction from Hades, Demeter cursed them. The Sirens' song was a beautiful, yet sad melody, eternally calling for Persephone's return. Their entire bloodline is cursed. They have very bird-like facial features, such as sharp noses and slanted eyes. Some of them do have the tail of a fish when they enter salt water.


( ii. ) ᴀʙɪʟɪᴛɪᴇs }
-Their seductive song is nearly impossible to resist
-Their beauty is typically also very seductive
-Wings baby, they can fly.


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
-They are cursed by Demeter to sing, and often cause the death of innocents
-Many females(and some males) of all species hate them, regardless of their actual behavior, simply because they often lure away their lovers.



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P I X I E S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
pixies are considered to be particularly concentrated in the areas the downs and moors of Devon and Cornwall. Like sprites and other different types of English faeries, pixies are often considered mischievous, but not overtly malevolent creatures of nature. They are said to enjoy playing tricks on people; for example, stealing their belongings or throwing things at them. At night, they steal horses and bring them back before dawn, leaving only tangled manes as evidence of the prank. Some pixies are said to exude pixie dust, which is left in their footprints or floating behind them as they move.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
-The ability to shrink in size. Often, pixies appear in their human-form, typically of shorter stature still and tiny in size. But, they can shrink down to pixie size at will.
-The ability to fly
-Pixie dust, in large quantities, can grant others the temporary ability to fly.
-All in all, very clever. They can play incredible pranks.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
-Pixies can be repelled by objects made from iron or iron ore, as contact with the metal is said to harm them.
-Their powers are mostly for pranks, not for protection.



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N Y M P H E S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Nymphs are spirits of the natural world, minor goddesses of the forests, rivers, springs, meadows, mountains and seas. They were responsible for the crafting of nature's wild beauty, from the arrangement and growth of the plants, flowers and trees, to the nurture of wild birds and animals, and the formation of rocky caverns, springs, wetlands and brooks.
All nymphs, whose number is almost infinite, may be divided into two great classes. The first class embraces those who must be regarded as a kind of inferior divinities, recognised in the worship of nature. The early Greeks saw in all the phenomena of ordinary nature some manifestation of the deity; springs, rivers, grottoes, trees, and mountains, all seemed to them fraught with life; and all were only the visible embodiments of so many divine agents. The salutary and beneficent powers of nature were thus personified, and regarded as so many divinities; and the sensations produced on man in the contemplation of nature, such as awe, terror, joy, delight, were ascribed to the agency of the various divinities of nature. The second class of nymphs are personifications of tribes, races, and states, such as Cyrene, and many others.
Each Nymph has a deep bond with a satyr, whether it be platonic or romantic. The bond is about as strong as that between a guardian angel and their guarded, or a witch and their familiar.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
-They have the power to grow, nurture and rejuvenate plant life and even create flowers out of nothing.
-They can teleport by frolicking into trees and bushes, fading through nature.
-Nymphs are the only beings that have the ability to travel to the eternal spring, which they are meant to protect.
-Power Granting: The ability to grant magical powers to other beings. Nymphs can turn other women, or at least witches, into Nymphs through a kiss.
-Sensing: The ability to sense the location of other beings or objects. Nymphs can sense their Satyr.
-They can turn into whatever nature object they have an affinity for.


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
-They need to spend a large amount of time around nature or they 'suffocate.'
-They can be fragile, if caught
-Can be harmed as easily as humans are
-If their satyr is injured, they go into a fit of emotions



message 18: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 23, 2016 10:43AM) (new)

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S E L K I E S;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
A lesser known legend of a supernatural sea creature is that of the selkie. The selkie is a seal-person, or a being that is able to change forms between that of a seal and a human being depending on if he/she is on land or in the sea. They are most often found in Iceland, Greenland, and occasionally Norway and Scotland. Most are of Inuit decent. There are numerous stories about selkie women who are captured by sailors and taken onto land with them to be made into their loyal wives. The men were said to have hidden the selkie's seal-skin in order to keep her bound to the land. Unfortunately for these men, most of the time the selkie woman has an insatiable longing for the ocean..and if she finds her hidden seal-skin? Well, she puts it on and runs back to her home under the waves, never to be seen again.
The seal-men or selkie males are said to be very attractive and legend has it that if a woman wants to have a selkie-lover she need only cry seven tears into the water and he will appear to her. Usually these love stories are tragic and end in more tears for the human lovers. In some cases, selkies are malevolent and will seduce humans to the water and drag them under...while other stories tell of selkies saving drowning sailors. Selkies of the unseelie court are said to be the ones responsible for creating storms that sink ships and destroy property for purpose of avenging kin that were harmed by hunters. The selkies of the seelie court, known as roanes, are said to be soft hearted and shy. Although they will avenge kin, they are harder to anger. But if a good deed is done to them, many times they pay the mortal back by saving their lives if they are ever drowning at sea.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
-The male Selkies are responsible for storms and also for the sinking of ships, which is their way of avenging the hunting of seals.
-The ability to transform into seals upon the contact with water
-Enhanced beauty, occasionally used to lour those into the sea.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
-If a man steals a female selkie's skin, she is in his power, to an extent
-Selkies can not spend too long of a time without being in the water, or they dry up and die



message 19: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 23, 2016 10:43AM) (new)

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N I G H T W A L K E R S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Nightwalkers are purely that: creatures that are known to show their faces primarily at night. It is said that they were born of the night, of a goddess of the night. This is still unclear, though many believe it to be true. Nightwalkers are known for being extremely malicious, if not just downright scary. Most take on the form of attractive men and women to lead their victims astray before feeding on their fear--to the extent of killing the victim via heart failure or total system shut down. Victims, should they live, are usually left with a weak form of retrograde amnesia, unable to recall even their names for a few days.

Nightwalkers are nomadic, and usually stay in groups of two or three. The species itself is not a highly populated one, and many would regard it as bordering on rare. They are, however, not among their stronger, rarer company. Nightwalkers have been likened to Vampires, or rather the common story passed around them. They are, though, cousin species. Primary differences lie in feeding habits and abilities.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
Nightwalkers have been noted as having a weak ability of teleportation, usually only by several feet, as well as being able to distort the space around them. As creatures of the night, they also exhibit umbrakinesis as a primary ability. While rare, some Nightwalkers also possess the ability to meld consciousnesses with other beings.


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
They have an aversion to sunlight, much like an allergy. Exposure to it has them breaking out in hives, which can close airways and stop breathing. While they heal quickly, they can be killed similarly to humans.



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M U M M I E S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Mummies are undead creatures that have been enchanted to never rot. Most are commonly believed to have been royals while being alive, but such is not always the case. Mummies are created usually during failed rituals that are meant to bring about immortality. Well, as the ritual itself has been lost, found, rewritten, lost again, and found again over the years, it is no longer clear if the ritual creates mummies, or is meant for immortality. Mummies, while they do exhibit a tendency to stay in darkened spaces, are known to be wise, and are often accompanied by a Sphinx or a protector companion.

The ritual to create a mummy, before a modified one had arisen, is said to have been from Mesopotamia, where it was also lost. It was said to have been locked away and housed in the library of Ashurbanipal, before the library was burned to the ground, where it was lost. It is said to have resurfaced in Egypt, before being stolen by a slave and hidden away. With the modified ritual, came the ability for mummies to reproduce as they would when alive. The only downfall is that the offspring of a mummy pairing is usually a ghoul.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
Mummies have been known to exhibit a proficiency in enchantments, such as curses and hexes. They also have the ability of insect manipulation, or sand manipulation. In some cases, both powers are possessed. They are ageless, but still killed through decapitation, or removal of the heart.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
While they can stand high temperatures, fire is a sure weakness. They burn up faster than the average human, and their healing process is slower than that of the average human.



message 21: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 23, 2016 10:47AM) (new)

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G O R G O N S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Gorgons are creatures, primarily female, that are known for possessing the lower body of a snake, and hair made of snakes. It is said that the Gorgons were demigods of the goddess Maat, the serpentine goddess of truth. Many believe that the ability to turn people to stone, as commonly attributed to one such believed descendant--Medusa, revolves around the goddess' ability to take the souls of those who lied to her. As far as those many are also concerned, there is belief that there is no such ability for Gorgons to turn people to stone.

While the Gorgons are primarily female, part of this is because male Gorgons are killed, die off of early natural causes, or do not exhibit any gorgon-like qualities. The running belief is that the species is based solely on matriarchal formatting, and thus males would get in the way. However, it has more to do with the temperature of the nest when the eggs are laid, much like it affects the gender of turtle offspring. Males are more commonly produced in cooler weather for Gorgons, and much of the birthing takes place during the summer. However, most male Gorgons are killed as a sign of mercy, as it is believed that they would not live longer than a day or two.

The snakes on Gorgon can be of any variety, usually dependent on the variety of their mother. It is commonly known that a majority of Gorgons possess constricting snakes within their hair, as it is seen as a superior method of killing than through poisoning. However, this also leads to a smaller portion of Gorgons being able to turn their victims to stone. There is only 2% of the population that can do so by sight alone, most of whom are well along in years, and another mere 10% that possess snakes with the ability to turn victims to stone. To hide their appearance, Gorgons are nearly always wearing hats or headscarves

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
Most Gorgons, for the most part, have the ability to manipulate and communicate with reptiles. They can also be attributed, if extremely powerful, to turning into a "massive snake", like those seen on popular films such as Anaconda. Very few of the Gorgon population has the ability to turn their victims to stone by bite, let alone by sight. In some cases, specifically in males, they can exhibit manipulation of their hair. In that instance, the snakes become actual strands of hair that are easily manipulated.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
They are susceptible to the poison of other Gorgons, as well as petrification. Decapitation, as well as severing the body in half either way, is a sure way of killing them. They can also feel the effects of various poisons, though they are less likely to die through that means.



message 22: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 23, 2016 10:48AM) (new)

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B E R S E R K E R S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Berserkers are creatures commonly seen in battle. In the case that you should be facing one, your chances of survival are supremely limited. Said to possessed with a constant and uncontrollable rage, Berserkers are the very essence of war personified. They are known for continuing in battle, even beyond death. Several incidents have been noted where a Berserker is fatally wounded and should have been dead, but continued on until the battle finished before expiring.

However, most Berserkers are not always in a state of constant rage and blood-lust. They are easily disguised among humans, as that would be their primary biological compositions. It is believed that they perhaps one of the closest species to humans. The only difference would lie in the reaction to the adrenaline produced in their adrenal glands. When it begins to spread throughout their system, or if there is a disruption in their emotional state, it triggers a series of molecules that enhance physical performance, but hinder mental capacity. The amygdala, one of the emotion centers within the brain, fires neural signals of rage and anxiety that flood all senses and produce a state similar to when one is in a fight or flight situation. Only, in the case of Berserkers, flight is not an option.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
Berserkers are known for exhibit high physical capability in, and sometimes, out of Berserker mode. This includes speed, strength, and endurance. They are also ageless, reaching maturity at around 18 years of age, but due to their combative natures, are known for short lifespans.


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
Berserkers can be killed as easily as a human, outside of their Berserker state. While in that state, they can continue past the point of their death until the battle is done or they are rendered entirely immobile.



message 23: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 23, 2016 10:49AM) (new)

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F A M I L I A R S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
In legend, a familiar or familiar spirit is a supernatural being that helps and supports a witch or magician. A familiar can shift between the position of animal or human, and feels completely comfortable in both skins. Familiars often have special powers of their own.

The stereotypical familiar in Western culture is the black cat. Because black cats are strongly associated with witchcraft, there are a number of superstitions regarding them. A black cat crossing ones path is said to be a portent of doom, for example. A familiar may be nearly any animal, however. Other common forms for a familiar to take are a dog, an owl, and a toad.

While Christians traditionally interpret familiars as demons, to Wiccans and Neo-Pagans, they are more like the Christian concept of a guardian angel. A witch's familiar can be his or her closest companion, offering moral support, special knowledge, and/or physical healing. Wiccans may seek a familiar through meditation or divination, but most do not believe that familiars can be summoned, contrary to traditional Western legend regarding witches and black magic. A familiar only comes to the witch on their own, usually at the time of puberty, but sometimes not until a time of great need.

The bond between a familiar and a witch is very deep, much like the melding of two minds. They understand each other, and provide comfort to each other, in a way no other being could.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
Shapeshifting - Can take on an animal appearance.
Telepathy - Can communicate with their masters. However, this can be blocked if the master chooses to.
Healing- Familiars can provide minor healing to their witches, typically through the production of tears

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
Their witches- If a familair's witch is harmed, they go into a state of rage and are nearly uncontrollable. If their witch dies, they lose a part of themselves which can never fully be healed.



message 24: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 23, 2016 10:51AM) (new)

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B A N S H E E ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
A Banshee, also spelled Banshi and Benshee, is a Gaelic ghost of Irish and Scottish in origin. A female death omen spirit that manifests to herald approaching death with wailing. The word is derived from the old Irish ben sidhe, a woman of the fairy mound, or woman of the fairy mound, but it is translated by different scholars in a variety of ways, including Female Fairy, Angel of Death, Lady of Death, Woman of Peace, White Lady of Sorrow, Nymph of the Air, and Spirit of the Air, amongst others.

Many people have described the terrible wail, which precedes a death, and certain families are traditionally believed to be followed by the Banshee. The word is sometimes also used to denote a sort of demon, but in Nordic folklore the banshee is always benevolent.

The banshee of legend is actually a disembodied soul, either of someone who in life was strongly attached to the family or who hated all its members. So, if she loves those whom she call, the wail is a soft, tender, soothing chant, intended to either give notice of death's proximity or reassure the one destined to die, or to comfort the survivors. But if instead the Banshee during her life was a enemy of the family, the wail is more like the scream of a fiendish ghost, a demonic howling of delight over the coming fatal agony of one of her foes. When a Banshee needs to make her call, nothing can stop her.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
-they are required to grant three wishes in exchange for three questions answered truthfully.
-can predict, and often cause death
-Sound manipulation: can mimic, throw, and create sound
-sonic scream: can cause others to go deaf, or temporarily deaf


( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
The banshee can also be caught and mastered and made to communicate her information at the point of a sword.
Also, whether she is a ghost or a faerie, she may be able to be harmed by cold-forged iron and repelled by salt.



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R E A P E R S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Death as a personified force has been imagined in many different ways. The popular depiction of Death as a skeletal figure carrying a large scythe and clothed in a black cloak with a hood first arose in 15th century England, while the title "the Grim Reaper" is first attested in 1847.

In some mythologies, the Grim Reaper actually causes the victim's death by coming to collect them. In turn, people in some stories try to hold on to life by avoiding Death's visit, or by fending Death off with bribery or tricks, as in the case of Sisyphus. Other beliefs hold that the Spectre of Death is only a psychopomp, serving to sever the last ties between the soul and the body, and to guide the deceased to the afterlife, without having any control over when or how the victim dies. In many mythologies (including Anglo-American), Death is personified in male form, while in others, Death is perceived as female (for instance, Marzanna in Slavic mythology).
Usually children of Thanatos, they collect the spirits of the dead.
Reapers are completely neutral beings, not caring for deals, fate or even each other at times, all they care about is maintaining "Natural Order" of life and death. Although sometimes uncaring, Reapers generally sympathize with their victims, but refuse to make allowances, regardless of who or why. As they can't force anyone to go with them, Reapers must convince the souls to leave with them, which they normally achieve by forewarning the fate of the souls if they refuse: transforming into vengeful spirits trapped on Earth.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
Super Strength - Being a part of the celestial chain, Reapers possess this ability.
Invisibility - Reapers can become invisible to the physical universe and can only be seen if they are dealing with the deceased or if they choose to. Spiritual beings, like angels and demons, can see them with supernatural perception.
Supernatural Perception - Reapers can see ghosts, angels and demons.
Teleportation - Reapers can teleport from one place to another anywhere in the universe instantly. They can travel to any afterlife realm easily. It is also possible for them to take living humans with them, although it runs counter to their role in the natural order, and is therefore offered only by rogue reapers.
Resurrection - Reapers can resurrect deceased humans, though their dedication to the natural order usually prevents them to.
Cosmic Awareness - Reapers have an incredible amount of knowledge of the universe, they know when a person is supposed to be born and die. They also understand many concepts, including the limits of power.
Time manipulation - Reapers are able to stop time, causing objects that measure time to permanently break.
Astral projection - Reapers can project their astral form.
Super Stamina - Reapers do not grow tired, and will nag their victims incessantly, unless a supernatural event disturbs them. However they do sometimes eat for pleasure.
Killing Touch - Reapers can kill humans by touching them.
Telekinesis - Reapers can move objects/beings with their minds.
Immortality - Reapers are not subjected to hunger, disease, or age.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
Death - They are completely under their master Death's control. As such, Death is the only known being who can stop Reapers permanently.
Higher-tier Demons - Powerful demons like Azazel and Alastair can overpower Reapers.
Magic - Reapers can also be imprisoned, and warded off by spells, however nothing other than Death or God can permanently stop them (except for killing them). Certain spells can also bind them, however this is very old, very dark and very powerful magic.
Death's Scythe - Like most beings, they are vulnerable to Death's scythe with or without a vessel.
Reaper trap - A reaper trap will hold a reaper (or even some reapers) in place and prevent its escape and depowered them. A pair of cuffs branded by reaper trap also capable to depower a reaper into powerless state.



message 26: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 23, 2016 10:55AM) (new)

Denver -writes poems drinks wine- | 357 comments Mod
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S A T Y R S ;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
In Greek mythology, a satyr is one of a troop of male companions of Pan and Dionysus with goat like features including a goat’s tail, goat’s ears, and horns. The female Satyress were a late invention by poets that roamed the forests playing pan pipes along with their male counterparts.Their chief was a minor nature god named Silenus.They are well known for being similar to Dionysis, very pleasure loving and loving to party. They love dancing with the nymphs and often chase after them. They are also well known drinkers.
Each satyr has a deep bond with a nymph, whether it be platonic or romantic. The bond is about as strong as that between a guardian angel and their guarded, or a witch and their familiar.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
Insanity Inducement
Magical Music
Plant Manipulation
Earth Manipulation
Nature Manipulation
Animal Control

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
-Alcohol: they get hangovers from hell, but just can't resist
-They go nuts if their nymph is hurt. Like hella nuts. Watch out.
Lightning
Fire



message 27: by Denver -writes poems drinks wine-, with bullet and blade (last edited Jan 25, 2016 09:19AM) (new)

Denver -writes poems drinks wine- | 357 comments Mod
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D E M O N S;
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( i. ) ɪɴғᴏʀᴍᴀᴛɪᴏɴ }
Demons are malevolent spirits created by Lucifer. They are created from corrupted human souls that have endured extensive torture in Hell by Alastair and other demons. They become corrupted and extremely evil, and also very powerful, in this process. The species as a whole functions as the series' primary antagonists and are the most recurring supernatural creatures in the series. Similar to Angels, they require a Vessel to walk the earth, though are able to roam in their smoke form. There are Demons who are not innately evil, just with more chaotic tendencies. They do not all seek to harm humans/convince them to sell their souls, but many do.

Demons are the result of human souls going to Hell and being tortured until no humanity is left in them, thus turning into demons - dark, malicious spirits that revel in pain, chaos, and death. According to Ruby, most demons forget what it means to be human. Some have even forgotten that they were once human. In general, demons engage in torture and destruction because it is fun or to avoid being tortured themselves. Some demons, however, are true believers in Lucifer's agenda to "cleanse" Earth, and actually consider themselves morally superior to humans.

There are many ways of becoming a demon, from making a deal with a Crossroad Demon, to being a witch, and making a deal with another demon. They manifest on Earth in the form of a long, slender cloud of black smoke. But often, like many of the undead, they become trapped on earth with no way to return to Hell, aside from convincing a certain amount of humans to sell their souls.

So why are Demons at a University, you may ask? Because many of them have no choice of being on earth, and several are not truly, completely evil. And they deserve a chance to live on earth if they cannot return to their home.

( ii. ) ᴀʙɪʟɪᴛɪᴇs }
-Possession: the ability to inhabit a vessel and appear in a human form. The other soul is usually completely forced out of the body.
-Electromagnetic Interference - Demons, like spirits, often disrupt nearby electronics with their presence. Large numbers of demons can cause thunder storms.
-Telekinesis - Demons can move or suspend objects and other beings with their minds. Higher ranking demons can use this ability to pin their victims to walls or kill people by snapping their necks.
-Super stamina - Demons never tire, and do not require food, water, oxygen, or sleep to sustain themselves.
-Biokinesis - Some demons can manipulate the biology of other beings.
-Telepathy -mentions that some demons can read minds.
-Soul Reading - Some demons, particularly Crossroad Demons, can assess the condition of one's soul.
-Regeneration - At least some demons can heal their hosts from any physical injury they sustain.

( iii. ) ᴡᴇᴀᴋɴᴇssᴇs }
Devil's Trap - A Devil's Trap will hold a demon in place and prevent its escape. No matter how powerful the demon is, they are bound by the Trap. The Trap will also keep demons from using their powers.
Salt - Demons are unable to cross a line of salt and can do very little to damage the line at all. They cannot open doors lined with salt if opening it would break the line. Salt can also be used to torture demons by making them ingest it or by injecting them with saltwater. Forcing a Demon to ingest salt will drive them out of their host. It can also be put into shotgun rounds to hurt and knock back demons.
Holy water - Holy Water burns demons that come into contact with it, like acid.
Iron: demons cannot touch iron without its skin burning or cross it if it is used to erect a barrier, much like salt.
Palo Santo - Basically a wooden, hybridized version of salt and holy water. When a demon is stabbed with it, it causes the wound to smoke and painfully pins the demon to a single spot, immobilizing them long enough to perform an exorcism.
Flesh Sigil - By carving a particular sigil into a demon's possessed flesh, it is possible to lock the demon within its host and disable its powers, the most important one being teleportation. However, demons with these sigils are not bound to a single place and can roam around freely if not restrained by some other means.
Purified blood - The blood of a person who has confessed his/her sins or is blessed by a priest is shown to be able to hurt demons if injected into them.



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