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Emma
 Posted: Aug 15 2014, 12:51 PM
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Here at New Hope there are lots of options for you to play character wise! We try to keep these as detailed as possible, but if you have any questions feel free to ask!

Fae


Upir


Shifters


Tricksters


Loup-Garoux

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Emma
 Posted: Aug 15 2014, 01:01 PM
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Fae


Age: 1,000

Fae are split into two distinct groups. The seelie, and the unseelie. Both have a glamour which makes them exceedingly beautiful to the eye of man, those who can see through the glamour are usually shocked at what they find. True beauty is reflected through them, and if their nature is not as good as they pretend to be, that can be seen through the glamour. Fae live to be about 1,000 years old, their age not showing until the last year of life. In death, they crumble into nothing more than dust.

Seelie


The Seelie court are what many would consider the nobles of the Fae race. They are the politicians, the judges, and the jury. It was not only their job to rule, but also to dispense justice when it was required. Because of this, it is also a notorious species to develop political rivalry, factions, and many times the classic assassination attempts.

In their true form, Seelie are often thought of as a being made entirely of light. They are incredibly powerful, and it is this power that radiates off of them. The Seelie in their true form are said to be painful to look at, not only because of the light but because of their overwhelming beauty. But even in their own realm, they frequently take on a humanoid form that fits their personality. They are, in comparison to the rest of their race, rather fond of humans. There has certainly been the few issues of stealing people away, but for the most part they are capable of great love.

The Code of the Seelie Court

Those who are considered to be part of this Court have strict rules to follow.
  • Death before Dishonor- a very prideful race, and nearly all equal in power and stature, honor is the single source of glory for the Seelie. There is never a question that they would dishonor themselves, or others around them.
  • Beauty is Life - a very vain race, beauty is the first tenant of the Seelie Court. To be one of their kind, one had to be beautiful, and that beauty was sacred. They would fight to the death to protect beautiful things, and have done so many times before.
  • Never Forget a Debt - also known for their trickery, the Seelie Court is bound by their code of honor. A promise will always be paid, and a debt as well. This includes both favors and insults. A favor will be repaid on their own time, but vengeance will be exacted immediately.
Unseelie


The Unseelie Court contains the most malevolent and evil of all the Fae. They have been removed from the Seelie Court for breaking one of the rules that must be followed. The “falling” so to speak is a rather violent trial. The Seelie hate the Unseelie and everything they represent, so it is not unheard of to have the entire Court descend upon an individual and tear clothing, hair, and sometimes flesh.

Usually their appearance will match that inner darkness. The true form of an Unseelie fae is said to strike fear into the hearts of men. Usually this is more becoming of what we would consider goblins. Gnarled, rotten, sometimes extremely wort covered, they are often called hobgoblins, trolls, or underlings. The rare few that are Seelie turned Unseelie sometimes retain the beauty that becomes warped. In this variation, they usually become some twisted form, cheekbones that are too high, foreheads that are too large, hulking figures that have extended the line of beauty so far that they become ugly. They are, however, very ashamed of their look. They were once Seelie themselves, vain, powerful, and beautiful. Now they have been cast into the darkest of hells and had their beauty stripped from them. It is extremely rare to find an Unseelie without their glamour, and some will kill those who have seen them without it.

The Code of the Unseelie Court

The only way they have managed to stay connected to their old lives is through the code in which the Unseelie have created.
  • Change is Good - The Unseelie renounce all traditions from their way of living. The Seelie Court enjoys control, the Unseelie thrive upon the idea of chaos and change.
  • Honor is a Lie - To be Unseelie means to pursue ones own interests and self benefit in all situations. The Unseelie believe that the true state of living is to reach a state of devotion to ones own self, and no one else.
  • Passion Before Duty - The Unseelie act on pure instinct and passion, and rarely think actions through before doing them. Consequences do not exist for them.
For more information go to!
http://faerie.monstrous.com/seelie_and_uns...m#ixzz39pVUZleE
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Emma
 Posted: Aug 15 2014, 01:01 PM
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Upir


Age: 500

It is from an Upir that the myths of vampires were born. Dark creatures that feed off of the blood of other creatures, they are a species to be feared. But they are not the creatures of the night that we have believed them to be, probably because one of them created Nosferatu so many years ago, and afterwards we all believed him. The most important fact to remember about an upir is that they do not show signs of being an upir until they hit puberty.

Upirs can walk in the sunlight without getting burned, in fact they do just as well as humans. When they sleep though, they are completely and utterly dead. Some have relegated themselves to graveyards since they feel more “homelike”. It feels right to be dead with others who are the same. This death sleep only takes place once a week, but it leaves them incredibly vulnerable.

Traditionally, Upir feed upon babies. Still to this day, the soft flesh of younglings are their preferred method of feasting. However, they are more aware of what could happen to them if they are not careful. Now they feed upon livestock or people if they are lucky.

The distinguishing features of an Upir is that when they are feeding, their bottom jaw dislocates and opens into a gaping maw of a black hole. It is in this way that they used to devour children whole.

Upir are from the unholy communion of an Unseelie Fae and a witch, what they brought into this world was a dark creature that neither knew what to do with. Legends say that the first Upir killed his siblings, and then feasted upon his own mother. Now, Upir are born. It’s purely by chance whether the child is an Upir or not, but it’s very easy to tell. They are born with a mucus casing over their head, which the mother will then devour to connect the child and mother’s minds. The genetics are only passed along through the female line.

Upir are stronger than humans, and heal much faster. Their reflexes are quicker as well.
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Emma
 Posted: Aug 15 2014, 01:02 PM
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Witches


Age: Average human lifespan

Witches are the name for males and females who can somehow create a little magic. How much they can do varies depending on one key factor. All witches have a spark of fae blood in them. Be that one drop or many, witches are capable of creating magic. They cannot nearly do any of the feats that the fae can do, but they are particularly good at charming items, and scrying for the future.

Now there aren’t a lot of them left. The witch hunts about two hundred years ago wipe them out. It enraged the Seelie, seeing some of their line killed on a stake, though the Unseelie seemed to enjoy it.

Witches do not inherit any other quality from their Seelie great great x10 grand parents. If they are lucky, and somehow manage to be a half blood, they can choose to either have a much longer life (sometimes into the thousands) or the ability to use magic. This is extremely rare. Most witches have only a few drops of fae blood that allows them to do very minimal magic. But hey, if someone needs a fertility charm, then witches can be useful.
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Celestine
 Posted: Aug 15 2014, 04:51 PM
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Shifters


Age: around 40

Shifters are the most common North American supernatural breed, found in tribes as far Northwest as the Chinook and Nez Perce, as far East as the Iroquois, and throughout the Southwest. Shifters in North American regions can become coyotes. The change is at-will, performed by choice by the Shifter, although if not performed in full at least twice a month or so, the Shifter may transform against his or her will and be unable to change back. Shifters have a sixth sense for their own kind, able to spot another in a crowd without effort. Because of this, Shifters, even those from separate tribes, have been known to form their own community tribes, complete with rituals, culture, and even folklore.

Commonly in these offshoot communities, two festivals are held a month - one at the full moon and one at the new moon - during which the entire community performs their obligatory transformations, whether individually required or not. One such community, the Kotsene (koht-seh-neh), a name derived from the Comanche word for “coyote”, resides in what would eventually become northeastern Oklahoma. The Kotsene is the oldest and largest Shifter tribe, remaining in relatively one place for over 500 years, one of the few permanently settled tribes in North America. Such communities are established not only for the sake of solidarity but for the continuation of the Shifter genetic trait. However, because the Shifter gene is recessive, passed along only when both parents have at least one Shifter grandparent, these same communities run the risk of inbreeding without further expansion or outside introduction into the genepool. Shifters are born, not bitten, like Loup-Garoux.

In their coyote form, Shifters look and behave like any other coyote. However, in their human form, a Shifter possesses a strengthened sense of smell, hearing, and sight. Although physical types vary slightly, Shifters tend to be tall, rangy, and lean. They are highly agile and have seemingly unrelenting appetites, particularly for red meat, which they prefer barely cooked, if at all. They can run for a long time at a steady pace. For all these gifts, however, they often sacrifice their lifespan (Shifters rarely live past 38), fertility (one out of three female Shifters are infertile and sometimes reach adulthood without ever having menstruated at all), and bone health (Shifters, particularly females, often develop ligament issues, arthritis, hip displaysia, and even osteoporosis as early as 30 years old).

Because of the dangerous baggage associated with the Shifter gene, in some tribes, Shifters are exiled so as to inhibit their breeding the gene any further. Female Shifters especially take the brunt of the stigmatism, as the inability to bear children can limit their value unless they can prove themselves worthy otherwise. The reason for the rapid decline of Shifters’ health is the toll that the transformation takes on the human body, with the bones contorting into a coyote’s shape and the coyote climbing out of the human skin, leaving the skin behind. The coyote must be able to return to its skin before transforming back, and so transforming in a community without few or no peers to trust is extremely risky.


Other Native American Shifter types do exist - Mesoamerican Were-jaguars, and Northern and Arctic Wendigo. However, these are not playable at this time.
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Celestine
 Posted: Aug 15 2014, 05:55 PM
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Trickster


Age: 110

The Trickster is a supernatural type relatively restricted to Southwestern and some Mesoamerican Native tribes. Tricksters possess two primary abilities - glamour and astral projection. Tricksters are, in essence, humans with some heritage related to the Memegwesi, a race of the “little people” or Fae present in North America. As such, Tricksters also have a natural inclination for magic and can become successful witches. Tricksters had historically been appointed shamans or religious leaders in their own tribes. Unlike Shifters, Tricksters are relatively rare, and are considered precious. A Trickster becomes apparent from a young age and are protected and coddled to the point of near-ignorance of the world beyond their tribe, often left out of hunts or battle except to bless hunters and warriors beforehand. They are often highly educated in their individual arts, religions, and cultures, and they can rise to the highest echelons of their own societies.

Tricksters are capable of masking their appearance entirely. Although they remain in their own form, they can cause themselves to be seen by others as any form they like. Human or humanoid forms are simple and are mastered early; animal or inanimate forms require more training. The case of inanimate forms in particular requires a certain degree of meditative skill, as movement is still detectable when under the glamour. Their glamour ability also allows them to see past the glamours of other Tricksters or Fae. Astral projection is a skill easy to perform - Tricksters usually begin projecting accidentally as children - but immensely difficult to control. The most skilled Tricksters can project themselves into the sights of ravens (a practice called gaze-casting), a bird sacred to the Memegwesi, or even into human dreams. They are granted unusual lifespans, the oldest of them living up to 110 years old, although if their powers are abused, they can develop early senility.

Because their abilities are mental as opposed to physical, the physical appearance of Tricksters vary as greatly as any humans. Depending on their upbringing, Tricksters who are sheltered in their tribes may be less physically imposing than other members who engage in more physical labor. The appearance of a Trickster in a Memegwesi-Human bloodline is unpredictable, the trait neither apparently recessive or dominant. The trait also appears to show no preference for male or female.
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Celestine
 Posted: Aug 15 2014, 11:15 PM
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Loup-Garou (pl, Loup-Garoux)


Age: Average human lifespan

The Loup-Garou is the classic European werewolf. A Loup-Garou transforms completely into a wolf, although the resulting wolf retains the mass of the human being and so is generally larger in size than a natural wolf. Unlike Native American Shifters, the Loup-Garou is only created when bitten by another. For this reason, there are no child Loup-Garoux and few women, as women and children often die within the first change, which puts a tremendous stress on the body. The first change is extremely strenuous and painful. During the werewolf hunts in France (the commonly suspected origin of the Loup-Garoux) in the mid-18th century, suspects were subjected to extreme pain in order to induce the change to realize what they were. The change is naturally induced during the three nights a month on either side of the full moon, although physical pain extreme will also trigger an unintentional change. A change can be forced at will, but only if the werewolf causes such pain himself.

Because the Loup-Garou is not hereditary, there is no specific gender, appearance, character, or body type associated with the breed. However, generally only physically strong humans are able to survive the first harrowing change. There is a notable difference in personality before and after the bite. Loup-Garoux are often temperamental, impatient, impulsive, or even violent, regardless of their temperament before the change. Children of Loup-Garoux do not become werewolves themselves, but tend to exhibit these same traits associated with the Loup-Garou’s human form. Like Shifters, Loup-Garoux experience heightened sense in their human form. Their transformation is less physically taxing, but because the means to induce a change by choice, it is easy to tell a Loup-Garoux who changes frequently because of the inevitable scars.

The change, as mentioned, is extremely painful. If one was watching it, it would appear as though a wolf is actually climbing out of the body of a human. In fact, it is. Many Loup Garoux will consume their previous human body as soon as they have completed the change, allowing the hunger to abate and their human mind to still control the body that is now wolf. If a Loup-Garou is forced to change too many times, they run the risk of going insane. This is a person who no longer has control over their wolf, and as such will do things completely as an animal.

The Loup-Garoux of Europe are almost always solitary, but in the New World, a pack has established itself in swamps of the Deep South, where they are referred to as the Rougaroux. Native American Shifters and the European Loup-Garoux are aware of and can recognize eachother, just as they have the ability to recognize others of their own kind, but they do not have a friendly relationship. While Loup-Garoux consider the Shifters to be weak and petty, the Shifters see the Loup-Garoux as unintelligent brutes. The Loup-Garoux and Shifters harbor a deep, instinctual hatred for one another. The Kotsene and the Rougaroux in particular have been brewing a slow war for some time.
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