notable features: shifts into any animal
powers: the ability to transform into any animal once seen, heightened senses.
lifespan: basic human lifespan
other facts: each shapeshifter has a go-to form

a shapeshifter has the ability to take the form of any animal. to do so, the shifter must first mentally observe the animal's form in specific detail, a process known as imprinting. apparently, a shifter needs to do this only once and that animal's form can be assumed at will without the need to repeat the imprinting process. shifters typically find some animals easier to shift into others. they usually have one particular animal that requires little effort or thought for shifting, which is known as a 'go-to shift'. shifters tend to assume characteristics of their go-to shifts in their human form. shapeshifters cannot assume the form of other humanoids unless they have caused the death of another shapeshifter, earning them the title of a skinwalker. this can be very dangerous for skinwalkers, imprinting on a human being can cause internal damage and leads to death. shapeshifters are hidden from the human public, even keeping their identities a secret. they try to live normal, every day lives. in every single way, they are nearly indistinguishable from regular humans except for their desire to run and play in the open. cannot stand being isolated, locked in a room. they have nothing in common with werewolves except for shapeshifting is hereditary. they must be born a shapeshifter, inheriting his or her status from one or both parents. their ability to shift, generally occurs spontaneously at some point in their youth.


notable features: practitioners of witchcraft
powers: witchcraft/magic
lifespan: basic human lifespan
other facts: two forms: black magic and white magic.

humans who practice magical powers are called 'witches'. while the origin of witchcraft remains unknown, it is believed that witches have existed for thousands of years, passing down their knowledge and skills through generations of family lines. contrary to popular belief, not all witches channel their power from demons, nor do they worship the devil. instead, most witches, especially wiccans, channel their power from nature and may practice their witchcraft however they see fit. however, ever since the spanish inquisition that took place in the 1600x, the practice of witchcraft has severely declined over the centuries to the point where most vampires no longer view them as a threat. and while most modern practitioners, tend to follow neopagan religions and commonly treat witchcraft as a spiritual practice, it is known that some humans continue to practice witchcraft specifically for the power that comes with it. these individuals are capable of becoming very powerful, and have been known to match, or in some cases, overpower even the oldest of vampires. while the limitations of their power remain unknown, it is believed that witches are one of the most powerful creatures of all time. witchcraft is supposedly older than vampirism, and claims that vampires have tried for centuries to repress magic that is more powerful than them.

magic: magic is the power to affect change by supernatural means. magic can often be split into black and white, though depending on the situation, may also be neutral. all humans are connected to this power and may access it through practice and training. whilst all humans are able to cast spells and perform other feats of magic, witches are known to have more knowledge and understanding of the supernatural forces that permeates the entire universe. it is also likely that some individuals have a greater connection to magical forces and therefore have an affinity with magic.

black magic: dark magic is a form of sorcery that draws on malevolent powers, and maybe used for negative purposes.

white magic: white magic is a form of sorcery that draws on benevolent powers, and maybe used for positive purposes.


notable features: extendable fangs, pale skin
powers: superhuman physical abilities, enhanced healing factor, superhuman senses, glamouring, eidetic memory, flight, voice mimicking
lifespan: immortality (until meeting the true death)
other facts: the older they are the more powerful they become, governed by a group known as the authority, due the public knowing they exist they have an accord with the human population

vampires are a supernatural species of sentient reanimated corpses that drink blood to survive and maintain their powers. they were originally humans or other, living sentient beings converted into a vampire by a 'maker.' being technically deceases, their primary characteristics include a lack of a heartbeat, body heat, brainwaves, electrical impulses, need to breathe, and other bodily functions. they are often referred to as immortal, but it is frequently pointed out that all vampires meet the truth death eventually, through one means or another. after vampires came out to the human public, the creation of synthetic blood named tru blood. as vampires are able to sustain themselves on synthetic blood instead of human blood, vampire representatives have assured the human population that vampires are no longer a threat to humanity. vampires interact peacefully with humans and have largely succeeded in integrating themselves into human society. they retain their own laws, traditions and although the two communities come closer and closer together. reactions to vampires vary greatly, from country to country. in parts of the world like iran and latin america, they are hunted and persecuted relentlessly. this caused many of them to flee to their safety to more tolerant countries, such as the united states. they are considered legal citizens within the united states, albeit with limited rights and tolerance. the vampire community, along with their sympathizers, continues to fight for equal rights. on the other hand, many anti-vampire groups fight to deny them their rights or even advocate their extermination.

creation of a vampire: in order to create a vampire, a human must be drained of their blood by a vampire and the blood lost needs to be replaced by some of the vampire's blood. the vampire and human must then sleep in the ground until the newborn rises as a vampire the following night. the newborn and the maker will subsequently have a maker-progeny bond, unless the maker deserts or releases their progeny.

bond between creator and progeny: a maker can call their progeny by saying their name out loud, a maker can force their progeny to do anything they want as long as they say: as your maker, i command you, a maker can sense any pain or duress the progeny undergoes and know when they have died.

laws: murdering another vampire, the sale of vampire blood, feeding from another vampire's human, theft of property from another vampire, when they enter or depart they must inform the local sheriff in the area, makers are responsible for the actions of their progeny.

weakness(s): decapitation, entry into homes, excess blood, exsanguination, fire, garlic, hepatitis d, hepatitis v, magic, silver, sunlight, wood.


notable features: pack mentality, shift into wolves
powers: enhanced strength, the ability to shift from human to wolf, enhanced senses.
lifespan: basic human lifespan

other facts: can shift at will, while in human form they eat normal human food and in wolf form eat like a wolf, not created but born.

werewolves are territorial and function collectively in packs, and are led by a packmaster. however, there are those who live without packs, either by choice or through social rejection; they are known as lone wolves and are considered outcasts. they are also called omega wolves. they are secretive and fear the discovery of their existence to the human public. as with all werewolves, they can shift from their animal form to human form at will, except during nights of the full moon. in the werewolf hierarchy, they are considered to be dumb brutes. they are physically stronger than shapeshifters, but the supposedly intellectually inferior to them on account of their ravenous and beastly nature. among each other, werewolves follow strict social rules. upon settliing in a new place, a werewolf is expected to register with the local pack. if he or she does not that wolf can expect an angry visit from the packmaster. if a wolf falls out of favor with his or her pack or partner, he or she can be banished, known as abjuring.


notable features: n/a
powers: n/a
lifespan: basic human lifespan
other facts: n/a

humans are a race of sentient beings who are members of the species homo sapiens. humans are both a food source as well as a means of pro-creation for vampires, who reproduce by performing a ritual that will transform a human being into a new vampire. humans make up for the majority of the earth's population, and are commonly noted for their desire to influence and understand their enviroment by seeking to explain and manipulate phenomena through mythology, philosophy, religion and science. they serve as the base for such vampires, werewolves and shifters.

group(s): hunters, anti-supernatural groups, basic human groups.