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Shades of Penumbra

Lore

a part of “Shades of Penumbra”, a fictional universe by TurtleSoup.

The word Vampire is known throughout the world from west to east, north to south but all our lives we've been told that it's just stories and legends. That's what they want you to think.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Shades of Penumbra”.
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Lore

Tips: 0.00 INK Postby TurtleSoup on Mon Mar 11, 2013 5:04 pm

Races and their Attributes




Humans


General: Humans can be of any physical stature; tall, short, thin, etc.


Strengths: Humans have no particular strengths although because of the mortality they can move freely at any point and anywhere.


Weaknesses: Humans have no specific weaknesses though their mortality means they are weaker than Vampires and Werewolves.



Hunters


General: Hunters although varying in size and stature they are generally strong and quick minded because of their training, slow hunters are often unsuccessful in their careers. They are always human.


Strengths: Thanks to their training hunters are strong in a fight and quick minded.


Weaknesses: Although they have no specific weakness, they are open to diseases and illnesses as well as being wounded.


Induction: Hunters normally pass their careers down to their children but it isn’t unknown for someone to take up the fight against the undead after losing a family member or friend in an attack.



Vampires


General: Vampires can vary though generally they are physically fit and of good learning due to their long lives. They have permanently elongated canines that they use to bite through human skin, unlike werewolves; a vampire’s transformation is very small only their eyes actually changing at all, turning to a totally different colour when bitten, this colour is dependent on the person though it is usually a solid colour, either effecting just the iris or the white as well.


Attributes:

Immortality – Vampires are immortal and never age. They are also immune to diseases and illnesses.

Enhanced Senses – Vampires gain stronger senses such as sharper vision and enhanced hearing, although not to the level of werewolves they can easily break the norm from humans.

Quick Healing – Vampires heal at an incredible rate their bodies restoring to their original state moments after being wounded.

Enhanced Strength and Speed – Thanks to their undead nature vampires are twice as strong as their mortal counterparts and twice as fast. This becomes greater the more a vampire ages.


Weakness:

Vampires cannot go out in the sun or be exposed to concentrated UV light, if they are exposed then their flesh burns, this is one of the few ways to kill a vampire.

They are immune to garlic and religious objects.

They will turn to ash in seconds if their heart is destroyed (This does not need to be a stake) or if decapitated.

Although not entirely necessary vampires need blood to stay strong, without it they will wither away and eventually be driven mad by their bloodlust.


Turning: It is not uncommon for many people to die in transformation before the transgenesis can completely take effect. When turned the bloodlust of a vampire kicks in and the requirement for blood is almost maddening, it is common for a newly turned vampire if left alone to kill those closest to them in search for blood. With training this can be quelled and brought down to the normal level of vampires.



Werewolves


General: If not transformed a werewolf appears totally human, they are generally of stronger builds thanks to their lycanthropies physical attributes. Whilst transformed they appear as humanoid wolves, with thick protective fur and fangs as long as a hand.


Attributes:

Canine Senses – Werewolves have all the extra-sensory abilities of their canine relatives.

Enhanced Strength – Whilst not transformed a werewolf retains some of their extra strength and speed.

Lycanthropy – Werewolves can transform at will into an eight foot monstrosity of a humanoid wolf, standing on their hind legs, with huge eight inch claws on each hand they gain jaws large enough to bite huge chunks out of the average sized man. In conjunction with their new bodies they also gain superior strength and speed enough to make a vampire struggle in a fight. This ability is strongest around the full moon though it is no necessary to induce their change.

Quick Healing – Werewolves heal at an incredible rate their bodies restoring to their original state moments after being wounded.

Immortality – Werewolves are immortal and never age. They are also immune to diseases and illnesses.


Weaknesses:

Werewolves are deathly allergic to silver, the metal burning their skin to massively high degrees. It is the only way to totally kill a werewolf.


Turning: It is not uncommon for many people to die in transformation before the transgenesis can completely take effect. When fully turned a werewolf will transform for the first time in this state they barely have control over themselves and like vampires often kill their relatives and/or friends. With training from an already turned werewolf they are able to curb their abilities and transform at will whilst keeping control.



Witches/Sorcerers


General: The ability to become a witch or sorcerer is hereditary though it can occur randomly, as with all things like this sometimes abilities can go ignored for generations but others have been practicing magic for hundreds of years.


Attributes:

Magic – Witches and Sorcerers alike are powerful thanks to their use of magic though this comes with time and practice.


Weaknesses: Although witches and sorcerers are powerful when using magic they are normally so focused on enhancing their magical abilities that their physical prowess is forgotten, leaving them weak in a fist fight.


Induction: Magical abilities can occur randomly within a person’s life but usually it is passed through family lines which teach their younger generations the use of magic.



Ghosts


General: Ghosts retain their appearance from their mortal lives, appearing in the same clothes they wore at the moment they died.


Attributes:

Intangibility – Due to having no physical form ghosts are able to pass through solid objects and people, though this tends to create the feeling of a cold shiver for the person.

Invincibility – Being already dead ghosts are totally immune to all forms of harm.

Telekinesis – Although ghosts cannot physically touch anything they are able to use their minds to affect the world around them, this can become stronger the longer an individual remains on earth.

Invisibility – Ghosts are actually permanently invisible to almost all humans but it is possible for them to reveal themselves if they so choose. They are however always visible to other members of the undead.


Weaknesses:

Their intangibility is as much a strength as it is a weakness; it removes their ability to touch anyone living ever again.


Turning: A person returns as a ghost when they have unfinished business.
Million to one chances, crop up nine times out of ten.

The thing about stories is that you have to pick the ones that last.

If all the world's a stage, then the techies must be gods!

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TurtleSoup
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