Post by LADY OF THE LAKE on Jul 30, 2018 17:44:45 GMT
[attr="class","rngwlvslyriccyy"]
[attr="class","rngwlvslyric1"]What secrets hide in Florence?
[attr="class","rngwlvslyric2"]Many live and thrive under its protection.
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Water is another matter,
has no direction but its own bright grace,
runs through all imaginable colors
Merfolk are incredibly reminiscent of the merfolk of legend. They are half human, half fish when they are submerged in the ocean and completely human when they are on land. Their beauty is ethereal in either form and mermaids are recognizable purely for that alone.
The switch between their forms is not an easy one. They have to dry out completely to be able to switch from their ocean form to their land form. It is a process that takes hours and can be incredibly painful depending on how used to the transition the merperson in question is. It's best for them to transition during the daytime as it takes less time to dry that way. While walking on land takes them hours, returning to their ocean form takes only a few minutes. They begin to transition as soon as their legs get wet. Even slight dampness will start the transition. This is painful no matter the merperson's age because their skin is regrowing scales and their legs are merging together.
Their abilities make up for the pain. Merfolk are known for not only their ethereal appearances but their beautiful voices. When merfolk are submerged in the ocean, their voices carry healing properties. They can sing over anyone and healing injuries. They can't completely heal a life threatening injury, but they can help to stabilize someone and get them to a hospital.
On land, their voices have positive influences over people. If a person hears a merperson's song, their confidence could be boosted or they might be able to calm down. Their song just has a calming, positive influence on the listeners and, as such, merfolk are highly regarded and encouraged to sing in public.
On paper, and twisting your words around a little bit, sirens and merfolk are incredibly similar but in fact it might be kinder to say they are simply distant cousins.
While they both have their oceanic fish form and their land dwelling human form, how they achieve them are both very different. For sirens, it's relatively quick and painless and entirely at will. No need to dry off for hours to become human and the slightest splash of water won't turn them into their ocean form in minutes. The catch is they do have to be in those elements to shift -on land to become human, and in the ocean to become their fish form.
As humans, sirens pass as merfolk and people fall for that very easily. Their beauty is radiant and outstanding. It's in the ocean where their true nature shines. Their skin is always a sickly color, be it green, blue, grey, or brown. Their hair becomes stringy seaweed and their hands become webbed, finger nails growing into grotesque claws. Their scales don't glow and they do have scales along their shoulders and arms as well as their tails.
Like their merfolk cousins, sirens are known for their voices as well. When they are in the ocean and in their truest form, their song can and will lure people to their deaths. On land, their song encourages the worst in people, prompting people to hurt others and commit crimes. And frankly, the sirens love it this way.
Kelpies are water dwelling creatures, though not necessarily creatures of water. They have no control over water, and can truly only call it home. Water would not go out of its way to protect a Kelpie being hunted by their enemies. These Kelpies are limited to lakes, and rivers; freshwater is the only water they can submerge in. Salt water causes them great harm.
Kelpies have two forms. Their first form is their human form. It is not their most natural form, and many Kelpies can be spotted simply due to their discomfort on two legs. They appear human, but behaving human is something most Kelpies struggle with.
Their second from is that of the horse. What breed of horse they appear varies from Kelpie to Kelpie, but they are all always inky black. They prefer to take their horse form, their true form, at night, as it is easier for them to blend in with the darkness and easier to lure their victims. If being an umbrakinetic was more common, Kelpies might be mistaken for them.
Most Kelpies tend to be cruel beings. Not afraid to kill and lure innocents, children, the naive, anyone stupid enough to fall for their tricks into their homes and devour them. But there are few, rare Kelpies that are friendly and yearn for companionship outside the cruelty of the Kelpie clans. These Kelpies are so few and far between that only the cruel Kelpies are known of.
[attr="class","chrnamebig"]LOS AQUAE
Water is another matter,
has no direction but its own bright grace,
runs through all imaginable colors
[attr="class","rngwlvsrelationships"]MERFOLK
Merfolk are incredibly reminiscent of the merfolk of legend. They are half human, half fish when they are submerged in the ocean and completely human when they are on land. Their beauty is ethereal in either form and mermaids are recognizable purely for that alone.
The switch between their forms is not an easy one. They have to dry out completely to be able to switch from their ocean form to their land form. It is a process that takes hours and can be incredibly painful depending on how used to the transition the merperson in question is. It's best for them to transition during the daytime as it takes less time to dry that way. While walking on land takes them hours, returning to their ocean form takes only a few minutes. They begin to transition as soon as their legs get wet. Even slight dampness will start the transition. This is painful no matter the merperson's age because their skin is regrowing scales and their legs are merging together.
Their abilities make up for the pain. Merfolk are known for not only their ethereal appearances but their beautiful voices. When merfolk are submerged in the ocean, their voices carry healing properties. They can sing over anyone and healing injuries. They can't completely heal a life threatening injury, but they can help to stabilize someone and get them to a hospital.
On land, their voices have positive influences over people. If a person hears a merperson's song, their confidence could be boosted or they might be able to calm down. Their song just has a calming, positive influence on the listeners and, as such, merfolk are highly regarded and encouraged to sing in public.
[attr="class","rngwlvsrelationships2"]SIRENS
On paper, and twisting your words around a little bit, sirens and merfolk are incredibly similar but in fact it might be kinder to say they are simply distant cousins.
While they both have their oceanic fish form and their land dwelling human form, how they achieve them are both very different. For sirens, it's relatively quick and painless and entirely at will. No need to dry off for hours to become human and the slightest splash of water won't turn them into their ocean form in minutes. The catch is they do have to be in those elements to shift -on land to become human, and in the ocean to become their fish form.
As humans, sirens pass as merfolk and people fall for that very easily. Their beauty is radiant and outstanding. It's in the ocean where their true nature shines. Their skin is always a sickly color, be it green, blue, grey, or brown. Their hair becomes stringy seaweed and their hands become webbed, finger nails growing into grotesque claws. Their scales don't glow and they do have scales along their shoulders and arms as well as their tails.
Like their merfolk cousins, sirens are known for their voices as well. When they are in the ocean and in their truest form, their song can and will lure people to their deaths. On land, their song encourages the worst in people, prompting people to hurt others and commit crimes. And frankly, the sirens love it this way.
[attr="class","rngwlvsrelationships3"]KELPIES
Kelpies are water dwelling creatures, though not necessarily creatures of water. They have no control over water, and can truly only call it home. Water would not go out of its way to protect a Kelpie being hunted by their enemies. These Kelpies are limited to lakes, and rivers; freshwater is the only water they can submerge in. Salt water causes them great harm.
Kelpies have two forms. Their first form is their human form. It is not their most natural form, and many Kelpies can be spotted simply due to their discomfort on two legs. They appear human, but behaving human is something most Kelpies struggle with.
Their second from is that of the horse. What breed of horse they appear varies from Kelpie to Kelpie, but they are all always inky black. They prefer to take their horse form, their true form, at night, as it is easier for them to blend in with the darkness and easier to lure their victims. If being an umbrakinetic was more common, Kelpies might be mistaken for them.
Most Kelpies tend to be cruel beings. Not afraid to kill and lure innocents, children, the naive, anyone stupid enough to fall for their tricks into their homes and devour them. But there are few, rare Kelpies that are friendly and yearn for companionship outside the cruelty of the Kelpie clans. These Kelpies are so few and far between that only the cruel Kelpies are known of.
[attr="class","rngwlvstraits"]submerged in water
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For we are held by more than the force of gravity to the earth.
It is the entity from which we are sprung, and that into which
we are dissolved in time.
The modern Vampire is not quite like the Vampires of myth. While many of those myths are heavily religious, the modern vampire is untouched by religious prejudices. In fact, there are very few similarities between modern Vampires and vampires of mythology. The primary similarity is that they don't age. The disease causes Vampires' DNA to constantly be regenerating, and their aging is practically stilled.
Modern Vampires, at first, appear to just be human. Tired looking humans, but humans nonetheless. They don't even seem to have any kinetic abilities in any way. What sets them apart, though, ends up being very striking once you know about it.
First of all, while Vampires can go into sunlight, their skin is very sensitive to the sun. For some, it's a mild stinging sensation but for most it does actually ache and hurt. As such, most Vampires prefer to stay indoors during the day.
Second of all, Original Vampires (the first noted cases following the war) have slightly heightened senses compared to others who are considered human. Turned Vampires, the ones Originals have chosen to infect, retain the powers they had before they were infected, although reduced in strength. Their senses don't necessarily get enhanced, unless they already had heightened senses before the change.
Third of all, the way they get nutrients. Due to the chemical and toxin poisoning, as well as the radiation in the world, Vampires' bodies do not take nutrients from regular food and drink. Their bodies can no longer process what is considered 'normal' for nutrition. Instead, they have to drink blood, already processed nutrients. There is no limit to the kind of blood they can drink, but the most nutrients come from humans or humanoids in their human form. Some Vampires opt to drink animal blood, though this is looked down on and gives them significantly less nutrients. In order to be able to properly break the skin of their targets, Vampires' canines have developed into the typical sharp vampire teeth. These mutated humans have definitely earned their name as Vampires.
Due to the unnatural and mutated blood and poison in a Vampire's system, they can infect other people with this disease and create more Vampires. The exception is that only those that fall under the 'human' umbrella (i.e. witches, psychics, and kinetics) can be infected. The mutations in other creatures render the Vampires' disease ineffective, though this doesn't mean they can't drink from other creatures.
Vampires turn other people primarily through biting, as their infected saliva needs to be in someone's blood stream. A Vampire could offer a blood transfusion, but because their blood is infected it would turn the recipient into a Vampire as well. It takes three days for the infection to fully spread and turn a vampire. It's a painless process to turn into a Vampire, but the victim remains comatose the entire time.
Unlike the werewolves of lore, werebeasts are forced to transform for three days in a row of the month. The middle three days of every month see several members of the community vanish into the forest as they're forced to transform. These days are known as the Transformation Days. On the surface, all werebeasts seem extremely normal. They can pass as warlocks or very low powered kinetics if they try hard enough, and outside of the Transformation Days no one would be any wiser about their status.
The week of the Transformation Days, however, werebeasts become agitated and even the most mild mannered beast would become aggressive and prone to violent outbursts. There is a special set of cells in the police station for irritable werebeasts. On the night of the full moon, every werebeast feels the call to the forest where they are forced to transform.
In their beastly form, they have no recollection of their human life. All that is left in them is their animal instincts, whatever animal that may be. The animal is in control, and there is no potion or spell that can let the human stay in their own mind.
A werebeast can only be created on the night of the full moon by a bite from a fully transformed werebeast. A scratch will not turn you, nor will a bite from a werebeast any other time but the Transition Days. However you will take on traits of that werebeast. Animal instincts, heightened sense of smell, heightened hearing, and the like, depending entirely on what type of werebeast they were scratched or bitten outside of the full moon by.
The only creatures that a werebeast can turn are: witches, warlocks, alchemists, psychics, and kinetics. Anyone can be scratched or bitten outside of Transformation Days, but werebeasts wont be effected by other werebeasts.
Werebeasts are land predators only. If you want an animal not on this list, add it into your application and the admins will decide if it can be allowed.
Types of beasts:
Unlike werebeasts, shifters can shift into their animal forms at will and still retain their human consciousness. The range of animals shifters have been known to shift into is vast. Like werebeasts, however, shifters can only shift into one animal for their entire life.
Shifters are born with the ability to shift, but when they achieve complete shifting depends on them as a whole person. They have hints of their animal shifter in them, from personality quirks to slight appearance ticks. A rat shifter may have rat-like features, and a dog shifter might have heightened smell and a strong sense of loyalty. It all depends on the person and animal combination.
Animal forms aren't limited just to land when it comes to shifters. There is a surprising, alarming range of what people have been seen shifting into. There are even reports of a giant squid shifter in Florence (though no one can prove it). Use your best judgement about what kind of animals your characters can shift into.
Half human, half horse, centaurs tend to feel the outcasts in Florence. They have significantly more rights than Mutations do, but that doesn't make them feel at home. The smallest centaur stands at 6.5 feet tall, so even the smallest centaur towers over the rest of the city's occupants and they stand out.
Most of the time, centaurs can be found lurking in the forest and they have their own small community there. Those who do not feel safe in Florence congregate there. There are a few who live in the city itself, opting to brave feeling out of place. Some even bask in being so different from the rest of Florence.
While they do not possess any powers (unless scratched by a werebeast or bitten by one outside of the full moon), centaurs possess incredibly strength in their legs and are renowned archers and hunters. They are not to be trifled with.
[attr="class","chrnamebig"]LOS TERRAE
For we are held by more than the force of gravity to the earth.
It is the entity from which we are sprung, and that into which
we are dissolved in time.
[attr="class","rngwlvsrelationships2"]VAMPIRES
The modern Vampire is not quite like the Vampires of myth. While many of those myths are heavily religious, the modern vampire is untouched by religious prejudices. In fact, there are very few similarities between modern Vampires and vampires of mythology. The primary similarity is that they don't age. The disease causes Vampires' DNA to constantly be regenerating, and their aging is practically stilled.
Modern Vampires, at first, appear to just be human. Tired looking humans, but humans nonetheless. They don't even seem to have any kinetic abilities in any way. What sets them apart, though, ends up being very striking once you know about it.
First of all, while Vampires can go into sunlight, their skin is very sensitive to the sun. For some, it's a mild stinging sensation but for most it does actually ache and hurt. As such, most Vampires prefer to stay indoors during the day.
Second of all, Original Vampires (the first noted cases following the war) have slightly heightened senses compared to others who are considered human. Turned Vampires, the ones Originals have chosen to infect, retain the powers they had before they were infected, although reduced in strength. Their senses don't necessarily get enhanced, unless they already had heightened senses before the change.
Third of all, the way they get nutrients. Due to the chemical and toxin poisoning, as well as the radiation in the world, Vampires' bodies do not take nutrients from regular food and drink. Their bodies can no longer process what is considered 'normal' for nutrition. Instead, they have to drink blood, already processed nutrients. There is no limit to the kind of blood they can drink, but the most nutrients come from humans or humanoids in their human form. Some Vampires opt to drink animal blood, though this is looked down on and gives them significantly less nutrients. In order to be able to properly break the skin of their targets, Vampires' canines have developed into the typical sharp vampire teeth. These mutated humans have definitely earned their name as Vampires.
Due to the unnatural and mutated blood and poison in a Vampire's system, they can infect other people with this disease and create more Vampires. The exception is that only those that fall under the 'human' umbrella (i.e. witches, psychics, and kinetics) can be infected. The mutations in other creatures render the Vampires' disease ineffective, though this doesn't mean they can't drink from other creatures.
Vampires turn other people primarily through biting, as their infected saliva needs to be in someone's blood stream. A Vampire could offer a blood transfusion, but because their blood is infected it would turn the recipient into a Vampire as well. It takes three days for the infection to fully spread and turn a vampire. It's a painless process to turn into a Vampire, but the victim remains comatose the entire time.
[attr="class","rngwlvsrelationships3"]WEREBEASTS
Unlike the werewolves of lore, werebeasts are forced to transform for three days in a row of the month. The middle three days of every month see several members of the community vanish into the forest as they're forced to transform. These days are known as the Transformation Days. On the surface, all werebeasts seem extremely normal. They can pass as warlocks or very low powered kinetics if they try hard enough, and outside of the Transformation Days no one would be any wiser about their status.
The week of the Transformation Days, however, werebeasts become agitated and even the most mild mannered beast would become aggressive and prone to violent outbursts. There is a special set of cells in the police station for irritable werebeasts. On the night of the full moon, every werebeast feels the call to the forest where they are forced to transform.
In their beastly form, they have no recollection of their human life. All that is left in them is their animal instincts, whatever animal that may be. The animal is in control, and there is no potion or spell that can let the human stay in their own mind.
A werebeast can only be created on the night of the full moon by a bite from a fully transformed werebeast. A scratch will not turn you, nor will a bite from a werebeast any other time but the Transition Days. However you will take on traits of that werebeast. Animal instincts, heightened sense of smell, heightened hearing, and the like, depending entirely on what type of werebeast they were scratched or bitten outside of the full moon by.
The only creatures that a werebeast can turn are: witches, warlocks, alchemists, psychics, and kinetics. Anyone can be scratched or bitten outside of Transformation Days, but werebeasts wont be effected by other werebeasts.
Werebeasts are land predators only. If you want an animal not on this list, add it into your application and the admins will decide if it can be allowed.
Types of beasts:
- Wolves
- Jackals
- Mountain Lions
- Boars
- Wild Cats
- Foxes
- Coyotes
- Bears
[attr="class","rngwlvsrelationships3"]SHIFTERS
Unlike werebeasts, shifters can shift into their animal forms at will and still retain their human consciousness. The range of animals shifters have been known to shift into is vast. Like werebeasts, however, shifters can only shift into one animal for their entire life.
Shifters are born with the ability to shift, but when they achieve complete shifting depends on them as a whole person. They have hints of their animal shifter in them, from personality quirks to slight appearance ticks. A rat shifter may have rat-like features, and a dog shifter might have heightened smell and a strong sense of loyalty. It all depends on the person and animal combination.
Animal forms aren't limited just to land when it comes to shifters. There is a surprising, alarming range of what people have been seen shifting into. There are even reports of a giant squid shifter in Florence (though no one can prove it). Use your best judgement about what kind of animals your characters can shift into.
[attr="class","rngwlvsrelationships3"]CENTAURS
Half human, half horse, centaurs tend to feel the outcasts in Florence. They have significantly more rights than Mutations do, but that doesn't make them feel at home. The smallest centaur stands at 6.5 feet tall, so even the smallest centaur towers over the rest of the city's occupants and they stand out.
Most of the time, centaurs can be found lurking in the forest and they have their own small community there. Those who do not feel safe in Florence congregate there. There are a few who live in the city itself, opting to brave feeling out of place. Some even bask in being so different from the rest of Florence.
While they do not possess any powers (unless scratched by a werebeast or bitten by one outside of the full moon), centaurs possess incredibly strength in their legs and are renowned archers and hunters. They are not to be trifled with.
[attr="class","rngwlvstraits"]closest to earth
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Armies march by tower and spire
Of cities blazing, in the fire;--
Till as I gaze with staring eyes,
The armies fall, the lustre dies.
Phoenixes have two forms; their avian form and their human form. When in their human form, they could likely pass as a low powered pyrokinetic or calokinetic if they were not comfortable being upfront with their phoenix status. In their human form, they can withstand great amounts of heat and fire doesn't harm them whatsoever. They do not have the fast travelling abilities their avian forms have.
They are most comfortable but also most vulnerable in their avian form. Phoenixes are highly sought after for the medicinal components of their feathers and their fast travelling abilities. So, while it is what the Phoenixes know, it is not always safe for them.
Their feathers will balance any potion, make any medicine taste better and become that much more effective, and make the most comfortable of pillows. And in their Phoenix form, they can fast travel in a flash of fire from one place to another as long as they've been there before.
Objectively, their avian forms are much more powerful, but their human forms are much safer for them.
Cyclops of legend have always had arguable origins. No one has ever been sure where they came from. Cyclops of reality and in Florence were mutated over the years by toxins released by the war.
Cyclops are anywhere from 6 to 10 feet tall, depending on their growth. Their skin is hard and immune to fire and they are naturally incredibly strong, capable of moving heavy things as though they weigh nothing.
The biggest setback for a Cyclops is having only one eye -it limits what they can see and their depth perception can be incredibly off. They also tend not to fit into most places, and have to crouch if they want to go into a bar. There are very few Cyclops friendly places in Florence, but most Cyclops do not seem to mind, content to just live and fit in as best they can.
Cyclops cannot be turned into werebeasts, but they can be affected by the scratch of one and a bite from one during the full moon. Their skin is far too thick for vampires to bite through, and far too thick for werebeasts in their human forms to bite through as well.
Dragons, the great myths of yore, once greatly feared by all, have become commonplace and are not quite so feared.
They have adapted to the world like the world has to them, and evolved to have two forms as most creatures do. The most common form Dragons are seen in is ther human form. And for all intents and purposes, humanoid Dragons could almost pass for Pyrokinetic humans. What sets them apart are their eyes, the same eyes you would see if they transitioned into their Dragon form right in front of you; and their hands, which are relatively human, retain their thick, sharp claws and can do quite a bit of damages.
The second form Dragons have is their true form, full and complete Dragons. Each Dragon's wingspan directly correlates to their height. A 20 foot tall Dragon would then have a 20 foot wingspan. A Dragon's size depends entirely on which type of Dragon they are, and there are four types of different colors. Though they are classified by color, each Dragon is a different shade. So while they all might be Black Dragons, they are varying shades of black.
All dragons share common weaknesses, though. Water is the primary weakness; Black and Purple Dragons are more weak to fresh water and Green and Blue Dragons are more weak to salt water. Their eyes are unique colors to each dragon individually, and you can't judge a human dragon by their eye color. Their eyes are quite lizard like, traditionally, and stay that way in human form, pupils as observant and terrifying slits. Watching, observing, and preying on the weak.
[attr="class","chrnamebig"]LOS IGNES
Armies march by tower and spire
Of cities blazing, in the fire;--
Till as I gaze with staring eyes,
The armies fall, the lustre dies.
[attr="class","rngwlvsrelationships"]PHOENIXES
Phoenixes have two forms; their avian form and their human form. When in their human form, they could likely pass as a low powered pyrokinetic or calokinetic if they were not comfortable being upfront with their phoenix status. In their human form, they can withstand great amounts of heat and fire doesn't harm them whatsoever. They do not have the fast travelling abilities their avian forms have.
They are most comfortable but also most vulnerable in their avian form. Phoenixes are highly sought after for the medicinal components of their feathers and their fast travelling abilities. So, while it is what the Phoenixes know, it is not always safe for them.
Their feathers will balance any potion, make any medicine taste better and become that much more effective, and make the most comfortable of pillows. And in their Phoenix form, they can fast travel in a flash of fire from one place to another as long as they've been there before.
Objectively, their avian forms are much more powerful, but their human forms are much safer for them.
[attr="class","rngwlvsrelationships2"]CYCLOPSES
Cyclops of legend have always had arguable origins. No one has ever been sure where they came from. Cyclops of reality and in Florence were mutated over the years by toxins released by the war.
Cyclops are anywhere from 6 to 10 feet tall, depending on their growth. Their skin is hard and immune to fire and they are naturally incredibly strong, capable of moving heavy things as though they weigh nothing.
The biggest setback for a Cyclops is having only one eye -it limits what they can see and their depth perception can be incredibly off. They also tend not to fit into most places, and have to crouch if they want to go into a bar. There are very few Cyclops friendly places in Florence, but most Cyclops do not seem to mind, content to just live and fit in as best they can.
Cyclops cannot be turned into werebeasts, but they can be affected by the scratch of one and a bite from one during the full moon. Their skin is far too thick for vampires to bite through, and far too thick for werebeasts in their human forms to bite through as well.
[attr="class","rngwlvsrelationships3"]DRAGONS
Dragons, the great myths of yore, once greatly feared by all, have become commonplace and are not quite so feared.
They have adapted to the world like the world has to them, and evolved to have two forms as most creatures do. The most common form Dragons are seen in is ther human form. And for all intents and purposes, humanoid Dragons could almost pass for Pyrokinetic humans. What sets them apart are their eyes, the same eyes you would see if they transitioned into their Dragon form right in front of you; and their hands, which are relatively human, retain their thick, sharp claws and can do quite a bit of damages.
The second form Dragons have is their true form, full and complete Dragons. Each Dragon's wingspan directly correlates to their height. A 20 foot tall Dragon would then have a 20 foot wingspan. A Dragon's size depends entirely on which type of Dragon they are, and there are four types of different colors. Though they are classified by color, each Dragon is a different shade. So while they all might be Black Dragons, they are varying shades of black.
- Black Dragons, which are by far the strongest and largest, max out at 20 feet tall. The smallest Black Dragon known was 16 feet tall. Black Dragons are also notable Melanokinetics on top of their fire breathing abilities. Most prefer to manipulate black ink that mirrors their scales, but more dramatic Black Dragons use colored ink in their manipulations.
- Purple Dragons are notably the second strongest type of Dragon, though they still struggle to measure up to the Black Dragons. It would take approximately three Purple Dragons to take out one Black Dragon. The largest Purple Dragon comes in at 15 feet tall, the smallest coming at 13 feet tall. Purple Dragons are notable Scintillakinetics, and frequently combine their electric sparks with their fire breathing to make an even more dangerous combination.
- Green Dragons are not quite so strong, but not nearly the weakest. It would take a group of six to defeat one Purple Dragon. The largest Green Dragon is 12 feet tall, and the smallest has been noted to be 9 feet tall. Green Dragons are notable telekinetics and it is their advantage against the stronger dragons though many don't believe that to be the case.
- Blue Dragons are the weakest of the bunch with the largest Blue Dragon to date being only 8 feet tall. (Luckily, the smallest is only 6 feet tall!) It would take a baker's dozen of Blue Dragons to defeat one Green Dragon. On top of their iconic Dragon fire breathing, Blue Dragons are florakinetics. The irony is not lost on them that they breathe fire and can manipulate and even create flowers.
All dragons share common weaknesses, though. Water is the primary weakness; Black and Purple Dragons are more weak to fresh water and Green and Blue Dragons are more weak to salt water. Their eyes are unique colors to each dragon individually, and you can't judge a human dragon by their eye color. Their eyes are quite lizard like, traditionally, and stay that way in human form, pupils as observant and terrifying slits. Watching, observing, and preying on the weak.
[attr="class","rngwlvstraits"]skin of flames
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Melting snow,
Cool breeze,
Crows diving in a row,
Return of the unfriendly bees,
Rainbow in the sky,
And the songs of the talkative parrot
Harpies of the modern world are not exactly like their mythical counterparts. They aren't agents of the underworld or completely demonic birdwomen. During the third world war, after they had mutated, Harpies would sneak into enemy camps and destroy their food stores to make it difficult for them to carry on. They were quite stealthy about it and they never seemed to be caught. After the war, when the truly heinous were punished, Harpies were violent advocates for anyone who killed a harpy to be murdered. When they were denied, several Harpies broke off and abducted those they thought deserved to die and dropped them over the ocean or from absurd heights. That was how they earned the harpy moniker.
They have two forms, a simple human form and their true harpy form. Their human form is perfect for blending in. Well, almost. There is just something unsettling about a harpy in her human form. If you don't know she's a harpy, you will simply notice something is ... off.
Their harpy form is mildly avian. Their arms become vivid, sharp bird wings and their legs are incredibly strong bird legs. Their face becomes sharp, beaklike, with beady and calculating little bird eyes. Despite their fragile looking frames, in their true harpy forms they have quite terrifying super strength. This form can only be triggered when a harpy is particularly angry, and it is a terrifying sight to behold.
Like their very, very distant Valkyrie cousins, the Harpy gene only mutates women. In men, it results in kinetics being born instead of Harpies.
Harpy genes produce six types of kinetics: telekinetics, mastígiokinetics, tephrakinetics, electrokinetics, audiokinetics, and areokinetics.
The Valkyries of Florence got their names from the Valkyries of old viking legends, from the Valkyries who chose those who lived and died in battle, and guided those of their choice to Valhalla.
While unable to control life and death, the Valkyries in the new world mutated wings that enabled them to fly. At first, Valkyries thought that was all they had to their name but during the third world war they discovered they could see the spirits of those who died. It was only temporary and they couldn't communicate with them, but the Valkyries could (and still can) see the spirits of the recently deceased for a short time after their deaths.
Valkyries only have one form, and it is their winged human form. They cannot disguise themselves as, while their wings do fold up onto their backs, they can't be hidden.
Valkyries are a race exclusively made up of women. Where women with this mutated gene became Valkyries, men with this gene became kinetics. So while not all male kinetics are Valkyries, all men with the Valkyrie gene are kinetics.
The Valkyrie gene produces five types of kinetics: telekinetics, scintillakinetics, mastígiokinetics, audiokinetics, and areokinetics.
Gargoyles as we know them seem human at first, and can be mistaken for either aerokinetics or geokinetics. They tend to have powerful connections with stone and can manipulate it quite a bit. Though not on part with aerokinetics, Gargoyles in their human forms can make the wind a little less strong around them.
The form they got their name from, however, gets them mistaken for shapeshifters at a distance. Up close, though, you can see how monstrous they are.
They appear to be giant bats. The smallest noted Gargoyle was 8 feet tall. Their skin and fur take on a stoney appearance because of how the chemical poisoning and radiation poisoning and they have the uncanny ability to sit completely still. They certain seem to be gargoyles, groteseque statues that just watch.
In both forms, their skin is particularly tough, similar to stone, and it is difficult to injure a Gargoyle. They have sometimes been called distant cousins to the Phoenixes, although the Gargoyles are significantly safer in their Gargoyle form, if only because of the fear they strike in people.
[attr="class","chrnamebig"]LOS CAELI
Melting snow,
Cool breeze,
Crows diving in a row,
Return of the unfriendly bees,
Rainbow in the sky,
And the songs of the talkative parrot
[attr="class","rngwlvsrelationships"]HARPIES
Harpies of the modern world are not exactly like their mythical counterparts. They aren't agents of the underworld or completely demonic birdwomen. During the third world war, after they had mutated, Harpies would sneak into enemy camps and destroy their food stores to make it difficult for them to carry on. They were quite stealthy about it and they never seemed to be caught. After the war, when the truly heinous were punished, Harpies were violent advocates for anyone who killed a harpy to be murdered. When they were denied, several Harpies broke off and abducted those they thought deserved to die and dropped them over the ocean or from absurd heights. That was how they earned the harpy moniker.
They have two forms, a simple human form and their true harpy form. Their human form is perfect for blending in. Well, almost. There is just something unsettling about a harpy in her human form. If you don't know she's a harpy, you will simply notice something is ... off.
Their harpy form is mildly avian. Their arms become vivid, sharp bird wings and their legs are incredibly strong bird legs. Their face becomes sharp, beaklike, with beady and calculating little bird eyes. Despite their fragile looking frames, in their true harpy forms they have quite terrifying super strength. This form can only be triggered when a harpy is particularly angry, and it is a terrifying sight to behold.
Like their very, very distant Valkyrie cousins, the Harpy gene only mutates women. In men, it results in kinetics being born instead of Harpies.
Harpy genes produce six types of kinetics: telekinetics, mastígiokinetics, tephrakinetics, electrokinetics, audiokinetics, and areokinetics.
[attr="class","rngwlvsrelationships3"]VALKYRIES
The Valkyries of Florence got their names from the Valkyries of old viking legends, from the Valkyries who chose those who lived and died in battle, and guided those of their choice to Valhalla.
While unable to control life and death, the Valkyries in the new world mutated wings that enabled them to fly. At first, Valkyries thought that was all they had to their name but during the third world war they discovered they could see the spirits of those who died. It was only temporary and they couldn't communicate with them, but the Valkyries could (and still can) see the spirits of the recently deceased for a short time after their deaths.
Valkyries only have one form, and it is their winged human form. They cannot disguise themselves as, while their wings do fold up onto their backs, they can't be hidden.
Valkyries are a race exclusively made up of women. Where women with this mutated gene became Valkyries, men with this gene became kinetics. So while not all male kinetics are Valkyries, all men with the Valkyrie gene are kinetics.
The Valkyrie gene produces five types of kinetics: telekinetics, scintillakinetics, mastígiokinetics, audiokinetics, and areokinetics.
[attr="class","rngwlvsrelationships3"]GARGOYLES
Gargoyles as we know them seem human at first, and can be mistaken for either aerokinetics or geokinetics. They tend to have powerful connections with stone and can manipulate it quite a bit. Though not on part with aerokinetics, Gargoyles in their human forms can make the wind a little less strong around them.
The form they got their name from, however, gets them mistaken for shapeshifters at a distance. Up close, though, you can see how monstrous they are.
They appear to be giant bats. The smallest noted Gargoyle was 8 feet tall. Their skin and fur take on a stoney appearance because of how the chemical poisoning and radiation poisoning and they have the uncanny ability to sit completely still. They certain seem to be gargoyles, groteseque statues that just watch.
In both forms, their skin is particularly tough, similar to stone, and it is difficult to injure a Gargoyle. They have sometimes been called distant cousins to the Phoenixes, although the Gargoyles are significantly safer in their Gargoyle form, if only because of the fear they strike in people.
[attr="class","rngwlvstraits"]gliding on the breeze
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O lonely mantle of pale flowers
ascend and chant sunlight thou hast heard softly
Witches, sometimes known as warlocks or alchemists, are humans who have magical abilities. The most common ability among them is spellcasting. Spells can do anything from helping a witch clean to levelling a house.
The ones who primarily practice spellcraft are the ones mostly called witches. Spells seem to be their trademark and most witches wear that title proudly. (Those who don't tend to curse people who say the word.)
Those who practice potion making, poison creating, tinctures, and the like get categorized as warlocks. A self sufficient warlock may know a few spells but that is a hobby compared to their passion for potions. So while a warlock couldn't curse you with warts, a potion slipped into your soup could have the same affect.
Alchemists are often mistaken as either witches or warlocks. Their work is more scientific, blending chemicals and molding the natural world to their whims. They use some spellwork and some potion work to get their tasks done, to enchant things they create, but it's not what they are known for. Just as spellcraft is a hobby to a warlock, it and potion making are hobbies to an alchemist.
Psychics are those with strong mental powers, from parlor tricks such as the crystal ball to the Seer who can see large scale events and even those Empaths, who can feel and influence the emotions of others.
Seers are incredibly rare because true, genuinely deep sight like they have is few and far between. Seers can only see large, life changing events. It doesn't have to be world changing, but something like a car crash that will change a person's life, or the loss of a job causing a fallout from someone's life.
Psychics have often been called fakes, even though in this day and age they are very much legitimate. Crystal ball and tarot readers, while still psychic, are considered the lowest of the low, the ones who practice parlor tricks. The highest regarded Psychics are the ones who can read minds, and they are almost as rare as Seers.
Empaths are mid-tier on the psychic abilities scale. They can feel other peoples' emotions as if they were their own, and they can influence those emotions to change them. How an Empath uses their abilities determines how they're viewed. Counselors and nurses are considered admirable for being able to help, while dirty cops and criminals who manipulate their victims into feeling complacent are considered monsters.
Since Seers are so rare, you'll need admin permission to make one. If you have a seer, you need both admin permission and permission from the members involved to have a vision. Psychics who can read minds are in this same boat, requiring admin permission to create. Use your best judgement about what your character will pick up when reading minds, and try not to irritate other players.
Kinetics are humans with psychic powers. Unlike their psychic cousins, however, these powers relate to the world around them. Ranging from being able to move objects at will to being able to start fire at will. Kinetics will have shown their abilities at a young age and had little to no control over it. If they were given a nuturing environment, a kinetic should have full control over their abilities when they reach adulthood. If, however, a kinetic was stifled growing up, their abilities will be chaotic and unrefined and they'll be prone to dangerous outbursts.
TYPES OF KINETICS:
Common: Every Tom, Dick, and Harry seem to be these types.
Uncommon: You might run into a few.
Rare: Not everyone gets to know these types, so count yourself lucky! Require admin permission to create.
Fabled: They were heard of shortly after the war, but only a handful seem to be around anymore. Canon character exclusive.
[attr="class","chrnamebig"]HUMANS
O lonely mantle of pale flowers
ascend and chant sunlight thou hast heard softly
[attr="class","rngwlvsrelationships"]WITCHES
Witches, sometimes known as warlocks or alchemists, are humans who have magical abilities. The most common ability among them is spellcasting. Spells can do anything from helping a witch clean to levelling a house.
The ones who primarily practice spellcraft are the ones mostly called witches. Spells seem to be their trademark and most witches wear that title proudly. (Those who don't tend to curse people who say the word.)
Those who practice potion making, poison creating, tinctures, and the like get categorized as warlocks. A self sufficient warlock may know a few spells but that is a hobby compared to their passion for potions. So while a warlock couldn't curse you with warts, a potion slipped into your soup could have the same affect.
Alchemists are often mistaken as either witches or warlocks. Their work is more scientific, blending chemicals and molding the natural world to their whims. They use some spellwork and some potion work to get their tasks done, to enchant things they create, but it's not what they are known for. Just as spellcraft is a hobby to a warlock, it and potion making are hobbies to an alchemist.
[attr="class","rngwlvsrelationships2"]PSYCHICS
Psychics are those with strong mental powers, from parlor tricks such as the crystal ball to the Seer who can see large scale events and even those Empaths, who can feel and influence the emotions of others.
Seers are incredibly rare because true, genuinely deep sight like they have is few and far between. Seers can only see large, life changing events. It doesn't have to be world changing, but something like a car crash that will change a person's life, or the loss of a job causing a fallout from someone's life.
Psychics have often been called fakes, even though in this day and age they are very much legitimate. Crystal ball and tarot readers, while still psychic, are considered the lowest of the low, the ones who practice parlor tricks. The highest regarded Psychics are the ones who can read minds, and they are almost as rare as Seers.
Empaths are mid-tier on the psychic abilities scale. They can feel other peoples' emotions as if they were their own, and they can influence those emotions to change them. How an Empath uses their abilities determines how they're viewed. Counselors and nurses are considered admirable for being able to help, while dirty cops and criminals who manipulate their victims into feeling complacent are considered monsters.
Since Seers are so rare, you'll need admin permission to make one. If you have a seer, you need both admin permission and permission from the members involved to have a vision. Psychics who can read minds are in this same boat, requiring admin permission to create. Use your best judgement about what your character will pick up when reading minds, and try not to irritate other players.
[attr="class","rngwlvsrelationships3"]KINETICS
Kinetics are humans with psychic powers. Unlike their psychic cousins, however, these powers relate to the world around them. Ranging from being able to move objects at will to being able to start fire at will. Kinetics will have shown their abilities at a young age and had little to no control over it. If they were given a nuturing environment, a kinetic should have full control over their abilities when they reach adulthood. If, however, a kinetic was stifled growing up, their abilities will be chaotic and unrefined and they'll be prone to dangerous outbursts.
TYPES OF KINETICS:
Common: Every Tom, Dick, and Harry seem to be these types.
Uncommon: You might run into a few.
Rare: Not everyone gets to know these types, so count yourself lucky! Require admin permission to create.
Fabled: They were heard of shortly after the war, but only a handful seem to be around anymore. Canon character exclusive.
- TELEKINETIC; able to move objects with one's mind. The most common of the kinetics.
- PYROKINETIC; able to manipulate fire and start fires. Common kinetic.
- HYDRYOKINETIC; able to manipulate water. Common kinetic.
- GEOKINETIC; able to manipulate the earth. Common kinetic.
- FLORAKINETIC; able to manipulate flowers. Common kinetic.
- NEMAKINETIC; able to manipulate cloth and thread. Common kinetic.
- TEPHRAKINETIC; able to manipulate ash. Common kinetic.
- SCINTILLAKINETIC; able to manipulate sparks. Common Kinetic.
- MASTÍGIOKINETIC; able to manipulate and summon whips. Common kinetic.
- CALOKINETIC; able to manipulate and generate heat. Uncommon kinetic.
- DENDROKINETIC; able to manipulate wood. Uncommon kinetic.
- ELECTROKINETIC; able to manipulate electricity and lightning. Uncommon kinetic.
- MELANOKINETIC; able to manipulate ink. Uncommon kinetic.
- CRYOKINETIC; able to manipulate ice. Uncommon kinetic.
- CRYSTALLOKINETIC; able to manipulate minerals and crystals. Uncommon kinetic.
- THIRIOKINETIC; able to manipulate animals. Uncommon kinetic.
- POTÓKINETIC; able to manipulate drinks. Rare kinetic.
- HALLUCIKINETIC; able to manipulate and create illusions. Rare kinetic.
- AUDIOKINETIC; able to manipulate sound. Rare kinetic.
- AREOKINETIC; able to manipulate air. Rare kinetic.
- SEISMOKINETIC; able to manipulate vibrations. Rare kinetic.
- GYROKINETIC; able to manipulate gravity. Fabled kinetic.
- ONEIROKINETIC; able to manipulate dreams. Fabled kinetic.
- NOSOKINETIC; able to manipulate diseases. Fabled kinetic.
- UMBRAKINETIC; able to manipulate shadows. Fabled kinetic.
- MNEMOKINETIC; able to manipulate memories. Fabled kinetic.
[attr="class","rngwlvstraits"]mortal but not defenseless
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Mutations were once normal humans who, like everyone else, were incredibly affected by the toxins. Unlike the human race and those that evolved into other creatures, Mutations do not have any type of magic or other abilities. The only differences mutations have from ordinary humans is the, well, mutations on their bodies. Mutations tend to resemble other species traits while offering none of the benefits. They often don't gain any extraordinary abilities (wings often cannot support them to fly, third eyes can throw off depth perception, webbed hands can make holding things that much harder), but they make them stand out from other humans and humanoid creatures.
Mutations are looked down upon by the other species. They are seen as 'lesser evolved', their genes having only picked up scraps of the bigger and better species. Wings reminiscent of Valkyries and Harpies, fangs like Vampires and Werebeasts, claws like Werebeasts and Shifters. They receive less pay than the other species as well, and are less likely to get an apartment or house if any other species puts down a bid for it. 'Scraps' and 'freaks' are just two of the cruel nicknames Mutations frequently get called.
They all have a hard time getting jobs. Janitorial jobs tend to be the only ones they are deemed qualified to do unless the owner is open minded and kind.
[attr="class","chrnamebig"]MUTATIONS
Mutations were once normal humans who, like everyone else, were incredibly affected by the toxins. Unlike the human race and those that evolved into other creatures, Mutations do not have any type of magic or other abilities. The only differences mutations have from ordinary humans is the, well, mutations on their bodies. Mutations tend to resemble other species traits while offering none of the benefits. They often don't gain any extraordinary abilities (wings often cannot support them to fly, third eyes can throw off depth perception, webbed hands can make holding things that much harder), but they make them stand out from other humans and humanoid creatures.
Mutations are looked down upon by the other species. They are seen as 'lesser evolved', their genes having only picked up scraps of the bigger and better species. Wings reminiscent of Valkyries and Harpies, fangs like Vampires and Werebeasts, claws like Werebeasts and Shifters. They receive less pay than the other species as well, and are less likely to get an apartment or house if any other species puts down a bid for it. 'Scraps' and 'freaks' are just two of the cruel nicknames Mutations frequently get called.
They all have a hard time getting jobs. Janitorial jobs tend to be the only ones they are deemed qualified to do unless the owner is open minded and kind.
[attr="class","rngwlvsrelationships"]TYPES OF MUTATIONS
- Wings (not strong enough to fly anywhere)
- Third eyes (susceptible to normal eye problems and throw off depth perception)
- Webbed hands (make it harder to hold things, easier to swim)
- Fangs (large and often protruding and hard to hide and eat with)
- Ears (exaggerated or obvious animal ears protruding from the head, very difficult to hide but hearing is incredible)
- Snout, or animal like nose (a wolf snout, or a deer nose, impossible to hide but sense of smell and taste are amplified)
[attr="class","rngwlvstraits"]the abnormality of humanity
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[attr="class","leaveintactakisiggy"]∆
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