We'll worry about the name later. For now let's clear some things up. The Vampire Clan (No name)- Pro: They have enhanced strength, speed, senses, mind, body, and intuition. Regenerative body. Immortality after some time. Con: (I was thinking that maybe they'd have a certain "thirst" for battle, kind of like blood drinking, but more metaphorical.) Quirks: (What if we made their eyes glow ghostly blue? A nod to the title? ) The Werewolf Clan (Moonwalker) - Pro: Lycan physiology, claws, fangs, and quadrupedalism. Enhanced senses. Lycan fighting style. Superior strength and durability. Hyper healing. (How do you think should we work the moon factor?) Con: Aggression, highly emotional. (I went for the typical werewolf cons I know.) Quirks: A male only clan. (How about glowing red eyes? Should we add fur or growth in hair?) The Werecat Clan (Needs name) Pro: Feline physiology, claws, fangs, and quadrupedalism. Enhanced senses. Feline fighting style. Superior speed and agility. Hyper healing. (I figured they were nearly identical, but I made the felines faster and more agile, whereas the Woonwalkers were stronger and more durable.) Con: (Not sure here, should we do the same?) Quirks: A female only clan. (How about glowing green eyes? Should we add fur or growth in hair?) The Werebird Clan (Needs name) Pro: Avian physiology, talons. Enhanced senses. Avian fighting style. A sonic scream and levitation (They can't be super fast r strong, so I went with these two powers. I didn't want to say flight since that seemed to powerful so I went with levitation wherein they can kind of float and jump really high). Hyper healing. Con: (Not sure about this one.) Quirks: (How about glowing yellow eyes? Do we add feathers?) The Alchemist Clan (Needs name) Pro: They possess an arsenal of "Magical" drugs that give them various abilities for a limited amount of time. Peak human physiology. They don't age, but they can still die of other means. Con: Addiction and various other flaws. Human bodies. (I figured addiction would be kind of ironic, but perfect for them.) Quirks: Rich (I figured that since mythology states Alchemist wanted to turn lead into gold, maybe after years they finally did accomplish that. How about an extra ring on their eyes? A reference to the Ouroboros.) The Magicians Clan (The Fae?) Pro: Each clan member is infused with "spells" that grant them abilities. The spells appear on their bodies as tattoos that act as magical sigils. Con: Human bodies. (Not sure about this one.) Quirks: (How about making their eyes have specks that signify their magical abilities.) The Tamers Clan (Needs name) Pro: Clan members have a "pet" monster that fight with them in combat. Each pet is different and have different abilities. Con: Not everyone gets along with their "pets". The "pets' have their own personalities and quirks. Quirks: The clan members are chosen as children and bond with the monster. Some chidlren who don't get chosen don't leave. This clan is cold-hearted and somewhat cruel. (Maybe their eyes change to match those of their "pets") The Zombie Clan (Needs Name) Pro: The clan specializes in making clones that share the same consciousness of the original. In battle the original manipulates the the copies that serve for them, Their pseudo immortality works by switching from the original body to that of the cloned one. They combat their weaknesses with multiple clones of themselves, an original normally has thirteen clones. The clones can live so long as their bides are still intact even if they lose few limbs and such since the one controlling them is still alive. Con: The clone bodies are hard to control when in numbers making them slow when in combat. The cloned bodies don't live for too long and are generally weak by comparison. Quirks: Their eyes look "dead". While not rotting, their bodies don't "feel" alive, similar to that of walking corpses. How about that? I added the eyes since I wanted them to be a bit more different.