Pacifica Mods (pacificamods) wrote in pacificarp, @ 2016-10-31 18:47:00 |
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Things about Hunters to know as a player: • Hunters have no inherent supernatural abilities, but can learn magic with enough dedication the same as any other human. • Warrants are issued from the local authorities clearing a hunt to bring in a Vampire or Were for justice. While on occasion a hunt may result in a kill in self defense, these kills are investigated and the hunter might be prosecuted. • Should a hunter want to go after another player’s character, without one of these warrants being issued in-game, clear it with the other player and alert the mod team. Stirrers of cauldrons and summoners of primal forces. Witches have remained secret through their own cunning including working their way into government. Many witches hide in plain sight as Wiccans or New Agers, but real magic is still hidden from most of human society. While anyone can practice magic with the right knowledge, most witches are either born with a gift for it or have practiced and studied a great deal. They generally have a low level immunity to common illnesses like cold, flu, and allergies, but not more aggressive ailments. However they can be killed just like any human, albeit in certain cases it can be more difficult when certain healing magics are involved. Witches can practice as a part of a coven or as a solitary. However they have more power when they work together. At least 4 witches are needed to to form a coven, but they can be as large as 13. Above the local covens is the tribunal which is a coven made up of the most powerful witches in the country. Each member oversees one of 12 different territories in the United States, enforces their laws, and above all protects their secret. The member who represents the Pacific Northwest is Vivian Trevils. Witches are not required to follow the tribunal, however if they elect not to they do not fall under the tribunal’s protection should their secret be revealed. Things to know as a player: • Witches appear the same as normal humans; those with heightened senses may be able to sense they are not fully human but can’t quite identify what they are • There is a subset council of the UN that is a panel of witches to help the government as well as keep their secret. • The tribunal does have fingers in a lot of pies across the country in the government, media, and police forces to preserve their secret. • Should a witch want to cast a spell or curse on another player’s character without that character’s knowledge, clear it with the other player and let the mod team know. Classic creatures of the night and drinkers of blood. Vampires managed to keep some of their details secret when things came to light. Vampires are required to have a "Rebirth certificate" that grants them citizenship and are fined if found without one. The public knows that vampires drink blood and will burn in the sun, but the other points are more argued about. A religious symbol will ward them off - so long as the person truly believes in the symbol, which has caused conflicting reports. Vampires can be seen in mirrors and in photographs. To change someone into a vampire, the vampire’s blood must be in a human’s system at time of death. While there is much debate on the topic of additional vampires abilities, it has been kept hidden that vampires have the ability to plant suggestions into the minds of others, however a strong willed individual can resist this. There are very rare enchanted gems called Saxum Lux, a type of prismatic hemeatite, which can allow a vampire to go unharmed in daylight, but they’re incredibly hard to get one’s hands on. Vampires are immune to human illnesses, and able to survive most fatal wounds. However there are limits to this, particularly dismembering or being beheaded. A wooden stake through the heart is the well known and surefire way to kill them. While also debated, vampires are technically alive. They have a low heart rate, breathe, and have some brain activity that, while not as high as a human, is just enough to keep their body functioning. Vampires are organized into local convocations, typically with an authority who is publicly known and might work with human law enforcement. Above the local level is a higher up leader of a region, who is Zhang Lien in the Pacific Northwest. Things to know as a player: • Vampires do have heightened senses, strength, and endurance. • A starving vampire’s face will change but a well-fed vampire’s face will remain human-like. • Vampires can have sexual relations, as the sex drive is housed in the same part of the brain as hunger, however they cannot have children. • Should a vampire want to use their power of suggestion or forcibly feed on another player’s character, clear it with the other player and give the mod team a heads up. • Vampires need to be invited into private residences by someone inside the home Weres come in a variety of clans that turn into variations of the following animals: wolves, big cats, bears, coyotes, foxes, and raptors. When they came out to humanity they only revealed two of their clans, the wolves and the bears, while the rest remain in the shadows. While no Weres in human form are hairier than normal, it is commonly believed that the color of their hair and even the shape of their iris and pupil mirror that of the animal they shift into. The truth however is that this is rare among born Weres but the stereotype has been allowed to persist to protect those clans that are not out to the human public yet. While many Weres are born you can also be turned via bite. It is common knowledge that all weres shift under the full moon, but what has been kept hidden is that older Weres and those with more control can shift at will outside of the full moon. Weres have heightened senses that mirror those of their animal self, something they have kept hidden from most of the public. They also have advanced healing, less than that of a vampire, but it does leave them protected from many human illnesses and makes them harder to kill than your average human. A closely guarded secret is that Weres are allergic to silver and wolfsbane, although it is not the only way to kill them. There is no difference between a bitten and a born Were in regard to senses, healing, and ability to shift. Control over their animal instincts and shifting comes with age and their own inner will power. Before being outed to the public Weres, besides wolves, infrequently formed clans, but after coming out more Weres organized into local clans or packs for their own protection. Each clan typically has one member who is publicly known as an authority and might work with human law enforcement if necessary. Above the local level is a higher up leader of a region, who is Melinda Fitzgerald in the Portland/Vancouver/Olympia region. Things to know as a player: • Weres all have the same abilities: advanced healing, immunity to most human illnesses, heightened senses, increased strength & endurance. Their senses may become more refined, and stronger, as they age. • Born Weres will start to show signs of their animal at about 16 or 17, like heightened sense of sight or smell, and then will finally start to shift near the end of puberty. This might be a little earlier for girls compared to boys. • Weres age more slowly than normal humans, but not to the point where it would look obvious to outsiders. They might routinely live to their 80s/90s and seem in great shape for their age, but there are also Weres who get cancer young and their immune systems can’t fight it off. • Life-long marriages are more common for Weres, especially when they shift into animals who mate for life, but like humans, they can also have disastrous relationships. • Should a Were wish to bite another player’s character without that character’s consent, clear it with the other player and alert the mod team. Amorphous spirits that inhabit a human host in a peaceful symbiotic relationship. Elementals are a more mysterious sort of Being, with very few written or oral records describing their existence. Even most supernaturals think they are just a bit of old legend. An Elemental starts with a natural born human, but at some point, a spirit of an element joins with them to transform them into something more. Each Elemental is tied to a specific element out of 12 possible elements (listed below). On top of their possible element, there are also two kinds of Elemental, conduit and chosen. Conduits serve a deity, who allows the Elemental to use their power for good or evil, depending on the will of that deity. Important to note, an elemental will never be paired with a deity who goes against their natural personality. Chosen serve nature itself, and can sense and control their element directly. Elementals are drawn to their element and watch over it, but the power that Elementals wield must be physically present; they cannot conjure their element at will. They have an innate healing ability and can survive wounds that would kill a human, although any sort of kill shot (direct hits to the brain or heart) will kill them. They age at a delayed rate, but most die before they reach 150. As such, they are immune to most human illnesses, although ones that are wildly aggressive (such as some cancers or AIDS) will still affect them. The possible 12 elements and their pairings are: Earth/Air, Fire/Water, Wood/Lightning, Spirit/Void, Life/Death, and Sun/Moon. Elementals are weak to the opposing element of their pair. Things to know as a player: • Elementals can sense if another character is not fully human, but can’t quite identify what they are. • Any deity with its own mythology can be used for a conduit Elemental and should represent the element specific to that character. Generally, if they have a wiki page and the player feels comfortable using them, they’re good to go. More specific details about how to play the deity/Elemental relationship can be found here • Powers can manifest differently even for those of the same element. While certain abilities might come more naturally to an Elemental, all powers take time to master. If you have any questions or are uncertain about any details please do ask either via the FAQ page or via e-mail at pacificamods@gmail.com. No question is too silly to ask. | |