Posted 2023-05-23 19:01:20
By Tooth and Fang
By Tooth and Fang is a semi-lit fantasy themed humanoid roleplay centered around vampires and werewolves and the troubles that the modernization of humanity brings for both of them. With humanity advancing, so do their supenatural counterparts whether they want to or not, whose clans have lived separately for centuries getting closer and closer to each other's borders. Unfortunately humans have encroached on their territories so much that they've found themselves in the same town. Will these two groups that hav been at odds since creation cohabitate for the sake of survival, or will they try to drive the other out to prove that their clan is the victor in this territory war? The town of Hollow's Grace is nestled in scattered man-made clearings of the Roanoke Forest, named after the many disappearances and seclusion of the woods from modern life similar to how the town of Roanoke mysteriously disappeared seemingly overnight. The residents of Hollow's Grace sought out this place to enjoy the gap between times and escape modernity; though they didn't completely leave it behind as they still have running water, motor-vehicles, and their own self-sufficient power-grid. Hollow's Grace then became one of the few places that supernatural beings could live in peace and practice their dying arts without the need to fear of witch hunts and purges. That is, before the were-clan and the vampire clans found themselves face to face with each other, both groups seeking this seclusion from humanity's judging gaze. It's hard to tell which group had settled here first as their wandering kin have touched the town's history and traditions many times across the last century.
Were-wolves and their Pack
Though predominantly consisting of were-wolves, there have been sightings of were-coyotes, were-felines (both large and small), and even were-foxes. They tend to have super-human strength, senses, and traits from their animal counterpart. Higher-ranking were-people can even shift into their animal counterpart.
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Originator: The leader of the were-clan based in town. Commonly referred to as "Lead"(0/1)
Vice: The second-in-commands, normally in charge of patrol organization, recruitment, and training. (0/2)
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Sentry: Combative members of the "pack", that defend their territory and train in offensive arts as well as defensive, many use the strength of their animal counterparts in their fighting styles. (0/5)
Guides: Non-combative members of the pack that gathers food and resources, and are adept in quiet movement and tracking. Many also know self-defense training to keep themselves safe. (0/??)
Medics: Non-combative "healers" that are knowledgeable in medicinal plants, treating wounds, and poisonous plants. (0/??)
Vampires and their Coven
These creatures of the night have their powers stem from human blood, though supernatural blood will also increase their powers and the stronger their power, the more powers they gain.
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Predecessor: They are the strongest of the coven and can have one major power (shapeshifting/mind warping/invisibility/ect.) and up to two minor powers (blood creation, super-speed, venom/ect.). They lead their coven and can even grant temporary boosts to their kin by sharing their own blood. (0/1)
Executives: The second-strongest members of the coven just under, and often chosen by, the Predecessor, in charge of training and raising strong subordinates. (0/2)
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Strikers: Combative vampires in charge of defending the coven and fighting off intruding forces; they tend to have enhancement powers or special control over weaponry. (0/5)
Trackers: Both combative and non-combative members of the coven that specialize in tracking down food, resources, and intruders. Many have some form of combative training, self-defense at the minimum. (0/??)
Healers: Coven members with powers that lean towards non-combative and healing, they may not be the strongest but they are respected due to their talents with poisons and injuries. BT&F Sign ups and Discussions Thread
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