This topic is for posting characters for the WereWorld RPG. This is to provide an an easy reference source for other players and myself.
ALL CHARACTERS MUST BE PMED TO ME FOR APPROVAL BEFORE POSTING
In the approval stage, I'll be more than happy to discuss with you any aspects of your character you are unsure of, or that I consider problematic in the WereWorld setting. This also provides the opportunity for you to give your character traits that you don't want immediately known to the other players. (Is secretly a dhampir...or a lot younger/older than they present...stuff like that)
Using original characters of yours from other projects converted to work in the WereWorld setting is perfectly fine, but I'm going to have to forbid using characters that don't belong to you.
Each player is allowed 1-3 main characters, but let's keep it at one each until we get the ball rolling. You may have as many side-characters as you like, to fill out your character's background and such, but all plot-moving must be done by main characters.
Tech level is in some places above ours (they managed to purposely cover the Earth in a permanent cloud cover) in some places lower (no internet, baw). They are more reliant on magic than technology, but both are fairly well developed.
Character Sheet Template-
This is the template you will be filling in and sending to me for approval/posting. Parentheses are a description of what is expected in that field.
Name: (Characters full name, including any titles or nicknames goes here)
Species: (were/true were/dhampir/vampire)
Animal: (leave out if a vampire, otherwise state what animal they have traits of)
Age: (in years, and/or psychological age)
Element: (this is for which spells they'd be best at and a few other things. Can be of the standard elements: fire/earth/air/water or of weird in-betweeny elements like lightning or blood)
Appearance: (Describe your character looks like here and/or post an image. Both are encouraged. If you can't draw, I recommend using a dollmaker. This one is pretty good, and this site has a bunch of them. The only real rule is no using others art without permission.)
Powers and Skills: (Have they had any magical or combat training? Do they know how to make novelty candles? Are they especially good at scrounging up a yummy meal from unlikely sources? Any notable abilities go here!)
History: (A brief history. Who has owned them? What was their family like? What sort of education do they have? Things like that)
Notes: (Anything you think should be included, but isn't covered by the other sections should go here!)
-o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o-
Species
below, are the four species you may play as in WereWorld.
Vampires
General Info
The main power in Wereworld.
Hedonistic and manipulative vampire overlords rule over the were lower class.
Long-lived and with low reproductive rates vampires both have a long time to polish their skills, and low turn over. A qualified younger vampire may be stuck serving a vampire with seniority for centuries.
This can be quite frustrating.
Thanks to this vampires have a bit of a cutthroat society when it comes to moving up the ranks. Either via political manipulations, assassinations, or other means maneuvering through the ranks is quite the activity for the more ambitious of the younger generations.
Alternatively, they are lazy or pursue their own independent projects. This attitude is often encouraged, as it keeps them from causing problems.
Appearance
Vampires can vary from looking mostly human with the exception of elongated canines to fairly bestial, but not to the extent of the weres. This includes, but is not limited to slit pupils, claws, and pointed ears. Occasionally they may also manifest stranger traits such as batlike wings from the back, or a set of horns. It is debated whether these traits are naturally occurring or remnants of previous cross-breeding with werecreatures.
Special Abilities
Durability
Vampires are very hard to kill if they have been feeding regularly they'll quickly regenerate from all normal wounds except a stake to the heart. If starved they will take much longer to regenerate, but the process can be sped up by dumping blood on the remains. The only sure way to kill one is to stake the heart, behead it, and burn the remains.
Physical abilities
Vampires uniformly have excellent night vision, and enhanced smell, which hones especially strongly on blood. They are proportionally stronger than a human, and most weres.
Magic
Vampires are generally strongest at mind magic. Illusions and compulsions often come naturally to them. Thanks to the spell, they can order all weres and get compliance with a minimum of effort. An unskilled or particularly cruel vampire can subvert a weres mind and turn them into a ghoul. A ghoul has no free will, and will rot away within a few months without efforts to preserve it. Their more powerful spells are highly ritualized and take a lot of time and preparation to cast. In exchange the effects are very exact.
Weaknesses
Vampires have to drink blood, either from another vampire, or more commonly a were to survive. They may eat other food, but blood is what they need to sustain their magic and lives. The older the vampire the more magic they need to use to sustain their bodies, so the more they need to feed. The longer they go without feeding the more erratic their behavior will become. About every half week to two weeks would be average. Vampires keep several were servants on hand to avoid over-taxing a single one.
They are prone to obsessive behavior often getting fixated on certain hobbies, areas of study, or getting a thing 'just right'. This intensifies with age.
They have had milennia to eliminate their weaknesses, including establishing a thick cloud layer to block direct sunlight.
Weaknesses that they possess, but are unlikely to be an issue:
Religious iconography:
*The sun itself functions as a religious icon in how important it is to many religions.
*This will weaken a vampires powers, but not kill them.
Garlic & Lemon
*These plants are thought to be extinct.
*They do not in themselves damage a vampire, but in their presence a vampires regeneration will be halted.
Silver
*This precious metal is even more dangerous for a were as it is for a vampire.
*Wounds caused by silver heal much more slowly.
Fire
*If a vampire's entire body is burned they can not regenerate.
Life Cycle
Vampires will only die of 'old age' once they can no longer drink blood fast enough to make up for the energy they use to sustain themselves. More often than this they are killed by an outside force. Such as an impatient heir, rival, or were managing to rise up against their master.
Vampires have a low birth rate, and accordingly take a long time to mature. Here is a rough chart of their life stages.
Gestation-a year and a half
infancy-0-4 years
toddler-4-10 years old
childhood-10-40 years old
adolescence-40-150 years even so, a vampire often isn't treated like an adult by their elders until they are over 300. After that they will have to go to extremes to prove themselves for a long time.
They stop visibly aging somewhere between the physical age of when a human would be 20-35 years old.
Notes
At least at the beginning of the RPG, vampire characters are unlikely to really have a clue about the were situation. More likely than not they'd be indifferent to the welfare of their dinner to out of touch with the reality of what a were would desire. Well-meaning but facepalmworthy SJ bloggers pretty much. 'Free the weres!' types would also be thought of by the general public the same way really extreme vegans are.
Older vampires would also be more conservative in their viewpoints, and harder to talk around to other points of view.
Werecreatures
General Info
The lower class, weres do the manual labor. Some are employed in the capacity of storekeepers and the like. They are also employed where someone who can't betray or lie to if ordered is especially desirable, such as guards or treasurers. Their most important occupation (from a vampire perspective) is as house servants which get fed on. It is normal for a vampire to keep several weres close at hand for feeding purposes so they don't overtax a single one.
House weres are almost always treated well. It doesn't really make sense to have your food source in bad shape. That and it's unsightly. General treatment of weres ranges from ambient furniture to particularly intelligent pets.
For the few vampires who can't or won't keep weres on hand, there are businesses that offer the services of weres for a price.
Their desires and ambitions are secondary to their masters, but a cunning vampire will match a were's job to their skillset.
Appearance
Weres, by their nature have two main forms. A mostly human form is how they spend most of their time. In this form they will retain some animal traits such as ears, tails, claws, dentition, odd eyes, markings on skin, et c. '10% furry'.
Likewise in their animal form they'd retain some human trait such as hair, eyes, hand structure, et c. They cannot control the trait(s) and it is unique to each were.
They can appear as any chordate animal including hybrids that would never happen in nature.
Special Abilities
Shapeshifting- Weres may shift between a 'human' and a 'beast' form at will. They may also stop at a midway form between the two, but holding the 'stuck' form for extended periods is tiring.
Regeneration- Weres have enhanced healing abilities. As long as the were is in good health small cuts heal in a matter of seconds, and larger ones in minutes. Even limbs can be regrown in time, and blood is conveniently recovered much faster. Occasionally it causes problems when broken bones regenerate too quickly and need to be rebroken and set so they don't stay crooked.
Physical Abilities- The special abilities the were has depends on what animal they are. A bear might have enhanced strength, a rabbit would obviously have strong hearing and fast reflexes. Shark's would be able to sense electric fields.
Magic- Weres generally wouldn't get much training in their magic. If strong enough they'd get rudimentary instruction to prevent them from being a health-hazard. As such any spells they'd have would be very instinctual and rough.
Weaknesses
Mental Vulnerability
*Vampires can easily mesmerize them into following orders as a side-effect of the spell
*Depending on the were they may be able to creatively interpret those orders.
Silver
*Blocks shapeshifting if worn
*Slows regeneration
Wolfsbane
*Blocks shapeshifting
*Toxic, potentially fatal in large doses
Life Cycle
Their lifespan and development are essentially identical to those of a human. They have a slightly extended lifespan thanks to their innate resistance to disease and other damage.
In some cases their breeding is restricted and controlled by their masters in the goal of controlling population, or getting a specific 'look'.
Notes
There is kind of a huge power differential between the weres and the vampires.
'Feral' weres who aren't owned are rare, and if caught taken to a pound of sorts where they can be 'adopted'. Depending on how much trouble they are to catch, they may be killed.
Dhampirs
General Info
Vampire and werecreature unions are hardly rare. Despite this offspring from the two are heavily stigmatized.
Vampires don't trust them because they have were traits, weres don't trust them because some of them retain the mysticism abilities of their forebears.
If they can pass as a fullblood of either side they tend to try and pass as one. First gen hybrids have it the worst, after that they tend to settle into taking heavily after one or the other.
It's easiest to pass them off as a fullblood if they take after the mother's species. Especially for vampires, a male suddenly gaining a child is a lot more suspicious than a female getting knocked up.
Appearance
They can appear anywhere between a vampire and a were in traits.
Special Abilities
Their abilities vary greatly depending on what they inherit. In some cases a dhampir is significantly stronger than both parents. In some cases weaker.
True Sight- In almost all cases a dhampir gains the gift of 'true sight' they can see through invisible, and entities such as ghosts that would normally go unnoticed. Magically inclined dhampir tend to be excellent spellcasters because of the ease they can intuit magic patterns because of this.
Weaknesses
Varies.
Life Cycle
Varies.
Notes
True Weres
General Info
True Weres are often thought to be extinct in the vampire civilizations. They live in hidden villages where the vampires don't bother with. Some of them scout along the edges of vampire civilization when they can get away with it.
Appearance
Unlike their brethren, true weres can fully shift to appear as a human or an animal. On top of this they have access to a third larger form.
They may only be wolves, cats, foxes, tigers, jaguars, dogs, rats, hyenas, horses, pigeons, cougars, eagles, ravens, rabbits, sharks, and deer. No hybrid animals.
Special Abilities
Shapeshifting- True weres have 'perfect' shapeshifting. Holding in-between forms for sustained periods is still draining, but less so for them than werecreatures. Children are drilled heavily on keeping their ears out or something before being allowed outside the camps.
Were Form- True Weres have access to a third form which is effectively a hulked out version of an in-between form. Stronger, larger, with faster regeneration, and often savage bloodlust this form is a force to be reckoned with.
Regeneration- Much more effective regeneration abilities than vampires or werecreatures. The only way to keep a true were down is keep hacking until their energy reserves run out or cauterize wounds you make.
Physical Abilities- The specific gifts a were gains depend on their species, as with regular werecreatures.
Mental Strength- True weres are heavily resistant to immune to vampire compulsions as a matter of course.
Magic- They have powerful elemental magic. It's very primal, and relies on appealing to the elements. The effects are not very specific, but they have fast cast times for potentially devastating effects. They have a belief system around how the magic does what is supposed to happen, and forcing it on a specific path the way the vampires do is wrong.
Weaknesses
Silver
*Slows regeneration
*contact prevents shapeshifting
Wolfsbane
*Prevents shapeshifting, and forces to revert to a human form.
*Slows regeneration
Moon Phase
*It becomes easier for them to hold a more human form the closer to the new moon it is, and easier to hold a bestial form the closer to the full moon it is.
Life Cycle
Up until adulthood they are very similar to a human. Their fertile periods are limited depending on the animal they're based on. They naturally have a several (2-6) hundred year life span. They will only show signs of old age once they start nearing the end of their natural life.
If crossed with another type of true were they will be one or the other. If crossed with a werecreature the offspring will either be a true were of the true were parent's species or a werecreature of either parents species or a cross.
Notes
True weres will be pursued with intent to kill as soon as they're identified by the authorities.
As far as the general population knows, they aren't any different then standard werecreatures, and are in fact dangerous wild weres who want to kill vampires.
-o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o-
PM me if you need help, and have fun! : D
ALL CHARACTERS MUST BE PMED TO ME FOR APPROVAL BEFORE POSTING
In the approval stage, I'll be more than happy to discuss with you any aspects of your character you are unsure of, or that I consider problematic in the WereWorld setting. This also provides the opportunity for you to give your character traits that you don't want immediately known to the other players. (Is secretly a dhampir...or a lot younger/older than they present...stuff like that)
Using original characters of yours from other projects converted to work in the WereWorld setting is perfectly fine, but I'm going to have to forbid using characters that don't belong to you.
Each player is allowed 1-3 main characters, but let's keep it at one each until we get the ball rolling. You may have as many side-characters as you like, to fill out your character's background and such, but all plot-moving must be done by main characters.
Tech level is in some places above ours (they managed to purposely cover the Earth in a permanent cloud cover) in some places lower (no internet, baw). They are more reliant on magic than technology, but both are fairly well developed.
Character Sheet Template-
This is the template you will be filling in and sending to me for approval/posting. Parentheses are a description of what is expected in that field.
Name: (Characters full name, including any titles or nicknames goes here)
Species: (were/true were/dhampir/vampire)
Animal: (leave out if a vampire, otherwise state what animal they have traits of)
Age: (in years, and/or psychological age)
Element: (this is for which spells they'd be best at and a few other things. Can be of the standard elements: fire/earth/air/water or of weird in-betweeny elements like lightning or blood)
Appearance: (Describe your character looks like here and/or post an image. Both are encouraged. If you can't draw, I recommend using a dollmaker. This one is pretty good, and this site has a bunch of them. The only real rule is no using others art without permission.)
Powers and Skills: (Have they had any magical or combat training? Do they know how to make novelty candles? Are they especially good at scrounging up a yummy meal from unlikely sources? Any notable abilities go here!)
History: (A brief history. Who has owned them? What was their family like? What sort of education do they have? Things like that)
Notes: (Anything you think should be included, but isn't covered by the other sections should go here!)
-o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o-
Species
below, are the four species you may play as in WereWorld.
Vampires
General Info
The main power in Wereworld.
Hedonistic and manipulative vampire overlords rule over the were lower class.
Long-lived and with low reproductive rates vampires both have a long time to polish their skills, and low turn over. A qualified younger vampire may be stuck serving a vampire with seniority for centuries.
This can be quite frustrating.
Thanks to this vampires have a bit of a cutthroat society when it comes to moving up the ranks. Either via political manipulations, assassinations, or other means maneuvering through the ranks is quite the activity for the more ambitious of the younger generations.
Alternatively, they are lazy or pursue their own independent projects. This attitude is often encouraged, as it keeps them from causing problems.
Appearance
Vampires can vary from looking mostly human with the exception of elongated canines to fairly bestial, but not to the extent of the weres. This includes, but is not limited to slit pupils, claws, and pointed ears. Occasionally they may also manifest stranger traits such as batlike wings from the back, or a set of horns. It is debated whether these traits are naturally occurring or remnants of previous cross-breeding with werecreatures.
Special Abilities
Durability
Vampires are very hard to kill if they have been feeding regularly they'll quickly regenerate from all normal wounds except a stake to the heart. If starved they will take much longer to regenerate, but the process can be sped up by dumping blood on the remains. The only sure way to kill one is to stake the heart, behead it, and burn the remains.
Physical abilities
Vampires uniformly have excellent night vision, and enhanced smell, which hones especially strongly on blood. They are proportionally stronger than a human, and most weres.
Magic
Vampires are generally strongest at mind magic. Illusions and compulsions often come naturally to them. Thanks to the spell, they can order all weres and get compliance with a minimum of effort. An unskilled or particularly cruel vampire can subvert a weres mind and turn them into a ghoul. A ghoul has no free will, and will rot away within a few months without efforts to preserve it. Their more powerful spells are highly ritualized and take a lot of time and preparation to cast. In exchange the effects are very exact.
Weaknesses
Vampires have to drink blood, either from another vampire, or more commonly a were to survive. They may eat other food, but blood is what they need to sustain their magic and lives. The older the vampire the more magic they need to use to sustain their bodies, so the more they need to feed. The longer they go without feeding the more erratic their behavior will become. About every half week to two weeks would be average. Vampires keep several were servants on hand to avoid over-taxing a single one.
They are prone to obsessive behavior often getting fixated on certain hobbies, areas of study, or getting a thing 'just right'. This intensifies with age.
They have had milennia to eliminate their weaknesses, including establishing a thick cloud layer to block direct sunlight.
Weaknesses that they possess, but are unlikely to be an issue:
Religious iconography:
*The sun itself functions as a religious icon in how important it is to many religions.
*This will weaken a vampires powers, but not kill them.
Garlic & Lemon
*These plants are thought to be extinct.
*They do not in themselves damage a vampire, but in their presence a vampires regeneration will be halted.
Silver
*This precious metal is even more dangerous for a were as it is for a vampire.
*Wounds caused by silver heal much more slowly.
Fire
*If a vampire's entire body is burned they can not regenerate.
Life Cycle
Vampires will only die of 'old age' once they can no longer drink blood fast enough to make up for the energy they use to sustain themselves. More often than this they are killed by an outside force. Such as an impatient heir, rival, or were managing to rise up against their master.
Vampires have a low birth rate, and accordingly take a long time to mature. Here is a rough chart of their life stages.
Gestation-a year and a half
infancy-0-4 years
toddler-4-10 years old
childhood-10-40 years old
adolescence-40-150 years even so, a vampire often isn't treated like an adult by their elders until they are over 300. After that they will have to go to extremes to prove themselves for a long time.
They stop visibly aging somewhere between the physical age of when a human would be 20-35 years old.
Notes
At least at the beginning of the RPG, vampire characters are unlikely to really have a clue about the were situation. More likely than not they'd be indifferent to the welfare of their dinner to out of touch with the reality of what a were would desire. Well-meaning but facepalmworthy SJ bloggers pretty much. 'Free the weres!' types would also be thought of by the general public the same way really extreme vegans are.
Older vampires would also be more conservative in their viewpoints, and harder to talk around to other points of view.
Werecreatures
General Info
The lower class, weres do the manual labor. Some are employed in the capacity of storekeepers and the like. They are also employed where someone who can't betray or lie to if ordered is especially desirable, such as guards or treasurers. Their most important occupation (from a vampire perspective) is as house servants which get fed on. It is normal for a vampire to keep several weres close at hand for feeding purposes so they don't overtax a single one.
House weres are almost always treated well. It doesn't really make sense to have your food source in bad shape. That and it's unsightly. General treatment of weres ranges from ambient furniture to particularly intelligent pets.
For the few vampires who can't or won't keep weres on hand, there are businesses that offer the services of weres for a price.
Their desires and ambitions are secondary to their masters, but a cunning vampire will match a were's job to their skillset.
Appearance
Weres, by their nature have two main forms. A mostly human form is how they spend most of their time. In this form they will retain some animal traits such as ears, tails, claws, dentition, odd eyes, markings on skin, et c. '10% furry'.
Likewise in their animal form they'd retain some human trait such as hair, eyes, hand structure, et c. They cannot control the trait(s) and it is unique to each were.
They can appear as any chordate animal including hybrids that would never happen in nature.
Special Abilities
Shapeshifting- Weres may shift between a 'human' and a 'beast' form at will. They may also stop at a midway form between the two, but holding the 'stuck' form for extended periods is tiring.
Regeneration- Weres have enhanced healing abilities. As long as the were is in good health small cuts heal in a matter of seconds, and larger ones in minutes. Even limbs can be regrown in time, and blood is conveniently recovered much faster. Occasionally it causes problems when broken bones regenerate too quickly and need to be rebroken and set so they don't stay crooked.
Physical Abilities- The special abilities the were has depends on what animal they are. A bear might have enhanced strength, a rabbit would obviously have strong hearing and fast reflexes. Shark's would be able to sense electric fields.
Magic- Weres generally wouldn't get much training in their magic. If strong enough they'd get rudimentary instruction to prevent them from being a health-hazard. As such any spells they'd have would be very instinctual and rough.
Weaknesses
Mental Vulnerability
*Vampires can easily mesmerize them into following orders as a side-effect of the spell
*Depending on the were they may be able to creatively interpret those orders.
Silver
*Blocks shapeshifting if worn
*Slows regeneration
Wolfsbane
*Blocks shapeshifting
*Toxic, potentially fatal in large doses
Life Cycle
Their lifespan and development are essentially identical to those of a human. They have a slightly extended lifespan thanks to their innate resistance to disease and other damage.
In some cases their breeding is restricted and controlled by their masters in the goal of controlling population, or getting a specific 'look'.
Notes
There is kind of a huge power differential between the weres and the vampires.
'Feral' weres who aren't owned are rare, and if caught taken to a pound of sorts where they can be 'adopted'. Depending on how much trouble they are to catch, they may be killed.
Dhampirs
General Info
Vampire and werecreature unions are hardly rare. Despite this offspring from the two are heavily stigmatized.
Vampires don't trust them because they have were traits, weres don't trust them because some of them retain the mysticism abilities of their forebears.
If they can pass as a fullblood of either side they tend to try and pass as one. First gen hybrids have it the worst, after that they tend to settle into taking heavily after one or the other.
It's easiest to pass them off as a fullblood if they take after the mother's species. Especially for vampires, a male suddenly gaining a child is a lot more suspicious than a female getting knocked up.
Appearance
They can appear anywhere between a vampire and a were in traits.
Special Abilities
Their abilities vary greatly depending on what they inherit. In some cases a dhampir is significantly stronger than both parents. In some cases weaker.
True Sight- In almost all cases a dhampir gains the gift of 'true sight' they can see through invisible, and entities such as ghosts that would normally go unnoticed. Magically inclined dhampir tend to be excellent spellcasters because of the ease they can intuit magic patterns because of this.
Weaknesses
Varies.
Life Cycle
Varies.
Notes
True Weres
General Info
True Weres are often thought to be extinct in the vampire civilizations. They live in hidden villages where the vampires don't bother with. Some of them scout along the edges of vampire civilization when they can get away with it.
Appearance
Unlike their brethren, true weres can fully shift to appear as a human or an animal. On top of this they have access to a third larger form.
They may only be wolves, cats, foxes, tigers, jaguars, dogs, rats, hyenas, horses, pigeons, cougars, eagles, ravens, rabbits, sharks, and deer. No hybrid animals.
Special Abilities
Shapeshifting- True weres have 'perfect' shapeshifting. Holding in-between forms for sustained periods is still draining, but less so for them than werecreatures. Children are drilled heavily on keeping their ears out or something before being allowed outside the camps.
Were Form- True Weres have access to a third form which is effectively a hulked out version of an in-between form. Stronger, larger, with faster regeneration, and often savage bloodlust this form is a force to be reckoned with.
Regeneration- Much more effective regeneration abilities than vampires or werecreatures. The only way to keep a true were down is keep hacking until their energy reserves run out or cauterize wounds you make.
Physical Abilities- The specific gifts a were gains depend on their species, as with regular werecreatures.
Mental Strength- True weres are heavily resistant to immune to vampire compulsions as a matter of course.
Magic- They have powerful elemental magic. It's very primal, and relies on appealing to the elements. The effects are not very specific, but they have fast cast times for potentially devastating effects. They have a belief system around how the magic does what is supposed to happen, and forcing it on a specific path the way the vampires do is wrong.
Weaknesses
Silver
*Slows regeneration
*contact prevents shapeshifting
Wolfsbane
*Prevents shapeshifting, and forces to revert to a human form.
*Slows regeneration
Moon Phase
*It becomes easier for them to hold a more human form the closer to the new moon it is, and easier to hold a bestial form the closer to the full moon it is.
Life Cycle
Up until adulthood they are very similar to a human. Their fertile periods are limited depending on the animal they're based on. They naturally have a several (2-6) hundred year life span. They will only show signs of old age once they start nearing the end of their natural life.
If crossed with another type of true were they will be one or the other. If crossed with a werecreature the offspring will either be a true were of the true were parent's species or a werecreature of either parents species or a cross.
Notes
True weres will be pursued with intent to kill as soon as they're identified by the authorities.
As far as the general population knows, they aren't any different then standard werecreatures, and are in fact dangerous wild weres who want to kill vampires.
-o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o--o-o-0-o-o-
PM me if you need help, and have fun! : D