D. (thebodyred) wrote in __thegarden_ooc,
D.
thebodyred
__thegarden_ooc

Basic rules/outlines for races in game


Vampires


Garlic - No affect on any race

Holy items/water - Definitly has a painful affect, unless you are a holy being/creature. Leaves scars and much harder to heal

Stakes/heart trama - if the heart is impaled and there fore destroyed then the vampire is dead. If the heart is knicked by anything holy the vampire can die. If the vampires heart is just barely grazed by a normal blade or bullet then there is a chance of surviving but will take time

Churches - Since all cursed creatures would be hurt by holy objects no cursed creatures could go into a church without pain.

Uninvited - Never made much sense therefore is not something that is used in this game.

Sunlight - Unless the vamp has an immunity to sunlight (elder was/magic so on so forth) Sunlight will and does hurt vampires. Unless the vampire has a immunity to sunlight the can not be out in the sunlight for a few moments even cloaked without beginning to burn and catch on fire. Even the ones that have an immunity to it are weakened slightly by it and long periods of time will make them far more tired. sunlight does not force sleep. leaves scars

Tanning booths - Hurts vamps like the sun would

Fire - Deadly if in it too long. leaves scars

Blood - vampires need blood to survive, how much and how often depends on age of the vampire and there control of the bloodlust

Breathing - This is more a habit for vampires. They do not need to breath.

Heartbeat - Heart would beat faintly if at all until they feed at which point there heartbeat quickens and if their skin is pale that too would change to a more normal tone with the blood flow.

Pregnancy - Yes it is possible though it is rare to happen, especially with another vampire. During pregnancy vampire woman have slowed healing abilities (ie like a human). The pregnancys last about half the time of human pregnancys though the children once born age as normal children do.

Reflections - So far in the rp its been pretty well stated that Vamps can see reflections, another myth.

Decapitation - Kills

Scarring - Sunlight/holy/and fire can all leave scars. Normal wounds will not scar

Healing - depending on time and wound & how much blood they have/have drunk. Broken bones take longer to heal then cuts and holy/sunlight/fire wounds and holy particals/water in the system makes wounds heal far slower.

Dusting at death - not in this rp, they die like anyone else

Coffins - Myth though a vamp could sleep in one if they wanted im sure, it is just not done by...well any in the game so far.

Turning - drained to the point of death and then fed from the person. Taking some blood from a vampire will not turn someone. They must be drained to the point of death then feed back from the same vampire.

Who can turn - human vampire mixbreeds can not turn creatures, they are still too human to be able to do so, it is part of the limitations of being a mixed human breed. Full vampire and mixbreeds of other supernatural races (excluding zombies) can turn another creature. With mixbreeds it is far more taxing to do so while it is not entirely so with full vampires.

Illness/Disease - Vampires can not get normal human illnesses. They also can not be turned by other races.

Food - Some vampires can, most actually, but not all. Its all player preference. Many new vampires might believe they cant and then learn later they can.

Souls - Yes vampires have souls, all creatures do unless its some odd twist of the character. Since they dont dust at death something has to be taken to hell or heaven when they die. They can love and have emotion, therefore they have a heart and soul.


Demons


Cold - Creatures that use fire or are hellbound would be hurt by this, can leave scars

Holy items/water - Definitly has a painful affect, unless you are a holy being/creature. Leaves scars and much harder to heal

Churches - under no circumstances can they enter a church. they're god's enemies for a reason

Blood - Demons do not need blood to survive but they do like the taste of it and it helps in healing if they are wounded.

Scarring - regular weapons while not scar, holy/cold will.

Healing - Heal slightly slower then vampires but not much. Depends on wound on how long it will take to heal. Broken bones take longer to heal then regular cuts and cold/holy wounds and holy/cold in the system makes wounds heal far slower.

Decapitation - kills

Illness/Disease - Demons can not get normal human illnesses. They also can not be turned by other races.


Werecreatures


Silver - Definitly has a painful affect. Leaves scars and much harder to heal

Moonlight/fullmoon - Turned werecreatures have to shift on a full moon. Born werecreatures have more control and just really want to shift. Moonlight makes them stronger and heal faster

Blood - do not need blood to survive but some do like the taste of it and it helps in healing if they are wounded.

Scarring - silver scars every time and some deeper regular wounds can scar.

Decapitation - kills

Healing - they heal slower then vampires but faster then humans. Broken bones take longer to heal then regular cuts and silver wounds and silver in the system makes wounds heal far slower.

Ageing - Age like humans but tend to stay younger looking longer and live a bit longer then humans.

Turning - once bitten and you get even a drop of there saliva or blood in your systerm, you have a high chance of being turned, if human. Werecreatures cannot turn vamps and most other supernatural races are immune. Shifting can hurt for newer weres, its bones realigning and moving, its going to hurt a bit.

Once bitten - When you are bitten you will not know you are a were right away, there are chances of being bitten and not turning but it is very very rare. A human would not know until a full moon that they are a were and then they will not be able to control there shifting like a born were can. With training and time they can learn to control it but it is only born weres that have full control of there shifting ablities. Non born weres MUST shift on the fullmoon, there is no exceptions to this rule full moon triggers the shifting. Born weres there is a chance that the full moon will not MAKE them shift but they will be affected heavily by the full moon and have the want to shift deeply, this want and need can fade with age but most weres do not have that chance since they age as humans do.

Illness/Disease - Weres can get some human illnesses but it is rarer and they heal quicker from them. They can be turned by other races (ie vampires) since they are still human based.


Elves


Appearance - Tall, lithe, thin, noble bearing. Pointed ears. Almond-shaped eyes. Hair colour is dependant on race. Noldor have black hair or red/auburn in a few rare cases. Sindar, Vanyar and Teleri all have blonde. (The Teleri having some silver undertones) Elves of mixed race usually tend to be blonde as well.

Skills - All Elfs are nimble and athletic. They have insane balance that allows them to walk or even run on just about anything. They are light enough to walk on snow. They are close to nature, and have the ability to speak with trees.

Magic - Usually healing or protective magics, although the strongest Elf Lords are also capable of controlling the elements of their land. (like Elrond and the river, for anyone who has red LotR) Magical ability is determined by birth, the more noble the blood line, the more potential for magic. Any such skills have to be taught. Elfs also use songs and chants to increase power to their natural magics.

Aging - An Elf reaches puberty at age 50 (although, they are full grown by this time) and maturity at age 100. (approximately) After reaching their full adult body, an Elf's appearance will not change ever again. (well, hair will, but you know what I mean)

Religion - Their main god is Eru, but they rarely speak of him. They also believe in a pantheon of lesser gods known as the Valar (singular = Vala). Elbereth Gilthoniel is the main goddess they worship, she is the star-kindler. Her husband is Manwë. this is a complete list of all the Valar. When an Elf dies, their spirit goes to Mandos' Hall where it stays for a time before they are returned to their physical form and sent to Valinor, the undying land.

Health - Elfs hurt and heal like any mortal, although they have a greater endurance and can take more of a beating before they finally give up. They also are capable of grieving to death. Sometimes such a condition can be healed, sometimes not.

Language - No set language type though most in game tend to speak in Sindarin, mostly because there are more resources for it on the net. Such as this and this.

Holidays/Seasons - Please click here for some basics on holidays and seasons


Faeries


Oringate - All Fae species originally come from the Tuatha de Danann. The Tuatha being the strongest species of faerie kind.

Social structure - Social creatures, normally live in groups of their own kind. A tight neck community. Banishment from the community is one of the highest forms of punishment, next to death.

Gender - Females are normally dominating in the community. Males can still hold power, females are just normally the "alpha" in the community.

Wings - Tuatha do not have wings. Though most other faeries do have them.

Size - Not all faeries can fit in the palm of your hand. They can be normal human size.

Aging - Immortal creatures. They have eternal youth and their body normally stops aging at about 25 or so.

Healing - Heal a bit faster then humans. After all they are creatures of magic.

Magic - Wonderful magic users/conductors. They can specialize in any type of magic but stay away from black or death magic.

Glamour - Something all faeries have. Either in small doses or large. Can be used to hide wings or change their size to appear more human.

Dust - All faeries have faerie dust of some sort.

Flying - All faeries are born with the ability to fly.

Wish granting - Myth. If you catch a faerie will not always grant wishes, they do not have this ability.

Good/Bad/Neutral - Good or Neutral

Disease/Illness - Normally do not get sick by normal human means. Can get sick by a supernatural disease or something that goes for their race.

Turning - Full bloods can not be turned by vampires/Werewolves. Though their blood can be very intoxicating for a vampire. Very sweet tasting.

Fighting - Wonderful fighters though they are more weak boned or delicate then humans. They are fragile and normally rely on magic. Most faes (Besides the Tuatha) do not fight at all and would like to avoid it.


Pixies


Social Placement - Out cast of the faerie kind. They are cousin to them. The fallen and/or the banished. Unlike faeries do not live in large groups, are often solitary liking to live on their own.

Wings - Almost always has wings unless they were ripped off.

Sizes - Generally on the small size, but do have the ability to make them normal human height.

Aging - Immortal creatures. They have eternal youth and their body normally stops aging at about 25 or so.

Healing - Heal the same as Faes. A bit faster then humans.

Magic - Wonderful magic users much like the faes. Though they will go into the darker arts of magic.

Flying - Born with this ability.

Glamour - All pixies have glamour of some sort.

Dust - Have it. Though a bit different from faerie dust.

Wish granting - Myth as with Fae. Though if they have delved into the dark arts could have something similar to it.

Good/Bad/Neutral - Bad or Neutral.

Disease/Illness - Normally do not get sick by normal human means. Can get sick by a supernatural disease or something that goes for their race.

Turning - Full bloods can not be turned by vampires/Werewolves. Though their blood can be very intoxicating for a vampire. Very sweet tasting.

Fighting - Good fighters, love to get in and/or start fights. They are violent and like to spill a little blood. But they rely mostly on magic for they are fragile and easy to break. Especially when they are in their small form.


Sprites


Elements - All sprites are bound to a certain element. Fire/Earth/Water/Air/Ether ect.

Size - Sprites are normally very small, can fit in the palm of someone’s hand. Though they can have the ability to become normal size.

Flying - Can fly.

Wings - Optional. Depends on their element. Water sprites will probably not need wings.

Magic - Good control of magic but is normally only centered on whatever element the sprite is from. As in Fire element would not be able to use the power of water.

Glamour - Small amounts of it. Normally to hide themselves and make them fit into the human world.

Turning - Can not be turned.

Aging - Immortal just like Faes/Pixies

Disease/Illness - Can get it, but normally different from what humans have.

Fighting - Not fighters normally. If backed into a corner will fight but normally hide away.


Angels/Fallen Angels


Heavens Memory - Once fallen, can chose to remember or to forget.

Holy items/water - Angels have immunity. Fallen angels it burns, hurts, scars.

Churches - Angels are permitted to enter. Fallen angels are not permitted to enter/Not always permitted to enter, so..not advised.

Blood - Angels feel blood is the life, a precious thing; and not stolen from other beings. Fallen angels do not need blood to survive but some do like the taste of it.

Healing - Healing rate similar to demons/vampires. Angels heal slower from cursed/dark items. Fallen angels heal slower from holy items.

Decapitation - kills

Illness/Disease - Immune to disease. They also can not be turned by other races.

Holy- Once fallen from grace all Holy powers will fall away. Sometimes it will go away slower then others. Depends on how bad the fall was.

Dark Magic - Angels are weak against it. Fallen angels are indifferent.


Dragons


Healing - They heal faster than normal, under the right conditions. eg. Reds need heat to heal properely, blues need water, greens need to borrow underground (earth), Blacks heal by moonlight, Whites need cold, Goldens/yellows need sun to heal. If they don't have these conditions, and are without food and water, then they heal as normal animals would.

Temperment - Red and black males are usually very agressive in territory, breeding, and mates. They are more prone anger than any other emotion. Whites/pearls are very empathetic. Greens, golds, and yellows are average.

Gold - All dragons have an affinity for gold and things that are shiny.

Pearl Dragons - Very rare, therefore little is known of this breed.

Red Dragons - Control fire to varying degrees depending on the intensity of their shade of red. Prefer to live in warm conditions.

Blue Dragons - Control water, again to varying degrees. Prefer to live near bodies of water.

Green Dragons - Control poison to varying degrees.

White Dragons - Control ice or cold to varying degrees. Prefer to live in the cold.

Black Dragons -Control wind or stiffling black smoke to varying degrees. Prefer the dark and dankness of caves. Tend to be solitary creatures. Feed from animals cured in stagnated ponds.

Gold Dragons - Control fire or earth to varying degrees.

Pregnancy - Dragon's are born of dragon parents in a human form. They do not change into their dragon form until around puberity or a little afterwards. Generally, it is about that time that their growth rate slows down to a crawl. Young dragon's have under developed scales and Talons which are soft and are easily hurt by older dragons.
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