A sneak peek of our lovely skin! Color-coded to each member group, profile based application, automatic thread tracker, and a ton of reqs already in the works.
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A sneak peek of our lovely skin! Color-coded to each member group, profile based application, automatic thread tracker, and a ton of reqs already in the works.
me and the girlies remembering all of bg’s greatest hits and discussing how it can possibly still be going on
@faithinthefutures and i are creating the greatest piece of literature the world has ever seen rn
✦ Jinn don't mean to but they make themselves lucky. It's not win the lottery lucky every day but they'll never lose their keys and seem to win raffles a lot. This does not spread to non-Jinn that they are close with unless they actively start to push it onto them, at which time they will be less lucky themselves. ✦ Jinn are all POC. They are at least 50% Syrian, Palestinian, Iraqi, Turkish, Egyptian, Iranian, Kuwaiti, Jordan, Saudi, Oman, Indian, or Yemen. Please be sure to have faces that reflect this accordingly. They will all be quite old unless they are the child of Jinn, in which case they can be younger but both parents must be Jinn for them to have full Jinn abilities. ✦ Jinn are fantastic at hide and seek, to the point it's annoying. No one wants to play hide and seek with them.
POSSIBLE ABILITIES:
Overlooked (technically not invisibility but the tendency of others to just not notice them)
Enhanced vision in fog/mist/sand/darkness
Accidental luck
Sensing storms
Unable to dehydrate
Attracts lightning strikes (regularly survive them)
Djinn
While Jinn in general are typically viewed as wish granters Djinn actually are, but what really is a wish? Magical law isn't super clear about it but they do want to make sure people aren't out there destabilizing the economy, so any Jinn able to grant wishes must take a course and be licensed. There's a whole pamphlet about what you can and can't wish for, it's a lot. Great cosmic powers, itty bitty paperwork.... or something like that. Typically older than their younger cousins these creatures have a unique connection to the world and the forces that surround it. ✦ Some Djinn get what is called 'The Call' and simply vanish from where they are only to reappear decades, even centuries, later. It is described as a song on the wind that just makes them want to go somewhere else. Depending on who and where they go different Djinn experience different things on these adventures. ✦ A Djinn can visit you in your dreams but they will not look like their physical body if they do. Often glowing or unusual colors and builds it's not strange for someone that knows them very closely to not even recognize them in this state. This is because Djinn are more spiritual creatures in physical bodies than most creatures would be. This also means that any ghosts that know them will know them in a very different form than the physical creatures that are close to them. ✦ Djinn are creatures somewhat out of time. They were born a long time ago and have seen the world grow and change from what they knew then to what it is now. Some of them have found their favorite decades and live accordingly, some have adapted, some don't even know how to work a phone.
POSSIBLE ABILITIES:
Magical home (where they live is randomly magical)
Elemental attunement (knowledge of the upcoming weather)
Enhanced strength
Astral projection
Limited invisibility
Granting wishes (must be purchased, overseen by magical law)
The second-to-last member group coming your way folks! One more and then some fun new things! As always feel free to ask any questions you have.
✦ Shapeshifters are able to change into things other than the more common wolves. A shape shifter that turns into a seal may well be where the myth of the selkie came from or a shifter that could turn into a bird could be the inspiration for harpies. It's hard to nail down what the limits are on the ability until someone finds it. ✦ Wereboars, seals, bears, deer, foxes, and eagles have all been documented but not nearly as often as their wolf like cousins. Shapeshifting requires registration for their own safety and for the safety of others, can't have a shapeshifter robbing the bank every other day or someone picking the wrong target on a hunting trip. ✦ Transforming hurts. Bones and muscles are being rearranged in your body so it's not a smooth process, especially the first time. That being said the more often you transform the less it hurts and the more used to it you become. ✦ Silver is toxic. Prolonged exposure will cause rashes and burns. Ingestion is fatal.
POSSIBLE ABILITIES:
Razor like claws/spines
Unusual coloring (skin, hair, nails, eyes, ect)
Changing height/build (somewhat)
Changing specific body part - animal (cat eyes, goat horns, hooves, ect)
Changing specific body part - human (must be purchased)
Shape shifting into people (very rare, must be purchased)
Werewolves
Werewolves are the most common shapeshifters, at least here in Hearthwick. They occasionally transform into enormous wolves that are faster and stronger than any of their non-magical cousins. Standing roughly 4 feet at the shoulder they look like a normal wolf otherwise other than the color of the glint of their eyes in the light. A werewolf looks back in blue in the firelight. There are very few destructive groups of wolves in town as there are spaces built to house them during full moons when they have to transform and potion makers to help keep them from going ballistic. While magical they are usually people that have been altered and so they typically don't live much past 120 years old unless they're born to werewolf parents, then they have sometimes reached 200 years old but that's the exception. ✦ Werewolves are much stronger than a normal human their size would be. They're not going to be throwing cars like superheroes in movies but they need special gym equipment. Even relatively weak werewolves are still stronger than a human. You should probably get the warranty on the ps5 controller before the full moon hits. ✦ Transforming hurts. Bones and muscles are being rearranged in your body so it's not a smooth process, especially the first time. That being said the more often you transform the less it hurts and the more used to it you become. There have been rumors of werewolves in the old days that would change too often, that wound up spending more time as wolves then men and eventually lost track of themselves. This is called 'the loss' but hasn't been heard of except in rare ocassions in hundreds of years. ✦ Silver is toxic. Prolonged skin exposure will cause rashes and burns. Ingestion is fatal. ✦ Some werewolves experience what's called "the bond". Not all werewolves will meet the person or persons that inspire it but those that do describe it as your stomach dropping like going over a hill too fast and say that they "just knew" when asked about it. It seems to happen just from meeting them, but there's not a lot of information out there as it's a very personal matter. Those that experience it don't immediately fall in love or anything like that but they do immediately attach to the person(s) and find themselves compelled to protect and be around them.
POSSIBLE ABILITIES:
Faster healing
Enormus size
Increased strength (even in human form)
Enhanced senses (smell, hearing, taste)
Less painful transformation
Full transformation between full moons
Blood sense (can smell blood from a much greater distance)
Partial transformation (must be purchased)
Today's sneak peak is the shapeshifters member group!
✦ A mermaid's tail comes and goes at will, so long as they are in water. Not an easy transformation but one they can actively control, so no accidently growing a tail in the bathtub. It isn't too unusual to find someone on the beach that literally doesn't know how to stand up, local ordinance says you should call the fire department. ✦ A mermaid doesn't just breathe water, they simply don't breathe. They don't need air so above or below water doesn't matter to them, but it does make it really weird to sleep next to one of them. After time with humans some have developed the ability to make themselves breathe because it can be so off-putting, all you have to do is ask.
POSSIBLE ABILITIES:
Shared breath (can breathe into a non-mermaids lungs and allow them to breathe underwater for a time)
Enhanced swimming
Relatively hydrated (mermaids require more hydration then other creatures, some less so)
Buoyancy
Resistance to cold
Unusual tail colors
Enhanced sounds (Mermaids can make sonic and subsonic sounds in water)
Sirens
Much like mermaids, sirens come from the sea. Also like mermaids they are claimed to drag sailors to the depths and kill them. Maybe they used to but now it's all a lot more metaphorical. A siren is usually good at some form of art, they claim to be relatives of the muses which is unlikely but who knows, mortals forget so easily. They run the gambit from artists to singers to crafters to cooks to who even knows, but they all seem to love a shiny thing. ✦ Sirens have a blessing they can bestow on someone that makes it so they don't need to breathe for a time. It's unclear if they are able to remove the blessing, but once it is bestowed the person doesn't even need to be aware of it. They simply won't suffocate without air. According to some mermaids there are still sailors down there from who knows when, feeding the sirens they've attached themselves to, but there's no proof that it makes you immortal. ✦ Since sailors are no longer really an option for dietary needs sirens now rely on consuming emotions ethically. Any strong emotion is nourishing for them but love and adoration and lust are the most filling. They don't need to eat food but it doesn't hurt them at all to do it. Typically they "fall in love" and feed off their partner and, assuming they don't go too far, they will be fine for the rest of their lives, they'll just be tired sometimes. ✦ A siren's scales are worth a pretty penny and more than one siren down on their luck have sold off scales to get by, unfortunately they never grow back. Some people have never even had the thought but others have only a few scales left. Witches use them for spells and since they are very hard to come across the market is always booming. Particularly nice scales can be reused several times.
POSSIBLE ABILITIES:
Unaffected by water pressure
Alluring art (Singing, acting, drawing, painting, ect)
Highly Enhanced swimming (faster even then just a mermaid)
Enhanced strength
Faster transformation
Unaffected by cold
Luring (must be purchased, requires consent from the other player)
And here we have the Mermaids and their ilk!
✦ Vampires can feed on blood or on energy. There are blood banks and laws around feeding on humans if they don't want to be fed on, but just being around someone is enough to give some a little pick me up even if it's rude to feed on someone without their consent. ✦ Sometimes people get out of hand when feeding and those people get put in jail or put down. Considered 'the blood lust' most vampires consider it 'gauche' because who would let themselves get that out of control? Very Passe. The police force here in Hearthwick even has training to spot charms, so keep your nose (and your fangs) clean. ✦ Vampires can be beheaded and they will die. They call it 'ashing' because the body almost always disintegrates into ash although some of them can be a little... gooey. They also develop rashes or get sick if they repeatedly handle or ingest silver but it is not deadly to them.
POSSIBLE ABILITIES:
Low blood lust
Inhuman speed
Enhanced healing (more-so when freshly fed)
Inhuman strength
Unusual eyes
Telepathic speech (with vampires and very close non vampires)
Retractable fangs
Elders
The older a vampire becomes the stronger they become. It turns out that being able to keep yourself under wraps and working with your powers for years and years and years gives you better control of them. Typically wealthy, snobby, and unusually Eastern European the newest generations of Elders have been from more local areas now that America has existed long enough. Typically you're not considered an Elder until you are 300+ years old. Until then you're just a strong Vampire. Yes it's very gate-keepy. ✦ Charm - Elder vampires are simply more charming than they should be. It's not full-proof by any means but usually people are inclined to believe them or come to like them even if they don't really know why. They can't be forced into doing something but they may be persuaded. People that are being actively charmed into doing something have a tell-tale silver ring around their iris. ✦ Healing - All vampires will heal with time or after some blood but Elders can heal using normal energy as well. It's also almost unheard of for an Elder to succumb to the blood lust. Some say their bodies are just different and others say it's learned control from un-living for centuries. Either way it could be true. ✦ While silver is no longer as irritating there is no cure for having your head cut off it turns out.
POSSIBLE ABILITIES:
Telepathic speech (with non-vampires, across greater distances)
Levitation (This is not the same as flight)
Casts no shadow
Telekinetic (can move small things up to ten pounds)
Healing through rest (can heal by sleeping for extended periods)
Only feeds on energy
Enthralling (must be purchased, requires consent of the other player)
Progenerating (must be purchased)
Next up in the list of member groups, the Vampires!
I figured since it was brought up I could show you all the trigger warning mentioned in the response before this! Simply add what the trigger warning is (i.e. sexy times in the example) and a description if needed. That way if something happens in a thread you weren't expecting or maybe you were, you can add it then and anyone that chooses to read it can be warned.