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The Cast
Topic Started: Oct 30 2008, 07:19 PM (53 Views)
Disturbed
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Listed below are the 'races and classes' (for lack of a better term at this point) that you can create for each of your characters. You can have up to three living, three dead (i.e., ghost), and three undead (i.e., vampire) characters at any given time. Should any of your living characters die, you can have up to five dead characters; up to five undead characters; or up to four dead and four undead characters. If you have reached the maximum number of dead and/or undead characters, you can only have up to two living characters. Each type of character mentioned in this post is given a specific category; werewolves count as living characters, but witches count as Immortals (which you can only have two of at any time).

Example 1: 3 Humans, 3 Vampires, 3 Ghosts

Example 2: 2 Humans, 4 Vampires, 4 Ghosts

Example 3: 2 Humans, 5 Vampires

Example 4: 2 Humans, 5 Ghosts

Note that character types marked in green are not up for grabs, so please do not ask.



THE CAST



Humans are mortals with no special powers, qualities, or attributes. They form the bulk of the planet's racial resources and can be found anywhere from the janitor's closet of your local K-Mart to the ridiculously luxurious offices of high-powered, mutil-billion-dollar businessmen. Humans are also the sole target of the vampires and the werewolves, as well as the primary targets of witchcraft. Category: Living Mortals

Vampires are immortal save for a few weaknesses: even diffuse sunlight burns them; crucifixes and holy water burn them on contact; ingestion of garlic causes severe anaphylactic shock (with death swift to follow); beheading; and a stake through the heart, which will paralyze them completely within seconds while simultaneously subjecting them to excruciating pain until their wounds have healed - and heal they will. Vampires live forever (assuming they aren't murdered), are immune to all illnesses and diseases that would affect living mortals, and they heal far more rapidly than is possible for a living mortal with or without magical ability or knowledge. Vampires must feed nightly, but they can spend up to four nights draining a single adolescent or adult victim; children up to pre-teen (around ten to twelve years old) are usually consumed in one feeding. Silver doesn't affect them, but they have no reflections and are rendered immune to their weaknesses by people who willingly invite them into their homes. Their strength and speed are incredible and increase over the course of many centuries. All of their teeth are razor-sharp, but their upper canines are longer than and almost twice as sharp as the rest of their teeth. They have no other abilities, but they have kept to themselves and are almost completely unknown to the general public. Category: Undead

Witches have practiced what they call The Craft for millennia. It is rumored among them that their ancient ancestors gave the vampires their power, though some theories point to a defiance of God by the most devout of Catholics or Christians. The Craft is the practice of using crystals, stones, incantations, rituals, candles, and other such pagan equipment and acts to produce desired effects. Depending on the spell, the result could be completed in a few minutes or a few weeks. Witches are born immortal in that they cannot be physically wounded unless they will it to be so; tattoos and piercings would be no problem if they wanted them, but putting a bullet in their brains would be impossible unless they wanted it done. Witches live forever assuming they do not will themselves to become mortal; however, if turned by a vampire, they lose their 'willful immortality' in favor of vampiric attributes (including vampiric immortality and weaknesses). Rarely are witches seen together in great numbers, the largest groups having only a dozen or so members (and even that's uncommon). PM me with ideas for spells before you use them; once I have started receiving legitimate spell ideas (do some research on witchcraft before you submit them), I will post a topic listing accepted spell ideas. I probably won't respond to your ideas, but you'll know if they've been accepted or not by their appearance (or lack thereof) on the list within a week of your submission(s). Category: Immortals

Ghosts are completely intangible in most cases, for they are the souls or spirits of people whose bodies have died. For whatever reason (usually some 'unfinished business' or specific purpose), they have remained on Earth instead of crossing over. They appear rarely and rarely remain visible for more than a few seconds or minutes; they can speak, but rarely do and even more rarely with any kind of coherence. Little else is known about them save that some tend to haunt certain people or places and some tend to relive the worst moments of their lives (or their deaths) over and over again at a specific time or when triggered by certain circumstances. Said circumstances can be anything from a train coming in that has the same number as the train on which a ghost's body died to having the descendent of a friend, relative, or their killer move into the home they're haunting; the circumstances are almost always specific to the individual (though there have been many with similarities to other ghosts) and their appearances, actions, and speech are usually unpredictable. Areas they're in gradually grow ice-cold when they appear and electromagnetic energy is built up as well; however, some extremely emotional or malevolent/benevolent spirits have been known to drop the temperature and increase said energy levels almost instantly. Category: Dead

Polterghiests are ghosts that usually remain invisible (but not always). They can affect their environment (i.e., a specific room or person) physically by exerting 'psychic' energies. This can be anything from badly scratching a child as he sleeps or hurling a knife at someone to causing telekinetic chaos in a given room or area. Though extremely rare, some incredibly malevolent or angry poltergheists have been known to invoke the anger of living mortals to a very great extent while simultaneously affecting their environment in remarkable and wildly unpredictable (not to mention very dangerous) ways; one incident in particular (yes, this is a real incident, though I can't remember the location) involved a polterghiest that literally made an otherwise very loving couple see red. The couple nearly killed each other before they realized that it was hotter than a boiler room in their kitchen; they got out of the house as fast as possible and eventually moved out altogether. They've been exponentially happier since. Polterghiests cannot speak and it is far more difficult even than ghosts for them to make themselves visible to the naked eye; thus, they express themselves via malevolent telekinetic/psychokinetic phenomena. Category: Dead

Psychics come in many forms, but they are always living mortals. Some have visions of the future or past (including their own or others' past lives) that manifest in various ways while others have premonitions of impending danger. Still others have a deep connection with the dead and become mediums. There have been some cases of people being able to read others' surface thoughts or read deeper into the thoughts and/or emotions of people whose belongings they physically touch. The most powerful of these often help police and other law enforcement agents solve crimes. They aren't always completely accurate and the kinds of visions or premonitions they have are as varied from person to person as their physical appearance. PM me with your character's specific ability(ies) before you use it/them, as I may not allow what you want. Category: Living Mortal

Reapers are immortals much like vampires, but with one very distinct difference: they feed on souls, not blood. Not only do they not have reflections, they cannot be seen except by those who're about to die, ghosts, and polterghiests. Particularly strong psychics can sense them, but they cannot pinpoint them or fully understand what they're sensing; usually, they chalk it up to a particular strong premonition of impending tragedy or sorrow (or both). Reapers are strengthened by negative emotions such as sadness, depression, angst, anger, bitterness, loathing, desperation, hopelessness, and so forth; however, the sickles they carry are custom to their own designs and each enables them to 'cut' through the fabric of reality in order to create a temporal hole. This temporal (temporary) hole closes as soon as the reaper has passed through it; it enables the reaper to travel to any place in physical reality it wishes, but it also acts as a doorway to and from its home (the Astral Plane). To those witches utilizing Astral Projection, reapers appear as hazy images of skeletal beings only barely visible and wavering in and out of existence; no matter how much closer they get to reapers in this form, the reapers always seem to be a great distance away from them. Reapers do not sleep or rest; they begin to fade away after several days if they have not fed, though they can exist for years before complete nonexistence is attained. However, due to the immensity of today's potential for sudden death, reapers are almost impossible to starve. Finally, reapers have the ability to ressurrect the bodies of those they have killed; this is a power emanating from the very core of their being into the sickle they carry, which in turn radiates sickening energies only one who is about to die can feel. Those energies often leave black marks in a psychic's memory or psychic ability, preventing them from sensing, seeing, or knowing something they would otherwise have access to with their powers; no one has ever explained this 'black mark' and it is doubtful that anyone ever will. As for the victims themselves, an agonizing death would have been Heaven compared to the sensations, emotions, and mental anguish suffered following the initial touch of those sickening energies. Once ressurrected, the mindless zombies are the reaper's to command until it no longer needs them - at which point, they decay on the spot as per the reaper's will and crumble into dust. It is the very essence of their absolute control over death. Reapers can only have up to ten zombie NPCs at their disposal at any given time. Category: Undead/Immortal

THE NPC CAST
The following characters may be created solely as NPCs; limits on the number of them each of your characters can control and which characters can control them are mentioned in the description of each type of NPC.


Zombies, contrary to popular belief spawned by fictional media, are not brain-eating (or flesh-eating) monstrosities who vaguely resemble humans (or whatever animal/creature they happened to have been bitten by). Rather, they are dead bodies that have been exhumed and ressurrected for the sole purpose of serving the one who ressurrected them. Only witches may raise and control zombies as Necromancy requires knowledge solely derived from the Necronomicon; it's a branch of witchcraft that is very powerful, difficult, and dangerous. Backfiring ressurrection spells have been known to kill the witches attempting the spells - or worse, turn them into mindless or deeply confused wanderers (much like Alzheimer's sufferers). Most are used for manual labor, though some can be used for simple butler or similar services. They do not speak or think; they obey their owners unquestioningly and without hesitation. They are almost always flawless in their duties unless the spell has been improperly performed or completed. Witches may only have up to three zombie slaves at a time. Category: Undead NPC

Dopplegangers are, unbeknownst to anyone but those living mortals to whom they are permanently attached, the exact opposite (and at the same time, the exact double) of their host. They are completely invisible to anyone but their host, who often sees them as a sort of wispy shadow; on rare occasions, they will appear as someone that the host has absolutely loathed for a long time - such as a rather cruel gym teacher or drill instructor. They manifest during extreme simultaneous physical and mental or emotional trauma; one example would be a rape victim. They are extremely vindictive, driving the individuals insane over a lengthy period of time by hurling very biting remarks at their host at the most inopportune of times; their favorite times are when their hosts are in deep grief or bouts of strong depression, such as after the loss of a loved one. They only grow stronger over time, like a mold slowly spreading across a slice of bread. Many victims of dopplegangers have become psychotic, paranoid schizophrenic, extremely obsessive-compulsive, prone to violent hallucinations, or any combination of the above. Those plagued by dopplegangers are affected in three stages. Stage one is when the doppleganger first manafests; it remains silent for the most part, only throwing in the odd comment here and there when things grow too quiet or boring. As the doppleganger grows stronger and gains confidence, the victim enters stage two; at this point, the doppleganger is openly and sadistically cutting, often resorting to pessimistic comments thrown in on a regular basis. Mood swings and irrational anger are symptoms of a stage two doppleganger host. Stage three is insanity riddled with violent psychosis; stage three victims are better off dead or committed to an institution for the criminally insane - lest people like Hannibal Lectre or Elizabeth Bathory. Category: Dead/Undead NPC

These are the kinds of characters that you can have at present. I may eventually add to the list.
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