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Post by Hell Hound on Jun 27, 2018 19:53:41 GMT -5
Characteristics - The Jormungandr hunts during the night time, and often times targets individuals in large bodies of water, such as the ocean, large rivers, or lakes. Jormungandr shed their skin like a snake would, doing so two to four times a year.
Appearance - Like most creatures, Jormungandr’s take a human form to blend in with society. Their true form however, is a giant snake that can span from anywhere from 8 feet to 10 feet. The older the Jormungandr is, the larger their snake form becomes. The snake’s skin is usually a pastel green or blue color, with either a green or yellow eye color. Powers/abilities -
[/u][/i]: Jormungandr’s possess strength that far surpasses that of humans. They usually use this supernatural strength when wrapping around a victim tightly, crushing them. Fangs: Jormungandr’s possess a mouthful of fangs that are strong enough to cut steel. Like a vampire, Jorumngandr are able to retract their fangs up into their mouth. When threatened or hunting though, they can pop their fangs out and spit poison that burns through skin like acid. Super Flexibility: Jorumngandr’s have the ability to move and stretch, and dislocate their bones when in human form without it being super painful. They also have the ability to unhinge their jaw and swallow things twice the size of their head, in human and snake form. Shapeshifting: The Jormungandr can take the form of a human to hide it’s true form which is snake-like. Water Breathing: Jorumngandr’s have the ability to breathe underwater. Infrared Perception: Jorumngandr are able to perceive heat signatures. They can see things different temperature spectrums and is useful at night when normal vision isn’t clear. [/ul] Vulnerabilities - [/u][/i]: Cats are able to sense when a Jormungandr is near and will act in strange ways, such as hissing or acting noticeably more agitated. Electricity: Jormungandr are only able to be killed by electrocution. Titanium: A Jormungandr cannot touch titanium, as their skin will burn if done so. This is incredibly painful for the Jormungandr so it is a very good weapon for a hunter to use against one. [/ul] History - N/A Alpha Spot - Open[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 19:56:47 GMT -5
Characteristics - Furies are female demi gods of vengeance who avenge crimes against the natural order. They are particularly concerned with homicide, unfilial conduct, crimes against the gods, and perjury.
Appearance - In their true form, a Fury has a palish green skin, sometimes their eyes can be a strange red color as well. Powers/abilities -
[/u][/i]: Furies are able to breathe smoke into their victims from their mouth, giving them a deadly disease that cannot be cured unless the Fury who infected them is killed. The sickness will start with a cough, leading to a cold sweat, and the victim’s vision will begin to fade as well. As time goes on, they will begin to cough up blood, until ultimately choking on their own blood and dying. Famine Inducement: By releasing their smoke from their mouth around crops, they can kill it and cause famine of different kinds. This smoke is different than their disease smoke, as this smoke is released in greater quantities if needed. Madness Inducement: Furies can cause a person’s mind to go into madness by scratching them with their nails. This will cause a short-term change in emotions, sensations, memories, and what not. The madness lasts for twelve hours after contact. Super Strength: Furies have incredible strength, easily able to throw humans around. Super Stamina: Furies do not tire, no matter what complicated tasks they go through. Immortality: Furies do not age, and thus cannot die by normal means. Invulnerability: It takes a lot to damage a Fury, able to take physical blows and minor injuries without being phased. They heal incredibly fast, regenerating wounds that aren’t lethal to them. Shapeshifting: Furies can change their skin color and eye color in order to appear human-like. [/ul] Vulnerabilities - [/u][/i]: Gods, some demons, and some angels can kill a Fury. Wood From An Olive Tree: A weapon made out of an olive tree and dipped in the blood of someone who is infected with the Fury’s disease or madness induction can kill it. [/ul] History - N/A Alpha Spot - Open[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 20:00:21 GMT -5
Characteristics - The Giants are true to their names; massive, hulking beasts that will make anyone seem like an ant by comparison. They are extremely strong, slow, and not all that smart - but also very violent, probably due to the fact that they can literally smash everything they see by stepping on it. Most, if not all Giants are now extinct and reside within Purgatory.
Appearance - Massive, with thick brown skin. Giants are humanoids with huge muscles that tower over their surroundings. Some Giants have even been seen to have the appearance of different terrains and environments that they are in. Powers/abilities -
[/u][/i]: Giants sheer size gives them amazing strength, able to squash normal-sized beings, smash buildings with a simple swing. Superhuman Endurance: Giants can take significant damage due to their size Humongous Size: Giants are massive, making normal sized people look like ants. They also cause the ground to shake when they walk. [/ul] Vulnerabilities - [/u][/i]: By causing Giants enough harm, one can kill them - it usually takes a lot of work. [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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user is offline ●
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Post by Hell Hound on Jun 27, 2018 20:05:13 GMT -5
Characteristics - Elves are creature/angel hybrids created by God in order to watch over Purgatory and the creatures within it. They are tasked with protecting the realm and keeping the monsters within.
Appearance - Elves are beautiful creatures with pointy ears, being the only thing that truly gives away their species. They usually have a more pale hue to their skintone. Powers/abilities -
[/u][/i]: Elves are able to possess a creature through contact, causing the creatures eyes and mouths to light up. Unlike normal possession, they are not only inside the creature but also remain within their own bodies - being split into two beings at once. Just like angels, Elves must have permission to possess another creature; and the stronger the creature is the stronger the Elf must be to possess them. Holy Touch: Elves can smite lesser demons and creatures. Their holy touch is much more effective against creatures. Supernatural Strength: Elves can overpower humans and some creatures. Supernatural Agility: Elves move, leap and climb with ease and grace that no human could quite mimic. Heightened Senses: Elves have extremely sharp senses, especially so with sight and hearing. Invulnerability: Elves are rather hard to kill. To do so they must be killed with an Elvish Blade, Elvish Arrow, Elvish Magic, Holy Fire, Leviathans and obvious things such as Death and God. Elven Magic: Elves have powerful, ancient magic at their disposal that can be used to bend reality, heal, and fight Leviathans among other creatures. Calming Voice: Elves are one with nature and do to this, they are able to speak to not only animals but the supernatural creatures who are inhuman such as Wendigo, Chupacabra, etc. Supernatural Perception: Elves are able to see things on the astral plane. Telepathy: Elves can communicate with each other through telepathy. [/ul] Vulnerabilities - [/u][/i]: Elves can be killed with an Elvish Blade or Arrow. Elvish Magic: They can be killed using Elven magic and can also be warded against using Elvish sigils. Holy Fire: They can be killed with Holy Fire. Eve: She was able to kill Elves. Perytons: Elves will sneeze when a peryton is near, as if they are allergic to them. A bite from a Peryton will weaken them greatly but will not kill them; just making it easier to kill them. [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 20:09:45 GMT -5
 Characteristics - A Fallen Elf is created when an Elf cuts ties with its species. Stronger Elves are able to retain their grace much like some Angels can, however most slowly lose their grace or rip it out entirely. This causes the Fallen Elves to become more animalistic, or driven by their instincts, if you will. Fallen Elves are known to be lone wolves, however it is known that they have a “village” within the darkest parts of Purgatory which is called the Fallen Village. Many of the Fallen come here, but only the ones who are able to keep a grip of who and what they are, can stay. The Fallen who become more animalistic are left to wander Purgatory, feeding off the souls of creatures that reside within.
Appearance - Elves that retain their grace are able to maintain the beautiful, regal appearance of their kinsmen, but those who remove their grace will often take on a rougher look that closest resembles a creature than a normal elf with pale or grey skin, glinting eyes in a manner similar to a wolf, and any visible mutations they might have gotten from removing their Grace. Powers/abilities -
[/u][/i]: Fallen Elves are very strong, able to physically overpower their not-fallen brethren. Supernatural Agility: Fallen Elves are just as agile as normal Elves, able to run, leap and climb with ease. Supernatural Perception: They can see spirits, reapers, etc. Creature Manipulation: Elves are able to force their will upon more inhuman creatures. Ie. Wendigo, Chupacabra, etc. Elven Magic: Fallen Elves have dark Elvish magic as long as their retain their grace. Graceless Fallen Elves cannot use Elven Magic. [/ul] Vulnerabilities - [/u][/i]: When an Elf falls; they manifest a craving for blood and this can be satisfied by both humans and creatures. Instincts: By losing their grace, Fallen Elves will begin to live by instincts much like a normal creature would, living for themselves and doing whatever they need to, in order to feed. Fallen Elves who retain their grace do not have to deal with this. Mutation: After an Elf loses their grace, they will begin to slowly continue to lose themselves and begin to mutate into another creature. Some Fallen Elves do not experience this, especially the ones with their grace. The creature they begin to resemble and take traits and abilities from is completely random and highly depends on the Elf themselves. Elvish Weapons: Fallen Elves can be killed with an Elvish Blade or Arrow. Elvish Magic: They can be killed using Elven magic and can also be warded against using Elvish sigils. Holy Fire: They can be killed with Holy Fire. Eve: She was able to kill Fallen Elves. Perytons: Elves will sneeze when a peryton is near, as if they are allergic to them. A bite from a Peryton will weaken them greatly but will not kill them; just making it easier to kill them. [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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user is offline ●
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Personally, I like the disease.
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The Demonic Pitbull Admin
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Posts: 965
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Gemini
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1994
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Post by Hell Hound on Jun 27, 2018 20:15:10 GMT -5
Characteristics - Kraken are huge squid like creatures that live in the depths of the ocean. They attack ships and devour sailors.
Appearance - The Kraken look like huge squids, having many tentacles and huge eyes. They have very sharp teeth that they use to devour their food. Powers/abilities -
[/u][/i]: Kraken are incredibly strong. Aquatic Adaptation: Krakens are able to breathe underwater, endure strong water pressure, and different water temperatures. [/ul] Vulnerabilities - [/u][/i]: An immense amount of damage can kill a Kraken. [/ul] History - N/A Alpha Spot - Open[/blockquote][/div]
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user is offline ●
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1994
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Post by Hell Hound on Jun 27, 2018 20:19:07 GMT -5
Characteristics - Krasue are Witches who have delved into powerful black magic in order to preserve themselves and live forever. The ritual in which they do this involves them quite literally burning their bodies away - leaving only the head and some of their internal organs intact, and in order to continue to function in human society and protect their remaining organs, they attack humans and take their bodies as their own.
Appearance - Krasue are floating heads with many of their organs hanging from them. They are occasionally seen with the sides of their mouths split open to reveal fangs. Powers/abilities -
[/u][/i]: Krasue are able to float and move freely without bodies while their organs dangle or float around under them. Possession: Krasue are able to possess humans by tearing off their heads, removing their internal organs from the opening and “plugging into” their bodies, replacing the bodies innards with their own in order to fit comfortably. Immortality: Krasue are able to potentially live forever. Magic: Krasue are a result of witches preserving themselves through powerful black magic, and they are still able to access powerful spells to defend themselves. Telekinesis: Krasue can move objects and people with their minds. Fangs: Krasue’s mouths can split into a large grin, revealing two rows of fangs connecting to their existing teeth. Invulnerability: Krasue are hard to kill when they have a body to possess Superhuman Strength: Krasue can moderately enhance the strength of the bodies they possess, they can do even more with magic. Organ Stealing: A Krasue is able to steal any organ from another, besides a heart, to replace their own should it become damaged. Preservation: By removing and replacing their host bodies organs with their own, they will be able to use it normally without fear of rot, functioning as normal. [/ul] Vulnerabilities - [/u][/i]: Krasue must regularly eat hearts in order to maintain the spell, or they will die. Heart Destruction: Destroying a Krasue’s heart will kill them. Organ Destruction: Harming a Krasue’s other vital organs that are not their heart will cause them pain, but not kill them. [/ul] History - N/A Alpha Spot - Open (This Is The Witch Who Created The Spell)[/blockquote][/div]
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user is offline ●
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Post by Hell Hound on Jun 27, 2018 20:22:31 GMT -5
Characteristics - Jikininki are spirits who escaped from Hell before becoming a complete demon. They seek to inflict pain on others because it feels good. Being able to deal some pain themselves, after being tortured in Hell.
Appearance - Jikininki appear like normal people, but with glowing red eyes and cut skin. Powers/abilities -
[/u][/i]: By devouring the bodies of the recently deceased, Jikininki become the anchor to the spirit they are connected to and are able to control the spirit. The Jikininki constantly feeds off the spirits it anchors to, slowly, and within time they will eventually perish into nothing: ceasing to exist. Supernatural Strength: Jikininki can easily overpower humans Corporeal: Jikininki are corporeal in nature much like Revenant’s are but can still touch and interact with spirits from the Astral Plane. Telekinesis: They can move things with their mind. Possession: Unlike other corporeal spirits, Jikininki are able to possess humans that are alive. This causes the host’s iris’ to glow a bright red color and the longer the spirit is inside the person their skin will begin to decay and split apart. Their ears, eyes, etc may leak ectoplasm. Electromagnetic Interference: Jikininki are able to disrupt electronic devices with their presence. [/ul] Vulnerabilities - [/u][/i]: In order to kill a Jikininki they must be salted and burned, much like bones of a ghost. This will make the Jikininki and all spirits it has anchored move on. Salt: It hurts them and they cannot cross lines of salt. Silver: Silver can harm them and be used to immobilize them. Exorcism: A special Jikininki exorcism is needed in order to force them out of a human’s body. Sulfur Scent: Jikininki have a smell of sulfur just like demons. [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 20:26:57 GMT -5
 Characteristics - Mokoi are beings that were, at one time, Witches. Through excessive overuse of black magic, these witches ended up morphing into magical parasites - “the Mokoi” - these beings are driven by simple needs; seek out black magic, absorb it, and become stronger. They feed off of it and use it to their own means, greedy and relentless in trying to find anything containing even a trace of it to strengthen their powers.
Appearance - Mokoi appearance varies on how “far gone” the witch in question is. The early stages of Mokoi appear as humans with black veins and pale skin and their hair begins to thin and fall away, but as they continue to use black magic their skin will turn black and their faces will begin to morph and elongate - it’s in this form that they gain their abilities and begin to seek out magic to feed from. The oldest Mokoi who have fed on large amounts of black magic actually lose their physical forms and become black voids of black magic, only vaguely clinging to a humanoid shape. Powers/abilities -
[/u][/i]: Being created from overuse of Black Magic, Mokoi have access to extremely powerful spells - usually curses, rituals, and even powerful necromancy to make long-dead corpses come to life and attack. Black Magic Manipulation: Even if the black magic spells are not cast by them personally, powerful Mokoi are able to manipulate black magic. Magic Draining: Mokoi can feed off of black magic when it is used near them and add it to their strength, absorbing it into their pitch black forms. This makes any black magic used against them, or even near them, pointless. Magic Sense: Mokoi can sense black magic when it is put to use and seek it out, the more powerful it is, the easier it is to hone in on. Teleportation: Mokoi can teleport by “melting” into black liquid and dissolving Supernatural Strength: Depending on how old the Mokoi is and how much black magic it has absorbed causes their strength to vary wildly, but they can usually easily overpower a normal human. Telekinesis: The strength of their telekinetic abilities varies on how powerful the Mokoi is. Magic Immunity: Mokoi are immune to magical attacks and spells, the only way to hurt a Mokoi with magic is with potions. Immortality: Mokoi can potentially live forever. Intangibility: Mokoi who have reached their final stage of mutation into their formless darkness can pass through solid objects. [/ul] Vulnerabilities - [/u][/i]: Mokoi can only be physically harmed by iron, Iron Dust is especially effective. One can be contained and have their powers neutralized by wrapping them in iron chains or putting them in an iron-lined room. Potions: Specifically brewed potions can be used against Mokoi if they are prepared with powerful enough ingredients and iron dust. Vanquishing: In order to actually destroy a Mokoi a specific potion must be brewed and used against them. The potion will strip away all of the black magic from them and in turn; destroy them as they’re no longer anything more than a corrupted being. Ingredients: [li]Mandrake Root[/li] [li]Iron Dust[/li] [li]Silver Dust[/li] [li]Holy Oil[/li] [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 20:30:41 GMT -5
Characteristics - One of the more older of creatures, Hydras are the water equivalent of dragons. They are close to Eve and are very respected by other creatures. They’re incredibly rare and traditionally live in the depths of lakes or oceans. They typically fight against the Kraken a lot and are known to kill and consume them.
Appearance - In their true form, Hydra are incredibly large and have multiple heads. They are very serpent like and intimidating. Powers/abilities -
[/u][/i]: Hydra are able to breathe underwater, endure strong water pressure, and different water temperatures. Shapeshifting: Hydra are able to take the appearance of a human to blend in. Super Strength: Hydra are incredibly strong, their strength on par with dragons. They can easily overpower humans. Super Speed: Hydra are incredibly fast when in the water, and even quicker than most in human form. Super Stamina: Hydra do not tire easily, swimming at incredible speeds and go through severe trauma without fatigue. Invulnerability: They are almost completely invulnerable, decapitation of all their heads being the only way they can die. Regeneration: Hydra are able to heal any wound besides any heads that are decapitated. Multiple Heads: In their true form, they have multiple heads. The number being unlimited, each one that is cut off two more grow. There is only one head that is considered to be the main head, that when decapitated the Hydra will die. Poison: Not only their blood is poison, but so is their claws. The poison acts as acid. Claws: While in their human form they can cause their claws to appear and use them as weapons. [/ul] Vulnerabilities - [/u][/i]: The only way to kill a Hydra is to cut off its main head, each time a head that is not the main one is decapitated, two more will grow in it’s place. If they are in their human form, then just removal of their human head will suffice. [/ul] History - N/A Alpha Spot - Reserved[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 20:35:15 GMT -5
Note - The creation of an Emere must be Head Admin approved. Characteristics - Emere are a extremely rare kind of witch who are born to magical bloodlines. There are very few of them known to exist, and more often than not they don’t make it past adolescence due to the fact many of them disappear into the Astral Plane and do not return due to not having a proper grasp over their abilities. Using their connection to both the spiritual and astral planes, they can use magic that manipulates life, death, and even harness the power of their own soul. In addition to these impressive abilities, they are much stronger than normal witches.
Appearance - Emere appear as normal humans do, though their eyes are known to glow and light up various colors. Powers/abilities -
[/u][/i]: Emere have access to all of the usual magic that any other witch can access - but usually at a much stronger degree than typical spellcasters. Life Magic: Due to their connection to the spiritual and mortal planes, Emere can manipulate life itself. They can drain life force, restore it, manipulate their soul or the soul of others, and bend spirits to their will if they see fit. Dimension Walking: Emere are able to cross freely between the mortal and spiritual plane. Unlike Astral Projection, which leaves the body unconscious and open to possession, they fully transport themselves into the spirit realm and are unable to be possessed while present in it. Heavenly Host Control: Emere are able to force an angel into themselves and use their abilities as their own. It’s possible that the Black Rose Coven learned of this ability the Emere possessed and created their own dark version; which is inherited by the leaders of the coven. The stronger the angel is, the harder it is to be forced inside their body. However, it seems as though archangel leveled angels are completely unaffected by this ability. [/ul] Vulnerabilities - [/u][/i]: Emere can die by typical human problems like wounds, disease, etc. Witch Weaknesses: Emere are vulnerable to anything normal Witches are [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 20:38:16 GMT -5
 Characteristics - The Deer Women are very curious creatures, especially that of human society. They enjoy dancing and will usually sneak into parties where it is taking place and join in unnoticed. They are also enticed by the concept of love and search for it constantly. This is why the Deer Women lure people interested in females to them in the woods. If the individual freaks out upon seeing her hooves, the Deer Woman will proceed to paralyze them by kicking him in the exact right places along the spine. She will then run away, in tears. If a Deer Woman does manage to get a reaction they want, and they sleep with them, they will grow completely attached to the point where they believe the person belongs to them. They will follow them, and if they break the Deer Woman’s heart by not wanting her or being with someone else, the Deer Woman will kill them by piercing their antlers through their heart.
Appearance - Deer Women are incredibly beautiful women when in their human forms. The only thing that gives away the fact they are not human are their deer legs/hooves. They are also able to manifest antlers in their human form. When not in their human appearance, they look like a typical deer. Powers/abilities -
[/u][/i]: Deer Women’s true form is that of a deer, and when taking appearance of a human woman, they are not able to shift their hooves. Antler Protrusion: Deer Women are able to grow their antlers in their human form and can use them as a means of attack. Supernatural Beauty: The Deer Women have an incredible hold over anyone who’s interested in women, alluring them to her in a trance like state. However, if they happen to see her hooves/deer legs the trance will be broken. Supernatural Speed: Deer Women are quick on their feet like their animal counterparts,able to flee fairly quickly. Supernatural Leap: Deer Women are able to jump higher than a normal human with their deer legs. Supernatural Strength: The Deer Women only have super strength with their deer legs. Supernatural Scent: Deer Women are able to smell the scents of others in the area around it. [/ul] Vulnerabilities - [/u][/i]: Shining a bright light at a Deer Woman can stun them and leave them frozen in spot momentarily. Constant Need For Affection: Deer Women are always looking for affection. Seeing Their Hooves: By seeing these, the trance that a Deer Woman can place onto an individual is broken. Significant Damage: Enough damage done to a Deer Woman, will kill it. Tobacco: Tobacco and tobacco smoke is poisonous to a Deer Woman, it will burn them upon contact and if it is in smoke form, they will be unable to breathe. Also by burning tobacco, it can repel any Deer Women in the area. [/ul] History - N/A Alpha Spot - Open[/blockquote][/div]
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Post by Hell Hound on Jun 27, 2018 20:41:39 GMT -5
 Characteristics - Akateko are similar to Shojo, in the aspect that they are like a ghost but are actually a type of creature. The Akateko is an invisible creature, that can manifest a child like hand covered in blood. In reality, the Akateko isn’t a child but a deformed small creature which has hands as small as a child’s.
Akateko are capable of creating illusions, usually doing so at the bottom of trees which they hide in. They do this to lure victims over, and have been known on many occasions to use the image of a beautiful young girl to trick men into approaching, and sometimes have the girl crying to trick people with a good heart. Once there, the Akateko waits for the perfect time to snatch the person up into the tree. They typically wait until the person is standing right under there, where the blood from their hand drips down onto the victim and marks them. This is in case the victim somehow survives, and runs off before the Akateko can grab them. If this does happen, the Akateko will come to their home and hide under their bed until they are asleep. Once asleep, the Akateko’s bloody hand will slowly emerge from under the bed and snatch the victim, dragging them under their bed. They are also known to hide in attics, and trees in the person’s yard if they do not own a bed.
No one knows what happens to the victims for certain, they seemingly just vanish. There is lore that suggests they are turned into Akatekos themselves, or that they are consumed whole by the monster.
Appearance - Takes the appearance of bloody hands. Powers/abilities -
[/u][/i]: Akateko are invisible Incorporeal: Barring the hand that they manifest, Akateko are incorporeal and can pass through objects. Illusion Casting: They can project illusions to lure in victims, trick attackers, and frighten people. Superhuman Strength: They are able to lift grown humans. [/ul] Vulnerabilities - [/u][/i]: A sword blessed by a Shinto Priest is the only thing that can kill an Akateko. You accomplish this by using the sword to cut off it’s blood child-like hand. Salt: Much like ghosts, an Akateko cannot cross over a salt line and it harms them. [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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user is offline ●
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Personally, I like the disease.
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The Demonic Pitbull Admin
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Posts: 965
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Undisclosed
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Gemini
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1994
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Male
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Administrator
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Post by Hell Hound on Aug 20, 2018 21:08:19 GMT -5
Characteristics - Orcs are savage creatures who live underground. While natural smiths and warriors, most of them lack significantly in intelligence. They live to fight, dig, build and eat - nothing more. Although they savor a fight, there are instances where Orcs have allowed people to pass through their domain so long as they pay a price - in the form of body parts. Orcs require flesh to survive, but it isn’t required to be human they are able to devour humans, creatures and animals.
Orcs are currently believed to be extinct, they have not been seen since the times of Camelot and their tunnels are now infested with creatures of all kinds. What happened to them exactly is unknown.
Appearance - Orcs have a lot of varying features and no two usually look the same. Their skin is usually various shades of green, brown or grey with oily black hair, large fangs and claws. They are usually wearing leather and metal armor and armed with their handmade weapons. Powers/abilities -
[/u][/i]: Orcs are much stronger than humans and can break stone and bend metal with their hands alone. Heightened Senses: They have very sharp senses, particularly low-light vision. Thick Skin: It takes a lot of damage to kill an Orc due to their thick, leathery skin. Natural Weapons: Orcs possess sharp teeth and claws. Natural Smiths: Orcs are naturally inclined to working with metal and stone. They crafted the massive tunnel system that spans the underground of Zeppelin and reinforced much of it with rather advanced metal work, including heavy doors, traps and fortifications. Their weapons and armor are also, while rough, very effective. Pack Instincts: Orcs have a instinctual understanding of one another and can communicate, give orders and understand how their fellow orcs are moving so to do so without harming them - this is a large part of how the orcs would swarm enemies like they do in their tunnels, piling over one another to get to their prey. [/ul] Vulnerabilities - [/u][/i]: Orcs will flash-burn if exposed to sunlight, their skin burning away and leaving statuesque black skeletons standing in their place. Significant Damage: A large amount of damage can kill an orc. Decapitation: Can kill an orc instantly. Hunger: Orcs will die without feeding on flesh. [/ul] History - N/A Alpha Spot - Unavailable[/blockquote][/div]
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user is offline ●
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Personally, I like the disease.
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The Demonic Pitbull Admin
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Posts: 965
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Likes: 47
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Undisclosed
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Gemini
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1994
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Male
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Administrator
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Post by Hell Hound on Aug 23, 2018 12:05:41 GMT -5
Characteristics - Campe were created around the same time that Eve created the Gorgons. They are very hostile creatures, and are known to kill anything that moves. They dwell deep underground and in caves, sometimes even occupying places close to volcanoes.
Appearance - Campe appear to be female in nature, having the torso and head of a woman. However their heads have horns that protrude out of it and resemble that of a dragon. They only have one eye, the pupil appearing as a slit a lot like many reptiles. Their hands are that of dragon claws and from the waist down they have long, snake like bodies. At the end of their tails they have a large scorpion-like stinger. Powers/abilities -
[/u][/i]: Campes skin and scales are impenetrable. Burning Gaze: Making eye contact with a Campe’s eye will cause a victim’s eyes to literally burst aflame. Supernatural Strength: Campe are very strong and can use their bodies to crush humans. Pyrokinesis: In a manner similar to a dragon, they can heat up their claws with fire and breathe it from their mouths. The heat they generate is hot enough to melt iron and can instantly cauterize wounds. Burning Poison: A Campe’s tail holds a very strong poison that literally cooks something from the inside out. Poisonous Blood: Unlike Gorgons, a Campe’s blood acts as a poison that will kill anything injected with it in a few hours. [/ul] Vulnerabilities - [/u][/i]: Due to only having one eye, they have very limited peripheral vision and depth perception, they are much easier to sneak up on than Gorgons. Deaf: Campe do not have ears and are unable to hear. Decapitation: By cutting off the head of a Campe to kill it, it retains its Burning Gaze, allowing people to use it as a weapon if they desire so long as they don’t look into its eye themselves. Mirrors: Looking into a Campe’s eye directly is very dangerous, as a person’s eyes can burst with fire from it. Looking through a mirror or other reflection, is the best means to looking at one. If a Campe sees themselves in a reflection, their eye will burst into fire. Doing this means that the head will not be usable as a weapon when it is removed, as the source of the Burning Gaze is gone. [/ul] History - N/A Alpha Spot - [/blockquote][/div]
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