Monsters of the West

DeletedUser

Hunter or Hunted? Predator or prey? The fears of mankind can be considered irrational to some, but completely relevant to those with a lick of common sense.

We shall focus on the mid 19th century west. In this world, werewolves, vampires, and spirits stalk the shadows. Their presence is well known, and there is constant conflict between those branded monsters and spreading human settlements. Not content to be food or playthings for such beasts, some humans have become adept at removing these threats. There is, after all, no more invigorating a sport than hunting the hunters.

Now.....what are you?

Werewolf:
Walking in their human skins, werewolves can pass among normal people without drawing attention. However, when the full moon rises, these otherwise ordinary people transform into large, hulking wolves. In this world, they are able to shift at will, but cannot hold their human form in the light of a full moon. The change brings about an increase in raw muscle mass, with all of the extra strength, speed, and heightened senses that comes with it. They can smell prey, and even tell people apart based on differences in their scents. They have enhanced night vision and hearing similar to that of any other canine. They can regenerate wounds quickly, but not severed parts. On average, a wound inflicted on a werewolf will heal within a few hours. However, they have a profound weakness to silver. Contact with a silver object will cause painful burns upon a werewolf that take considerably longer to heal. Silver bullets are a potent tool, and even the most simple monster hunter will carry a good supply of these. Werewolves can control themselves when in their animal form. However, they are prone to fits of rage, and the smell of blood and prospect of fresh meat can drive their already considerable hunger to uncontrollable levels. Werewolves primarily have a pack-like structure. It has been reported that various packs roam the wilds, their human counter parts seamlessly blended into society. Other packs exist on the fringe, taking care of their own and treating any human encroachment as a threatening action. They are responsible for the disappearance of many groups of explorers. In this world, lycanthropy cannot be transferred by bites. Rather, specific rituals are in place by different packs to initiate new members. Through these rites, a piece of a lycanthrope's heart is consumed by the initiated, transforming them into one of the beasts. The rest of the rite is merely ceremonial, depending on the tribe. In addition to this, the child of two lycanthropes will, inevitably, be one as well.

Vampire:
Vampires are stronger and faster than normal humans. They are able to subsist exclusively on blood, but have been known to imbibe other liquids. A vampire can see in the dark as though it were broad daylight, and can smell blood from miles away. They do not possess the strength of a werewolf, but they can move quickly and silently. They are very durable, and are capable of regenerating lost limbs. The only sure way to kill a vampire is through fire, decapitation, destroying the heart, or the use of holy objects. Dark creatures by nature, they are unable to enter churches or hallowed ground. Holy relics cause their flesh to decay. Sunlight can cause a vampire to burst into flames. A vampire gains power as he or she ages. Some have been reported to be able to fly, transform into bats, command simple beasts, or even become invisible. This is, of course, as much speculation as those hunters who claim to have killed such beings and are able to see the invisible. However, this information varies, depending on just how much whiskey the hunter has had. Vampires are solitary creatures, who tend to keep human servants to keep safe their daytime sleeping quarters. The way to become a vampire is traditional. A partially drained victim can drink the blood of the vampire that made them this way to become one.

Spirit:
These etherial entities have no form or substance. They come to this world to bind themselves to a single human. These humans are known as 'the possessed'. The effects of these spirits vary widely, depending on their nature. Some take complete control of their host, while others do not. Typically, they are only able to effect those of weak faith or will, or those who invite the spirit in willingly. Most grant their host a limited set of abilities, but these usually do not exceed the powers seen among other creatures in this world. There have, however, been reports of spirits granting the abilities to shoot flames, take unseemly amounts of damage, breathe underwater, or any number of other campfire tales one could think of. Once the host is killed, however, the spirit is immediately banished back to whatever plane of existence they formerly called home.

Humans:
Standard humans. Those who scoff at such mundane beings, however, would do wise to remember that they are capable of great things.....

Rules:
-No cross breeding, please. I don't care to see vampire werewolf spirits running around. Please keep it simple.
-Standard paragraph rp rules apply. Don't assume that whatever you do to another player automatically affects them. I'd like to see more than a couple sentences as well.
-I can provide npcs and other such setups, including antagonistic tribes, vampires, etc to get the ball rolling. But, feel free to provide your own.
-No time travel. It's confusing
-Try and be accurate with your period weapons. That is, unless your character makes their own. Then, try and keep the tech within the time frame.
-No God like powers, please. It gets kind of uninteresting if you have a bunch of all powerful characters running around.
-Please post a character sheet with the following information.
Name:
Age:
Equipment:

Species:
Appearance:
Primary Skills:
Occupation:
Tribe/Town Affiliation, if any:
Relevant Background:
Spirit Information (If Possessed):
Extra Powers (If otherwise warranted):

Most of all, have fun.
 
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DeletedUser

Name: Wes Brahms
Age: 62
Equipment: Lever action Winchester rifle hung over his bar, .44 caliber. He has a double barreled 12 gauge shotgun hidden underneath, and a .44 revolver tucked into his belt at all times.
Species:
Human
Appearance: About 6'4" tall and weighing 210 lbs. He has gray hair and is missing his right eye. It has been replaced by a white glass globe. Over that eye is a tangled mess of scar tissue. He wears a dingy gray button up shirt and pair of black canvas slacks.
Primary Skills: See invisible, excellent aim, moonshine that will put hair on your lips.
Occupation: Bartender
Tribe/Town Affiliation, if any: White Oak
Relevant Background: Wes was a monster hunter ever since he was old enough to hold a weapon. When he lost his eye to a rogue werewolf, however, he decided he was getting too old for it. He opened a bar in White Oak, a boom town just opening near a new silver mine, in the hopes of living a slightly quieter life. All the same, he still holds out the hope of one last hoorah. Business hasn't been the greatest lately.
 
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