Post by Exxie on Aug 23, 2016 6:01:52 GMT
Here at Powers of Division, we accept most supernatural entities. That being said, many of these powers are varied depending on who you're reading them from. This is where we set it all straight.
We only have one limiting rule for those who received their powers from the PowerRun Outbreak. You're allowed any number of powers, but they MUST be related to each other. For example, someone with teleportation likely wouldn't be allowed to have super strength as well. The two are just not connected. While you are allowed any number of powers, the more powers your character has the weaker the powers will be. Think of it like slices of a pie. The more pieces you cut the pie into, the less each individual piece will be.
PowerRun survivors are governed by the same laws as humans. If one steps out of line, the school they're enrolled with will discipline them. If they are not enrolled, the military takes up the role of discipline.
Werewolves on our site are allowed to turn at any time. However, it means shapeshifting their bones. Changing is painful. It also takes time. The time it takes a werewolf to change depends on how long they've been a werewolf, how many times before they've changed, and how strong a person they are as well.
You may be thinking: well what role does the moon play for them then? It's a good question. The moon has varying effects depending on how young the werewolf and how strong a person they are. It also depends on whether the werewolf is aware of what they do while they are a werewolf. For someone who truly develops a wolf mentality when they change, the moon can make them more unpredictable. The wolf mentality is more prone to happen in those who are weaker people, whether that is weaker mind or body. The unpredictability also happens more often in werewolves undergoing puberty.
The moon isn't all bad though! Here on Powers of Division, the moon accelerates a werewolf's healing to a certain extent. The speed depends again on weakness in the person and how young a werewolf is. It also depends on what part of the moon phase it is. The closer it is to the full moon, the faster healing becomes. It is NEVER instantaneous though.
Werewolves have had DNA testing done on them and what we know so far is that when a person is bitten, their DNA can be changed slightly towards the canine family. For those who go 'WHAT THAT CAN HAPPEN?' yes it can. The human body has many mechanisms to prevent it, but it can mutate. What has been discovered is that when a human is bitten, their DNA undergoes a mutation. For some that means when they transform, they can be part man, part wolf. Some can shift completely into wolf form. They're technically Lycans but they're still included in the Werewolf family. Some can do both! Due to it being a DNA mutation, being a werewolf has no effect on reproduction. Someone who is a werewolf can still reproduce. If they choose to reproduce with another werewolf, the kids can have werewolf traits! For females expecting children, the amount of children they give birth to can differ. Sometimes they give birth to a litter, and sometimes a single child. All depends on whether their DNA leans more towards werewolf or human. (In other words, those who want their werewolf character to be able to change completely into a wolf could have to deal with having to give birth to six children while in human form. However, a werewolf's gestation period is 62-75 days just like the average wolf. Development is accelerated. Some have been found to be able to communicate with wolves, but only while in complete wolf form.
Silver is effective against them. The lifespan of a werewolf can be up to 120 years old. That's slightly longer than the average human lifespan.
Werewolves are governed by their packs.
Vampires in our world can bite and drink blood to gain strength and heal. The more blood they drink, the faster they heal and the stronger they can become. However there is a cap. You can't commit a massacre (that's against our rules anyways) and be unstoppable. An important note is that since they drink blood, they can catch blood borne diseases. Therefore, they have to research who they bite first or risk contracting those diseases. Ultimately their healing factor can overcome the diseases, but it takes time and in the meantime the vampire can be weakened.
To become a vampire, you have to have received blood from a vampire. Sire bond does not happen here, that would be against powerplaying rules. They then have to die with the vampire's blood in them. If they do not die while it cycles through the system (a 24 hour period), then they do not become a vampire. Coming back from the dead is not instant it takes about 12 hours.
Possible vampiric powers include:
- shapeshifting into a bat (ability only available at night)
- enhanced strength
- enhanced agility
- enhanced healing factor (every vampire has a small healing factor that can be improved with drinking blood for a small time. What we mean by enhanced healing factor is more than that small healing factor)
They can be weak to sunlight, but it depends on the vampire and how new of a vampire they are. After being a vampire for 5 years, the sunlight allergy decreases with each passing year. Even without that though, sunlight alone cannot defeat a vampire. It just dulls their senses some. Garlic is not a weakness, just something that their palates often find disgusting. Even if they liked garlic before they were turned, chances are they'll have an aversion to it after being turned. A stake through the heart will kill them, but then wouldn't that kill pretty much anyone? I mean it's the heart for pete's sake. Same thing with decapitation except in rare cases like the vampire founders (and those are not available to play to just anyone because they would be canon). A werewolf bite can do some damage. That said, it would only kill them if untreated. Enough blood, and the healing factor can work against it. Fire can do some damage. Alone, it could kill an average vampire (one who's been one for 5 years) in about a half hour. Again, you cannot kill other peoples' characters, but those are the weaknesses.
What about the founding vampires though? Well a founding vampire still doesn't live forever. They can live up to 400 years. That's 100 years longer than a human they turn. The lore behind founding vampires living forever is a product of the founding families detailing their history. The head of a founding family is expected to journal regularly so their children know what has come before. When a founding vampire nears the end of their life, the eldest child becomes head of the family. It is then their duty to chronicle.
Yes vampires can have children. Founding vampires are the only ones who can give birth to vampire children however. If a human is turned and then has a child, the child will be human. If a founding vampire procreates with a turned human, there is a 50/50 chance of founding vampire or human. All this being said, founding vampires are integral to the plot and therefore they have to be approved by a staff first. You need at least 25 posts to be considered (we need to know you're not going to leave the site. No amount of 'but I won't' will dissuade.)
Silver is effective against them all.
Vampires are governed by a council made up of both founding vampires and those who were turned early in life.
Powers of Division also allow mermaids. Their powers can include water magic, speaking to water animals or fish, pheromone manipulation or sound manipulation. Basically think sirens from the Greek myths, and you've got them. One thing that all mermaids have is glamour. The only thing they can do with the glamour is give themselves legs. Very limited glamour. If water touches the skin of their legs they get their tail back and obviously if they aren't near a body of water that's very problematic. Their water magic is more specialized than that of mages. Primary use is obviously making sure water doesn't touch their legs.
The lifespan of merpeople seems to be like that of an average, unpowered human.
Their governing body in the sea seems to be their royalty. On land, they are to behave just like humans. However they can choose to be part of 'schools'. Not the schools like Stasworth (although it's best if they enroll in those as well). Merpeople schools are like werewolf packs.
Mages can choose to specialize or not. If they specialize, their spells will be stronger, but more limited. If they do not specialize, they have a general knowledge of spells. Their spells in this case will be weaker, but they will have a wider array.
The specializations for mages are:
Elemental - Fire, water, wind, earth. There is also the fifth element, spirit. However spirit can only be used by a few with the natural aptitude for it. Spirit essentially ends up turning the mage into a seer who can communicate with spirits. In some cases, if the dead individual had powers the seer can use their powers at a third of the dead individual's power level. This can be dangerous to the mage's body though depending on the power. If they were to use fire manipulation, they could receive burns on their hands, for example. If it was super speed, exhaustion would creep up fast among other problems like stress on the bones.
Occult - Mages who specialize in the Occult are looked down upon because what they do is often taboo. Zombies are a possibility, although they could not create a zombie horde. Occult mages also have a possibility of summoning demons. That should be done with GREAT CAUTION however, as demons aren't always so easily controlled. If the individual is the least bit distracted the demon could loose themselves.
Warrior - Mages whose specialty is Warrior can enhance weapon strength, or heal themselves or others who are nearby. It makes them good support, and can even make them good warriors themselves. However any action they take will take energy, which could put them at more risk. Shield spells are also a part of their knowledge.
Stealth - Mages with the specialization of Stealth are not accustomed to battling straight on. They are more used to sneaking up on enemies. These are the mages who know cloaking spells, as well as a knowledge of poisons generally. They have more skills of course, but they are all skills relating to stealth and not being detected. They do share a distinction with Warrior in that they can perform shield spells.
Healing - As the name implies, mages with the specialization of Healing are not accustomed to battling straight on. They are not good at defensive or offensive spells generally. However they are able to use their magic power to heal people around them or themselves. There is, of course, a cap on what they can heal. Humongous injuries cannot be healed, and neither can death.
A mage's lifespan is generally that of a human.
Mages are governed by a magic council of six people. They are all powerful mages in their own rights, and often work alongside the military.
We only have one limiting rule for those who received their powers from the PowerRun Outbreak. You're allowed any number of powers, but they MUST be related to each other. For example, someone with teleportation likely wouldn't be allowed to have super strength as well. The two are just not connected. While you are allowed any number of powers, the more powers your character has the weaker the powers will be. Think of it like slices of a pie. The more pieces you cut the pie into, the less each individual piece will be.
PowerRun survivors are governed by the same laws as humans. If one steps out of line, the school they're enrolled with will discipline them. If they are not enrolled, the military takes up the role of discipline.
Werewolves on our site are allowed to turn at any time. However, it means shapeshifting their bones. Changing is painful. It also takes time. The time it takes a werewolf to change depends on how long they've been a werewolf, how many times before they've changed, and how strong a person they are as well.
You may be thinking: well what role does the moon play for them then? It's a good question. The moon has varying effects depending on how young the werewolf and how strong a person they are. It also depends on whether the werewolf is aware of what they do while they are a werewolf. For someone who truly develops a wolf mentality when they change, the moon can make them more unpredictable. The wolf mentality is more prone to happen in those who are weaker people, whether that is weaker mind or body. The unpredictability also happens more often in werewolves undergoing puberty.
The moon isn't all bad though! Here on Powers of Division, the moon accelerates a werewolf's healing to a certain extent. The speed depends again on weakness in the person and how young a werewolf is. It also depends on what part of the moon phase it is. The closer it is to the full moon, the faster healing becomes. It is NEVER instantaneous though.
Werewolves have had DNA testing done on them and what we know so far is that when a person is bitten, their DNA can be changed slightly towards the canine family. For those who go 'WHAT THAT CAN HAPPEN?' yes it can. The human body has many mechanisms to prevent it, but it can mutate. What has been discovered is that when a human is bitten, their DNA undergoes a mutation. For some that means when they transform, they can be part man, part wolf. Some can shift completely into wolf form. They're technically Lycans but they're still included in the Werewolf family. Some can do both! Due to it being a DNA mutation, being a werewolf has no effect on reproduction. Someone who is a werewolf can still reproduce. If they choose to reproduce with another werewolf, the kids can have werewolf traits! For females expecting children, the amount of children they give birth to can differ. Sometimes they give birth to a litter, and sometimes a single child. All depends on whether their DNA leans more towards werewolf or human. (In other words, those who want their werewolf character to be able to change completely into a wolf could have to deal with having to give birth to six children while in human form. However, a werewolf's gestation period is 62-75 days just like the average wolf. Development is accelerated. Some have been found to be able to communicate with wolves, but only while in complete wolf form.
Silver is effective against them. The lifespan of a werewolf can be up to 120 years old. That's slightly longer than the average human lifespan.
Werewolves are governed by their packs.
Vampires in our world can bite and drink blood to gain strength and heal. The more blood they drink, the faster they heal and the stronger they can become. However there is a cap. You can't commit a massacre (that's against our rules anyways) and be unstoppable. An important note is that since they drink blood, they can catch blood borne diseases. Therefore, they have to research who they bite first or risk contracting those diseases. Ultimately their healing factor can overcome the diseases, but it takes time and in the meantime the vampire can be weakened.
To become a vampire, you have to have received blood from a vampire. Sire bond does not happen here, that would be against powerplaying rules. They then have to die with the vampire's blood in them. If they do not die while it cycles through the system (a 24 hour period), then they do not become a vampire. Coming back from the dead is not instant it takes about 12 hours.
Possible vampiric powers include:
- shapeshifting into a bat (ability only available at night)
- enhanced strength
- enhanced agility
- enhanced healing factor (every vampire has a small healing factor that can be improved with drinking blood for a small time. What we mean by enhanced healing factor is more than that small healing factor)
They can be weak to sunlight, but it depends on the vampire and how new of a vampire they are. After being a vampire for 5 years, the sunlight allergy decreases with each passing year. Even without that though, sunlight alone cannot defeat a vampire. It just dulls their senses some. Garlic is not a weakness, just something that their palates often find disgusting. Even if they liked garlic before they were turned, chances are they'll have an aversion to it after being turned. A stake through the heart will kill them, but then wouldn't that kill pretty much anyone? I mean it's the heart for pete's sake. Same thing with decapitation except in rare cases like the vampire founders (and those are not available to play to just anyone because they would be canon). A werewolf bite can do some damage. That said, it would only kill them if untreated. Enough blood, and the healing factor can work against it. Fire can do some damage. Alone, it could kill an average vampire (one who's been one for 5 years) in about a half hour. Again, you cannot kill other peoples' characters, but those are the weaknesses.
What about the founding vampires though? Well a founding vampire still doesn't live forever. They can live up to 400 years. That's 100 years longer than a human they turn. The lore behind founding vampires living forever is a product of the founding families detailing their history. The head of a founding family is expected to journal regularly so their children know what has come before. When a founding vampire nears the end of their life, the eldest child becomes head of the family. It is then their duty to chronicle.
Yes vampires can have children. Founding vampires are the only ones who can give birth to vampire children however. If a human is turned and then has a child, the child will be human. If a founding vampire procreates with a turned human, there is a 50/50 chance of founding vampire or human. All this being said, founding vampires are integral to the plot and therefore they have to be approved by a staff first. You need at least 25 posts to be considered (we need to know you're not going to leave the site. No amount of 'but I won't' will dissuade.)
Silver is effective against them all.
Vampires are governed by a council made up of both founding vampires and those who were turned early in life.
Powers of Division also allow mermaids. Their powers can include water magic, speaking to water animals or fish, pheromone manipulation or sound manipulation. Basically think sirens from the Greek myths, and you've got them. One thing that all mermaids have is glamour. The only thing they can do with the glamour is give themselves legs. Very limited glamour. If water touches the skin of their legs they get their tail back and obviously if they aren't near a body of water that's very problematic. Their water magic is more specialized than that of mages. Primary use is obviously making sure water doesn't touch their legs.
The lifespan of merpeople seems to be like that of an average, unpowered human.
Their governing body in the sea seems to be their royalty. On land, they are to behave just like humans. However they can choose to be part of 'schools'. Not the schools like Stasworth (although it's best if they enroll in those as well). Merpeople schools are like werewolf packs.
Mages can choose to specialize or not. If they specialize, their spells will be stronger, but more limited. If they do not specialize, they have a general knowledge of spells. Their spells in this case will be weaker, but they will have a wider array.
The specializations for mages are:
Elemental - Fire, water, wind, earth. There is also the fifth element, spirit. However spirit can only be used by a few with the natural aptitude for it. Spirit essentially ends up turning the mage into a seer who can communicate with spirits. In some cases, if the dead individual had powers the seer can use their powers at a third of the dead individual's power level. This can be dangerous to the mage's body though depending on the power. If they were to use fire manipulation, they could receive burns on their hands, for example. If it was super speed, exhaustion would creep up fast among other problems like stress on the bones.
Occult - Mages who specialize in the Occult are looked down upon because what they do is often taboo. Zombies are a possibility, although they could not create a zombie horde. Occult mages also have a possibility of summoning demons. That should be done with GREAT CAUTION however, as demons aren't always so easily controlled. If the individual is the least bit distracted the demon could loose themselves.
Warrior - Mages whose specialty is Warrior can enhance weapon strength, or heal themselves or others who are nearby. It makes them good support, and can even make them good warriors themselves. However any action they take will take energy, which could put them at more risk. Shield spells are also a part of their knowledge.
Stealth - Mages with the specialization of Stealth are not accustomed to battling straight on. They are more used to sneaking up on enemies. These are the mages who know cloaking spells, as well as a knowledge of poisons generally. They have more skills of course, but they are all skills relating to stealth and not being detected. They do share a distinction with Warrior in that they can perform shield spells.
Healing - As the name implies, mages with the specialization of Healing are not accustomed to battling straight on. They are not good at defensive or offensive spells generally. However they are able to use their magic power to heal people around them or themselves. There is, of course, a cap on what they can heal. Humongous injuries cannot be healed, and neither can death.
A mage's lifespan is generally that of a human.
Mages are governed by a magic council of six people. They are all powerful mages in their own rights, and often work alongside the military.