It would be great if you added alpha werewolves and vampires to ARK 2. Alpha werewolf that we can become if we are bitten by a wolf, and become a vampire if we are bitten by a bat or by magic.
Werewolf Powers & Abilities:
Superhuman Strength: The werewolf possesses superhuman strength. Their more wolf-like form, during a full moon, is more powerful and they are capable of lifting at 1 ton. Their strength also extends into the muscles of their legs, allowing them to leap, from a crouch, roughly 18 feet into the air. Their strength is somewhat weaker than that of a vampires. However, consuming vampire blood increases their strength to the point were they can prove a challenge to a 1,100 year old vampire.
Feral Mind: Werewolves are able to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking and inflicting damage that they wouldn't in their normal state. In some cases, the user's mind descends so far into the feral rage that, mentally, they are little more than animals.
Immune to Witch Spells and Curses: Leaders of Alpha werewolves invulnerable to witch spells and Curses.
Weather Adaptation: Werewolves are unaffected by the weather, including wind, rain, temperature, electricity, fog, etc. Their senses, movement or any actions aren't affected by weather in any way.
Superhuman Speed: Werewolves can run and move faster than any non-supernatural creature and run at an extremely high speed, which causes them to become almost invisible to the naked eye to perceive their movements when they are sprinting or moving at full speed. Their speed is equivalent to that of a vampire.
Superhuman Stamina: The werewolf's musculature produces less fatigue toxins during physical activity than the musculature of an ordinary human, granting him superhuman levels of stamina. They can exert themselves at peak capacity for several hours before fatigue begins to impair them.
Superhuman Agility: A werewolf's agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete. They can move, jump, climb, and run incredibly fast without difficulty or exhaustion.
Superhuxman Durability: A werewolf's body is physically tougher and more resistant to injury than the body of a normal human. They cannot be harmed by conventional weapons, as ordinary firearms and blades seem to do little more than annoy the beast. Only a silver bullet or blade can harm or kill a werewolf.
Supernatural Regeneration: Werewolves are relatively fast healers. Thus, when they are shot, they can withstand the pain, due to regenerating their damaged tissue. For example, limbs can regrow in a few hours in wolf form.
Heightened Senses: The werewolf has superhumanly the acute senses of sight, smell, and hearing similar to those of an actual wolf. They can see part of the infrared spectrum and thus detect the heat signatures of objects or people in total darkness. They can smell other living creatures within 100 feet (when upwind) and follow a scent over nearly any terrain. They can hear the sound of a heartbeat in a cave at a distance of 30 feet.
Good Swimmers: Werewolves are good swimmers, making them deadly to vampires.
Claws and Teeth: The werewolf's claws and teeth are extremely sharp and tough, enabling them to rend through a variety of substances including fabric, wood, cinder block, and even some metals. Werewolves can also use their claws to crawl along walls at great speed in pursuit of prey.
Infectious Bite: Werewolves can turn another person into a werewolf by biting or scratching them. Their venomous bite is fatal to a vampire. The bite wound will begin to appear infected and will hurt when touched. The infection will spread throughout the body, producing unbearable pain. The vampire will have uncontrollable hunger, and will eventually develop delusions, hallucinations, rabid rage, and dementia before finally dying.
Lie Detection: Werewolves are able to sense if you're lying or not.
Empathy: Being that werewolves' senses being so strong, they developed the ability to sense other's emotions through touch. With time this power grows stronger, this is used to sense a person's true intentions and if they are lying or not. At first this ability can be very annoying and hard to control, sensing everyone's emotions without meaning to. This ability can also be developed enough to absorb pain from someone.
Telepathy: Alpha's possess a more advanced form of this power which is known as telepathy the ability to read minds. They also manifest this through touch, they not only sense the emotions they can also hear their thoughts.
Longevity: Once a werewolf reaches maturity, their aging stops and they enter a state of virtual immortality in which they are exempt from physical old age and have an infinite lifespan.
Night vision: Werewolves have far superior vision to us in the dark.
Healing Factor : Werewolves is capable of regenerating damaged or destroyed areas of their body with much greater speed and efficiency than an ordinary human. Injuries that result in massive tissue damage such as bullet wounds, slashes, punctures, blunt force trauma, and severe burns heal completely, without so much as a scar, in a short amount of time. Their ability to heal is at least 10 times that of a human.
Increased Pheromone Production: In some tales the Werewolf will appear attractive to many (women/men) in a sexual or friendly
Canine ally: Many times a Werewolf will have a canine ally that acts like a Beta in a pack taking commands and protecting the Alpha.
Wallcrawling: Werewolves can adhere to sheer surfaces.
Larger Stomach: werewolves can eat large quantities of food.
Underwater Respiration: they can breathe in the water for a short amount of time.
Cold and heat resistance: werewolves can survive tough environment conditions.
Enhanced Stamina: Werewolves can remain active much longer than humans and vampires.
Cursed Saliva: Anyone who is bitten by the werewolf shall bleed to death or survive by becoming a werewolf, in some myth Werewolves saliva are poison to vampires, which can kill a vampire.
Magic: Alpha Werewolves are capable of inheriting or learning Magic.
Silver: Many modern werewolves are also supposedly immune to damage caused by ordinary weapons, being vulnerable only to silver objects (usually a bullet or blade). This negative reaction to silver is sometimes so strong that the mere touch of the metal on a werewolf's skin will cause burns.
Aconite: Wolfsbane (a highly toxic member of the genus aconitum, also known as aconite or monkshood) was thought to have anti-evil properties against Werewolves, and shapeshifters for centuries, and is used in the same manner as garlic. A concoction derived from the roots of the plant was often used to wash bite wounds from wild or venomous animals, and so perhaps this is where wolfsbane derived its supposed ability to cure people of lycanthropy or other supernatural afflictions.
Broken Neck: By breaking a werewolf's neck, it results in instant death.
Magic: Witches are able to curse and inflict supernaturals aneurysms that cause the blood vessels of werewolves to explode.
Heart Extraction: If the heart of a werewolf is removed , it will cause instant death.
Decapitation: The act of dismembering or removing the head of a werewolf will result in death.
Lunar Cycle: A common belief throughout all folklore and myth is that all werewolves are forced to shift during the cycle of the full moon, to some this is a gift, others a curse.
Mortality: Because werewolves are still human for most of the month, they share many of the same weaknesses as non-supernatural beings (e.g. age, fire, drowning, extreme loss of blood, suffocation, etc.) Although, it is very difficult to kill a werewolf thanks to their accelerated healing and endurance. Also, werewolves seem to be resistant to most diseases.
Wolfsbane: Wolfsbane is not unpleasantly scented to werewolves as people think, rather it distracts the werewolf.
Vampires Clans Powers & Abilities:
Vampirism: Vampires have sharp, pointed, retractable fangs that extend beyond their human teeth. Vampires are said to mainly bite the victim's neck, extracting the blood from a main artery. In folklore and popular culture, the term generally refers to a belief that one can gain supernatural powers by drinking human blood. The historical practice of vampirism can generally be considered a more specific and less commonly occurring form of cannibalism. The consumption of another's blood (and/or flesh) has been used as a tactic of psychological warfare intended to terrorize the enemy, and it can be used to reflect various spiritual beliefs.
Ability to multiply by contamination: vampires give blood to contaminate souls and spread evil.
Telepathy: Vampires can read the minds of mortals. Older vampires can read the minds of younger, weaker vampires. Vampires can also use telepathy to "whisper" to each other by speaking into each other's minds; a way to silently communicate even over great distances.
Hypnosis: Through the use of hypnosis, Vampire are able to dominate the mind and will of a human. The creature can convince a potential victim to allow the vampire to enter the individual’s home or leave a house unseen, command one that has been bitten by the creature in any way the Vampire wishes, and to force the chosen victim to accept the Vampire’s dark embrace without a struggle. The Vampire’s bite seems to have an anesthetic effect on the victim, giving the creature the time it needs to feed. Afterwards, the Vampire may use this ability to astral project into their dreams and overall erase the victim's memories or even alter them to the point where something is completely different about them. Afterwards, the vampire may use this ability to make the victim forget about the attack. To dominate a human, the vampire need only make eye contact with its victim for a few seconds. However, the stronger the human’s will, the longer hypnosis takes. If necessary, the Vampire can completely crush the human mind or destroy the individual’s sanity, leaving little more than a drooling lunatic. In the same manner, the Vampire can create a human slave. This slave is totally obedient to his master’s will, to the point of being willing to sacrifice everything for his master’s safety, including his life. Such individuals inevitably lose their minds due to the vampire’s power over them.
Atmokinesis: Vampire are able to control the weather within limits. They could direct the fog, summon a powerful storm, control the direction and the force of the wind, or even call down bolts of lightning to strike its enemies.
Telekinesis: Older vampires can move objects with their minds.
Pyrokinesis: Older vampires have control over fire and can summon heat and fire with their minds.
Electrokinesis: Older vampires can summon lightning within their palms.
Animal Control: A 150-300 yr old vampire can control one, 300-600 vampires can control two, etc. This is often useful for spying.
Dream Manipulation: Vampires can mentally create and control dreams of both humans and weaker vampires. It is easier to get into a vampire's head if they don’t drink human blood.
Superhuman Strength: The superior physical strength of a vampire compared to that of a human is a prominent theme. Vampires possess strength equivalent to that of 20 or more strong men, sufficient to single-handedly lift average size cars and large trucks with ease. Newborn vampires generally have the advantage of superior strength when in direct physical combat with a human; they can single-handedly lift a grown man off the ground and throw him across a room with enough speed and force to send him through a wall or across an alley, they can also knock them unconscious with a single karate chock, snap their necks with one hand, and crush their bones, all with little to no effort. Their strength increases to a degree as they age; older vampires of a significant age are stronger than younger, weaker vampires.
Mesmerization with Eyes: With direct eye contact, a vampire can mesmerize a human, hypnotizing them. This is illegal according to human law. This can be done to keep a person in temporary stasis (called mind-rolling), or have lasting effects, giving the vampire control over the human until the vampire is killed as was done to Anita’s friend in Guilty Pleasures. It can also be used to cause short-term memory loss. While crosses and other holy articles backed with faith can push back vampires, they are useless if a person is mesmerized into removing them. Even other vampires can be mesmerized with direct eye contact. Animators, necromancers, sorcerers, and alpha lycanthropes have partial or full immunity to this ability.
Mind-Rolling: Through direct eye-contact if a vampire is new or through voice-tricks (Succubus Only) or sheer presence if one is an older master, a vampire can capture the mind of his target and hold them in a hypnotized state where they are not aware what is going on. This is a skilled art rather than a thing of brute power – elegance instead of strength. It is through mind-rolling that vampires can seem to disappear or move across large distances in an instant. Once more, animators, necromancers, sorcerers, and alpha lycanthropes have partial or full immunity to this ability.
Superhuman Speed: Vampires are extremely quick, moving faster than the human eye can possibly see. They can run in excess of 100 miles per hour. The creature’s sheer speed, combined with its unnatural stealth, makes it impossible for the vampire’s prey to detect or escape from the vampire until it is too late. Vampires are able to avoid gunfire easily, and reacts with unnatural quickness to any threat, due to the creature’s superhuman reflexes.
Superhuman Endurance: Bullets only slow him down, even ones to his head.
Superhuman Stamina: Vampire are able to move at great speed for long periods, and it is nearly impossible to tire the vampire, due to its preternatural degree of endurance. They do not need to sleep and do not require food or oxygen.
Superhuman Agility: Vampires possess supernatural agility as well. They can leap to great heights and are nimble enough to scale sheer surfaces with amazing speed, vertically or horizontally, much like a spider. This ability would allow them to access places that would be otherwise impossible for a human to reach. They can ump further than any normal human, such as from roof top to roof top or building to building.
Superhuman Durability: Vampires are incapable of being slain by most forms of conventional injury, including firearms or blades. Furthermore, the vampire cannot feel the pain that would result from such attacks. Gunfire has no effect on the revenant whatsoever, serving only to slow the creature down. Likewise, blades don’t affect the vampire at all, unless the blade pierces the heart or removes the head.
Superhuman Senses: Vampire’s senses of sight, smell, hearing, and touch are of supernatural keenness, comparable on many levels to a wolf’s. Their senses are heightened to 11. The vampire can see with perfect clarity in the darkness of the night, to the point of being able to detect the bodily heat emanations from its victims. The creature’s hearing is comparable to a bat or an owl, possessing a level of sensitivity on par with the bat’s own echo-sensitivity. The Vampire’s sense of smell is as acute as that of a wolf or a dog’s, enabling the creature to track its prey for miles by the scent of the victim’s blood alone, a sensation that the vampire relishes. The Vampire is also able to tell individual people apart by the scent of their blood coursing through their veins or bodily odors. The Vampire’s sense of touch is amazingly acute, as the creature can feel the heartbeat of a potential victim through thick walls, or it can detect the vibrations of a vampire hunter’s footsteps and the direction of the footsteps, enabling the Vampire to either escape or prepare an ambush for the would-be hunter. In addition to its five senses, the vampire possesses a preternatural sixth sense. The Vampire can instinctively sense impending danger, usually posed by humans. The revenant can sense emanations of good or evil, instinctively avoiding the former while congregating in the latter.
Flight: The unique ability known to older vampires to defy gravity and move towards anywhere in the air. Newborn vampires have a lesser variation of this power; they can land silently and carefully by floating down to the ground during falls.
Shapeshifting: Vampires can take the form of a bat, wolf, bear, owl, crow, and rat. swarm of bats,panthers,a swarm of rats,a demonic bat-human hybrid,a humanoid demon,a fiery giant bird, Older vampires are known to take on the appearance and memories of other humans.
Human Servant: Some Master Vampires possess the ability to take a human servant. After four marks, each successive mark bringing the human closer to the vampire, the human and vampire are linked forever. A human servant and Master Vampire share their power – Master Vampires gain another source of energy, while human servants gain increased strength, speed, senses, partial immunity to vampire tricks, and the ability to be as immortal as the Master Vampire. Unless the human servant is an animator or necromancer, the Master Vampire can control them even against their will even if they are powerful in their own right. After four marks, if one of the two dies, the other is soon to follow.
Voice Tricks: Vampire’s of Belle Morte’s line (and only her’s) can have the ability to roll the minds of humans and lesser lycanthropes with their voices alone. It is a very warm and pleasurable sensation and very hard to fight against it because of it. Once more, this is a power of elegance rather than power – it is a skilled use of power and not something to overwhelm a person with using force. Not all of Belle Morte’s line, even master vampires, possess this power, but it is fairly prevalent (in masters).
Stillness / Making no Sound: Once a vampire has existed as a vampire for several decades, he begins to come into his own power. Old vampires gain several traits, such as the ability to remain perfectly still, beyond that of anything a human can achieve. They also learn the trick of smiling without flashing their fangs – it is considered juvenile to do otherwise. Because of their grace, vampires can move similar to lycanthropes, making next to no sound. Strangely enough, other undead such as zombies and ghouls possess this same ability to move without sound.
Waking when Threatened: Vampires of several hundred years of age gain the ability to wake if their bodies are threatened, even during the day time. While sunlight will still destroy them, if they are inside or underground, they can rise up to kill those who attempt to slay them.
Nigh-Immortality: The most coveted trait of all is the vampire’s virtual immortality. Conceivably, assuming the vampire feeds on a regular basis and evades vampire hunters, the vampire could live forever and never grow old. The oldest known vampires are over 7,000-10,000 years old.
Healing Factor: The vampire has supernatural regenerative capabilities, which allows the creature to recover from injuries that would permanently incapacitate or even kill a human. Poison, suffocation, extreme cold, aging, drowning, or disease cannot kill the vampire, as the creature is already dead.
Blood Bond: A blood exchange between a vampire and human (not before the human dies) will form a blood bond. The vampire will be able to sense the human's thoughts and emotions, knowing if that human is in any type of harm or distress - for eternity. The human will also experience sexual dreams about that vampire.
Magic: Vampires are highly capable of learning to manipulate Magic (mainly dark magic ex. Necromancy)
Invisibility: Vampires can't turn themselves entirely invisible. Instead they tend to morph into the shadows. In their shadow form they can protect themselves from the suns rays.
Vampirization: Vampires can convert humans to Vampires.
Wallcrawling: Vampires can adhere to sheer surfaces.
Supernatural Regeneration: Vampires can heal quickly from wounds in a matter of seconds. They have the incredible capability to regrow limbs and mend their own broken bones.
Mental Manipulation: Vampires can erase, restore, or fabricate a person's memories.
Weather Manipulation: Vampires can manipulate the weather and the elements thereof.
Night Vision: Vampires can see in the dark.
Enchanced Agility: Vampires possess amazing agility.They can climb up walls and jump off buildings without hurting themselves.Vampires also have greater reflexes than humans.
Immortality: Vampires can potentially live forever. They never age and are immune to disease and disability.
Enchanced Senses: Vampires have extremely keen senses that are superior to those of humans.They possess remarkable hearing and a strong sense of smell. A vampire can track a human's blood over long distances.
Alliance with the devil: the vampires’ abilities to command some form of magical or monstrous beings (demons, zombies, etc.) are considered to be the proof of vampires’ connection with the demons.
Necromancy: can raise the dead as zombie slaves to do his bidding.
Wall-Crawling: can adhere to vertical surfaces and also crawl on ceilings.
Invulnerability: vampires are immune to most a diseases and invincible to mortal weapons, but they became vulnerable when move around during the day or when they rest in the coffins.
Razor-sharp fingernails: Like many vampires, possesses very sharp fingernails which allow him to slit a person's throat and slit his own wrist in order to let someone taste his blood.
Shockwave Generation: Vampires has the ability to create a shockwave that can release a cascading pulse which ripples the surfaces, they send it to that makes the ground move to make there targets lose balance, and sometimes drop to the floor.
Electricity Generation: Vampires has the ability to generate electricity from ones body.
Fireballs: The Count can create and throw destructive balls of fire. He showed this when he helped destroy the Slayers' super weapon.
Pyrokinesis: The ability to create and control fire with the mind, it is shown to be a common vampire power, mostly used by the Count to light candles.
Reconstitution: Vampires were ever staked, he would seemingly die as he turned to dust, but only before appearing as a cloud of mist and reconstituting himself. It is unknown if this invulnerability applied to decapitation, fire, sunlight or any other traditional vampire-killing method.
Astral Projection: Vampires can astral project himself out of his body, and also possess another body.
Swordsmanship: Vampires possesses skill with a sword.
Levitation: Like all vampires,is able to float into the air.
Psychic Countermeasures: Dracula is not only able to tell when he is being perceived from afar by a seer, but is also able to "shut down" their senses to prevent them from following him.
Eidetic Memory: Vampires has perfect recall of events that happened many years ago.
Dementia: The Vampire with this power is a scary thing indeed, enabling them to rip the worst fears and memories into reality, Dreams now become the reality of the person, where everything becomes what the vampire wishes, The Vampire is the sole focus of the memory or fear they choose to manipulate.
Mental Malestorm: This is the level where the vampire may take the emotions and hieghten it to feverish hieghts, thus totally controlling it and altering the persons state of beng. Anger to Rage..making a person into a murderous killer, or Sadness to depression, causing the person to commit suicide, the ability to urge and prod subliminal messages is active with this power.
Nightmares: This is Greater Dreamwalk in all it's ways but if you are killed in the dream you are dead. Example, if you are held under water and you drown, in reality you will affixate and water will fill your lungs killing you. All Abilities that the person has in reality will be still useable in their dreams if threatened.
Greater Dream Walk: This is the ability to manipulate the dream much like Freddy Kruger, where one could control the setting they are in, but the victim can still react accordingly, in able to save themselves. but the vampire is in it's own element giving him the upper hand of the situation, all depending on the person, this could kill the said person IE those with a weak heart, any injury obtained will be more then a surface wound thou nothing Mortally done can be caused, wounds obtained can cause grievance bodily harm , coma and or stroke to the person.
*Implant Memory / Trigger Memory: The Master Vampire now has control over his own abilities and can craft and implant his own versions of memories, altering present ones or recreating their own into the victims mind, These memories are very real and are believed to be real, leaving no doubt in ones mind they really happened.
Trigger memory is in it's right own ability, or an extension of it, letting the vampire put a common phrase or word in ones mind, including any other little thing that will reacted with their senses, ie:: taste, smell , sight, touch and hearing Meaning you can put a trigger in their minds and once that trigger is activated they will recall said memory.
Vampires Clans Weakness:
Day light: vampires are obliged to sleep (actually, they rest in their coffin in a trance that keeps them aware of things happening around) during the day and to rest upon a protective layer of hallowed ground from its native land.
Sunlight: Vampires cannot withstand direct exposure to the rays of the sun. Exposure to sunlight supposedly causes the vampire's skin to burn and eventually to burst into flames and disintegrate into a pile of ash and remain only the skeleton.
Silver: The touch of silver burns a vampire's skin and causes great pain.
Garlic: Vampires are repulsed by the scent and taste of garlic.
Vervain: A mystic herb called vervain is poisonous to vampires. It burns their skin on contact. If a human is holding, wearing, or has vervain in their system, a vampire cannot hyponotize them. Vervain can be mixed with a vampire's drink which, if drunk, will severely weaken them.
Religious Iconography: The sight of a cross or any other religious symbol will repell vampires and even burn them on contact with their skin.
Wooden Stake: The best-known method of slaying the vampire is to drive a wooden stake through the vampire’s heart.
Exsanguination: If drained completely of their blood, vampires can become comatosed or even die.
Crosses: By holding some form of crucifix in front of a vampire, a potential victim can cause the vampire to halt, or even to turn and flee. A cross presented strongly enough can even cause a vampire to be unable to return to their coffin, destroying them at sunrise. Direct physical contact with a crucifix will severely burn a vampire, but will not destroy them.
Holy water: Water that has been blessed by a clergyman will burn a vampire if it makes contact with one. A sufficient supply of such water will likely destroy one entirely.
Dismemberment: Dismemberment is a grisly process that involves hacking off the Vampire’s limbs, one by one, to prevent them from rising from the grave and attacking the living. Obviously, any vampire is going to find it to be impossible to get up, wander around, and feed without its arms or legs. Ideally, this should be done with a sword or a woodsman’s axe.
Invitation: The vampire is unable to enter a house without first being verbally invited inside. However, once the invitation was extended, the Vampire may enter whenever it wishes, at anytime thereafter. Thus, as long as the people do not give admittance to the creature, they remain safe. However, once the Vampire has been invited inside, the creature is extremely difficult to get rid of. This usually happens when the household fails to recognize the Vampire for what it is. Once inside, the Vampire will drain each person of blood, one by one.
Wild Rose: When ingested, wild rose causes a vampire to become severely weak and feverish. Also, If a vampire's skin is exposed to wild rose, it can result in burning them.
Fire: Fire causes vampires a great deal of pain and injury; they can, however, quickly heal from even the worst burns if given time and blood.
Decapitation: By far the most effective method of killing the Vampire is decapitation. Cutting off the head will kill any Vampire, no matter how old or how powerful the creature may be. This grisly practice originates from the belief that the Vampire is incapable of existing without its head or heart, as it cannot regenerate these vital parts. Without its head, the Vampire is unable to wander about at night without the head to direct it. As with staking, spurting blood must be avoided at all costs.
Werewolf Bite: A bite from a werewolf as the venom in the saliva will neutralize the vampire venom in their blood causing them to die and dieteriote.
Nephilim Blood: If a vampire feeds on a Nephilim, the blood will cause them agonizing pain and also causing the vampire to burn up from the inside.
Hepatitis A form of Hepatitis that has no effect on humans; however, when a vampire comes into contact with Hep D-infected blood, they become much weaker, which puts them at risk for being killed. The effects of Hep D last for about one month.
Maenad Blood: If a vampire drinks the black blood of a Maenad they begin to choke and vomit.
Angels: Angels can can kill them without difficulty (Castiel killed Lenore by just placing his palm on her head).
Magic: Vampires are vulnerable to the effects of magic. Witches are able to give supernatural aneurysms that cause the blood vessels of vampires to explode. Marnie Stonebrook cast a powerful spell on Eric, causing him to lose his memory. Later she casts a spell on Pam, causing her body to slowly rot.
Heart Removal: When the heart of the vampire is removed they will die.
Impaling The Heart: Destroying the heart (e.g. a wooden stake to the heart) is a definite way to kill vampires.
Holy Ground: Vampires cannot step foot on holy ground (ex. churches)
Alpha Werewolf-Vampire Hybrid
Half-vampire...half-Lycan. But stronger than both. A hybrid would be deadlier than any werewolf or vampire. Nature would not stand for such an imbalance of power."
Alpha Werewolf-Vampire Hybrids are the mixture of a vampire and a alpha werewolf. They possess the powers of both species, making them twice as powerful.
Hybrids can be born naturally from a sexual union of vampire and Alpha werewolf.
Another method is the creation of alpha werewolf-vampire hybrids from humans or alpha werewolves. A human must first become or already be a alpha werewolf, he/she must them be fed vampire blood and then die. He/she then arises as a Hybrid. A vampire cannot become a Hybrid.
Powers & Abilities:
Hybrids inherent powers of both vampires and werewolves but to their greatest degrees. Hybrids possess a wide array of additional powers including:
Werewolf Bite: Due to their werewolf heritage, a hybrid has a bite which is fatal to vampires, but the Hybrid bite takes effect quicker than a normal werewolf bite.
Werewolf Bite Blood Cure: Hybrid blood is capable of healing a vampire from the bites of a hybrid or werewolf.
Transformation Control: Hybrids have the ability to shapeshift/transform at will and at anytime that they desire, compared to that of a normal Werewolf where they are forced to shapeshift/transform only once a month on a full moon.
Lycanthrope Enhancement: Hybrids are capable of showing its wolf-eyes and fangs when displaying its abilities.
Daytime Walking: Due to their werewolf heritage, Hybrids are able to move around during the day and in the sun without the use of a mystical stone bound to a piece of jewellery.
Enhanced Accelerated Healing: Hybrid's healing power is a lot more enhanced and will allow them to heal a lot quicker due to the healing powers of a Vampire and Werewolf than just that of a vampire or a werewolf as an individual supernatural creature, thus allowing Hybrids to heal from all kind of injuries, due to being both Werewolf and Vampire.
Lie Detection: Due to their werewolf heritage, a Hybrid is able to sense if someone is lying or not
Enhanced Superhuman Strength: Hybrids are stronger than werewolves or vampires, but because of their vampire heritage they get stronger with age. A newly turned Hybrid is a chanellege for multiple vampires, werewolves, and even a vampire elder of over 1,000 years old. A young hybrid can overpower Elder Vampires with ease.
Flight: Due to thier vampire side they can fly.
Hypnosis: Due to thier vampire side they can control minds.
Telekinesis: Due to thier vampire side they can move things with thier minds.
Pyrokinesis: Due to thier vampire side they can control fire.
Electrokinesis: Due to their vampire side they can generate electricity.
Weather Wanipulation: Due to thier vampire side they can manipulate weather.
Shape-Shifting: Vampires can transform into mists, bats, owls, crows, wolves, cloud and (on the rare occasion) other humans.
Enhanced Superhuman Speed: Hybrids are faster then werewolves and vampires even faster then origanal vampires.
Due to their combined natures, Hybrids are unaffected by sunlight, garlic, vervain, wooden stakes, religious iconography, roses, or iconite.
Decapitation: The act of dismembering or removing the head of a hybrid will result in death.
Heart Extraction: The act of removing a hybrid's heart will result in death.
Silver: Because both vampires and werewolves share this weakness, Hybrids are burned by silver.
Holy Ground: Because both vampires and werewolves share this wekness, Hybrids are burned by holy ground.
Magic: Witches are able to give supernatural aneurysms that cause the blood vessels of non-original hybrids to explode, it can also kill them as well.
Witch & Warlock
Magic is the influencing of events by supernatural means. Magic can often be split into dark and light, though depending on the situation, can also be neutral. Magic is a genetic heredity that connects witches to the elements and forces of nature.
Conjuration: The act of calling, commanding, or summoning an object, person, or spirit already in existence.
Scrying: The ability to see what is happening in remote places by looking into a reflective surface, like a mirror or a bowl of liquid(often blood).
Elemental Control: The act of controlling and manipulating the elements of air, earth, fire, water, and weather.
Seasons control: The act of controlling and manipulating the seasons spring, summer, autumn, winter.
Aerokinesis: The power to control and manipulate the element of air.
Geokinesis: The power to control and manipulate the element of earth.
Hydrokinesis: The power to control and manipulate the element of water.
Pyrokinesis: The power to control and manipulate the element of fire.
Channeling: The act of channeling or drawing other forms of energy and power by focusing on celestial events.
Necromancy: The act of controlling and manipulating the power of death and controlling undead corpses.
Pain Infliction: The act of creating and inflicting excruciating pain upon another person, especially supernatural beings.
Mind Control: The act of controlling and manipulating the minds of Humans.
Mind Stunning: The act of bemusing and rendering someone unconscious.
Precognition: The act of foreseeing future events and happenings.
Clairvoyance: The ability to gain information about an object, person, location or physical event through means other than the known human senses.
Telepathy: The ability to read the minds of other people.
Mediumship: The act of calling, communicating, and invoking the spirits of the dead.
Glamour: The ability to create an illusion so real that it is to fool any on-looker.
Invocation: The act of calling the spirits of the dead or divine beings into a circle or into the self.
Spell Casting: The act of changing and controlling events by magical influence.
Superhuman Strength: Invoking demons or other spirits, can give witches great strength, making them physically powerful then normal humans.
Spiritual Sensing: The ability to feel spiritual activity.
Levitation: The act of floating, flying or rising ones body in the air by supernatural means.
Telekinesis: The act of controlling and manipulating the movements of objects and persons.
Healing: The act of curing diseases and restoring the health of living beings.
Witches Brew: The act of brewing and concocting supernatural elixirs and potions that contain mystical properties.
Astral Projection: The power to project the astral body from outside of the physical body in order to travel from one location to another.
Aura Reading: The power to perceive energy fields surrounding various people, places and things.
Divination: The act of divining, or predicting, future, past, and present events based off extrasensory perception.
Astrology: The practice of divination through observation of the Moon, Sun, and other planets in the belief that their positions affect human behavior.
Cartomancy: The practice of divination through the use of tarot cards.
Intuition: The practice of divination through the use of instinctive knowledge.
Palmistry: The practice of divination based off the features indicated on the human palm.
Premonitions: The practice of divination through the observation and study of dreams.
Psychometry: The practice of divination through contact with or proximity to a certain object or person.
Rune Reading: The practice of divination based off the positions and symbols of runic stones.
Tassomancy: The practice of divination based off the positions and symbols of tea leaves.
Teleportation: The act of disappearing from one location and instantly reappearing in another location through supernatural means.
Book of Shadows/Grimoires: Witches document their spells, rituals and recipes in books called grimoires or "Book of Shadows".
Amulets and Talismans: Witches use material items that can act as an amulet or a talisman.
Stones & Herbs: Witches use stones and herbs to aid them as they have a magical entity.
Candles: Witches use candles to draw energy from the flames and also enhance their spells.
Athame: A blessed, double-edged blade used to draw blood for spells/rituals.
Cauldrons: Large metal pots that are commonly used to hold the ingredients for elixirs and potions.
Magic: Although most witches have been known to cast protection spells upon themselves, some witches are still susceptible to magical influences.
Mortality: Based off the fact that witches are still human, they share many of the same weaknesses as non-supernatural beings (e.g. age, decapitation, disease, heart-failure, suffocation, etc.).