Because I'm tired of answering questions.
Source: http://forums.bukkit.org/threads/mech-fun-rpg-supernatural-players-v2-2-8-vampires-werewolves-ghouls-priests-and-more-1000.27564/
General Information:
Classes include Vampire, Werewolf, Ghoul, and Priest
All classes have active and passive abilities that depend on their current power level.
Each class has a slightly different method for gaining power (See class details below).
Using active abilities and dying both drain a player's power.
Each class has unique join and quit events (See class change details below).
Your current power/total power determines how well your passive abilities work!
In-game help is accessed by /sn help
WitchHunters' Kill List is randomly generated on server restarts. (Admin command /sn rmTarget can be used to remove players from the list)
Class Join/Leave Information:
Each class has a unique event required for joining or leaving.
Joining a Class:
Humans construct special Altars to convert to Vampires, starting with a solid Gold Block.
Humans sometimes convert to Werewolves when dying to wild wolves at night.
Pig Zombies sometimes have the ability to make humans undead rather than just dead.
Any human who shows proper devotion to the Church may become a Priest.
Non-Priest humans who can prove their Supernatural Hunting Abilities by slaying 3 different types of supernaturals without dying will be invited to the WitchHunters' Association.
Humans who enter the Nether covered in dead animal skins (leather armor) and sacrifice themselves to the Inferno will become Demonic.
Leaving a Class:
Vampires construct special Altars to regain their humanity, starting with a solid Lapis Block.
Werewolves must make themselves a Wolfbane potion, starting with an empty Bowl.
Priests merely have to insult the Church by offering Coal to the donations' Altar.
The Holy energy of the Church's Altar will sometimes cleanse a Ghoul and restore their humanity.
Demons who die in icy water while carrying snowballs will find the demonic fire in their blood cooled.
WitchHunters who exhibit extremely poor bow skills (kill themselves) will be removed from the Association.
Classes:
Vampires (Melee DPS):
Gain Power By:
Killing Creatures
Killing Players
Gained over time while logged into the server (Passive)
Passive Abilities:
Water Breathing (Drains Power)
Health Regeneration (Drains Power)
Increased Attack Damage
Combat Damage Reduction
Fall Damage Immunity
Truce with Some Monsters
Active Abilities:
Teleport to Coven (Left-Click with: Book) - Uses 9000 Power
High Jump (Left-Click with: Red Rose) - Uses 1000 Power
Weaknesses:
Catch Fire in Sunlight
Increased Damage Taken from Wooden Objects
Cannot Eat Food
Werewolves (Melee DPS):
Gain Power By:
Killing Creatures
Killing Players
Eating Food (excludes Bread)
Passive Abilities:
Health Regeneration
Increased Attack Damage
Fall Damage Reduction
Truce with Wolves
Active Abilities:
Summon Wolf Pet (Left-Click with: Raw Pork) - Uses 2000 Power
Dash (Left-Click with: Feather) - Uses 400 Power
Weaknesses:
Abilities only Active at Night
Cannot Use Weapons at Night
Ghouls (Tanks):
Gain Power By:
Killing Creatures
Killing Players
Passive Abilities:
Health Regeneration
Increased Attack Damage
Combat Damage Reduction
Fall Damage Immunity
Truce with Undead Monsters
Active Abilities:
Summon Zombie (Left-Click with: Raw Pork) - Uses 1000 Power
Weaknesses:
Damaged by Water
Cannot Use Weapons
Priests (Healers/Utility):
Gain Power By:
Donating to the Church (Bread, Fish, Grilled Pork)
Passive Abilities:
Additional Damage vs. Supernaturals
Smite (Fire) Damage vs. Supernaturals
Smite (Fire) Damage vs. Monsters
Active Abilities:
Banish Supernatural (Left-Click with: Feather) - Uses 4000 Power
Exorcise Supernatural (Left-Click with: Sugar) - Uses 9000 Power
Drain Supernatural (Left-Click with: Book) - Uses 1000 Power
Cure Supernatural (Left-Click with: Flint) - Uses 4000 Power
Heal Human (Left-Click with: Paper) - Uses 1000 Power
Weaknesses:
Cannot Wear Armor
Cannot Attack Animals
Demons (Ranged DPS):
Gain Power By:
Killing Creatures
Killing Players
Standing in Fire
Passive Abilities:
Immune to All Fire Damage
Heal while in Fire
Immune to Fall Damage
Active Abilities:
Fireball (Left-Click with: Redstone) - Uses 2000 Power
Snare (Left-Click with: Ink Sack) - Uses 1000 Power
Weaknesses:
Cannot Wear Armor
Lose Power when NOT in Fire or the Nether
WitchHunter (Ranged DPS):
Gain Power By:
Killing Players
Bonus for killing Players on the kill list (/sn KillList)
Passive Abilities:
Fall Damage Reduction
Active Abilities:
Fire Arrow (Light target on Fire) - Uses 100 Power
Triple Arrow (Quickly fire 3 arrows) - Uses 100 Power
Grapple Arrow (Grapples on target) - Uses 500 Power
Power Arrow (Attack with bonus damage) - Uses 1000 Power
Weaknesses:
Can Only Wear Leather Armor
Cannot Use Melee Weapons
Spell Details:
The term 'Supernatural' applies to Vampires, Werewolves, and Ghouls only.
All spells will consume the item used to cast them.
Priest spells have a range of 20 blocks.
Banish will send the target player to the Banish Location set by server admins
Drain will remove 15% of the target's current power
Heal restores up to 5 hearts of health per cast
Cure will restore the target to Humanity (reverting them to Priesthood or making them merely Human) [Both the Priest and the target must be holding Flint for this spell to function]
Exorcise also restores the target to Humanity, but does not require the target's cooperation!
Teleport to Coven will return the Vampire to a location set by server admins
Demons' Snare spell lasts only 10 seconds.
Cycle through a WitchHunter's Arrow Types by Left-Clicking with a Bow
A WitchHunter's Power Arrow will cause the bow to go into 'cooldown' before you can fire again.
Triple Shot is intended to help WitchHunters keep a supply of arrows. If you do not want WitchHunters to gain arrows this way then remove Triple Shot from the config.yml
Source: http://forums.bukkit.org/threads/mech-fun-rpg-supernatural-players-v2-2-8-vampires-werewolves-ghouls-priests-and-more-1000.27564/
General Information:
Classes include Vampire, Werewolf, Ghoul, and Priest
All classes have active and passive abilities that depend on their current power level.
Each class has a slightly different method for gaining power (See class details below).
Using active abilities and dying both drain a player's power.
Each class has unique join and quit events (See class change details below).
Your current power/total power determines how well your passive abilities work!
In-game help is accessed by /sn help
WitchHunters' Kill List is randomly generated on server restarts. (Admin command /sn rmTarget can be used to remove players from the list)
Class Join/Leave Information:
Each class has a unique event required for joining or leaving.
Joining a Class:
Humans construct special Altars to convert to Vampires, starting with a solid Gold Block.
Humans sometimes convert to Werewolves when dying to wild wolves at night.
Pig Zombies sometimes have the ability to make humans undead rather than just dead.
Any human who shows proper devotion to the Church may become a Priest.
Non-Priest humans who can prove their Supernatural Hunting Abilities by slaying 3 different types of supernaturals without dying will be invited to the WitchHunters' Association.
Humans who enter the Nether covered in dead animal skins (leather armor) and sacrifice themselves to the Inferno will become Demonic.
Leaving a Class:
Vampires construct special Altars to regain their humanity, starting with a solid Lapis Block.
Werewolves must make themselves a Wolfbane potion, starting with an empty Bowl.
Priests merely have to insult the Church by offering Coal to the donations' Altar.
The Holy energy of the Church's Altar will sometimes cleanse a Ghoul and restore their humanity.
Demons who die in icy water while carrying snowballs will find the demonic fire in their blood cooled.
WitchHunters who exhibit extremely poor bow skills (kill themselves) will be removed from the Association.
Classes:
Vampires (Melee DPS):
Gain Power By:
Killing Creatures
Killing Players
Gained over time while logged into the server (Passive)
Passive Abilities:
Water Breathing (Drains Power)
Health Regeneration (Drains Power)
Increased Attack Damage
Combat Damage Reduction
Fall Damage Immunity
Truce with Some Monsters
Active Abilities:
Teleport to Coven (Left-Click with: Book) - Uses 9000 Power
High Jump (Left-Click with: Red Rose) - Uses 1000 Power
Weaknesses:
Catch Fire in Sunlight
Increased Damage Taken from Wooden Objects
Cannot Eat Food
Werewolves (Melee DPS):
Gain Power By:
Killing Creatures
Killing Players
Eating Food (excludes Bread)
Passive Abilities:
Health Regeneration
Increased Attack Damage
Fall Damage Reduction
Truce with Wolves
Active Abilities:
Summon Wolf Pet (Left-Click with: Raw Pork) - Uses 2000 Power
Dash (Left-Click with: Feather) - Uses 400 Power
Weaknesses:
Abilities only Active at Night
Cannot Use Weapons at Night
Ghouls (Tanks):
Gain Power By:
Killing Creatures
Killing Players
Passive Abilities:
Health Regeneration
Increased Attack Damage
Combat Damage Reduction
Fall Damage Immunity
Truce with Undead Monsters
Active Abilities:
Summon Zombie (Left-Click with: Raw Pork) - Uses 1000 Power
Weaknesses:
Damaged by Water
Cannot Use Weapons
Priests (Healers/Utility):
Gain Power By:
Donating to the Church (Bread, Fish, Grilled Pork)
Passive Abilities:
Additional Damage vs. Supernaturals
Smite (Fire) Damage vs. Supernaturals
Smite (Fire) Damage vs. Monsters
Active Abilities:
Banish Supernatural (Left-Click with: Feather) - Uses 4000 Power
Exorcise Supernatural (Left-Click with: Sugar) - Uses 9000 Power
Drain Supernatural (Left-Click with: Book) - Uses 1000 Power
Cure Supernatural (Left-Click with: Flint) - Uses 4000 Power
Heal Human (Left-Click with: Paper) - Uses 1000 Power
Weaknesses:
Cannot Wear Armor
Cannot Attack Animals
Demons (Ranged DPS):
Gain Power By:
Killing Creatures
Killing Players
Standing in Fire
Passive Abilities:
Immune to All Fire Damage
Heal while in Fire
Immune to Fall Damage
Active Abilities:
Fireball (Left-Click with: Redstone) - Uses 2000 Power
Snare (Left-Click with: Ink Sack) - Uses 1000 Power
Weaknesses:
Cannot Wear Armor
Lose Power when NOT in Fire or the Nether
WitchHunter (Ranged DPS):
Gain Power By:
Killing Players
Bonus for killing Players on the kill list (/sn KillList)
Passive Abilities:
Fall Damage Reduction
Active Abilities:
Fire Arrow (Light target on Fire) - Uses 100 Power
Triple Arrow (Quickly fire 3 arrows) - Uses 100 Power
Grapple Arrow (Grapples on target) - Uses 500 Power
Power Arrow (Attack with bonus damage) - Uses 1000 Power
Weaknesses:
Can Only Wear Leather Armor
Cannot Use Melee Weapons
Spell Details:
The term 'Supernatural' applies to Vampires, Werewolves, and Ghouls only.
All spells will consume the item used to cast them.
Priest spells have a range of 20 blocks.
Banish will send the target player to the Banish Location set by server admins
Drain will remove 15% of the target's current power
Heal restores up to 5 hearts of health per cast
Cure will restore the target to Humanity (reverting them to Priesthood or making them merely Human) [Both the Priest and the target must be holding Flint for this spell to function]
Exorcise also restores the target to Humanity, but does not require the target's cooperation!
Teleport to Coven will return the Vampire to a location set by server admins
Demons' Snare spell lasts only 10 seconds.
Cycle through a WitchHunter's Arrow Types by Left-Clicking with a Bow
A WitchHunter's Power Arrow will cause the bow to go into 'cooldown' before you can fire again.
Triple Shot is intended to help WitchHunters keep a supply of arrows. If you do not want WitchHunters to gain arrows this way then remove Triple Shot from the config.yml