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TheTrinity
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TheTrinity


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[Info] Humans Empty
PostSubject: [Info] Humans   [Info] Humans I_icon_minitimeSun Dec 15, 2019 1:10 pm

DO NOT BE AFRAID TO BE HUMAN.

[Info] Humans Tenor

Through out history, humans have proven a formidable force. They have shown a resilience as a
race that no other race can claim. They flourish as the monsters die off and are forced into the
shadows. In a world where those monsters are slowly creeping forth, humans will once again
find it within themselves to remain in power.

Humans are different to any other race. What it means to be human is depends on where
you are and the culture and belief surrounding you. Humans can be monsters. They can be
different from each other and even lean toward supernatural traits. So what makes a human?

They age and die. They are susceptible to disease. They are a little slower, a little less physically
resistant. Though they bicker amongst themselves more than any other race, they have a
tendency to rise up any threat to their race in awesome fashion.

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TheTrinity
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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeSun Dec 15, 2019 1:12 pm

Facts About Humans

• Humans are vulnerable to disease and infection.
• Even with heightened senses or abilities, their
senses and/or abilities are not as high as their
supernatural counter parts.
• Humans are inventive and resilient in ways that
monsters tend to put little stock in.
• With knowledge of the things that go bump in the
night rising, so are the occupations that come with
said knowledge; hunting, policing, reporting.
• Not all roles are opposing the supernatural. In fact,
many humans live and work alongside the supernatural.
Some even fall in love and start families.

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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeSun Dec 15, 2019 1:12 pm

Terms To Know

Minions: Minions are servants of vampires used for such menial tasks as
caring for a vampire's affairs when their master is asleep. Minions are given a
taste of the vampire's blood, and it invigorates them; a minion is considered to be
twice as strong as an ordinary human, and lives for twice as long. If the vampire
withholds his blood from the minion after a period of one month or more, the minion
becomes a normal human again. The more blood taken by these beings the stronger
the bond between master and slave.

Ghoul: Ghouls are basically half dead minions made by a vampire giving a
human blood just before their dying breath. Buried, basically alive, the vampire
comes back the following night and gives their ghoul more blood. They are then
bound not only to their vampire but the cemetery and that is where they must rest.
However, ghouls are not required to rest every night, the vampire's blood can keep
them awake for days sometimes even weeks. Like minions they are stronger than
the average human but usually chicken shit scavengers and only attack those who
are weaker or unconscious. They're also afraid of fire.  

Vessel: Also known as "advocates" or "human servants". Vessels are far
more important to a vampire than a ghoul or a minion. A vampire might have a
dozen ghouls or minions in their service, but will only have one vessel or human
servant. Vessels are intimately involved in their master's (or mistresses') affairs,
and vessels may represent the vampires they serve. Vessels are no longer truly
human. They can gain some of the vampires powers, though it is a lesser strength,
and their aging halts after being given the fourth mark of a human servant, until
that vampire dies. At that point, the vessel often dies as well. A human servant
must drink from the vampire weekly. Creation of a vessel comes from a strong
emotional connection. Vampires are very selective about creating a human servant.
It means not only blood is exchanged, but the very essence of the vampire's soul
must be shared.

Paranormal Humans: This is an umbrella term for any human born with
supernatural abilities or humans that dabble in the supernatural. The most common
of these humans will be outlined below. All paranormal humans are born with a touch
of magic whether they choose to acknowledge it or or not.

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TheTrinity
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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeSun Dec 15, 2019 1:13 pm

Psychics

[Info] Humans Giphy

Psychics are humans who are born with different types of paranormal
abilities. Some psychic abilities include:

Clairvoyants: the bearer of this power can touch a random object or
person and can tell who else has touched it, and what they did with that
object. They are often sought out to help with missing persons and murder
investigations. As people, clairvoyants are often reclusive, wear gloves, and
avoid physical contact.

Empaths: are highly susceptible to the emotions of those around
them. Emotions often come in waves of colors or temperatures. If the person's
emotions are high enough an empath will see pictures in shades of whatever
color adjoins the emotion. They can also be overtaken by the emotions of others
if they are not trained enough.

Null Projection: the bearer can negate most psychic abilities within
a few yards around themselves. It is a type of strengthened metaphysical
shield that can extend to those around or become a physical shield for the
user against other kinetic powers.

Telepaths: can read minds. They can listen into other's thoughts or with
enough push dig through memories and thoughts.

Psychic Vampires: a dark side to empathy. Empaths that learn to "feed" on
the emotions of others can leave people feeling physically exhausted while they seem
fresh as a rose after the interaction. They can seek out memories with heightened
emotion attached to them and gain knowledge that way. For example, if they meet a
person who gushes about fishing, they can feed from those memories and gain the
muscle memory required to become a decent fisherman. Users that push this ability
too far on another run the risk of leaving them as empty shells or getting lost in the
person's emotional current.

Telekinesis: an ability to move objects with one's mind. If no one ever told
you the brain is a muscle, then you should take the advice now. Like most physic
powers, telekinesis takes a lot of focus and control.

Pyrokinesis: a type of telekinetic power that focuses specifically on fire. This
is the ability to move and manipulate fire. Because it is a mental ability, the user
needs an external source of fire in order to initiate their power. As such, most pyros
carry a lighter or matches with them at all times. The stronger the pyro, the more
creative they are about ways to obtain fire in a pinch.



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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeTue Jul 07, 2020 3:03 pm

Elementals
[Info] Humans B786a9aeb04f58fb6cf62e27ab9752d6
Elementals are humans with the ability to generate and manipulate one
of the four basic elements: Earth, Air, Fire, and Water. Unlike physics who can
sometimes manipulate elements as well, Elementals are thought to be made
of their element and the source of their power comes from the core of their
being not just the ability to manipulate what is already there.

• Earth: Users can create, shape and manipulate earth and "earthen" elements
including most solid objects, specifically all minerals and mineral compositions
regardless of their state (mountain, boulder, sand or dust), dirt, soil, etc. The
user can also control brick and plant. More advanced users can manipulate
metals such as iron, copper and titanium. Glass and artificial solids may be
hard or impossible to control.

• Air: Users can create, shape and manipulate air. Their abilities can vary from
creating breezes, squalls, gusts, whirlwinds, zephyrs, gales, tempests, and
hurricanes. The ability to harden wind or air is top tier for these humans.
Variations in air-pressure may complicate things for beginners.

• Fire: Users can create, shape and manipulate fire. Unlike their pyrokinetic
counterparts, fire elementals have a fire literally burning within them. They
can generate their own fire, usually from their hands. Stronger, more practiced
fire elementals can place or generate fire from anywhere on their person.

• Water: Users can create, shape, and manipulate water, inorganic compound
with liquid, gas (steam, water vapor), and solid (ice) states, including changing
them from one state to others. More skilled and powerful users can use
water-related weather such as blizzards and rainstorms. Some users are able to
completely control the temperature of the water at will.


Facts About Elementals
• Distance, mass, precision, etc. depend upon the knowledge, skill, and strength
of the user and their power's natural limits.

• Fire Elementals are not always immune to the effects of fire or smoke. The
amount of heat they are resistant too can depend on the strength of their own fire.
The same is true for all elements but usually most evident with fire.

• Control, discipline, forethought, and restraint are extremely important. Unconscious,
emotion-influenced, impulsive, or reckless use of this power can be catastrophic.

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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeTue Jul 07, 2020 3:06 pm



Animators

[Info] Humans Original

Animator's are humans with an innate power to raise or inter zombies.

Typically, an animator engages in a ritual involving drawing a circle and
sacrificing an animal, usually a chicken or goat. However, in some cases,
no ritual is required, and before animators learn to control their powers,
some often raised and summoned zombies inadvertently. Animator
powers are significantly more effective at night.

The longer time a person has been dead, the more powerful an animator
must be in order to raise the zombie, and the greater of a sacrifice is
required to do so. No animator can raise a body until its soul has passed,
which usually occurs in about three days.

Some animators have the ability to sense the dead; they can "feel"
whether the graves are full or empty, and can sense ghosts or human souls.

Some animators are Voodoo priests. These animators are trained in the
rituals of Voodoo and can use their abilities in more sophisticated ways,
including the creation of magical talismans called gris-gris.

The most powerful animators are referred to as necromancers, which are
rare. Necromancers have power not only to affect zombies, but have power
over all of the dead, including vampires.

______________________________

The Business of Animation:
Animating had been a licensed business for about 5 years before vampires
and weres gained legal rights.

For raising of corpses over 100 years, there is a minimum charge of $20,000,
plus expenses.

Animators may work privately, but require state licensing, certifications
and a county license and permit to work.
______________________________

Animation Magic

Raising rituals, single animator
The corpse to be raised has to be dead for a minimum of three nights (including
the night of the death) before it can be raised as a zombie. This allows the mortal
soul to depart. If the soul remains attached to the body, it cannot be raised.
Sometimes the soul leaves quickly, other times it lingers. Most animator's do a
preliminary survey of the burial site/body to evaluate the situation.

• A circle of power needs to be 'drawn' around the body. This is usually done with
blood, typically that of a chicken. This is done to enforce the animators control
over the zombie and also to prevent outside forces from influencing or affecting
the process.

• Once the circle is complete, the animator secures the circle, sacrifices the offering
and calls out to the person to be raised by name, reaches out with their power
and wills them to respond.

• Their power infuses the remains and they reanimate. The 'look' of the resulting
zombie depends on how long the corpse was dead, the skill of the animator, and the
power that they have used. Some can appear almost life-like. The zombie is tied
metaphysically to the animator and must obey the instructions that it is given.

• Freshly raised, a zombie has no memory, it must be fed blood to allow knowledge of
its former life to return. Once this is done, the zombie can answer questions.

• When the zombie has served its purpose, it is returned to its original site and told to
rest.

• If a person is included in the blood circle and is stands behind the tombstone, that
person can also command the zombie that is raised.

• Signs that a raising ritual has occurred, include the presence of blood and salt sprinkled
around a grave and possibly an animal corpse.
_____________________________

Zombie raising equipment
Standard raising kit
• A sacrifice (usually a chicken, sometimes a goat, or even the animators own blood)
• A ceremonial knife (any type, from hunting knife to machete - but not one used in
just day-to-day life)
• Salt
• Ointment, each raiser has their own formula that they like, but most have similar
ingredients

The ointment used is a blend of herbs and graveyard mold. To look at, it is a pale,
off-white in color with flecks of greenish light. It has a waxy and thick feel on the skin,
but is quickly absorbed. The mixture usually includes varying amounts of:

Rosemary: for memory
Cinnamon: for preservation
Cloves: also for preservation
Sage: for wisdom
Thyme: to bind it all together

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TheTrinity
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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeTue Jul 07, 2020 3:08 pm



Necromancers

[Info] Humans Tumblr_mhfb6y3rU01ru5gx2o1_500

You must first be an animator in order to become a necromancer.

Necromancers have an innate ability to control the dead. They can raise zombies
easier than animators, and sometimes don't even need an animal sacrifice. They
usually also have some control over vampires. In the daytime they can animate a
vampire's corpse, whilst it is soulless. At night, they can force control over a vampire
in a glamour-like manner. Necromancers of this caliber were feared by the vampire
council and hunted to nearly extinction. All necromancers have the potential to be
able to control all flavors of dead, if they grow powerful and skilled enough to do
so, but most never do.




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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeTue Jul 07, 2020 3:12 pm



Regional Preternatural Investigations Taskforce - RPIT

[Info] Humans Altered-Carbon-Kovacs-and-Ortega

The Regional Preternatural Investigation Taskforce (RPIT, usually pronounced "Rip-It"),
later called the Regional Preternatural Investigation Squad (although the Squad is commonly
replaced with Team to keep the acronym), is an extension of most major police stations
charged with keeping the peace between the human and supernatural communities by
investigating all crimes with a supernatural aspect, and apprehending and/or exterminating
the guilty parties
.

Facts:
• RPIT officers who lose their faith are transferred to another squad due to being crippled
against vampires.
• Police officers going radio silent doesn't automatically get SWAT called out, but for cases
involving vampires, lycanthropes, and zombies it can be automatic, unless they are already
busy somewhere where a dangerous situation is a certainty instead of a possibility.
• There are special programs for cops with psychic abilities.


Gear & Equipment:
• New cuff-and-shackle sets that are designed for preternatural suspects. Cuffs have a new
locking mechanism. Cuffs are pure silver. Cuffs and shackles are connected by a single
solid metal bar.
• Big shackles are designed to go over men's boots, and would be big enough to fit around
a small woman's neck with room to spare.
• One reinforced transport van that can stand up against vampire and shapeshifter strength.
Can fit a handful of vampires at a time.
• Silver bullets / Bullets polished with Holy Water
• Holy Water Vials -- when thrown hard enough to break, can splash a vampire with holy water
• Flamethrower -- expensive and requires specialized training, only one person may use
this per squad

• Sawed off shotguns with silver bullets
• Handheld crosses

RPIT Access
Any RPIT member working a case, cannot be barred access to supernatural or human establishments.
They may carry a weapon concealed for personal defense, otherwise, they cannot carry weapons kits
unless they have a warrant. It is seen as premeditated action otherwise. Just because RPIT members
are certified and a specialty squad, does not mean an RPIT member can walk into a vampire club off
duty and armed to the teeth, and get in with all their weapons. They will be searched, frisked and
disarmed by security, unless they are on the job and have a warrant present. They stand a 50/50
chance of POSSIBLY getting away with a small knife or small handgun, if they aren't frisked properly.
Even then, they can get in trouble for sneaking a weapon in, if caught.

Example of Squad Gear:
Bad Moon Rising takes place in an almost neo-modern version of our world. Tech is advancing to
protect us from the creatures that go bump in the night. Just remember it's not that advanced.
The best representation is the gear used in the movie Doomsday.


[Info] Humans Fd603475651427edca1813fe9000c885

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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeTue Jul 07, 2020 3:17 pm


Pomme de Sang
A pomme de sang, or "apple of blood," refers to a person who has
agreed to feed a vampire regularly. In vampire society, the pomme
de sang is a submissive but valued position, similar to a "kept man
or woman" among humans. Pommes de sang are protected from
interference by other vampires, and are typically given gifts and
otherwise treated as a human might treat a lover.

[Info] Humans Caa20f95a35642f05eea9680fc6670b4
_____________________________

Blood Donors
• Term for male or female humans who enter a CONTRACT with the
vampires, to offer themselves for blood or sex.
-Contract is strict; if the human chooses to donate sex but not blood,
it must be respected. Blood, but not sex, must be respected. Both if
preferred by the vampires.
-Contract keeps the blood donors safe from harm outside of their
agreed limits -- IE, an assault or physical attack or mutilation. A vampire
who breaks the contract and hurts the human past their contracted limits,
will be punished by the Master of the City, or offered up to human laws and
possible legal charges or execution warrant.
• Blood donors often work at the vampire businesses -- waiters, maids,
bartenders, holy item check girls/hostesses, stage crews.
• Can be contracted with one or more vampires, and is that vampire's
responsibility -- if contracted with the Kiss, they report to the Master of the City.

[Info] Humans Source
_____________________________

Renfields
• Term for fanaticals devoted to a vampire or vampires, even a Kiss of
vampires.
• Literally sign away their rights, and give themselves up as slaves, for blood,
sex, whipping boys, and missions.
• Will perform daytime missions for the vampires -- tracking someone, tailing
them, gathering intel.
• Do all of this with the agreement that they will be turned into a vampire at
some point that suits the vampires.
• They may carry weapons like knives or guns, to protect their vampires, but
no holy items for obvious reasons.

[Info] Humans Tenor


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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeTue Jul 07, 2020 3:19 pm



Human Servants

[Info] Humans Dracula-Untold

A Human Servant functions similarly to a witch's familiar, in that when the servant
is nearby the vampire's abilities are stronger. Most or all master vampires appear
to be able to create a "human servant." By imparting on a human four successive
"marks", the vampire makes the human into a human servant. A vampire can only
have one human servant at one time, and cannot remove a mark once given.
However, if strong enough, they can also have an animal servant. Because of the
discourse between vampires and wereanimals, whatever tenuous alliance exists
between vampires and wereanimals usually stops at an animal to call. Most
vampires seem to be able to exercise some control over their servants, but a
necromancer or animator servant may maintain free will, no matter the vampire's
command. The death of either the servant or the vampire may injure or kill the other
member of the relationship.
_____________________________

C R E A T I O N

It is worth noting that a human servant is not completely bound to a vampire until
the Fourth Mark and can share three marks with at least two Master Vampires. However,
a stronger vampire with a stronger bond to the human will push down the weaker one.


First Mark: The vampire shares their life essence with the human, whether
that healing their wounds or allowing the human into their mind. It's is not the physical
sharing of anything, but a connection that is forged between the human and the vampire.
A vampire can force this mark upon the human by rolling them as well.

This mark grants the human greater speed, endurance, healing, agility and resistance to
a vampire's mental powers, and an almost complete immunity to their vampire's mental
powers. It also causes the human servant to fall into their vampire's memory when sleeping.

The vampire can now feel their human from great distances. Allowing them to keep track
of them. They can also feel extreme emotion and pain from their human.

Second Mark: This mark is granted by the human servant willingly giving their blood
to their vampire. Vampires feeding on humans is an intense experience, this experience
coupled with the first mark binds the human closer to their vampire. It opens a mental link
between the two to be used as they see fit; whether it be sharing memories or thoughts, or
even entering the servant's dreams.

The human can now sense their vampire from great distances and call out to them. Extreme
emotion or pain from the human can be healed from distances by the vampire.

Third Mark: This mark is granted during an act of extreme violence or pleasure.
Essentially, a vampire will bite their human servant and use the servant as a vessel for a
deed. For instance, if a vampire were on his last leg, unable to fight, he would bite his human
servant pouring his power into them and creating an unstoppable killing machine for a brief
moment. If a vampire desperately needed to feed or find release or both, they would either
bite their human and send them to find pleasure, gifting their human other-worldly charms for
a few hours, or feed from their human while having sex.

This mark allows the human and the vampire to share power from that point on. The human
may take on vampire traits from the vampire's sire line, though at a much smaller pull.
Conversely, the vampire can now experience the tastes of foods and if their human is gifted
may experience pieces of that gift as well.

Fourth Mark: The Fourth Mark is granted when the human drinks the blood of their
vampire, cementing their bond. The human now shares their vampire's immortality and their
agility, speed, durability, strength and healing are nearly lycanthrope level.

At this point, the bond between human and vampire can spawn unique traits. This traits are
usually mutually beneficial and can not be predicted, often arising during times of great duress.

______________________________

N O T E

Becoming a human servant is sacred among vampires, as often times having a human servant
can save the life of the vampire they serve. They can share emotions, thoughts, and life forces.
It takes inept skill and focus to be able to merge one into a human servant, and is no easy task,
but once done is a strong force. It does not have to be a sexual relationship either.

Any vampire, no matter what age, will be able to sense the servant bond in any human/lycanthrope,
if they are bonded with at least 3-4 of the marks for the vampire master that "masters" them -- it is
OK to ask in the OOC/brackets, how many marks the human has with their vampire master, so that
you don't make mistakes IC. If the human/lycanthrope only has 1-2 marks, NO VAMPIRE can sense
that they belong to another vampire, UNLESS they attempt to mind fuck that human/lycanthrope by
rolling their mind, entering their memories or otherwise mess with them using vampire powers.

Example: A human/lycanthrope with only 1-2 marks of another vampire could technically get rolled
with hypnosis by any vampire, however, the vampire who does it will usually witness a
"aura/metaphysical figure" of the vampire master of that human, within the mind of that
human/lycanthrope. Sometimes, the marks may resist the powers, and that aura may fight back or
push back to help the human/lycanthrope regain themselves.

Any vampire that is stronger than the vampire master, may take over and make that human servant
their own, if they don't have all 4 marks with the vampire master.

Example: Let's say Vampire 1 is the vampire master of Human Servant 1; but Vampire Queen comes
along from the Council, and decides she really likes Human Servant 1, and breaks the bonds between
HS1 and V1, thus taking over as the vampire master, because the human only had 1-3 of the 4 marks.
Once you receive the fourth mark, you are safe.

______________________________

P R O T O C O L S

1. It is against the law for another vampire to attack a human servant of vampire, unless attacked
first. If a vampire attacks a human servant without just cause (IE the human servant attacking
them first), the Council may execute that vampire, or the Master of that human servant is allowed
to punish the offending vampire, if granted permission by the Master of the City.

Example: Let's say Vampire 1 slaps Human Servant into a wall, for no reason other than sassy
attitude. Vampire 2, who is the Master of that human servant, may go to the Master of the City (their
Master), and ask for permission to punish Vampire 1. If granted permission, they can hurt Vampire 1
in the same manner that their Human Servant was hurt. Or, the Master of the City may punish them
themselves.

2. It is considered an insult to a Master vampire's power, if someone tries to roll their human servant,
or call their animals. It is cause for a fight, so tread lightly.

Example: Let's say that Vampire 1 decides to get wild with Vampire 2's human servant, and boldly tries
to roll the human servant and enter their mind with tricks. This is an insult against Vampire 2, and can
cause a fight. Same thing for if Vampire 1 calls the same animal as Vampire 2, if they try to call the
specific animal servant of Vampire 2, causing the beast to be torn between two vampires, it is a high
insult.

3. It is against vampire law to feed upon a human servant or pomme de sang of another vampire, without
consent of the master vampire. Feeding without consent of the victim and their Master, is considered cause
for execution or severe punishment.

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PostSubject: Re: [Info] Humans   [Info] Humans I_icon_minitimeTue Sep 12, 2023 5:20 pm

Hunters
[Info] Humans Dont-hate-supernatural

Before supernaturals took their leap off the pages of fairy tale books, there
was a sect of humans that was already well aware of their presence: Hunters.

Most hunters are those who have been somehow touched by the supernatural
and are usually so devastated by the encounter it sends them crawling down
the rabbit hole in search of knowledge, the knowledge to hunt and kill these
creatures.

This phenomenon of hunters exists all over the world, most notably in Scotland
where they are called Breakers and Japan where they are called Hanta.

Prior to supernaturals "coming out of the shadows", hunters worked in loosely
organized groups, passing down information through journals and oral history
and often family bonds, as hunter families are quite common. Now, hunting is
a legitimate means of work and can be done by anyone in a formal training
setting backed by certificates and many law enforcement agencies. While
federally recognized, hunting is not always on the up and up. The old school
hunters often refuse to get certified and refused to share information with the
ones carrying badges.

There are many things about hunting that have not changed with time and law,
such as "roadhouses" and extensive travel. Roadhouses, are hunter friendly
establishments where they can often find information be it about other hunters
or where to find work. They serve as a hub of sorts, some of which are more in
tune to the modern ways of doing things, and others holding to the old ways.
They are almost always out of the way, off a lone road type of places. On
occasion, shop owners who are aware of the supernatural world will put hunter
symbols in their windows to show that they can be of assistance.

Hunters are often called upon in a P.I capacity when people go missing and the
means are suspected to be supernatural. They are also adept at breaking cursing,
cleansing houses, laying to rests ghost and contain/destroying cursed objects.
With the right certs, they can be executioners as well, bringing rogue preternaturals
to justice and executing the unruly.

Most hunters have a good physical condition suitable for hunting, and possess an
extensive knowledge of the supernatural and mythology as well. There is a basis
about how a supernatural hunter must be, as most of them can be recognized by
common traits.

Hunters are skilled fighters, proficient with firearms, shotguns and melee weapons
they might acquire and are also expert marksmen. When weapons are scarce and
they are in a dangerous situation, they use hand-to-hand combat or whatever is
available as a weapon. They also appear to be proficient trackers and possess
prudent tactical skills and an instinctive ability to "read" behavioral characteristics
and manipulate people. In addition, they need to be virtuosos of escape, evasion
and silent movement, when the situation requires subtlety and stealth, such as
surprise attacks.

They can read and recall Latin incantations, which can be used to summon, exorcise,
and vanquish demons. Aside from Latin, some hunters are also able to read and/or
recite other languages.

Hunters possess a large amount of weaponry, as they need to be practical enough so
they can easily adapt to the different situations they may face and the creatures they
may encounter. Depending on the enemy, they use weapons and other items that
weaken and kill them. All supernatural hunters have a common list of equipment that
is useful in most of the cases they are in, such as:
• Firearms - One of the most useful weapons supernatural hunters have. By
modifying their bullets, they can use them against many creatures (e.g. Silver bullets
can be used against skinwalkers and werewolves, while shotgun cartridges can be
loaded with salt.) They also can be used without any modification if only greater
fire-power is needed, as when facing and destroying zombies). Includes rifles,
shotguns and revolvers. Hunters may require snipers when dealing with monsters
too dangerous to confront in short-range combat.
• Specialty Bullets
○ Iron Bullets
○ Silver Bullets
○ Rock Salt Shells/Rounds/Cartridges
○ Dead Man's Blood Bullets
○ Holy Oil Bullets -
• Knives - As close range weapons, they can be useful when there is no possibility
to use a gun, or use them to decapitate vampires for example. They can also use other
cutting weapons, like axes, machetes and even swords.
• Salt - Supernatural Hunters have considerable amounts of salt, as it can be used
for protection against demons, ghosts, hellhounds, etc., as most of them cannot pass a
line made of salt. However, you can use it as a form of gun with shotgun shells.
• Silver Items - This works very well against werewolves, skinwalkers and many
other monsters, so it is practical to have weapons (like knives, for example) and bullets
made of silver.
• Iron Items - Used to harms ghosts, demons, and other supernatural entities.
• Stakes - Used to kill mostly vampires and zombies.
   ○ Palo Santo - Used to harm and immobilize demons.
• Holy Water - It can be used against demons, as it is very harming and painful for them.
• Other Items - Other useful equipment includes tasers, lighters, oils, lanterns, binoculars,
syringes, mirrors, swords, flashlights., that can be used anytime (e.g. oil and lighters can
be used to burn corpses and bones, while syringes can be used to inject vampires with dead
man's blood).
• Explosives - C-4, dynamite, grenades, landmines, molotov cocktails
• Supernatural Weaponry - This includes any conventional weapon that is often empowered
with some supernatural effect.
• Magic - This includes summoning spells for ghosts, demons and several other supernatural
entities. However those like Sam and Dean despite on occasion, uses magic they don't consider
themselves witches or any other kind of legitimate magic user.
    ○ Seals and Sigils - These comprise a vital part of their defensive arsenal. It could range
greatly in size, from Devil's Traps or Solomon Keys in the ceiling, to smaller ones like tattoos.
They could be used on entire houses, or on cars, and even on boxes to contain cursed objects.
    ○ Hex Bags and Charms - Works similarly to seals and sigils. These are items imbued with
defensive or concealing magic.

Highly resourceful, they frequently need improvised weapons and explosive devices; as they
demonstrate knowledge in chemistry by constructing Molotov cocktails and improvised explosive
devices, or in electronics and reverse engineering, just like creating an electromagnetic field
detector from an old Walkman.

Finally, a hunter's funeral is very important. Whether you're old or new school, one thing all
hunters agree on is that they want to be salted and burned when they go. No point in coming
back as something you spent so much time trying to rid the world of.

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