Remember, a character will not know all there is to know about another race/class right off the bat! Witch
“A wonder to behold really, the powers of a god yet the weaknesses of a man,”
- Bethany Coventry, Wicca Historian Abilities- Potion Brewing
- Spell Casting
- Slight power
- Botany
WeaknessesTheir magic can be overpowered or blocked with other forms of magic, however, they themselves are not inherently weak to anything.
General InformationWitches can also be called warlocks, wizards, sorcerers, mages, etc. It all comes down to the user’s preference.
Anyone can become a witch, but most are just born with the talent to do it better.
All witches have a slight power that is involuntary. For example, their knees ache when someone is going to die or they can sense when magic is about to be cast.
Witches cannot cast anything without a method of channelling power. So objects like wands and circles must be used to actually use magic, tool-less magic is only achievable by infusing the witch with the power of different elements or aspects of the universe. However, even that power is limited and can be used up quickly.
Wand magic is the weakest form of magic, however, it is quick and easy to cast.
Circle magic, otherwise known as rituals, is the go-to way of casting for witches. Usually, involves a circle drawn with chalk with ingredients within the circle that get used up when casting. Rituals can also be created as long as the spell isn’t too powerful and the ingredients are fitting for the purpose. Multiple witches can cast within the same circle which will dramatically increase the power of the spell, some spells require multiple witches to be cast. Spells targeting a specific person will most likely require a taglock, DNA of the target, in order to properly target them.
Witches also have some other tools at their disposal: Enchanted knives, crystal balls, voodoo dolls, a familiar, flying brooms, enchanted clothing that can help dispel magic, and spell books for recording and researching spells.
Witches can also look for spells online, but they run the risk of finding a fake spell or a dangerous one without knowing it.
Spells, especially more difficult ones, have a chance at backfiring.
Potions, except for a few examples, don’t have any rigid rules on how they should be made. Certain reagents have certain effects which can be mixed or combined with other effects in a single potion. Throwing a tag lock in a brew will cause the effects to only apply to a single person no matter where they are given that they aren’t too far away.
Only witches who regularly practice magic can live for hundreds of years, but they still will look like they aged 100s of years. However, glamour spells can be used to disguise the witch’s age, though they are temporary and all witches die at some point.
Werewolf
“Half-breeds from another age, when the line between man and animal was not yet defined,”
- Lumis Sarcage, Lycanthropy Expert and Microbiologist. Abilities- Wolf transformation
- Enhanced senses
- Ability to infect other people
- Dramatic boosts in all physical aspects
- Control over normal wolves
Weaknesses- Anything silver
- A more dominant wolf/werewolf
General InformationWerewolves transform into wolves (not half human hybrids) every night, not only on the night of a full moon. But, depending on how full the moon is, it can alter how powerful a werewolf is. The fuller the moon, the more powerful the werewolf.
An experienced werewolf will be able to stop themselves from transforming into wolf at night, but they will be in a constant state of agitation or frustration.
Not all werewolves can infect another person, only the most dominant will be able to. Though, high-level witches can curse someone with lycanthropy using a moon charm in a full moon ritual.
Werewolves in their human form retain some of their physical boosts, but it is only a fraction of the power they receive once in wolf form.
Werewolves can convince normal wolves to make a pack with them, basically giving the werewolf control over those wolves.
Werewolf/Vampire hybrids are possible, though very rare.
No one is born a werewolf, only transformed into one. So 2 werewolves who breed will give birth to a human, not a werewolf.
In their human form, there are no physical attributes that give away that they are a werewolf, though their reactions and habits can cause some people to grow suspicious.
Werewolves in their wolf form look like normal wolves.
Werewolves live to around the age of a 135.
Anything silver if used to purposely harm a werewolf will easily slice through their defences and cause extreme stinging. But a werewolf passively touching anything silver, like silver spoons or bullets, will not be harmed.
Werewolves naturally follow hierarchies. So a more dominant werewolf who proves his might will easily sway other “inferior” werewolves. Dominant wolves are mostly defined through trials of combat.
Vampire
“Demonic spawns of Lilith who crave only for destruction and blood,”
- Wolfgart Krieger, Witch Hunter and PriestAbilities- Bat transformation
- Mind control
- Blood extraction
- Heightened speed and vision
- Ability to infect other people
- Minion creation
Weaknesses- Sunlight
- Garlic
- Holy items
- Lack of blood
- Eating food
General InformationLike werewolves, only a skilled vampire can turn someone else into a vampire, but a lower levelled vampire can turn someone into a minion.
Minions are like slaves who follow the vampire’s every command but die 3 days after becoming a minion and are usually very fragile. Only people close to death can become a minion.
Vampires can only consume blood, attempting to eat food will essentially poison them and give them extreme hunger.
Any blood can be drunk by a vampire, but human blood is always the tastiest and most preferred.
Extracting blood is usually painful unless if the vampire is being extra careful, but a mind controlled victim will not feel anything.
Mind control victims are like minions just slower and capable of snapping out of it after an hour max. People with magical protection or iron-will can shrug off the attempts of mind control.
Vampires are never born, only transformed. Witches can curse someone with vampirism using a blood charm under a new moon.
Vampires don’t have any outwardly present features that expose them as being vampires, their sharp teeth aren’t long and are easily hidden in the mouth.
Vampires can have dark skin.
Vampires who are low on blood will succumb to fatigue before dying shortly after.
An average vampire will require 3 blood bags full of blood a day to stay well-fed and healthy.
All vampires are immortal but can be killed.
Holy items will only drive vampires away, not kill them.
Garlic works well in driving away vampires due to their scent being so powerful to a vampire’s heightened senses, but if a vampire simply pinches his nose or fights through the pain, the garlic will be rendered ineffective.
Sunlight instantly kills all vampires.
Witch Hunters
“When wickedness took over the world, God answered the prayers of the people and delivered them a saviour,”
- The Witch Hunter’s ManifestoAbilities- Sense the supernatural
- Crossbow capable of firing enchanted bolts with varying effects
- Silver sword
- Infused clothes able to weaken curses and magic sent after them
- Spirit animal who will fight with them
WeaknessesTheir armour and weapons can be parried and destroyed, but the witch hunter isn’t inherently weak to anything.
General InformationAll witch hunters want to stop or eradicate all or at least one form of the supernatural (witches, demons, vampires, etc.)
All witch hunters must follow a dogma or a religion that justifies their actions against the supernatural, but it doesn’t have to be a religion from the real world.
Their “spirit animals” are said to be angels who aid the witch hunter, they can be any large animal capable of killing but they are more often than not wolves.
Trained witch hunters can sense the supernatural but are not able to exactly pinpoint the location without the help of tools.
Witch hunter armour is made of infused leather and will only work if they are wearing the full set. Witch hunter armour is also durable.
Witch hunter armour consists of a wide brimmed hat, trench coat, and leather boots. They can be any colour but black or dark brown is traditional.
Witch hunters can form secret organisations to hunt down the supernatural.
Death
“Time’s up,”
- ???Abilities- Immortality
- Extreme durability
- No need to eat, sleep, or drink
- Immune to all diseases and curses
- Able to summon scythes at will
- Able to summon and control Mavros
WeaknessesNone.
General InformationTo become Death, you must first summon and kill the previous personification of Death.
Death can only be summoned by killing 4 people with a ritual knife
Mavros is Death’s skeletal horse who can be summoned at will and will never tire
Death cannot instantly kill anyone
Death is not needed for people to continue dying.
If a player becomes Death, all their previous race abilities will be overridden.
Death can keep someone alive by sacrificing another
Death will always be wearing a traditional black cloak
Ghosts
“Tortured souls free to roam in every present agony,”
- Malcolm Symms, Paranormal ExpertAbilities- Able to pass through walls
- No need to eat or rest
- Temporary invisibility
- Small powers relating to how they died
Weaknesses- Strong light
- Banishing rituals
- Salt
- Holy and unholy items
General InformationTheir powers are usually slight in nature. If someone died in a fire, they’ll be able to periodically summon a small flame to set something on fire, if they were shocked to death they’d be able to cause electric appliances to short circuit, etc.
Everyone has a slight chance of becoming a ghost after they die, but any dead person can be summoned as a ghost for a short period of time by using a spell.
If a player becomes a ghost, all their previous abilities are overridden and replaced with a ghost’s abilities
All ghosts are translucent and shimmering.
Ghosts can only pass into the afterlife by a banishing ritual or by destroying the body and/or items the ghost holds dear.
Strong light only drives them away, not kill ghosts or banish them.
Salt keep them at bay if the salt is arranged in a circle or polygon shape.
Banishing rituals will permanently remove the ghost from the area if it is unsuccessful trying to make the ghost pass into the next life
Any religious item, holy or unholy, will weaken and drive away a ghost if the item is believed to drive away evil. Items such as crosses and nazars qualify.
Ghosts cannot pass through living material and cannot doge damage by phasing out of reality.
Imp
“Nasty creatures with the powers of a demon and the childishness of a poltergeist,”
- David Krosky, Daemon ExpertAbilities- Pyromancy
- Demonic Transformation
- Summoning
Weaknesses- Holy items
- Ice or cold in general
- Salt
General InformationAll imps obvious to spot. They have very otherworldly and weird features such as red skin or a short stature, but those are just examples, in reality imps can look like anything as long as it isn't too human or animal like.
Imps are basically weak demons.
All imps are born, not transformed into one. An imp is born by 2 imps breeding or a demon child dying.
Imps can consume the heart of any living creature and gain a boost in their physical prowess and transform into a demon for a short amount of time, usually 30 minutes (3 turns). The amount of power they gain scales depending on how large the heart is, so a child’s heart while tasty does very little but an elephant heart gives them the ability to smash through any wall. When in this demon transformation, imps cannot use pyromancy.
An imp can use pyromancy at any time given that the area or the imp isn’t too cold or has magical protection on it.
An imp can throw fire balls, set anything alight with their mind, be immune to fire for 2 turns, or summon a living flame that lasts for 2 turns. The living flame automatically throws fireballs at an imp’s target but getting the flame wet or damaging it in any way will instantly kill it and another cannot be summoned for another 2 turns.
An imp is very sensitive to cold. Throwing a snowball at it is enough to knock an imp out and a room with a running AC in it will make an imp nauseous.
Imps, if not killed, will live for exactly 1000 years.
Salt will not harm them, only keep them at bay if the salt is arranged in a circle or polygon shape.
A holy item is described as in item present in major religions such as holy books or crosses. Imps will be weakened when close to them and an intense burning sensation is felt by the imp if it makes skin contact with the item.
Nephilim
“God’s bastard children,”
- Felix la Fay, Demon LordAbilities- Resistance to curses
- Boosts in all physical and mental aspects
- Ability to sense and pinpoint nearby supernatural beings and activities
- Holy aura that drives away negative forces and energies
- Flight
Weaknesses- Unholy items
- Loss of faith
- Easily bleed out
- Natural fanatics
General InformationAll Nephilim are born, not transformed. They can be born to human parents, but not parents with connections to the supernatural except for angels.
All children with Nephilim blood in their veins have a tiny chance of becoming Nephilim when born. Some Nephilim children grow up to be prodigies with no idea about their angelic heritage.
All Nephilim look like humans, but all Nephilim are (realistically) tall and conventionally attractive.
All Nephilim have a goal they are working towards in life, it can be anything, curing cancer to eradicating a certain demographic but it must be justified in their eyes. Nephilim will put full effort into achieving their goals.
All Nephilim are infertile.
While their holy aura can drive away curses and demons it is not a foolproof shield. Magic powerful enough can break it and a loss of faith can severely weaken it. This aura does not fend off physical attacks.
Nephilim have hidden wings they can use to glide short distances and hover for a short while. But actually flying like a bird is impossible.
While Nephilim are strong, they can very easily bleed out and/or be bruised and they have a weaker healing factor than the average human.
Any unholy item from any belief system, whether the user believes in it or not, will weaken a Nephilim if brought close to them. If the item makes contact with the skin it causes an intense burning sensation. An unholy item is described as an item not present in any major religions.