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The First War Mods ([info]thefirstmods) wrote,
@ 2009-10-12 14:48:00

Previous Entry  Add to memories!  Tell a Friend!  Next Entry
Entry tags:applying, game canon, resource

Creatures




Ghosts

Classification

Spirits

Lifespan

Immortal

Characteristics

Ghosts take on the physical shape and appearance they had at the time of their death, though they are colorless and semi-transparent. Ghosts tend to float or fly; any ghost that walks is just floating close to the ground and pretending, since they can't actually touch the ground. Ghosts are created when a witch or wizard who is afraid of death dies and leaves an imprint of their soul on the mortal earth.

Social and Legal Restrictions

Ghosts are largely ignored by the law, as it is almost impossible to enforce anything and equally impossible for a ghost to do anything in return. They are not officially given any rights to hold office or vote, and crimes against ghosts are largely unheard of. Most wizards are not afraid of ghosts and welcome them to live in their homes.

Abilities

Ghosts are intangible and can pass through any matter. They do not age, they do not get sick, they cannot be harmed by any weapon, and they cannot die.

Weaknesses

Ghosts are intangible and cannot handle or manipulate any object, even if they wanted to. They cannot taste food or physically interact with the living world. They cannot use magic.

Note - Ghost characters only need to provide on item of activity per month instead of three, since they are unable to manipulate a journal.


Goblins

Classification

Being

Lifespan

120-130 years

Characteristics

Goblins are small, humanoid beings with long fingers and oversized feet. They have long noses and bat-like ears and average about 3 ft in height. Goblins are known to be exceedingly clever and also exceedingly greedy, rude, and insular.

Social and Legal Restrictions

Goblins are allowed to vote and own property and to live wherever they want. They are forbidden from using a wand or holding any public office. Most goblins work for Gringotts or for other goblin-owned businesses. Wizards in general do not fear goblins, but do not associate with them due to their abrasive nature.

Abilities

Goblins are most noted for their cleverness and their superior ability to work with metals. They have their own brand of magic that can be used without a wand, but they can also normal wand magic if they get their hands on one. They are physically stronger and sturdier than wizards.

Weaknesses

While stronger and generally tougher than wizards, goblins are also physically slower and less agile. They have all the same physical weaknesses as a normal wizard.


Hags

Classification

Being

Lifespan

170-190 years

Characteristics

Hags, even young ones, look like old, haggard witches. They live on a diet of flesh, usually livers, and their preferred meal is the flesh of children. They are generally malevolent and do not socialize well with other peoples. They are easily recognized by wizards and muggles alike. There are no male hags and they reproduce by mating with wizards.

Social and Legal Restrictions

Hags are not allowed to live near wizarding communities or within 20 miles of any children. They are not allowed to vote, hold office, or attend school. Hags are not allowed to own a wand or use their magic against other wizards. Most wizards fear hags and use stories of them to frighten their children into behaving.

Abilities

Hags have an archaic type of magic that does not require a wand and is tied to nature. They have sharp teeth and claw-like nails, but are otherwise similar in strength and speed to a normal wizard. They can have a limited ability to cast illusions, which is sometimes mistaken for a shape shifting ability.

Weaknesses

A hags magic is slower and less focused than wand magic and their illusions are easily broken. They are as susceptible to other weapons as any normal wizard.

Vampires

Classification

Being

Lifespan

600-900 years

Characteristics

Vampires are recognized by their pale skin, sickly appearance, and sharp, hollow canine teeth, though at night they can manage to pass for normal humans with a little effort. All vampires must drink blood to survive. Though they can live to be up to 900 years old before dying of natural causes, few survive past 500 due to accidents, vampire hunters, or suicides. All vampires started life as humans, with the notable exception of half-vampires. A half-vampire is created when a pregnant woman is turned into a vampire - the child, if it survives to term, will need to drink blood to live and be easily sunburned, but otherwise does not share any vampiric abilities or weaknesses.

Social and Legal Restrictions

Vampires are forbidden from drinking the blood of humans, even if voluntarily given. They may not hold a public office or work for the Ministry, but they are allowed to vote, attend Hogwarts if turned while underage, and live amongst other wizards. They are not protected by law from hiring discrimination or other forms of prejudice.

Most wizards are afraid of vampires and will refuse service or employment to vampires. A vampire living in a wizarding neighborhood is unwelcome and will generally be driven out. Most live in covens away from other wizards.

Abilities

Vampires have enhanced strength, speed, agility, and senses. They do not physically age or get sick, although after a certain number of centuries a vampire will start to slow down and 'get dusty.' They heal extremely fast and can recover from most mild-to-moderate injuries. They are immune to werewolf bites.

Weaknesses

Vampires are sensitive to loud noises or strong smells (like garlic) and are repulsed by both. They are weakened by sunlight and will die in full exposure. Vampires who were previously wizards loose most of their magic and what remains is generally very unpredictable - most give up their wands after turning. They cannot eat normal food without getting very sick and can only consume weak beverages. Vampires can be killed by almost anything that would kill a normal human wizard, however if they don't die soon after being injured the chances of recovery and survival are greatly increased.

A vampire's greatest weakness is its bloodlust. A vampire that goes for extended periods of time without drinking blood will drive it into a state of dementia in which it will be come feral, aggressive, violent, and be unable to differentiate friend from foe. Vampires in a bloodlust are responsible for the majority of unflattering lore about them. Long-term lack of blood will kill a vampire, but the death is very slow and painful.

Veelas

Classification

Being

Lifespan

120-130 years

Characteristics

Veelas do not have a set definition of physical attributes except that they are generally considered to be extremely beautiful when in human form. Veelas have the ability to charm males of every species and will often use this ability to trick them into getting what they want. Veela males are rarely seen, do not have the natural charm abilities of the females, but have all the other abilities and are still considered to be very beautiful (and usually look androgynous). Veela females who mate with wizard males will always have female children.

Social and Legal Restrictions

There are very few legal restrictions against veelas, except that any veela or half-breed veela cannot hold public office. Veelas and half-breed veelas have no protection under the law against hate crimes or discriminatory actions, and there have been several lawsuits brought against veelas claiming they used their charms to trick or steal; such lawsuits are hard to prove but almost always found in favor of the plaintiff.

Most wizards tolerate veelas when they decide to live in wizarding communities, but simultaneously distrust and objectify them. Veelas tend to live together in groups away from other wizards and there are very few of them living in England - the majority live in their native Slavic regions.

Abilities

A veela's primary ability is the ability to charm and attract males. The magic is not necessarily sexual in nature and is not based on sexual preference - males who are homosexual, asexual, married, ect, will still be affected by a veela's charm. Their natural beauty may or may not add in the sexual aspect, according to the victim's preferences. Veela charm works on every species except vampires and transformed werewolves. A male under charms will feel unnaturally drawn to the veela, feel a desire to attract and please the veela, and be highly susceptible to suggestion. When a veela is angry, they transform into a harpy-like creature with rough skin, beak-like faces, and long scaly wings. Transformed veelas can create fireballs from their hands, but only when transformed.

Weaknesses

A pure veela does not shed or cut it's hair, which is a very magical substance. If a veela looses too many hairs, they loose their charm and must live in a permanently transformed state. Transformed veela's, though they have wings, cannot fly and are erratic and volatile, not easily reasoned with. Veelas in either state can be harmed by any normal means. Veela charm can be countered by the forewarned and it is possible to resist their magic if one knows it is coming. It's much harder to throw off the charm once it's taken hold. Veelas must be withing sight of a victim to charm them and cannot keep control over their victim once separated. A veela's charm is also not something that can be 'turned off' voluntarily, another thing which prompts most veela to live with their own kind.

Werewolves

Classification

Being

Lifespan

Normal wizarding lifespan

Characteristics

A werewolf is a normal wizard, witch, or muggle who was bitten by another transformed werewolf, a condition known as lycanthropy. Werewolves transform into wolf-like creatures three nights every month, on the night of, before, and just after a full moon. A transformed werewolf looks almost exactly like a regular wolf, except for having a wider snout and a tufted tail.

Someone can only be turned into a werewolf if their blood comes in contact with the saliva or blood of a transformed werewolf. Attacks from untransformed werewolves produce scars, but not full-blown lycanthropy. Lycanthropy is not inherited from father to child, but can be passed on from mother to child if proper precautions are not taken during transformations.

Social and Legal Restrictions

Werewolves must register with the Werewolf Registry at the Ministry and may not go through their monthly transformations near wizarding settlements. Werewolves who attack wizards while transformed are sent to Azkaban without trial. Werewolves are not given legal protection from hate-crimes or discrimination.

Most wizards are afraid of werewolves, despite the fact that they are relatively harmless when untransformed. They will not hire, live with, or socialize with known werewolves. Most werewolves live in solitary conditions or with other werewolves, sometimes called a 'pack' by other wizards (generally as an insult). Many werewolves can grow extremely bitter and hateful due to the unfair treatment they receive, which perversely just perpetuates the image that all werewolves are dangerous all the time.

Abilities

A werewolf transforms three nights a month; in their transformed state werewolves have extremely sharp claws and teeth, heightened senses, and are very strong, fast, and agile. They are smarter than normal wolves and can navigate through most obstacles, solve simple situational problems, and operate tools withing their physical limitations.

When untransformed, a werewolf may experience slightly heightened senses (especially night-vision) which will get stronger closer to a full moon. The longer the affliction, the greater the ability, and very old werewolves can see perfectly well in the dark and smell as well as a canine.

Weaknesses

A transformed werewolf is non-sentient and less intelligent than a wizard. They cannot differentiate between friend and foe and are very violent and aggressive. A werewolf has a natural inclination to attack, and if there is nothing around to focus its aggression on it will attack itself. Transformations are very painful, which some theorize is the reason transformed werewolves are so aggressive.

An untransformed werewolf will get weaker and appear sick in the week leading up to a full moon. They are allergic to silver and a touch will burn them, prolonged exposure will weaken, paralyze, and eventually kill them.

Werewolves, transformed or not, cannot be turned into vampires. Unfortunately they are 'immune' because the process always kills them.


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