The Races
Dec 3, 2014 16:17:15 GMT -4
Post by Starley Brook on Dec 3, 2014 16:17:15 GMT -4
- Spectre -
Otherwise called "Ghosts" or "Phantoms", they are truly dead and trapped spirits, but not in the way Humans view them. Usually ones of the Mancers left behind on the journey who have died and failed to travel through the Rift, or other species including Humans who have also died being killed because of - accidentally or purposefully walking through a Rift crack, more often a smaller and more obscure crack in space than a large one. They're trapped between the rift in empty space, able to travel into both realms, but not tangible in either until a God/Goddess allows them a physical form. They cannot interact with objects or people, transparent and often only a blurry image. They can speak, however, but not all species can hear or see them clearly without some sort of training first. They possess powers of heightened telepathy and psychic skills. Only playable with specific permission from all Administrators.Spectre Traits: Known to beg to be taken to a goddess so they can live again, and are otherwise immortal as ghosts. Everything else varies with species.
Spectre Abilities: Phasing, are known to have the ability to dissipate into wisps of fog in the air and walk through objects and people. Heightened psychic senses, and posses telepathy. Depending on race, some can control weaker minds of weaker races than themselves.
Partners: Varies, some pair with other races of Spectre.
- Werewolf -
One of the Mancers' mortal enemies as well as one of the most hunted creatures, they don't have much in their favor for abilities in being humanoid. But a few wise and intelligent Weres with advanced abilities, discovering the powers witchcraft and magic have managed to survive the trip through the Rift - Efforts futile as they were only to be struck down on the other side by the Guards or Warriors. They will also be immediately killed by any Mancer Spectre or recruited humans who spot them wandering. They do have the advantage of supersenses and strength, as well as being able to heal from non-lethal wounds almost immediately, but are weakened by elemental abilities and certain potions. They are known to crave meat more than anything, but there are some Werewolves who don't eat meat unless needed, new-bloods who don't have the eternal drive to kill animals or humans to eat. Playable, but only on the other side of the Rift.
Werewolf Traits: Are known to be hostile towards Mancers and on occasion, Faes for apologizing to the Mancers and trying to regain trust. They're one of the more hostile races, along with Vampires, pureblood craving power more than everything. They live in packs, most choosing to be in one rather than remain a rogue.
Werewolf Abilities: Modern werewolves are known to possess powers of Witchcraft and Magic, though weaker than other Races as it is a newly learnt skill. They are the most physically strong race, and though don't have superspeed, can outrun a human by far. Like wolves, have better senses of hearing, scent, sight and taste in both forms, able to sense a person of a different race. They can heal from non-lethal wounds almost immediately, meaning gunshots/cuts/etc will affect it, but not do much good unless it has a special potion in it.
Partners: Contrary to belief, most Werewolf packs get along with and still have ties to Vampire mobs as allies if they need it, a small few still friends with the Nymphs.
- Hybrid -
When a werewolf breeds with another animal, this is the product. A creature that can shift from a human, to their animal, whatever that may be. It is not limited to a wolf, but can turn into Tigers, Polar Bears, anything you can think of, there's probably at least one Hybrid of that type in existence. Also called Shifters, they have gotten far more powerful in the last decade or so, now also known by humans, their lore twisted more and more by them. The further down the line they go, the more pure Hybrids they are, the first few of them being the most like their father, the Werewolf, and their mother, a Snow Leopard. They have no quarrel with any of the other races, being among the newest, and did not exist in the time of the War. They do not have the ability to heal from lethal wounds, like the werewolf, but they do have Superstrength, Supersenses, and Superspeed., though they are not as developed and the currently weakest race, which also means others don't see them as a threat, and they don't get as attacked, unless it's by a Hunter.
Hybrid Traits: Hybrids are usually the least fearless to walk among humans, as well as the least detectable. Though, they usually have the ears of their animal, if they have ears, whether it be cat's ears or a dogs floppy ears, though they can be mistaken for hair. They are the friendliest towards humans, some even showing their form to humans they trust, and are ever growing in population, now.
Hybrid Abilities: Hybrids, or Shifters, are very stealthy and fast, their top speed rivaling even a Vampire's. They also have sharper nails and teeth than humans, though it isn't too noticeable - until they bite you, that is. They also have the power of Telekinesis, able to hone it over the last fifty years, though it's not too strong. Like animals, they can hear each other's calls from miles away, and can track a scent, see for miles, or feel the smallest tremors even in their human form, depending on what species their animal is.
Partners: Shifters are very close allies with Werewolves, even able to enter each other's territories with consent from a high rank, having a mutual agreement to be peaceful. The Rebel Humans who believe in saving the Supernatural also are allies with them, as Hybrids are far more welcoming of humans that other races.
- Vampire -
Far more advanced than Werewolves, the Vampire class have taken their time in studying the Rift and its effects, educating themselves on how to get through. They have some psychic abilities, as well as superspeed to cross the Rift quickly, merely a blur of color or a whisk of air to most. However they can be killed by the Spectre lurking, or fall into a time pocket and age to death in under a second, or cease from time altogether if they are not careful, making sprinting through the Rift a dangerous and daring attempt. Those who do make it might be able to slip past the guards, but will be tired from their trip as most will have had to run the whole way to avoid being caught. Again, they are mortal enemies and are to be killed on-sight by any Spectre who favor the Mancers' survival. They have night-vision and have a type of camouflage that makes them harder to notice and tell apart from other species. Though they have a strong and nearly undeniable thirst for blood, they can survive just fine on regular food and animal blood. Unlike most things, they aren't immortal, but have an amazingly long lifespan of up to 20,000 years, though hardly any live to be that old. Playable, but only on the other side of the Rift.
Vampire Traits: Like the Werewolves, some are known to be hostile towards the Nymphs, angry at their repentance. They are masters of stealth, and while only slightly less hostile than the humanoid shifters, they do tend to remember things more. Not necessarily hold a grudge, but they will hold wrong-doings on them or their race in their mind.
Vampire Abilities: They are extremely quick, some able to run faster than the eye can see, nothing more than a barely-visible blur. They have a kind of camouflage that makes them hard to spot, not because their phasing or invisible, but just because you don't want to notice them, involuntarily, unless they're doing something noticable. They have advanced psychic abilities, and some can mind-control weak, fragile or unstable minds, though it drains their energy. They can see very well in the dark, and very experienced Vampires have a choice of an extra power: They can transform into a bat, possess some Necromancy, or possess some Shadowmancy.
Partners: Like Werewolves, the Vampires have stayed in touch with the Nymphs and Satyrs, close allies together, and are as well close to the Werewolves.
- Humans -
Humans are the biggest enemy and threat to the Mancers, though without magical abilities were still able to drive them out from earth and technically out of human existence, though they were very much alive. Though very ordinary and un-paranormal, they can come through the Rift from any time period, maybe with high-technology weapons or protection. Though some don't believe in the unnatural and impossibility the non-human creatures possess, some know what happened to them from relatives with stories that reach all the way back to the stone age, and also know that they still exist in the human world, choosing to hunt them to kill. They're the most likely to fall through the rift on accident, be it a small child not knowing where it was going, to an adult simply walking through the woods and stumbling across a crack with a tad too much curiosity. Some humans who are hunters have developed a kind of sense to be able to tell between humans and non-humans, but cannot tell the specific race. Playable, but only on the other side of the Rift.
Human Traits: Humans have a general fear of the supernatural, believing it to be impossible, causing hatred for the creatures. They do have an ability for survival, being the dominant race in numbers out of all. Others can get past their fear and befriend the unbelievable, learning that not all of them are evil. Universally, humans are far more forgiving than the other races who've held onto war for all these years that the Mancers still cannot stay permanently on earth without dying.
Human Abilities: They have no special abilities aside from hunters, but some Humans can develop or are born with a psychic link, making the other races more tolerant of them, and allowing them to speak to Spectre. They have weapons and science on their side, rapidly discovering things that they're curious about.
Human Allies: None formally, except some species who have managed to survive on earth are fully accepted by the Humans, and have far more chance at allying with their former allies who have forgotten, or never learned of the old War.
- Nymphs/Satyrs/Faes/Elves -
WarNymphs, those who had developed magical powers being called Faes, also played a large role in the downfall of the Mancers. All Nymphs were female, surprisingly, their male counterpart being named the Satyrs, who had no doing in the Supernatural war, remaining neutral. Because they refused to chose sides, the Mancers hold no resentment towards them, and even some Nymphs had rejoined the Satyrs, apologizing for their actions. Even so, most Mancers despise them, and they are not allowed through the Rift. Almost no Satyrs and Nymphs remain, rather evolving into magical, powerful creatures called Faes or Faeries, and Elves. They also have a connection with the earth, not able to fully control it, but can minorly and are able to "listen" and "speak" to nature, having it in their favor most times. Most Faes and Elves have markings to remember their ancestors, though it looks like a tattoo to the civillian eye, the others - including the Hunters know better, that they were born with their markings, and the markings were not markings but the language special to the Nymphs and Faes. The language of "nature", as they called it, to connect them with the earth. They all have a general life span of 5,000 years, but it can be slightly longer, or shorter. With specific allowance from the Rift Guards, some Elves are permitted to visit the world of Bezaitae. Faes and Elves are only playable on the other side of the Rift, but Elves and Faes with no ill intent can visit.
Nymph/Satyr/Fae/Elf Traits: The new-bloods are known to be far more forgiving, resenting the full-blood Nymphs for partaking in the War and driving out the Mancers. Some actually try to form friendships with the mancers, though it's difficult or impossible to those who still resent their race. They have a slightly weaker connection with nature than the Full-bloods, but their Magic makes them far stronger. The full-bloods, though not declaring or seeking war at the moment are still great fighters, passing on most of that to their offspring.
Nymph/Satyr/Fae/Elf Abilities: Though Nymphs and Satyrs lack the flourishing magic Faes and Elves bear, they are greatly in tune with nature, easily able to predict how the weather would turn out the next day, or if that season's winter would be snowy or barren. Which also means they can bring an uprising swarm of mosquitos to attack you. Faes and Elves have magic, and while still possess the connection with the earth, it's weaker than a Nymph or Satyr would have. Faes and Elves are more athletic, able to run very quickly and see farther than some other species, which makes them very skilled at ranged combat.
Partners: The few remaining Nymphs/Satyrs still have ties with the Vampires, and are close to the Vampires. The Faes and Elves have none truly yet, but have a better chance at bonding with humans.
- Mancer -
The Mancers were the first supernatural creatures to be found out by humans. They possibly have the shortest current life span, of only up to 3,000, which in Supernatural terms is very short considering they're the oldest Race alive. Some consider them to be the strongest race, regardless that they had been driven out of their rightful home, as they were there before humans. It's still a mystery as to whether there is a stronger race out there somewhere, but currently the Mancers are the "Gods and Goddesses". They have however changed, they had only fought if necessary, and never killed if they could help it. Now they will wipe out any enemy who crosses the Rift, rightfully as well. As if being chased out of their first home wasn't unfair enough, their new Earth was constantly being invaded, which drove even the most merciful to anger and hatred. Other than this, they are happy and peaceful, going about their way and trying to avoid confrontation they know they'll lose.
Mancer Traits: Mancers are generally content and peaceful beings, but have been driven to war, and drastic moves for the safety of their race. They are taught the history of their race, and taught to protect it. They, however, are more prone to forming allies than the other races, but that doesn't make them reckless. They are aware they need someone on their side to help them. They
Mancer Abilities: Their abilities vary, but the most notable is they all control an element of some kind. Pyrokinesis, Cryokinesis, you name it.
Partners: They hold on to the hate they have for Werewolves, Vampires, and Nymphs, so the closest things they have to Allies are the humans, and even they hunt them