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~~~ Story ~~~
Werecreatures and Vampcreatures have been at war with each other for several generations. It all started with their early ancestors, except no one is sure of the particular reason. The newer generations only know that they were raised to think of the other race as the enemy, as it is what their parents were taught, and so on. Weres and Vamps alike are trained to aid their race in winning the war, but no one is really sure of what the fight is even about. It is a mystery that most don't care enough to explore. However, there are select few individuals who not only want to know the answer to the age old question of why it all started in the first place, but actually want the fighting to stop.
~~~ The Vamps ~~~
The vampcreatures are not your classic, old-school vampire. These vamps are not undead, immortal creatures that can only be killed by specific means. These are living, breathing creatures that can be killed by the same means as any human. They still have powers, and they still have fangs and drink blood, and they are still nocturnal. Vamps typically feed on animals they find in the woods, although some feed on people. Since vamps only require blood for survival, they have a habit of leaving their food laying around, often still somewhat alive. Anything left alive, human or animal, becomes a vampcreature within the following night. Vamps can be human or animal, but can not shapeshift.
Vampires: These are the human variants of the vampcreatures. They look like any average human with no discernible features. While not immortal, they can live for an extended period of time compared to humans.
Vampanimals: This basically refers to the animal variants of vamps. They're similar to their normal animal counterparts in behavior, except they have powers, the average lifespan of a human, a higher level of intelligence, and of course, a thirst for blood. Even the herbivores drink blood. While they are more intelligent, they are still unable to speak any human languages. They're commonly animals found in the area, like forest animals in a forest setting, since they're commonly food that was cursed by the vampires. Although, some vampires will go out of their way to curse other animals, like more exotic ones from a zoo. It's risky, though, and often considered against the rules in most camps. However, some will allow this, if the vampire can spread the curse without getting caught.
Powers: Vamps can have one or two possible powers, and while vampires can have anything, vampanimals commonly have telepathy along with another power. Here are the possibilities: levitation, telepathy, teleportation, invisibility, intangibility or phasing, telekinesis, astral projection, and sublimation or ability to turn into a mist form.
~~~ The Weres ~~~
The werecreatures come in many shapes and sizes, as well as any animal that hasn't gone extinct. Their inhuman abilities vary depending on their animal form. Some are stronger, others are faster, and some can breathe underwater. They are not immortal, but all of them are nocturnal. They can be killed by any normal means, much like a human, and have no real special weaknesses. Most of them have three forms; human, animal, and a hybrid of the two. Although rare, some only have two forms; either human and animal, or human and hybrid.
~~~ Clans ~~~
Both species commonly live in clans, or a small to somewhat large camp of their species. Some are loners, however, and very few decide to live among humans. Camps can be anywhere in the wilderness, with the forest setting being the most common. Some camps use tents as shelter and move around depending on the season. Others are stationary and use cabins as shelter. Bigger clans are usually stationary. All clans consist of a leader, a general, at least one healer, several hunters and scouts, with the majority being simple members.
The Leader: The leader is the one in charge, along with any spouse they may have. They run their own camp and make their own separate rules. Some leaders are more strict than others.
The General: The general is the leader's right-hand-man. He, and possibly his spouse, have dominance over everyone, except the leader. He is the one in charge when the leader isn't around.
The Healer: The healer is the doctor of the camp. They are highly skilled and have extensive knowledge in medicine. They lack the equipment of a human doctor, however, and mainly rely on herbs and old-fashioned remedies. Despite that, they still manage to do a great job. They typically don't have any fighting skills, and even during a war, attacking one at all is a capital offense on both sides. They are essential for survival, and are sooner made slaves than killed. The healer may also have an apprentice, or healer in training, who they are mentoring while they assist the healer.
Hunters/Warriors: These are the best fighters of the camp, aside from the leader and general. Their main job, during a time of peace, is to gather food for the camp. During a war, they are the first line of defense.
Scouts: These are the rangers and trackers of the camp. It is their job to know the lay of the land, survey the area for trouble, alert the camp of intruders, etc. They do know how to fight and are by no means weak, but they are not the first line of defense.
Members: They have the most numbers of any camp, and they generally have no specific job. Mainly, they populate the camp and care for their family, abiding by the rules of the camp. Majority of them know how to fight and can back up the hunters during a war, but generally do not venture far from home.
Assassin: There has been no record of a known assassin for several generations, but they are a blessing to have in any camp. Their skill in combat is uncanny, rumored to be greater than that of most hunters, perhaps even greater than the clan leader. Little is known about them because they are extremely rare. It is said that those who somehow acquire this rank keep it a secret from others, even their own kind. (I've decided to leave this as an option for later on in the rp. Characters may become one as the story progresses, but we won't be starting off with assassins.)
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Rules:
* Basic roleplaying rules apply.
* This is set in modern times, but appearances from humans are sparse, visits to the city are seldom among most, and most weres and vamps aren't crazy about technology. It isn't unheard of, but it also isn't common. Tech lovers/experts are allowed, but just be aware that others will likely think you're crazy or something.
* Loners are allowed, although I rather there not be too many of them. Assassins will be an option for later on in the story. I may come up with some sort of test or challenge that characters will have to pass in order to become an assassin.
* No leaders and generals for right now. If you really want to have your own camp, then wait until later. For now, we will be starting off with only two camps, and go from there. It will just make things easier starting out, and hopefully make everyone less scattered.
* I will not put a limit on characters, but you need to keep up with all of them. Also, try to help maintain a balance between the two races. I don't want everyone on the same side, unless you're willing to create another character of the opposite race.