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Posted: Feb 12 2012, 07:38 PM
Member No.: 2
Joined: 12-February 12
These are your run of the mill everyday human types. They have no supernatural abilities whatsoever. All of their skill sets are trained and honed purely on will power. There are several human only groups, or most human only groups. They are as follows
An official is someone who holds an office (function or mandate, regardless whether it carries an actual working space with it) in an organization or government and participates in the exercise of authority (either his own or that of his superior and/or employer, public or legally private).
A government official or functionary is an official who is involved in public administration or government, through either election, appointment, selection, or employment. A bureaucrat is a member of the bureaucracy. An elected official is a person who is an official by virtue of an election. Officials may also be appointed ex officio (by virtue of another office, often in a specified capacity, such as presiding, advisory, secretary). Some official positions may be inherited.
(See Leadership thread for open positions)
Local Police Department
The police are a constituted body of persons empowered by the state to enforce the law, protect property, and limit civil disorder. Their powers include the legitimized use of force. The term is most commonly associated with police services of a state that are authorized to exercise the police power of that state within a defined legal or territorial area of responsibility. Police forces are often defined as being separate from military or other organizations involved in the defense of the state against foreign aggressors; however, gendarmerie and military police are military units charged with civil policing.
Must be at least 20 years of age
High school graduate or possess a state approved G.E.D.
In possession of at least sixty (60) hours of college credits from an accredited college or university. All college credits must be on one transcript or two years of full-time military service in lieu of college hours
In good physical and psychological condition to perform the essential functions of the job of Police Officer
This is a new department within most police forces. The actual department name is Regional Preternatural Investigation Task force. This force was originally adopted overseas then with the success rates of solving preternatural crimes, more and more countries, and police departments started utilizing it. They are, police. Trained as detectives and officers, a request must first be made and extra training done and shown into the supernatural elements. Crimes that fit that pattern are investigated, vampires, shifter bites or attacks, anything that seems to involve magic. Many of the police that get assigned have experience with this already and may be witches or psychically gifted, but they still have to follow the book.
Humans against Vampires or HAV
Humans Against Vampires is a pro-human organization that lobbies for the removal of human right to vampires
Agenda: To make vampires illegal so that they may be hunted without a court order of execution; they use legal channels such as petitioning and protesting through the media and the political machine.
Even though the Supreme Court ruled that vampires could count as citizens of the United States, many individuals still did not exactly care for the idea. One group of such individuals are Humans Against Vampires (AKA: HAV), who feel that although vampires may have once been alive and afforded citizenship, their state of undeath has removed that right. With their feeding habits, they obviously constitute something of a menace to "John Q. Public" either directly or indirectly, much like if a particular social type were allowed to rely purely on charity and theft for their survival with no attempts to lift them above this hand-to-mouth (or neck-to-mouth) state.
Humans First or HF
"HAV has failed to discredit vampires through the media or the political machine. Humans First will settle for destroying them all." - Jeremy Ruebens, creator of Humans First
Agenda: To make vampires illegal so that they may be hunted without a court order of execution; they use more unorthodox methods than their sister group, HAV, including but not limited to riots and unsanctioned executions. They believe the end justifies the means and will stop at nothing to see all vampires destroyed.
Even though the Supreme Court ruled that vampires could count as citizens of the United States, many individuals still did not exactly care for the idea. One group of such individuals are Humans First (AKA: HF), a rather militant and determined group of folks who feel that vampires are nothing more than bloodsucking freaks, that those infected with lycanthropy should either be exterminated or kept in reservations, and that the fae are tainting the purity of the human bloodline.
Obviously, they're not the most popular of folks in the eyes of your standard preternatural.
Surprisingly though, there are a few cases of vampires and lycans belonging to HF, feeling that their lives were ruined by the individuals who brought them over to undeath or who infected them. They feel that it's ironic justice that they now are able to use their preternatural abilities to prevent others from being corrupted like they were. It is with a similar mindset that some psychics, sorcerers, and other magic-wielding humans have joined up with HF, using "fire to fight fire". An international group with the same intent is the World Organization of Human Protection (W.O.O.H.P.)
Posted: Feb 12 2012, 07:52 PM
Member No.: 2
Joined: 12-February 12
A rare talent and one that can make you a lot of money, it involves reanimating the dead. Most can do on average two or three a night and only recently dead. Only extremely powerful animators can raise the long dead or more then three a night. It has been a licensed business now for four years, and most animators will do prior research of the area before doing a raising. It requires a cast circle, mental and physical preparation, and strength. The zombie raised is tied to the animator and must obey them. Depending on the age of the corpse and power of the animator they may look quite alive, but it takes a lot of effort.
Most Animators work in the dead of night when it is truly dark as it gives them the most power.
ANIMATORS: ALL THINGS YOU SHOULD NEED TO KNOW
Raising rituals, single animator:
In comparison to many other rituals that are detailed, this ritual is short.
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 have departed after three days.
Most animators do a preliminary survey of the burial site/body to evaluate the situation.
A circle of power is then '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 performs some training based steps and calls out to the person to be raised by name and 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.
Raising ritual for two or more animators working together:
Sometimes, when one animator does not have enough power to raise a particular corpse, - so as long as there is an animator who is also capable of acting as a focus - two or more can come together and join their strengths and talents to accomplish the deed. (tLaC, BB)
The animators make mirroring cuts with the same blade
They kneel opposite each other and press their wounds together
One or both says, 'We give our blood to the earth. Life for death, death for life. Raise the dead to drink our blood. Let us feed them as they obey us.'
They then perform the raising ritual together.
They stand and make their sacrifice
They then walk the blood circle of power together
They dab blood of the sacrifice on each other's foreheads, cheeks and heart
They repaint over the blood marks with the ointment
They smear the blood and ointment on the headstone
One stays by the gravestone and the other goes to the foot of the grave
They chant their call, which can be something like: 'Hear us, (corpse name). We call you from your grave. By blood, magic and steel, we call you. Arise, (corpse name), come to us, come to us. (corpse name X2) come to us. Waken, (corpse name), arise and come to us.'
One of them will then feeds the risen zombie blood - it has to be fresh, live blood that seals the ritual.
When they are finished with the zombie they use salt and ritual words to return the zombie to its grave and rest.
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)
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 colour 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
Various facts about Animators:
They can raise corpses as zombies, but not those who will wake as vampires - the creation magic the vampire's maker has over them interferes with the Animators ability.
They have the ability to move almost as fast as vampires for a short moment of time
It seems that they have partial immunity to vampire mind tricks
It is believed that Zombies can only be raised after true dark has fallen.
Good night vision (is this true of all?
The Animator is the name of the journal/magazine centered around and written for animators
Many animators have difficulty or cannot raise the long dead (100+). If it is done, it requires a 'big' sacrifice, a 'white goat'.
The Pope excommunicated all animators unless they ceased raising the dead. Many became Episcopalians.
There is a nationwide committee formed of animators and other experts to check on zombie working conditions.
If an animator is powerful enough, they can order a zombie to kill. (rare)
It is uncommon for an animator to be able to raise more than three zombies a night.
They can usually tell the dead from the living.
They are insultingly called "Zombie Queens/Kings" by the prejudiced.
Animators do not need permits to enter a cemetery at night, unlike those who worship the dead.
They can feel death magics easier than other forms of magic.
Animating is still on an informal apprenticeship with no college courses to teach animators how to raise the dead. Most new animators require a mentor to train them.
(It is recommended that if you want to make this sort of character that you truly have an understanding of the Necromancers in the ABVH Universe. Admin approval IS REQUIRED.)
A necromancer is also an animator, however few animators are also necromancers. A necromancer can not only raise the dead as zombies, but can also "feel" the dead's presence, all of the dead including ghosts, vampires, ghouls. They can tell the age of a corpse, including vampires, and communicate with the dead. As they have an affinity to the dead and controlling them.
The Vampire Council had put out a decree to KILL any necromancers found in fear of them being able to control vampires as well. This is still practice just simply not as openly to avoid suspicions.
A true and perhaps Necromancer would hide what they are, especially if they tend to cross paths with the Vampires. A truly strong necromancer, even without trying could raise the sleeping vampires during the day.
It is also possible a truly strong necromancer can call the dead at High Noon if they wanted to. Can raise vampires when they are "dead" of "asleep". Stronger still can control a vampire while he/she is awake.
NECROMANCERS: ALL THINGS YOU SHOULD NEED TO KNOW
Much like animators this is an innate power and simply CAN NOT BE LEARNED.
Manifestation of powers usual hits around puberty, or due do some tragic event involving death.
It is almost entirely necessary for them to do the same rituals and such as a animator. Difference is the sacrifices mostly.
While Necromancers can feel the dead, they have absolutely no control over spirits or ghost.
Posted: Jun 12 2012, 11:11 AM
Member No.: 2
Joined: 12-February 12
Vaudun or Voo Doo, for the purposes of this universe, is both a religion and a power. Akin to necromancers, their power is over the dead. When a Vaudun practitioner has gone evil, or 'bad' the only way to destroy them is much like a vampire, cutting off the head, taking out the heart and burning to ash. Simply because, they can come back. They often use sacrifices for their work like an animator will, however they may also move onto illegal sacrifices such as "white goat" meaning human sacrifices.
Important Vaudun Terms
Bokor - A practitioner who performs spiritual work for clients in return for gifts or money. They will usually perform many rituals involving black magic & will-control that most other initiated Vaudun practitioners will not.
Hounfor - The dwelling or sacred place of the houngan.
Houngan – Male practitioner
Houngenikon - A ritual assistant to the Houngan or Mambo.
Loa – Spirits or deities
Mambo – Female practitioner
Mange Loa - A “feeding of the Loa”. Strictly, every Voudoun ceremony at which offerings are made.
Mange Sec - An offering of various foods without animal sacrifice to the Loa, on a minor ceremonial occasion such as the inaugural baptism of certain pieces of equipment.
Monter la Tete - "To mount the head." A usual expression in Voudoun for the act of possession by a Loa.
Societe - The association of devotees who support a hounfor. It is a membership in such a Societe which makes a person a recognized follower of Voudon and servitor of the Loa; therefore this membership is a first necessary step towards initiation. On the other hand, many members of a Societe will be content simply to give their presence at ceremonies, their devotion, and their monetary contributions when called upon, as in all religious associations.
A vaudun’s power is drawn from their relationship to the spirits. The spirits guide them and serve them, sharing their power with those gifted, but they are very demanding. The Loa require constant tribute and sacrifice lest they abandon the practitioner or turn on them depending on the severity of the insult. A Vaudun is ever vigilant of their respectful treatment of the Loa.
Baron La Croix – The primary of the death (Ghede) barons. Seen as a well-dressed and dapper man, he is stylish and charming. He is called upon in times of great change and reminds the practitioner to revel in the joys of life. Despite who he is, he will not react kindly to being called upon to bring harm or death to another.
Baron Samedi – Another of the death barons, also known as Papa Legba, he guards the crossroads and guides the dead into the afterlife
Chango – God of Fire, Thunder, Power, and Sensuality. He helps the practitioner to gain dominion over others and to defeat their enemies
Damballah Wedo - One of the most revered of the African gods, the loa of peace and purity, of platinum and silver, and the one who grants riches and sustains the world. Optimism emanates from his presence and it is he who is the original servant to the Creator. He helps to bring wealth, happiness, optimism, and purity of thought to the practitioner.
Erzulie – The grouping of Goddesses who share dominion over the realms of love, art, and sex, each has additional areas of life which is theirs to defend and assist. Erzulie is three in aspect: she can be Erzulie Freda, a virgin goddess likened to the Virgin Mary; Erzulie Dantor, loa of jealousy and passion; or La Siren, a personification of the sea and goddess of motherhood. Her color is pink, her animal a white dove. She is associated with the Lukumi Orisha Oshun, and sometimes Chango (as Erzulie Dantor).
Gran Bois - The Master of the Sacred Forest of the Island Below the Waters, which is the place where the loa call home. This is the land to where the newly dead travel. He is the protector of all wild animals, knows the secrets of herbal medicine, and the secrets of magic hidden in the herbs. He is likened to Saint Sebastian and Saint Christopher in the Catholic tradition. Gran Bois can be petitioned for healing and prosperity and general advice.
Gran Ibo - The wise old woman of the swamp; she has experience of the ancient, the oldest of old, beyond memory, in the roots of the beginning of time. This is the Gran Ibo, most commonly known as the Swamp Witch, so called because the bayou swamp is the place she calls home. She is a goddess/loa of wisdom and patience. She sits and waits, watching and embracing the heart of the swamp. She holds the secrets of the mysteries that lie therein. She is the one who knows the magic and the medicine found within her little sisters who are the healing plants and herbs of the forest. She knows the power of the water. Through her, the roots, plants, herbs, and flowers of the swamp communicate to the voodooist. This goddess is a hermit. She is ancient and wise. Her home is in the solitude of nature away from prying eyes.
Obatala - The supreme deity of the Yoruba pantheon, the great African tradition from which much of New Orleans Voodoo originates. As the Creator god, all of the other Orishas are but aspects of Obatala. Always male and female, Obatala rules the head, keeps the peace, and is the highest deity concerned with the daily lives of humans. Her/His color is white, containing all the colors of the rainbow. Ruler of the mind and intellect, cosmic equilibrium, male and female, s/he carries the gifts of benevolence, wisdom, and power.
Ogun - The traditional warrior, similar to the spirit of Ares in Greek mythology. As such, Ogoun is mighty, powerful, and triumphal; yet, also exhibits the rage and destructiveness of the warrior whose strength and violence can turn against the community he serves. Ogun gives strength through prophecy and magic.
Oshun - The Santeria goddess of love, art, and dance. Her greatest attribute is her ability to provide the emotions a solid foundation upon which to reside and grow. Oshun also provides gifts of money and material riches, sex, love, creativity, fertility, compassion, beauty, and laughter.
Oya - The Mistress of the marketplace and the one who rules over the winds and the hurricanes. She is very powerful and is likened to St. Theresa and St. Catherine. Her purpose is for ancestral connection and success in the marketplace, and is called upon when a great change is needed. She can be placed in the library or office of your home. She likes red wine, grapes, plums, and eggplant, so make sure you make these available to her as an offering for what you ask of her.
Papa Legba - Has his origins with the Fon people of Dahomey (Benin) Africa and is said to be the guardian and trickster of the crossroads and entrances. He is one of the most widely worshipped loas and is known by several names. In Surinam in Brazil he is known as Exu, in Trinidad, in Cuba he is known as Elegua, and in Haiti and New Orleans he is known as Papa Legba. Papa Legba is the master linguist, the trickster, warrior, and the personal messenger of destiny. He has the power to remove obstacles and he provides opportunities. All ceremonies begin and end with Papa Legba, and there can be no communication with any of the other loas without consulting him first. His gift for linguistics enables him to translate the requests of humans into the languages of the spirits and loas.
Yemaya - The Creation Goddess, and is often depicted as a mermaid. She is associated with the moon, ocean, and female mysteries. As such, she is the governess of the household and of matters pertaining to women including childbirth, conception, childhood safety, love, and healing. Extremely compassionate and merciful, Yemaya rules the dreamtime, oversees the Moon, deep secrets, ancient wisdom, salt water, sea shells, and the collective unconscious.
Voodoo Rituals and Elements
* Color can be an important part of voodoo. A practitioner might want to add some element of certain colors to their ritual, whether it be fruits or plants or needles with colored heads. The following is a list of what different colors represent.
Yellow – success
White – positive
Red – power
Purple – spirituality
Green – money
Blue – love
Black – repelling negativity or transformation
* Dolls representing the Loa can be used as focusing agents for different rituals depending on the outcome desired.
* Altars are used by practitioners to perform rituals and send up offerings to the Loa they are invoking.
* Musical instruments are important elements to voodoo ritual. The most common are:
Asson - A sacred rattle made of a Calabash (bottle gourd) and snake vertebrae
Batterie - Sacred drums
Lambi - Conch shell used as a horn
Ogan - Bells
* Bassin - Pool or tank of water
* Vever - A symbolic design, formed on the ground (in the peristyle) by sprinkling wheatmeal, cornmeal, or some other appropriate powder from the hand, at or before the beginning of a ceremony. Such a design represents a Loa to be invoked, and serves both as a focal point for invocation and a kind of altar for offerings. Several vevers of different Loa may be drawn for one ceremony. The designs incorporate well-recognized traditional elements, but reflect also the individual intentions and creative skill of the Houngan or Mambo.
* Orientation - One of the typical procedures during a ceremony, to prepare an article for ritual use, or a victim for sacrifice. The article, whatever it may be, or the bird or animal, is lifted and swung to each of the cardinal points in turn, the manner of so doing depending upon its size.
To Petition a Loa - Make sure the Loa's color, number, and food are incorporated in the ritual somehow and that it is their sacred day. A goblet of water should be in the center of the altar. The vaudun starts by lighting the white candle, then petitioning Legba to open the gate:
Papa Legba open the gate for me!
Atibon Legba open the gate for me!
Open the gate for me Papa, so that I can pass,
When I return, I will thank the loa!
Now they can talk to The Loa they seek. Dance or spiritual songs can be used at this point. After they tell him/her what they need, they let the candles burn down. Papa Legba can then be asked to close the gate now and thank him and all of the other loas for listening and helping. Here is a list of the Gods and their sacred elements:
Baron La Croix - Patron saint: St. Gerard, St. Marin de Porres, or La Candelaria Day and number: Monday and Saturday, 9 Cloth and Bead colors: Purple and white Favorite food: black coffee, a cup with sugar, and a cup without sugar
Chango - Patron saint: St. Barbara, St. Jerome Day and number: Friday, 6 Cloth and Bead colors: Red and white Favorite animals and objects: Horses, rams, turtles, pheasants, machete, wood, double axe Favorite food: apples, yams, corn, and peppers
Damballah Wedo - Day: Sunday Cloth and Bead colors: white Favorite objects: White Roses Favorite food: white eggs, white wine, cabbage
Erzulie - Patron saint: Virgin Mary Cloth and Bead colors: Pink Favorite animals and objects: French perfumes, gold, mirrors, white dove Favorite food: honey, oranges, pumpkins, French Pastries
Gran Bois - Patron saint: St. Sebastian, St. Christopher Cloth and Bead colors: Red, green and white Favorite animals and objects: Leaves, twigs, herbs, flowers, black pigs, goats Favorite food: sweet potatoes, yams, green bananas, distilled rum, wild berries, acorns.
Gran Ibo - Cloth and Bead colors: Blue-Grey Favorite animals and objects: Yellow canary, swamp plants, seeds
Obatala - Cloth and Bead colors: White and colors of the rainbow
Ogun - Patron saint: St. Peter Cloth and Bead colors: Green and black Favorite animals and objects: Blue Jay, blood, military metal Favorite food: seeds
Oshun - Day and Number: Thursday, 5 Cloth and Bead colors: Yellow, green, coral Favorite animals and objects: Peacock feathers, cowrie shells, amber Favorite food: honey, five cinnamon sticks, whole cloves, nutmeg, allspice, and pumpkin seeds
Oya - Patron saint: St. Theresa and St. Catherine Cloth and Bead colors: Black and purple Favorite animals and objects: black horsehair, and graveyard dust or dirt Favorite food: red wine, grapes, plums, and eggplant
Papa Legba - Patron saint: St. Michael and St. Peter Day and number: Monday, 3 Cloth and Bead colors: Red and black Favorite animals and objects: Cigars, tobacco, palm oil Favorite food: apples, yams, corn, and peppers,
- A lock of a girls hair brings good luck.
- If you lay a broom across the doorway at night, a witch can't come in and hurt you.
- Having a woman visit you the first thing on Monday mornings is bad luck for the rest of the week.
- Don't borrow or lend salt because that is bad luck.
- If you sweep trash out of the house after dark you will sweep away your luck.
- Don't shake a tablecloth outside after dark or someone in your family will die.
- To stop a Voodoo spell being placed upon you, acquire some bristles from a pig cooked at a Voodoo ritual, tie the bristles into a bundle and carry them on you at all times.
- If a woman sprinkles some salt from her house to yours, it will give you bad luck until you clean the salt away and put pepper over your door sill.
- If a woman wants her husband to stay away from other woman, she can do so by putting a little of her blood in his coffee, and he will never quit her.
- If a woman's husband dies and you don't want her to marry again, cut all of her husband's shoes all in little pieces, just as soon as he is dead, and she will never marry again.
- You can give someone a headache by taking and turning their picture upside down.
- You can harm a person in whatever way you want to by getting a lock of his hair and burning some and throwing the rest away.
- You can make a farmer's well go dry by putting some soda in the well for one week, each day; then drawing a bucket of water out and throwing it in the river to make the well go dry.
Posted: Jun 12 2012, 11:16 AM
Member No.: 2
Joined: 12-February 12
REAL Psychics are few and far between, they tend to keep to themselves. A psychic (from the Greek ψυχικός psychikos—"of the mind, mental" some times spelled phycics) is a person who possesses an ability to perceive information hidden from the normal senses through extrasensory perception (ESP), or who is said by others to have such abilities. To be a psychic you must have a innate SUPERNATUAL ability.
Types of Psychic Abilities
Animal Telepathy - The ability to communicate with (but not command or influence) various kinds of creatures. Think "pet psychic".
Astral Projection - The ability to leave one's body and travel in spirit to another location.
Aura Reading - The ability to see the energy fields that emanate from living beings. Psychic ability can often reveal itself throught the seeing of auras.
Automatic Writing - Writing through the subconscious mind without conscious thought, or through the guidance of an outside intelligence.
Channeling - Associated with mediums, this is the ability to act as a channel or vessel for an outside intelligence.
Clairaudience - Put simply, this type of ability is used to hear what is "inaudible". For example, someone with this ability could be a thousand miles way and "hear" a loved one's cry of distress.
Clairvoyance - Usually confused with Precognition, this ability actually has much more in common with "Remote Viewing", True clairvoyance is not the abilitly to see into the future, but the psychic ability to see visions of that which is hidden or far away.
Clairsentience - In this instance the psychic has an insight or "knowing" of and a hidden or forgotten fact.
Divination - A broad term that includes fortune telling, precognition, prophesy, and other methods used in an effort to predict the future.
Dowsing - Also known as "water witching", dowsing involves the use of a rod, sticks, or pendulum to locate water or lost objects.
Empathy - The talent to sense the needs, drives, and emotions of another. As with Aura Reading, psychic ability can often reveal itself through the development of empathy.
E.S.P. - Extra Sensory Perception is the awareness of information about events external to the psychic that are not gained through the senses and not deducible from previous experience. Often used to describe clairvoyance, precognition, telepathy, etc...
Intuition - Similar to clairsentience, this is the power or faculty of attaining direct knowledge or cognition without rational thought or inference.
Levitation - The ability to cause one's body to hover off the ground. One of the more well-documented cases of levitation involved St. Theresa of Avila during the 16th century.
Mind Over Body - Suppressing or mentally satisfying the need for water, food, or sleep. There is some debate over whether this is actually a psychic ability since many of those who are associated with this trait (monks, yogis, mystics, etc...) are not generally called "psychics".
Precognition - Quite simply, "knowing the future". However, since time is a dynamic construct, no one psychic can ever know every detail about the future. Usually this ability refers to knowing general outcomes of specific courses of action, with occasional flashes of detailed insight.
Psychometry - Also known as "object reading", psychometry enables a psychic to pick up on psychic impressions (vibrations) left on an object by someone connected with it. Someone with this ability could use an unfamiliar object to reveal much about its owner.
Pyrokinesis - The ability to start fires with one's mind.
Telekinesis - Also known as psychokinesis, the ability to move objects with one's mind.
Telepathy - The ability to communicate mind-to-mind with another.
Witchcraft is the power to effect change by magical means. Magic can often be split into dark and light, though depending on the situation, can also be neutral. It is a genetic heredity that connects a witch to the elements and forces of nature in order to practice sorcery. Witches are indeed human, but through ritual, spells, and even potions have learned to do more. Some witches practice in covens some alone. Others have actually been able to begin legitimate churches based on their rituals.
Types of Witch Abilities
(Shares some of the psychic powers but obtained the effects from a different method. All witches must have a spell or an amulet/talisman to allow them any of these abilities)
Channeling - The act of drawing and/or summoning extra forms of energy by focusing on celestial events.
Conjuration - The act of calling, commanding, or summoning a certain object, person, and/or spirit already in existence.
Elemental Control - The act of controlling and manipulating the elements of air, earth, fire, water.
Weather Manipulation - The act of controlling and manipulating meteorological patterns, creating rain, wind, hail, lightning, snow, sleet, fog and temperature changes.
Mind Control - The act of controlling and manipulating the minds of humans.
Mind Stunning - The act of bemusing and/or rendering a person unconscious.
Pain Infliction - The act of creating and inflicting excruciating pain upon.
Precognition - The act of foreseeing both future and past events by natural viewing.
Spell Casting - The act of changing and/or controlling events through the use of charms, hexes, rituals, etc. One of the most obvious characteristics of a witch is their ability to cast spells; a "spell" being the word used to signify the means employed to carry out a magical action. A spell could consist of a ritual action, a set of words, a verse, or any combination of these. The majority of the spells are spoken in other languages such as Latin and French.
Sleep Induction - The act of causing a person to fall into a deep slumber.
Telekinesis - The act of controlling and manipulating the movements of objects and persons.
Witches Brew - The act of brewing and concocting paranormal potions that contain supernatural properties.
TOOLS of a Witch
Candles - Materials used to amplify a witch’s spell.
Grimoires - A family journal documented with ancient recipes, rituals, and spells.
Herbs and Stones - Materials used as ingredients for brewing and concocting magical potions.
Talismans - Materials used to amplify a witch’s power.
Emotions -Strong emotions can make or break a spell.
These are humans that have excelled and trained themselves to be almost like the psychic's. They have honed their skills in empathy, observance of objects, people, things. They often excel in reading body language, interpreting micro-expressions, and the powers of observation and deduction. Can have many of the psychic abilities but they are not a supernatural talent. Answers and such gained from normal means. Usual these people are "Con men/women"
Seers, prophets of the Lord. Those that lay hands and heal. A gifted human of type B gains their knowledge and abilities from the Judea/Christian God or the God of Abraham.
Spiritual Gifts according to the Bible
APOSTLE: Eph. 4:11; 1 Cor. 12:28 - to be sent forth to new frontiers with the gospel, providing leadership over church bodies and maintaining authority over spiritual matters pertaining to the church (Greek Word: apostolos - 'apo'=from 'stello'=send; one sent forth)
DISCERNMENT: 1 Cor. 12:10 - to clearly distinguish truth from error by judging whether the behavior or teaching is from God, Satan, human error, or human power
EVANGELISM: Eph. 4:11 - to be a messenger of the good news of the Gospel (Greek Word: euaggelistes - preacher of gospel; eu=well, angelos=message - messenger of good)
EXHORTATION: Rom. 12:8 - to come along side of someone with words of encouragement, comfort, consolation, and counsel to help them be all God wants them to be (Greek Word: paraklesis - calling to one's side)
FAITH: 1 Cor. 12:8-10 - to be firmly persuaded of God's power and promises to accomplish His will and purpose and to display such a confidence in Him and His Word that circumstances and obstacles do not shake that conviction
GIVING: Rom. 12:8 - to share what material resources you have with liberality and cheerfulness without thought of return
HEALING: 1 Cor. 12:9,28,30 - to be used as a means through which God makes people whole either physically, emotionally, mentally, or spiritually
HELPS: 1 Cor. 12:28 - to render support or assistance to others in the body so as to free them up for ministry
HOSPITALITY: 1 Pet. 4:9,10 - to warmly welcome people, even strangers, into one's home or church as a means of serving those in need of food or lodging (Greek Word: philoxenos - love of strangers; 'philos'=love; 'xenos'=stranger)
KNOWLEDGE: 1 Cor. 12:8 - to seek to learn as much about the Bible as possible through the gathering of much information and the analyzing of that data
LEADERSHIP: Rom. 12:8 - to stand before the people in such a way as to attend to the direction of the body with such care and diligence so as to motivate others to get involved in the accomplishment of these goals
MARTYRDOM: 1 Cor. 13:3 - to give over one's life to suffer or to be put to death for the cause of Christ
MERCY: Rom. 12:8 - to be sensitive toward those who are suffering, whether physically, mentally, or emotionally, so as to feel genuine sympathy with their misery, speaking words of compassion but moreso caring for them with deeds of love to help alleviate their distress
MIRACLES: 1 Cor. 12:10,28 - to be enabled by God to perform mighty deeds which witnesses acknowledge to be of supernatural origin and means
PASTOR: Eph. 4:11 - to be responsible for spiritually caring for, protecting, guiding, and feeding a group of believers entrusted to one’s care
PROPHECY: Rom. 12:6; 1 Cor. 12:10; Eph. 4:11 - to speak forth the message of God to His people (Greek Word: prophetes - the forth-telling of the will of God; 'pro'=forth; 'phemi'=to speak)
SERVICE: Rom. 12:7 - to identify undone tasks in God's work, however menial, and use available resources to get the job done (Greek Word: diakonia - deacon, attendant 'diako'=to run errands)
TEACHING: Rom. 12:7; 1 Cor. 12:28; Eph. 4:11 - to instruct others in the Bible in a logical, systematic way so as to communicate pertinent information for true understanding and growth
TONGUES: 1 Cor. 12:10; 14:27-28 - to speak in a language not previously learned so unbelievers can hear God's message in their own language or the body be edified
INTERPRETATION OF TONGUES: 1 Cor. 12:10; 14:27,28 - to translate the message of someone who has spoken in tongues
VOLUNTARY POVERTY: 1 Cor. 13:3 - to purposely live an impoverished lifestyle to serve and aid others with your material resources
WISDOM: 1 Cor. 12:8 - to apply knowledge to life in such a way as to make spiritual truths quite relevant and practical in proper decision-making and daily life situations
Posted: Jun 12 2012, 11:39 AM
Member No.: 2
Joined: 12-February 12
These are few and far between as only a Master has the strength to share this bond with a human. Briefly, there are four marks, that grant strength and abilities to the human, a bond to the Master, and they become the eyes and ears of the Master during the day. Human servant of Masters and Masters who want servants must be approved by player in advance, THEN REQUIRES ADMIN APPROVAL.
Human Servant Creation
The vampire shares its life essence with the servant. The first mark grants the human servant greater endurance, healing, speed and resistance to vampire mental powers, and an almost complete immunity to their own vampire's mental powers.
Anita experiences this mark as a pair of floating points of flame in the color of the vampire's eyes that merged with her own. The second mark allows the vampire to draw power from the human servant, to experience food and drink consumed by the servant, and to enter the servant's dreams.
The third mark is made by the vampire drinking the servant's blood. It grants the servant full endurance and allows the vampire and servant to communicate mentally even when awake.
The fourth mark is made when the servant drinks the vampire's blood, cementing their bond. It conveys immortality (from age) to the servant, almost complete mental communication, and allows the servant to draw on the vampire's strength. Anita believes that this causes said human servant to lose his or her soul.