The Fabulous Mystics: Definitions

Werewolf: A creature that is seemingly human normally, but if provoked will shift into a wolf (if they are at full power) or will take on extremely wolfish features (if at half power or less).  They cannot shift at will, and will shift back to human when they have calmed down.  In wolf form, they are fast and powerful; they have sharp teeth and powerful jaws.  Sunlight is extremely harmful to them, however, and will burn them severely.  They are less vulnerable to super strength and super speed, but extremely vulnerable to rainbow lasers and air attacks.

Selkie: A creature that is seemingly human on land, but a seal in the water. When they come into any contact with water, they will take on seal-like features, though it is only on full submersion that they shift completely.  They are excellent swimmers.  Even in human form, they are hard to catch; they might not be the fastest, but they are slippery.  As seals, they have sharp teeth and a nasty bite, and a ram from one is not to be taken lightly.  However, they are not agile on land at all, and have extremely high body density.  They are nearly immune to water attacks, but vulnerable to fire and earth, as well as persuasion and illusion.

Werecat: A creature that is seemingly human normally, but if provoked will shift into a cat (if they are at full power) or will take on extremely feline features (if at half power or less).  They cannot shift at will, and will shift back to human when they have calmed down.  Most werecats are about the size of a bobcat.  They have sharp claws and teeth in cat form and are extremely agile in both, but hate water with a passion and as such are vulnerable to water attacks (though may be provoked by water attacks enough to shift to cat form).  They are less easily fooled by persuasion and illusion.

Werebunny: A creature that appears human normally, but if provoked will shift into a rabbit (if they are at full power) or will take on extremely rabbitlike features (if at half power or less).  They cannot shift at will, and will shift back to human when they have calmed down. They might be small, but their teeth are sharp and will break skin easily; they also have powerful hind legs.  Their bones are fragile, however, and they are cowardly.  They are less vulnerable to earth and flora attacks, but more so to air and water, as well as rainbow lasers.

Avian-human: A creature that appears mostly human, but has huge wings– a span of about three times their height– and is extremely lightweight.  This means that the avian can comfortably fly, but requires a wide open space and has little to no physical strength.  They have a very high metabolism and cannot hide their wings.  Especially adept at flight; extremely vulnerable to strength, and persuasion and illusion; less affected by but not immune to air elemental powers.

Lion-human: A creature that appears mostly human, but has thick, often tawny hair; large hands with extremely sharp nails; feral facial features.  They are extremely aggressive and powerful, but have a weakness for warm sunny spots; if caught in one they may very well lie down and take a nap.  They can go  nearly all day on only one meal, but it must be a large one, consisting almost entirely of meat.  If this can’t be found (which is a very real threat in a city like Fabopolis), they will be at risk of high fatigue and loss of strength.  Being nocturnal, they are somewhat weaker in the daytime, and they’re far weaker when wet.  Less affected by super strength; extremely vulnerable to water-based attacks.

Dragon-human: A creature that appears more or less human, but has thick, scaly skin, reptilian eyes, and a pair of webbed wings.  They can breathe fire with no harm to their person, but this takes high amounts of energy and must be ‘recharged,’ so to speak, for several hours before it can be used again at any strength.  They are stronger than average, but their real power lies in their breath.  They cannot hide their wings, take several hours to ‘recharge’ after breathing fire, and are extremely vulnerable to the extinguishing effects of water, sand, and fire extinguishers. Almost immune to fire; highly vulnerable to air and water attacks; less susceptible to persuasion, but still susceptible to illusion.

Centaur: A creature that would appear human… from the front.  They have a human torso atop a horse’s body.  They can run at great speeds, and a kick from their hooves can do a lot of harm.  They must rest, however; they eat a strictly vegetarian diet, and a wounded leg can incapacitate them for a long time, as can a stone in the hoof.  They are susceptible to persuasion, but everything else has only an average effect.

Faun: A creature that appears largely human above the waist, but entirely goat below.  They have curled horns on their head that can be used aggressively and, like centaurs, their hooves are not to be trifled with, although they do not have great physical strength otherwise.  They will eat most things, and as such are vulnerable to poisons, as well as the same hoof problems that centaurs have.  Earth and flora attacks have very little effect on them; they’re extremely susceptible to illusion, however, and can be easily distracted by rainbow lasers.

Naga: A creature that is human above-waist, but snake below.  They have thick, scaly tails and reptilian tongues and eyes, as well as venom glands in their teeth.  A bite from them will not kill, but will wound and even incapacitate a smaller/weaker opponent.  They are strong, but slow, especially on totally dry land; they are somewhat faster in shallow water.  They are less affected by water and earth attacks, but the other elements will do slightly more harm than average.

Elemental Nymph: A creature that appears almost entirely like a very attractive human– some of the time.  They are part of another form, too, depending on their type; if water, they may become part of a river; if flora, they may take shelter in a tree.  They can also draw on these resources, extensively if need be; however, the physical strength that they possess in their own right is almost nonexistent, and when they exert much power over their element they must find a safe source in which to take refuge and ‘recharge’.  An attack of their element will not harm them badly, and they are not fooled easily by illusion; they are highly susceptible to persuasion, however, and someone using super speed nearby can be extremely disorienting.

Mermaid: A creature that appears fully human on land, but whose legs morph into a piscine tail upon full or partial submersion in water or another liquid.  When in aquatic form, their teeth and fingernails seem more ragged and sharp, and will do real damage.  Their tail is strong, and they can swim at great speeds; but they must not get too far away from water for too long, or they will literally begin to dry out.  This is not something that be ignored; as soon as the dryness begins they feel extreme discomfort and are even incapacitated. It is in their interest to keep a full container of water nearby at all times.  They are nothing special on land.  They are totally immune to water attacks, but fire and even air can be lethal; persuasion has very little effect on them.

Fairy: A creature that appears like a miniature human.  They are no taller than a foot and a half naturally, and their wings are nearly the same height.  They can fly, but to very limited heights and just for short periods of time.  (This doesn’t apply to heterosexual fairies.)  If needed, they can grow to the size of a full-grown human for a short time.  They bite, and can gain the strength of a regular human if they are inside a fairy ring.  When in natural miniature, they are mesmerising; but they lose the effect if they change their size.  Their wings are extremely fragile and can be damaged easily, and when not under the enhancement of a fairy ring they are very weak.  They are not very affected by average-strength elemental attacks; lasers and super strength are extremely harmful to them, however, and they are totally oblivious to invisibility, and persuasion and illusion.

Elf: A creature that appears almost entirely like a pretty androgynous human, but is taller and slender, with pointed ears.  They are not physically weak, although their strength might be stated as only slightly more than that of the average human.  They have excellent vision and hearing, and are extremely light on their feet.  They are also very flexible.  But they are at extreme discomfort on low levels or underground, and can be momentarily weakened by a bright flash of light or a sudden loud noise.  They are not very affected by flora attacks and less easily duped by invisibility, and  less susceptible to persuasion and illusion, but greatly vulnerable to rainbow lasers.

Elemental Powers: An asexual (used for this definition to mean a being in the asexual spectrum) has almost total power over one element.  They can manipulate this element in many ways, but often cannot counteract the things that they do with it; for instance, a fire asexual would be able to ignite a fire but might have great trouble putting it out only using their power.  While they can do many things with their element, one thing they cannot ever do is use it at full power for a very long time at all.  At full power, it might last a total of twenty minutes, and would have extreme draining effects on its user.  They would then need a long rest and time in close proximity to their element.  They are not immune to the normal effects of their power, and are very fond of cake– even to the extent where they will endanger themselves for a promise of cake.

Rainbow Lasers: This is exactly what it sounds like.  A homosexual can shoot rainbow lasers.  It varies from homosexual to homosexual; some shoot lasers out of their eyes, some out of their hands.  Although a homosexual has specialised glands to keep their eyes or hands from being harmed while shooting lasers, the rest of their skin is not protected this way, and they can easily take harm from misuse.  Like with elemental powers, the lasers can be used at full power only for a maximum of twenty minutes before their user must rest and ‘recharge’.  This often includes a driving need for a hearty meal, and full exposure to bright light.  (Yes, homosexuals are solar-powered.)

Super Strength: A bisexual is extremely strong, but like the others it is not a long-lasting power.  The strength can last at full power for a maximum of thirty minutes, after which the bisexual is extremely weak and should take refuge in an environment in which there is nothing at all that can hurt them, as they are basically helpless for a few hours until their bodies recuperate from the exertion of the full adrenaline rush that powered the strength.

Invisibility: A polysexual is the perfect spy for up to an hour at a time.  They can control what parts of them go invisible, and can extend it to items on their immediate person such as clothing and handheld objects– at the price of using their power up faster.  Once the polysexual has spent an hour at full capacity, they will immediately come back into view, and light will be practically blinding.  They must take refuge in a dark place until they recuperate, which may take a few hours.

Super Speed: A pansexual can move at practically immeasurable speeds.  At full speed, you would see only a blur as they passed you, and only a high-speed camera would be able to capture their image.  However, this lasts for a maximum of twenty minutes at full speed, and afterward their locomotive appendages are likely to be in extreme pain and discomfort.  The pansexual should take a long rest on a soft couch and sate the huge appetite that they have inevitably worked up.

Flight: A heterosexual can soar majestically… or awkwardly, if not a species predisposed toward flight.  But whatever their species, they are able to fly.  They cannot go very high, and their fine motor skills while airborne are not very fine at all, so it is best if they don’t take to the air while close to anything– they are rather prone to crashing if they are not in good practice.  The higher a heterosexual flies, the more energy they must exert.  At full power, they can remain airborne for up to forty-five minutes.  It is extremely bad for a heterosexual to lose track of time, as if they are still high up when their time runs out their power will not take mercy on them and they will crash back to the ground at what may be very high speeds.  The heterosexual should stay close to the ground for the hours of recuperation.

Persuasion and Illusion: A questioning (or otherwise undefined) person is able to persuade practically anyone to do just about anything, though the more outrageous the task the more energy it takes.  But that’s not all– a questioner is also able to cast illusions, about themselves or in the world around them.  As should be expected, the larger an illusion the more difficult to maintain for a long time.  Illusions are often only visual, but can also affect the other senses if the user is willing to exert more energy. While persuasive powers do not have a defined limit (using them extensively will be exhausting but will not render the questioner unable to use them further), a questioner can only use their illusionary powers at full for an hour and a half before they are rendered practically blind (and sometimes void of other senses as well) for up to a few hours.


Say something

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: