Post by Moira Aven Cunningham on Nov 2, 2010 14:52:27 GMT -5
BEASTS, BEINGS, AND SPIRITS
below is a list of all the playable creatures on this site. obviously, there are many more magical species than what you will find on this list. if you have any questions about this list, or you find it lacking in some way, please pm an admin.
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BEASTS
WEREWOLVESBECOMING - you must be bitten by a werewolf when they are in werewolf form.
ATTRIBUTES - normal in appearance, unless in werewolf state. while in their altered condition, they appear to be half wolf and half man - large snout, huge paws, long, sharp teeth and claws, able to stand on all fours or on hind legs alone.
STRENGTHS - no added strengths while human. while changed, speed, strength, and heightened senses.
WEAKNESSES - every human weakness while unchanged. while changed, silver. the wolfsbane potion may also render werewolf state useless.
SOCIAL STANDING - they are hated and feared by wizard society.AVAILABLE SLOTS - 2
[x] open
[x] open
CENTAURSBECOMING - you are born a centaur.
ATTRIBUTES - lower body in the form of a horse.
STRENGTHS - the strength and speed their half form gives them and a knowledge of what is to come.
WEAKNESSES - their seperation from society limits their connections and social skills - they are constantly at odds with wizards.
SOCIAL STANDING - they don't like wizards and for the most part, wizards don't like them.AVAILABLE SLOTS - 2
[x] open
[x] open
MER-PEOPLEBECOMING - you are born a mer-person.
ATTRIBUTES - scaly tails instead of legs and feet, gills.
STRENGTHS - their speed in the water in their greatest strength. and the fact that most of their enemies are land lubbers.
WEAKNESSES - they do not possess magic abilities and cannot venture on land - though they can surface now and then for short amounts of time.
SOCIAL STANDING - they are left alone for the most part - by the desire of both sides - and are neither friends, nor enemies of wizard kind.
AVAILABLE SLOTS - 2
[x] open
[x] open
[x] open
[x] open
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BEINGS
VAMPIRESSOCIETY
in traditional wizarding society, vampires are not looked well on. they are hated, feared, and hold few rights of their own. most are confined to vampire reservations and aren't allowed within major cities. children are taught their parents hatred and it is almost impossible for the species to progress within society. it is nearly impossible for one to gain a job, let alone hold one, and much of the race has grown to hate wizards in return.
GOVERNMENT
due to the extreme estrangement vampires have received from wizards over the centuries, they have formed their own sort of government. though they are not recognized officially by other governments, they are taken very seriously by vampires and its leaders are greatly respected. this government's goal is the reconciliation of the vampire and wizard races and the preservation of vampire culture. they keep extensive records in their secure chambers and are forever trying to educate both new vampires and open-minded humans.
this government is seated in the far side of romania, in the carpathian mountains that stretch through transylvania. the exact location of their headquarters isn't publicized for security reasons. only vampires are told of its location and even then some vampires are denied the honour out of questionable loyalties.
ATTRIBUTES
-vampires are usually attributed with pale skin, but this is not always the case. when a person becomes a vampire, there are - for lack of a better word - freeze-dried. their state of being is suspended and time has no effect on them. so if they were turned after a good sunbathing, they would retain that sunny glow for the rest of their life. now, this doesn't mean that everything stays the same. for instance, if a pimple-ridden teen were to be changed, they would not be plagued with those same blemishes for the rest of eternity. on the contrary, all imperfections are smoothed over once becoming undead.
-though they are not visible at all times, vampires possess extremely sharp, long canines which are used for feeding on the blood of humans. their claws, too, are extendable for use in fighting and feeding. these assets are usually hidden to avoid frightening the general population.
-a vampire's eyes are capable of turning black in certain situations. these include when the vampire is feeding, angry, or particularly aroused. any strong emotional feeling will draw out this reaction, but it can be controlled with effort.
-to the touch, a vampire is quite cool. not extremely so - nothing by which a human could instantly tell they were in the presence of a vampire - but enough to be noticeable. this is due to the fact that they are, in a sense, dead and have no need for an internal body temperature. In the summer, this trait is almost non-existant because of the external warmth.
-they have one hundred percent retention - meaning they can remember, in detail, every thing. they can play back conversations word for word, recite a newspaper article after the first perusal, and recall perfectly what outfit you were wearing when they fed off of you.
-by nature, they are very graceful beings. they move with smooth, fluid movements and will never be caught dead - pun intended - tripping over themselves. this is partly due to practice - after hundreds of years of walking, they should be good at it - and partly due to strength. perfect muscle tone helps a lot when trying to move silently.
-a vampire's blood is very nearly black, it's such a dark crimson colour. the reason for this is time. the older a vampire is, the darker their blood will be. also, the consistency of a vampire's blood is thicker than a human's. some are under the impression that vampires do not bleed at all merely because when they are cut, their blood is too thick to ooze from the wound.
-vampires are infertile - meaning they can't have children. this is because they are, technically, dead and are no longer capable of creating life.
BECOMING
-one cannot be born a vampire - due to the fact that they are infertile. you must first be bitten and then drink the blood of a vampire in order to make the change. this process is more delicate than most make it out to be and some new vampires have been known to get it wrong, accidentally killing their victims in an attempt to give them eternal life. their blood must be drained to the point of near-death and then they must ingest a fair amount of a vampire's blood before actually passing on. this will ensure their return to the world of the living.
STRENGTHS
-avada kedavra will not work on the undead because this spell is designed to take life - which a vampire already has none of.
-any vampire can turn into shadow. this form is highly useful for stalking prey and traveling unseen along dark alleyways.
-vampire senses are heightened to a superhuman extent. their keen eyes can see from yards away what a human could only see inches away. their ears hear everything from distant whispers to bugs skittering across the ground. their nose is able to pick up even the faintest of scents - better than a bloodhound. even their senses of taste and touch are heightened, and they are able to distinguish subtle differences in what would appear, to a human, to be the same sensation.
-they possess superior strength to that of any human. this strength falls a little short of the feats commonly seen in superman movies, but they are capable of picking of muggle cars with little difficulty. their limits would be set at picking up houses and grinding concrete into dust with their bare hands - meaning these things are impossible.
-they also possess heightened speed. now, this speed isn't enough to turn back time, but it is sufficient enough to go all but invisible with speed. now, the words "all but invisible" mean just that. they do not go invisible, but they can become rather blurry with their speed.
-vampires, being already deceased, are immune to the plagues of mankind. they do not get sick.
-a vampire's molecules, being geared for perfection, regenerate at an accelerated pace. their wounds don't heal instantly, but a broken bone will be completely mended within a few days. the length of time it takes to heal is in proportion to the severity of the injury. a paper cut, for example, would heal within a few seconds.
-though they cannot change into anything they wish, a vampire is capable of transforming into an animal that they may have an affinity for. keep in mind that they are not capable of becoming anything under the sun. it is ONLY animals they have a connection with - no more than two or three forms.
WEAKNESSES
-when a vampire is starved of blood, they will go into a sort of dormant state. this state renders the vampire completely immobile and without powers. however, they are still alive - just not in the strictest sense of the word. this dormant state is reversible with the help of another by feeding the vampire blood regularly. they will not reach full strength right away, but over a long period of time - usually years until the vampire feels at full capacity again.
-a vampire cannot enter a private dwelling without being invited inside. this does include hotels, inns, or other public sanctuaries. but once invited inside, they are free to enter whenever they wish from that time onward.
-sunlight, though not fatal, will weaken a vampire's powers and cause moderate to severe pain in the eyes with extended exposure. it will not turn them to dust or set them aflame, contrary to popular belief. the weakening of powers is presented in decreased strength, senses, and the inability to transform. even with these weaknesses, however, they are still stronger than any human and they still retain better senses.
-a vampire should feed two to three times a week to retain optimum strength and limit hunger. this hunger is akin to the feeling one experiences when holding your breath. the discomfort, the pain, the panic. if a vampire goes too long without feeding, they will become insane with bloodlust and it will be harder for them to blend in with normal society. older vampires may go longer without feeding - two to three times a month, instead of a week.
-vampires cannot perform magic - even if they were a witch or wizard beforehand. dead things can't do magic.
-there is only one way to kill a vampire and no one knows what it is but the vampires themselves. even some vampires have no idea what it is due to lack of inclusion in vampire society.AVAILABLE SLOTS - 1
[x] moira aven cunningham
[x] open
HOUSE-ELVESBECOMING - you are a born a house-elf.
ATTRIBUTES - quite short in stature, large ears and noses.
STRENGTHS - their magic is more powerful than that of a wizard and they don't need a wand to perform it.
WEAKNESSES - they are bound by the commands of their master - if they are instructed to kill themselves, they would be compelled to do it.
SOCIAL STANDING - house elves are treated much like vermin by most. they are slaves and nothing more - though a few do treat them with kindness.AVAILABLE SLOTS - 2
[x] open
[x] open
VEELASBECOMING - you are born a veela.
ATTRIBUTES - extreme beauty, musical voice.
STRENGTHS - their beauty get them almost anything they want and their fire-weilding capabilities get them the rest. when in this enraged state, their faces become birdlike in appearance and they grow scaly wings.
WEAKNESSES - they are jsut like humans in that they can die just as a human can - they are prey to illness and age and mortal wounds.
SOCIAL STANDING - most veela are adored by men and envied by woman. society as a whole accepts them as normal humans and they move freely about in the world without prejudice.AVAILABLE SLOTS - 2
[x] open
[x] open
GIANTSBECOMING - you are born a giant.
ATTRIBUTES - huge. very huge. and none too bright.
STRENGTHS - their strength, size, and thick hide protect them from most foes.
WEAKNESSES - their low intelligence and lack of magical capabilities tend to work against them.
SOCIAL STANDING - no one values giants and some actually consider them to be more of a beast, than a being. people want them to just stay out of the way for the most part.AVAILABLE SLOTS - 2
[x] open
[x] open
GOBLINSBECOMING - you are born a goblin.
ATTRIBUTES - green, rough skin, short in stature. these beings are somewhat ugly in appearance and definitely creepy in presence.
STRENGTHS - wandless magic - these beings do not need a wooden stick to do their thing, but their magic is far less powerful.
WEAKNESSES - their short stature gives them little help in physical fights and their less powerful magic makes them weaker than their wizard counterparts.
SOCIAL STANDING - goblins are hated by pretty much everyone and in return they hate pretty much everyone. though some steps have been taken to give them a few more rights.AVAILABLE SLOTS - 2
[x] open
[x] open
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SPIRITS
GHOSTSBECOMING - one must die and choose to stay behind in order to become a ghost.
ATTRIBUTES - translucent, weightless, cold, insubstantial.
STRENGTHS - well, they can't really die again. nothing can really hurt them - however, they can be frozen by a basilisk stare.
WEAKNESSES - they can no longer do magic.
SOCIAL STANDING - no one really bothers about ghosts - they aren't that abundant and they usually don't bother any of the living.AVAILABLE SLOTS - 4
[x] sir nicholas de mimsy porpington - open
[x] bloody baron - open
[x] fat friar - open
[x] grey lady(helena ravenclaw) - open
POLTERGEISTSBECOMING - one begins as a poltergeist. these are not deceased people - they are malicious sprits, agents of chaos and discord.
ATTRIBUTES - same as that of a ghost - though they can move objects.
STRENGTHS - they can't die and they can affect the matter around them.
WEAKNESSES - they cannot use magic.
SOCIAL STANDING - everyone despises these troublemakers. they aren't the kind of guest you want hanging around your house.AVAILABLE SLOTS - 1
[x] peeves - open
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