BittyBobcat
Llama hand
Before everyone starts building their characters, there's just a few guidelines: Don't be OP, try to follow the lore, and you are allowed to have more than one character (Just try to make sure it's a number of characters you can manage). Feel free to ask questions in either the interest check thread, or the Discord/OOC thread (there us no OOC area up yet, but there will be a Discord server or RPnatiom thread up at some point soon).
Template CS (feel free to use a different one as long as it is mobile compatible and has the required information):
Name:
Age:
Gender:
Orientation:
Species:
Occupation: (If applicable)
License status: (If Hunter)
Appearance: (Faceclaim and/or detailed description are acceptable)
Abilities:
Personality: (bullet points, paragraphs, or any other format is fine as long as you have at least a basic idea of the character)
Strengths:
Weaknesses:
Bio: (2+ paragraphs, you don't have to be super detailed, but you do need at least a basic idea)
Other:
(Most of the setting lore is just to jumpstart some creativity, the main thing you need to know is: Big Californian city called Lenajo, near national park, lotsa crime and morally questionable actions)
Template CS (feel free to use a different one as long as it is mobile compatible and has the required information):
Name:
Age:
Gender:
Orientation:
Species:
Occupation: (If applicable)
License status: (If Hunter)
Appearance: (Faceclaim and/or detailed description are acceptable)
Abilities:
Personality: (bullet points, paragraphs, or any other format is fine as long as you have at least a basic idea of the character)
Strengths:
Weaknesses:
Bio: (2+ paragraphs, you don't have to be super detailed, but you do need at least a basic idea)
Other:
- Weres can only have one animal form, but it can be any animal in existence (wolf, bear, bird, fish, whatever)
- Werecreatures can go from human form to animal form at will (excepting the full moon), and can perform partial transformations (teeth, claws, etc)
- They are faster and stronger than the average human, but how much varies from individual to individual (I recommend to stay within the range of what an animal can do, but you're free to bend this a bit, just try not to be too OP)
- Some have additional abilities (faster healing rate, better senses, breathing underwater, etc), but this varies from individual to individual (again, prefer to keep it within what an animal could do or could have, but if you want to go a little over then just try not to be OP)
- They inherit some animalistic traits from their animal form, but how much exactly varies from individual to individual
- On nights of the full moon, they must shift into their animal form, their abilities are enhanced, and they are more animalistic (most of the time, weaker abilities means weaker animalistic tendencies on the full moon)
- Werecreatures can only infect people by biting them on the night of the full moon. If a Were bites another Were, nothing happens (aside from getting bitten). They cannot be double infected.
- When infected, a person gains the same animal form as the one who infected them.
- If someone is born from a Were and a human parent, they are born a Were but often have weaker animalistic instincts/abilities than the average Were. A Were born from two Were parents often has stronger animalistic abilities/tendencies. Born Weres are rare due to lack of Weres in the general populatin.
- Due to Hunters getting more and more effective, Weres are few in number, and free ones are even harder to come by. There tends to be more Weres in big cities only because it is easier to spread and harder to track every Were related incident.
- Most people consider Weres to be diseased creatures at best. While there is a handful of sympathizers in the city, the average person wouldn't be keen on helping a Were.
- Werecreatures can go from human form to animal form at will (excepting the full moon), and can perform partial transformations (teeth, claws, etc)
- They are faster and stronger than the average human, but how much varies from individual to individual (I recommend to stay within the range of what an animal can do, but you're free to bend this a bit, just try not to be too OP)
- Some have additional abilities (faster healing rate, better senses, breathing underwater, etc), but this varies from individual to individual (again, prefer to keep it within what an animal could do or could have, but if you want to go a little over then just try not to be OP)
- They inherit some animalistic traits from their animal form, but how much exactly varies from individual to individual
- On nights of the full moon, they must shift into their animal form, their abilities are enhanced, and they are more animalistic (most of the time, weaker abilities means weaker animalistic tendencies on the full moon)
- Werecreatures can only infect people by biting them on the night of the full moon. If a Were bites another Were, nothing happens (aside from getting bitten). They cannot be double infected.
- When infected, a person gains the same animal form as the one who infected them.
- If someone is born from a Were and a human parent, they are born a Were but often have weaker animalistic instincts/abilities than the average Were. A Were born from two Were parents often has stronger animalistic abilities/tendencies. Born Weres are rare due to lack of Weres in the general populatin.
- Due to Hunters getting more and more effective, Weres are few in number, and free ones are even harder to come by. There tends to be more Weres in big cities only because it is easier to spread and harder to track every Were related incident.
- Most people consider Weres to be diseased creatures at best. While there is a handful of sympathizers in the city, the average person wouldn't be keen on helping a Were.
- Hunters can be licensed by the government through a year or two of training
- Licensed Hunters are supposed to either kill or capture Weres, however they are supposed report their kills and their captures are sent to government facilities dedicated to things like this (mainly research facilities for weaponry against them or, in rarer cases, a cure).
- It's not unheard of for the government to cut captured Weres a deal: Be a Hunter, don't infect anyone, and they'll be allowed to live a somewhat free life. However they are few in number and under constant surveillance (usually via tracking collars or something of a similar nature).
- Licensed Hunters are often better equipped than unlicensed ones. Standard equipment includes guns, knives, tranquilizer darts, and other common equipments for hunting animals. The government provides funding for most of these things, and Hunters are free to use whatever else they see fit as long as humans aren't injured.
- Oftentimes Hunters will be given leads or trails to follow for a specific Were or Werespecies. This is more common in unlicensed Hunters than licensed ones because licensed Hunters are paid a fair sum depending on how many Weres they kill or capture a month (captured are worth more than killed, but it still lends a large sum).
- Unlicensed Hunters, though illegal, are often left to their own devices, and are rarely punished
- Many unlicensed Hunters capture Weres and sell them to fighting rings or for other nefarious purposes. Though, of course, not all do.
- Licensed Hunters are supposed to either kill or capture Weres, however they are supposed report their kills and their captures are sent to government facilities dedicated to things like this (mainly research facilities for weaponry against them or, in rarer cases, a cure).
- It's not unheard of for the government to cut captured Weres a deal: Be a Hunter, don't infect anyone, and they'll be allowed to live a somewhat free life. However they are few in number and under constant surveillance (usually via tracking collars or something of a similar nature).
- Licensed Hunters are often better equipped than unlicensed ones. Standard equipment includes guns, knives, tranquilizer darts, and other common equipments for hunting animals. The government provides funding for most of these things, and Hunters are free to use whatever else they see fit as long as humans aren't injured.
- Oftentimes Hunters will be given leads or trails to follow for a specific Were or Werespecies. This is more common in unlicensed Hunters than licensed ones because licensed Hunters are paid a fair sum depending on how many Weres they kill or capture a month (captured are worth more than killed, but it still lends a large sum).
- Unlicensed Hunters, though illegal, are often left to their own devices, and are rarely punished
- Many unlicensed Hunters capture Weres and sell them to fighting rings or for other nefarious purposes. Though, of course, not all do.
- Main setting is a fictional city in Northern California called Lenajo (pronounced Len-ae-ho)
- The city is very large (think around the size/population of LA)
- They are fairly close to a national park that is very well forested and has a few mountains.
- They are also fairly close to some popular beaches, however there are also a few less frequented ones on the same shore (the less frequented ones are very rocky and have a bad foundation for building on, so most people don't bother with them).
- There are a couple of popular Werefighting rings in the area, and most legal authorities are aware of them but don't do anything to stop it as long as the owners of the rings continue paying them off.
- The city has a large criminal underground. Weres are treated pretty badly here, and are commonly viewed more as weapons or entertainment than anything else. Some common practices include "training" Weres to be hitmen (oftentimes through use of blackmail, addictive drugs, or torture), Werefighting rings (Mentioned above), and being kept as exotic "pets" (sometimes these "pets" also are put to work as bodyguards).
- Feel free to be pretty creative with stuff happening in the city. It's large and it's got a lot of people, so it's a recipe for crazy stuff to happen without being noticed. Just try to keep it within reason (like don't put blowing up the city in your character's backstory or something like that).
- The city is very large (think around the size/population of LA)
- They are fairly close to a national park that is very well forested and has a few mountains.
- They are also fairly close to some popular beaches, however there are also a few less frequented ones on the same shore (the less frequented ones are very rocky and have a bad foundation for building on, so most people don't bother with them).
- There are a couple of popular Werefighting rings in the area, and most legal authorities are aware of them but don't do anything to stop it as long as the owners of the rings continue paying them off.
- The city has a large criminal underground. Weres are treated pretty badly here, and are commonly viewed more as weapons or entertainment than anything else. Some common practices include "training" Weres to be hitmen (oftentimes through use of blackmail, addictive drugs, or torture), Werefighting rings (Mentioned above), and being kept as exotic "pets" (sometimes these "pets" also are put to work as bodyguards).
- Feel free to be pretty creative with stuff happening in the city. It's large and it's got a lot of people, so it's a recipe for crazy stuff to happen without being noticed. Just try to keep it within reason (like don't put blowing up the city in your character's backstory or something like that).