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Welcome to the Badlands! A Western/Post-Apocalyptic/Steampunk/Sci-fi/Supernatural roleplay.


    The Species That Inhabit 2223 a.d Earth

    Nyx
    Nyx
    Admin


    Number of posts : 14
    Age : 36
    Registration date : 2009-02-25

    The Species That Inhabit 2223 a.d Earth Empty The Species That Inhabit 2223 a.d Earth

    Post by Nyx Mon Aug 02, 2010 5:28 pm

    About the Species

    About Vampires: Vampires cannot come out into the sun, naturally. They don't burst into flames, but the sun severely harms, burns and weakens them. The longer they are in the sun, the weaker they become. If they are in it for over an hour, yes, they will die. Holy water, deadman's blood, fire and silver harms them severely. Silver will not kill them but they cannot regenerate from a silver wound nearly as quick. Depending on the wound, it can take anywhere from 4 days or more to heal. A Vampire can be killed by either taking a wooden stake to their heart or having their head removed from their body. They have enhanced speed, strength, hearing, sight and can smell fresh blood from 5 miles away. Of course, they must drink blood to survive, so it only makes sense for them to smell it. However, they most certainly do not have the scenting capabilities of the Were's, and they are not very capable with magic. Vampires are capable of sex, however, I doubt you'd want to bed one. Why? Their body is dead, if they excrete fluid, it's blood. Blood tears, blood piss, so blood cum. Gross, I know, but that's what happens. Naturally, above Gnormats, Vampires are one of the least liked creatures of the world.

    Lycans/Werewolves: There are three transformations a Were is capable of. Human, full wolf and Loup-Garou. They have enhanced speed, strength, hearing, smell and sight. A Were can take a wiff of a pie and tell you every last ingredient inside it. (That is, of course, if they have come in contact with all the ingredients before. So please, use common sense here.) They also have very minimal magical capabilities.
    Lycan's are pack creatures by nature, and they are more wolf than human, so it is incredibly rare to come in contact with a lone wolf unless they are missing a few screws in their head or have incredibly good reasons. We do not want to see a bunch of lone wolves wandering about(Meaning if you want to be a lone wolf, you must audition). There is a ranking system in the packs, Alpha - Omega(For information on responsibilities and actions of those within certain ranks, contact a manager). Alpha's must audition. Being an Alpha requires tremendous responsibility. We will not have any half assed Alpha's around. Nor will we -ever- allow any Wolves to be immune to silver, whether through age or 'magic', NEVER. And remember, the Alpha's word is -law- in a pack, period.
    Lycans mate for life. It's instinctual, because naturally they are very loyal. So we will not have any wolves running around having sex with anything that moves. Wolves don't like vampires, not because of some old age hatred, but because of their scent (The scent of death is not appealing), so they are highly mistrustful of a vampire and will rarely befriend one or work with one.
    Silver bullets can kill a Lycan if left in them to long, causing blood toxicity, but if removed within an hour after being shot, they can survive.. but their wounds will take a long time to heal. Anywhere from a week to two weeks depending on how severe the wound is and how long the silver has been in their body. It also leaves them a bit weakened until the silver has been cleared from their system.
    Wolves are also allergic to Aconitum(Aka aconite, monkshood, wolfsbane, leopard's bane, women's bane, Devil's helmet or blue rocket). Where as they are usually immune to most other poisons, this one they are most certainly not. The scent will cause them to sneeze and if brought to close, they will temporarily lose their heightened sense of smell. If somehow placed in their body through injection, ingestion or a sharp object soaked in it's essence, it can cause the victim to go comatose, seizure out and if potent enough, kill them. Naturally due to the nature of the planet at this time, any species of Aconitum is very rare and highly coveted; usually selling for rather high fares in trade.

    Were-felines(All of them): Like the Lycans, these have a time in which they are -forced- to turn, but it's not on the full moon. No, instead it's during the new moon. Depending on the species of cat in which they transform, their traditions rule them. Werelions are pack creatures and work much like, if not all like, Werewolves. However, traditionally they group in prides consisting of only one to three males and three or more females. Weretigers can be more solitary, but they like to stick in packs of two - four of their kind. Werecats and Wereleopards are more solitary creatures, and while they work fine in communities and make friends, they don't traditionally create or join packs. Weretigers and WereLeopards are known for having a single life mate, but in some cases they do not dedicate themselves to a single mate their entire life. As for Werecats and Werelions, they're a bit more promiscuous, and while they can dedicate themselves to a single mate, they're more liable not to dedicate themselves to a single mate all their life and treat it much like the humans treat dating. All Werefelines are allergic and harmed by the same things that harm Lycans. Also, if you are lucky enough to come across catnip, makes these kitties pretty high and loopy. Like the Lycans, they have three forms; Humanoid, full feline form, and a between battle form. Their sense of smell is not as keen as a lycan but they have better hearing and sight.

    Werefoxes: Werefoxes are not primarily pack creatures, however they are known to travel in small family groups. Usually on the shorter side, Werefoxes in human form typically stay between the heights of 3 feet tall to 5'3" at the tallest for females, and 3 feet to 5'8" at the tallest for men. These creatures aren't much stronger than humans, but they are faster, have keener senses of scenting and hearing, but not sight(though they can see better in the dark). However, perhaps the greatest advantage to this class is their higher magical abilities than any other species besides humans. There is a total of 12 types of true foxes, so look them up here to decide which kind you'd typically like to be classified as. Stats vary from kind to kind.
    Werefoxes have a taste for sweets, they absolutely love them, as well as shiny things. Offer one something rare and sweet, or something beautiful and shiny and they will be your best friend ever... for a total of 5 minutes. Perhaps longer if they really like you. =P
    Silver and Aconitum will harm them just as it harms every other Were class being. Foxes must change during the Waning Crescent.

    Weresnakes: Cold blood, even in human form, weresnakes feel pretty much at home in the desert. They love to be in the sun and warm weathered climates, which is why they don't actually change in the middle of the night like most other Weres, but during the day. It is the -day- of the new moon in which these creatures are forced to take on their snake form. During the night and on cold days they are usually seen to be far more bundled up than other people and will stick closer to fires and heating objects than anyone else. Their sense of smell is horrible, and their sight isn't perfect. Definitely have to wear glasses more than the typical person in their human form. However, their sense of taste is extraordinary. A quick flicker of their tongue into the atmosphere and these creatures can tell you if it'll rain or storm, or snow. They can tell you the ingredients in what someone is cooking just as descriptively as a lycan can, and more commonly are used as doctors, medicine men, because not only can they sense poisons, but most sicknesses aswell thanks to those incredible taste buds. This also means that they don't like things with to vibrant of flavors, and garlic or horseradish can definitely cause them to lose their sense of taste for a while. Another great benefit to them is that their bite is poisonous, even in human form. One bite, and you're dead. Unless, of course, you're lucky enough to get to an anti-venom within the hour.

    Werecoyotes: These beasts are forced to transform during the -day- of the Waxing Gibbous moon phase. Better equipped for desert life than the wolves, they're far more adaptable to heat than their distant cousins. Because of their lighter pelts and better sweat glands in their paws, they deal with the heat much better. These canines are also pack creatures, however, but rule the day rather than the night like their Cousins. Coyotes hold the same scent and hearing capabilities of the Lycans, but they don't see as well in the dark. A benefit, though, is that they're a little faster than the Lycans, but not as strong. Although they are more magically capable. Coyotes don't usually mate for life, but some have chosen life mates.


    Anthros: To put it simply, an Anthro retains all of the abilities of the species in which it is spliced with.(Monkey,Elephant,Dog,Cat,Bird, etc.) However, are as susceptible to poison, wounds and other such things as any human would be. While they heal at a faster rate, they do not retain nearly half the regeneration abilities of a Lycan or Vampire. They are usually just as capable of magic as WereFoxes.

    Humans: Humans are an interesting mix. They don't have enhanced speed, strength or senses, but they are not driven by instinct like Lycans, Anthros or Vampires. They are known to travel in packs, and not because they instinctively have too, but because it is safer. Humans have the highest magical capability of all the species. They are capable of healing magic and basic materialization. They can send messages over far distances at incredible speeds, and what's more? Some can even revitalize sand into soil. Some even retain special powers. Naturally, humans are coveted in their own right. They're no longer considered hunting meat by Anthros or Lycans, but are often incredibly helpful allies. (For more information on the magical capabilities and incapabilities of humans, talk to a manager. Do not assume what you can and cannot do.)

    Mutants: No, these are not exactly like the ones you've seen on X-men. These aren't pretty little girls and boys running around wit their pretty little powers in pretty little outfits. No, see, mutants weren't exactly completely immune to the virus that plagued the planet. So while they didn't completely turn into a Gnormat, they have parts of them that aren't exactly pretty... They would definitely have that ugly as sin complication. However, they do get that wonderful extra strength asset and are only slightly mad. They don't typically go around killing everything, but they do have a taste for raw meat. They're stronger than the typical human, can see in the dark way better, and also have enhanced hearing and scenting capabilities. They're not incredible like a wolf, vampire or anthro, but they're more aware of their surroundings than a human.

    Any further questions, please ask a Hammer.(Still editing)


    Last edited by Nyx on Thu Aug 05, 2010 3:01 pm; edited 7 times in total
    Nyx
    Nyx
    Admin


    Number of posts : 14
    Age : 36
    Registration date : 2009-02-25

    The Species That Inhabit 2223 a.d Earth Empty Re: The Species That Inhabit 2223 a.d Earth

    Post by Nyx Mon Aug 02, 2010 5:32 pm

    Stock ideal of Species: This is to give a general idea of comaprisons in certain things. Some may differ depending on circumstances.

    Key:
    Strength: Done in Multiples. 1 means the bearer can only lift 1x Their weight
    Agility: Maximum speed
    Hearing: 5 is average
    Sight: 5 is average
    Taste: 5 is average
    Smell: 5 is average
    Intelligence: 7/10
    Vitality: 4 is average. 6 and above connotes accelerated healing.
    Willpower: Mental fortitude
    Magic: Highest available points given is 12.

    Humans:
    Strength: 2
    Agility: 20 mph
    Hearing: 5
    Sight: 5
    Taste: 5
    Smell: 5
    Intelligence: 7/10
    Vitality: 4/10
    Willpower: 7/10
    Magic: 12

    Vampires:
    Strength: 4
    Agility: 45 mph
    Hearing: 7
    Sight: 8
    Taste: 4
    Smell: 6
    Intelligence: 7/10
    Vitality: 6/10
    Willpower: 9/10
    Magic: 0 (They may not be able to preform magic, but they have a special ability on their side)

    Lycans:
    Strength: 5
    Agility: 45 mph
    Hearing: 8
    Sight: 6
    Taste: 5
    Smell: 9
    Intelligence: 7/10
    Vitality: 7/10
    Willpower: 6/10
    Magic: 3/10


    Werefoxes:
    Strength: 2
    Agility: 50 mph
    Hearing: 8
    Sight: 6
    Taste: 5
    Smell: 7
    Intelligence: 7/10
    Vitality: 5/10
    Willpower: 7/10
    Magic: 6

    Wereleopards:
    Strength: 4
    Agility: 40 mph
    Hearing: 7
    Sight: 7
    Taste: 5
    Smell: 6
    Intelligence: 7/10
    Vitality: 7/10
    Willpower: 7/10
    Magic: 2

    WereLions:
    Strength: 6
    Agility: 30 mph
    Hearing: 7
    Sight: 6
    Taste: 6
    Smell: 7
    Intelligence: 7/10
    Vitality: 7/10
    Willpower: 6/10
    Magic: 2

    Weretigers:
    Strength: 4
    Agility: 55 mph
    Hearing: 7
    Sight: 6
    Taste: 5
    Smell: 7
    Intelligence: 7/10
    Vitality: 6/10
    Willpower: 7/10
    Magic: 3

    Werecats(Like Domestic house cats):
    Strength: 3
    Agility: 35 mph
    Hearing: 8
    Sight: 8
    Taste: 4
    Smell: 6
    Intelligence: 7/10
    Vitality: 7/10
    Willpower: 8/10
    Magic: 4


    Werecoyote:
    Strength: 4
    Agility: 40 mph
    Hearing: 7
    Sight: 6
    Taste: 5
    Smell: 8
    Intelligence: 7/10
    Vitality: 6/10
    Willpower: 6/10
    Magic: 4

    Weresnakes:
    Strength: 2
    Agility: 25 mph
    Hearing: 5
    Sight: 4
    Taste: 10
    Smell: 3
    Intelligence: 8/10
    Vitality: 6/10
    Willpower: 7/10
    Magic: 5

    Anthros:
    (Differs depending on species spliced with.
    Please speak with a manager. These creatures usually have equitable magical capabilities with the Werefoxes, but again, it depends on
    the species they are spliced with.)
    Magic: 4-7

    Mutants:
    Strength: 6
    Agility: 20 mph
    Hearing: 7
    Sight: 6
    Taste: 4
    Smell: 6
    Intelligence: 6/10
    Vitality: 6/10
    Willpower: 9/10
    Magic: 2

    Human Gnormats:
    Strength: 6
    Agility: 20 mph
    Hearing: 7
    Sight: 6
    Taste: 4
    Smell: 6
    Intelligence: 2/10
    Vitality: 10/10
    Willpower: 10/10
    Magic: 0

    Animal/Anthro Gnormats:
    Strength: 4
    Agility: 30-50 mph
    Hearing: 7-8
    Sight: 4-8
    Taste: 3-9
    Smell: 5-8
    Intelligence: 1/10
    Vitality: 10/10
    Willpower: 10/10
    Magic: 0

    Were Gnormats:
    Strength: 8
    Agility: Varies
    Hearing: 4-9
    Sight: 4-9
    Taste: 3-10
    Smell: 4-9
    Intelligence: 2/10
    Vitality: 10/10
    Willpower: 10/10
    Magic: 0


    Gnormat 'Worms':
    Strength: 4
    Agility: 20 mph
    Hearing: 10
    Sight: 0
    Taste: 7
    Smell: 2
    Intelligence: 2/10
    Vitality: 10/10
    Willpower: 10/10
    Magic: 0


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