Post by Loki Laufeyson on Oct 29, 2012 7:51:52 GMT -5
The following are abilities that vampires, hunters, and werewolves possess. Do not go beyond these abilities. Breaking these rules will be considered Godmodding, and that's no fun! We want the RP to be fun and fair for everyone.
Enjoy, mes amis!
[VAMPIRES]
Strengths & Abilities
Superhuman speed, strength, and senses
Instant regeneration (exceptions apply)
Imperialism: A vampire’s ability to control another’s mind simply by making eye contact. This is not limited to just being able to control another, but also being also to erase memories, create memories, replace memories, and alter them to the point where the person becomes completely different. This can be fought off by sheer will (if the person’s will is strong enough to override the Imperialism), and anyone wearing a cross is immune to its effects. Vampires cannot Imperiate other vampires.
Turning a Human/Nation: If a human or nation dies with vampire blood in their system, they become a vampire. In order for a human or nation to be turned into a vampire, a vampire has to feed them their blood then kill them. It can take up to an hour for the human or nation to wake up from their 'death', but once they do they must feed on human blood within twenty-four hours, or perish for good. This method is not effective at all on werewolves. For this reason, hybrids cannot be created.
Weaknesses
Sunlight: A vampire can withstand sunlight for only a matter of minutes, but it starts burning the moment it makes contact with their skin.
Wooden Stakes: It does not have to be a finely crafted wooden stake—anything from a chair leg to a tree branch will do the job. A stake to the heart means death. A stake anywhere else is just plain painful and the wound is slow to heal.
Fire: Vampire flesh burns fast, and fire will burn a vampire to ashes just as fast as the sun. Burns are also slow healing.
Holy Items: Crosses, holy water, etc. Any burns/injuries from these items will leave scars. Holy grounds are also off-limits to vampires, unless they have been corrupted.
Werewolf venom: A werewolf's bite is packed with venom, and this venom is deadly to vampires. There is no cure. Once bitten, a vampire will experience fever, pain, and hallucinations. They will essentially lose their minds and met a very slow, painful death. Obviously, hybrids cannot be created this way either.
Cutting off a vampire’s head is the only other way, aside from a stake to the heart, to kill a vampire.
Vampire’s cannot enter any dwelling without first being invited in.
[WEREWOLVES]
Superhuman speed, strength, and senses (both during full moon and any other time of the month)
Instant regeneration (both during full moon and any other time of the month)
Werewolves are forced to change during the full moon, and cannot change at will at any other time of the month.
Silver: Silver is to werewolves as wooden stakes are to vampires. Silver to the heart equals instant death. Any wounds inflicted by silver are slow healing, and cause fever.
Death, for werewolves, can come in many forms. They are just hardier humans, after all, and can die like one. It just takes a lot more effort to kill one.
A werewolf's bite may be deadly to vampires, but a single bite is all it takes to turn a human/nation. That is, if the human/nation survives the attack. Werewolves are known for their ferocious behavior, voracious appetite, and infamous habit of tearing their prey to shreds. Not many humans survive an attack. Nations have a much higher survival rate.
[HUNTERS]
Hunters are people skilled in fighting and killing vampires and werewolves, their purpose to eradicate them from the world and protect the human race. There are several types of hunters.
Page: Every hunter starts out as a Page. This is the time spent studying and learning about vampires and werewolves, under a hunter of the rank Knight or higher. This includes hours of lectures, observation, combat training, endurance training, and training in healing techniques. A hunter spends an average of six months to a year as a Page before they become a Squire.
Squire: To become a Squire, a Page must successfully kill their first vampire or werewolf. A Squire essentially acts as an assistant to the Knight or Paladin they are training under, performing any menial task asked of them. They are a shield bearer to their trainer, and a Knight candidate.
Knight: A Squire obtains the title of Knight at the discretion of their trainer. A Knight is a full blown vampire hunter, and is no longer bound under their trainer. They are free to work alone, or pair up with others.
Paladin: The strongest hunters, this title is obtained by only a select few.
Abilities
Will: A hunter’s will is stronger than the average human’s. However, most hunters do not obtain a very strong will until they reach the rank of Knight.
Healing: All hunters have the knowledge and ability to heal injuries inflicted by vampires and werewolves.
Enjoy, mes amis!
[VAMPIRES]
Strengths & Abilities
Superhuman speed, strength, and senses
Instant regeneration (exceptions apply)
Imperialism: A vampire’s ability to control another’s mind simply by making eye contact. This is not limited to just being able to control another, but also being also to erase memories, create memories, replace memories, and alter them to the point where the person becomes completely different. This can be fought off by sheer will (if the person’s will is strong enough to override the Imperialism), and anyone wearing a cross is immune to its effects. Vampires cannot Imperiate other vampires.
Turning a Human/Nation: If a human or nation dies with vampire blood in their system, they become a vampire. In order for a human or nation to be turned into a vampire, a vampire has to feed them their blood then kill them. It can take up to an hour for the human or nation to wake up from their 'death', but once they do they must feed on human blood within twenty-four hours, or perish for good. This method is not effective at all on werewolves. For this reason, hybrids cannot be created.
Weaknesses
Sunlight: A vampire can withstand sunlight for only a matter of minutes, but it starts burning the moment it makes contact with their skin.
Wooden Stakes: It does not have to be a finely crafted wooden stake—anything from a chair leg to a tree branch will do the job. A stake to the heart means death. A stake anywhere else is just plain painful and the wound is slow to heal.
Fire: Vampire flesh burns fast, and fire will burn a vampire to ashes just as fast as the sun. Burns are also slow healing.
Holy Items: Crosses, holy water, etc. Any burns/injuries from these items will leave scars. Holy grounds are also off-limits to vampires, unless they have been corrupted.
Werewolf venom: A werewolf's bite is packed with venom, and this venom is deadly to vampires. There is no cure. Once bitten, a vampire will experience fever, pain, and hallucinations. They will essentially lose their minds and met a very slow, painful death. Obviously, hybrids cannot be created this way either.
Cutting off a vampire’s head is the only other way, aside from a stake to the heart, to kill a vampire.
Vampire’s cannot enter any dwelling without first being invited in.
[WEREWOLVES]
Superhuman speed, strength, and senses (both during full moon and any other time of the month)
Instant regeneration (both during full moon and any other time of the month)
Werewolves are forced to change during the full moon, and cannot change at will at any other time of the month.
Silver: Silver is to werewolves as wooden stakes are to vampires. Silver to the heart equals instant death. Any wounds inflicted by silver are slow healing, and cause fever.
Death, for werewolves, can come in many forms. They are just hardier humans, after all, and can die like one. It just takes a lot more effort to kill one.
A werewolf's bite may be deadly to vampires, but a single bite is all it takes to turn a human/nation. That is, if the human/nation survives the attack. Werewolves are known for their ferocious behavior, voracious appetite, and infamous habit of tearing their prey to shreds. Not many humans survive an attack. Nations have a much higher survival rate.
[HUNTERS]
Hunters are people skilled in fighting and killing vampires and werewolves, their purpose to eradicate them from the world and protect the human race. There are several types of hunters.
Page: Every hunter starts out as a Page. This is the time spent studying and learning about vampires and werewolves, under a hunter of the rank Knight or higher. This includes hours of lectures, observation, combat training, endurance training, and training in healing techniques. A hunter spends an average of six months to a year as a Page before they become a Squire.
Squire: To become a Squire, a Page must successfully kill their first vampire or werewolf. A Squire essentially acts as an assistant to the Knight or Paladin they are training under, performing any menial task asked of them. They are a shield bearer to their trainer, and a Knight candidate.
Knight: A Squire obtains the title of Knight at the discretion of their trainer. A Knight is a full blown vampire hunter, and is no longer bound under their trainer. They are free to work alone, or pair up with others.
Paladin: The strongest hunters, this title is obtained by only a select few.
Abilities
Will: A hunter’s will is stronger than the average human’s. However, most hunters do not obtain a very strong will until they reach the rank of Knight.
Healing: All hunters have the knowledge and ability to heal injuries inflicted by vampires and werewolves.