Miners, Homesteaders, ranchers, cattle hands, wanderers, outcasts, landowners it doesn’t matter. Job is home to any and all who will abide by this town's laws. Job had everything before the lord laid him low. Now it's Job’s turn to take a trial from us. The day I walked into this town I knew that I had been given a task, a mission; I couldn’t tell you if it came from on high or from the very land itself. Regardless, we are here now. In the shadow of mountains raised from the earth by the hand of beings greater than us. Those of you who have come looking for your fortunes, looking to make a name for yourself or hunting for a home away from the sins of your past, you will find no peace here. The Paiute and Shoshone avoid this land and for good reason. Here you will find no peace, no answers, no end. Job is a place of trials, of questions, a place to find yourself and lose yourself.
Whatever burdens you carry with you, lay them at the edge of town. Step forward and be baptized by the test that awaits you: personal or public, mental or physical, it makes no matter to this town. Some of you will leave here in the years to come with stories you cannot tell because none will believe you. Others will live your whole lives here with your eyes shut and your ears plugged; whispering that there are no such thing as monsters even as they knock at your door. Still others I shall lay six feet down in the ground, or string up with a noose. This town will give to all but be ready for the price it always takes.
The Supernatural
The children of Blood are a common sight in Job after the sun sets. Job has a singular Queen currently who does her best to keep the existence of the Children secret from the rest of the world. Vampires for the most part are solitary creatures and as a result it can often be difficult to keep tabs on all of them; not to mention their spawn and drones.
Vampires have distinct bloodlines which they pass on to their children. Older Vampires typically can tell what their lineage is but some newer Vampires may not know from what bloodline their creator descended; as such they may simply not know or may believe they are from a different bloodline. As a result, it is not clear how many Vampire Bloodlines exist. More often than not the newer generations do not know from which they descend.
Notes for characters:
If you have played Vampire the Masquerade you may be familiar with the idea of bloodlines. In the case of Job it will be up to the player to determine if their character will know what their bloodline is or not. If the character does know what their bloodline is you have two options:
For simplicities sake I will be making use of the names for bloodlines from Vampire the Masquerade. If you wish to join one you are welcome to simply adopt the name as I will not be strictly adhering to any of the characteristics. You are welcome to use the characteristics as a guideline for making your character slightly more distinct from other Vampires or you may simply adopt the name. The choice is yours.
You may create your own bloodline. In this case you should decide where the bloodline comes from and who the progenitor of the bloodline was. You should also determine why your progenitor was powerful enough to separate a bloodline from whatever bloodline they began as.
Age is important to vampires; the older the vampire the more powerful. The only other way to gain power beyond the simple march of years is to feed on other vampires. Feeding on younger vampires will only advance a vampire's strength marginally, however feeding on an elder will increase a younger vampire's strength by orders of magnitude. This is always a risky proposition as elder vampires are typically powerful, and in addition feeding on an elder is equivalent to cannibalism in vampire society (feeding on spawn or peers is frowned upon but most elder vampires got to where they are by engaging in such things). If an individual who fed on an elder is discovered it most often results in the elders of the area hunting down and killing the offender.
Vampires, from the moment they are created, are a type of supernatural predator. All vampires, from the moment they are created, are gifted with increased strength and speed beyond that of a mortal. In addition, vampires are incredibly durable; capable of absorbing bullets, fists and blades without flinching. As vampires grow older not only do their strength, speed and durability increase but, they begin to develop other supernatural abilities.
Transformation: After their first decade most vampires become capable of transforming into wolves, bats, and other creatures of the night. Older vampires are capable of transforming into mist, or partially transforming their bodies to make use of animal characteristics. Elder vampires are capable of transforming into swarms of insects, packs of wolves, swarms of bats or more unusual animals. Truly Ancient vampires are rumored to be capable of transforming into mythical creatures, but such rumors have never been substantiated.
Concealment: Older vampires learn to conceal themselves from the cattle they live with. While it is not a form of invisibility the vampire simply convinces those around them that they are not their. There are rumors that this power can be manipulated to include others or even structures. This power does not work on supernatural beings of equivalent or greater power.
Charisma: Even those who are only a few years old are capable of calling up other children of the night: wolves, bats, insects, etc. Older vampires are capable of getting humans to do their bidding with just a look; however elder vampires are capable of cowing whole crowds of mortals at once or making them run in fear.
Elder Powers: The older a vampire becomes the stranger their powers become and many suspect elder vampires develop unique abilities. These can include: controlling the weather, raising the dead, passing through walls, making shadows tangible enough to grab victims, some even claim that the truly ancient are capable of walking in the sunlight. All of this is conjecture though.
In addition to these powers vampires, after their first decade, are capable of creating their own spawn; as well as creating drones. Drones are simply humans (or occasionally other supernatural creatures) that partake of the vampires blood regularly; making them pliable and amenable to the vampires wishes.
Vampires can be killed in the traditional fashion: removal of the head, wooden stake to the heart, fire, sunlight, or weapons made of silver which are capable of slowing a vampire's natural healing . Garlic has no sway over them, they cast reflections in mirrors, churches and thresholds do not deter them and neither does running water.
The children of the moon are rarer than vampires in Job. Job is home to two werewolf packs in addition to a handful of lone wolves. The two packs have split Job in half and guard their territory jealously. The exception to this are the lone wolves who are usually older and powerful enough to resist the two packs. As a result there are stretches of Job which the packs have no presence in. This typically indicates the presence of a Lone wolf. There are a few other reasons for one of the packs not being present, another powerful supernatural predator or guardian. Due to the smaller number of wolves in the packs and the comparatively large size of Job it is rare to see singular members of the pack wandering the streets.
Werewolves are not beholden to the full moon after their first two decades. As a result, if a pack creates a new wolf they often risk giving up part of their territory as they are forced to send their new member into the wilderness around Job during the full moon; often with an older pack member to help them through the Lunacy. After their first two decades werewolves typically can resist the change into their hybrid man wolf form in the presence of the full moon, but its presence does mean that changing shape is easier.
Like the vampire, Werewolves are incredibly strong, fast and resistant to harm. Unlike their vampire counter parts, new wolves are significantly stronger and faster as they are capable of shapeshifting into powerful forms from the moment of their change. Over the course of a Werewolves life time they will gradually increase in strength and speed both in their human form and in their changed forms.
Werewolves in human form are typically marginally stronger than the average human. This changes with age. In addition to a human form Werewolves have a Half-human Half-wolf form which is incredibly strong, incredibly fast and completely indestructible save for by silver. This form is dangerous as prolonged use of it causes many Werewolves to give up their humanity and go on lengthy rampages. Most legends of Werewolves terrorizing communities stem from individuals who have made too much use of the hybrid form. Werewolves also benefit from a wolf form. This form is much larger than their cousins and has a durability approaching that of their hybrid form. Werewolves don’t begin to be durable in human form until their fifth decade. Werewolves can be killed in their human form by mortal weapons but in their wolf and hybrid forms silver is required.
In addition the ability to change shape some elder werewolves have other stranger powers including things like: calling packs of wolves, sending their enemies into a fear with a single howl, creating illusions of themselves, or the ability ignore the effects of magic.
Werewolves can only create new wolves in the five days leading up to and following the full moon. Humans bitten during the full moon die as their body is incapable of making the transformation immediately under the full moon. Humans bitten beyond the five days before and after the moon often die from the infection the bite caries; however those who don’t are often called moonscarred by the wolf packs. Moonscarred are incredibly rare because of how dangerous and valuable they are to packs of werewolves. Moonscarred are invisible to werewolves in their hybrid form, in addition the supernatural fear that the hybrid form inflicts on those who see it does not affect the moonscarred. Moonscarred are both the perfect addition to a pack in need of someone who is not a wolf, or the perfect supernatural stalker.
Notes for characters: For werewolves age matters as it does for vampires. It is less important for werewolves and at the same time more important. When creating a character remember that for the first twenty years the character will be forced to change with the full moon. Additionally you should decide if you will be part of one of the two packs in Job or if the character is strong enough to be a lone wolf.
If you wish to play a moonscarred you are welcome to as well but bare in mind that you are a rare and dangerous being. If you choose not to align with a pack the character is toeing a very dangerous line as the packs may decide that the character is too dangerous and begin to target them. This could lead to an interesting story but be ready to take on more responsibility with a moonscarred.
Undead come in incredible variety. The ranks of the undead include everything from simple zombies to humans who have removed their soul by magic and are now impervious to all mortal weapons. Job is home to very few undead as they are often mindless or enraged killers.
Ghosts come in a wide spectrum as well. Some ghosts are nothing more than memories doomed to repeat their actions forever in a particular place until the place is destroyed. Other ghosts are sentient beings forever bound to an item, place or person. Even rarer are ghosts capable of roaming and are as sentient as they were in life.
Job is home to a fair few ghosts. Most ghosts in Job are linked to a place or building. A handful of them are sentient but it is rare. In many cases sentient ghosts protect (or terrorize) a particular building or locations. Job is home to very few roaming sentient ghosts as they often grow increasingly erratic and must be destroyed in order to protect the populace.
Ghosts, as they grow older, are capable of possessing individuals, making themselves visible, creating illusions, manipulating their environment or even physically affecting it. As ghosts grow older they often experience greater ability to move from their tethers if they are linked to a place. In addition to this as ghosts grow older they often begin to become more and more unhinged.
Abmortals are humans who have somehow managed to cheat or trick the Reaper. Abmortals are fully unique beings. The process of becoming an Abmortal is always different as the Reaper rarely falls for the same trick twice. Sometimes this happens by accident, someone took the person's place at the time of their death and the person slipped through the cracks; forever ignored by the reaper. Sometimes it is intentional, a ritual which appeases the Reaper or produces some other means of artificially prolonging one's life.
Notes for characters: Undead are typically difficult to make work as characters unless they are sentient and not immediately apparent as undead. Ghosts present a similar problem in that they deteriorate mentally over time. Abmortals are an excellent choice for characters, however they require a good deal of creativity as the reason for their status needs to be determined. In addition Abmortals should have some sort of weakness, a particular set of circumstances which can kill them. This can be as simple as the character is immortal but not invincible or as complex as having to have the original circumstances of their intended death recreated. Undead, ghost and abmortal powers very greatly and creativity will be important in determining what a character can do. Often these include: strength, and durability but it varies from being to being.
There exists another parallel world where the world is warped like a broken mirror. In this world another kind of supernatural predator was born alongside the humans. The Fae are wholly not of this world though they are drawn to it like insects to a light. Arcadia, the other side of the looking glass, is a vicious faux of our world where the promises and laws of the Fae are all that hold sway. Fae themselves occasionally cross into the mortal world to snatch away children or very rarely to stay and carve out a piece of the mortal realm as their own. These are the creatures from the Brother’s Grimm fairy tales.
Alongside the Fae are the changelings. Children or adults who were spirited away to Arcadia by the Fae; these poor souls were warped by their time on the other side of the looking glass. As a result of their time in Arcadia changelings have distorted appearances and strange powers, the twisted gifts of Arcadia.
For the most part Fae are weakened by their time in the mortal world which is why they often don’t stay long as their death in the mortal world is a permanent one. Fae that do stay in the mortal world are often not far from a doorway into the space between Arcadia and the mortal world. These beings are incredibly alien in the way they think and often possess incredible, unexplainable powers as well as even more strange weaknesses.
Changelings suffer far less in the mortal world than their ex-masters. Changelings feed on the emotions and passions of mortals. Their time in Arcadia has made them something far more than human. Almost all changelings possess a different appearance ranging from the look of a trolls from a story, to fusions of elements with a human form, a beastial or draconic appearances, or even upon occasion an alienly beauty or gracefulness beyond that of a normal human. Regardless of their new appearance Changelings are far less strange to mortals who simply see them as having human features which suggest at their changeling features. This mask that changelings hide behind can be removed at will and occasionally there are humans born who can see behind the mask. Changelings are not innately good or evil and come in all stripes though there are few who escape Arcadia without mental scars.
Notes for characters: Fae are innately difficult to play as characters. They have strange drives and agendas which make little sense to mortals. Fae are generally too strange to work as characters. The single exception to this might be a Fae who has spent so long in the mortal world that they have started to lose some of their Fae powers and as a result have begun to be infected by mortal urges and thoughts. A character like this would need to be written in superb fashion and they would need to have at least one personal card as their identity alone could function as a self contained mystery as they slowly forget who they were in Arcadia.
Changelings are a slightly rarer breed of supernatural than werewolves; in terms of their population in Job. The changeling populace in Job has only a single court which do their best to settle disputes between changelings living in Job as well as between changelings and other supernaturals. The court is also responsible for making sure that the changelings in Job do their best to keep their existence secret.
The nature of Changeling and Fae powers very wildly. Some changelings manifest strength and durability like werewolves or vampires, others do not. Much of a changeling's powers depend on what happened to the individual in Arcadia and how they were changed. An example of this might be a changeling that was used as a living lantern in Arcadia, returning to the mortal world the changeling appears to be made of gas flame in human form. With its mask on the changeling looks normal but always seems to smell faintly of kerosine. The changelings powers might include manipulation of fire and warding homes against the supernatural. The ability to manipulate fire coming from its time as a living flame, the ability to ward against the supernatural stems from its service warding away the dark as a lantern.
If you are having trouble coming up with inspiration for a changeling and their powers, I recommend drawing inspiration from Changeling the Lost’s Kith and Kin.
Monsters are exactly what the name implies; these creatures defy classification beyond the fact that they are supernatural in nature. This category includes things like: gorgons, krakens, giants, dragons, etc. For the most part monsters are incredibly rare and Job has very few encounters with them. Due to their strange and predatory nature, if any of these beings live in Job they are well hidden.
Reincarnated are humans who have a monster's soul. This can happen either at birth or at some point during a person's life. Reincarnated are rare as though they are more common than their counterparts as they are merely human vessels with a monster's soul. More often than not these individuals are capable of integrating into society. Unlike their counterparts, Reincarnated feed on the fears and failings of the humans they live amongst. While the true monsters often represent the ultimate end of obsession for an object or an intangible (gorgons the result of a need for beauty gone wrong, dragons the result of a need for wealth gone wrong, etc.) reincarnated prey on those obsessions that appear in human psyches.
With a monster's soul comes strange powers and drives. Depending on the monster which has taken up residence in the mortal’s shell the Reincarnated manifests different hungers and powers. For instance a Reincarnated who plays host to a giant might seek out those who lord power over others and show them what real power is with the ability to grow to tremendous heights (be it real or illusion), or simply by being physically powerful and subduing the individual. Like werewolves and vampires; Reincarnated grow more powerful as they get older taking on more of the powers and characteristics of their monster counterparts. Consequently, Reincarnated also suffer from the weaknesses of their monster souls and are often capable of being mortally wounded by strange things (A gorgon soul who looks into a mirror for too long turns to stone, a dragon run through by a sword of a strange metal, a kraken or siren deprived of water too long blows away like dust). These weaknesses are often triggered by a lack of feeding on the Reincarnated’s part.
Unliving are even more rare than reincarnated. These beings are a perversion of nature, a being given life through some unnatural means. These are not undead for they have a faux soul. These beings come in a few forms, machines granted a soul, pieces of corpses sewn together and shocked to life, golems vested with magic and a fake soul, statues carved perfectly and then breathed to life by their creators. As a result of this the Unliving are generally abhorred by mortals and supernaturals alike upon their discovery. Due to their strange faux souls most Unliving appear to be normal in much the way that a changeling wears a mask. This appearance fades away when Unliving make use of their strange capabilities and their true form is revealed.
Unliving vary in their abilities, some have no powers beyond being of a strange origin. Others are unstoppable juggernauts when angered or ordered by a creator. Others have even stranger powers allowing them to manipulate matter or energy. Much of their power is dependent on their origin and what brought them to life.
Notes for characters:Monsters are strictly NPC in nature as the ability to appear human in this populace is rare and they are often incredibly feral or powerful beings. As a result they might be the focus of a mystery or some other happening within Job but they are not suitable as characters.
Reincarnated are a fantastic choice for a player who wants to make use of more traditionally legendary monsters. Job is home to a handful of Reincarnated who largely stick to themselves and do their best to avoid open conflict with other supernaturals. Reincarnated are generally rather powerful in comparison to other supernaturals as they manifest frightening powers like the ability to transform, breath fire, fly, grow in size, turn people to stone with a glance or call down other calamities. The reason Reincarnated are generally careful with their power is that the more attention they draw to themselves and the more they act like a monster, the more their weaknesses manifest.
The best way to go about writing a Reincarnated is to pick a monster from myth and then determine what sort of failing of humanity you prey upon. Reincarnated also generally maintain some sort of lair or den which mirrors that of their monster souls’ traditional lair. Reincarnated often conveniently discover such locations wherever they chose to settle down. No one knows if this is because they naturally gravitate to such locations or if such locations manifest in their presence.
Unliving make fantastic characters as well, since they provide lots of opportunity for not only creativity in appearance and ability, but also in personal cards such as: who created me? How was I created? Is there a way for me to truly become a human? If you are having trouble coming up with inspiration for an Unliving or their abilities I recommend looking through Promethean the Created’s Lineages and Transmutations.
Magic in Job is not uncommon by any stretch. Magic comes in a variety of forms. Due to the truly broad scope of magic there are few real limitations or generalities to it. The one restriction to pure magic is that it rests firmly in the hands of mortals. Changeling, Unliving, Abmortal, Vampire and so forth have their own powers but most of what you would call magic rests in the hands of mortals. Magic can do just about anything: change the weather, peer through time, raise the dead and so forth.
Strictly speaking it is possible for a Vampire or Werewolf to carry over some of their skill with magic should they be converted, however such occurrences are incredibly rare as those who are naturally talented with magic tend to resist the change more than those who are regular mortals.
Notes for characters:This category is largely a catch all for mortals who have a variety of powers. Native American Shamans, traditional mages, hedge witches, fortune tellers, etc. All of these characters would fall into this category; there is some room for crossover with other types of supernaturals however it should be marginal. (Ex: An Abnormal whose limited skill with necromancy has allowed him to cheat death, a Vampire who is particularly good at divination or some sort of blood magic.)
The reason for limiting more powerful magics to mortals is part balance and part that a natural aptitude for magic resists the effects of other supernatural beings and powers as such those blessed with the gift of magic are often something more than regular mortals, set apart by their powers. As such they are often the protectors, hunters, or upon occasion dominators of other humans. With such variety in character options mortal and supernatural magic users will be evaluated on a case by case basis. As this is not a high fantasy setting this sort of magic should be more ritualized than: I throw a fireball, or a lightning bolt. Something more appropriate might be a ritual that summons a lightning bolt from the blue sky, or a sudden conflagration which consumes the victim.
In creating a magic user please do your best to stick to a theme. A strictly mage character is a bit out of place for this setting however a general magic user with a theme more appropriate to the setting would be exceptable. I am hoping to avoid a wizard smack in the middle of a western movie.
This category also covers individuals that make use of magical items. A vampire hunter or an undead slayer that uses a holy sword or pistol, etc. I want to do my best to avoid characters that can’t get along with the supernatural as Job is generally accepting of the fact that mortals are prey and supernaturals are predators. While the occasional hunter or protector is understandable the town as a whole will not tolerate a blanket “Insert Supernatural creature” hunter. That being said a ‘reformed’ hunter or someone who broke with an order that combats the supernatural would make for an interesting character.
The Tarot and The Mysteries
The Tarot is a deck of 78 cards with 23 Major Arcana that lack of a suit (0-XXII). The rest of the deck contains 56 cards with four court cards per suit and an ace through ten of each suit. The Suits are as follows: Swords, Wands, Pentacles, and Cups. Each suit represents a particular theme with each card representing specific ideas within a theme.
In Job the Tarot cards will be attached to the beginning of particular mysteries related to individuals, places and occasionally things within Job. As the story progresses characters will be dealt cards from the deck or turn over cards in the town. Each card will be added to a player's hand as they are dealt. If a player's hand is empty due to a particular mystery being solved or ended for some reason a new card will be dealt to the player and character. A character can have up to three cards in their hand at any one time. The additional two cards can be acquired through role play; this is known as ‘turning over a card’ as the cards represent the beginning of a mystery and finding a card is different from being ‘dealt’ a card or literally stumbling over the clue. If a character is in a part of Job or in a scene where it might be possible for them to discover a card I will PM the player with the option to ‘turn over’ the card. It is possible for a character to have a duplicate of a card in another player's hand. If a duplicate is dealt or turned over, the hook for the mystery in question will be slightly different to account for how a different character picked up the initial clue in a mystery. If at any time every player has the same duplicate card the mystery hook in question will be moved to the main mystery section of the character tab as all of the characters now have the potential to be involved in the mystery.
If during character creation a player wishes to create their own card they will need to select a card from the deck that they feel speaks to their particular mystery well. Alternatively, you may PM me the mystery hook and I can work with you to determine an appropriate card if you are not familiar with the meaning of the cards. If the card you select already has a Gm created mystery attached to it we can work together to determine if another card would work for either mystery so as to keep both in the deck. Players cannot be dealt their own cards as player created cards should be related to a mystery about their character.
Disclaimer: Creating a card for your character is not a requirement. It is simply an option for ambitious players.
An important note about the Tarot and mystery hooks is that character created cards should have a generally thought out progression for the mystery so as to facilitate roleplaying for anyone who is dealt the card, additionally if a player feels that it would be appropriate for a character interacting with their character to ‘turn over’ the card related to them simply PM me and the other player.
Gm created cards may or may not have a full mystery attached to them. The intention of the cards is to offer roleplay hooks for players who feel their characters do shouldn't currently be involved in the main mystery. Players are encouraged to run with mystery hooks and develop the cards story on their own. Mystery hooks should be vague enough for one or two players to use them as a means of creating scenes or stories. By no means should players feel obligated to use their cards or hooks. If at anytime you wish to discard a card because you feel it is inappropriate for your character simply PM me and we can either discuss how it might be relevant or you may be dealt a new card.
In addition to the ability to discard uninteresting cards if you feel your mystery would involve another player’s character well please PM and if I agree then you may ask them if they would like a duplicate of the card. This will represent another character naturally catching onto a mystery or your character sharing the first clue with another character. The duplicate card will be added to the other player's hand.
The idea of the Tarot is to help those who are not sure what their character should be doing when they are not directly involved in either the main mystery or some other slice of life roleplay. If you feel as though you are uninterested in a card or hook You are not obligated to use it or act on it.
The main mystery that I will be running will change as each mystery is solved. Deputy Carter will do his best to investigate mysteries that involve crimes and danger to the populace of Job. As a result the Deputy will not be involved in every mystery and nor should he be. Due to the nature of some of the cards the mystery may only require a scene or two to play out with the end result the simple discovery of some new strange feature of Job or the uncovering of a person’s supernatural nature. Some cards may go longer; it will largely be up to the player. Main mysteries will be more drawn out with an over arching plot line. Player created cards that become main mysteries either through a conversation with me or by all of the characters holding the card in their hand will typically be longer in nature. In the case of a player created card becoming a main mystery the player in question will be offered the opportunity to dictate the course of the mystery. Due to the nature of main mysteries an effort should be made to allow for the inclusion of all player characters as the mystery should be expansive enough in scope that everyone is given an opportunity to participate.
Populace of Job
Due to the limit of one character per player; players are encouraged to introduce non player characters for the purpose of interaction, forwarding a scene, forwarding a character's development or the cultivation of a more engaging mystery. NPCs can be townsfolk, local figures, family members or other such characters. NPCs that are capable of dramatically changing the dynamics of Job as a whole will need to be discussed via PM before their introduction (Ex: A contender for the position of Vampire Prince/Queen, a new pack Alpha, etc.).
NPCs and their attached locations will be added to the character tab. As with NPCs, players are encouraged to introduce additional locations in Job. Similar rules on dynamic altering locations will be enforced.
Character Skeleton
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Name
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Age: (supernatural with longer life spans should include an actual and apparently the age; unless the characters supernatural nature is a secret.)
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Appearance (detailed description plus images please. Artwork or anime only. Due to the nature of this rp using actual images may be difficult for supernaturals.)
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Occupation (This can be either a selected occupation or a player created occupation.)
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Personality (short and sweet no more than a paragraph or two.)
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History (Detailed. Life before Job, why did the character move there?, do they have family or prior relations in Job?, what was your character's first encounter with the supernatural?, What has your character done since coming to Job?)
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Mystery and Hand (This section should include any cards that have not been turned relating to your character, any mysteries you have created or intend to introduce, and any cards you have turned)
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You may notice that Job draws on a lot of different setting elements. Should you ever find yourself at a loss for inspiration for characters, story or directions I recommend drawing upon the following list as it is where I drew much of Job’s inspiration.
Oh let me get that done before I crash for the evening. Though it is largely up to you what you do since I wanted to give all of you as much freedom for character creation as possible. @FantasyChic
@FantasyChicSorry for the double post but I get to bend the rules because I'm the GM. Take a look at the character page it should give you some ideas about where you might fill in. And feel free to come up with something if you feel like the list is missing something
@Themerlinhawk This may seem silly, but what is a Cat House? I have an idea, but I'd like to know
A cat house is a Bordello, a house of ill repute or a whore house. It is a place for "Johns" to go and have sex with a prostitute. A Madame runs the "Cat House"
I will create a character for your RP, Themerlinhawk. He will be a native magic user, probably a healer with some connection to wolves, but not necessarily a werewolf. Maybe just a changeling of sorts; like an animagus in Harry Potter or a Shaman in some in Fantasy adventure games. On another note, I may attempt to use the word, "Teep" in character. ;)
@FantasyChic there is your answer. Also google. My new best friend. I had to look up the word spinster the other day. Bonus points if you know what that is without googling it
@Guntherawesome. Your other option might be a skinwalker. They would probably fit as a reincarnated. Up to you though ask questions as you need help
@GuntherI didn't include them in the supernatural section so you'll have to do your own research since a traditional skin walker fits the monster category but you could use them via a Reincarnated