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 the increased strength, speed, etc. 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.
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. Some only have two forms; either human and animal, or human and hybrid. It is pretty rare for a werecreature to have only one form, which is always the hybrid form, but it is not unheard of.
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.
- 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.)
Camps: (I will do a brief description of two camps, one for each species, that will essentially be the main camp for that species, depending on whichever species you want to be. There are several camps, but we will start with these two, so please start off your character in one of these two camps, unless you are a loner. I will personally be controlling the leaders, generals, and other minor characters within the camps.)
- Were Camp: Leader - Amos - male werebear. General - Rayne - female werekangaroo. Their camp is deep within the forest, by a small lake. The camp is of medium to large size, with stationary cabins. The leader's cabin is up on a small hill within the camp, with the general's cabin at the foot of the hill.
- Vamp Camp: Leader - Gytha - female vampire. General - Cale - male vamphyena. Their camp is within the forest, northeast of Amos's camp. They live at the base of a small mountain, by a river that flows down from the mountain. Some like to explore the mountain caves, and some paths have already been lite up by torches.
Rules:
- I am the GM and Dragon-outcast is the co-GM
- No Godmodding. No Mary-Sue type stuff. Just don't be overly powerful, have all your attacks hit, dodge everything, etc. You get the idea.
- Try to keep things PG-13. I know there will be fighting, and therefore a certain amount of blood, but try not to make it too gory.
- 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. Techies 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. Don't have a character be important or do something important, and then just forget about them.
- If you have any questions, don't hesitate to ask. I don't mind explaining things.
Character Sheet: (delete what's in parenthesis)
Name: (last name not necessary)
Age:
Species: (were or vamp, and what kind)
Role: (this is your job in the camp, like hunter or scout)
Appearance: (picture or description, but include credit for a picture)
History: (not really necessary, just put anything of interest or importance)
Other: