Post by TIGER on Jul 7, 2015 18:05:29 GMT -5
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[attr="class","MMposting-title"]CREATURES
[attr="class","MMposting-sub-title"]All you need to know!
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Ahh, the wizarding world isn't just for wizards now, is it? Here's an extensive list of creatures (along with a description of them) that are available for play here on Spite and Malice, along with some abilities your wizards may learn.
[break][break]
Veela are semi-humans, much like the Sirens of Greece. They are known for their white-gold hair, their grace, and their ability to charm others (especially charm males). When angry however, they transform into a bird-like beast much like a Harpie and can throw fire. Veelas do no possess a wand therefore cannot perform typical wizarding magic and spells, but they do have their own form of wandless magic exclusive to the species. [break][break]
Partial Veelas CAN possess a wand and perform magic, but CANNOT perform Veela magic or transform into the harpie-like figure. They DO still have the ability to charm and their graces and most of the time, inherit the white-gold hair.
[break][break]
Giants are giant humanoids that are known for their large size, resistance to spells, their strength and their lack of intelligence. While they are brighter than trolls, they are generally less intelligent than humans and wizards which causes giant tribes to often be very disorganized and frankly violent. Full Giants do not possess a wand, nor do they have their own magic. [break][break]
Partial giants inherit a larger size than a normal human, but not as large as a full giant. Partial giants CAN possess a wand and perform magic, and they also have a limited resistance to spells and more strength than most humans.
[break][break]
Vampires are magical hominids that are known for their pale skin, aversion to sunlight and garlic, their fangs, and their taste for blood, but there is more to vampirism than that. When well fed, vampires look VERY close to their human counterparts and they may perform wizarding magic with a wand, but only when they are very well fed. When hungry, they begin to pale and look gaunt, they become paranoid and they lose the ability to use their wands and they begin to lose focus. The closer they are to starvation, the more animalistic and frenzied they become. Delusions begin which tampers with their mental state.
Full vampires ARE allowed on the site with a few restrictions. You may not attack/kill another character without permission from both the player and administration, and remember that all IC actions can have consequences. If you decided that Jimbo the Vampire is going to attack someone in the middle of the Leaky Cauldron, ministry officials and/or hunters have a right to attempt to persecute (they cannot arrest or detain your vampire character successfully without your permission of course). [break][break]
This isn’t Twilight- vampires do NOT have super speed or strength. The only special ability they have is the fact that they do not age and cannot die (unless beheaded, fully cremated ect). Any special abilities a wizard has before being turned will be the same once they are a vampire (Seers, Occlumens, Metamorphagi). Vampires are highly allergic to garlic and silver, however when well fed, they do have a little more resistance to the sun. They will be able to walk in it without burning or dying, but they are highly susceptible to sunburn. [break][break]
Full vampires can be born to two vampire parents, or they may be attacked and become a vampire (see acquired/learned abilities below)[break][break]
1/2 vampires, 1/4 vampires and 1/8 vampires are also allowed and may inherit some traits, such as subdued fangs, a distaste for sunlight and garlic, or a liking for raw meats. They do not feed on blood, they do not have the capability of transforming someone, nor do they go into frenzies.
[break][break]
Werewolves are humans who are afflicted with lycanthropy, meaning they transform into a near-wolf statue during the full moon. Unless they take the appropriate potions, they do not maintain their human mind during transformation and do not have a choice to not transform. Full werewolves ARE allowed, although they are NOT born as a full werewolf- they must have been attacked. Like Vampires, please be aware of powerplay and god-modding, and also of the IC consequences of attacking/transforming in public. [break][break]
Werewolves ARE allowed to have a wand and perform magic because they are still human, but they cannot use their magic during their werewolf state. When not in a werewolf state, wizards with lycanthropy may have canine like senses (enhanced smell, hearing), may enjoy raw meats and occasionally may growl or exhibit dog-like behavior. [break][break]
1/2, 1/4 and 1/8 werewolves are also allowed with some inherited traits, like canine-like senses and a preference for raw meats.
[break][break]
Sirens are humanoid creatures that come from the ancient and extremly dark creature, the Kelpie. Sirens are usually beautiful females and are amphibious, meaning they can live underwater and on land without worrying about suffocation, drowning or dying. Sirens are dark creatures who usually live alone or in very small clans and are most renown for singing to sailors and luring them to their own death- while this is true, it is not simply for fun. Sirens age normally, like humans, but are able to prolong their life and aging affects by consuming human meat. [break][break]
Sirens cannot use a wand or perform wizarding magic, but they do have special abilities. Through song, they can seduce and persuade others easily along with put others in a state of hypnosis. They can breath underwater and on land, along with communicate with aquatic animals. Sirens are immune to disease and have some resistance to spells. [break][break]
Please, keep in mind the rules of power playing and god-modding. Powerful wizards and strong minds may be able to resist a siren's song for a limited time.
[break][break]
Banshees are humanoid creatures who look exactly like humans (most of the time) and are capable of possessing a wand and performing magic. In some cases and extreme circumstances, banshees may not even know what they are until later in life. During certain planetary alignments or eclipses, a banshee's face may turn from a normal face into a skull like appearance for a few moments during the exact alignment. [break][break]
Banshees are able to predict death and are able to kill by screaming. Usually, without practice and knowledge of banshee culture and astral knowledge, a banshee will get an impending feeling of doom and may see glimpses of a person's death as if they are daydreaming or having an anxiety attack. If informed and educated, a banshee can have the ability to control this and may be able to predict deaths further in the future with increased accuracy. When in a close radius of a banshee's scream, the scream is deadly, but when further away it may only cause deafness, coma or a loss of consciousness.
[break][break]
Mermaids typically live in colonies underwater and have a distaste for wizards. They have two forms. When submerged they are creature-like and extremely aggressive towards foreign creatures in their waters. They tend to try to drown anything they can. When in their fish-like form, they cannot speak English (or any human language) because it comes across as a painful screaming. When in mermaid form, they are highly skilled swimmers, can manipulate water, water currents and speak with fish and other aquatic animals. [break][break]
When dry and above water, mermaids appear human. They cannot speak with aquatic animals above water, however they do retain their ability to manipulate water and water currents. Mermaids may be able to use a wand, but they cannot perform skilled and complex magic like wizards and other creatures can. Mermaids MUST return to the water regularly or else things such as dry, itching skin occur, they become highly dehydrated and may possibly die.
Ahh, the wizarding world isn't just for wizards now, is it? Here's an extensive list of creatures (along with a description of them) that are available for play here on Spite and Malice, along with some abilities your wizards may learn.
[break][break]
[attr="class","MMposting-content-title"]VEELA
[break]Veela are semi-humans, much like the Sirens of Greece. They are known for their white-gold hair, their grace, and their ability to charm others (especially charm males). When angry however, they transform into a bird-like beast much like a Harpie and can throw fire. Veelas do no possess a wand therefore cannot perform typical wizarding magic and spells, but they do have their own form of wandless magic exclusive to the species. [break][break]
Partial Veelas CAN possess a wand and perform magic, but CANNOT perform Veela magic or transform into the harpie-like figure. They DO still have the ability to charm and their graces and most of the time, inherit the white-gold hair.
[break][break]
[attr="class","MMposting-content-title"]GIANTS
[break]Giants are giant humanoids that are known for their large size, resistance to spells, their strength and their lack of intelligence. While they are brighter than trolls, they are generally less intelligent than humans and wizards which causes giant tribes to often be very disorganized and frankly violent. Full Giants do not possess a wand, nor do they have their own magic. [break][break]
Partial giants inherit a larger size than a normal human, but not as large as a full giant. Partial giants CAN possess a wand and perform magic, and they also have a limited resistance to spells and more strength than most humans.
[break][break]
[attr="class","MMposting-content-title"]VAMPIRES
[break]Vampires are magical hominids that are known for their pale skin, aversion to sunlight and garlic, their fangs, and their taste for blood, but there is more to vampirism than that. When well fed, vampires look VERY close to their human counterparts and they may perform wizarding magic with a wand, but only when they are very well fed. When hungry, they begin to pale and look gaunt, they become paranoid and they lose the ability to use their wands and they begin to lose focus. The closer they are to starvation, the more animalistic and frenzied they become. Delusions begin which tampers with their mental state.
Full vampires ARE allowed on the site with a few restrictions. You may not attack/kill another character without permission from both the player and administration, and remember that all IC actions can have consequences. If you decided that Jimbo the Vampire is going to attack someone in the middle of the Leaky Cauldron, ministry officials and/or hunters have a right to attempt to persecute (they cannot arrest or detain your vampire character successfully without your permission of course). [break][break]
This isn’t Twilight- vampires do NOT have super speed or strength. The only special ability they have is the fact that they do not age and cannot die (unless beheaded, fully cremated ect). Any special abilities a wizard has before being turned will be the same once they are a vampire (Seers, Occlumens, Metamorphagi). Vampires are highly allergic to garlic and silver, however when well fed, they do have a little more resistance to the sun. They will be able to walk in it without burning or dying, but they are highly susceptible to sunburn. [break][break]
Full vampires can be born to two vampire parents, or they may be attacked and become a vampire (see acquired/learned abilities below)[break][break]
1/2 vampires, 1/4 vampires and 1/8 vampires are also allowed and may inherit some traits, such as subdued fangs, a distaste for sunlight and garlic, or a liking for raw meats. They do not feed on blood, they do not have the capability of transforming someone, nor do they go into frenzies.
[break][break]
[attr="class","MMposting-content-title"]WEREWOLVES
[break]Werewolves are humans who are afflicted with lycanthropy, meaning they transform into a near-wolf statue during the full moon. Unless they take the appropriate potions, they do not maintain their human mind during transformation and do not have a choice to not transform. Full werewolves ARE allowed, although they are NOT born as a full werewolf- they must have been attacked. Like Vampires, please be aware of powerplay and god-modding, and also of the IC consequences of attacking/transforming in public. [break][break]
Werewolves ARE allowed to have a wand and perform magic because they are still human, but they cannot use their magic during their werewolf state. When not in a werewolf state, wizards with lycanthropy may have canine like senses (enhanced smell, hearing), may enjoy raw meats and occasionally may growl or exhibit dog-like behavior. [break][break]
1/2, 1/4 and 1/8 werewolves are also allowed with some inherited traits, like canine-like senses and a preference for raw meats.
[break][break]
[attr="class","MMposting-content-title"]SIRENS
[break]Sirens are humanoid creatures that come from the ancient and extremly dark creature, the Kelpie. Sirens are usually beautiful females and are amphibious, meaning they can live underwater and on land without worrying about suffocation, drowning or dying. Sirens are dark creatures who usually live alone or in very small clans and are most renown for singing to sailors and luring them to their own death- while this is true, it is not simply for fun. Sirens age normally, like humans, but are able to prolong their life and aging affects by consuming human meat. [break][break]
Sirens cannot use a wand or perform wizarding magic, but they do have special abilities. Through song, they can seduce and persuade others easily along with put others in a state of hypnosis. They can breath underwater and on land, along with communicate with aquatic animals. Sirens are immune to disease and have some resistance to spells. [break][break]
Please, keep in mind the rules of power playing and god-modding. Powerful wizards and strong minds may be able to resist a siren's song for a limited time.
[break][break]
[attr="class","MMposting-content-title"]BANSHEES
[break]Banshees are humanoid creatures who look exactly like humans (most of the time) and are capable of possessing a wand and performing magic. In some cases and extreme circumstances, banshees may not even know what they are until later in life. During certain planetary alignments or eclipses, a banshee's face may turn from a normal face into a skull like appearance for a few moments during the exact alignment. [break][break]
Banshees are able to predict death and are able to kill by screaming. Usually, without practice and knowledge of banshee culture and astral knowledge, a banshee will get an impending feeling of doom and may see glimpses of a person's death as if they are daydreaming or having an anxiety attack. If informed and educated, a banshee can have the ability to control this and may be able to predict deaths further in the future with increased accuracy. When in a close radius of a banshee's scream, the scream is deadly, but when further away it may only cause deafness, coma or a loss of consciousness.
[break][break]
[attr="class","MMposting-content-title"]MERMAIDS
[break]Mermaids typically live in colonies underwater and have a distaste for wizards. They have two forms. When submerged they are creature-like and extremely aggressive towards foreign creatures in their waters. They tend to try to drown anything they can. When in their fish-like form, they cannot speak English (or any human language) because it comes across as a painful screaming. When in mermaid form, they are highly skilled swimmers, can manipulate water, water currents and speak with fish and other aquatic animals. [break][break]
When dry and above water, mermaids appear human. They cannot speak with aquatic animals above water, however they do retain their ability to manipulate water and water currents. Mermaids may be able to use a wand, but they cannot perform skilled and complex magic like wizards and other creatures can. Mermaids MUST return to the water regularly or else things such as dry, itching skin occur, they become highly dehydrated and may possibly die.
[attr="class","trinCredits"]TABLE BY TRINITY @ ADOXOGRAPHY
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