Vampires, ghosts, and zombies oh my
Sept 26, 2007 12:48:17 GMT -5
Post by Kender Bard on Sept 26, 2007 12:48:17 GMT -5
ATTENTION PLAYERS
If you wish to play an undead, then NOW is the time to do so. This chance is limited and comes with constraints that I'll go into detail about in each section.
Vampires - Can still use their signs. They must feed at a minimum of once a week on fresh blood (assuming that the meal is human sized. Adjust accordingly if victims are differing sides). To be turned into a vampire you need only be bitten by one and survive (not guaranteed to work). Items considered holy relics of Efil by those bearing them can ward off vampires. To kill them, one must place a stake in their heart or remove their head completely. Vampires are destroyed by daylight but not any other kind of light. No more vampires will be able to be made when the storyline ends. Most vampires will simply disappear. All vampires will be attacked or hunted on the spot if caught by anyone with the power and audacity to kill them. Harmed by all elements but has general resistance to all of them as well.
Zombies - Cannot use their signs. Do have inhuman strength, even more so if they were Beasts in their former life. They are still fully functional unless the head is removed (even if their body is in tatters). All zombies will go into the earth again at the end of the storyline. Harmed by all elements except ice, wind, water, clear, and mind.
Skeletons - Cannot use their signs and have no real benefit other than their bones are likely to turn aside any non-blunt weapons. All skeletons will go into the earth again at the end of the storyline. Harmed by all elements except ice, wind, water, clear, and mind.
Ghosts - Cannot use their signs. They can steal warmth by being near a person, and can kill someone by stealing their breath if close enough (and that has to be very close). Able to pass through solid objects and possess people for very short amounts of time. Harmed by all elements except earth, fire, storm, clear. Minds are more susceptible to possession than other elements. All ghosts will return to Satich at the end of the storyline.
If you wish to play an undead, then NOW is the time to do so. This chance is limited and comes with constraints that I'll go into detail about in each section.
Vampires - Can still use their signs. They must feed at a minimum of once a week on fresh blood (assuming that the meal is human sized. Adjust accordingly if victims are differing sides). To be turned into a vampire you need only be bitten by one and survive (not guaranteed to work). Items considered holy relics of Efil by those bearing them can ward off vampires. To kill them, one must place a stake in their heart or remove their head completely. Vampires are destroyed by daylight but not any other kind of light. No more vampires will be able to be made when the storyline ends. Most vampires will simply disappear. All vampires will be attacked or hunted on the spot if caught by anyone with the power and audacity to kill them. Harmed by all elements but has general resistance to all of them as well.
Zombies - Cannot use their signs. Do have inhuman strength, even more so if they were Beasts in their former life. They are still fully functional unless the head is removed (even if their body is in tatters). All zombies will go into the earth again at the end of the storyline. Harmed by all elements except ice, wind, water, clear, and mind.
Skeletons - Cannot use their signs and have no real benefit other than their bones are likely to turn aside any non-blunt weapons. All skeletons will go into the earth again at the end of the storyline. Harmed by all elements except ice, wind, water, clear, and mind.
Ghosts - Cannot use their signs. They can steal warmth by being near a person, and can kill someone by stealing their breath if close enough (and that has to be very close). Able to pass through solid objects and possess people for very short amounts of time. Harmed by all elements except earth, fire, storm, clear. Minds are more susceptible to possession than other elements. All ghosts will return to Satich at the end of the storyline.