Post by Del on Feb 4, 2013 7:00:02 GMT -8
Within our world hides another, shrouded in mystery and secrets. The supernatural exist and flourish in the dark, their presence in our lives subtle and unnoticed. Science and modern skepticism has become a great aid to these unnatural creatures, and it has made their numbers more prominent than ever. In the bustling college town of Dairyfalls, Oregon, life has never deviated far from the norm. Since its founding in 1873, not much has happened besides the erecting of the now thriving University the town is known for. But things are about to change...
CREATURES OF THE NIGHT
Vampires || Demons of bloodlust and power.
Werewolves || Supernatural abominations controlled by rage.
The New Moon:
When it is closer to the new moon, werewolves are generally weaker. While in their human shape, their strength and healing abilities are reduced to that of a normal human. They are usually fatigued and almost sickly during this time. They cannot change into their wolf shape on the actual night of the new moon, and attempting to do so would only cause a great deal of pain. It is during the new moon that they are at their most ‘human’ both physically and mentally.
Weaknesses
Because of their heightened senses, strong smells and high pitched noises can cause them a great deal of discomfort. Silver and wolfsbane are incredibly poisonous to them. Ingesting or inhaling wolfsbane can be lethal, and physical contact with silver can cause burns and irritation. Deaths associated with either silver or wolfsbane are usually the result of violent illness, and can be a very slow and painful process. ((More can be added later as the story progresses))
Werewolf x Werewolf Relations:
Most werewolves function with a pack dynamic, where there is an Alpha they follow as their leader, and the rest are Betas. A wolf that does not have a pack of its own is referred to as an Omega, and is not common. Omegas are seen as the lowest on the scale of power for werewolves. A wolf normally becomes an Omega if they have been forced out of their pack, or if they chose to leave on their own. But it is generally accepted that they survive on much better terms if they have a pack to rely on. They tend to be incredibly loyal to their own, and regard members of other packs with a great deal of suspicion. When one pack comes in contact with another, more often than not, it results in violence. ((More can be added later)) [/blockquote]
HUMANS OF POWER
Witches || Servants of nature, casters of order and choas.
Hunters || Warriors forged through a desire to protect humanity.
SKELETON ::
CREATURES OF THE NIGHT
Vampires || Demons of bloodlust and power.
Abilities :: Vampires were once human, now risen and thirsty for blood. Once their rebirth is completed, vampires greatly exceed the physical limitations of humans. They are gifted with speed, strength, and durability far beyond anything possible in their previous lives. They have no heartbeat, no breath, no brain activity, and are cold to the touch; truly, they are the undead brought back from beyond. The survive, they must feed on the blood of other creatures. Human blood is the most appetizing and beneficial to vampiric abilities, yet any given vampire can survive off animal blood with a large penalty to strength.
They can walk in daylight without harm, though their natural abilities are diminished, and neither fo they cast reflections or show up on video and audio recordings. Vampires must be invited into a person's home. They can enter if they've already fed on an inhabitant, and revoking invitation requires a ritual.
Strength is based on a hierarchy of age. Though strength and heightened vampric abilities can be achieved through practice, old vampires have had more time to hone their skills. Abilities such as shape-shifting only come with age, unless the individual is particularly gifted; the same can be said for many other dark gifts. Compulsion over humans and accelerated regeneration are apart of the standard 'package' of vampiric abilities available from rebirth. Some vampires, however, may have unique or unusually advanced abilities from a young age.
To become a vampire is somewhat like a ritual, and oft times it is presented as such. Humans must ingest vampire blood in some form and die with it in their system (their blood can heal an injured human). A few hours later they awaken, undead. At this point they must drink human blood or die truly. A fully transformed vampire who is denied blood will shrivel and desiccate, turning into a living corpse. They are unable to move in this state and trapped in their own body until somehow obtaining blood to revive them from this state.
Vampires experience issues controlling their hunger for the first three or so months of their new life, and those with weak willpower can have trouble for several years. Eventually they level out and learn to control their hunger, though upon reaching their upper years many slowly begin to lose control again. Such vampires will become more animalistic and bloodthirsty, unable to stop themselves from killing sloppily and killing many. Paired with their incredible strength, these vampires are not only extremely dangerous, but also a threat to the secrecy of the supernatural world. Those who become too great of an issue are disposed of, either by a large group of hunters, werewolves or even other vampires.
Weaknesses :: Magical weapons, stakes and decapitation are fatal, and some herbs found in nature can damage or impair them.
Werewolves || Supernatural abominations controlled by rage.
General:[/spoiler]
Unlike vampires, there is no ritual to go along with becoming a werewolf. All it takes is one bite. When a human is bitten by a werewolf, the experience varies upon individual, but it is never easy. The age of the person bitten, as well as the strength of the bloodline of the wolf that bit them, affect the difficulty of the transformation. Usually violent illness and severe pain last for a couple of days. Other symptoms such as hallucinations, sleep walking, and delusions have also been known to occur. If they last that long, they may not notice any significant changes until the first full moon after being bitten, when they shift shapes for the first time. Most people do not actually survive this process, but when they do they emerge a different creature.
In their human forms, werewolves are much stronger and faster than actual humans. They heal quickly, even in human form. Their senses are heightened, enabling them to see well in the dark, track things via scent, and to hear things over long distances. Their eyes actually reflect light like an animal’s. Animals such as cats, sheep, horses, etc, can sense what they are in their human forms, and are terrified of them. The way dogs react to them varies, but they usually regard them the way they would another dog.
In their wolf forms, they are physically larger than their human counterparts. They are incredibly strong, and can tear a door off its hinges. The creature they turn into resembles a cross between a wolf or a bear with a human. They can stand upright and walk for short distances, but for the majority of movements and running, they drop to all fours.
Werewolves are in general very healthy. They don’t get the flu or the common cold, and are immune to most human diseases. The symptoms of preexisting conditions they had before turning will be reduced considerably, if not cured completely. Unfortunately, this is not the case with mental conditions, which actually will grow worse upon turning. Oddly enough, individuals with mental illnesses stand a significantly better chance of surviving the process of becoming a werewolf. However, the symptoms of their mental illness will be debilitating, and much worse than they were before.
With some practice, most werewolves can change between shapes at will. If they have changed of their own free will, then they will most likely be able to maintain a level head and clear judgement while in that form. However, if the shift was unintended, such as during a full moon, or if it was triggered by some kind of intense emotional stress, they will be less likely to be in a clear state of mind. When this happens they may act more beastlike, relying on their instincts and seeking out prey.
The Full Moon:
The are stronger the closer it is to the full moon. Generally, on the days before and after, they have so much energy that they don’t even need to sleep. If anything, they can be twitchy and hyperactive during this time. On the night of the full moon itself, they have no choice about whether or not they change forms. When they do, they have absolutely no control over their actions, and are incredibly violent. Unless they find some way of restraining themselves, they usually end up killing something or someone. They are more prone to mood swings during the full moon.
The New Moon:
When it is closer to the new moon, werewolves are generally weaker. While in their human shape, their strength and healing abilities are reduced to that of a normal human. They are usually fatigued and almost sickly during this time. They cannot change into their wolf shape on the actual night of the new moon, and attempting to do so would only cause a great deal of pain. It is during the new moon that they are at their most ‘human’ both physically and mentally.
Weaknesses
Because of their heightened senses, strong smells and high pitched noises can cause them a great deal of discomfort. Silver and wolfsbane are incredibly poisonous to them. Ingesting or inhaling wolfsbane can be lethal, and physical contact with silver can cause burns and irritation. Deaths associated with either silver or wolfsbane are usually the result of violent illness, and can be a very slow and painful process. ((More can be added later as the story progresses))
Werewolf x Werewolf Relations:
Most werewolves function with a pack dynamic, where there is an Alpha they follow as their leader, and the rest are Betas. A wolf that does not have a pack of its own is referred to as an Omega, and is not common. Omegas are seen as the lowest on the scale of power for werewolves. A wolf normally becomes an Omega if they have been forced out of their pack, or if they chose to leave on their own. But it is generally accepted that they survive on much better terms if they have a pack to rely on. They tend to be incredibly loyal to their own, and regard members of other packs with a great deal of suspicion. When one pack comes in contact with another, more often than not, it results in violence. ((More can be added later)) [/blockquote]
HUMANS OF POWER
Witches || Servants of nature, casters of order and choas.
Witches are technically human and age like humans. They can extend their lifespans through darker magics and rituals, but these are risky and tend to cause the aging process to be incredibly painful.
Witches are not born, they are made. Anyone can become a witch, but the children of a witch are far more likely to become a witch than someone whose parents weren't witches.
Witchcraft involves a mix of chants, herbs/potions, and a bit of alchemy.
Energy is drawn from nature and the surroundings. It can range from trees and animals to fire and (in the case of more modern witches) electricity.
Darker magics involve blood and have an incredibly high failure rate. This magic can be addictive. Witches who use this can be easily found by looking at their surroundings- their homes are surrounded by dead plants, clouds/fog, and the people and animals that come too close often become ill.
The witch's haven is his/her sanctuary. A witch can be attacked, but not killed, inside and the floors are often booby-trapped to catch trespassers.
HERB LORE:AS COMPILED BY HAFFY AND THE INTERNET
Ayahuasca- Consumed (raw). Mental stimulant that can cause hallucinations.
Basil- Consumed (potion) or applied (poltices). Heal wounds. Also used in "love potions".
Chrysanthemum- Consumed (potion). Longevity and energy.
Clover- Applied (raw). Repells witches. Brings luck when rubbed on forehead.
Daisy- Consumed (potion). Used in love potions.
Garlic- Consumed (raw or potion) or applied (poltices or raw). Protects from vampires. Prevents disease. Treats infections.
Ginseng- Consumed (potion). Prevents aging. Promotes vigor and strength.
Hemlock- Consumed (raw or potion). Deadly to humans. Causes constipation in supernatural beings.
Ivy- Consumed (potion). Cure for headaches, hangovers, and migranes. Used in love potions.
Juniper- Consumed (potion). Used for drugging victims. Can cause rectal bleeding if taken in large quantities.
Lily- Consumed (raw or potion). Sexual stimulant. Will cause rashes if rubbed on the skin of a liar.
Lotus- Rituals. Burned as part of a ritual to summon ghosts. Used in most elemental spells.
Mandrake- Poltices and spells. Causes death and illness. A vital part of hexes.
Mistletoe- Consumed (potion) or applied (poltices). If enchanted correctly, can cause death when consumed. Also used in exorcisms and to clean out infections.
Nettle- Consumed (raw or potion). Wards off evil (mostly ghosts). Used in luck draughts. Brings protection.
Nightshade- Consumed (raw or potion). Deadly. Small amounts used in sleeping draughts.
Pansy- Consumed (potion). Used in rituals that connect to the afterlife.
Parsley- Consumed (potion) or rituals. Used to calm and manage stress. Burning it causes drowsiness in supernatural beings.
Poppy- Consumed (raw or potions) or rituals. Sleep potions.
Saffron- Consumed (potions) or applied (poltices). Used to boost the effects of potions and poltices.
Sage- Applied (poltices and wards). Prevents infections and disease. Crushed to a paste and used in the drawing of wards.
Wormwood- Black magic. Ingestion is deadly to any creature. Vital to animating the dead or summoning ghosts.
Hunters || Warriors forged through a desire to protect humanity.
There are two basic types of Hunter: those from the cities and those from the ‘old world’. Each has a different approach to Hunting and rarely do they mix company or even see eye-to-eye on methodology. Their levels of secrecy vary to a surprising degree, and as such, it is much easier to compile data on the newer class of hunters than the older. The following information is not to be taken as an end-all look into the lives of Hunters, especially the older branch, as there are secrets these people have kept from the supernatural society that could be deadly if presumed not to exist.[/size]
Of the modern Hunter: These are the children of the cities and the modern age, your average ‘Generation Y’. They often stumble into the Hunter’s world more on accident than intention, either by the sighting of a supernatural occurrence on the streets or wandering into a(n) (unofficial) ‘Hunter’s Guide’ forum on the web.
They use technology to share their hunting tips and tools of the trade, while rarely ever meeting another Hunter in person. As that may suggest, they frequently work solo, but City Hunters (a term coined for the obvious reasons) typically have a strong web presence to compensate and the online Hunter community tries very diligently to keep an updated list of who is active where and for how long they have been out of contact. These ‘official’ communities are kept in the annals of the internet, and entering the forums even as a legitimate member of Hunter society requires jumping through a series of hoops so rigorous that there have only been two recorded breaches of security since the beginning of the forum’s existence.
Outside of official Hunter channels, there exists a plethora of real and fake guides on how to hunt the supernatural, which is how most City Hunters will enter into our world.
It is interesting to note that society itself has taken an interest in the supernatural and occult in the last several years, and these subjects are now quite popular in the media. Any number of ‘ghost hunters’ and others of that vein take a television audience out on the hunt for the supernatural. These people are usually fakes, and the best way to tell a real City Hunter from their television twin is whether or not they take a camera with them on the job. Technology is a friend to the City Hunter, but they are not fool enough to risk life and limb trying to take pictures rather than fight.
For weaponry, City Hunters have stepped away from potions and ‘magical charms’ and will often carry a firearm loaded with silver-tipped bullets for lycans and others with silver allergies. For the vampiric community, stakes have yet to go out of style but they are less the rough-hewn things of the past and more refined. Some are even longer and reinforced so as to be used like a spear in combat without the risk of splintering or breaking in half.
On the Old-World Hunter: These are the families that have hunted the ‘unnatural’ since the beginning of their bloodlines, and most still live in clans in the more secluded parts of the world, keeping close to their roots rather than riding the wave of technology into the future. They are a tightly-knit group, and while separate clans might not get along with one another, each clan can consist of at least thirty or forty individuals, making them no small threat even without allies. Clans are formed by family, and marriage to other clans is a common way to forge ties and create a more formidable force.
Ancient traditions mean that Clan Hunters are often subjected to any variety of proving ceremonies when they come of age that are as varied as the regions that these people inhabit, and failure will often mean the death of the participant. These ceremonies, though, are one of the very rare times that a Clan Hunter will have to fight by themselves, as most hunting parties will consist of at least three members with ranges upwards of twenty in extreme cases.
In preparation of a hunt, many clans have rituals where the Hunters will paint their bodies or wear holy garments before heading out, which serves the dual-purpose of protecting the Hunter’s identity should the target survive as well as putting the Hunter into a sort of ‘battle-trance’.
Much else of these clans is shrouded in generations of protective secrecy, and the best that can be offered is the knowledge that these clans still use old weapons, and many will still visit witches (though warily) for potions. It is also not uncommon for Clan Hunters to have magical artefacts that they have taken or made from their quarry.
General words of advice: If you have to run up against a Hunter, hope that it’s a City Hunter you’re fighting. They might have a gun, but at least you’ll know what to expect from them and they’re less likely to have covered themselves in a poultice of wolfsbane, nightshade or even wormwood before meeting you. Always wash after fighting a Clan Hunter. Thoroughly.
Some witches will work with Hunters. Expect them to have various potions and salves around to ruin your day. Magical trinkets are rarer, but that unlikely chance that a Hunter has one is more than enough to make your sloppiness your downfall.
Clan Hunters are known for battle-trances. It makes them focused and dedicated. If you run, they will follow. If you can jump buildings, do it: they can’t and gravity isn’t a fan of humans trying to fly.
City Hunters keep tabs on each other, even if they never speak. Kill one of them and someone will know, but you might not ever see retribution. Kill a Clan Hunter on his turf and be prepared for their entire family to hunt you down. Kill a Clan Hunter in a land foreign to him and his family might never know what happened.
Remember that these people are usually human, and that makes them only as strong as one. I do stress usually, though: rumours and legends circulate about some non-humans taking up arms against their own kind.
SKELETON ::
Name:
Race: (human, vampire, witch, etc.)
Gender:
Age:
Appearance: (pic, description, or both)
Personality:
Birthplace:
History:
Abilities:
Weaknesses: (really only applicable to supernatural characters)
Other: (optional)
Race: (human, vampire, witch, etc.)
Gender:
Age:
Appearance: (pic, description, or both)
Personality:
Birthplace:
History:
Abilities:
Weaknesses: (really only applicable to supernatural characters)
Other: (optional)