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The old races being awakened are all parts of three primary races. Within those races there may be other smaller subsets of races, with different characteristics.

FAERIE
GIANTS
It seems obvious by their name, but the Giants are the largest of all the faerie races. The smallest of them stand at seven feet tall, and the largest recorded just topped ten feet. They are all solidly built; there is no such thing as a waif thin giant. Strength is part and parcel of being a giant, simply because they have better leverage than most might.

A giant can be “normal" sized for an hour at a time, but it takes a huge amount of internal energy and can sap the person for the rest of the day, or possibly days. In this manner, giants can interbreed with the other races.

NYMPHS
Nymphs are the elemental fae, including all of the faerie who are tied to a particular element or object of nature. However, unlike the faerie of Celtic legend, these faerie are not attached to a specific tree/mountain/river/etc.

Dryads are able to move among the trees, water nymphs among natural bodies of water, rock nymphs between natural rock formations, but they are not restricted to needing a single particular one for their home. All nymphs are earthbound, in some manner, however, tied to their formation and becoming sick if taking to the air for too long and unable to renew that connection. If taken away from their element for more than 24 hours, a nymph will fall ill. In a few days of isolation, the nymph might die. Because of this, many of the earliest nymphs born were lost, as people did not realize what was making the infants sickly, and could not bring them to the element they needed.

PIXIES
Pixies are the wee folk of the Faerie, what some folk consider the traditional image of a winged faerie, standing anywhere from 6-12 inches tall (there have been a few of the wee folk who are up to 18" tall, but those are a rarity). All pixies have wings, and all are able to fly, but the idea of pixie dust is simply a myth.

Pixies are able to become normal-human sized for about an hour or so at a time, but this requires a great expenditure of energy. However, this does mean that they are able to interbreed with humans and others of the old races.

SIDHE
The sidhe are the reigning race of the faerie. Tall and slender, inhumanly beautiful, they are instantly recognizable. They are rare, which may be a good thing, as they may affect the minds of other races, including all other faerie. Most sidhe cast glamour instinctively to be able to function in society, lest their beauty blind those around them. Sidhe are only able to cast off all masks when in private with other sidhe.

In addition, the sidhe are able to call the other faerie races to them, requesting (and often gaining) their aid.

NOTE: As this last constitutes a form of mind control, it is expected that any use in game is to be negotiated between players and only done with consent.




WALKERS
DEATHWALKERS
Deathwalkers are occasionally referred to as Ghostwalkers, as some only have abilities relating specifically to ghosts. Deathwalkers are, in some way, touched by death. While it is indeed a race that can, genetically, see the realm of the dead, most are so close to that realm that at some point in their young life they had a near death experience.

Deathwalkers are able to work with the dead in some manner. Some may raise the dead to speak with them, or may seek out ghosts. They can lay the dead to rest, or move ghosts from one place to another. One thing deathwalkers are sought for most often is their ability to speak with the dead, which is more difficult depending on exactly how long the person has been dead. Each deathwalker does things in a slightly different way, and often those who have been touched by death itself find that to be their way back to the realms of the dead.

NOTE: For the purposes of the game, talking to the dead is not always the easy way out. It isn’t simple, it isn’t low-energy, and sometimes it may not be possible to get an answer from someone long dead.

DREAMWALKERS
Dreamwalkers have control over the realm of dreams, able to enter it at will through sleep, and able to change it. A dreamwalker may control their own dreams, or enter another’s dreams. They are also able to interpret the symbolism of dreams, or may choose to call prophetic dreams into their own part of the realm.

When a dreamwalker enters another person’s dreams, they may take that person with them into the dreamscape or into another’s dreams. In this way, several people could share the same dreamscape, but whether it is remembered upon awakening by any but the dreamwalker is pure chance.

NOTE: From a game mechanics perspective, entering another player character’s dreams should be negotiated first. Also, prophetic dreams are not a guarantee and should be used properly for plot purposes.

SKINWALKERS
Skinwalkers are shapeshifters. While the term may evoke the Native American definition of a shifter, the race doesn’t necessarily follow the same patterns as Native American legends. All skinwalkers fall under this one term, no matter what shape they may take (only animal shapes are possible -- a skinwalker may not transform into an inanimate object).

Skinwalkers are not lunar-based; they may transform at will. Legendary werewolves are likely a misunderstanding of this race. Most skinwalkers have only one form that they take, although some may have as many as three. The largest number of forms ever recorded for one skinwalker was eight distinct forms. The exception is a skinwalker who is unable to take any form but human, and these may often change form at will to any number of recognizable human forms, but rarely can they perfectly imitate another person -- there will often be minute differences that allow an observer to know something is not quite right. But they may have their own distinct shapes that they take often.

Female skinwalkers can carry children to term, even if they shapeshift, but that womb/child will appear in every form they take, so all forms will appear to be pregnant or have a hump of some variety. For that matter, skinwalkers are fertile in all forms, but they cannot interbreed with actual animals, so any breeding would be solely between skinwalkers. Also, they will not have puppies, kittens, litters, etc.; all children will be likely skinwalkers, and born the normal way.

Skinwalkers do not magically take their clothing with them when they change. If they are still dressed during a change, it may do damage to their clothing. Generally, skinwalkers will shed their clothing first, and they return to human form naked.

SPIRITWALKERS
Spiritwalkers are able to travel mentally, or physically, by projecting themselves along the astral plane. Using astral projection, they may choose to leave their body in a safe place and return to it. Or they may choose to pass through solid objects by passing their spirit ahead of their body. Once they have traveled astrally to a location, they may choose to summon their body to them, thus seeming to teleport. This can be a traumatic experience when body and spirit are abruptly reunited.

Moving the body over short distances requires less energy than long, and may be done in the space of a thought. Spiritwalkers may become comfortable with a few certain locations at distance, able to blink to them quickly without trauma to their body, as it is used to following that path and appearing there.




WITCHES
DRUIDS
The first of the four witch races is the druids, who have mastered all earth based magics. They are able to mold natural objects (stone, shift water, etc.) as well as helping plants grow. They can control weather, or perform healings. There are some cases where druids can speak to animals.

Druidic abilities cover a wide range, but any single druid will usually have abilities relating to a set group of magic, or a small set which somehow hang together. For example, a druid may be able to call winds, rain, and lightning, or a druid may have an affinity for plants and earth (able to grow and mold both), or a druid might have the ability to heal. In some rarer cases, a druid may cross two groupings together, but often the way in which abilities intersect will have some logical joining (plants and healing may intersect with an expertise at healing poisons or natural injuries, or an innate knowledge of the plants which contain medications to aid in healing specific illnesses). A druid who is strong in one aspect, is very likely weaker in another, if they have that ability.

There are no druids who can do everything.

SEERS
Seers encompass all of the psychic forms of magic, including precognition, clairvoyance, and telepathy. These magics may seem to take subtly different forms or show differently based on the person (some witches may require a focus to bring out their talent). Most seers tend to focus on one or two specific abilities which are their natural talent.

NOTE: For purposes of the game, precognition is not an always reliable, or always available, talent. Also, telepathy is an ability which must be negotiated with the other player: forced mindreading, or altering of memories, is not allowed without prior agreement.

TECHNOMANCERS
By the name, a technomancer sounds like a modern adaptation for witches, but there have always been those who were best with a focus. Once upon a time, they created golems and brought them to life, now they lay hands upon a computer and speak to it naturally. Technomancers are those with a magical skill at bringing life of some kind to that which is inanimate.

TRANSFIGURERS
Transifgurers cover the abilities to both change an object and to conjure an object. This applies only to a non-living object -- for example, a potted plant cannot be conjured, but a cut flower can.

When an object is conjured, it is taken from elsewhere and its absence may be noted. A skilled conjurer may be able to define where they pull an object from, if they maintain their own personal familiar location (in other words, they could easily pull something they left in the closet back home, but would not be able to summon a specific object from a bank vault).

A transfigured object is temporary, as nature wants to return to its own form. The staying power of the change is based upon the time taken by the witch to change the object, and the amount of energy expended.





Last updated July 28, 2010
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