Species Guide

Species lore and history in this game are mostly flexible, meaning you may get creative within the boundaries regarding lore for a particular species. For example, someone might favor the lore of Anne Rice’s vampires while others might prefer the vampires of a certain fandom. When creating your character, be sure to thoroughly read the specific abilities and weaknesses for each species. Each species have their specific weaknesses that differ from others. However, all species are able to die with enough trauma (decapitation, injury to the heart, bleeding out, etc). Only abilities listed can be used and you should stay within the basic known myths of the species. Don't go overboard and crazy with abilities. We don't want people blowing up cities and throwing cars into space.

If you wish to keep a completely human storyline, a strictly shifter plot, or a mix is up to you! Life's a beach, so play in the sand.

Mortals

Subspecies:
Human
Hunter
Gifted Human
Witch/Wizard/Sorcerer/Warlock

Mortals are the regular human folks. An average Joe and Jane have no idea that they're neighbors with shifters and vampires.They have limited lifespan but the advantage of a high population, their strength in numbers serving as protection against supernaturals that mean them harm. Humans are the main prey of vampires and lycanthropes. Human DNA is dominant meaning they can procreate with any supernatural creature (with the exception of the vampires), resulting in a human/gifted human child. It's even possible for two supernaturals to reproduce a human child. We can also have hunters here. It's running through the rumor mill that the Ambrosia Club is the best kept secret and a safe haven for supernatural creatures over the past two decades, so hunters are making their way here to see what the fuss is all about.

Gifted Humans

Gifted humans possess psychic abilities or superhuman powers, without being supernatural themselves. Their blood is significantly more potent than normal human blood, making them favored prey among the natural predators. Gifted humans can fill several categories however they choose to utilize their gifts and often make up great hunters. Superheroes also fall into this category. In this game, you may play AU versions of DC Comics and MCU characters.

Witches

Witches, wizards, sorcerers and warlocks are mortal and born-only, no different from humans in physical makeup. No amount of shifter blood or human blood can negate witch powers that exist from a very young age and peak at pubaerty. Some develop later, some develop earlier. All witches have a basic control of magic, which means they can charm items, do curses, hex folks and practice alchemy. Some use spells and utensils such as magic wands, potions, grimoires while others don't. Each witch then has their own special power. Some powers take time to fully control or explore. Some witches are lucky enough to have family who share the same power but most do not. It's up to the parents to help them control their power and to help them develop or explore it. What separates them from gifted humans is the ability to manipulate aura (practice magic) to achieve their desired effects, tweaking the nuances of universal energy with the intent to influence and maintain that influence. They are able to heal shifters if they suffer a wound or injury that is too severe for their own healing abilities. Witches have normal human lifespan and age at the same rate as humans, though they tend to live about by 10-15 years longer. That said, the overuse of magic and certain forms of magic (particularly black magic) will cut their lives shorter. It isn't uncommon for high-achiever witches to die of over-exhaustion.

Shifters

Subspecies:
Lycan
Shapeshifter (Puma, Cheetah, Tiger, Lion, Jaguar, Leopard, Lynx, Coyote, Fox, Moose, Bear, Otter, Horse, Dog and other shifters)

Shifters are creatures who are able to shift into animal form, or perhaps they are animals able to shift into human form. They're born this way or they're turned this way after a bite. If born this way, it isn't activated until they've hit puberty at age 12-15. It takes about 3 years to fully master powers. Shifters are unable to speak in their animal form because they lack the necessary vocals, but some are able to telepathically communicate within their own subspecies. When they shift, their animal form is the same size as the general/average size of the actual animal. Shifters have extraordinary healing abilities. They live about 20-25 years older than a human and age slightly slower. Shifters can feed off all creatures except for the vampires because their blood is toxic to them which may cause a drug effect at best and an overdose and death at worst. Shapeshifter blood is a stimulant similar to cocaine, inducing alertness, confidence, delusions of invincibility, and reactions based on raw emotions that often swing from one extreme to the other. It’s common for pit fighters and others who rely on brawn, adrenaline, and anger to use shapeshifter blood to boost their performance. Shifters can only shift to one animal even if your shifter parents are of two different subspecies. Anything more than 1/4th human blood ends the lineage resulting in no powers and no ability to shift which is why most traditional shifters only wed and mate with other shifters.

Lycans

These are werewolves of lore, a combination of human and wolf. They are vulnerable to the lunar cycle, unable to resist change every full moon. During the days leading to it, they may experience intense mood swings. In their wolf form, they crave human flesh and they can also consume large animals such as deer or livestock. The moment of change could be an exhausting change, when the body relentlessly twists and lengthens, breaking bones and ripping skin, and the lycan requires a couple days or more to recuperate. Memory loss may occur during transformation and relentless hunger, fear, and rage are prevalent but more experienced lycans can exhibit stronger control. Lycanthropes are formidable predators. They possess immense strength and speed in their shifted forms, far superior than regular humans. Their human forms are like any other humans.

Shapeshifters

Shapeshifters can assume the form of any one animal that is part of their bloodline (subspecies). However, they are not affected by the lunar cycle and can change at will, which is as easy as breathing for most species. They don’t assume an anthropomorphic form of their animals though their forms can be twice the size of the creature (less true the bigger the species is). Shapeshifters tend to practice hierarchies associated with their species; certain birds tend to be found in flocks, while known solitary species live on their own. The longer a shapeshifter stays in their animal form (a few months), the more attached they become to it. Human memory tends to fade away with time. Hundreds of years ago, it was not unusual for a shapeshifter to permanently assume their animal form and lose all memory associated with civilized life. Please stay away from mythical creatures and animals that wouldn't survive in the local climate or in the homeland of the character.

Abilities

Enhanced Senses, Endurance, Strength, Speed, Healing

Weaknesses

Silver: When silver touches skin, a constant burning sensation occurs much like a sunburn until contact is removed. Silver itself, whether it's pure or an alloy, must touch membrane or blood to inflict true damage, with intensity that depends on the concentration of silver. Wounds caused by silver heal at a mortal rate even with self healing, so it is often used at a coating for knives and bullets. Contact with membrane and blood leave a lingering pain. The longer silver remains in contact, the more poisonous it becomes. A unique infection caused by silver can begin to eat away at flesh.

Fire: True fire not created by supernatural means. This will scar and heal at a mortal rate. Mystical/holy fire will burn as severely but depending on the shifter's ability to self-heal, will be as any injury. At the same time, enough mystic/holy fire can cause continuous damage and be used as a tool to weaken.

Wolfsbane and Vervain: These two plant species are a repellent and a deadly toxin to shifters. The scent alone is enough to drive them away, as all instinctively avoid it. In its raw form, touching the petals, stems, and roots cause intense irritation with longer contact resulting in burning, peeling, and blisters. Ingestion of both results in vomiting, dangerously high fever, and weakness. Unfortunately when brewed into tea, it is almost undetectable.

Vampire Blood: Like shifter blood to a vampire, a lycan and a shapeshifter cannot feed off the vampires or consume more than an ounce of their blood. A small amount may provide a short bond between a vampire and shapeshifter, but it is rare. Ingestion of vampire flesh and blood will render the shifter ill. Some use vampire blood as a poison for weapons against shifters. Luckily the vampires are naturally undesirable for shifter appetites and they tend to shy away from consumption.

Merfolk

Merfolk are legendary aquatic creatures with humanoid upper bodies and fish-like tails comprising their lower bodies. Female merfolk are referred to as mermaids with males being called mermen.

All merfolk are migrational/nomadic. They are fairly social and affectionate, though dangers of the ocean makes them more reliant on instinct than most land-dwellers; this often makes humans especially underestimate them and consider them savages. Though merfolk are not technologically savvy, they're insanely creative and live art, love art, breathe and sleep art (art being not only images but word and song and dance). They have brought the ocean to life, and somehow can transmit such splendor to those on dry land through their art.

Merfolk share a diet close to humans. But merfolk can eat things humans can't eat. Such as: coral, raw fish, raw crustaceans, sea anemones, plankton, raw cephalopods, raw undersea mollusks and raw undersea plants of all sorts.

Merfolk appreciate diversity with a love of life and thus approach the other species with an open heart and open mind. Most of all, they love shifters and the two species have developed a stronger bond than merfolk with demons or vampires. However, merfolk also love some gifted humans, especially those who with water manipulation abilities.

Merfolk anatomy, tail examples and more.

Abilities

Amphibious Shapeshifting: Merfolk are able to take on an ordinary human appearance to blend in with modern society and avoid being detected for varying lengths of time. Their legs fuse together to form a scaly fishtail. Merfolk can only transform in ocean water. When they transform into their human-like forms, they shed their scaly fishtails.

Aquatic Habitation: Merfolk can survive and adapt to underwater environments including enduring high water pressure and extreme water temperatures. They are able to survive the high water pressure of the deep ocean and can swim in colder waters.

Speed Swimming: Merfolk are able to swim at extremely high rates of speed with minimal restrictions to water resistance.

Enhanced Strength: Merfolk are noticeably stronger than humans.

Self-healing: Merfolk heal quickly from non-fatal injuries within a short period.

Weaknesses

Dehydration: Merfolk are unable to survive on land for extended periods of time. After prolonged deprivation of water, they will begin to asphyxiate, and their skin will become extremely dry and irritated. After an extensive period of dehydration, their body will begin to shut down. Merfolk are able to spend more time on the surface each time they transform.

Mortality: Since Merfolk are living creatures, they can be killed by conventional means (e.g. blood loss, decapitation, starvation, suffocation, and etc.). When Merfolk die, their family takes their body and swims for a long time to the deep ocean so no other animal can find it and leave it in a special place, like a funeral.

Vampires

A vampire is made by another vampire, they cannot procreate. They have cheated death but paid the price for immortality. Many are transients, moving between different towns in order to keep from being found out because you can only stay looking same age for so long without raising suspicions. Vampires cannot walk in the sunlight unless they are ancient or use a charm of some sort, even then they are still weakened during the day. It's an extra drain on the body. They can not cross running bodies of water and must be invited into a mortal's home.

A vampire's sustenance is mortal blood. Shifter blood is mildly poisonous if ingested in large amounts. Animal blood will suffice for one or two feedings but will lead to the loss their self-healing ability within a few days. Vampires must feed on a nightly basis for at least 1 pint of blood; within a few days they will lose their youthful appearance and/or vitality and it is more difficult to execute abilities. Eventually their immortal aura will begin to disintegrate without blood and they will begin to fade and shrivel like a plant without water. A vampire's bite can give sensations to their victim through their saliva, which can vary from pleasure to outright agony.

Abilities

Extra speed, Extra strength, Enhanced senses, Durability, Enhanced healing, Regeneration, Telekinesis, Empathy, Levitation, Tactile telepathy. Vampires are immune to psyche/mind related abilities.

Weaknesses

Silver: When silver touches skin, a constant burning sensation occurs much like a sunburn until contact is removed. Silver itself, whether it's pure or an alloy, must touch membrane or blood to inflict true damage, with intensity that depends on the concentration of silver. Wounds caused by silver heal at a mortal rate even with self healing, so it is often used at a coating for knives and bullets. Contact with membrane and blood leave a lingering pain. The longer silver remains in contact, the more poisonous it becomes. A unique infection caused by silver can begin to eat away at flesh.

Fire: True fire not created by supernatural means. This will scar and heal at a mortal rate. Mystical/holy fire will burn as severely but depending on the shifter's ability to self-heal, will be as any injury. At the same time, enough mystic/holy fire can cause continuous damage and be used as a tool to weaken.

Sunlight: Unless the vampire is ancient or possesses a special charm, they are vunerable to sunlight. It takes only moments for light to burn flesh, resulting in scarring and pain identical to fire. Some would even go so far as to claim that sunlight is a form of fire itself. Even sunlight reflected off a mirror or snow will burn. Cloudy days still allow for UV light to filter and the smallest amount can send searing pain across the skin, so it is best to avoid waking before the sun has fully set and reflection and scattering is minimized.

Dead blood: The heart of a mortal must always beat until the point of death, when blood becomes corrupted with dead aura, highly toxic to vampires. This is often a rookie mistake with young fledglings not able to control their feeding habits, and takes diligent practice. Often the first several feedings result in illness; the more ounces of dead blood ingested, the more ill the vampire becomes. Eventually fledglings will be able to distinguish the fine lines between life and death. Approximately 10 fluid ounces will result in irreversible poisoning.

Shifter Blood: A mild poison, certainly not on the same level as dead blood, but may cause hallucinations before inevitable vomiting and confusion. It burns the tongue and sits in the digestive tract before it is rejected, and leaves the vampire more hungry and delirious than before.

Divine

According to most religions, these beings do not originate from the material world; they hail from a realm that humans often refer to as Garden of Eden, Valhalla, heavenly threshold, paradise, hell and other names, ruled by a supreme being or beings responsible for creation. They either descended to earth and stay here until their purpose or punishment is finished or have reincarnated into a human form. Divinity cannot be made by artificial means, such as being systematically killed and resurrected. The Divine can be mortal or immortal, religious or no preference. However, if the Divine are born on Earth, they are not immortal. While in the physical plane, the Divine must consume a form of regular sustenance to remain so, or else they will disintegrate. Angels and Demons are spiritual opposites and tend to remain at odds with one another. However, an angel can fall from grace and become a demon or a demon can redeem itself and become an angel. Divine blood (with the exception of demonic) is the revered drug of artists and musicians. Sensations of flying and floating, feelings of tranquility, and new connections to creativity are formed for a brief time. After the effects wear off, the user becomes sleepy and may sleep an entire day away.

Subspecies:
Angels
Demons
Greek Deities
Roman Deities
Germanic Deities
Celtic Deities

Bloodbonding

Blood bonding is a powerful tool used by only two species: Vampires and Demons. Once this blood ritual is performed, the victim will be completely dependent on their vampiric or demonic master. They become filled with a warped sense of loyalty and obligation to their master. They will daydream about them, have the willful desire to serve them, give their own life to protect them, and feel a love and devotion that goes beyond the real emotion itself. Thralls can, however, feel a loathing towards their master, but nevertheless, they feel bound to protect them and their interests at all costs. Usually, weak-willed individuals will find it hard to resist any command from their master, while whose who are stronger, may be able to act against their master, but only after an extreme force of willpower and it will only last temporarily. Once bonded with the victim, the master has the ability to command their thrall at will, and can also summon them without needing to be near them to do so. The bond will fade over time if it is not maintained by repeated consumption of their master’s blood. This bond can also create a telepathic link solely between master and thrall, and often the master can feel the pain and emotions of their thrall.

Vampiric/demonic blood has aphrodisiacal properties with sensations comparable to ecstasy, leaving the consumer in a state of physical and mental euphoria and arousal. Both suppress hunger and the need for water, which can be dangerous over long term. Vampiric blood tends to be a calmer euphoric high while demonic is more intense, followed by hallucinations. It is believed to open communications with spirits. Vampiric blood also has the ability to topically heal wounds and deeper injuries if taken in larger amounts.

Species that are susceptible to the blood bond: Mortals

Species that have a small chance of a blood bond: Shapeshifters though it's an extremely small chance. Instead, they may get high, or more likely ill.

Races that reject the blood if it is used with the bonding ritual: Lycanthropes

Elixir

Supernatural blood can be used as a recreational drug, commonly known as “elixir” or "E" for short. Supernaturals are generally protective over their blood and unwilling to harm themselves to sate the addictions of a junkie. Humans who are aware of supernaturals - and supernaturals themselves - may find Elixir more potent than alcohol or nicotine, more pleasurable than heroin or ecstasy. Elixir is a dangerous substance to grow accustomed to. Addicts swear by it and may pay any price to get their next fix.

Elixir can be stored up to three days before the blood begins to decay, even in concentrated form. Elixir cannot grant extra abilities or strengthen existing ones, but it can boost physical and mental performance for a short time depending on the type, just as common street drugs do. If ingesting blood from a specific species for a long time, the user may develop a dangerous allergy to other blood. All elixir gives the users sensitivity to taste, touch, sound, smell, and sight; fewer inhibitions; brief resistance to physical pain; and withdrawal symptoms of shaking, sweats, vomiting, paranoia, sleeplessness, and depression. Mixing blood is often deadly and not recommended even among veteran users.

Offspring Bloodlines

Shifter x Human/Gifted Human = human/gifted human
Lycan x Shifter = lycan (75%) OR shifter (25%)
Shifter a x Shifter b = shifter a OR b
Shifter a x Shifter a = shifter a
Human x Gifted Human = human (75%) OR gifted human (25%)
Human x Witch= witch
Witch x Shifter = witch
Vampire x anything = no conception

Species Detection

Shifters X Shifters: Shifters whose subspecies have sharpened smell or hearing could smell the scent of the animal that the shifter turns into OR can hear the more rapid heart beat of the shifter. Additionally warm blooded shifters have a higher body temperature while cold blooded shifters have a lower body temperature. This isn't very useful for most people, though. A shifter will notice the temperature rather easily but other species would only note it as a slight warmness or coolness, if they noticeable at all. A 'you're warm' vs 'you're heating up'. Shifters are a lot more perceptive to differences in body temp.
Shifters X Witches: Shifters can't tell at all if someone is a witch or a regular human.
Shifters X Vampires: Vampires have a very strong scent to shifter senses and between that and a lower body temperature, those are traits that shifters can detect well.
Witches X Witches: Witches can not tell but there are certain spells that are not effective only on witches
Witches X Shifters: Witches can not tell however there's a special spell that can be used to reveal the shifter's form/ie force the shifter to transform
Witches X Vampires: Witches can not detect vampires but there are certain spells and items that can be used to detect this. Also vampires can not enter witches' homes without permission.
Humans X Shifters: No
Humans X Witches: No
Humans X Vampires: No. Most know nothing about vampires but vampires can not enter mortals' homes without permission and that's a dead giveaway.
Vampires X Shifters: Shifters have a strong smell, sometimes strong enough to warrant avoidance. It's an earthy smell but they can not tell the subspecies of the shifter, just that they have a shifter's scent.
Vampires X Witches/Gifted Humans: They smell even better than regular humans... and taste even better. They're absolutely delicious and vampires can feel high/euphoric after feeding on them.
Vampires X Vampires: Automatic. They Know.