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Post by Raziel Van on Jun 1, 2006 17:39:55 GMT -6
Okay, this will be a listing of the abilities of all creature races. REMEMBER, YOU MUST ASK admin'S PERMISSION TO HAVE A CREATURE CHARACTER (You will need to send one of us a complete background story about how and why the character is a creature. You will also have to provide ample weaknesses to off balance the creature's benefits.).
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Post by Raziel Van on Jun 1, 2006 18:04:45 GMT -6
VAMPIRES, STANDARD
VAMPIRES CANNOT ENTIRE THE SCHOOL WITHOUT A TEACHER OR OTHER SCHOOL STAFF REQUESTING THEIR PRESENCE!
Basic Info
*The character counts as undead. *Vampires are extremely fast, thus making them harder to hit in combat. *Vampires possess a blood drain ability. *A vampire can summon either: four rat swarms, 3 bat swarms, or 9 wolves once per day. *A creature killed by a Vampire's blood drain ability will be reborn 4 days after its burial as a Vampire. *Vampires possess extremely quick healing and regeneration. Their bodies begin to heal with in seconds of taking damage (Note: the damage is not instantly healed, it begins to heal over time, just at an extremely accelerated rate compared to a human's). *Vampire's possess the ability to climb sheer surfaces (Just as a spider can). *Vampires are naturally stronger than normal creatures, as well as quicker. *Vampires also move with exteme silence and have excellent vision, smell, and hearing. *Animals can tell that a Vampire isn't human with their sense of smell.
Vampiric Weaknesses
----Repelling a Vampire
*Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. *Vampires recoil from a mirror or strongly presented holy symbol (You must actually believe in the religion for the symbol to work). (NOTES: This things do not harm a Vampire, only keep it at bay. A recoiling vampire cnnot approach closer than 5 feet from the person holding the symbol) *Vampires are also unable to cross running water, though they can be carried over it while resting in their coffins. *Vampires are utterly unable to enter homes or buildings without permission from some one with the authority to do so. However, they freely enter public (Pub, bar, tavern, movies, restaruant, or store during business hours) seeign as they are considered to be open to all.
----Slaying a Vampire
(NOTE: Simply kiling a Vampire as if it were a normal person, does nothing but incapacitate it for a period of time.) *Exposing a Vampire to direct sunlight will diorient it and will destroy it within ten seconds. *Immersing a Vampire in running (Emphasis on RUNNING) water will kill it within thirty seconds. *Driving a wooden stake through a Vampire's heart instantly slay the monster. However, it returns to life if the stake is rmoved, unless the body is destroyed.
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Post by Raziel Van on Jun 1, 2006 18:26:21 GMT -6
WEREWOLVES
Basic Info
*Any one bitten by a Werewolve contracts Lycanthropy (Explained below). *Werewolves are extremely tough and can shrug off some of the damage they would take in battle (EXCEPTION: Silver hurts them more than normal weapons). *Werewolves have a low level telepathy with other wolves (NOTE: They can only give the followign messages: Friend, Foe, Flee, and Attack). *Werewolves can see in low amounts of light... not in complete darkness however. *Have an extreme sense of smell.
Lycanthropy
When a person contracts lycanthropy from a Werewolf, no symptoms appear until the first night ofthe next full moon. On that night, the afflicted character invountarily assumes Werewolf form and forgets his o her own identity. The Werewolf remains in form until dawn. The Werewolf undergoes this involuntary transformation under the full moon.
----Curing Lycanthropy
A person who eats a sprig of belladonna (wolfsbane) within one hour of being bitten will have a fifty percent chance of remaining un afflicted. However, belladonna is a toxin, so the person may die from ingesting it if not properly treated.
----Avoiding Transformations
By taking the Wolfsbane potion the night of transformation, a person can control the urge to transform for the night.
Werewolf Form
When transformed, a Werewolf is an extremely large half-wolf/half-human. They are not extemely quick, however, they are quite powerful.
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Post by Raziel Van on Jun 2, 2006 22:47:57 GMT -6
FERALS
Basic Info
Feral means one who demonstrates animalistic traits. They are generally very athletic. Feral Felines are the most commonly found Feral Mutant. Types include panthers, lions, tigers, etc. The other types from most common to rarest are Ursines (Bear), Canines (Dogs, Wolfs, etc), Porcines (Boar, Hog, Pig, etc), Cervine (Deer), Reptilians (Lizards, Snakes, etc) and Piscis (Fish).
They are often protective like pack animals. Two ferals tend to react to each other in a highly emotional, instinctive and animalistic way.
Strengths
*Ferals have supernaturally strong senses. *Ferals possess many of the basic traits that a specific animal would have. *Ferals are instictively tough fighters *Ferals have incredible agility and heightened strength and speed, as well as enhanced senses... each one enhanced depending upon which type of Feral.
Weaknesses
*Ferals are especially prone to hypnosis. *Ferals have an instinctive fear of fire.
Credit for this goes to Liv Blackwell.
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Post by Raziel Van on Jun 17, 2006 22:26:11 GMT -6
TEROJINS
Looks
*Terojins are shorter than the average human with an average height of 5’1” for males and 4’9” for females. All of them are stoutly built to carry their spikes. Their face structures resemble different Native American tribes of the Americas. Because of their desert lives, Terojins are a tanned people. *Terojins can have dark orange, dark green, dark blue, dark purple or dark pink hair. *Male Terojins have red eyes while females have orange eyes. *Terojins are not taught to wear shoes, thus they walk around barefoot.
Life
*Terojins live in deserts located throughout North and South America. *Terojin villages are often scented in a mystical aroma that detours wanderers. This mystical aroma comes from a potion designed by the Terojin women long ago. Terojins prefer to be isolated from the human world. *Their life is very traditional base. Women cook, clean, etc. while men hunt, run things etc. There is no money system. Most villages are self-sufficient, but will trade with other villages for needed items. *Terojins are comfortable with the ground and dirt. So comfortable that they sleep of mounds of soft dirt or sand inside caves.
Strengths
*Terojins are able to produce steel spikes from their hands and backs. Hand spikes are about six inches long while back spikes are about two and half feet long. The back spikes stand straight up from the back. *Since spikes rip through a Terojins skin every time they come out, thus the skin on the Terojin’s hands and back heals quickly. There are also only a few nerves in these areas. *The spikes in the hands and back give these regions of the body the essential quality of steel. *Terojins usually weigh between 380-420 lb. This is because of the steel they carry in their bodies. *Terojins are capable of quickly digging holes and tunnels in the ground. This ability is often used as an escape method from a strong enemy. *The sole of a Terojin is tough enabling it walk barefoot without getting hurt.
Weaknesses
*Terojins cannot use a wand. The only “magic” they can perform is mixing potions. Potion-making is a skill usually only taught to girls by their mothers. *Terojins cannot swim at all. They sink and drown. Most stay away from bodies of water especially the ocean, so their spikes won’t rust. *When their spikes are not out, Terojins move and react at the same speed as humans do. *Terojins are forced to crouch when they’re spikes are out. This position cuts down their walking/running speed to three fifths of a human’s. *Most Terojins have a fear of heights. *Most Terojins are superstitious and carry lucky charms on them all the time.
Credit for this goes to Kage Soleado.
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Post by Raziel Van on Jul 5, 2006 23:17:56 GMT -6
Hose Elf
House-elves are small humanoid creatures who inhabit large houses belonging to wealthy Wizarding families. They are "bound" to the family of the house, which means they do all manner of menial tasks for them until they die. House-elves are apparently very happy with this arrangement and consider it a matter of pride that they serve faithfully and do not betray their families.
The role or function of the house-elves is very important. They hear and see things, as Dobby said and can use their powerful magic and these information for doing bad, neutral, or good. Winky took her master, Barty Crouch Jr, away from the dark wizards and into the forest.
There are over a hundred house-elves at Hogwarts, the largest number in any dwelling in Britain. They lay the fires, do the laundry, light the lamps, and do countless other such tasks. The house-elves are also the chefs of the castle and they create wonderful meals in the huge kitchens.
A house-elf is a short creature with large bat-like ears and enormous eyes. It is difficult for an inexperienced human to tell the difference between male and female house-elves, although the females generally have higher, squeakier voices. Neither male nor female house-elves wear clothing (and they would consider it shameful to do so); instead, they cover themselves in towels, tea cozies, or pillowcases. If their owner gives them an article of clothing, it breaks the "enslavement" and the house-elf is free. For most house-elves, this would be the ultimate insult and they would be shamed forever.
House-elves have a very powerful magic all their own, magic which requires none of the types of focusing tools (wands or words) that Wizard magic requires. Dobby used his magic to enchant a Bludger, to close the magic portal that leads to platform nine-and-three-quarters, to interfere with Owl Post and steal someone's letters, and to knock Lucius Malfoy down a flight of stairs. He also can disappear at will, which would seem to be a form of Apparition, but a form which can be done within Hogwarts, where, as Hermione constantly reminds Harry and Ron, normal Wizarding Apparition is simply not possible. All of these are very powerful charms.
Unfortunately, as long as they're enslaved, they aren't likely to be using this magic for anything but their mundane work.
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Post by neb on Sept 5, 2006 17:50:56 GMT -6
Curse Fiends
Curse fiends are a race of creatures that look human (but generally look like mean humans!) They eat normal food and a few strange things, like salt water. They are very private and protective and usually standoffish. They can curse without using a wand and their curses are extremely strong and potent. Due to the fact that they don't often use wands, most of them are unfamiliar with traditional curses. They act on instinct instead of from a learned repertoire of curses. Most cursefiends have a policy of never removing any curse made by another fiend. They have characteristics like ferocious pack animals.
Curse fiends often display feral qualities, acting somewhat like wolves. They tend to be overprotective of their possessions and usually have a quiet, calculating nature, making them seem very antisocial. Full curse fiends do not have the spectrum of emotions that humans do, so they aren't always the most socially compatable with humans. They tend to be literal when interpreting things and are always suspect of strangers. Anger, hunger, lust, contentment and familiarity are their strongest emotions (and make up the bulk of what they know.)
Curse fiends have a terribly long life span, though usually they die well before the age of 50 due to their harsh natures. Most of them live within "packs" or tight knit families that include inlaws. These packs identify with a specific clan, so that any curse fiend has access to at least 40 others if not 100 (who are usually related via blood or marriage.) The leader of the clan is an extremely powerful, male curse fiend and, as with pack animals, is often challenged by other alpha males. Many are lost within these challenges.
Curse fiends tend to mistrust strange people, strange concepts and strange objects. This makes them all seem a little paranoid. When a fiend is startled or angry, they're likely to throw a curse. Fiends rarely (if ever) remove curses and in fact, take offense at the idea. They also do not curse one-another unless they are in serious battle.
A curse fiend's curses can range from sending an offender to Brazil, never to return to killing them by cursing their skin away and everything in between. The severity and strength of the curse relies on that specific curse fiend's own magical ability. To a curse fiend, being strong is the most important thing. A compliment paid to a mother regarding her child would not be "she's cute" but "she's strong!" The word 'strong' meaning both magically powerful and having physical strength and durability.
Often, there is a "runt" of the litter or a smaller, less powerful fiend within the pack. The runt is considered something to protect, when young and something to be ashamed of when he/she is an adult if that runt has not grown into a strong curse fiend. Sometimes, runts actually become stronger than their larger kin due to years of striving to keep up and fight for status.
Female curse fiends have just as much cursing power as males, though the females (like humans) are smaller and have less muscle mass. Curse fiends usually assign gender roles much like that of archaic humans. Men hunt and protect while women cook, clean and nurture the young. Today, fiends of either sex may work outside of the home, though the males are protective over the women and will alow them to work only when their collegues aren't strangers.
Curse fiends can be quirky and many that break from the clan tend to develop odd obsessions. Since they are quiet, mistrusting creatures, some can become oddly reclusive & paranoid when seperated from their clan. They are also very fond of all things familiar which makes it very difficult for them to accept change.
Strengths *They can curse without using a wand and their curses are extremely strong and potent. Most cursefiends have a policy of never removing any curse made by another fiend. The severity and strength of the curse relies on that specific curse fiend's own magical ability though the average fiend can curse well enough to give a talented wizard a run for his money! They act on instinct instead of from a learned repertoire of curses.
Weaknesses *They are also very fond of all things familiar which makes it very difficult for them to accept change. *They feel compelled to comply with their pack & clan leader's wishes. *They have very little ability to understand the human spectrum of emotions and often feel removed and confused when surrounded by humans. *They mistrust the unfamiliar almost to the degree of feeling threatened by it.
(If anyone wishes to become a curse fiend, they must PM me or TWOM for permission. You MUST be capable of balancing your character and not abusing his/her power. You must also show the ability to understand the nature of the race.)
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Post by Raziel Van on Oct 19, 2006 7:31:56 GMT -6
HALF VEELAS
Half Veelas are witches who have a Veela mother, grandmother, or great-grandmother. In the case of wizards, they may only have a Veela grandmother or great-grandmother. This is because Veela genes are more dominant than humans, and thus any 50% Veela child will automatically be female. Any witch or wizard who is not at least 1/8 Veela is not a Half Veela, but a normal witch or wizard.
Half Veelas can perform wizarding magic and only the attraction powers of Veelas.
-Power of Attraction: Half Veelas are like magnets. The power of attraction is the reason why. Half Veelas attract people attracted to the Half Veela's gender. (Ex: Female Half Veelas power of attraction would attract straight men, bi men or women, and lesbians) How deeply this affects others depends on how well one's romantic life is going. The desparate are more affected, than the happily married and the ones that don't bother with love. Affects range from a second glance at the Half Veela to running insane errands for him/her. The Power of Attraction cannot be totally turned off by the Half Veela as it is a continious racial trait; however, Half Veela's may use a spell to turn off the power of attraction for one person per day. Any more casting of this spell for one day will begin to drain the Half Veela's power and energy.
-Sesual Dance: This dance must be taught to the Half Veela by a Veela or someone with Veela blood who had already learned the dance. This dance turns spectators of the proper sexual orientation into a dazed drooling dog despite martial status or stance on finding love. The effect lasts as long as the Half Veela dances; however the dance loses power after a brief time usually five minutes. After five minutes, people who aren't normally strongly affected by the Half Veela's power of attraction may snap out of its effect.
Original idea for Half Veela "turn off power of attraction" spell goes to Kiana Jewel
Written and origanzed by Twilight Dakat
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Post by Raziel Van on Oct 19, 2006 7:35:32 GMT -6
CENTUARS
History of the centuars
The Oath of the Centaurs: (This is extracted from an old RPG and was written to explain why the centaurs had such issues with Firenze and human non-interference.)
Images flickered through his mind as he spoke, the stories of a tribe- his stories, all flooding his brain one by one by one. "The war was fought with wizardkind. All of the creatures of the world, tired of their pilfering of our magic and humanity's disrespect for the earth, rose as one. The elves, then tall and proud, the centaurs, the unicorns and the goblins- the betrayers-" He stopped for a moment, his voice choked. "And we fell. The elves fell first, enslaved. You know them now as house elves, but they were not always thus. Their backs have been broken by the centuries that have passed."
The centaur's eyes closed for a moment, then reopened.
"We were the last to fall. They cornered us and began killing us, the mares and foals first. Centaurs have never bred quickly- it is the offset of being immortal." He reached out and gripped her hand suddenly. "It was, however, a woman that saved us. Her name was Alile- when we say it at all."
A grim smile.
"She made a deal, before the last of us young were killed. That we would swear an Oath, to never again interfere in mortal affairs. And if we broke it, the penalty would be death in life." He inhaled slowly, then said, "The loss of our immortality and the lifespan of a human being."
Centuars Centuars are extremely intelligent half horse half human beings who due to the fact that they would have to share being status with vampires asked to be classed as creatures instead. This led to the famous centaur liason desk in the department for the control of magical creatures that has never been used.
Centuars are as old as time itself, and were a part of the land a long while before humans became the dominant force on the planet. Due to there long life spans they do not reproduce rapidly so have never been able to replenish there numbers lost due to lack of habitat and the creature wars (described in the oath above).
Centuars due to there long lifespans have extremely large amounts of knowledge about everything around them as they have got the time to learn it all, and they also have extremely good knowledge of how to read the skies to discover the future.
A centuars worst fear however, is if they break the oath they made, as that would mean that they would live the lifespan of a human and die. This is due to the fact that death from old age is foriegn to them and they do not wish it. Centaurs can however, find out meanings of dreams, and some more powerful ones can shield there thoughts from wizards mental magics.
Centaurian magic is natural racial magic which is not half as strong as wizarding magic. It merely allows them to live there long life cycles, read the night sky, re-create the night sky so that it can for example be recreated in a room, and makes them resistant to magic spells and effects.
Strengths Knowledge about nature Intelligent by human standards Extremely Strong Ability to tell future by studying the stars.
Weakness Natural fear of forest fires Fear of breaking the oath No knowledge of Muggle world Cannot access wizarding magic
Credit for this goes to Firenze
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