BEASTS
DRAGONS

STATISTICS
DISTINGUISHING FEATURES?
wings, size
IMMORTAL/AGE RANGE
2,500 - 100 years old
MAGIC SUSCEPTIBILITY
only to those from the opposite hemisphere
WEAPONS
dragon's breath
DRAGONS
It has been over 700 years since dragons have been actively hunted, and for good reason... Dragons are terrifying. And due to their history, they are not overly fond of Templar Knights. Regal creatures, it is uncommon for dragons to become involved in supernatural affairs or to take sides. Territories of dragons are enormous, thus it is no surprise that the Western & Eastern hemisphere dragons have had blood feuds for centuries. The Western dragons are typically horders, while Eastern dragons are elemental. Even in their human forms, Dragons can generate intense heat from their hands capable of melting down steel. Although extremely rare, dragon eggs are highly sought after by magical beings looking to gain more power. As a species, they are immune to types of magic originating in their hemisphere, and a sword drenched in or made with Dragon's blood will kill them. Every 100 years a dragon must feast on the body of a virgin or risk decay.

Each dragon in-game must claim either an element or a precious metal/stone and a region for their territory. Also, please let us know if your dragon is in the possession of an egg and whether or not we can use it as a plot device.
BLESSED
ARCHANGELS + GRIGORI + ANGELS + CHERUBIM + REAPERS

STATISTICS
DISTINGUISHING FEATURES?
wings, holy light
IMMORTAL/AGE RANGE
NO
MAGIC SUSCEPTIBILITY
can be trapped, banished, killed
WEAPONS
varying blades, depending on rank
ARCHANGELS
Being the oldest, archangels are at the top of the Judeo-Christian hierarchy & answer only to God. The original four were created in this order: Lucifer, Michael, Raphael, & Gabriel. Lucifer is God's most beloved but also the most prideful & avaricious, Michael is the mightiest but also the most loyal & obedient, Raphael was the most ruthless & imperious, while Gabriel was the most mischievous & compassionate, particularly towards humanity. They are known in Heaven as absolute, precise & wrathful creatures. As He has called them, "The most fearsome wrath of Heaven." Like all angels, their true forms are very intense, and have proven not only harmful but also fatal to humans. After Lucifer fell, God created Uriel; the most insightful & intellectual. He also created Azrael; archangel of death, repentance, and spiritualism, and Barachiel; archangel of protection & original leader of the Grigori. All angels, regardless of rank, can telepathically communicate with one another - which is appropriately nicknamed "angel radio."

GRIGORI
Are a squad of elite angels who were sent to watch over & protect humanity; they are the Guardian Angels, as well as seven heavenly virtues. They were believed to have been wiped out, under God's orders, but in fact have been in hiding for centuries. They are paired with the seven deadly sins to keep the balance on Earth, and will often attach themselves to a group of humans they frequently watch over. Unlike Archangels, the Grigori each have a sword with their virtue engraved into the blade.

ANGELS
Created to serve as His attendants & messengers, but also as soldiers. They are native to Heaven & are imbued with holy white light, as well as considerable power. Their true form is nothing less than that of holy righteous beings which are beautiful as well as hazardous, overwhelming, and terrifying all at the same time. Only deities, the Damned, Djinn, and Fae can look upon the Blessed's true forms without injury. Angels are very much capable of both human emotions & flaws of character, however the majority of them choose not to show/admit to having them as they are considered doorways to doubt & weakness. In Heaven, they are not permitted to display emotions for the same reasons. Angels consider themselves family to one another & refer to God as their Father. Due to their age & power, many angels look down upon humans & see them as infantile/inferior - despite this, angels guard the souls in Heaven. Each angel contains a Grace that gives them their angelic power & all have secret knowledge pre-programmed into their being. The screams emitted from an angel when tortured send out ripples that cause strange natural phenomenon. When angels die, shadows of their wings are burnt into the surface on which they are lying.

CHERUBIM
Also called Cupids by humans, are tasked with pairing important bloodlines together by supernatural means. While beings of Heaven; they frequently follow Gods & Goddesses of love, as well as Fate/Destiny, carrying out their bidding. Their wings are the smallest of the Angel species, beating three times as fast (much like that of hummingbirds) but are still just as resilient. They also possess an amazing skill over manipulating emotions, which inarguably no other angel type possesses. They hug; a lot, enjoy being naked, and can only listen to Angel Radio. They're incredibly emotional creatures, openly cheerful, optimistic, and easily saddened. Cherub feathers are highly sought for love spells & sometimes ground up to a powder used in drinks at upscale supernatural clubs for their euphoric properties. Rather than blades, the Cherubim are armed with bows and arrows.

REAPERS
Angels who work for
Death, but can also answer to death deities of the Judeo-Christian/Roman/Greco pantheons. It is unknown if God created them with the rest of the angels, and gave them to Death, or Death created them in the image of God's angels. Regardless, they assist in maintaining the Natural Order & used to be thought of as completely neutral, aligned with neither Heaven nor Hell, nor Purgatory. Their presence is required for a death to occur, waiting until a person meets the end of his/her life (either through accident, intentional, or simply natural causes) and then by touch, release the soul from the body. They then escort their souls to Heaven or Hell. They do not however, possess the power to force souls to go, therefore they must convince them to depart. Although sometimes uncaring, Reapers generally sympathize with their victims, but refuse to make allowances, regardless of who or why. Often times Reapers are friends with ghosts who have refused them in the past. Rogue Reapers do exist, who ferry souls out of their afterlives & take them to a different one, for the purpose of profit. Reapers are able to possess humans, usually to manifest physically for humans to see them, in their true form they are invisible to all but ghosts & other supernatural creatures. When they possess a human they are vulnerable to angel blades, and can no longer only be killed by Death's scythe.
CHOSEN
CHAMPIONS + PROPHETS + SLAYERS + NEPHILIM

STATISTICS
DISTINGUISHING FEATURES?
see individual species
IMMORTAL/AGE RANGE
NO/normal for species
MAGIC SUSCEPTIBILITY
yes, but prophets cannot be located by magic
WEAPONS
varying
Perseus, Ramesses, Abraham, Vmishvamitra; there are always the Chosen heroes in every religion in every time period. Once ordinary humans, now chosen for greatness by the deities themselves. Each champion, as chosen by their deity, is given a single gift that relates to said deity. They are not immortal; but they are resilient & no longer smell/taste like normal humans. Additionally, this role is not exclusive to humans. In fact most deities will chose their champion based on their own agenda/realms. For example; a war god is more likely to chose a soldier over an IT specialist, a forest god would prefer a shapeshifter, werewolf, or nymph opposed to a human. Champions can only be chosen by a god, & it is only by the same god can their powers be revoked. However, archangels are able to enlist one of their “charges” in a similar fashion by actually sharing a small portion of their grace. All champions have one fatal weakness, typically secret, that would be their undoing.

Champions & charges must be chosen in-game & with prior mod permission. Deities & archangels are only allowed ONE champion/charge. Lastly, Champions/Charges CANNOT be already capped species; IE: Nephilim, Phoenix, Basilisk, Hellhound, etc.

PROPHETS
Taken from four corners of the world, and four different decades. The prophets are themselves, valuable artifacts able to decipher the messages of the Creators - they are omnilingual. Because of this ability, prophets are prone to assassination & abduction attempts, as well as ridiculously bad migraines brought on by prophetic dreams and trances. The blood of a prophet holds their divine wisdom, and their bones are inscribed with spells & signals in every language to safeguard them against being hunted down or located via spell. That's not to say, however, you can't walk down the street & run into one.. Should you ever stumble upon a prophet, be careful, as causing harm to one will summon a being (assigned at random, and based upon the prophet's pantheon) to defend them.

PLAYABLE: Greek 40's MALE /
Egyptian 30's MALE / Judeo-Christian 10's FEMALE / Shinto 20's FEMALE

SLAYERS
In Ancient Africa the first slayer was born when a young girl was given the heart & soul of a purified demon, granting her enhanced strength & senses needed to battle evil. The Slayer legacy is not genetic, as they are chosen by a divine power & bestowed with the responsibility of protecting the innocent. They are figures throughout history & have retained a degree of notoriety in demonic circles, assuming a "Boogeyman" reputation. Slayers have to be trained by a Watcher & tested before the Council before officially taking the role. The relationship between a Slayer & a Watcher can take on many roles, but one rarely survives without the other. Up until 2015, Slayers were never chosen more than two at a time, but as the supernatural threats have increased in number, so have the Slayers. They are known for working with & are more accepting of other supernatural beings than Hunters.

NEPHILIM
When an angel does the dirty with a human, you get a Nephilim. They are forbidden & seen as abominations by many factions. Nephilim have glowing eyes like an angel, although their glow is somewhat dim & grayish in color as opposed to the bright white or bluish-white glow of regular angels. They can look upon the true form of Angels without harm & possess superhuman strength/durability. Unlike regular Angels, they do not have Grace & thus do not have wings either. If a Nephilim were to steal an Angel's Grace, they would receive wings & have access to Angel Radio. If an angel who has fallen or lost their grace mates with a human, the resulting offspring will be completely human.

DAMNED
HELL KNIGHTS + CROSSROAD DEMONS + SUCCUBI/INCUBI + DEMONS + HELLHOUNDS

STATISTICS
DISTINGUISHING FEATURES?
colored eyes
IMMORTAL/AGE RANGE
NO
MAGIC SUSCEPTIBILITY
can be trapped, banished, killed
WEAPONS
tba
KNIGHTS OF HELL
The Knights were made from stripping a human soul of their humanity, making them very pure & very strong demons. They are called the first demons, making them among the oldest of their kind; made shortly after the creation of Lilith herself. They are the highest ranking demons in hell, as well as the seven deadly sins, and figures of awe among most demons, refusing to obey demons they consider inferior to themselves. They were once lead by Cain, father of murder, as they committed atrocities on Earth. Their true form manifests as a cloud of black smoke with red lightning inside of it. A single Knight of Hell is more dangerous than a group of ordinary demons. While ordinary demons receive their power either from Lucifer (an archangel), or torture while in Hell, the Knights revived their power from The Darkness through the Mark given to Cain - because of this they each have a Mark of Cain. They are not as affected by damage dealt to their hosts, even injuries as severe as gunshot wounds, decapitation, and dismemberment. Unlike most demons, Knights of Hell are immune to churches & the worst effects of a demon-killing knife. Devil's Traps only hold them temporarily. They can be killed only by the First Blade but can be severely wounded by the Spear of Destiny. Additionally, they are not immune to exorcism rites, however a single exorcist would more than likely die of exhaustion before completion.

CROSSROAD DEMONS
Demons tasked with "buying" souls for Hell through deals with humans. These deals consist of the demon granting the human's wish in exchange for ownership over that person's soul, resulting in the person dying & going to Hell to be transformed into a demon upon death. The red-eyed salesmen of hell can be summoned at crossroads by humans seeking to make deals. They are master manipulators & love to play with people's emotions, particularly negative ones like greed, guilt & fear. All Crossroads Demons sign their contracts with a kiss & answer to the King of the Crossroads; Crowley. They're physically stronger & more powerful than black-eyed demons, being a higher rank. Also have some control over individual hellhounds as their relationships with the hounds are more loyal. They are difficult to exorcise but hold all other demonic weaknesses & strengths.

DEMONS
Malevolant beings made by Lucifer; they are created from corrupted human souls that have endured extensive torture in Hell by other demons. In the beginning they were the direct result of the corruption of humans by the Knights of Hell as more souls were entering hell instead of heaven. Additionally, there are many ways of becoming a demon, from making a deal with a Crossroad Demon, being a witch whose power is through Lucifer, oa having a tainted soul by lineage/curse. Similar to Angels, they require a Vessel to walk the earth, but are able to roam in their smoke form. Often when a demon has used its powers, they leave a trace of sulfur in the nearby space, or on a person. When they possess humans, they enter through their mouths & will not change the appearance of the human except for sometimes their eyes will become black. Demon possession also causes a chemical change in the circulatory system of the host; demon blood is known to be a unique serum & has certain attributes when ingested - it will bring out the worst in a person & send them on a power trip. If too much is taken they can die & become a demon. Demons have no quarrel with killing or torturing their own kind to achieve their goals or climb higher in ranks. Demons, although being tortured & twisted human souls, can be "cured" by injecting enough purified blood while on holy ground.

INCUBI / SUCCUBI
They are the children of Lucifer & the demonic Queens of Hell; Lilith, Agrat bat Mahlat, & Naamah. A type of demon that sexually assault men & women (usually) in their sleep, seducing them for their energy & feeding off them in order to be rejuvenated. They may take a form of a beautiful young man or woman but closer inspection may reveal deformities upon their bodies, such as bird-like claws or serpentine tails. Making eye contact with a succubus or incubus can cause a human to fall into a state of sleep paralysis. Contact with them is pleasurable & typically eliminates the victim's resistance so they feed from him or her, engage in sex, or control the person to their advantage. They are known for tainting souls of religious & Church members, thus dooming them to become high ranking demons upon death unless repentant.

HELLHOUNDS
Descendants of Cerberus & guardians to the gates of the Underworld. Hellhounds are ferocious beasts that retrieve the souls contracted by Crossroad demons, as well as hunt rogue demons to drag them back to hell. Their sight is not perfect but their sense of smell is unmatched & it is said they are able to smell the souls of mortals & tell how long they have left on their contract. They despise Reapers, and have been known to attack entire Werewolf & Shifter packs. Fighting off a Hellhound is incredibly difficult as they are unrelenting attackers & their saliva has paralytic/hallucinogenic properties. Even in their human form, being in the presence of a Hellhound could cause one to hallucinate depending on their mental strength.
DEITIES
AZTEC + BABYLONIAN + CELTIC + EGYPTIAN + GREEK + HAITIAN + HAWAIIAN + HINDU + NORSE + ROMAN

STATISTICS
DISTINGUISHING FEATURES?
wings, holy light
IMMORTAL/AGE RANGE
NO
MAGIC SUSCEPTIBILITY
can be trapped, banished, killed
WEAPONS
varying blades, depending on rank
BLURBHERE
HUMANS
HUNTERS + MEN OF LETTERS + WATCHERS + TEMPLAR KNIGHTS + ORDO TEMPLI ORIENTIS

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
HUNTERS
Your average run o' the mill human that hunts down the supernatural & saves people from monsters, demons, ghosts & other creatures. At some point in their lives they were made aware of supernatural forces, or always believed in them, and have turned it into their life's work to hunt monsters. The most recurring reasons to go into the hunter lifestyle is a tragedy in their past that involved the supernatural or expected family legacy. Seldomly are hunters working alone as they tend to know each other, or at least some groups do. Hunters are generally skilled fighters, proficient with firearms, shotguns and melee weapons they might acquire. Each has a specialty such as; proficient tracking, prudent tactical skills, instinctive ability to "read" behavioral characteristics. Hunters receive information from Men of Letters as well as Watchers, but are less trusting of supernatural types.

MEN OF LETTERS
A global secret society of male & female scholars started in the 1800's who research the supernatural. The epitome of a supernatural R&D department.. just tucked away secretly in the basement. They see Hunters & Slayers as a necessary evil in doing their work, but view their use of violence with contempt. Famous for having once destroyed the Grand Coven with their political power. They have secret bunkers across the globe, known to only a select few as safe havens. They are known for their experimentation both with weaponry as well as witchcraft in battling supernatural forces. Many weapons used by hunters & slayers were developed by the Men of Letters.

WATCHERS COUNCIL
Men & women of immense knowledge devoted to tracking & combating malevolent supernatural entities. They are chosen & from a young age, receive training & schooling in order to become a Council designated watcher. Once graduating academy, they are assigned to train mentally & physically, and guide Slayers who are destined to face the forces of darkness. Watchers are taught rudimentary magic in school to aid with training of Slayers as well as protection. Compromised Watchers, if not by their Slayer, are killed by a Templar Knight to protect the secrets they hold.

KNIGHTS TEMPLAR
Descendants of the same Templars who fought in the Crusades; they are the Order of Solomon's Temple & elite guardians of some of the most ancient & powerful artifacts on Earth. Modern-age Templars are very much a secret society and while mostly & traditionally human, can be of any species. Known for working alongside Archangels & witches, and have supplied the Men of Letters/Watchers with countless resources of information.

ORDO TEMPLI ORIENTIS
Started around the same time as the Knights Templar, OTO members are occultists wanting to expose supernatural forces like their founding member, Aleister Crowley. Unlike Templars, OTO would like the supernatural world to be known to the public & have gone through extreme lengths to try to expose the existence of supernatural beings & artifacts. All members, as part of initiation, go through intense magical training & have been known to be able to, after possession, expel a demon. They are also hunters of rogue witches; taking their magic for themselves.
MAGICAL BEINGS
WITCHES + FAE + LEPRECHAUNS + DJINN

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
WITCHES
The origin of witchcraft remains unknown; however, it is known that witches have existed for many centuries, passing down their knowledge & skills through generations. Witchcraft is a practice of magic that encompasses many different types of activities including astrology, divination, spell casting, & spirit communication. It includes the practices of many cultures, nations & religions as well as many books & writings from ancient times. The power of a witch is not only dependent on the source of their magic, but also on their knowledge & training in witchcraft. Contrary to popular belief, not all witches receive their magic from demons, nor do they worship the devil. Some witches, such as Wiccans, receive their power from nature & may practice witchcraft however they see fit. Magic can often be split into black & white, though depending on the situation, may also be neutral. All humans are connected to this power & may access it through practice & training. On the other hand, malevolent witches that practice the black arts sometimes have familiars, which are demons in animal form that give them power - they can choose a witch at random, be handed down through a family, or show up when the witch is near death to make its deal. The most evil task used by witches is to take control over certain human beings, through their familiars - though the victims may be exorcised. Whilst everyone has the ability to cast spells & perform other feats of magic, witches may have two areas of specialty in which they excel above others. Witches can be killed by normal mortal means, though it's usually quite a difficult task. A spell can only be broken by the witch releasing it, killing the witch, another casting a more powerful counter spell, or removed by a magical Deity.

FAE
Fairies are regal, and sometimes mischievous, supernatural beings that come in a variety of forms and have existed secretly alongside unsuspecting humans for thousands of years, closely resembling them. They are the pure embodiment magical energy and can only be seen in their true forms by those who have been to their realm. Fairies have been classified into two groups by hunters - one consisting of light fairies and other of dark ones. Both however, adhere to a strict social structure governed by a Fae Tribunal Court. They a sensitive to energy to the point of being able to sense a being's soul and even restore it; but the process includes giving the soulless large amounts of their blood which is forbidden. All Fae appear to be physically strong and extremely long-lived compared to humans; however, they are not immortal. Fairies can be summoned by spells and trapped in our reality with dark magic. In general, Light Fae are more benevolent, and dislike harming others - they can, however, be bound and forced to kill by magic. Relationships between humans and Fae based on mutual love are forbidden, but casual relationships are condoned only in the short term. If the two beings cross-breed the resulting children do not inherit Fae powers, and Fae parents are discouraged from having contact with their human children. They all have a number of common abilities within them, like magical knowledge (being able to cast magic thanks to their knowledge and nature), enhanced strength, teleportation, possible immortality, and telekinesis. However, a special ability is limited to each individual fairy and can include something such as: reality warping, flight, shapeshifting, invisibility, or specific elemental or biological control. Unless exposed to a high enough level of energy, such as radiation, for a substantial amount of time, fairies cannot be easily killed, but can be banished.

LEPRECHAUNS
Are a specific, mostly mischievous, type of fairy summoned by humans to make deals, exchanging their services for a price. A Leprechaun will remain in the summoned area until banished by a spell. They are greedy and known for hiding treasures in our reality - because of this, they are easier to catch and suffer from arithmomania, a mental disorder that may be seen as an expression of obsessive-compulsive disorder. Sufferers of this disorder have the overwhelming impulse to count their actions or objects in their surroundings - therefore it must stop what it is doing to count every grain of sugar or salt, one by one, if someone pours it in front of them. Unlike regular Fae, Leprechauns cannot be trusted under any circumstances and refuse to choose a side of any kind, they can also travel great distances in the blink of an eye and overpower humans easily. They can become intoxicated by drinking cream, harmed by iron, and killed by radiation.

DJINN
Are a rare race of supernatural beings that have the power to produce powerful hallucinations inside the minds of humans. All Djinn originate from Ubar, but are bound to the locations and places they protect, most commonly rivers, lakes, and stretches of desert. Djinn are sought after by witches because of their unrelenting power; a fairy will tire eventually, but a Djinn is unwavering. Because of this trait, some Djinn are bound to locations or objects by magic and must answer to a Master, however some guardians who outlive their masters may forget their original commands, or they may become powerful enough to find their own motives. However, a bored Djinn is a dangerous one - they are said to account for much of the "magic" perceived by humans, cooperating with magicians to lift items in the air unseen, delivering hidden truths to fortune tellers, and mimicking the voices of deceased humans during seances. There is no rubbing of lamps with these Djinn, however by aiding one in their task or showing pardon, they are magically bound to grant the first desire to come to mind. Djinn have the ability to read a person's mind to learn their deepest desires, and can take on four forms: a blue free-floating ectoplasmic form, a human form, a
hybrid form, and their true form which stands roughly twelve feet and will bring other magical beings to their knees with chest pain as if their magical essence was drawn like a magnet to the Djinn.
SEA CREATURES
MERFOLK + SIRENS + KELPIES + SELKIES

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
MERFOLK
Mermaids and Mermen are from the city of Atlantis and are thus considered somewhat magical. Their true form is the torso of a human, transitioning into the tail of a fish. The tail of a Mermaid/Merman varies by color and
design depending upon the habitat in which they live. For instance, Merfolk from the depths of the ocean would have dark scales with bioluminescence. Merfolk are capable of taking on a human form to walk on land; however, ever few hours they need to bathe in seawater or they will dehydrate and die. Even in human form they have webbing between their toes, a set of gills behind their ears, and faint evidence of scales on there kneecaps that will reflect in the sun if caught right. They can resist some basic spells and are immune to the Siren's song.

SIRENS
A dark, ghastly, malnourished looking version of Merfolk, Siren's can take on the form of a human but their true face can always be seen in a mirror. It can lure victims by singing and then manipulate feelings of love, whether sexual or platonic, and even cause its victims to kill someone they love. A siren's kiss will doom the human it chooses, it infects them by fluid transfer. The infection leaves traces of oxytocin in the victim's blood - a love hormone that provokes feelings of euphoria. They feed only on humans they can trick into loving them and can be killed by a bronze dagger dipped in the blood of someone under its spell, or someone whose found their true love.

KELPIES
Originating from Scotland, Kelpies are known for being a beautiful steed inhabiting freshwater lakes, ponds, and streams. They lure victims to the waters edge before dragging them in, devouring them, and tossing their entrails onto land. Males tend to dominate the species, and wherever a Kelpie is, fairies are usually close by. In true form, the Kelpie can take its victim to the water on its back, or drag them unwillingly via adhesion to their skin. By cutting off the tail of a Kelpie they can be trapped in human form and drown unless reverted back by a witch, they can also be stuck in their true form by removing the silver necklace (bridle.) A silver bullet will kill it in either form.

SELKIES
Either male or female human/seal hybrids who search for human companions. By shedding their sealskin, a Selkie can live on land for up to 6 months before having to return to the sea. If a Selkie's skin is lost or damaged and they are unable to return to the sea in time they can die without magical intervention. They are very monogamous, tragically so, and would go as far as to throw themselves to the cliffside at the loss of their loved one. They are often friendly toward nymphs and fairy creatures, and some have been known to feed on human flesh.
SERPENTS
GORGONS + VENTALA + URAEUS

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
GORGON
Dreadful beings with the lower body of a snake, torso of a human, and hair made of living venomous snakes. Unless you're a Gargoyle or Golem, the Gorgon's powerful gaze can turn you into stone for eternity, unless freed by a powerful spell. Heroes and all those associated with Athena typically aren't besties with Gorgons, and they are known for having a hot temper. The blood of a Gorgon can have healing properties if taken from the right side, but if taken from the left side it could be deadly. They have bellowing screams similar to a banshee, that can startle victims to open their eyes. They can also talk to snakes. In human form they have their snakes hidden under their hair and can grow fangs and sharp claws to attack with. A Gorgon can only be killed by decapitation with a silver sword coated with the blood of a Basilisk.

VENTALA
Snake-like creatures that hunt in pairs so they can capture their prey. They generally appear human except for having two sets of eyelids (one horizontal, one vertical) that must occasionally blink and will occasionally shed dry scales through their skin. They enjoy basking in the sun, can see heat signatures when transformed, and are loyal and protective of their kind, having a strong pack mentality that extends like family. If threatened, or when they attack, Ventalas reveal sharp, thin teeth and their eyes take on the appearance of a snake's. Their bite can be mistaken for that of a vampire's, although unlike a vampire, their bite is paralyzing.
(We're keeping the "N" to distinguish this species from the Hindu spirits, so it's an intentional typo!)

URAEUS
If there was ever a royal guard for snakes, the Uraeus would be it. They are the deadly cobra guards once used by the goddess Wadjet. They are similar to Ventalas with basking and heat sensory, as well as their humanoid appearance, however they tend to seclude themselves from other of their species. A Uraeus' saliva is potent enough to paralyze even an archangel temporarily. Their bite? Instantaneous death via coagulation of victim's blood. They can command snakes and throughout history have aided in protecting the mummified remains of Egyptian royalty.
SHAPESHIFTERS
WEREWOLVES + SHIFTERS + KITSUNE

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
WEREWOLVES
A pureblood wolf is hereditary only - an individual must be born a werewolf, inheriting his or her status from one or both parents. A bitten wolf is just that - while in beast form, a werewolf can turn a human into a werewolf through a bite - however, a bitten wolf is generally weaker (especially in human form) & has less control over shifting. Werewolves are able to reproduce with humans & other Weres; the species of the offspring of these disparate couplings occurs randomly. Biologically, there are very few differences between humans & werewolves. They are not immortal & their rate of aging/expected life span is the same as humans. The one biological difference between werewolves & humans is body temperature; werewolves are slightly warmer than humans. Weres are territorial & function collectively in packs. However, there are those who live without packs, either by choice or through social rejection; known as lone wolves & are considered outcasts. As with all weres, they can shift from their animal form to human form at will, except during the full moon. Physically stronger than Shifters, but are considered intellectually inferior to them by other supernatural species on account of their ravenous & beastly nature. They have a half-wolf, half-human form which consists of sharp claws, larger fanged teeth, wolf eyes & faint sprouts of hair covering the backs of their hands & sides of their face. Vulnerable to silver & regardless of their strength, even during the full moon, can be held down with silver chains.

SHIFTERS
Shifters have the ability to physically assume the form of any animal & are a branch of the Were variety. A shifter must first mentally observe the animal's form in specific detail, a process known as imprinting, but usually have one particular animal that requires little effort or thought for shifting, which is known as a "go-to shift." Tend to assume characteristics of their go-to shifts in their human form over time. Cannot shift into another human, to attempt so would result in instantaneous death. They are not immortal & must be born a shifter - their rate of aging & expected life span is the same as humans. On a full moon they will shift unwillingly.

KITSUNE / KUMIHO
A kitsune/kumiho is a shapeshifter & usually when it reaches the age of 100, it learns the ability to take on a human form. Thus, they have to be a fox for a 100 yrs before it can shift back & forth. The more tails a fox shifter has—may have as many as nine—the older, wiser, & more powerful it is. Kitsune feed on the pituitary gland, a part of the brain- without it, they will die. Kumiho are more malignant in nature & feed off the hearts & livers of men. A sure way to kill either creature is to cut off its tails. Abilities commonly attributed to the kitsune include mouths or tails that generate fire or lightning, or willful manifestation in the dreams of others. Can remain in their human form as long as they desire but when they are prepared to attack, their eyes will become fox-like & will sprout claws from their hands. Regardless of form, they're not a fan of dogs. And unlike werewolves, they are immune to most basic magic & silver will not harm them.
SPIRITS
GHOSTS + POLTERGEIST + BANSHEES

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
GHOSTS
Souls of deceased humans that did not get into Heaven or Hell & are stuck on Earth. Typically reside in The Veil, but can occasionally appear in the physical plane - usually due to unfinished business from their life. The apparition of ghosts vary widely, depending on the age of the ghost: the mode of manifestation can range from an invisible presence to translucent or wispy shapes, to realistic, life-like visions. A ghost's power to interact with the physical world comes from two places - one is complete calm where the ghost has to "tell" an object what to do & the other from blind rage. Normally, a Ghost will start out confused & disoriented before realizing they are dead. In some cases, a trauma of sudden death can be so great that a Ghost will think they are still alive & continue in a routine from their lives, oblivious. Can be tethered to objects, locations, or people. It's possible to summon a spirit back to a location. Ghosts summoned through black arts can turn violent if the summoner loses control, usually as a result of having their rest disturbed & being forced to do things against their will. It can be possible to obtain information from a ghost if one has something or is able to do something that will please them. Also possible to bind ghosts & control them, to do so however, is very powerful black magic. Certain powerful beings can also naturally summon & control ghosts, such as the Egyptian god Osiris.

POLTERGEIST
Unique spirits which seek attention through sometimes violent & deadly actions. Vengeful entities who, like demons, have lost the majority of their humanity by being stuck on Earth at unrest - therefore burning their remains is ineffective. When in a state of distress, they're strong enough to bench press a piano, they can also be quite powerful with telekinetic displays of power, able to throw grown men around like rag dolls. They are sometimes attracted to places where beings of great evil (such as powerful demons) manifested, or where great tragedies have occurred. Poltergeists are extremely difficult to command & require a high level of skill in the black arts. Poltergeist's cannot be killed until their spirit is put into a state of calm, like a normal ghost, at which point the remains can be salted & burned.

BANSHEES
A death omen spirit of a fae that manifests to herald approaching death with wailing. The wailing is a reflex they cannot control. Who the banshee wails for rests in their subconscious mind and to reveal the name it must enter into a trance, during this time their eyes turn white. Banshees have allergic reactions to the touch of iron & to invoke a trance/summon a name they must drink pureed liver, which contains iron. A Banshee's wail has the ability to shatter solid objects with an incredibly loud & destructive sonic force, even capable of stunning an individual, knocking them off balance, or causing internal hemorrhaging. Additionally, they have the ability to subtly influence people's subconscious mind by changing the tones & vibrations of their voice - most notably with their singing. Typically, Banshees will attach themselves to a family because of concern, or because they despise them.
UNDEAD
ZOMBIES + MUMMIES

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
Z O M B I E S
Are walking, talking, capable of emotion, corpses with a hunger for brains & warm flesh. At least once a month, they must feed on brains or flesh of the living, or else risk further decomposition. A regular diet of human flesh and embalming fluid will keep a zombie looking fresh. Every time a zombie feeds they will retain a small amount of knowledge/memories/habits from the individual. They don't have superhuman strength, but they're incredibly durable & unless shot/stabbed in the brain, unkillable. Created three ways: necromancy - a witches curse that if broken will put them to rest, scratched/bitten by an existing zombie, or created by gathering dead body parts & putting them together with voodoo spells - this Frankenstein-like method results in a more confused & brutal zombie. Make-up has done wonders for zombies hiding their existence in society as of late, but the ice cold skin & lack of breathing could be questionable by humans. Can be controlled by a bokor or Voodoo sorcerer.

M U M M I E S
Created two ways: cursed with the Hom-Dai & resurrected, or simply just resurrected by powerful magic channeled into an Ankh that must be worn at all times. As a resurrected immortal, mummies are nearly invincible, with any minor wounds undoing in moments, & any fatal wounds able to be healed by resting in their sarcophagus. Eventually, if they do not wrap themselves & rest in their sarcophagus regularly, their body will begin to break down & look less human. They must always have at least one part of their body wrapped in their original linen or they will decompose rapidly. Mummies have no need to sleep or breathe, & can summon various insects like scarab beetles & locusts. Able to sense their own descendants, which they typically are very protective of. Ankh mummies have been resurrected as honorary Medjay, ancient Egyptian pharaonic protectors from the Old Kingdom, while Hom-Dai mummies must feed off of human life sources periodically. Regardless, for both, as long as their sacred canopic jars are in tact they will remain whole, but with each jar & vital organ lost, they will decompose & lose not only their power but their humanity. Mummies are extremely sensitive to heat & any dehydrative process which interferes with the preservative fluid in their veins. While their skin is almost rock-hard in consistency, their wrappings are extremely vulnerable to fire. Also vulnerable to certain ancient Egyptian spells contained within the Book of Amun-Ra & generally fearful of cats - which they see as the guardians of the underworld.
VAMPIRES
+ NOSFERATU

STATISTICS
STRENGTH
★★★☆☆
STAMINA
★★★☆☆
AGILITY
★★★☆☆
INTELLIGENCE
★★★☆☆
N O S F E R A T U
The oldest, most powerful line of vampires that are direct descendants of the First; Lilith, through her progeny Judas Iscariot. Nosferatu are rumored to have demon blood running through their veins & become stronger with each victim. They are capable of spreading illness & plague among populations and, can control newly turned vampires. Except for Lilith & to a lesser extent Judas, Nosferatu cannot tolerate ultraviolet light at all as they will burst into flames. Nosferatu are only able to be killed by a stake made of Aspen wood through the heart, but silver will burn them badly. They are the vampire Authority, though most vampires don't believe that they actually exist.

V A M P I R E S
Reanimated corpses that drink blood to survive & maintain their powers. Originally humans converted into a vampire by a "maker". Their primary characteristics include a lack of a heartbeat, body heat, brainwaves, electrical impulses, need to breathe, and other bodily functions. To create a vampire, a human must be drained of their blood by a vampire & the blood lost needs to be replaced by some of the vampire's. The two must then sleep in the ground until the newborn rises as a vampire the following night. The two will subsequently have a maker-progeny bond, unless the maker deserts or releases their progeny. Fangs can be extended & retracted by choice, & are controlled by the movements of certain facial muscles. Fangs can also be removed, but grow back after three months. Although vamps can control themselves in a sophisticated & human manner, duress reduces them to a more feral state such as hissing, growling, & baring fangs. Can glamour humans & witches without protective wards, but cannot enter homes without permission. They can only tolerate about a half hour in the sun before their skin begins to char.
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