Supernatural Humans
From Beyond The Rift Wiki
Magic escapes from the spiritual world and influences humans in the real world. It changes them. As the rift grows stronger, more and more people find themselves becoming what they've never dared to believe in, but always knew existed. A freak. A disease. A supernatural.
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[edit] Shapeshifters
When a human discovers they are a shapeshifter varies greatly. Some discover when they are a child, others take until teenage or even early adulthood. Most know before they are twenty-five years old, however.
They can only shape shift into two animals. Usually, they accidentally transform into one the first time, and then after time, they will accidentally transform into their second shape.
The two animals they can shift into are not chosen by them. Occasionally their personality has some influence (or their shapeshift forms have influence over their personality).
Generally, they can shapeshift into one small animal and one larger animal. Of course, this is not the rule. There are exceptions. The transformation can be painful, and their clothes don't transform with them, so they have to be careful where they decide to transform into a human again.
No two shapeshifters can tranform into the same two animals. Please check the list of shapeshifters (below) to be sure the animal you want hasn't been taken. (Obviously, it helps if you're very specific. For instance, a polar bear and a grizzly bear are both bears, but they'd both be allowed, because they're still different animals. So the more specific, the better)
And no shapeshifter can transform into a wolf. That's exclusively werewolves.
- Taken Shapeshifter Forms
- Extra information for inspiration: here
[edit] Werewolves
These are shapeshifters who are cursed. During a full moon they have no control over their shapeshifting abilities. They must be a wolf while the moon is out and some werewolves have little to no control over what they do when the full moon is out, so they lock themselves in a room for the night. Some go so far as to use a cage.
However, there are others who have gained control over their werewolf form and the blood lust that often hits during it. Some have been alive so long that they gained the control, others have been involved in secret medical experiments that were made to try to help them and now take shots that help control the beast inside.
Werewolves are at their most powerful as a wolf. They are bigger than normal wolves, stronger, can come in many different colors, and tend to have something very human in their eyes, even at their most wolf-like.
During the day or when there is no full moon out, they are free to transform into their wolf forms whenever they would like.
- Extra information for inspiration: here
[edit] Vampires
There are two ways to become a vampire in this world. One can either be born a vampire (still-births only), they can die, or they can be turned by another vampire. The person has to die in order to become a vampire. Because the rift is so wild and opening more every day, any person that dies of any cause has the potential to become a vampire.
Vampires drink blood in order to survive, but not necessarily human blood. Many have psychic powers such as telekinesis (the ability to move objects with their mind) or precognition (the ability to see a possible future event), but these powers tend to be rather weak and only helpful on very specific matters.
The sun only affects a vampire if there is long term exposure, in which case their skin will start to burn, but all vampires have a relatively fast healing rate, so the burn would not last. Holy water and crosses have no effect on these vampires. It's only part of myth and folklore.
The only way for a vampire to be destroyed is decapitation, stake in the heart, overexposure to the sun over at least a 9 hour period, or to set them on fire.
- Extra information for inspiration: here
[edit] Elementals
These humans have control over one of the four elements. Some are more powerful than others.
All elementals require their element to be present in order for them to use their powers. They can not make fire, air, water, earth or any other element out of nothing. Air elementals have more availability, but their powers are greatly deterred by the presence of four walls.
Recently, a new kind of elemental has showed up in increasing numbers. Electric elementals can control electricity, including devices that use electricity.
With the rift expanding, more elementals are created on a near daily basis with control over many different kinds of elements in the real world. If you're interested in your character being a new kind of elemental, feel free to apply with them or ask if it would be a possibility.
- Extra information for inspiration: here
[edit] Muses
Like the Greeks, but at the same time, very different. They inspire people around them, as well as being constantly filled with inspiration themselves. Of course, inspiration doesn't necessarily translate to talent; those who come into contact with them, as well as the muses themselves, often come out with quite horrible creations.
Muses almost always acquire their ability during puberty. They can eventually learn to control this ability, being able to choose to pass the inspiration to specific individuals, but it can take anywhere from ten to thirty years to learn to harness that power. The length of time it takes to learn depends on the level of power and the amount of time they spent practicing. The inspiration will always be inside them, though, and if they don't let it out - either by passing it on or doing something with it - it will take over. A muse who's been taken over by the inspiration is a muse possessed; for a period of several days (the exact amount of time depends on how long the inspiration was denied) the muse will do nothing other than inspire others and create things themselves.
[edit] Sorcerers
Sorcerers have a talent for magic; they may be vague, dipping a little bit into everything, or highly specialized. When a sorcerer develops and discovers their powers vary from person to person. Many people are born with the aptitude and aware of it throughout their childhood, but don't fully develop their ability until teens or even early adulthood. Some people, especially those who develop due to Rift influences, develop and discover their power in later life without ever having the aptitude before. High emotions can cause powers to be set off without conscious effort; what emotion affects it the most, again, depends on the person, and also on the power (those who specialize in influencing others may lose control when angry, while those who can alter their appearance may accidentally do so when excited, etc). Some powers take more concentration to maintain (illusions, divination) while others are easier to maintain, but take more power at the beginning of the magic (protection or banishing, evocation).
[edit] Mages
These are the general, all-purpose Sorcerers; they can do a little of everything, but only a little. While they may be more powerful than any specialist in the long run, they'll never beat a specialist in their particular category.
[edit] Abjurer
Specializing in protection, banishing and blocking. Once they put something in place, it doesn't stop working until the sorcerer stops it; however, putting something in place takes a large amount of energy and often drains the person for several hours, depending. The stronger the subject of the working is, the easier it is to protect them, but the harder it is to banish or block them; so, while banishing someone far weaker than the sorcerer may only drain them for an hour, protecting them may take three or four hours to recover from.
[edit] Conjurer
Specializes in calling already-existing creatures or materials to the sorcerer. Even the weakest conjurer can call a non-living, non-magical object to it; magical objects or living creatures takes more power. Strong conjurers can call non-magical humans; stronger ones supernatural humans; only the absolute strongest can call angels or demons, and they only have about 60% chance of it actually working. Though their working is also draining, it tends to give the sorcerer a bit of an adrenaline rush, so that the drain hits almost twice as hard, but anywhere from two hours later for small objects to fourteen hours later for an angel/demon.
[edit] Illusionist
Specializes in creating false images and altering perceptions. Illusionists must concentrate very hard to maintain their illusions; difficult and complex illusions require a trance-like state. Detail, imagination, and the ability to think on their feet are the general best traits of an illusionist; the more detailed the illusion, the less of a chance of people seeing through it. It is nearly impossible to cast an illusion that involves people on someone who is psychic.
[edit] Necromancer
Specializes in manipulation and destruction. Necromancers have the best chance at breaking through blocks, protections and banishments; however, they must be at least evenly matched with the person who set it up. The strongest of them can make a person drop dead just by willing it. Necromancers can also animate dead bodies, although they are not always obedient; the longer they've been dead, the less likely they are to think for themselves. A necromancer is drained by their work as soon as it is complete; after complex magic, even the strongest need a full day to recover before their magic is usable again. The weaker they are, the longer the recovery time necessary.
[edit] Transmuter
Specializes in transforming the caster or the subject physically; it can also change the properties of things. Like the illusionist, a transmuter needs to be able to be as detailed as possible. Appearance shifting takes more concentration and power than altering objects; it can also be seen through if the sorcerer is not detailed or powerful enough. Completely changing objects (from, say, solid to liquid) is the most advanced thing a transmuter can do and takes a lot of strength.
Big, huge thank to enterincolor for her help coming up with the muses and sorcerers!
