T
Tyche
Guest
Original poster
THE IC WILL BE UP BY MONDAY (06/12) NIGHT
WE ARE NO LONGER ACCEPTING PLAYERS AS OF TUESDAY (06/13) MORNING
WE ARE NO LONGER ACCEPTING PLAYERS AS OF TUESDAY (06/13) MORNING
About this Role play
Rules & Expectations
The Plot So Far
Character Creation
Playable Base-Characters
Species
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Genre: Fiction/fantasy, supernatural elements, horror elements, dark comedy
Keywords: Vampires, werewolves, witches, humans, drama, action, murder, supernatural, horror, dark comedy
Warnings: Murder, violence, language, implication, blood
Writing Level: Advanced
Posting Frequency: Moderate to slow (1-2x daily to 3-4x weekly)
Restrictions: 18+ strongly preferred
Note: This role play has dark elements, but it should not be overly grim and bitter. Most people believe vampires to be soulless and brooding, but vampires were once humans so any traits they possessed while still human will more-than-likely follow them into their undead life. The same goes for werewolves, not all are ravenous creatures looking for a big, juicy meal. Not all witches will hex you on the spot when you spill their soy-pumpkin spice latte. The role play will be dark, but there will be humor and action.
With that out of the way: Welcome! This is a fiction-fandom fantasy role play with vampires, werewolves, and witches. As noted, this is an advanced level role play with a moderate to slow posting rate. I would prefer all players to be 18+ due to the mature content that will be exposed throughout the story. This will be set in the modern-age, but when referring to your character (mostly vampires) in their past make sure you have a grasp of the time period they originated from. Every detail is not expected to be period accurate, however be mindful of the culture and technological advances (or lack thereof) within the era. If in doubt, Google will help you out!
This role play will follow a group of supernatural beings who are forced to come together, once and for all. I want to grant players a voice in the story line and it's development, but I also want to keep the original idea intact. Decisions on where to take the plot will be deciding through a voting system though I, as GM, reserve the final say, especially when a decision simply cannot be reached. -
The Rules
- All Iwaku guidelines do still apply!
- No hijacking or baiting other characters.
- No character, no matter how supernatural, is impervious to physical trauma and/or damage.
- No character may kill another without both respective player and GM's approval/permission.
- Any and all sexually explicit scenes between characters must fade to black and presumably resume within the PMs.
- Be respectful to all other players or members of Iwaku as well as the GM/Co-GM.
- You must meet posting-level expectations to remain in the role play.**
- As the GM, I reserve the right and privilege to remove any character or player at any time for any reason.
- Listen to the GM/Co-GM as well as any player who has something they need to say in regard to the role play/another player/another character. However, keep the thread open to criticism or interpretation and never shoot down a question.
- Don't think that this is a serious role play. It is a space for all to come in, interact, and have fun no matter what may occur within the role play. All disputes in-character should stay that way and should not be brought into out-of-character chats unless you are solely speaking to another player about your characters.
** We all have lives outside of Iwaku. If an issue arises and you require an extension on your post or you must be removed from the roleplay altogether, shoot me a PM and we can always work something out. Give me a heads-up before you disappear so your character (and anyone interacting with your character) isn't stuck, aimlessly in time.
Expectations
Since this is labeled an advanced role play, I expect any and all players to meet the minimum posting level requirements. What this means is that I expect posts be coherent writing that utilizes correct punctuation, grammar, spelling, and syntax. I do not expect novellas for post! Detailed and descriptive writing is phenomenal, but sometimes too much can hinder writing as well as plot development. That means, when some players post more than 11-15 paragraphs, it can slow down the role play and make responses too difficult for others.
With that in mind, post expectation ranges to a minimum of three to four paragraphs and a maximum of nine to ten (going over these expectations is fine on some occasions, but again too much can hinder the role play). A paragraph should discuss a theme or idea in as many sentences as need (within reason) so I'm not going to require a sentence number (I'd break that rule anyway).
Anything under three paragraphs with only two sentences will not give any player enough meat to respond to your character. You must give other players enough to work with and respond to. The usage of dialogue is helpful and more than encouraged, as is reasonable detail of your surroundings and description of your character's thoughts/movements. I also expect players to contribute to the story line and help move the plot forward. If players do not make decisions or actions within their posts, the role play will drag and ultimately die a long, painful death. If needed, I will keep things moving forward to the best of my ability, but I want to give the players the power to make their own decisions. -
For centuries, The Originals have ruled over the vampires as dictators. They watch over them like family due to the fact that most have direct sire lines to The Originals, which engraves an intense form of loyalty within their bastard souls and their sires form a sort of.. Fondness for those they create. Over time, the two youngest of the Original siblings fell off the face of the earth, not wanting to become entrapped in the feud growing between the three eldest siblings. The eldest sibling was known to take control and her hybrid brother and sister didn't quite like that dynamic. Each one allied themselves within a species in order to fight the other sibling until one overruled them all. However, that feud started centuries ago, today it still continues on as each sibling teams up with another, back stabs them, and then repeats the whole process.
In the modern era, the feud still lingers, but each species is growing weary of the constant battle between them all. Too many have died and too many have been sacrificed for a cause that does not benefit them whatsoever. Each species usually keeps to themselves, going as far as killing anyone else that comes into their presence, however there are whispers that wolves are conspiring with witches and vampires are conspiring with wolves. What is the truth? When will this feud end? And will it end before all of The Originals are hunted and slaughtered, one by one?
Today, the Original three have come together, peacefully, to New Orleans, Louisiana in order to discuss the rumors in regards to their two younger siblings. Whispers have claimed that they have died, miraculously, which proposes the question: "How can an Original truly die?" -
I will only accept original characters. I expect applications to be spell-checked and the usage of proper grammar and punctuation prominent. Typos can occur, no worries. If anything stands out to me as not suitable for the role play, I will ask you as well as help you make revisions. The lore is long and mind-numbing, I don't expect everyone to read it all, so I will help when needed.
If your writing is prone to mistakes, I have the authority to make the decision that you may not be an ideal candidate for this role play. I will take the conversation to private messenger and we could possibly work together in amplifying your writing to better suit the role play if you are truly interested. I don't ever want to be mean and reject a character sheet, but sometimes it must be done. I will give everyone a chance and help them to the best of my ability. This also applies to rude, inappropriate behavior. An incredibly well-thought-out, wonderfully coded character sheet will not grant you redemption if you are rude to me or any other player within the thread. If I have already accepted your character sheet and you act-up, I will kindly ask you to leave.
Thank you for understanding! It may seem harsh or complex, but it truly isn't! I want everyone to have a fun experience here.
Name - Full name, any nicknames, and how you properly pronounce their name. Refrain from using any canon character's names and/or surnames.
Age - Unless you are a vampire, your character can be any age within the range of 18-100 years old. As for vampires, your character should not be older than 500 years old and please include their exact date of birth and what age they were turned into forever.
Nationality - Where they are from.
Languages - What languages your character speaks. Be reasonable. It's normal to speak other languages, but indicate their fluency by using this: (F) Fluent: they speak the language with no difficulty whatsoever; (C) Conversational: they are able to make small talk and understand most of the language; (P) Polite: they can communicate well enough for socializing at public events, but conversation can be difficult; (B) Broken: they can piece together enough phrases to communicate basic ideas:
Powers & Ability - There is no need to re-list what I have already written about your character (species-wise), simply tell us what ability they use the most or what power they have mastered more than the others. Be reasonable. Your character is susceptible to physical trauma and/or damage and most-likely will be injured or beaten in combat.
Appearance - Pictures are not required, but they are encouraged. However, I can only stress this enough, please use artistic images for your characters and/or headshots, face claims, and etc.. Using images of real people is my own way of describing characters, but refrain from using the faces of any canon characters and make sure you and another player do not have the same face claim (unless they are twins). That said, I restrict the usage of anime/manga characters. That artwork is not what I am looking for and there is nothing wrong with it, but I simply don't want it used here.
In addition to an image, include a short, written description of your character with exact height and weight measurements for combat purposes.
Personality & Brief Background - Try to mesh these two together to the best of your ability. I expect biography to come out during the roleplay and some character's bios we may already know. A general overview (a few short paragraphs would be enough) of your character's demeanor, habits, ticks, and whatnot should go here. Character development is key, but personality tends to change much more slowly overtime. Editing this as your character develops, while adding key-points on why they've changed, is your choice altogether. As you flesh out their personality, try to add tidbits of their background and why they have come to be that way.
Aspirations & Regrets - What is your character good at? What do they dream to become? What have they lost and now feel an immense pain when they think about it? Do they have any budding skills?
Misc. - Anything else you want others to know about your character. Any funny comments or important information to share goes right here. -
Here is a list of characters I would most definitely want in the role play. It will be on a first come, first serve basis so if someone has already claimed it before you and you are just dying to try it, take it up with them. They may be inclined to offer a trade. They are free-reign characters so they are nameless and most everything is up to you! If you choose a character and there is an ulterior plot for them, I will let you know.
Note: You do not have to choose a base from this list. You are welcome to create a character simply from scratch. I created this list to give an idea on the ratio I want for each species. As for humans, there could be as many as you can handle, just no more than 4 characters since it tends to stall the role play from moving forward. With that, if you choose a character here that is destined to die, make sure you choose another character so you still have premise within the role play. These are just characters I would like to have! The only ones that will definitely be in the role play are The Originals.
Here we go:
The Original Vampires - All flesh and blood siblings to one another. They are in order from eldest to youngest.
Vampire (female) (reserved for Tyche)
Vampire-Werewolf Hybrid (male) (reserved for MadKingJai™)
Vampire-Witch Hybrid (female) (reserved for BladeX)
Vampire (female) (reserved for ~Dark Disney~)
Vampire (male) (will be killed off)
Vampire (male) (will be killed off)
Vampires - One is directly sired to the eldest female Original and the other is sired to the vampire-witch hybrid Original. The last is sired to the youngest male Original and will be killed off.
Vampire (sired to the eldest Original) (reserved for Katori)
Vampire (sired to the witch-hybrid) (reserved for MisterGrumpyLolli)
Vampire (sired to youngest male; will be killed off)
Hybrids - Both are immediate descendants of the Vampire-Werewolf Original, however one is completely loyal to him and the other has broken their ties to him completely.
Vampire-Werewolf (against) (reserved for Tyche)
Vampire-Werewolf (loyal)
Werewolves - One is a born Werewolf transformed many years ago and the other has yet to transform.
Werewolf (yet to transform) (reserved for Spectre of the Fade)
Werewolf (already transformed) (reserved for Azzy)
Witches - One Witch is an immediate descendant of the very first, Original Witch and the other has just begun to accumulate her powers. The Elder is the only one who can perform high-intensity spells and ultimately not die, she brings the two together.
Elder (reserved for LolliNinja)
Witch (descendant to the OW) (reserved for Katori)
Witch (new witch) (reserved for abalint)
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- Vampires
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Undead humans who feed on blood and who do not age, due to their immortality. Vampires are magically reanimated human corpses which are inhabited by the spirits of the deceased person and who closely resemble the living human they were before their transformation. Vampires feed and survive on the blood of the living, typically on that of humans, and they can also transform other humans into more of their kind by sharing their own blood with them. Vampires are one of the many known supernatural species in The Vampire Diaries and The Originals universe that were created by Witches.
A human who has consumed vampire blood in some way (whether by drinking it, having it poured into their open wound, or by being injected with it) and gas subsequently died with the blood in their system will be magically revived as an undead vampire, just like the vampire who sired them. The exact nature of the human's death is irrelevant to this process; the only condition that must be met is that the body has to be more-or-less intact and able to function once they reawaken in transition, though the upper limits of physical damage upon a human body by which vampirism can recover has yet to be defined.
In order to complete the transition into a vampire, the person must then consume a significant amount of human blood, at least a sip's worth, within the next twenty-four hours, or else they will die. Vampires can only feed on human blood in order to complete their transformation-- animal blood or vampire blood is not sufficient to finish the transformation from human to vampire. However, in this case, "human blood" can include the blood of a human witch. Additionally, the blood need not be from a live human.
A vampire in transition is neither truly living nor truly dead until they make their choice to either complete their transition or to abstain from feeding and ultimately die. This puts the semi-vampire in a strange liminal space between the two states that can affect them in different ways. In a similar vein, until a person in transition drinks human blood to complete their transformation, they will be not be susceptible to the standard weaknesses of a vampire (i.e. they can still walk in sunlight and can enter homes without an invitation).Every regular vampire who has ever existed is descended from those of their kind known as the Original Vampires, who, unlike the majority of vampires, were turned not by dying with vampire blood in their system, but who were instead transformed using a spell that was cast using Dark Magic at some point around 1004AD. After the Originals awakened in transition, they fed on the blood of another human from their village and were officially transformed into the world's first true vampires, from which all other vampires were created. Their blood possesses mystical properties that are passed down to each and every one of the vampires they sire, along with every vampire sired by their progeny, connecting all vampires to one of the six Original vampires from whom they are descending by a bloodline. Due of this link, the death of an Original vampire will result in this connection being severed, and every vampire in the deceased Original's bloodline will follow them in death within an hour. It has also been proven that this bloodline connection can be broken using magic.Food
Blood is the main component of a vampire's diet, be it human, animal or vampire blood. If a vampire fails to regularly drink blood, their body will become severely weakened, and will ultimately desiccate into mummification until they are able to get blood into their system.
Blood (especially human blood) does not only satisfy a vampire's thirst, but it also heightens their supernatural abilities, making them stronger, faster, and able to heal much more quickly than they would after not eating for a significant period of time. The longer a vampire abstains from blood, the more likely the vampire will becoming feral until they are eventually unable to resist feeding on whomever they come upon. In many cases, a vampire who has been starved for a long period and is risking desiccation will eventually become so overwhelmed with hunger that the lose all sense of their humanity and rationality altogether and finally give into their bloodlust. It has been demonstrated that vampire blood, just as with human and animal blood, can be used to revive a vampire who has been desiccated (even if they ordinarily do not partake in the consumption of vampire blood), and it can also help a badly injured vampire heal more quickly if human or animal blood is not available. However, human blood is most compatible with a vampire's dietary needs, and because of this, the majority of vampires rely on it as their sole food source. Despite their main food source being referred to as "human blood," this term also extends to the blood of both witches and werewolves who are in their human form, as their blood seems to be functionally identical to that of regular humans.
Due to their acute senses, a vampire can detect whether or not a human has recently consumed alcohol or drugs, because their blood tastes unclean and can leave a vampire with a chemical aftertaste. This also extends to vervain as well, as vampires who feed on a human who regularly ingests vervain will be burned and weakened upon contact with their blood, which can often be used to the human's advantage. Due to a vampire's amplified senses and feelings, their hunger cravings are much stronger and harder to control than the mundane hunger for food that they felt when they were humans, and this hunger will often be connected to and amplified by powerful emotions.
Vampires are magically preserved in the physical state that they were in when they died, therefore making a vampires body a freshly dead corpse, though it is reanimated and protected from decay with dark magic. Vampire's bodies remain in the exact same state as they were just prior to their deaths as humans (aside from the injuries or effects of most illnesses that caused their death) from an anatomical standpoint, except when it comes to their supernaturally-enhanced abilities and the addition of vampire's true face. Their true face is a slightly transformed version of their human face, which includes red, blood-shot sclera with protruding veins around the eyes, as well as elongated fangs. The bite of a vampire is so powerful that it can sever the limbs of both animals and humans, as vampires are known for having extremely sharp and strong teeth.
Similarly, a vampire has human-like physiology, and their bodies continue to function normally as long as they have a steady diet of human blood; for example, their heart still beats to pump the blood they've consumed through their system to maintain their vitality. Because of this, vampires can eat human food, though it doesn't sustain their life or provide any nutrition like blood does, and their digestive system will continue to process it and produce wastes just as a healthy human's does. Regardless, many vampires continue to eat regular food for several reasons, including out of human habit, to maintain human appearances in order to prevent their exposure, and to help sublimate their eternal hunger for blood and thereby keep their bloodlust at a manageable level.
Vampires can also become intoxicated by drugs such as alcohol and marijuana just as humans can, although they do have much higher tolerances due to their accelerated healing, which rapidly regenerates the cells damaged by these drugs which causes the sensation of being drunk or high. In fact, most vampires frequently drink alcohol throughout the day to help them deal with their perpetual hunger, much in the way that some vampires eat human food to help curb their cravings.
Vampires are immune to the majority of human diseases and illnesses. One exception of this rule is cancer, though vampires cannot actually develop it-- they have to have had the cancer prior to being turned, as vampire blood cannot cure it in humans. These aforementioned vampires continue to have cancer even after their transition is complete, as cancer cells rapidly regenerate in the presence of vampire blood due to the cells being functionally immortal; normal human cells have "suicide buttons" that allow them to die once their organelles have worn out, but cancer cells have no such button, and vampire blood only serves to accelerate the regeneration of cancer cells. The only known substances that can have a serious negative effect on vampires are vervain and Werewolf Venom.
Immortality
The mystical effect of vampirism is the only thing that keeps vampires and their bodies alive. If vampirism is removed through the cure to immortality, the body will return to the state of a healthy alive adult so long as the cure remains in their blood. However, once a vampire is reverted to being a human after ingesting the cure, the cure will remain in their bloodstream, allowing any other vampire who wants to be cured to do so by feeding on the cured vampire's blood to nearly full consumption.
It has been recently discovered that while vampires are sterile and cannot have biological children (with the exception of the hybrids, whose werewolf side and the magical nature of their vampire transformation canceled out the sterility all other vampires possess), certain forms of magic can transport a fetus or fetuses from a human's body into a vampire's.Vampires have the capacity to be extremely feral, predatory creatures, and can be more beast-like and savage than their human appearance suggests. They growl, hiss, snarl, and curl their lips back when provoked, baring their fangs as a sign of aggression when faced by a threat.
Despite their nature, vampires are also capable of human emotions, such as compassion, love, and self-control. However, it's in a vampire's nature to be violent, and no matter what their morality or kindness, they will almost always resort to such acts if it's necessary for their survival. While vampires typically maintain their human personalities after their transformations (though magnified by the magical properties of vampirism), they are usually dehumanized to some degree, and due to both the violent tensions between witches, werewolves, and vampires (along with the in-fighting within the vampire community itself), violence, tragedy, and death of the aforementioned groups and humans caught in the crossfire seem to follow vampires wherever they go, even despite their best efforts to avoid it. Many (though not all) vampires are inherently selfish and consider other beings, especially humans, to be inferior to themselves, as they see themselves as the top of the proverbial food chain. Even the most compassionate of their kind will often resort to cruelty and torture if it means protecting themselves and their loved ones from danger. Although, the longer one spends as a vampire, the more tolerant of violence and murder they become.
Additionally, over the course of their millennium of life, some older vampires, such as Originals, have also become somewhat dehumanized after spending so much time as the most powerful beings on earth, even despite their generally kind and gentle nature; their penchant for the "snatch, eat, erase" method of feeding and their dedication to avoiding unnecessarily large demonstrations of violence and cruelty if at all possible is typically more out of their desire to protect themselves from exposure than a desire to not harm others. In recent years, a select few of Originals are not as quick to harm or kill out of anger, they still are known for being ruthless against their enemies or anyone who tries to harm their family and friends, and have shown no discomfort in torturing others to get the answers or results they need.
However, vampires experience sensations and feelings much more intensely than humans, and as a result, they have a much more difficult time controlling their emotions, all of which are tied to their hunger in some way. Whenever a vampire is overwhelmed by powerful feelings (such as extreme hunger, fear, anger, happiness, love, etc.) their faces become pale, and blood rushes into the veins surrounding their eyes, darkening them tremendously. Their canine teeth will lengthen into fangs, giving them a more predatory look to scare off or threaten their prey and to aid them in feeding on humans and animals. This intensification of emotions experienced by vampires also extends to their personalities as well, both the good and the bad aspects of it. For example, some humans are both compassionate and kind, which amplified these traits to the point of being self-sacrificing as vampires; conversely, those who were troubled and dabbled in the drug life, carried these personality traits into their vampire life as well, making them the subject to violent mood swings and making it even harder for them to resist their cravings for human blood.
Due to their intensely emotional nature, it is not uncommon for vampires wishing to maintain self-control to document their lives after their transition in journals. Though they have consistently shown considerable powers in recollection of specific memories and dates, vampires still need to pursue their journals in order to reflect on their feelings and other minute details during certain events. Another function of the vampire nature is the ability to "turn off" their humanity in order to make it easier for them to emotionally deal with feeding on (and occasionally even killing) humans to maintain their immortality.
Vampires who have used this coping mechanism have described the process as "flicking a switch," which essentially numbs their emotions and disables their ability to be empathetic, allowing them to shut out painful feelings such as guilt, grief, and sadness and turning off the part of them that makes them ashamed of their actions. Vampires with their humanity turned off often think of themselves as purely rational and logical and are not ruled by their emotions. They also have no problem feeding indiscriminately on whomever they please, either using compulsion to make the humans forget the experience or killing them outright with no shame or remorse.The supernatural forces that sustain vampires also endow them with superhuman physical abilities as well as powers of mind control. Their physical abilities such as strength, speed, agility, durability, healing and senses all grow stronger with age and experience. Vampires who feed on animal blood will not be as powerful as those who feed on human blood. Human blood is also known to increase the speed of healing when ingested by a vampire after being seriously wounded.
Super Strength: Vampires are noticeably much stronger than Supernatural Hunters, Immortals and Humans and slowly grow stronger as they grow older. They always have the advantage of superior strength in direct combat with a human. Even new vampires who are still in transition can toss an average-size, fully-grown human across a room with great speed and force. Their other feats include single-handedly lifting grown men high off the ground by the throat and snapping their necks, cutting off a person's head with their bare hands, and ripping out internal organs such as hearts with little to no effort. Their strength is also more powerful than that of Werewolves in their human form and, depending on the age of the vampire, can be equal to that of Evolved Werewolves. Their strength allows them to jump higher and further than any natural creature. Vampires who feed on humans are stronger than those who feed on animal blood. However, young vampires may have difficulties while dealing with truly heavy objects. Although noted that a vampire's strength enhances with age, it can also be noted that the emotional status of the vampire takes a toll on the strength.
Super Speed: Vampires are much faster than supernatural hunters, immortals, humans, and werewolves in human form. Vampires can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease. Like their strength, their speed also increases with age.
Super Agility: Vampires possess super-human agility. They have shown that they can move quickly, jump very high, climb, and run incredibly fast without difficulty or exhaustion. Vampires can jump with their super speed too. Vampires that feed on human blood can jump much higher than vampires that feed on animal blood. This ability also increases with age.
Super Senses: Vampires have extremely keen senses of hearing, sight, smell, and taste that far exceed those of humans and werewolves. They can hear whispered conversations, even ones in far of buildings and on phones, though most vampires typically learn how to tune out most ambient noises when it's not necessary to hear them. Vampires can also smell blood from several meters away, and see in total darkness. These senses improve and grow stronger with age and experience. Their senses of taste are also enhanced as well, allowing them to detect the presence of drugs, alcohol, or vervain in someone's blood.
Super Durability: Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, have been seen to continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.
Healing Factor: Vampires recover tissue from any form of physical damage to their bodies within seconds, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have been seen to fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a werewolf bite, which requires a hybrid's blood or a very rare scientifically-created serum to cure. Also, a vampire's enhanced healing is limited to physical damage to their bodies—many forms of magical damage and psychological damage are beyond its capability. Vampires cannot grow back body parts, though they can reattach the severed limb with some effort.
Immortality: A vampire stops aging once turned. Upon their transformation, vampires become immune to all conventional illness, diseases, viruses and infections. While vampires who were cancer-free as humans will be immune to cancer after they are turned, those humans who were turned while they had cancer will not only still have it as a vampire, but their newly-enhanced healing factor will accelerate the progression of the cancer cells over two-fold, nearly always causing the cancer-stricken vampire to kill themselves to end their suffering.
Enhanced Emotions: Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Original vampires have been shown experiencing emotions as powerfully today as they did 1,000 years ago. Conversely, sadness, depression, guilt, fear and anger are also amplified, causing many vampires to become so overwhelmed that they "turn off" their humanity to block out the more painful emotions. After time and practice, the overwhelming sensations of heightened emotions fade as the vampire learns to overcome their emotions without turning off their humanity all together.
Emotional Control: Vampires have the supernatural ability to remove or dull their emotions by "turning off" or "switching off" their humanity, which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse, go against any opponent without fear, and relieve themselves of painful feelings such as grief, loss, depression, and shame. A vampire without their emotions is far more calculating and direct than one who keeps them on. However, the vampire can become a remorseless killer, and are almost unrecognizable from the person they truly are, as blocking out negative emotions also causes their positive emotions to become dulled or nonexistent as well. Vampires are capable of turning their humanity back on and bringing back their emotions, but it is difficult as a result of the fact that they will be bombarded with all of their repressed emotions in addition to the guilt of anything they did without their humanity (such as killing or torturing innocent people or loved ones) with enhanced intensity. This ability fades with time and vampires who are over 500 years old have said that they have lost the ability to turn off their humanity altogether.
Mind Compulsion: Vampires have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories. There is a sort of hierarchy as to how this ability works. Original Vampires can compel Humans, Doppelgängers, untriggered Werewolves, regular Vampires, and vampire-werewolf Hybrids[/URL]. Regular vampires, as weaker forms of their Original progenitors, cannot compel hybrids or other vampires, though they can compel the other aforementioned species. However, no vampire can compel a witch, or a triggered werewolf and Original vampires cannot compel other Originals.
Sire Bond: Although rare among them, sire bonds can be formed when a human is turned with the blood of the vampire for whom they had strong romantic feelings before they were turned. Those vampires or hybrids with a sire bond are supernaturally loyal to their sires to the point that they will go out of their way to do whatever their sire asks them to do, even if they don't actually want to do it. However, this bond doesn't affect how they truly feel about their sire, it only affects their behavior.
Telepathy: Vampires have a limited form of telepathy that allows them to easily enter the minds of humans, and with more effort, the minds of witches, werewolves, doppelgängers. They can also enter the minds of other vampires, though this ability is dependent on the vampire being younger or weaker than the one using telepathy. Other ways to weaken a vampire to use telepathy on them are to starve them/drain them of blood, inject them with vervain, or expose them to werewolf venom. It is one of the hardest abilities to master, and because of this, it is usually the last of the mind-control-related abilities a vampire learns after becoming proficient in mind compulsion. Normally, this ability works through tactile contact, usually by the vampire placing the palms of his or her hands on the temples of the vampire whose mind they want to enter. The vampire then closes their eyes and focuses on the information they wish to seek, allowing them to sort through their victims' memories until they see what they're looking for. Some can mentally communicate with others from a short distance without tactile contact in order to send distress calls and mental images during emergency situations. Like their physical attributes, a vampire's mental strength increases with age, making it difficult for a vampire to invade the mind of an ancient vampire such as one of the Originals unless they are of similar age.
Dream Manipulation: Vampires can also use their power of telepathy to control dreams and the subconscious. This is an aspect of telepathy that is much easier to learn, and with it, a vampire has the ability to produce and modify dreams, bestow nightmares and lucid dreaming, distort people's perception of reality and trap someone in their dreams. Vampires can manipulate and enter the subconscious of other vampires and even an Original vampire if they are vulnerable enough. However, this is a learned skill that requires practice to achieve.
Illusion: Vampires have the power to trick the minds of other younger vampires into seeing/feeling things that aren't actually happening.
True Face: A vampire's true face is the appearance they are hiding under their normal human face. When a vampire's true face is revealed, the sclera of their eyes turns blood-red, dark veins appear under their eyes as the blood pumps forcefully through them, and their canine teeth extend into razor-sharp fangs. On some occasions, a vampire's fang teeth can include both their canines and their lateral incisors or both their canines and their premolars. A vampire's true face can be revealed whenever they wish, but it will appear against their will whenever they are aroused by the scent of blood, or are feeling intense emotions such as fear, anger, lust, sadness, etc. A vampire's fangs are extremely sharp which gives them the ability to tear into almost any substance (including and especially flesh) and tear off limbs. A vampire's true face will appear for the first time either while they drink human blood for the first time or shortly afterward. With the fangs come the darkened veins under the eyes as well.If vampires are killed by a wooden object stabbed through their heart, their body desiccates into a gray color, and their vampiric veins thicken and protrude from their skin. Vampires can build up tolerances to some weaknesses, such as vervain, allowing them to protect themselves from compulsion by an Original and to help lessen the likelihood that it will seriously incapacitate them when used by enemies. However, it will still burn them upon contact, but if ingested, it will not weaken them as much if they take small amounts over time to increase their immunity.
Animal Blood: Animal blood, while somewhat satisfying a vampire's hunger and sustaining their undead life, will make the vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming vampire, making them heal much more slowly, and making their compulsion less effective.
Broken Neck: Breaking a vampire's neck will not kill them, but it will render in a death like state for varying amounts of time, depending on the diet and age of the person in question.
The Cure: If a vampire takes the cure, they will revert back to being mortal again. Once taken, the cure prevents vampire blood from having any effect on them, as it will not heal their wounds, and, if the vampire dies with vampire blood in their system, they will remain dead and not awaken as a vampire in transition. Additionally, their blood becomes the cure once they've ingested it, making them a target to any vampire who wants to cure themselves. If the cure-laced blood should be drained from a cured vampire, that vampire would begin to rapidly age to compensate for the years they spent as an undead, un-aging vampire. In the case of older vampires (usually those who have been vampires for half a decade or more, depending on how old they were when they were turned), this can cause them to age so quickly that they die in weeks or months if the cure has been drained from their body by another immortal being.
Decapitation: Dismembering or manually removing the head of a vampire will result in instant and permanent death.
Desiccation: Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify. Witches can use magic to desiccate a vampire, and there is serum that would cause desiccation in a vampire if they were not given an antidote within a short matter of time.
Fire: Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time. This quality has been proven to be useful in disposing of the remains of a dead vampire without any physical evidence. However, in some cases, vampires have used this vulnerability to their advantage.
Heart Extraction: Removing the heart of a vampire will result in permanent death. Vampires have the strength to plunge their hands right through the flesh of humans (including witches, doppelgängers, and supernatural hunters), werewolves, or other vampires, allowing them to punch their hand through the thorax of a person and pull out their heart. If it is a vampire who has been subjected to this, then they will desiccate upon their death, causing their bodies to become a grey, dry husk with their vampiric veins exposed all over their body.
Invitation: Vampires cannot enter a home without an invitation by the owner. If a vampire that wasn't invited in a human's house is forcefully shoved into the threshold, they will begin to bleed from the nose and eyes and feel immense pain. It has been revealed that invitation can be granted long-distance and even by someone who hasn't lived in the house in years.
Magic: Vampires are susceptible to the powers of witchcraft. This is inclusive of mystical objects. Witches have been seen to use magic to cause agonizing pain by inducing aneurysms in their brain or muscle spasms, telekinetically ripping out their hearts or snapping their necks, magically increasing their hunger for blood to unbearable levels, setting them ablaze with a single thought, and desiccating them to the point of mummification.
Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a pain and also slow them down. However, this is momentary as they will heal completely within seconds so long as they haven't been weakened by other means such as vervain or werewolf bites.
Sunlight: Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die. However, this weakness can be mitigated by the use of a lapis lazuli stone enchanted with a specific protection spell by a witch for a particular vampire, which is usually affixed to jewelry, though it requires the vampire to wear the stone at all times.
Vampire Bloodline: If an Original vampire dies, all vampires descended from their bloodline will slowly perish as well.
Vervain: Exposure to or ingestion of vervain causes a vampire to become severely feverish and weak to the point that it can even hinder their healing abilities as well. Also, physical contact with vervain will burn a vampire's skin. Vampires cannot compel anyone who has ingested vervain or has it on their person. Many vampires drink small amounts of diluted vervain to protect themselves from Original vampires' compulsion and to reduce its effects when used against them by enemies.
Werewolf Bite: The bite of a werewolf, which involves injecting a toxic venom into the wound, is extremely lethal to vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Hybrid blood is the only surefire way to cure the bite. Vampires suffering from the bite seem to always hallucinate either significant moments from their past, significant people in their lives, or specific actions of the vampire that they feel guilty or ashamed about. While typical vampires will eventually die from werewolf bites, it isn't lethal to Original vampires, though they still will experience the sickness and hallucination that accompanies it for several hours or even days, depending on how many bites/how much venom was ingested, until their body heals itself.
Wood: Wounding a vampire with a wooden weapon such as wooden bullets will incapacitate them, and it will take longer for them to heal their injuries than if the wounds were caused by any other substance. Stabbing a vampire through the heart with a wooden stake will result in instantaneous and permanent death.
White Oak Ash Daggers: It is said that if a vampire daggers an Original vampire, they will die while the Original vampire is neutralized.Garlic: The vampire's supposed repulsion towards garlic may have been a fabricated lie, similar to how werewolves are not actually immune to silver. This myth was presumably started to hide the fact that vampires are actually vulnerable to vervain.
Holy Items: The myth that vampires could be harmed using holy artifacts like crosses, blessed ground, and holy water may have circulated from the belief that they are unholy creatures originating from Hell and in league with the Devil.
Mirrors: The myth that vampires did not cast a reflection may have come from the belief that vampires had no souls.
Shapeshifting: The origin of the myth that vampires had the power to morph into a bat, wolf, rat, or a cloud of mist is unknown. It may be the result of a mistake of perception between vampires and werewolves.
Soulless: The belief that vampires are soulless beings may have stemmed from their ability to shut down their humanity, causing them to block out their emotions and behave without remorse or regret, giving off the impression that they have no conscience and by extension, lack a soul.
Death: Contrary to popular belief, vampires have beating hearts and they cannot function without oxygen. They will, however, be forced to revive after suffocation or oxygen deprivation but will only die again if the circumstances of their revival are less than favorable.
- Werewolves
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Werewolves (also called Lycanthropes, Loup Garou, Rougarou, Beasts, or even just Wolves for short) are a near-extinct supernatural shapeshifting species of individuals who unwillingly transform into large, fearsome, and extremely hostile wolves on the night of the full moon. Even in their human form, werewolves possess superhuman physical prowess, though not to the same level as a vampire, and their abilities are not as powerful compared to those they possess on the full moon while transformed. These creatures are the most dangerous enemies of vampires due to their venomous bite, which is lethal to them. Werewolves are also hardwired to kill vampires on sight in their wolf form, though they still hunt human prey whenever there are no vampires to kill.
Food
Like normal humans, werewolves can eat human food if they wish. However, because they turn into ferocious beasts during the full moon, they are carnivores. When in wolf form, they can feed on human or vampire body parts and organs, but they are not required to ingest them in order to prolong their existence, like vampires must do with blood. There are no known consequences from abstaining from human or vampire flesh while in werewolf form. It seems that most werewolves do not get to feed on humanoid flesh, because most tend to lock themselves up during the full moon, or are scared or distracted away from their victim before they can eat them.
Werewolves have not been seen to attack each other in human or lupine form, but have been known to hunt both human and vampire prey while transformed under the full moon. Unstable hybrids also have the urge to attack vampires regardless of what form they are in.
Appearance
Werewolves in their wolf form are quite similar to natural wolves, although unlike natural wolves, werewolves have glowing yellow or orange eyes, wicked fangs, and a much more feral and predatory appearance. They can also be distinguished from regular wolves by their displays of supernatural strength, blurred speed, and size which is comparable to fully grown humans. The fur color of wolf forms differs from one to the other. Werewolves appear the same as any other human the rest of the month, aside from their enhanced abilities of speed, strength, and healing.
Werewolf Transformation
A werewolf will only transform into a wolf under a full moon. The first transformation is quite slow, and the person is subjected to at least five or six hours of intense, bone-breaking pain before the actual transformation. After the first transformation, the experience does not last nearly as long, but it is still painful and something many werewolves come to dread.
During the transformation, the body of the person is twisted in an unnatural manner as bones reshape and shift to form a wolf's skeleton, causing the person immense physical and psychological pain. Later, the werewolf grows excessive body hair and becomes feral. Their irises turn golden-yellow, their sclera turn black, and their teeth elongate into canines before they finally transform into their wolf shape. A werewolf returns to their human form after a few hours, sometimes sooner, sometimes later. After the first transformation, the werewolf will experience muscle aches.
Older werewolves can control themselves to some extent on the night of the full moon, but many find it necessary to dose themselves with wolfsbane to weaken them before they lock themselves up in chains to prevent hurting anyone while they're transformed. The Crescent werewolves have seemed to gain much more control over their actions in wolf form than typical werewolves, most likely as a result spending all of their time in wolf form. Werewolves also feel everything more sharply in their animal form, especially familial ties.Werewolves are known to be aggressive, strong and fast, even in human form. Many often had trouble controlling his temper, especially leading up to and during the full moon. Those with the werewolf curse still latent can exhibit some supernatural traits which can be triggered by aggression, along with unusual physical strength for the person's given size and age, but they cannot fully transform, and they also have a tendency to black out when they become overwhelmed in fits of rage. Werewolves seem to have a strong sense of duty and loyalty to protect their own, and feel a responsibility to help their fellow werewolves whenever they can.
Also, werewolves have a higher body temperature than humans. When Tyler first activates his curse, he states that his skin feels as if it's on fire. Once a werewolf has triggered their gene, their eyes turn gold (the eyes of a wolf) while enraged or when feeling threatened. Activating the curse is also painful, as werewolves have been seen to double over in pain before their eyes change for the first time.
While some werewolves prefer to keep to themselves and keep their beastly natures hidden, most seem to aggregate themselves into packs and residing in areas isolated from general human society so they can run free on the full moons without fear of hurting or killing anyone.
Code of Loyalty
Werewolves are very similar to witches when it comes to their own kind. Unlike vampires, werewolves have an unwavering sense of loyalty, and will often bond with other werewolves they meet. They form packs and work with each other as sort of an extended family. The bond of loyalty between werewolves is so strong that while changed under full moons, the only beings they do not attack are other werewolves (regardless of whether or not they have activated their werewolf gene). This code does seem to extend to hybrids, as well. It's possible that another reason why hybrids were so loyal, aside for the Sire Bond between them, was because of their werewolf heritage.Werewolves' strength and speed are enhanced and are at their peak during time under a full moon. When angered or threatened, these powers and abilities are temporarily enhanced.
Super Strength: Werewolves possess supernatural strength that makes them far stronger than immortals, Supernatural Hunters and humans. There have been several occasions to suggest that untriggered werewolves possess more strength than any average humans, which would indicate some form of enhanced strength even before the activation of their curse. However, werewolves in their human form are not as strong as a vampire, and have even been shown to be far weaker on several occasions. When they are in their wolf form, their powers amplify to a degree that excels that of the non-Original vampires, making them more powerful than non-Original vampires. In wolf form, a werewolf can overpower and kill any non-original vampire with ease. They can also defeat an Original Vampire in small groups.
Super Speed: Werewolves are much faster than immortals, supernatural hunters and humans. They possess this ability both in and out of transformation with an animalistic quickness. However, the power is faster at night than in the day, due to the moon's presence, and their speed increases greatly when the werewolf is transformed during the full moon. Some werewolves are shown to become nearly a blur like their vampire enemies; others have not. In wolf form, however, while under the influence of the full moon, they can use their speed to swiftly chase down their choice of prey; even vampires, as their speed rivals that of most vampires or possibly even exceeds it.
Super Agility: Werewolves possess superhuman agility. Either in wolf or even in human form, they have demonstrated that they can move, jump very high, climb, flip, and run incredibly fast without difficulty or exhaustion. They can also jump down from incredible heights with almost gravity-defying grace.
Super Durability: Werewolves can take far more trauma than humans without nearly as much discomfort or injury, however, not as much as vampires. They can also exert themselves for longer periods without tiring.
Healing Factor: Werewolves possess superhuman regenerative abilities, meaning that if they are physically injured, their bodies will heal rapidly. Like vampires, werewolves can heal from the most grievous of injuries, even in human form, albeit more slowly in comparison to vampires. However, unlike vampires, when a werewolf's neck is broken, they stay dead.
Super Senses: Werewolves have the extremely keen and heightened senses of smell, sight, taste, hearing and touch inherent in all canines. Because they are supernatural and have powers that exceeds their wolf counterparts, they can hear, see, and smell better than that of regular canines. With this, experienced werewolves could sniff out vampires - something vampires themselves are incapable of - and some can taste vervain placed in his coffee, which would otherwise be impossible, since coffee's intense flavor typically masks the taste of the herb. Untriggered werewolves are also gifted with more sensitive hearing.
Lycanthrope Enhancement: Werewolves are able to make their eyes glow when angry or threatened, but only for a short amount of time. When a werewolf is furious or forced to defend themselves, their anger increases all their power and abilities for a short period of time, which allows them to access some of the power of their wolf form to give them an edge.
Shapeshifting/Transformation Control: During a full moon, they will unwillingly transform from their human form and into their wolf form. However, if a female werewolf is pregnant, they will not turn for nine months as the transformation would kill the baby.
Werewolf Bite: A werewolf's venom is extremely lethal to non-original vampires. While an Original vampire cannot die from the venom, they are not wholly immune to the effects of the bite. For non-Original vampires, the venom acts as an poison of sorts that will enter the bloodstream and deliver the toxin throughout the body, producing discomfort and weakness. All vampires who are bitten will ultimately develop uncontrollable hunger that progresses to delusions, hallucinations, rabid rage, and dementia. After that point, non-original vampires will finally die, though many are "mercy-killed" before that point.
Full Moon: A werewolf's strength, speed, agility, and all their powers are enhanced to their peak during a full moon.
Immunity to Silver: Werewolves are immune to magic bonded to silver. Weapons made of silver might wound them, but the wound still heals at supernatural rates and will not be fatal to them.Vampires and werewolves can be damaged in the same ways humans can, and in most cases will only be briefly weakened. However, werewolves are still mortals, and thus can be killed or incapacitated in various ways.
Blood Loss: If a werewolf is severely wounded and bleeds out before they can heal, they can die. This was demonstrated when Stefan threw a stake into a werewolf's neck, hitting their carotid artery and causing the werewolf to bleed out and die before they could fully heal.
Broken Neck: Breaking a werewolf's neck will result in instant death.
Decapitation: Decapitation will result in instant death for a werewolf.
Fire: (Presumably) Fire can presumably kill a werewolf just as it can any mortal. It can also hurt them, though their regenerative cells allow them to heal burns much faster than an ordinary human.
Heart Extraction: Ripping a werewolf's heart out will result in instant death.
Magic: Werewolves are susceptible to the powers of witchcraft. This is inclusive of mystical objects. Multiple spells have been performed by witches against werewolves to cause several effects against them, such as slowing down or speeding up a werewolf's transformation on a full moon, inducing a werewolf transformation earlier than they would normally begin to change, telekinetically ripping a heart from a werewolf's chest, and cursing a pack of werewolves to be trapped in their wolf form at all times except for a few short hours during the full moon when they return to their human forms.
Mortality: Werewolves can die of old age and share many of the same weaknesses as non-supernatural beings (e.g. suffocation).
Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a werewolf pain and will also slow them down. Fortunately for them, this is only temporary, as they will heal completely within minutes. However, certain injuries, such as a slit throat or a snapped neck, have been shown to kill werewolves.
Wolfsbane: When ingested, wolfsbane causes a werewolf to become severely weak and feverish. Also, If a werewolf's skin is exposed to wolfsbane, it will burn them.Silver: Contrary to popular belief, werewolves are not weakened by or allergic to silver. Silver actually has the opposite effect – when a werewolf is wounded by silver, it heals.
Wolfsbane: Several myths have surround the use of this herb and its relation to and effects upon werewolves, including the myth that wolfsbane supposedly either causes or cures lycanthropy. These myths are false.
- Hybrids
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Hybrids are a cross-breed of two or more different supernatural species. The term is commonly used to describe a werewolf turned into a vampire due to the fact that they were the first supernatural hybrid to be introduced in the series. However, since the werewolf-vampire hybrid's creation, there have been other cross-breed hybrids revealed in the series' universe, such as witch-vampire hybrids, werewolf-witch hybrids, and a witch-werewolf-vampire tribrid.
Hybrids possess both the strengths and some of the weaknesses of their parent races, along with powerful attributes unique to themselves alone due to their combined heritage. For werewolf-vampire hybrids, this includes Day Walking and being able to transform into a wolf without the Full Moon's influence.
To become a werewolf-vampire hybrid, a werewolf must have either an Original hybrid's blood in their system before they are killed so they can awaken a short time later in transition. Because no regular vampire has ever attempted to use their own blood to turn a werewolf into a hybrid, it is likely that such an attempt would be unsuccessful. After a werewolf dies with an Original hybrid's blood in their system, their transformation will be successful only if the wolf completes his/her transition by drinking the blood of a human doppelgänger.
Only one hybrid, the Original, has been turned into a hybrid before triggering their werewolf gene. However, since the Original hybrid was turned into a hybrid with dark magic performed by a witch as opposed to being turned by another hybrid's blood, it is unknown if untriggered werewolves can be turned into hybrids successfully via the normal procedure. If it were possible, the werewolf would presumably trigger their werewolf gene during their first kill as a vampire following the completion of their transition by feeding on the blood of a doppelgänger. However, this has never been done before and concrete details are still unknown.
If a newborn hybrid feeds on regular human blood to officially complete their transition, the hybrid will become unstable, causing them to bleed from the eyes, become rabid, and eventually die in pain. However, it is unclear why that happens. It might be a reaction to being fed the wrong blood in transition in addition to feeling the effects of the full moon overhead.Non-original werewolf-vampire hybrids have the powers and abilities of both werewolves and non-original vampires, both physically enhanced powers and abilities of mind compulsion. Non-original werewolf-vampire hybrids will grow stronger with age due to their vampirism and will also increase in strength when enraged, due to their werewolf side. Their strength will also increase during a full moon.
Super Strength: Non-original werewolf-vampire hybrids are stronger than all. Due to their vampire side, they also get stronger with age. The full moon will boost their strength and aggression. Older non-original vampires may be stronger and more challenging for many newborn non-original werewolf-vampire hybrids. However, if a non-original werewolf-vampire hybrid fights a non-original vampire closer to their age range, the non-original werewolf-vampire hybrid will win. Non-original werewolf-vampire hybrids are even capable of putting up a fight against non-original vampires well above their age range. A non-original werewolf-vampire hybrid in werewolf-form will be immensely powerful and may be a slight challenge for even an original vampire.
Super Speed: A non-original werewolf-vampire hybrid's intensified quickness, agility, reflexes, and endurance makes them faster than any werewolves, evolved werewolves, non-original vampires, supernatural hunters, immortals and humans. Non-original werewolf-vampire hybrids can use this ability in human or werewolf form. As with strength, non-original werewolf-vampire hybrids get faster with time. The full moon will increases their speed and being in werewolf form will make them even faster.
Super Agility: Non-original werewolf-vampire hybrids possesses much more superhuman stamina, flexibility, reflexes, agility and dexterity than immortals, non-original vampires, werewolves, evolved werewolves and humans. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.
Super Senses: Non-original werewolf-vampire hybrids have extremely keen senses of hearing, sight, touch, and smell that exceed those of non-original vampires, werewolves, evolved werewolves, and humans. Since they're a supernatural crossbreed between werewolves and non-original vampires, non-original werewolf-vampire hybrids have the combined senses of both species thus making their ability extremely effective.
Super Durability: Non-original werewolf-vampire hybrids can bear a lot of trauma. They also hardly ever get tired or fatigued. Non-original werewolf-vampire hybrids can take far more trauma than any non-original vampires, werewolves, evolved werewolves and humans, without much discomfort or injury. Stakes and arrows can not kill a non-original werewolf-vampire hybrid when they are struck in the heart, they merely become unconscious.
Enhanced Healing Factor: Non-original werewolf-vampire hybrids have the combined healing capabilities of both non-original vampires and werewolves, rendering them practically invincible to anything but fatal wounds that can seriously impair their healing capabilities like decapitation or heart-extraction. They can recover/heal/regenerate from any injury much quicker and more effectively than any non-original vampires, werewolves, evolved werewolves and humans. They also seems to heal much more quickly when exposed to vervain, wolfsbane, or wood. Human blood has also known to make the healing process faster.
Immortality: Non-original werewolf-vampire hybrids stops aging the moment they transition. They become immune to all conventional diseases, toxins, poisons, viruses, illness, infections, and injuries.
Day Walking: Due to their werewolf heritage, non-original werewolf-vampire hybrids are immune to the lethal effects that u.v. rays and sunlight have on non-original vampires and original vampires. Allowing them to walk in daylight without the use of a day ring.
Emotional Control: Due to their vampire heritage, non-original werewolf-vampire hybrids are able to exert certain control over their own emotions, e.g. They can turn off their humanity.
Enhanced Emotions: Because of their vampiric and werewolf traits, non-original werewolf-vampire hybrids experience emotions more powerfully than humans and non-original vampires. Particularly emotions such as anger, rage, aggression and violence due to their werewolf heritage. Non-original werewolf-vampire hybrids are more prone to violence and rage than non-original vampires. However, emotions such as love, joy, and happiness are intensified for them as well, allowing them to live life more intensely. This ability allows them to feel emotions at their peak regardless of their age.
Lycanthrope Enhancement: Non-original werewolf-vampire hybrids are capable of using their werewolf features to further supplement their powers and abilities. Non-original werewolf-vampire hybrids can grow claws from their nails and werewolf fangs from their teeth even when they are still in their human forms. Also non-original werewolf-vampire hybrids can display both sets of vampire and werewolf fangs. Their eyes also change into those of their werewolf form, presumably granting them better eyesight. Due to their werewolf heritage, a non-original werewolf-vampire hybrid's strength and speed are heightened further during a full moon and at its peak in their werewolf forms.
Mind Compulsion: A non-original werewolf-vampire hybrid can compel the minds of Humans. They cannot, however, compel original vampires, non-original vampires or Werewolves.
Shapeshifting/Transformation Control: Non-original werewolf-vampire hybrids have the ability to transform into their werewolf forms at will. Most of them avoid transforming at all due to the pain it causes. They have complete awareness, but they still, however, have no control of their actions in werewolf form. They can also perform partial transformations, manifesting single features of their werewolf forms.
Sire Bond: Non-original werewolf-vampire hybrids seem to be sired to the source of their creation. A non-original werewolf-vampire hybrid is capable of breaking a sire bond, if they transforms into their werewolf forms an excess of 100 times in a row. Transforming so many times in a row causes them to no longer feel pain from transforming into a werewolf and they no longer feel a sense of gratitude, commitment or loyalty to their creator breaking the sire bond. Like non-original vampires/original vampires, non-original werewolf-vampire hybrids can form a sire bond if the human they turn into a vampire has feelings for them before being turned. Although like non-original vampires/original vampires, this is extremely rare.
Telepathy: Non-original werewolf-vampire hybrids have the ability, albeit a weak variant, to enter the minds of others as long as theirs is stronger than them. Normally, this ability works in a tactile fashion and the non-original werewolf-vampire hybrid requires physical contact in order for it to work successfully. Like their physical attributes, their mental strength increases with age.
Dream Manipulation: Non-original werewolf-vampire hybrids can control dreams and subconscious like non-original vampires/original vampires. They can produce and modify dreams, bestow nightmares or lucid dreaming. Other effects of this ability is the distortion of reality and trapped in the dreams.
Illusions: Non-original werewolf-vampire hybrids have the power to trick the minds of others into seeing/feeling things that aren't actually happening.
Werewolf Bite: Due to their werewolf heritage, Non-original werewolf-vampire hybrids have venom which is fatal to non-original vampires and they themselves are immune to werewolf venom. Non-original werewolf-vampire hybrid venom seem to take effect much faster than a normal werewolf venom.
Immunity to Silver: Due to their werewolf heritage, magic bonded to silver doesn't affect non-original werewolf-vampire hybrids. Weapons made of silver might wound them, but the wound heals at super-normal rates than regular wounds.Broken Neck: Breaking a non-original werewolf-vampire hybrid's neck will results in the non-original werewolf-vampire hybrid's unconsciousness.
The Cure: If a non-original werewolf-vampire hybrid takes the cure, they will revert back to being a werewolf again. Once taken, the cure prevents them from being immortal again, causing the body to reject vampire blood.
Decapitation: Dismembering or removing the head of a non-original werewolf-vampire hybrid will result in an instant death.
Desiccation: Being completely drained of blood or the heart stopping will cause a non-original werewolf-vampire hybrid to desiccate due to their vampire side, losing most of it's strength and any ability to move. This process can be replicated artificially by magic.
Heart Extraction: Removing a non-original werewolf-vampire hybrid's heart will result in an instant death.
Hybrid Bloodline: If the Original hybrid dies, then all the non-original werewolf-vampire hybrids they created will die along with them.
Invitation: Due to their vampire heritage, non-original werewolf-vampire hybrids are unable to enter a home without an invitation.
Magic: Non-original werewolf-vampire hybrids are susceptible to the powers of witchcraft. This is inclusive of mystical objects.
Physical Trauma: Minor physical injuries such as gunshots, stab wounds and broken bones will cause a non-original werewolf-vampire hybrid pain and also slow them down. However, this is momentary as they will heal completely within seconds. It seems physical trauma can give them pain and weaken them anywhere on the body (ex-eye gauging, drowning).
Vervain: Non-original werewolf-vampire hybrids are affected by vervain like their non-original vampire counterparts. They can't compel anyone on vervain.
Wolfsbane: Non-original werewolf-vampire hybrids are affected by wolfsbane like their werewolf counterparts.
Wood: Wounding non-original werewolf-vampire hybrids with a wooden weapon such as wooden bullets will incapacitate for a shorter time than a non-original vampire.
- Witches
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A Witch is a person who is born with the power to affect change by magical means (Witchcraft). While many witches are the self-proclaimed "Keepers of the Balance," other witches have been known to work against the Balance and use their power for personal gain.
The Balance of Nature is a spiritual belief system based around the observance of the Earth and reverence of Mother Nature. The goal of many witches is to honor the design of nature and to maintain balance within the natural world. The balance of nature is intimately tied to one's spiritual relationship with the Earth, and the idea that all living things (e.g. animals, humans, plants, etc.) are considered sacred, as they are all different aspects of nature. Contemporary witches would also agree that using modern ceremonies, rituals and shamanic practices is the best way to attune themselves with the natural rhythms of the universe in their efforts to obtain guidance and knowledge from wiser known witches called "The Spirits." However, it is implied that not all witches follow this belief system, and have the freewill to choose how they wish to practice their power.Magic is a practice of witchcraft that encompasses many different types of activities including astrology, divination, spell casting, and spirit communication. It includes the practices of many cultures, nations and religions as well as many books and writings from ancient times. Depending upon the individual, some witches practice their power by certain belief systems, such as Shamanism, Voodoo, Wicca, or any number of other magical practices from countries and cultures all around the world. Although the majority of traditional witches are commonly portrayed as being kind and selfless humans who use their powers to maintain balance within the world it has been proven that some witches are independent thinkers who may go against the Balance of Nature by practicing their powers for dark and sinister deeds.Basic Powers
The basic powers of every witch include:
Spell Casting: The power to change and control events through the use of incantations and more.
Channeling: The power to invoke extra forms of energy by focusing on external forces.
Potion Brewing: The power to brew and concoct potions, remedies and elixirs that have supernatural properties.
Other Powers
Telekinesis: The power to move objects and persons through mental influence.
Pain Infliction: The power to create excruciating migraines through supernatural means.
Elemental Control: The power to control and manipulate the elements of air, earth, fire, and water.
Divination: The power to divine future, past, and present events based off extrasensory perception.
Clairvoyance: The power to gain direct visual information through non-physical means.
Intuition: The power to divine future, past or present events through the use of instinctive knowledge.
Premonitions: The power to divine future, past or present events through the observation and study of dreams.
Psychometry: The power to divine future, past or present events through contact with or proximity to a certain object or person.
Uncommon Powers
Projection: The power to separate from one's body and project the mind to another location or to instantaneously travel from one point to another.
Transmogrification: The unique power to alter the physical structure of objects living or dead, changing their form.
Telepathy: The power that allows witches to access the minds of others through spells.
Possession: The power to jump one's spirit into the body of another, taking control of said host body.
Illusions: The power to alter the senses of others to perceive a false reality.
Dream Manipulation: The power to control people's dreams through spells.
Resurrection: The power to bring someone or one's self back from the dead.Disbelief: The act of denying or disbelieving in one's potential could cause a witch to inadvertently suppress their magical power.
Distraction: Denying a witch from concentrating or giving full attention to their spells, may render them ineffective. Since most spells are spoken verbally and take time to take effect, witches are vulnerable to attack before their completion. Additionally, certain spells require items, tools, and/or special events during casting, therefore they can't be invoked on mere whim.
Emotions: A witch's magic is subject to the influence of their emotional state and may fluctuate according to them when untrained.
Herbs: Ingestion of certain herbs can cause a witch to lose consciousness and prevent them from using magic for an undetermined amount of time. The Lobelia flower prevents concentration and the practice of magic and can be used to weaken a witch as one would weaken a vampire with vervain.
Magic: Witches are still susceptible to the powers of witchcraft. This is inclusive of mystical objects.
Mortality: Despite their mystical attributes, witches are still human and share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, snapped neck, etc.). However, witches can temporarily get around this weakness through the use of protection spells.
Overexertion: The excessive use of magic could lead to disorientation, nose bleeds, unconsciousness, and if taken to the extreme, death.
Nature: It is said that nature will always find a balance when witchcraft is performed and spells will always have loopholes. This means, among other things, that no being can be truly immortal.Amulets: An object that is used to protect its wearer from harm.
Athames: A ceremonial dagger with a double-edged blade that is commonly used to direct energy.
Candles: A block of solid wax with an embedded wick that is commonly lit to to amplify a witch's spell.
Cauldrons: A large metal pot that is commonly used to hold the ingredients for elixirs and potions.
Grimoires: A family journal is documented with magical recipes, rituals, and spells, and can also be used as a Talisman.
Herbs: Various flora used as ingredients to be incorporated into spells as binding agents.
Stones: Various minerals and ores used to boost or bind a witch's spell.
Symbols: Seals drawn or written used as physical representations of spells.
Talismans: An object that is used to magnify a witch's power and or represent them supernaturally.One of the defining characteristics of a witch is their ability to cast spells; a "spell" being the word used to signify the means employed to carry out a magical action. A spell could consist of a ritual action, a set of words, a verse, or any combination of these. For reasons unknown, the majority of spells used by practitioners of Spirit Magic and/or Traditional Magic are spoken in an ancient language similar to Latin. However, witches who practice other forms of magic have been known to use spells in different languages.Nature
The relationship between Nature and witches is a very deep and spiritual connection. While the majority of witches seem to respect Nature with just as much commitment and reverence as religious factions do about their churches or mosques, it has been proven that not all witches share this belief and have made malevolent acts against the Balance of Nature.
Witches
The relationship among witches is generally a positive relationship where witches not only help and protect each other, but often treat one another as members of an extended family. However, while the majority of witches feel it is their duty to help their fellow man, it has been proven that some witches may disregard this belief and turn against their own people if it comes to it, such as with their own safety, that of their loved ones or that of their own beliefs.
Humans
The relationship between humans and witches is generally a positive relationship, although this was not always the case. Throughout the past, more than half of the human population lived in fear of the supernatural community. This fear caused many human parents to teach their children to hate and persecute all creatures who were different from them, especially witches. This eventually led to some of the world's most infamous witch trials that massacred hundreds (possibly thousands) of witches. Throughout the centuries, it appears that the belief in the occult has dramatically declined to the point where it is suggested that many humans like to poke fun at witchcraft, a behavior many witches encourage to ensure their anonymity to the human world and allow them to quietly practice their craft in private.
The Spirits
The relationship between the Spirits and the witches was more of a political relationship than a spiritual one. The Spirits were highly involved in the activities of witches and often communed with them during their rituals and spells. The Spirits were known to have created the laws of witchcraft and distributed punishments to any witch who disobeyed their rules.
Vampires
The relationship between the vampires and the witches is a complicated one that is more often negative than positive. This is mainly due to the notion that since vampires were created from Dark Magic, and flout the natural design that all living creatures must die. Nevertheless, some witchess are free-thinkers who have not only aided vampires, but befriended them. Other witches, however, have been known as "Witches for Hire" in regards to vampires, such as working to accomplish a common goal, combat threats from other vampires, or for simple business arrangements. While some are forced to work alongside vampires, these witches are not particularly fond of this label.
Werewolves
The relationship between werewolves and witches is a neutral to negative relationship. Werewolves and witches have been shown to be at odds more than allies. Apparently the two species did once have a strong relationship with one another, however this was ruined by the inception of the vampires. However, witches and werewolves have been known to ally themselves with each other against their common enemy (the vampires), though these alliances are typically short-lived due to werewolves not wanting to be controlled.
- Humans
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Humans are a race of mortal, sentient beings who are members of the species "Homo Sapiens". Humans serve both as a food source as well as a means of pro-creation for vampires, who reproduce by performing a ritual that will transform a human being into an undead immortal. Humans make up for the majority of the earth's population, and are commonly noted for their desire to influence and understand the environment by seeking to explain and manipulate phenomena through mythology, philosophy, religion, and science.
The primary abilities of every human being include adaptability and versatility. For the most part, humans are outmatched by supernatural beings and are most often defeated whenever confronted by a superior creature. However, some humans have been known to utilize tools and weapons and have managed to succeed in a supernatural combat. Therefore, as a means of survival, most humans must rely on intelligence, research and teamwork in order to prevail.
Due to the fact that humans are commonly noted for their tendency to fear the unknown, many of the humans who are aware of the supernatural have built societies that are dedicated to hunting and killing all supernatural beings, especially vampires. Generally, these hunters use advanced knowledge of folklore to hunt, identify and murder any and all threats to humanity. They are able to modify conventional human weaponry such as guns and knives to repel and/or kill supernatural beings that are often more powerful than they are.
Humans who are born with magical powers are known as Witches. While most witches are known to channel their power from the forces of nature, some witches have been known draw their power from other sources. Witches who have great command over magic have proven to match overpower other supernatural beings.Mortality: Humans have weaknesses and are susceptible to many common forms of death, (e.g. age, decapitation, disease, heart-failure, suffocation, etc).
Blood Loss: If a human is severely wounded and bleeds out they can die.
Broken Neck: Breaking a human's neck will result in instant death.
Decapitation: Decapitation will result in instant death for a human.
Fire: Fire can hurt and burn humans. It can also kill them.
Heart Extraction: Ripping a human's heart out will result in instant death.
Magic: Humans are susceptible to the powers of witchcraft. This is inclusive of mystical objects.Vampires
Only a handful of humans are aware of the existence of literal vampires. Among the greater masses of the 21st Century, vampires are regarded as superstition, fiction, and myth. Humans can be turned into a vampire, with vampire blood and then death, although it needs to happen within 24 hours. Some humans can be completely unaware of what's happening to them during their transition into vampirism, and will feel confused and very hungry.
Werewolves
Not very many humans are completely aware of werewolves, mainly due to their near extinction, making them an endangered species. Humans can also give birth to werewolves. Werewolves are technically still human until they trigger the curse. They can pretty much grow up living a human life unaware of their heritage.
Witches
Some humans might not be completely aware of witches, but they are most likely aware and sometimes used in human witchcraft practices or sub-culture classes. Back in the Salem witch trials, humans were held responsible for the burning of the witches. Despite the horrible history between the two species, it appears that witches can generally get along with humans, possibly mainly because they are bound by nature. Humans can give birth to witches, and can also lose their powers, becoming human.
Witches (much like werewolves) can also be completely unaware of their heritage and will most likely confuse them when their abilities start to break out.
With that, you are all now welcome to post your characters sheets below for review!
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