Angel (Phasma melekis): messengers, guardians, and champions of Light, Angels are sent to earth for specific purposes and help guide civilization to peace and happiness. Angels have great white wings and a light that shines from within, with halos over their heads. The Angels mentioned in this list are the mortal Angels, who have chosen of their own free will to dwell on earth in a mortal form for a period of three hundred years, after which they ascend back to the heavens. An angel killed on earth may ascend immediately, reincarnate after a period of time, or become human, elemental, or even Fall, depending on their actions while on earth. Some, falling in love with mortals, may choose to become fully mortal themselves. On the other hand, especially good mortals can sometimes become angels. Angels are sometimes known as the Fair, which can cause some confusion.
Ariel (Phasma aeris): air elemental. Ariels, like other Elementals, need to stay in near constant contact with their element. In the case of Ariels, they have difficulty touching the earth with their feet and cannot even enter an enclosure that has the possibility of being closed off from outside air access.
Demon (Daemis): the living embodiments of entropy and destruction, Demons are entirely chaotic and inimical to life. It is said they are the children of distant stars, and their attempts at corporeal forms are flawed at best, and usually completely aberrant. The greatest demons are the Gods of Destruction and the children of Apothis. Demons take on a variety of forms, with mandibles, tentacles, darkness for eyes, or any other form of aberrant anatomy imaginable, and some that are not. Some demons have enough self control to seek oblivion through the manipulation of mortals rather than just wanton destruction.
Devil (Phasma ruos): The Fallen are a third of the Angelic Host who were cast out of Heaven for following Lucifer, and now foment discord and evil on earth, in direct opposition to their heavenly brethren. Devils have small horns; their insides are darkness, and scars of torn wings on their backs. They are often associated with demons. Devils are not limited by a three hundred year span, but instead have been stuck on the mortal plane for over ten thousand years. It is extremely hard for them to form corporeal bodies, and so they often take the possession of willing mortals. Some Devils seek to repent and return to the heavens, but most are completely debased.
Dryad (Phasma arbolis): tree elemental. Dryads can wander around a three mile radius from their home tree. A dryad may change trees by carefully transplanting and nourishing a seed. Dryads are commonly associated with peace.
Genie (Phasma magus): Genies are a little more cosmopolitan than most elementals and are often associated with insurance agencies. In fact, they are not actually elementals, but rather lesser gods and primordials bound to the service of humankind in the Dawn War. There power is much diminished, and many are very bitter. They like insurance agencies because of all the red tape they can place in front of actually helping people.
Naiad (Phasma aquaris): water elemental. Naiads divide themselves in the more social Naiads (fresh water) and the more powerful Nereiads (salt water). Without aide, water elementals cannot wander farther onto land than a man can swim unaided out into sea.
Natural (Homo phasmis): child of an elemental and a human, Naturals live slightly longer than regular humans and take on the aspects of their elemental parent, both in form and power, although they do not have nearly the same strength as that of their spirit parent. For example, a naiad-born Natural would have shimmering, wet looking skin and hair, with the ability to breathe underwater, but would not be able to control or transform the water as her parent could. On the same token, she is not bound to her element.
Nephilem (Homo aetheras): Born of either angels or demons, Nephilim combine the best of mortal and spiritual parents to a power level approaching that of the Chosen. Nephilim born of devils and angels are usually very rule-bound, while demon-born Nephilim are hard for even themselves to predict. They are not necessarily good or evil, as like all humans they have the unmitigated power to choose, but often choose the alignments of their parent according to their tendencies.
Oread (Phasma gaias): earth elemental. Earth elementals are much more comfortable in underground spaces and enclosed areas than on the surface world, but can manage that as well. They cannot, however, let both feet off the ground, or swim, or anything that would make them lose contact with the earth. Earth elementals often resemble and are most comfortable around a certain type of stone, earth, or sand.
Salamander (Phasma flammas): fire elemental. Salamanders must be constantly consuming some source of dry fuel to survive, and they must have oxygen to breathe, but they can carry their fuel with them and are therefore some of the most mobile of the elementals. They are rare, often short-lived, and very dangerous.
Shapeshifter (Homo morphogenus): Humans with the ability to change shape into various animals were common among the Native Americans, and continue to live among regular humans. Fox, Bear, Seal, Snake, Owl, Hawk, Raven, Rabbit, Cat, Coyote, and Hare are all some of the more common Clans. Shapeshifters only have two forms, that of a human and that of a regular animal. They have no other special abilities, other than unusual hardiness and slightly better senses in both forms.
Frankenstein (Phasma contineos corpus): a creature sewn together from corpses and gifted with a spirit, the first type of Golem created without godly intervention. Illegal in all fifty states and Mexico, named after the creator of the first Frankenstein creature.
Ghost (Animus): remnant elemental of the living, usually persists due to death trauma or a message for the living.
Golem (Phasma contineos theopotestas): a creature of whatever material, usually stone or clay, gifted with a spirit through divine intervention, created in ancient times as protectors.
American Vampire (Letumo vampiros ameriges): American vampires are currently campaigning for equal rights (it is legal and even encouraged to kill vampires and other forms of undead in most states). They have developed a sunscreen which allows them to bear sunlight, although it has the side effect of making their pallid skin glitter. More importantly, they have developed an alternative to living blood, although it is an open question as to how many actually use the alternative. The pretty vampires of North America are scoffed at by their demonic European antecedents (Letumo vampiros nosferatus). This is a mistake, as while the younger American vampires are not quite as strong as their forebears, neither do they have such a wide array of debilitating weaknesses. In their campaign, they are joined by several packs of American werewolves in a (very) uneasy alliance. Rare children of humans and vampires, called dhampyrs or Slayers (homo vampiros), share some of the characteristics of vampires, but are not immortal, are not as strong, do not need blood (although drinking it grants them extra abilities), and do not need to fear sunlight.
American Werewolf (Homo loupus morphogenus): crossbreeds of the European monsters known as werewolves, the Loup Garou (Letumo lycanos) and the common wolf shapechangers of North America. Unlike monstrous werewolves, American werewolves can control their rage, are sentient during their transformation, and can change shape at will. American werewolves form packs and actively hunt down rival predators and monsters, such as Loup Garou, vampires, etc. Due to a powerful ritual in the early days of Colonial contact, wolf shapeshifters are very rare in the Americas, while monstrous werewolves, here known as lycanthropy, is nearly non-existent.
Zombie (Letumo corpus): Occasionally an outbreak occurs, but zombies are really only dangerous when led by some other malevolent intelligence. There are actually many different kinds of walking undead, from Walkers (relatively harmless servants of necromancers), to ravenous red zombies and the sentient Risen. Zombies can be created by infection, by restless spirits, or by black magic.
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