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Post by Haden Mathias on Jan 23, 2009 14:52:50 GMT -5
Elemental
Elementals are magical beings who have control over the elements of nature. These elements are Water, Fire, Earth, Air, Ice and Lightning. Though elementals can be found throughout the human realm and within the magical community, the largest population of Elementals are found on the Isle of Avalon. The Isle is ruled over by the High Priestess who is the strongest Elemental of each generation and the only one who has dominion over all five elements. All other Elementals are only capable of manipulating one main element but there are situations where over time and with great practice that they develop the ability to control another.
- Elementals who can control the Earth, can later be blessed with Chlorokinesis, the ability to create and manipulate flora both terrestrial and aquatic.
- Elementals who manipulate the Air, can later be blessed with Atmokinesis, the ability to create meteorological occurrences and influence them at their will.
- Elementals who control Water, can later be blessed with Cryokinesis which allows them to create and manipulate ice directly instead of using water as the intermediate to do so.
Gypsy
Gypsies can be considered to be the distant cousins of witches as they are born with the same basic powers of a witch, meaning potion making, spell casting and scrying. Given that they are so similiar, Gypsy magic can be said to be a sister tradition to that of Wiccan magic. What separates Gypsies from Witches are the Seeing abilities for which they are known. Tradition tells of Gypsies being fortune tellers and such is true. If this ability is honed, they can successfully see the fortune of others through a practice known as Palmistry. This, along with Divation, is an additional basic power of Gypsies.
Like with witches, Gypsies’ powers are focused in a Book that is passed down through the familial generations. It is also customary for individual gypsies to make personal books of their own so as to add to the fruitfulness of their heritage by providing their own personal experiences and spells so that they can also be passed down. As stated before, Gypsies are like witches in many ways but are set apart from them by their gift of Sight, hence the more evident powers of an individual Gypsy include:-
-Premonitions -Psychometry -Retrocognition -Aura Seeing -Calirvoyance -Illusions -Heat Vision
Basically, the eyes and hands of a Gypsy are their life as they are the mediums through which a great deal of their power is channeled. Gypsies are also known to develop a variety of other powers but this is not an often occurence and though these powers usually develop in females, some powerful males have been known to be gifted. Within Gypsy Tribes, which are the equivalent to Witch Covens, there is a female leader known as the Shuvani. This is their version of a High Priestess as the Shuvani has power that stands above the rest of her tribe. The title of Shuvani is the birthright of every person in the tribe and so everyone has the equal chance of earning the honor of having this title bestowed upon them. However, there has never has there been a male Shuvani.
Cupid
Cupids are a race of angelic beings that are responsible for bringing people together so that they may have a chance at love. They can be described as being a cross between Empaths and Whitelighters. Like Whitelighters they have charges whom they have to help find love but unlike whitelighters they usually have around 40-50 charges a day. Also, whereas whitelighters may have many powers bestowed upon them to aid them in carrying out their job to protect and guide their charges, Cupids have very few powers. The powers they do have include:-
-Empathy -Immortality -Suggestion -Fading
The crowning treasure of a Cupid is the Cupid’s Ring, a powerful item that each cupid possesses to aid them in helping their charges in finding love. With their rings, Cupids posses the ability to travel through time, but they do not manipulate the past. They tend to just use this power to show past loves to an unwilling person but never to change events that have happened though they would be able to if they wanted. The ring also strengthens their power of Suggestion when helping people to open their hearts to love.
Innocent
The group known as Innocents are mainly made up of non-magical beings whose lives are endangered by magical beings but the misconception is that Innocents are exclusively non-magical beings when in fact this label stretches out to include witches, elementals, whitelighters and even demons and warlocks. An Innocent is any being in need of help, that hopes to get the help they require from whoever they seek out; chances are that the person sought out is a powerful Good being. It is therefore the obligation of those sought out to help to the best of their ability but the choice is ultimately theirs.
Darklighter
Darklighters are the demonic counterparts to Whitelighters and their main goal is to kill Whitelighters in order to make witches more vulnerable to evil attack. In addition, Darklighters often work as hired guns or mercenaries to Upper level Demons and Powers; they generally work alongside Warlocks or demons to accomplish their tasks. There are four types of Darklighters. They are the general ones which were described earlier but there are also three other more specialized types of Darklighter. One of these types are known as ‘Seeders’, they spread evil through procreation by seducing innocent mortal women and tricking them into bearing their progeny. It's against the rules to tell these women about who they truly are, so it is presumed that the women are abandoned once a child is produced.
Another type is the 'Spirit Killer', they drive paragons of good to commit suicide. They curse them with bad luck, following the victim around, invisible to everyone including the victim. As the bad luck escalates and drives all thoughts of happiness from the victim's mind, the Spirit Killer is there every step of the way, whispering hopeless thoughts into the victim's ears. Once the victim is thoroughly depressed beyond recovery, the Spirit Killer changes his whispered words to encourage them to commit suicide. This type of Darklighter is particularly known for targeting future Whitelighters; if the person commits suicide, it disqualifies him/her from becoming a Whitelighter.
The third and final type of Darklighter is called a ‘Tracker’. A Tracker is a Darklighter that goes after Whitelighters who are about to lose their wings. These Darklighers are considered to be much more powerful than the regular Darklighter. They are rogue Darklighters who often only answer to themselves. They distinguish themselves from other types of Darklighters by wearing tribal tattoos on their face.
The powers of Darklighters are:-
-Black Orbing -Touch of Death -Glamouring -Sensing -Energy Balls -Cursing [Limited to Spirit Killer’s only] -Hypnotic Suggestion [Limited to Seeders only]
Whitelighter
A Whitelighter is a guardian angel who protects good witches. These witches are known as their Charges. They watch over their charges and intervene when necessary to help them along their path and keep them safe; they can be called/summoned by their charges. They constantly hear the voices of their charges in their heads, and if one of them calls their Whitelighter's name, he/she can usually show up at a moment's notice.
Whitelighters are people who were previously somehow connected to the magical world or who were generally good people that have died. They are given the choice to become Whitelighters and given the powers of a Whitelighter instead of moving on to the afterlife. Their bodies are replicas of their former human bodies, but are composed of orbs which are described as white lights (hence the term Whitelighter) that have a healing sense to them. If struck by a power that would usually kill, their bodies will explode into orbs then reform relatively unharmed; they can, however, be knocked unconscious. After becoming a Whitelighter, the person's DNA will have three helices like that of witches and demons, not just two like normal humans. As angelic beings, they have quite a set of powers on their own. These include:-
-Orbing -Healing -Sensing [Only connected to Charges] -Glamouring -Telepathy [Only connected to Charges] -Cloaking [Used on Charges] -Omnilingualism -Empathy [Only connected to Charges]
Whitelighters are, obviously magical beings, and despite their all important task, they have the ability to successfully create and cast spells and potions just as any witch or gypsy. They are also tasked with guiding future whitelighters to be, guiding them to the point where they pass on to become whitelighters themselves. They are governed by a group of powerful whitelighters known as The Elders.
Demon
Demon is a universal term for any number of magical beings motivated by evil. These beings, which reside in the Underworld, come in a great variety of forms and possess an even wider range of abilities which they utilize either for their own personal gain, or to do the bidding of the most powerful demon of the time, traditionally becoming the Source of all Evil. The Source, evidently, sits at the top of the demonic hierarchy with Upper Level Demons filling the middle tier and the Lower Level demons occupying the bottom most tier. These Lower Level demons are vulnerable to almost all spells and potions, and can be easily vanquished by offensive active powers or weaponary. Upper level demons are harder to vanquish or kill, requiring a much more powerful spell or potion or weapon and even more powerful beings altogether.
Demons come in too great a number, and as stated before, they are varied:- List of Demons from Charmed [NB: The spells here are Power of Three spells so they cannot be used by other witches.]
As seen, Demons can fall under a category such as Shocker Demons, Brute Demons and Manticores but there are demons capable of standing on their own; powerful in their own right. These types of demons are usually Upper Level demons who have been around for quite some time. Such popular examples include Barbas, Belthazor, Zankou and Shax.
Members wishing to create an Upper Level Demon must request permission to from a Staff Member.
In general, members creating Lower Demon characters are allowed two starting powers. One, which is mandatory, is a form of demonic transportation and the other is an ability of your choice whether it be passive or active. Upper Demon characters are allowed three starting powers. One, which is mandatory, is a form of demonic transportation and the others are abilities of your choice. PM a Staff member requesting permission to create an Upper Demon.
Familiar
Familiars are enchanted creatures who follow and guide new witches to protect them while they learn the craft and after their work is done, they run away to their next charge. While they are often cats, other animals, like dogs, rabbits, and snakes etc. can be familiars as well. Familiars are naturally attuned to the seasons and phases of the moon and can be helpful in teaching the young witch a heightened awareness of his or her environment Just as some familiars are good, some are evil and will betray their charge, when that happens, the familiar becomes a Warlock. There is also the situation of evil familiars which guide Evil witches. After a familiar becomes a Warlock it has until the next new moon to shed its former life or die. If it succeeds then it becomes immortal, if not then it reverts to its animal form for all eternity. The familiar as a warlock will have as many lives as its former animal form did. For example, if a cat familiar transforms into a warlock then it will have nine lives to shed before the next new moon, in other words, it must be vanquished nine times. If successful, the Familiar, now a warlock, obtains a form of demonic transportation and the starting ability of its charge at the time. Exclusive to C:GVE, we are giving Familiars something extra. All familiars will be given the opportunity to become mortal. This is, of course, aside from evil familiars successfully becoming immortal warlocks. After a certain point, the familiar will be granted a mortal life where they can either choose to become a Witch, good or evil depending or a non-magical. Also, as Familiars, characters are being given the ability for their familiars to be able to communicate with their charges, i.e., they can speak verbally with their charge and while their charges hear actual words, they would hear the natural sounds of an animal depend on which the Familiar is. Upon transformation, the Familiar is able to communicate with other animals and their senses are still and shall remain, sharpened.
Warlock
Warlocks are an evil race of magical beings that hunt, capture and kill witches for power. They are known to be ex-witches who have evolved into beings of pure Darkness through years of dedication to Evil in a manner comparable to how Good witches and Beings of Light are dedicated to Good. The term is not gender-specific and refers to witches who have gone down the path of evil, rescinding their humanity after committing an irrevocable act of evil – where one of their selfish main goals are to expand their own powers by killing witches and stealing their powers. An Evil Witch will not convert to a Warlock until after killing a Good Witch and absorbing her power. Another way for a warlock to come into being is for a witch to be married to a warlock in a dark binding ceremony comparable to Handfasting. The witch's consent is not required, and when the ritual is complete, the new warlock will be Evil, despite his or her previous moral inclinations. Warlocks will often acquire the powers of witches they kill by absorbing their magucal essence, theretofore, a warlock will have all the basic powers of the witch i.e. Scrying, Potion brewing, Spellcasting etc. However they tend not to use these in favour of their active powers. It is known that warlocks sometimes like to barter with Good Witches, offering not to hurt them in exchange for their powers but this is not a popular option. One power possessed by all warlocks is their transportation ability: Blinking, which is one of the two abilities members start off with if creating a warlock character. This ability is mandatory and members are free to choose their second whether it be active or passive. The signature of a warlock is his athame. When a being is stabbed with an athame their powers are sucked into it, however they have to die for this to happen.
Spirit
A Spirit or a Ghost is what a deceased person's soul becomes when they die. Some stay on earth when they are unable to move on to the afterlife past the spiritual plane. Usually this occurs when a person either had unfinished business in life, such as a betrayal of some sort causing their death, or when their death was so quick their mind just simply hasn't accepted it. Of course, sometimes there may be multiple cases, or perhaps even entirely different reasons they are unable to move on. When a person becomes a ghost they gain the power to phase through objects and beings. They may be transparent and hazy or transparent but crystal clear, not hazy. For their abilities at most, some spirits can channel rage or anger into plasma balls and attack their victims with it. However, if the ghost is a witch or another magical being, he/she will retain his/her original powers.
Elder
The Elders, also known as the Council of Elders, The Founders or The Powers That Be, are a council of powerfulwhitelighters who advise magical beings and also command the majority of whitelighters themselves. Their purpose is to preserve the "greater good" which they do by commanding Whitelighters to watch over and protect witches and future whitelighters. Elders mainly keep track of witches, whitelighters and even humans from the Heavens. They communicate with witches through whitelighters giving them messages and warning them from great threats. They also send whitelighters after humans who are "whitelighters to be" and clip their wings whenever serious rules are broken. When witches need advice about demons, or anything else that they know nothing about they can ask the Elders by sending their whitelighters to them. This being, very few Elders ever come to Earth. Only in rare cases do they orb down. This is because they prefer to stay in the background and spend their time in the Heavens to protect themselves from harm. The Elders are probably one of the most powerful bodies of magic with a great deal of powers, so to keep a balance, there will be no more than 7 Elders at maximum and they will all possess the chosen abilities:-
-Orbing -Healing -Glamouring -Sensing -Clairvoyance -Omnilingualism -Illusions -Memory Manipulation -Electrokinesis -Photokinesis -Telepathy -Empathy -Force Fields
Collectively, the Elders have the ability to Bestow Powers and also to Strip them away and also collectively, they can produce powerful premonitions and retrocognitions. Just as with Whitelighters, they have the innate gift of reconstitution and immortality and they are immune to most magic. Despite the fact that many Elders are former whitelighters as a result of a form of promotion, many are witches or other magical beings who have become Elders due to their services for Good..
Vampire
Witch
A witch is a practitioner of magic, or witchcraft and can be either male or female, and good or evil. Witches who betrayed the Wiccan Rede are called a Warlock. Witches have the power to cast spells, make potions, and scry for persons and objects. Witches come in two types: Magical witches and Practitioners.
A great majority of witches were Pracitioners. These are people who practice witchcraft, but do not have any magical powers. These witches tend to treat witchood as a more spiritual or religious experience than the sisters do. Witch practitioners are usually followers of the Neopagan religion Wicca.
Magical witches differ from witch practioners in that magical witches possess supernatural abilities. All magical witches have the ability to invent and use spoken spells, to manufacture potions, and to scry for supernatural beings such as demons and other magical witches. They also have the ability to see ghosts. In addition, magical witches are each born one or more personal powers. These powers can be used at will, and do not require incantations. Powers vary widely among individuals, although powers do appear to have a hereditary aspect. That is, witches of common ancestry are most likely to have the same or similar powers, or to have powers drawn from the common list.
In the past, Witches were allowed three powers to start with and as they levelled up they were granted another power until they had a great big stack of powers. I (Haden) am not afraid to admit to the fact that I have, or should I say had, quite a bit of powers, but acknowledgement of my misuse resulted in lessening of their use and focussing on what truly makes a witch a witch: the spells, the potions and the fun that comes with it. This misuse was not only present with my characters, but with all of our characters unfortunately and I am, again, unafraid to admit it got senselessly boring when it was all about powers especially when everyone tried to get the same ones when there are so many to choose from.
With this new start comes this new policy. Witch characters will begin with a single power of their choosing and please, members, I implore to you, don't be afraid to have a power that others may see as useless. It's about being unique, different and about brining something new to the table to make the role playing experience that much more interesting. Despite, you are still free to choose whatever starting power you will like to begin with (NB: discovery and learned use of power is to be included IN DETAIL in your application. There are some cases where the character hasn't completely learned or started to learn how to use their ability, which is fine and as such, can be excluded.)
From then on, the character will have to bear with that sole ability and their Wiccan powers for a period of time at the end of which, Staff will decide on your character's second ability. Some may disagree with having their powers chosen for them but this is how it is going to work. This site does not directly follow in the footsteps of Charmed but it is based off of it and the Charmed Ones, representing Witches in general, did not know when they were going to get another ability, nor did they know they were going to get a second and in Phoebe's case, a third. The third will be granted after another undetermined period and as implied, not all witches will move passed two abilities.
- If your character has two active powers, they will not be granted a third power.
- If your character has an active and a passive power, they may or may not get a third power.
- If your character has two passive powers, them they will be granted a third power.
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