Damianos Julian Kattalakis
Administrator
And when I say jump you say how high, and when I say go we go all night
Posts: 45
Icon: http://i61.tinypic.com/xanbdz.png
Played By: Ishy
Plotter: http://livingintheshadows2.proboards.com/
Application: http://livingintheshadows2.proboards.com/
Diet: Human Blood
Alliance: Gorchakov Family
Animal: N/A
PowerOne: Water Animation
PowerTwo: Animal Communication
GIF200x200: https://24.media.tumblr.com/83fd1598690552a06f029537a7578c66/tumblr_n0l8bxfMIP1r571b5o2_250.gif
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Post by Damianos Julian Kattalakis on Jan 20, 2014 17:12:06 GMT
[PTabbedContent][PTab=WEREBEARS] HISTORY Werebears are one of the oldest supernatural creatures, and the oldest Were type, to walk among us, having been created around 500BC. Their source of creation is widely known to those who know the legends of the one the ancients call Diana. Many have different theory's as to how the first Werebear came to be but none know the truth. What is clear is her history of terror, violance, and bloodshed and the first group of Werebears that were sired by Diana and fought beside the original were only the beginning of the mixed reputation that would follow all Werebears with them until the end of time. Because of the supernatural battle that took place in Europe as well as their reputation for having little to no control many supernatural species share a hatred for the large beasts and blame them, along with their creator, for the war and hunt the were's down. Though the species is close to extinction that doesn't mean they are hiding in fear. [/PTab][PTab=COMMUNITY] ORGANIZATIONS Unlike their cousins Werebears are largely loners. They prefer their own company and if with other Werebears forming a permanent pack is unlikely. [/PTab][PTab=APPEARANCE] HUMAN FORM In their Human form a Werebear looks just like a normal Human would, though they might have a few teeth slightly extended from that of a normal Humans. When they shift, however, their bones crack and shift around to give them an appearance to match that of their bear type. ANIMAL FORM Their nose and mouth jut forward to create a bear snout, their teeth growing into fangs. Their nails grow and their hands and feet grow pads and shift into paws. Their spine extends out and grows, ending with a short extension out of the body giving them a short tail. Their ears become short and round and move closer to the top of the head. The body becomes covered in long, thick fur, the color varying on the bear type and often times the Were's hair color. [/PTab][PTab=ATTRIBUTES] STRENGTHS Werebears have superior sense over Humans, even in their own Human state. Their sense of smell is 14 times greater than a Humans and their strength is 10 times that of a Werewolf or Werecat and 14 times more than a Human in either form. A Werebears venom is the least potent of the three main Were types but their bite is 10 times stronger than a Werecat and 20 times stronger than a Werewolfs. WEAKNESSES Silver, being the most effective, burns the Werebears skin like acid but doesn't immediately kill it unless entered into the bloodstream and then is able to travel to the heart. Although the full moon triggers a change in the shift, it can also be triggered when provoked or angered and for some even during an intimate encounter, causing a bad encounter on whomever decides to be around them during the transformation. Werebears are ticking time bombs. They are easily angered, more so than Werewolves and are known to shift from the slightest mood change. After a Werebear has shifted back into their human form that is when a Werebear is at their weakest. Once in their human form, not matter how old or skilled the were is, the Were is subject to a period of unconsciousness and is incapacitated for several hours. Only then is a Werebear susceptible to an easy attack. [/PTab][PTab=ABILITIES] ABILITIES In both bear and human form, Werebears are able to communicate and in some cases control their ancestor bears. They also have the ability to communicate with other Werebears telepathically in bear form as well. Their venom cannot kill Vampires nor can it turn a Hybrid or Shifter. It can however cause a slight weakening that can only be cured with blood intake. For Shifters the pain and weakening will dissipate on it's own within a few days. Without blood the damage left by a Werebear bite of either of the vampiric species will take time to heal but will not be fully recovered until some blood is ingested. A few hours at most for a Vampire to regain some strength and few days for a Hybrid depending on the amount of damage dealt. A Werebears blood is potent to a both species, causing a gagging sensation to over come them and leaving a bitter taste on their tongue. [/PTab][PTab=INFECTION] INFECTION If bitten by a Werebear or if the lycan infected blood enters your bloodstream one will go under the lycanthrope transformation but will not physically change into their animal until their first full moon. However, the lycanthrope virus can be reversed. One must take the antidote before the first transformation, and therefore not undergoing the transformation. Unlike Werecats and Werewolves, Werebears aren't as easily made and require a large amount of venom to enter the bloodstream in order to trigger a change. Accidental infection is less likely as most Werebears will not stop until their victim is dead. Any Werebears created were created on purpose, or the victim was lucky enough to kill the Were or escape before death. In the case that one is born with the lycanthrope disease there is no cure. If one is born from two parents with the lycanthrope disease then they will be the type of were as their parents. If only one is a lycan then there is a 50% chance of being a Human or Bear. The possibility of being born human is at its highest chance if the trait is inherited from a grandparent or two, leaving only a 5% risk of being infected. In the case of an inherited lycanthropy disease it doesn't manifest until the child reaches puberty or a tragic even may also trigger the event. In very rare cases someone can gain the lyconthrope gene by being cursed. Only skilled Magi can perform this and usually it is a form of punishment but in certain cases individuals can choose this if one cannot find a Werebear them self. [/PTab][PTab=TRANSFORMATION] TRANSFORMATION Werebears go through a rather long transformation and it is far more painful than a Werewolves or Werecats. The first shift is excruciatingly painful one since their bones are taking the shape of a bear for the first time. It starts when their body temperature spikes, making them feel extremely hot. They become covered in fur, their bones twist, and their muscles bulk up to size. All Werebears are forced to change with the moon but sometimes anger or an intimate encounter can trigger a change as well, though the older the Werebears is the easier it is to control the shift and the quicker they can transform. Angered shifts are faster and more exhausting because of the adrenaline coursing through their veins. With Werebears this is more likely. A Werebears venom works through the blood stream quickly but isn't as painful as their cousin Were's and isn't as potent. Someone bitten by a Werebear will be in pain during the first few hours of the venom entering the bloodstream. For Humans it eventually subsides due to the venom mixing with the person's genes and turning them into a were but the victim must have a large amount of venom in them in order for the turn to trigger. [/PTab][PTab=MORTALITY] AGING Werebears age normally. However there is a way for them to become almost immortal. Children born with the disease are automatically immortal. MATING Werebears can mate with Hybrids, Shifters, Humans, and of course other Werecreatures. All cases ending in either a fully Human or werecreature child. Mating with a Werewolf will cause a 50/50 chance of having either a Werebear or Werewolf and the same goes for Werecats. The result of two Werebears mating is a 50/50 chance of the child taking after their mother's bear type or their fathers. They cannot be a mix of two bear types, ie. cannot be half giant panda and half polar bear. Were's also cannot reproduce with Vampires. Werebears inherit traits from their sexual partners. These traits vary on the species of said partner. Given time they will fade (the time it takes for a trait to fade becomes longer and longer as the were ages.). It is possible to mix and match traits. -Vampires: Werebears who mate with Vampires gain immortality(if turned) and increased strength and speed, at the cost of control when in their cat form. This side affect can vary depending on if the Vampire is a veggie or human drinker. -Hybrids: Werebers mating with Hybrids only gain immortality. -Shapeshifters: Werebears mating with Shifters gain increased control over their changing. Given time they can become almost identical to a Shifter only have less control and they still must change on the full moon. -Werewolves/Werecats/Werebears: A mating between two Werecreatures strengthens both of them, increasing their speed and power and unlike a Vampire does not affect their level of control. -Natural-born Werewolves/Werecats/Werebears: If a werecreature who is turned mates with one who was born, their immortality along with the addition to strength and speed transfers over. Werebears also become stronger than their mate, so they are always the strongest in the pairing. [/PTab][/PTabbedContent={border:1px solid transparent;height:300px;width:100%;}]
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Damianos Julian Kattalakis
Administrator
And when I say jump you say how high, and when I say go we go all night
Posts: 45
Icon: http://i61.tinypic.com/xanbdz.png
Played By: Ishy
Plotter: http://livingintheshadows2.proboards.com/
Application: http://livingintheshadows2.proboards.com/
Diet: Human Blood
Alliance: Gorchakov Family
Animal: N/A
PowerOne: Water Animation
PowerTwo: Animal Communication
GIF200x200: https://24.media.tumblr.com/83fd1598690552a06f029537a7578c66/tumblr_n0l8bxfMIP1r571b5o2_250.gif
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Post by Damianos Julian Kattalakis on Jan 20, 2014 19:18:39 GMT
[PTabbedContent][PTab=VAMPIRES] HISTORY As popular as the Vampire is the truth about their origin is far from what most believe. Upon recent discoveries the first Vampires were actually human at first, siblings to be exact who were turned into creatures of the night before coming to the New World. No one knows the true story of how Vampires came to be yet but all do know that the three Original Siblings were the start of it all. [/PTab][PTab=COMMUNITY] ORGANIZATIONS Vampire's are not widely known to be anything but independent but like other species there are a few covens, or some like to call themselves families, around the globe. To name a few there is the Vampire Council in New York City and (family) in Harper Valley and some larger ones in places like Las Vegas and New York. [/PTab][PTab=MORTALITY] APPEARANCE Their eye color remains the same as when they were Human, but are known to turn red when filled with adrenaline from either feeding or a strong emotional effect such as love and anger. Blessed with almost impenetrable skin it is difficult to actually cause harm to a Vampire with any metal object, though the object can be used to cut and stab the Vampire it will have no lasting effect due to the Vampires quick healing abilities. Decapitation is the only exception. However if one is quick and is prepared to possibly lose their life then a attack may be successful with a sharp wooden object, which is makes it harder for the Vampire to heal unless driven through the heart, then death is eminent. TRUE DEATH The instant a vampire meets their true death their bodies begin to decay. Their once flawless skin begins to turn gray and sink in; their veins become dark and are visible at the surface. Due to the overall lack of blood and oxygen running through them this is as far as their bodies can decay. [/PTab][PTab=ATTRIBUTES] STRENGTHS Vampires are graced with abilities superior to that of their prey. Impeccable sight, the ability to hear long distances, as well as being able to pick up scents from a distance is only a few. When paired with the deadly speed, quick healing abilities and cat like grace, as well as the strength of ten men, the vampire becomes a major threat to most. Most people find themselves uncontrollably attracted to Vampires, that is, if the vampire chooses to attract you. This is called Glamoring. Once in a Vampires trance the only way of escape is for the Vampire to lose it's concentration, usually caused by an attack on it or interruption. With this they have the ability to control your feelings, thoughts, and actions but their power is only as strong as their skill and current blood level. If Glamored by a Vampire the victim is not aware of what is happening and have no control. Though all Vampires have the natural instinct to hunt to quench their thirst, that doesn't make them all ruthless killers. They feel a whole array of Human emotions from happy to depressed and can even cry tears of blood. Vampire lack lung function and therefore do not need to breath, though Vampires often breathe just to seem Human. Most newborn Vampires are known to breathe simply out of habit. Vampires are also able to sleep and dream but they are easily awoken by the slightest sounds. Lastly if a Vampire is injured severely enough they can take shelter within the dirt instead of resorting to massive intakes of blood. This way is slightly quicker than consuming blood but still doesn't fully heal the Vampire until blood is ingested also. WEAKNESSES Their skin is sensitive to sunlight but only after elongated exposure to the sun will they start to crack and burn. The amount of blood in their body also effects how long they can remain outside. This however can be reduced when wearing thick darking clothing to cover the body. Fire. One of the harder ways to kill a Vampire, Vampire's are rarely killed by fire due to their quick speed and heightened senses. Unless by the hands of another Vampire, it is hard for someone to keep a Vampire still long enough to actually catch them on fire. Although it may take longer to kill a Vampire then it would a Human, it is still one of the few things that are able to completely kill a Vampire. Weaker Vampires burn quickly, due to the lack of blood in their bodies and most times burn until they are ashes. Decapitation is the most preferred way to kill a vampire by Human Hunters, mostly because it is a certain guarantee that the Vampire is dead and you get proof of it as well. Although not just any Human could achieve this due to the Vampire's quick reflexes and other abilities, but if the Vampire is weak enough or allows this, a strong and talented enough Human can kill him/her this way. Like in many legends Vampires are susceptible to a stake through the heart. Any metal objects will hurt them but wont cause immediate death as it is not a natural object. Wooden stakes are a effective method of killing Vampires but one must be able to get close enough or have good enough aim to successfully kill the Vampire this way. A sure way to quickly weaken a Vampire is Were venom. If one is able to get close enough the venom must be enter the bloodstream in order for it to take effect. Once in the bloodstream the Vampire is susceptible to large amounts of pain that can only be cured by massive amounts of blood intake. If one was to kill a Vampire the ending result is quite simple. If staked and not burned, the Vampire's skin looses all it's color and small dark veins appear across their whole body. Vampires must be invited into the home by a member of the household before entering the home. If the Vampire enters without a invitation consequences are deadly. First they'll start to shake while on the inside it feels as if a fire was started and slowly heats them up. After a moment, if the invitation is still not given, blood leaks from every part of their body until finally after several minutes of this they will pass out. After thirty minutes the Vampire dries up and ultimately becomes a pile of bones. A invitation can also be revoked but only by the person who accepted the invite in the first place. Contrary to popular belief, Vampires are not weakened in any way by garlic, holy objects, or consummated ground. Though garlic is a good way to keep a Vampire from draining a Human if ingested due to its strong odar and unpleasant taste, it only effects their senses and will usually only result in pissing the vampire off. [/PTab][PTab=ASSETS] ASSETS After a Vampire is created their hair and nails stop growing. However if a Vampire cut his or her hair or nails within 24 hours the hair will grow back to how it was originally. Just like in most Vampire legends, Vampire's have retractable fangs. This is to help the Vampire blend in better and allow them to choose when to show them or hide them. Although fangs are primarily for feeding, they also are a defense mechanism and are known to be incredibly sharp, but not as sharp as a Were's. Vampire blood ingested by another Vampire results in a temporary connection with the other Vampire. Though it isn't as strong as a blood bond between a sire and their progeny, the two Vampires will be able to feel the other's emotions, including when one is hurt, as well as sense their general location. This effect only lasts a few days unless fed the blood regularly. Among the Vampire community it is known that Vampire blood has healing qualities to Humans, Magi, Hybrids, and Shifters. As powerful as this may seem it does have it's limitations. Vampire blood cannot cure natural diseases or wounds caused by magical means, but if the Human or Magi hasn't already lost a lot of blood the Vampire blood given to the victim will heal the wound instead of starting the turning process, including offering slightly heightened senses for a short time. DIET Directly after feeding, a Vampire's body absorbs the blood to run through their own veins to mix with their own blood. This gives the Vampire a small frame of time to seem almost human, a small amount of color returning to their normally pale skin. If they have not drank blood in an extended period of time they grow weak, easier to kill and often insane, but still cannot die. Most Vampires prefer human blood because it is simply stronger and better tasting, but those who do not like to satisfy their instincts to kill or feed from Humans, drink from animals instead. If a Vampire was to eat Human food it would only sit in the Vampire's stomach until they spit it back up for their bodies cannot digest it properly. However Vampires have been known to drink alcohol, not only to curve their appetite if blood is not available but also for a buzz and possibly a good time. [/PTab][PTab=TRANSFORMATION] TRANSFORMATION A Vampire is created through a process called blood swapping in which both parties drink one anothers blood. It's simple in the fact that a Vampire will drain the Human of their blood until the latter party loses consciousness and their heart rate drops to almost nonexistent. The Vampire then proceeds to feed the Human their blood. Once this is done the Vampire must bury the Human in the ground, leaving them there as the dirt surrounding them uses it's energy to allow the Human's body to accept the blood. Otherwise if a Human is not placed into the ground before sunrise the Human will eventually die if not given help. After a 24 hour period is up the now newly turned Vampire will rise once the sun sets, digging themselves from their 'grave', or sometimes the sire will dig them out. The sire and their progeny now share a blood bond. Once fully changed the new Vampire will forever have a connection to their sire. The 'father' or 'mother' Vampire can always find their child and vise versa, their emotions are also forever tied together as well, and the sire has the ability to call their child mentally to them. However the sire cannot control the child and the only way to severe the connection is for one of them to die. Though once the true death takes place the other will instantly feel the connection broken. That is why most Vampires only have one to two children at a time as their connection is strong. [/PTab][PTab=MATING] MATING Due to Vampire's heightened senses their emotions are heightened as well. Vampire's emotions are much stronger than a humans and any personality traits from their human days becomes magnified after turning. Because of this when two Vampires become mates the connection is extremely strong. Vampire mating is not an actual physical connection like Magi mating but there have been cases to where two Vampire's in love remained together for centuries. Vampires can reproduce but the process isn't widely known and is extremely dangerous. Female vampires cannot bare children but male vampires can mate with a female human and create what is known as a hybrid. The process is simple-a female human must have the vampires blood in her system before conception. However the pregnancy is short and results in the humans death, whether permanent or turned after giving birth. [/PTab][PTab=POWERS] POWERS Besides their normal Vampire abilities some Vampires are graced with additional powers, though this is very rare. In some cases a Vampire with added abilities was once a Magi and their main specialty was transferred over after death, in others the Human turned Vampire may have seemed to simply be lucky; but the Magi gene must be present in the Human before transforming, even if in a dormant state, in order for increased chances of an added ability. Normal humans with no magical genes whatsoever will not gain a ability (or magical like power), but still has a high chance of heightening an already existing skill to the point of mastery. A Vampire's ability, or heightened skill, reflect the person's personality, skills, or life experiences as a human and are unique to that one person. No Vampire has the same exact power and are not without limitations. [/PTab][/PTabbedContent={border:1px solid transparent;height:300px;width:100%;}]
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Damianos Julian Kattalakis
Administrator
And when I say jump you say how high, and when I say go we go all night
Posts: 45
Icon: http://i61.tinypic.com/xanbdz.png
Played By: Ishy
Plotter: http://livingintheshadows2.proboards.com/
Application: http://livingintheshadows2.proboards.com/
Diet: Human Blood
Alliance: Gorchakov Family
Animal: N/A
PowerOne: Water Animation
PowerTwo: Animal Communication
GIF200x200: https://24.media.tumblr.com/83fd1598690552a06f029537a7578c66/tumblr_n0l8bxfMIP1r571b5o2_250.gif
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Post by Damianos Julian Kattalakis on Jan 20, 2014 19:50:39 GMT
[PTabbedContent][PTab=SHIFTERS] HISTORY Very little is known about their origins but shifters have been around almost as long as Were's, if not even longer. Their talents in disguise and deception has been the main reason for the species survival and through out the centuries Shifters have been the ones to secretly and successfully influence the worlds decisions and events to their own liking. [/PTab][PTab=COMMUNITY] ORGANIZATIONS Most Shifters are loners. Shapeshifter's aren't commonly known to form packs and preferably don't since they are in 'hiding' from the Werewolves. Even before the Werewolves started to threaten their existence many centuries ago Shifters are known to be natural rogues. However there have been instances to where a group or pack was formed but it is rare. In the long history of Shapeshifters, there have been treaties created between Magi and Shapeshifters. No one knows when this began but it is still a tradition to certain Shifters and Magi to hold a agreement between the two, though not many rogue Shifters know of this tradition. Every agreement is different but they all share a common principal. The Magi offers protection to the Shifter and the Shifter uses their ability to help the Magi. Though nowadays this isn't as common anymore, most Shifters who create a treaty with a Magi hold their agreement until death. In some cases the family of the deceased Shifter will continue the treaty with the Magi and the Magi's family and carry it on down each generation. This is more prominent in Harper Valley, New York than any other city/state due to the high population of Magi in it's early years. [/PTab][PTab=APPEARANCE] HUMAN FORM Born in the form of a Human those with the Shifter gene soon learn how to control the forms their body takes. They can shift between animals and humans. They also have the ability to change their outward appearance slightly whether it be a change of eye color, hair color, or even facial structure. No matter the form they take a Shifter always has a mark on their body that is always there and always transfer over to their other forms. Whether it be a birthmark, a mole, a scar, and in some rare cases that a Shifter would have one, even a tattoo. ANIMAL FORM Though Shifters can take on the form of any animal most have a preferred one they use most of the time such as cats, dogs, birds, or horses. No matter what animal they take they gain that animals skills and abilities, for example if a cat then they are able to climb tree's easily and can see in the dark or for birds they become skilled flyers. CHARACTERISTICS Shifters have a unique scent that only those with a superior sense of smell can pick up on, namely Vampires and Werewolves, but one must already know the scent to recognize it as a Shifter. [/PTab][PTab=ATTRIBUTES] STRENGTHS Even in Human form Shifters have heightened senses and quick speed, and while in animal form have the ability to mimic the abilities of any animal they take on. Shifters are also very good at sensing approaching danger, whether it be a certain scent that makes them uneasy or a gut feeling that consumes them. Unlike Werewolves Shifters are able to fully control their shifts and are completely aware of their surroundings and actions while in animal form. They can shift at will and aren't susceptible to changing because of a strong emotion or urge, though to most shifting can become extremely addicting. WEAKNESSES Shifter's don't have a lot of weaknesses but Were venom is one of the ways to weaken a Shifter, preventing them from shifting. Though the pain eventually subsides and the venom leaves the person's system within a few days if not administered more, it is a painful experience and leaves the Shifter vulnerable. Despite their enhanced abilities it isn't difficult to kill or harm a Shifter and can be achieved by any means just like Humans. [/PTab][PTab=ABILITIES] ABILITIES Most Shifters are able to change small parts of their appearance around their toddler years, changing their eye or hair color. The more the Shifter changes, the more comfortable and easier it gets for them. Although changing small features such as skin tone and eyes is easy, it is harder for a Shifter to 'mimic' another person completely unless skillful enough. The Shifter would have to start changing into smaller animals and rodents, before moving onto bigger ones, and then eventually to people. This takes years of practice and a concentration for the Shifter to master their ability. [/PTab][PTab=MATING] MATING The only known way to acquire shifting abilities is to be born with it, from either their parents or grandparents as it sometimes skips generations. [/PTab][/PTabbedContent={border:1px solid transparent;height:300px;width:100%;}]
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Damianos Julian Kattalakis
Administrator
And when I say jump you say how high, and when I say go we go all night
Posts: 45
Icon: http://i61.tinypic.com/xanbdz.png
Played By: Ishy
Plotter: http://livingintheshadows2.proboards.com/
Application: http://livingintheshadows2.proboards.com/
Diet: Human Blood
Alliance: Gorchakov Family
Animal: N/A
PowerOne: Water Animation
PowerTwo: Animal Communication
GIF200x200: https://24.media.tumblr.com/83fd1598690552a06f029537a7578c66/tumblr_n0l8bxfMIP1r571b5o2_250.gif
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Post by Damianos Julian Kattalakis on Jan 20, 2014 20:11:34 GMT
[PTabbedContent][PTab=WEREWOLVES] HISTORY Unlike most Were's who have been around for thousands of years American Werewolves, or better known as the Common Werewolf are relatively new. The very first Common Werewolves, Harper Valley's resident Tonkawa tribe, were created not because they wanted to be closer to nature or worship a certain god, but to kill Vampires. After the Original Siblings destroyed their village the wolves were born and the start of the American Vampire/Werewolf war began. Though they are slightly smaller and their bite is weaker than their cousins, namely WereCats and WereBears, they were specifically designed to hunt and kill Vampires, giving them extra speed, strength, and more potent venom. Even after the Vampires were driven from the area the tribe made more and quickly the species thrived until the Originals sought out to eradicate the whole Were species, wolf or not. In early Europe long before the Tonkawa and the Originals a separate group of Werewolves were created by the original Werebear for unknown reasons. Though they are much older than the Tonkawa wolves their numbers are extremely rare as their creator has hunted and killed the majority of them and still does so to this day. The European wolves are actually very different than their younger counterparts. The European wolves are much bigger, extremely vicious, and have a long history of violence and bloodshed with not only other species but with their own as well. To most if not all supernaturals they are to blame for the supernatural war in Europe between 600 AD and 1,110 AD. The first generation of these beasts are responsible for the bloodshed and is the most dangerous generation. They are still around but are not open to be played. Third generations are available and still like their ancestors but unlike the first generation they are not as animalistic and have better control over their wolf urges. The titles Common Werewolf and European Werewolf are present to differentiate the two types of wolves and of course signify where the two separate curses began. Though very similar in most aspects the European wolves are a separate type of Werewolf and do have some of their own qualities that actually differentiate the were in both their wolf attributes and history enough to require permission from staff. There is a limit to how many European Werewolves we will currently allow at once and once that quota has been filled they will be considered off limits. If you do not ask permission and request the information then your Werewolf will be considered the Common Werewolf.Your character doesn't have to be American in order to be our common, 'American' wolf. Your character also doesn't have to be directly European to be a European wolf but due to their history their ancestors will be from Europe.EUROPEAN WOLVES: 2/5 [/PTab][PTab=COMMUNITY] ORGANIZATIONS One of the only species known for their large packs, you can find at least one, if not more in almost every city in most states. Since there are sometimes multiple packs in one area, most common in the most populated cities, it is hard to differentiate clans by using their location like Magi. If large enough the clan will often times name the clan after a important leader/figure, a family name, or after the founder. Smaller ones in less populated places refer to their location. Besides the Tonkawa tribe, the most famous group among the species is the Caine clan who settled in the area now known as Harper Valley and fought in protecting the people from other supernaturals in 1864. [/PTab][PTab=APPEARANCE] HUMAN FORM Werewolves in their Human form look just like a normal Human, though sometimes their canine teeth are more extended then a Humans. When the shift however their bones twist and shift and give them a more wolf like appearance. ANIMAL FORM Their nose and mouth jut forward to create a wolf snout, their teeth growing into fangs, and their eyes turn into a golden amber. Their nails grow and their hands and feet grow pads and shift into paws. Their spine extends out and becomes a tail. Their ears become long and pointed. The body becomes covered in long, thick fur. However the more in control a wolf becomes the more human like they can become. With the younger (newly turned) wolves appearing almost completely like a wolf while the older ones can vary between the more classical werewolf (slightly apish, strong forelegs, upright) and complete wolf. European wolves take on the same shape as older, Common wolves; in the upright position and are slightly larger. [/PTab][PTab=ATTRIBUTES] STRENGTHS Much like that of a wolf, Werewolves have superior hearing, smell, and sight, even in human form. Their sense of smell being their greatest attribute. They are extremely strong and can bust through most things. Though they are not as graceful and their reflexes are not as fast as a Vampires they are still better than that of a Human, making a Werewolf a force to be reckoned with. WEAKNESSES Silver, being the most effective, burns the Werewolf's skin like acid but doesn't immediately kill it unless entered into the bloodstream and then is able to travel to the heart. Although the full moon triggers a change in the lycan, it can also be triggered when provoked or angered and for some even during an intimate encounter, causing a bad encounter on whomever decides to be around them during the transformation. Werewolves cannot control themselves when they shift depending on how they shift. If they shift during with the moon they cannot be stopped. When they shift from anger they aren't in control they are after the blood of the person who angered them but they can calm down and gain control if experienced enough. If they shifted during an intimate encounter they do have a degree of control and can be soothed by their lover. [/PTab][PTab=ABILITIES] ABILITIES In both wolf and Human form, Werewolves are able to communicate and in some cases control their smaller ancestor wolves. They also have the ability to communicate with other Werewolves telepathically in wolf form as well. Their venom cannot kill Vampires nor can it turn a Hybrid or Shifter. However, Werewolf venom is even more painful than Werecat venom and lasts slightly longer in the bloodstream, leaving the Vampire or Hybrid extremely weak and vulnerable with massive amounts of blood intake being the only cure. Shifters experience the same amount of pain and weakness but the venom eventually leaves their system within a few days. Without blood the damage left by a Werewolf bite of either of these vampiric species will take time to heal but will not be fully recovered until some blood is ingested. Two to three days for a Vampire and up to a week for a Hybrid depending on the amount of damage dealt. A Werewolves blood is potent to a both species, causing a gagging sensation to over come them and leaving a bitter taste on their tongue. [/PTab][PTab=INFECTION] INFECTION If bitten by a Werewolf or if the lycan infected blood enters your bloodstream one will go under the lycanthrope transformation within the next cycle of the full moon. However, the lycanthrope virus can be reversed. One must take the antidote before the next full moon cycle, and therefore not undergoing the transformation. For European wolves infection through bite isn't as easy. Like Werebears it is EXTREMELY difficult for one to be infected through bite, mostly due to the fact most don't live long enough for the infection to take place but also because their venom wasn't designed to kill like the Tonkawa wolves. In the case that one is born with the lycanthrope disease there is no cure. Almost all 'European' wolves were born and it is the only way they are guaranteed to receive the lycan gene. If one is born from two parents with the lycanthrope disease then they will be a Werewolf. If only one is a lycan then there is a 50% chance of being a Human or wolf. The possibility of being born Human is at its highest chance if the trait is inherited from a grandparent or two, leaving only a 5% risk of being infected. In the case of an inherited lycanthropy disease it doesn't manifest until the child reaches puberty or a tragic even may also trigger the event. In very rare cases someone can gain the lyconthrope gene by being cursed. Only skilled Magi can perform this and usually it is a form of punishment but in certain cases individuals can choose this if one cannot find a Werewolf them self. [/PTab][PTab=TRANSFORMATION] TRANSFORMATION A Werewolves transformation is a painful one, though most begin to enjoy the pain because it happens so often. The first transformation is the hardest, being the first time their bones shift and twist to get transform into their new form. It starts when their body temperature spikes, making them feel extremely hot. They become covered in hair and their muscles bulk up to size. All wolves are forced to change with the moon but sometimes anger or an intimate encounter can trigger a change as well, though the older the werewolf is the easier it is to control the shift. Angered shifts are faster and more exhausting because of the adrenaline coursing through their veins. European wolves can shift much faster in any circumstance. The transformation still takes some time and isn't an instant change and is when the wolf is their most vulnerable. If they are successful in shifting however they are known to be a force to be reckoned with. [/PTab][PTab=MORTALITY] AGING Werewolves age normally. However there is a way for them to become almost immortal. Children born with the disease and 'European' wolves are automatically immortal. MATING Werewolves can mate with Vampire-Human Hybrids, Shifters, Humans, and of course other Were's. All cases ending in either a fully Human, Shifter, or Werecreature child depending on which parent's genes are stronger. Mating with a Werecat will cause a 50/50 chance of having either a Werewolf or Werecat and the same goes with Werebears. However they cannot mate with Vampires. If a Werewolf female mates with a male Vampire the DNA between the two would cancel each other out and thus eliminating chances of reproducing a Vampire-Werewolf hybrid or any child at all. Werewolves inherit traits from their sexual partners. These traits vary on the species of said partner. Given time they will fade (the time it takes for a trait to fade becomes longer and longer as the wolf ages.). It is possible to mix and match traits. -Vampires: Werewolves who mate with Vampires gain immortality(for turned weres) and increased strength and speed, at the cost of control when in their wolf form. This side affect can vary depending on if the vampire is a veggie or human drinker, human blood having a stronger effect. -Hybrids: Werewolves mating with Hybrids only gain immortality(if turned). -Shapeshifters: Werewolves mating with shifters gain increased control over their changing. Given time they can become almost identical to a shifter only have less control and they still must change on the full moon. -Werewolves/Werecats/Werebears: A mating between two Werewolves strengthens both of them, increasing their speed and power and unlike a vampire does not affect their level of control. -Natural-born Werewolves/Werecats/Werebears: If a Werewolf who is turned mates with one who was born, their immortality along with the addition to strength and speed transfers over. Werewolves also become stronger than their mate, so they are always the strongest in the pairing. [/PTab][/PTabbedContent={border:1px solid transparent;height:300px;width:100%;}]
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Damianos Julian Kattalakis
Administrator
And when I say jump you say how high, and when I say go we go all night
Posts: 45
Icon: http://i61.tinypic.com/xanbdz.png
Played By: Ishy
Plotter: http://livingintheshadows2.proboards.com/
Application: http://livingintheshadows2.proboards.com/
Diet: Human Blood
Alliance: Gorchakov Family
Animal: N/A
PowerOne: Water Animation
PowerTwo: Animal Communication
GIF200x200: https://24.media.tumblr.com/83fd1598690552a06f029537a7578c66/tumblr_n0l8bxfMIP1r571b5o2_250.gif
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Post by Damianos Julian Kattalakis on Jan 20, 2014 20:21:59 GMT
[PTabbedContent][PTab=WERECATS] HISTORY WereCats are one of the oldest and still one of the most populated Were types around today despite their dwindling numbers. Their exact origin is unknown and the species isn't limited to certain cat types so pin pointing its origin is almost impossible. One of the reasons the species has survived is from their skill in hiding, a talent their cousins the Werewolves find hard to acquire. WereCats lived in peace for centuries until the Original Siblings began to hunt not just Werewolves, but any Were alive. Because of this their numbers have dwindled quickly and has brought tension between them and the wolves. [/PTab][PTab=COMMUNITY] ORGANIZATIONS One of the only species known for their large packs, you can find at least one, if not more in almost every city in most states. Since there are sometimes multiple packs in one area, most common in the most populated cities, it is hard to differentiate clans by using their location like Magi. If large enough the clan will often times name the clan after a important leader/figure, a family name, or after the founder. Smaller ones in less populated places refer to their location. The most well known WereCat clan at the moment is the Valdez clan for their involvement in the Were Resistance located in Las Vegas, Nevada. [/PTab][PTab=APPEARANCE] HUMAN FORM In their Human form a Werecat looks just like a normal Human would, though they might have a few teeth slightly extended from that of a normal Humans. When they shift, however, their bones crack and shift around to give them an appearance to match that of their cat species type. ANIMAL FORM Depending on the cat species they are depends on how they look for their shift, but basically said their bones shift around. Their nose and mouth jut forward to create a muzzle, their teeth growing into fangs. Their nails grow into claws and their hands and feet grow pads and shift into paws. Their spine extends out and becomes a tail. Their ears become move up to the top of the skull and become rounded. The body becomes covered in fur. However the more in control a cat becomes the more human like they can become. With the younger (newly turned) cats appearing almost completely like a feline while the older ones can vary between a more humanistic feline entity (slightly apish, strong forelegs, upright) and complete feline. [/PTab][PTab=ATTRIBUTES] STRENGTHS Werecats have superior sense over Humans, even in their own Human state. Their sight is much better at night. The sense of smell is 14 times greater than a Humans. Werecats are always highly aware of their surroundings. Their sense of hearing reaches one octave above what a Werewolves does. Unlike Werewolves, a Werecat has control during a shift. They are more easily angered during one but they are fully aware of what they are doing during one. A Werecats bite is slightly more painful, their teeth are sharper and cause a worse wound than a Werewolves would. WEAKNESSES Silver, being the most effective, burns the Werecats skin like acid but doesn't immediately kill it unless entered into the bloodstream and then is able to travel to the heart. Although the full moon triggers a change in the shift, it can also be triggered when provoked or angered and for some even during an intimate encounter, causing a bad encounter on whomever decides to be around them during the transformation. [/PTab][PTab=ABILITIES] ABILITIES In both cat and human form, Werecats are able to communicate and in some cases control their smaller ancestor felines. They also have the ability to communicate with other Werecats telepathically in cat form as well. Their venom cannot kill Vampires nor can it turn a Hybrid or Shifter. It can however cause a slight weakening that can only be cured with blood intake. For Shifters the pain and weakening will dissipate on it's own within a few days. Without blood the damage left by a Werecat bite of either of these vampiric species will take time to heal but will not be fully recovered until some blood is ingested. A few hours at most for a Vampire to regain some strength and few days for a Hybrid depending on the amount of damage dealt. A Werecats blood is potent to a both species, causing a gagging sensation to over come them and leaving a bitter taste on their tongue. [/PTab][PTab=INFECTION] INFECTION If bitten by a Werecat or if the lycan infected blood enters your bloodstream one will go under the lycanthrope transformation but will not physically change into their animal until their first full moon. However, the lycanthrope virus can be reversed. One must take the antidote before the first transformation, and therefore not undergoing the transformation. In the case that one is born with the lycanthrope disease there is no cure. If one is born from two parents with the lycanthrope disease then they will be the type of were as their parents. If only one is a lycan then there is a 50% chance of being a Human or Feline. The possibility of being born human is at its highest chance if the trait is inherited from a grandparent or two, leaving only a 5% risk of being infected. In the case of an inherited lycanthropy disease it doesn't manifest until the child reaches puberty or a tragic even may also trigger the event. In very rare cases someone can gain the lyconthrope gene by being cursed. Only skilled Magi can perform this and usually it is a form of punishment but in certain cases individuals can choose this if one cannot find a Werecat them self. [/PTab][PTab=TRANSFORMATION] TRANSFORMATION Werecats go through a rather quick transformation, though it is far more painful than a Werewolves, most Werecats are masochists to a certain extent because of this. The first shift is excruciatingly painful one since their bones are taking the shape of a cat for the first time. It starts when their body temperature spikes, making them feel extremely hot. They become covered in fur, their bones twist, and their muscles bulk up to size. All Werecats are forced to change with the moon but sometimes anger or an intimate encounter can trigger a change as well, though the older the Werecat is the easier it is to control the shift and the quicker they can transform. Angered shifts are faster and more exhausting because of the adrenaline coursing through their veins. A Werecats venom works through the blood stream quickly but painfully. Someone bitten by a Werecat will be in pain during the first few hours of the venom entering the bloodstream. For Humans it eventually subsides due to the venom mixing with the person's genes and turning them into a lycan. [/PTab][PTab=MORTALITY] AGING Werecats age normally. However there is a way for them to become almost immortal. Children born with the disease are automatically immortal. MATING Werecats can mate with Hybrids, Shifters, Humans, and of course other Werecreatures. All cases ending in either a fully Human or werecreature child. Mating with a Werewolf will cause a 50/50 chance of having either a Werecat or Werewolf. The result of two Werecat's mating is a 50/50 chance of the child taking after their mother's cat type or their fathers. They cannot be a mix of two cat types. Were's also cannot reproduce with Vampires. Werecats inherit traits from their sexual partners. These traits vary on the species of said partner. Given time they will fade (the time it takes for a trait to fade becomes longer and longer as the were ages.). It is possible to mix and match traits. -Vampires: Werecats who mate with Vampires gain immortality(if turned) and increased strength and speed, at the cost of control when in their cat form. This side affect can vary depending on if the Vampire is a veggie or human drinker. -Hybrids: Werecats mating with Hybrids only gain immortality. -Shapeshifters: Werecats mating with Shifters gain increased control over their changing. Given time they can become almost identical to a Shifter only have less control and they still must change on the full moon. -Werewolves/Werecats/Werebears: A mating between two Werecreatures strengthens both of them, increasing their speed and power and unlike a Vampire does not affect their level of control. -Natural-born Werewolves/Werecats/Werebears: If a werecreature who is turned mates with one who was born, their immortality along with the addition to strength and speed transfers over. Werecats also become stronger than their mate, so they are always the strongest in the pairing. [/PTab][/PTabbedContent={border:1px solid transparent;height:300px;width:100%;}]
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Damianos Julian Kattalakis
Administrator
And when I say jump you say how high, and when I say go we go all night
Posts: 45
Icon: http://i61.tinypic.com/xanbdz.png
Played By: Ishy
Plotter: http://livingintheshadows2.proboards.com/
Application: http://livingintheshadows2.proboards.com/
Diet: Human Blood
Alliance: Gorchakov Family
Animal: N/A
PowerOne: Water Animation
PowerTwo: Animal Communication
GIF200x200: https://24.media.tumblr.com/83fd1598690552a06f029537a7578c66/tumblr_n0l8bxfMIP1r571b5o2_250.gif
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Post by Damianos Julian Kattalakis on Jan 20, 2014 20:29:45 GMT
[PTabbedContent][PTab=MAGI] HISTORY An ancient species the Magi were almost all eradicated as the Vampires, Werewolves, and others that rose to power. Driven into hiding by the things they created they disappeared from the world, believed to be nothing more than a myth even by the Vampires. In recent years however the Magi have returned, some believe it is because of a restoration of the bloodlines, others believe that humanity is beginning to evolve into its respective role. Either way there are those who believe the Magi are responsible for the existence of the other species, creating Vampires and Werewolves. If this is true then perhaps they have the ability to destroy them as well. Currently there are no known Magi over the age of 400 years old. [/PTab][PTab=COMMUNITY] ORGANIZATIONS Currently the oldest group formed is The Scarlet Council. Claimed as the Magi government, the Scarlet Council was the first large coven to be formed after the Magi were almost extinct and remains active to this day. Though not the only 'Magi Government' in the world, the Scarlet Council watches over America and any Magi within her limits. For centuries the Council has been a main power but it wasn't until the early 1930's that the Scarlet Council started to recognize other larger covens and would eventually include them into their government as Head Coven's. Head Coven's are largely picked for their size and reputation within the Magi community and are only located in major cities with a large enough Magi population. Most ArchMagi, the 'Governor' of the state, are usually chosen individually by the Council but if a current leader of a large coven proves themselves they can be given the title as well. In either situation a special ritual is involved to initiate the ArchMagi and if not initiated the position isn't recognized by the Council. However there are several covens spread across the continent that are not affiliated with the Scarlet Council but must follow their rules. [/PTab][PTab=APPEARANCE] APPEARANCE Physically there is no difference between a Magi and a Human. Any changes are purely temporary and caused by their powers. Magi are not immune to the effects of venom from either Werewolves or Vampires. Should they be bitten they will transform into that species, their magical abilities lost. However it is known that in some cases when a Magi is turned into a Vampire they have a 50/50 percent chance of their specialty carrying over, but all other uses of magic is forever lost to them. Their power is unique to themselves as no two vampire’s have the exact same powers. Werewolves do not get this chance however as the Lycan gene is dominant. Necromancy and Healing are the only abilities that cannot transfer. As a child there is nothing much to differentiate them from normal children, however their magical link is still present and may manifest itself at odd times, from helping them to survive falls that otherwise would kill them to objects randomly bursting into flame. If the child is born to two Magi parents the chances of them manifesting their abilities are sooner (typically around 12 as opposed to 18) and have a higher chance of being more powerful in both casting spells and talents. Due to their magic and the energy they hold within them, Magi are very attractive to Vampires. Even when not using magic Vampire's can often smell them among humans, the smell varying on the Magi and the type of magic they use. If a Vampire ingests Magi blood it offers a drug like euphoria effect on the Vampire and can be quite addicting. Because of this Magi are highly prized in the Vampire community and their potent blood is the cause of Magi's almost extinction many centuries ago. Though their blood effects all species but humans, other species besides Vampire's aren't aware of the blood's properties. Although seeming as nothing more than human’s when not using their powers, when a Magi performs magic they give off a pungent smell noticeable to only non-humans and other Magi. Depending on the type of magic the smell varies from a range of different odors. Healing magic has been known to come off sweet while Necromancy is considered to be vile. When a Magi uses their magic for a elongated period of time their eye’s will start to change. While using magic flecks of darkness may appear in their eyes but only the oldest of Magi are known to have eyes the color of opals. The more they use their magic the more their eyes flicker and change. [/PTab][PTab=ATTRIBUTES] WEAKNESSES As strong as Magi are they still have a weakness to rusted iron. If they touch it or are within close proximity while using magic their magic is weakened and the energy is absorbed into the iron. Rusted iron can consume large quantities of power and is a sort of magnet, drawing the magic to it automatically when touched by the user or a certain chant is said to draw in the power without touching it. There is a limit to how much the metal can hold so after filled it can no longer take in any more energy unless engraved with runes. Unless special wards are placed upon the rusted metal the power contained dissipates on its own depending on the condition of the metal. Fire melts it thus releasing it in one burst of energy before dissipating. If the metal is saturated in water for long periods of time the water would make the metal weak and any chance of holding large amounts of power would be shortened, or if already holding magic, the power would dilute quicker. The air would make it frigid and fragile, upon breaking it would be released into the air silently and slowly. The most used method is by burying it in the Earth so the power leaks into the ground, making the area around them stronger with energy. Magic placed in Earth is permanent. Limestone, though can hold unlimited amounts of magical energy, does not draw in magic on its own and must either be placed within the stone or found naturally, ie. the mountains located in Harper Valley, New York. Necromancer’s are also known to use rusted metal boxes or cages, with additional ingredients, preferably iron or limestone, to hold spirits for their magic. Rusted metals, or any metals for that matter, cannot be used to steal and then consume the power physically into themselves for their own gain/needs as a Magi cannot use another's power as their own, only combine their own with anothers, either through a trinket or some kind of object. Although they can take the power from the Magi, they also risk losing their own power as well if not skilled enough during the ritual. However if a circle is made the powers can be magically contained and then later used by the circle for additional strength in their spells. Most Magi family's do this after a Elder has died. Only a group of skilled magi can contain another Magi's powers into a object without the power fading, usually a group of women and atleast one male. [/PTab][PTab=ABILITIES] ABILITIES All magic is based upon the 4 elements. Fire, Water, Earth, Air, and their spells requiring combinations of these. All energy to power their spells are drawn from the surrounding area (Ex: Fire energy is drawn from heat and fire, earth energy can be drawn from the ground and plants, ect.) A fifth element does exist, Spirit, it is a very dangerous one however as it takes energy from the user and living creatures around them. All Magi are unable to simply quit using their spells, the act of casting is described as being almost euphoric. Also Magi user’s are able to sense when another Magi is performing magic, often getting a tingling feeling throughout their body. Spells: From the age of 18 Magi can begin to tap into their powers. Even from the beginning simple attacks such as fireballs, eruptions of earth, manipulating the wind and water are possible, as time progresses more complex spells can be learned/created by the Magi by combining multiple elements. The last, or hidden element, spirit, is one that the Magi is gradually made aware of over time, spells such as healing and influencing others are dependent on it. Any basic ability can be trained to such an extent that they become advanced. There are abilities that every Magi can preform, such as elemental balls, scrying, object animation, and levitation. But most Magi also have two specialty abilities, ie. elemental mastery and traveling, the first being the ability they were naturally good at and the second specialty being a ability that was learned. Spell Casting: Casting a spell requires a Magi to draw upon the energy around them and then manipulating them in order to have the desired effect. Eyesight is needed so that they can see the actual flows of energy being used. In addition to this hand movements are able to aid the process along however older Magi have little to no need for movements. All Magi can only focus their energy on one spell at a time, not matter how advanced they are. Most beginners who are unable to control their magic practice in what is known as a casting circle. The circle is etched magically into the ground, preferably hard surfaces, and lined with various symbols that glow when the magi enters the center. Within that circle they can focus their magic better until they can do so on their own. When it comes to increasing spell casting many Magi have been known to use limestone to strengthen their magic. Limestone can contain large amounts of energy, giving the Magi more strength in their spells. Often times Depositories, a place that stores either magical energy, weapons, or knowledge and hidden by magic, are lined with limestone for the energy within it never fades and lasts forever. Losing their abilities: While difficult it is possible for a Magi to lose their abilities, this can happen in two ways. The first is when a caster draws in too much energy they run the risk of ‘burning out’. Their link to the magic is forever broken. Because using magic is almost addictive the Magi must be vigilant. The second method of losing their powers is if another group of Magi severs it. Usually this requires the aid of numerous women sharing their powers and at least one male. Individually however it is possible to temporarily cut off another Magi from their power by use of a block or shield. Glyphs, Runes, and objects of Power: It is possible for a Magi to imbue objects with magic giving them characteristics beyond their normal use. From simply creating pools of magic to creating weapons capable of cutting through stone. Another form of this is the creation of glyphs, ruins, and tattoos used primarily for two purposes, the first to bind a protective spell onto the user, the second to facilitate the manipulation of energy. These objects once created do not need any more input to have active. [/PTab][PTab=MORTALITY] MORTALITY Magi, though mortal like humans, age slower, sometimes by a factor of ten, the rate of aging is dependent on how often they use their magic. When a Magi dies, either from old age or unnatural causes their energy is released into the air. Only skillful Magi are quick enough to contain it within a Rune engraved box or object, preferably limestone or natural crystals- limestone and crystals are known to emit its energy, whether it be natural or placed in there, so Magi can draw from it without fear of the object taking any of the Magi's energy or magic in the process like rusted iron. The spirit's soul may also be contained with a separate object but takes a lot more power and focus as the spirit's soul is harder to catch then the energy. There are Magi, mostly Necromancers that have used Spirit Migration to transfer their spirit out of their dead/dying body and into a new body. This requires a empty, pure body and a lot of Spirit magic. There is no guarantee if the transfer will be successful as the body could reject the spirit, leaving it lost in the world forever. Souls also are able to be trapped inside objects such as mirrors. This is so the spirit can be easily reached or communicated with without releasing it first. Water is one way to reach a trapped spirit but it is much harder and the conjurer doesn't have as much control as the spirit is able to travel more freely through water. Free spirits however are contacted through water in most cases. [/PTab][PTab=MATING] MATING From the moment they are born a Magi is destined to be with another one of their kind. Wether they find one another however is a different story. There are incidences in which a Magi falls in love with a human or one not of the species and lived full and happy lives. When the two Magi do meet however a bond is formed linking them forever. Should a Magi mate with a non human the chances of the magic manifesting itself is very low as the trait is recessive. Bonding: Although it doesn't trigger at first sight, if two Magi destined for each other meet they will feel as if they are drawn to that person and in some case feel a sense of instinct to be with them. Once bonded, only triggering after sexual intercourse, the pair are linked in more than simply a physical way. A psychic link is formed between the two individuals causing them to know exactly what the other is feeling and have a general idea of where this mate is at any time. In addition the male feels a constant urge to protect and help their mate, becoming a body guard of sorts. He becomes stronger, faster, and is able to go longer without sustenance or rest. The female on the other hand increases her own magical abilities until they are on par with their mates. Loss of Mate: The loss of a bond mate is a traumatic affair that many Magi do not overcome. Initially they will feel a strong urge for vengeance seeking out the one responsible for their mates death, soon after however depression will take hold. It is possible to a Magi to go on with their lives but the loss of that constant presence in their mind is a difficult one to overcome. They suffer a loss of power along with their mate, in addition their casting becomes more chaotic once that link is severed. GENDER DIFFERENCES There are slight differences between the two genders in using magic. They do tend to balance one another out however and there are of course exceptions to the rule. Males: Are stronger in using Fire and Earth and are also stronger at using magic in general however they are unable to share their power with others except for their mate or in a circle with women Magi included. Females: Are stronger in Air and Water, while weaker than men they are able to share power with other women and create circles. Two women together are always much stronger than any man. [/PTab][/PTabbedContent={border:1px solid transparent;height:300px;width:100%;}]
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