Post by xxHuntressxx on Jun 3, 2007 20:43:25 GMT -5
CC Species
Vamp
Normal disadvantages, young ones can’t go outside during the day,
need to drink every night of either animal or human blood,
Older ones can travel during the day as long as the sunlight never touches there skin, eyes are sensitive to the light as well so most tend to travel as little as possible during the day.
Feeding can go as long as a few days to a week or so but after that they start to go through withdrawal and shake as they become weaker and weaker. Some can become mental from this lack of feeding, especially young ones whom a few days can start putting through this starvation.
To create a vampire one must drain the blood first, then let the fledgeling feed from the master’s blood, hence creating a new vampire. They are usually tied together telepathically, able to read each others thoughts and such.
The Coven of 13 ( The Original Vampires )
The infliction was started by 13 angels, they had taught man the art of magic, math, herbs, fighting and other such things thinking like the old proverb of teaching a man to fish and he shall feed himself type thing. Unknowingly man took there gift and turned it on each other creating war, making new inflictions and such on each other. When God found out he caste them out of heaven, erasing there memories, and making them inflict there curse upon the people they tried to help, and feast off the race that caused there damnation. ( Only five are named so far in CC No one else plays the other 13 so if interested in playing one of these note me about it.) The 13 look the same as any other person or vampire accept that they posses high magic, speed, and other things that come with age and also, the fact that they can sprout blackened wings, the sign of there sin.
Those interested in rping particularly the original 13 vampires of the infection must note me and submit a full bio in private as well as submit a rp example. The 13 are thought to be related and refer to each other as brother or sister or some other family like term and do already know each other since they are all they have. Each other. While the 13 are formidable opponents, they are not GODS and can fall. For examples just watch my 13 member Lucifer I rp. He's always getting in trouble or getting injured . Though say a 20 year old vampire would be no contest against one, make things interesting. Don't just run all around going " Me God I killz joo!" Usually one of the 13 would just use least amount of physical force and so on. Basically common sense to be used here.
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Were Creatures
Were’s are affected by silver, as any other story, the moon causes them to shift to full animal, there minds can range from human like to animal like based on the individual person. They also have a half form, usually large and built, they tend to retain a human mind and the ability to speak in this form unless they loose it and snap.
Weres can belong to packs, be loners or whatnot. There is four packs in CC, North, South, East, and West city packs. The south pack is ran by Marius, the tiger were. Pack leadership is obtained by the killing or defeat of the old pack leader in battle. Other rituals and such can be thought up by players since other packs would have different rituals.
The Unholy See (Council of Weres)
The expression "the Unholy See" is normally used in international relations (as well as in the canon law of the were) to refer to the hidden inhabitants of the Vatican, the original weres that spawned all weres, headed by a High Priestess, which is basically a female were Pope. Her full title is Her Holiness, the High Priestess of the Vatican Seat, of the Unholy See. Ambassadors are officially accredited to "the Unholy See", and its representatives to states and international organizations are recognized as representing "the Unholy See".
The Priestess governs the weres through her representatives in the Roman Curia. The Roman Curia consists of the Secretariat of State, nine Congregations, three Tribunals, 11 Pontifical Councils, a complex of offices that administer church affairs at the highest level. The Secretariat of State, under the Keeper of State, directs and coordinates the Curia.
The most important thing (besides their influence in the Papal Seat of the human Catholic Church) is their sideline command over the weres. Most weres do not speak of the Unholy See unless it concerns ferals (insane weres that go wild in their respective cities), wars or riots, or any major were event. Like the Coven of 13 Vampires, the Priestess holds her council of the surviving five: Secretariat, Keeper, Congregator, Tribune, and Pontifex. If no original weres are fit to fill positions, then the other four holds a vote among the Priestess' candidates.
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Changelings
Ex. fc01.deviantart.com/fs6/i/2005/020/4/1/Davids_Form_Take_2_by_torachan.jpg
(( They sort of look like a animal but yet not like a normal one. Example is of David, he's sort of a dragon/dog/cat/fox mammal mix. I'll have more examples up later. ))
Changelings are subspecies of Weres, though there true form is usually that of a animal type creature, reptilian, amphibian, or bird like in nature these are the most common types, mammal based ones are rare.
There eyes are usually a triple ringed color and intense, for example my hybrid David has a lilac color eye, with rings of whitish purple and a purplish neon pink ring in them.
They tend to be mental, and rather wicked in nature. Are easily fascinated by objects and love to dismantle things like gremlins.
They can manipulate there size but there form usually retains a basic shape, they can transform to humans but usually retain there markings upon there skin. These markings glow and shift from time to time with moods turning from dark colors to almost a bright glowing white in color range.
The moon, unlike weres does not affect a pure blooded changeling. Often only a hyrbid of human and changeling will suffer the ill effects since it has diluted blood.
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Fae’s
Mischievous, rarely a helpful breed, they can be the size of a butterfly with various style wings and then can turn into the size of a human, usually wingless. Some have elaborate markings upon them, when in fae form they can have other added features according to how the player wishes them to look.
There are many sub species of fae’s elemental, forest, and so on. Some can be nice but usually they are too devious. Urban fae’s are the worst and never to be trusted, they steal, like to party and are often kind of slutty in nature. The few that are not true Urbans and perform the above tasks are often outcasted by there society.
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Dragons
Another multi form species, they range from basic element dragons to the older dragons of the earth. They can take on human forms, sometimes able to leave wings and other features out but often just look like normal humans to blend in with society. They’re a long lived species and age slow.
Dragons of Earth
Oldest of the dragons, most of them appear young, they are bound to a master since a witch coven did a spell to do so, inheriting other masters as the years go on, there master controls these beings, since left to there own devices they become chaotic in nature, even though some are kind and gentle. They also share there power and strength with there masters. Only taken Dragon is the Dragon of Darkness , who is one of the few to turn against there masters, and kill them… though he never tells the truth why he did so. Also taken is the dragon Time
Some Dragons would be like Dragon of , Earth, Fire, Storm and so on. They rule this element and have control on beasts of this type, Dark for example has small pitch black shadow creatures that do his bidding. Also not all dragons are limited to the scaly sort, Dragons based off of mammals and other creatures are acceptable. Example, Dark’s dragon form is a feathered winged, panther looking creature with some small black scales showing through his coat here and there.
Dragons of Earth Taken
Darkness & Time Played by xxhuntressxx
Dragon of Storms Played by DarkDragoness
You need to contact me on creating another of this type since the Dragons of earth are rather powerful and need to be rp'ed responsibly
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Naga’s
Reptillian creatures that rely on illusions, they are the prelude to dragons and are one of the first demons on earth of the animal nature. They usually are scaled or amphibian skinned. The mother of all Naga is named well Naga and is the queen of her children.
They reproduce by taking animal eggs and stashing them amongst debris and fermented materials or over hot lava rocks in volcanic areas. They’re nests reek of sulfur, and they breath there hot breath upon them for days on end till eventually they hatch, males take as much care of the nest as the females. There intelligence ranges from sophisticated to dumb as a rock. They can not become true humans, but instead cause illusions of one, if one was to touch a naga who’s in there illusion they would feel the reptilian skin and wings and such.
The mother will always carry back her deceased children to fire for a proper burial, if there children are killed unjustly, Naga will search and destroy those involved. Also, they will kill for the body of there children since there beliefs are that all bodies deserve a proper fire based burial. They also tend to stay away from human affairs and only concern there self with there own kind or other demons.
Example.
www.deviantart.com/deviation/7325661/
(( I rp the queen when needed. ))
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Witch’s
Humans who posses magic, they act as a sort of supernatural police force for the city, the coven house is in the Mad Cat Building. Claudius is the coven leader for that sector. Not all witch’s belong to the coven.
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Spirits
Some can posses a natural body that one can touch and hold if of a spirit created through means such as a spirit of hate, a spirit of light, thunder and so on. Souls are different, and can not take on solid form.
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Gargoyles
The rules for these guys can change according to the player, some become stone during the day, others retain stone all the time but are living statues that move and breath, a few are flesh, and never retain a stone like body. It depends on the classification and such of the species.
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Harundal Demons
The harundal are a particularly nasty race of demons even compared to their own kin. They are raised to exploit every advantage and to eliminate all threats to their power, even those that may come from friend and family.
In their natural form they maintain a roughly humanoid shape, standing around eight feet tall at their smallest. Their bodies are covered in thick scales that range in colour from deep reds to muddy browns with the occasional harundal having lighter scale tones. Their four arms end in large clawed hands that maintain enough dexterity to use most tools and weapons although some smaller ones prove problematic. A harundal’s head is often adorned with a helmet like exoskeleton along with a maw of sharp teeth and eyes as dark as pits. The harundal have a large set of reptilian wings, which are generally more barbed and sturdy than the wings of most races so they can utilize them in combat. Finally they enjoy a tail that is again, often spiked and easily usable in combat. While this is the norm it is not rare for harundal race to display uncommon physical attributes or even somewhat unusual body builds.
Fighting a harundal in close quarters combat would generally be considered suicidal for most races short of dragons and other powerful demons, the sheer amount of natural weapons they posses gives them a solid advantage in this field. Magically the harundal are not as well adapted as some demons although they’re powers should still not be underestimated.
Harundal are highly resistant to fire and acids, in their natural forms and heal quickly from normal wounds. They are somewhat resistant to curses and other debilitating enchantments. Their senses are sharp and they have a good sense of the magical energies around them. On the flip side like most of their kin they are susceptible to weapons and spells specifically created to destroy demons.
When on the mortal plane harundal tend to create a human form to act as a second skin to help them better blend in. Since the body is not magical it makes their presence harder to detect than other demons that rely on magic to cloak their forms. This process requires a good grasp of magic and some ‘donor’ bodies to complete.
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Shinigami
Shinigami are also known as death gods, and they are usually harbingers of chaos and terror. They are beings from Hell and usually are older than the ordinary human. The older the shinigami, the better control and powers he or she has. Prodigies are rare and skilled shinigami are usually over 1000 years old.
A shinigami is one that has been cursed to hell but has been found acceptable by more powerful Infernal beings. Mortals cannot become shinigami. Shinigami are usually killed demons, witches, or the like. They are trained in certain qualities (both good--like healing or defensive spells--or bad--like chemical warfare) and then are either designated to Earth or Hell.
If a shinigami is commited to Earth, he or she must place his or her soul in a body, whether it be their own or another (not a shinigami or a mortal--changelings, vamps, etc). If they possess their own soul, they are submissive to human emotions, qualities, and mentalities--including death and sickness. If they possess a familiar (the thing that holds their soul), they are waived of death and sickness unless their chi is absorptive. With absorptive chi, the soul and psyche (mind) are exchanged between familiar and shinigami. Shinigami with souls are called ren'ildih or simply "rens". Shinigami with familiars are called hybrai'dih or "hybrais". Shinigami without either are wraith'ilbindr or "wraiths".
If a hybrai's familiar is slain or a ren's body is completely obliterated, they become wraiths and are doomed to stay on Earth until they are purified. Wraiths can be either good or evil. At that point, they are sent back to hell. Few shinigami are allowed to return after that.
If either a ren or a hybrai turns into their true form, they become a wraith and the same process occurs.
All three forms bear tattoos (similar to changelings) to change their appearance from original to a "mortal-esque" look. Shinigami in their true form have visible flaming chi, and chi-colored wings and straight horns that poke above their ears. Wraiths are similar to spirits, but are much more powerful. Exorcisms usually release a wraith. Chi-related abilities are most effective against shinigami; other attacks are minor (similar to a great bleeding mosquito bite).
To become a shinigami:
1) Cannot be mortal. Must be able to sense demon and spiritual chi.
2) After your death, your soul travels down the Astral Line. Guided down to the Astral Council, they judge whether or not you have the capabilities of being a shinigami. If you fail, you continue onward to Heaven, Hell, or Purgatory like a normal soul. If you pass, you go onward to the University of Pandemonium, in Hell.
3) Training ensues. Depending on your training, you may or may not go back to the world of the living. If you stay home, you do not need a body. If you go to the living world, your soul must possess a body (ren'ildih and hybrai'dih). If you fail to accomplish this after a certain amount of time, you become a wraith (wraith'ilbindr) and are sent home/or cursed to wander the world of the living until someone exorcises you.
4) Shinigami time! At this point, you are a full-class shinigami. You receive your missions and take them, which usually are guardianship roles.
5) Retirement? If you wish, you may retire and take on a post within Pandemonium if you meet their qualifications.
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Daanezu
As a race the Daanezu are quite possibly the most diverse in any of the known planes of existence. They are the controlling race of their plane of the abyss and they in turn are ruled by the Black Emperor. The entire Daanezu race is artistic and they believe most things are artistic acts, from sculpture to torture to sex. This attitude was caused by and has contributed to the beauty of their abyssal plane, which most would agree is outstandingly attractive, if horrifically dangerous for any outsiders.
In appearance each Daanezu is unique. Any conceivable combination of features is possible. They range in height from two to two hundred feet and in some rare cases have grown larger still. The largest Daanezu on record was at the time of their death twenty thousand feet tall and was mistaken by most for a mountain.
Most Daanezu possess some form of magical ability.
The aspect of each Daanezu which defines their abilities and weaknesses is their colour. Each Daanezu born is a certain colour. That isn’t to say that their body is monochrome but their colour features heavily in their appearance. Below is a list of colours and their respective abilities, weaknesses and archetypes.
Red – The reds are the sculptors and architects of the Daanezu. They are generally adept in forms of magic which lend themselves to these pursuits.
Orange – The orange Daanezu are the thespians of their race. Each and every one is generally melodramatic and emotional. They are particularly skilled in the arts of illusion and appearance changing magiks.
Yellow – The yellow Daanezu are the gourmets and chefs of their race. Each one travels far, often to different planes of existence to harvest the rarest ingredients.
Green – Green is the colour most associated with plant life and so are green Daanezu.
The greens sculpt nature and the natural world to their artistic vision. They have power over plants, to animate, kill, grow and shape them.
Blue – Blue Daanezu are the mediators. They work as lawyers, agents, politicians and ambassadors. They are extremely personable and they are adept at affecting the moods and temperaments of others.
Mauve – The Mauve are the theologists and philosophers. They spend their time discussing esoteric theories and drinking copious amounts of coffee.
Purple – Techno fetishists the lot of them. Purple Daanezu are technological wizards, mad inventors, alchemists and so on. They are responsible for most of the technological advancements of the Daanezu, from computers to law abiding currency.
Grey – The grey are the mystics and prophets of the Daanezu. Precognition is their main ability but generally they are physically much weaker than their brethren and prone to early death.
Teal – The Teal are the most combative of their race. They train in many martial arts and their magical abilities are generally combat orientated. The Teal make up most of the Daanezu armed forces, but many continue to train in the martial arts independently simply as a way to learn self discipline.
Brown – The brown are the lowliest of the Daanezu. They work as cleaners, janitors, factory workers, etc. They are usually rather dim and are mostly well built and able to complete menial tasks easily. They are the least magical of the Daanezu.
White – The white are the second most dangerous of the colours for a Daanezu to be, each one can quite easily have the abilities of any of the others, save the black and the grey. The white Daanezu are almost limitless in the skills and magiks they can learn on their home plane, but if on another their powers are significantly weakened. They are still powerful, just not to a near godly level.
Black – Black Daanezu are the rarest of their race. Each that is born is destined to either overthrow or be executed by the current black emperor. Black Daanezu have power over the void at the centre of the universe, they can send any that they touch or see to the void and can use its destructive powers to their own ends. Each and everyone either becomes emperor or is executed simply because they can not be controlled, anything magical or not will not harm them. Only the touch of another black Daanezu can kill one.
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Soul Bound
The soul bound are a collection of individuals from other races, generally witches or others with a natural affinity for magic but as long as it’s sentient it’s fair game, who have been chosen as partners for a creature that has become known as a Spectre.
Little is known about the origin of Spectres or why they bond with other creatures, the creatures themselves are capable of communicating telepathically but will almost never do so to any other than their bondling or other Spectres. In their natural form a Spectre resembles a small dragon with an average length of about a foot. As their namesake implies they look like nothing more than a ghostly apparition though the individuals can vary widely in looks beyond that one description. They can take on other the shape of small animals and will often try to blend in with the creatures commonly seen around, though due to their pride they will not always try to keep a low profile. Although they look ethereal they can interact with the environment in either their natural form or one of their adopted forms quite happily. They cannot pass through solid objects but can teleport to their bondling should the pair become separated.
Spectres are very possessive of their bondling to the extent that they often simply refer to them as ‘mine’. They’ll rarely name any other individual except others of their race, seeing them as unimportant next to their bondling. The only goal the Spectres seem to have is to keep their bondling happy and out of harms way for should either party come to harm after the bonding it is rare for either to survive. The death of the bondling sees the Spectre vanish, never to be seen again, while the death of a Spectre will normally destroy the bondlings mind resulting in death, suicide or insanity.
Bondlings in return for their burden enjoy the gift of some of the Spectres power. The pair share a complete mental and emotional link and can be influenced by one another’s feelings very easily. This does however allow the two to communicate messages between each other with such clarity that the receiver would be able to experience the situation as if wholly present. The magical abilities bestowed by the Spectres vary as much as the creatures themselves though using their powers too much drains the Spectre’s energy and can, if abused, lead to it’s death. Common powers include telekinesis, pyrokinesis, enhanced senses, telepathy and other such skills.
The bond between the two parties leaves a tattoo like scar marking somewhere on the bondlings body and after the bonding takes place the bondling ages slower compared to the norm of their race. Spectres themselves show no signs of aging and have so far never been known to die of old age.
Spectres were originally created through experiments in creating more reliable messengers. The idea was that by bonding a useful creature to yourself spiritually then it should never have trouble in locating you. The first experiments were conducted on small winged reptiles that were favoured as messengers. The experiment seemed to be a success, the little messengers never failed to return to their masters with the teleportation magic they were imbued with. The fatal flaw with the bonding process was soon discovered though and then work began on a way to remove the bond. Although the witches who had created the process eventually broke the bonding, all of the creatures that had been bonded to them were killed in the process. The original appearance of Spectres some centuries after this event was initially believed to be the delayed aftermath of this event, however the link has never been proven. Unlike the original lizards the Spectres have gained sentience and there is no known way to break a bond that is formed safely for either partner
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Cerberi
A race so rare that even most other creatures of the night have only heard of their existence in myths and whispered stories, the Cerberi, or Blood Hounds as they are more commonly referred to, are an incredibly dangerous race of shape shifting blood drinkers. In their natural form they resemble large, three headed dogs, about the size of a Siberian tiger. Their maws have a more wolf like appearance, though with more noticeable, and far more vicious fangs. They tend to have a dark, blood red colour to their fur, though many have patterns of darker, near black fur adorning their form. Their three tails add about another meter and a half to their already impressive length and are capable of exerting a fierce grip.
With lean and powerful bodies they are exceptionally strong for their size, with their fangs and wickedly sharp claws they are more than capable of downing a dragon twice their size. They have well defined senses, with almost all of their sensory abilities surpassing that of most wild animals. Highly intelligent, completely lethal and beyond evil, Blood Hounds were long hunted to near extinction for good reason.
Perhaps the most interesting aspect of their nature though comes about through their diet. They are blood drinkers, and while they prefer the blood of other creatures of the night they are perfectly able to sustain themselves on humans. They are far from clean eaters, generally tearing their victims into unrecognisable shreds through their feeding. After consuming enough of a creatures blood, (Needing more than enough to leave the creature as good as dead without an immediate transfusion), they are able to mimic that creatures form and abilities as often as they’d like. Needless to say over the course of their long lives a powerful Cerberi will have a number of equally dangerous forms to take and many more disguises.
When they first take the form of a creature the Cerberi will have to deal with the torrent of emotions the creature experienced just before death, the power of which is enough to normally stop them from using the form straight away. After that when using the form Cerberi will often be able to gleam basic information such as the creatures name and often other tidbits about their life. They will also experience deja vu when meeting beings the creature knew and may even slip into the habits their new form held in life. Over time both the memory recall and the slipping into habits fades, leaving the form a simple extention of the Cerberi.
Their natural form also ends up developing a number of powers, chief among these is a powerful howl which when loosed will paralyze creatures close to the Cerberi and instill a powerful fear in any whom hear it. This ability becomes more powerful with age, allowing it to paralyze at a greater distance and to increase its effect against more strong willed opponents. Other powerful supernatural creatures tend to be able to resist the effects though a powerful Cerberi can manage to paralyze weaker demons and dragons. The fear is also less effective against powerful creatures, though most will still be at least slightly unnerved by the sound.
Cerberi are naturally weak to large, natural magnetic fields given off by substances such as lodestone. Close proximity will cause them to loose the ability to control their shifting, causing them to revert to their natural form. Prolonged exposure will quickly lead to them becoming weak and eventually cause them to pass out. During the full moon Cerberi additionally loose the ability to control the more advanced powers of their forms and the younger ones loose the ability to shift altogether. Unlike were however they retain their normal personalities. Also whenever they take on another form they inherit all of it's natural weaknesses and are normally even more susceptible to them.
One important thing to note is that both of the Cerberi’s signature abilities, the form stealing and the howl, how no effect on the undead, or dead for that matter, and most prominently vampires. As such Cerberi often consider powerful vampires as their largest threat and will either hunt them down, or secure forms better suited to the task of dealing with them.
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Other Demons
Rules can be made up as there designed by the creator.
Angels
Necromancers
Physic humans
Humans
Gnomes
And basically any other species you can think of XP
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To add a species start a new thread in this fourum and mark out the details of species, what they look like, there nature ect then post it. I'll look it over and approve it then you may play the character you design or wish to design. Please though, follow character submitting guide still for the character. I may okay the species but it would be nice to okay the character as well.
Vamp
Normal disadvantages, young ones can’t go outside during the day,
need to drink every night of either animal or human blood,
Older ones can travel during the day as long as the sunlight never touches there skin, eyes are sensitive to the light as well so most tend to travel as little as possible during the day.
Feeding can go as long as a few days to a week or so but after that they start to go through withdrawal and shake as they become weaker and weaker. Some can become mental from this lack of feeding, especially young ones whom a few days can start putting through this starvation.
To create a vampire one must drain the blood first, then let the fledgeling feed from the master’s blood, hence creating a new vampire. They are usually tied together telepathically, able to read each others thoughts and such.
The Coven of 13 ( The Original Vampires )
The infliction was started by 13 angels, they had taught man the art of magic, math, herbs, fighting and other such things thinking like the old proverb of teaching a man to fish and he shall feed himself type thing. Unknowingly man took there gift and turned it on each other creating war, making new inflictions and such on each other. When God found out he caste them out of heaven, erasing there memories, and making them inflict there curse upon the people they tried to help, and feast off the race that caused there damnation. ( Only five are named so far in CC No one else plays the other 13 so if interested in playing one of these note me about it.) The 13 look the same as any other person or vampire accept that they posses high magic, speed, and other things that come with age and also, the fact that they can sprout blackened wings, the sign of there sin.
Those interested in rping particularly the original 13 vampires of the infection must note me and submit a full bio in private as well as submit a rp example. The 13 are thought to be related and refer to each other as brother or sister or some other family like term and do already know each other since they are all they have. Each other. While the 13 are formidable opponents, they are not GODS and can fall. For examples just watch my 13 member Lucifer I rp. He's always getting in trouble or getting injured . Though say a 20 year old vampire would be no contest against one, make things interesting. Don't just run all around going " Me God I killz joo!" Usually one of the 13 would just use least amount of physical force and so on. Basically common sense to be used here.
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Were Creatures
Were’s are affected by silver, as any other story, the moon causes them to shift to full animal, there minds can range from human like to animal like based on the individual person. They also have a half form, usually large and built, they tend to retain a human mind and the ability to speak in this form unless they loose it and snap.
Weres can belong to packs, be loners or whatnot. There is four packs in CC, North, South, East, and West city packs. The south pack is ran by Marius, the tiger were. Pack leadership is obtained by the killing or defeat of the old pack leader in battle. Other rituals and such can be thought up by players since other packs would have different rituals.
The Unholy See (Council of Weres)
The expression "the Unholy See" is normally used in international relations (as well as in the canon law of the were) to refer to the hidden inhabitants of the Vatican, the original weres that spawned all weres, headed by a High Priestess, which is basically a female were Pope. Her full title is Her Holiness, the High Priestess of the Vatican Seat, of the Unholy See. Ambassadors are officially accredited to "the Unholy See", and its representatives to states and international organizations are recognized as representing "the Unholy See".
The Priestess governs the weres through her representatives in the Roman Curia. The Roman Curia consists of the Secretariat of State, nine Congregations, three Tribunals, 11 Pontifical Councils, a complex of offices that administer church affairs at the highest level. The Secretariat of State, under the Keeper of State, directs and coordinates the Curia.
The most important thing (besides their influence in the Papal Seat of the human Catholic Church) is their sideline command over the weres. Most weres do not speak of the Unholy See unless it concerns ferals (insane weres that go wild in their respective cities), wars or riots, or any major were event. Like the Coven of 13 Vampires, the Priestess holds her council of the surviving five: Secretariat, Keeper, Congregator, Tribune, and Pontifex. If no original weres are fit to fill positions, then the other four holds a vote among the Priestess' candidates.
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Changelings
Ex. fc01.deviantart.com/fs6/i/2005/020/4/1/Davids_Form_Take_2_by_torachan.jpg
(( They sort of look like a animal but yet not like a normal one. Example is of David, he's sort of a dragon/dog/cat/fox mammal mix. I'll have more examples up later. ))
Changelings are subspecies of Weres, though there true form is usually that of a animal type creature, reptilian, amphibian, or bird like in nature these are the most common types, mammal based ones are rare.
There eyes are usually a triple ringed color and intense, for example my hybrid David has a lilac color eye, with rings of whitish purple and a purplish neon pink ring in them.
They tend to be mental, and rather wicked in nature. Are easily fascinated by objects and love to dismantle things like gremlins.
They can manipulate there size but there form usually retains a basic shape, they can transform to humans but usually retain there markings upon there skin. These markings glow and shift from time to time with moods turning from dark colors to almost a bright glowing white in color range.
The moon, unlike weres does not affect a pure blooded changeling. Often only a hyrbid of human and changeling will suffer the ill effects since it has diluted blood.
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Fae’s
Mischievous, rarely a helpful breed, they can be the size of a butterfly with various style wings and then can turn into the size of a human, usually wingless. Some have elaborate markings upon them, when in fae form they can have other added features according to how the player wishes them to look.
There are many sub species of fae’s elemental, forest, and so on. Some can be nice but usually they are too devious. Urban fae’s are the worst and never to be trusted, they steal, like to party and are often kind of slutty in nature. The few that are not true Urbans and perform the above tasks are often outcasted by there society.
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Dragons
Another multi form species, they range from basic element dragons to the older dragons of the earth. They can take on human forms, sometimes able to leave wings and other features out but often just look like normal humans to blend in with society. They’re a long lived species and age slow.
Dragons of Earth
Oldest of the dragons, most of them appear young, they are bound to a master since a witch coven did a spell to do so, inheriting other masters as the years go on, there master controls these beings, since left to there own devices they become chaotic in nature, even though some are kind and gentle. They also share there power and strength with there masters. Only taken Dragon is the Dragon of Darkness , who is one of the few to turn against there masters, and kill them… though he never tells the truth why he did so. Also taken is the dragon Time
Some Dragons would be like Dragon of , Earth, Fire, Storm and so on. They rule this element and have control on beasts of this type, Dark for example has small pitch black shadow creatures that do his bidding. Also not all dragons are limited to the scaly sort, Dragons based off of mammals and other creatures are acceptable. Example, Dark’s dragon form is a feathered winged, panther looking creature with some small black scales showing through his coat here and there.
Dragons of Earth Taken
Darkness & Time Played by xxhuntressxx
Dragon of Storms Played by DarkDragoness
You need to contact me on creating another of this type since the Dragons of earth are rather powerful and need to be rp'ed responsibly
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Naga’s
Reptillian creatures that rely on illusions, they are the prelude to dragons and are one of the first demons on earth of the animal nature. They usually are scaled or amphibian skinned. The mother of all Naga is named well Naga and is the queen of her children.
They reproduce by taking animal eggs and stashing them amongst debris and fermented materials or over hot lava rocks in volcanic areas. They’re nests reek of sulfur, and they breath there hot breath upon them for days on end till eventually they hatch, males take as much care of the nest as the females. There intelligence ranges from sophisticated to dumb as a rock. They can not become true humans, but instead cause illusions of one, if one was to touch a naga who’s in there illusion they would feel the reptilian skin and wings and such.
The mother will always carry back her deceased children to fire for a proper burial, if there children are killed unjustly, Naga will search and destroy those involved. Also, they will kill for the body of there children since there beliefs are that all bodies deserve a proper fire based burial. They also tend to stay away from human affairs and only concern there self with there own kind or other demons.
Example.
www.deviantart.com/deviation/7325661/
(( I rp the queen when needed. ))
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Witch’s
Humans who posses magic, they act as a sort of supernatural police force for the city, the coven house is in the Mad Cat Building. Claudius is the coven leader for that sector. Not all witch’s belong to the coven.
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Spirits
Some can posses a natural body that one can touch and hold if of a spirit created through means such as a spirit of hate, a spirit of light, thunder and so on. Souls are different, and can not take on solid form.
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Gargoyles
The rules for these guys can change according to the player, some become stone during the day, others retain stone all the time but are living statues that move and breath, a few are flesh, and never retain a stone like body. It depends on the classification and such of the species.
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Harundal Demons
The harundal are a particularly nasty race of demons even compared to their own kin. They are raised to exploit every advantage and to eliminate all threats to their power, even those that may come from friend and family.
In their natural form they maintain a roughly humanoid shape, standing around eight feet tall at their smallest. Their bodies are covered in thick scales that range in colour from deep reds to muddy browns with the occasional harundal having lighter scale tones. Their four arms end in large clawed hands that maintain enough dexterity to use most tools and weapons although some smaller ones prove problematic. A harundal’s head is often adorned with a helmet like exoskeleton along with a maw of sharp teeth and eyes as dark as pits. The harundal have a large set of reptilian wings, which are generally more barbed and sturdy than the wings of most races so they can utilize them in combat. Finally they enjoy a tail that is again, often spiked and easily usable in combat. While this is the norm it is not rare for harundal race to display uncommon physical attributes or even somewhat unusual body builds.
Fighting a harundal in close quarters combat would generally be considered suicidal for most races short of dragons and other powerful demons, the sheer amount of natural weapons they posses gives them a solid advantage in this field. Magically the harundal are not as well adapted as some demons although they’re powers should still not be underestimated.
Harundal are highly resistant to fire and acids, in their natural forms and heal quickly from normal wounds. They are somewhat resistant to curses and other debilitating enchantments. Their senses are sharp and they have a good sense of the magical energies around them. On the flip side like most of their kin they are susceptible to weapons and spells specifically created to destroy demons.
When on the mortal plane harundal tend to create a human form to act as a second skin to help them better blend in. Since the body is not magical it makes their presence harder to detect than other demons that rely on magic to cloak their forms. This process requires a good grasp of magic and some ‘donor’ bodies to complete.
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Shinigami
Shinigami are also known as death gods, and they are usually harbingers of chaos and terror. They are beings from Hell and usually are older than the ordinary human. The older the shinigami, the better control and powers he or she has. Prodigies are rare and skilled shinigami are usually over 1000 years old.
A shinigami is one that has been cursed to hell but has been found acceptable by more powerful Infernal beings. Mortals cannot become shinigami. Shinigami are usually killed demons, witches, or the like. They are trained in certain qualities (both good--like healing or defensive spells--or bad--like chemical warfare) and then are either designated to Earth or Hell.
If a shinigami is commited to Earth, he or she must place his or her soul in a body, whether it be their own or another (not a shinigami or a mortal--changelings, vamps, etc). If they possess their own soul, they are submissive to human emotions, qualities, and mentalities--including death and sickness. If they possess a familiar (the thing that holds their soul), they are waived of death and sickness unless their chi is absorptive. With absorptive chi, the soul and psyche (mind) are exchanged between familiar and shinigami. Shinigami with souls are called ren'ildih or simply "rens". Shinigami with familiars are called hybrai'dih or "hybrais". Shinigami without either are wraith'ilbindr or "wraiths".
If a hybrai's familiar is slain or a ren's body is completely obliterated, they become wraiths and are doomed to stay on Earth until they are purified. Wraiths can be either good or evil. At that point, they are sent back to hell. Few shinigami are allowed to return after that.
If either a ren or a hybrai turns into their true form, they become a wraith and the same process occurs.
All three forms bear tattoos (similar to changelings) to change their appearance from original to a "mortal-esque" look. Shinigami in their true form have visible flaming chi, and chi-colored wings and straight horns that poke above their ears. Wraiths are similar to spirits, but are much more powerful. Exorcisms usually release a wraith. Chi-related abilities are most effective against shinigami; other attacks are minor (similar to a great bleeding mosquito bite).
To become a shinigami:
1) Cannot be mortal. Must be able to sense demon and spiritual chi.
2) After your death, your soul travels down the Astral Line. Guided down to the Astral Council, they judge whether or not you have the capabilities of being a shinigami. If you fail, you continue onward to Heaven, Hell, or Purgatory like a normal soul. If you pass, you go onward to the University of Pandemonium, in Hell.
3) Training ensues. Depending on your training, you may or may not go back to the world of the living. If you stay home, you do not need a body. If you go to the living world, your soul must possess a body (ren'ildih and hybrai'dih). If you fail to accomplish this after a certain amount of time, you become a wraith (wraith'ilbindr) and are sent home/or cursed to wander the world of the living until someone exorcises you.
4) Shinigami time! At this point, you are a full-class shinigami. You receive your missions and take them, which usually are guardianship roles.
5) Retirement? If you wish, you may retire and take on a post within Pandemonium if you meet their qualifications.
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Daanezu
As a race the Daanezu are quite possibly the most diverse in any of the known planes of existence. They are the controlling race of their plane of the abyss and they in turn are ruled by the Black Emperor. The entire Daanezu race is artistic and they believe most things are artistic acts, from sculpture to torture to sex. This attitude was caused by and has contributed to the beauty of their abyssal plane, which most would agree is outstandingly attractive, if horrifically dangerous for any outsiders.
In appearance each Daanezu is unique. Any conceivable combination of features is possible. They range in height from two to two hundred feet and in some rare cases have grown larger still. The largest Daanezu on record was at the time of their death twenty thousand feet tall and was mistaken by most for a mountain.
Most Daanezu possess some form of magical ability.
The aspect of each Daanezu which defines their abilities and weaknesses is their colour. Each Daanezu born is a certain colour. That isn’t to say that their body is monochrome but their colour features heavily in their appearance. Below is a list of colours and their respective abilities, weaknesses and archetypes.
Red – The reds are the sculptors and architects of the Daanezu. They are generally adept in forms of magic which lend themselves to these pursuits.
Orange – The orange Daanezu are the thespians of their race. Each and every one is generally melodramatic and emotional. They are particularly skilled in the arts of illusion and appearance changing magiks.
Yellow – The yellow Daanezu are the gourmets and chefs of their race. Each one travels far, often to different planes of existence to harvest the rarest ingredients.
Green – Green is the colour most associated with plant life and so are green Daanezu.
The greens sculpt nature and the natural world to their artistic vision. They have power over plants, to animate, kill, grow and shape them.
Blue – Blue Daanezu are the mediators. They work as lawyers, agents, politicians and ambassadors. They are extremely personable and they are adept at affecting the moods and temperaments of others.
Mauve – The Mauve are the theologists and philosophers. They spend their time discussing esoteric theories and drinking copious amounts of coffee.
Purple – Techno fetishists the lot of them. Purple Daanezu are technological wizards, mad inventors, alchemists and so on. They are responsible for most of the technological advancements of the Daanezu, from computers to law abiding currency.
Grey – The grey are the mystics and prophets of the Daanezu. Precognition is their main ability but generally they are physically much weaker than their brethren and prone to early death.
Teal – The Teal are the most combative of their race. They train in many martial arts and their magical abilities are generally combat orientated. The Teal make up most of the Daanezu armed forces, but many continue to train in the martial arts independently simply as a way to learn self discipline.
Brown – The brown are the lowliest of the Daanezu. They work as cleaners, janitors, factory workers, etc. They are usually rather dim and are mostly well built and able to complete menial tasks easily. They are the least magical of the Daanezu.
White – The white are the second most dangerous of the colours for a Daanezu to be, each one can quite easily have the abilities of any of the others, save the black and the grey. The white Daanezu are almost limitless in the skills and magiks they can learn on their home plane, but if on another their powers are significantly weakened. They are still powerful, just not to a near godly level.
Black – Black Daanezu are the rarest of their race. Each that is born is destined to either overthrow or be executed by the current black emperor. Black Daanezu have power over the void at the centre of the universe, they can send any that they touch or see to the void and can use its destructive powers to their own ends. Each and everyone either becomes emperor or is executed simply because they can not be controlled, anything magical or not will not harm them. Only the touch of another black Daanezu can kill one.
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Soul Bound
The soul bound are a collection of individuals from other races, generally witches or others with a natural affinity for magic but as long as it’s sentient it’s fair game, who have been chosen as partners for a creature that has become known as a Spectre.
Little is known about the origin of Spectres or why they bond with other creatures, the creatures themselves are capable of communicating telepathically but will almost never do so to any other than their bondling or other Spectres. In their natural form a Spectre resembles a small dragon with an average length of about a foot. As their namesake implies they look like nothing more than a ghostly apparition though the individuals can vary widely in looks beyond that one description. They can take on other the shape of small animals and will often try to blend in with the creatures commonly seen around, though due to their pride they will not always try to keep a low profile. Although they look ethereal they can interact with the environment in either their natural form or one of their adopted forms quite happily. They cannot pass through solid objects but can teleport to their bondling should the pair become separated.
Spectres are very possessive of their bondling to the extent that they often simply refer to them as ‘mine’. They’ll rarely name any other individual except others of their race, seeing them as unimportant next to their bondling. The only goal the Spectres seem to have is to keep their bondling happy and out of harms way for should either party come to harm after the bonding it is rare for either to survive. The death of the bondling sees the Spectre vanish, never to be seen again, while the death of a Spectre will normally destroy the bondlings mind resulting in death, suicide or insanity.
Bondlings in return for their burden enjoy the gift of some of the Spectres power. The pair share a complete mental and emotional link and can be influenced by one another’s feelings very easily. This does however allow the two to communicate messages between each other with such clarity that the receiver would be able to experience the situation as if wholly present. The magical abilities bestowed by the Spectres vary as much as the creatures themselves though using their powers too much drains the Spectre’s energy and can, if abused, lead to it’s death. Common powers include telekinesis, pyrokinesis, enhanced senses, telepathy and other such skills.
The bond between the two parties leaves a tattoo like scar marking somewhere on the bondlings body and after the bonding takes place the bondling ages slower compared to the norm of their race. Spectres themselves show no signs of aging and have so far never been known to die of old age.
Spectres were originally created through experiments in creating more reliable messengers. The idea was that by bonding a useful creature to yourself spiritually then it should never have trouble in locating you. The first experiments were conducted on small winged reptiles that were favoured as messengers. The experiment seemed to be a success, the little messengers never failed to return to their masters with the teleportation magic they were imbued with. The fatal flaw with the bonding process was soon discovered though and then work began on a way to remove the bond. Although the witches who had created the process eventually broke the bonding, all of the creatures that had been bonded to them were killed in the process. The original appearance of Spectres some centuries after this event was initially believed to be the delayed aftermath of this event, however the link has never been proven. Unlike the original lizards the Spectres have gained sentience and there is no known way to break a bond that is formed safely for either partner
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Cerberi
A race so rare that even most other creatures of the night have only heard of their existence in myths and whispered stories, the Cerberi, or Blood Hounds as they are more commonly referred to, are an incredibly dangerous race of shape shifting blood drinkers. In their natural form they resemble large, three headed dogs, about the size of a Siberian tiger. Their maws have a more wolf like appearance, though with more noticeable, and far more vicious fangs. They tend to have a dark, blood red colour to their fur, though many have patterns of darker, near black fur adorning their form. Their three tails add about another meter and a half to their already impressive length and are capable of exerting a fierce grip.
With lean and powerful bodies they are exceptionally strong for their size, with their fangs and wickedly sharp claws they are more than capable of downing a dragon twice their size. They have well defined senses, with almost all of their sensory abilities surpassing that of most wild animals. Highly intelligent, completely lethal and beyond evil, Blood Hounds were long hunted to near extinction for good reason.
Perhaps the most interesting aspect of their nature though comes about through their diet. They are blood drinkers, and while they prefer the blood of other creatures of the night they are perfectly able to sustain themselves on humans. They are far from clean eaters, generally tearing their victims into unrecognisable shreds through their feeding. After consuming enough of a creatures blood, (Needing more than enough to leave the creature as good as dead without an immediate transfusion), they are able to mimic that creatures form and abilities as often as they’d like. Needless to say over the course of their long lives a powerful Cerberi will have a number of equally dangerous forms to take and many more disguises.
When they first take the form of a creature the Cerberi will have to deal with the torrent of emotions the creature experienced just before death, the power of which is enough to normally stop them from using the form straight away. After that when using the form Cerberi will often be able to gleam basic information such as the creatures name and often other tidbits about their life. They will also experience deja vu when meeting beings the creature knew and may even slip into the habits their new form held in life. Over time both the memory recall and the slipping into habits fades, leaving the form a simple extention of the Cerberi.
Their natural form also ends up developing a number of powers, chief among these is a powerful howl which when loosed will paralyze creatures close to the Cerberi and instill a powerful fear in any whom hear it. This ability becomes more powerful with age, allowing it to paralyze at a greater distance and to increase its effect against more strong willed opponents. Other powerful supernatural creatures tend to be able to resist the effects though a powerful Cerberi can manage to paralyze weaker demons and dragons. The fear is also less effective against powerful creatures, though most will still be at least slightly unnerved by the sound.
Cerberi are naturally weak to large, natural magnetic fields given off by substances such as lodestone. Close proximity will cause them to loose the ability to control their shifting, causing them to revert to their natural form. Prolonged exposure will quickly lead to them becoming weak and eventually cause them to pass out. During the full moon Cerberi additionally loose the ability to control the more advanced powers of their forms and the younger ones loose the ability to shift altogether. Unlike were however they retain their normal personalities. Also whenever they take on another form they inherit all of it's natural weaknesses and are normally even more susceptible to them.
One important thing to note is that both of the Cerberi’s signature abilities, the form stealing and the howl, how no effect on the undead, or dead for that matter, and most prominently vampires. As such Cerberi often consider powerful vampires as their largest threat and will either hunt them down, or secure forms better suited to the task of dealing with them.
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Other Demons
Rules can be made up as there designed by the creator.
Angels
Necromancers
Physic humans
Humans
Gnomes
And basically any other species you can think of XP
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To add a species start a new thread in this fourum and mark out the details of species, what they look like, there nature ect then post it. I'll look it over and approve it then you may play the character you design or wish to design. Please though, follow character submitting guide still for the character. I may okay the species but it would be nice to okay the character as well.