Vampires typically operate in covens - large families with a single (or sometimes multiple) heads. Usually this is a single vampire who has sired young, who have then sired others and thus form clans of descendants. Vampires have had their claws deep in mortal society since the very start, behind the scenes pulling invisible strings - sometimes directly, sometimes indirectly. It doesn't matter so long as the goals are met in the end. Because of this there is an ancient order, the Grand Coven, which has governed general Vampire society since the early ages. They have a presence all over the world and affect things on a global scale. Each coven often operates on its own, asserting dominion over a territory the size of whatever they can effectively control - these territories change and are battled over, both for power and food. All covens however - or any coven that wishes to live a long and healthy life - respects the rules and decrees of the Grand Coven. Often the race considers themselves the greatest things on the planet, destined to inherit it. They are masters of humanity, and usually look at humans as little more than a never ending game and food source - but exceptions have risen over the ages. Proof of Vampiric greatness comes in many forms:
Enhanced Strength: Vampires possess other worldly physical strength. Even newborn Vampires have the strength to punch through concrete pillars. What's more is that Vampires have the ability to rapidly increase their strength by pushing their blood supply into their body. While this drains their effective blood pool of its stores - forcing them to feed sooner, rather than later - it is possible for Vampires to achieve tremendous strength, rivaling and even surpassing that of Werewolves, with enough blood.
Enhanced Speed: If they are known for anything it is their speed; legends tell of Vampires able to move so fast they appear to be in two places at once. This has never been proven, but a Vampire's reflexes are second to none and they can cover huge distances in very short amounts of time. A Vampire who chooses to dedicate themselves to moving quickly is unlikely to be caught by anything aside from one of their own kind.
Immortality: Vampires do not age as mortals do, and left to their own devices will never die from age. In fact the older a Vampire gets, it is assumed the more powerful that they are. In a cruel twist of fate the Vampires face an enigma in themselves - the older a vampire gets the more at home they become with their powers and the stronger they are without needing to enhance themselves. However each new generation of Vampire brings with it its own gifts, a blood refinement which makes their use of blood more streamlined.
Enhanced Senses: Vampires have unnaturally sharp sight and tactile senses. They could detect the most insignificant flaw in a door simply by touching it, and see the smallest of details hidden on a persons skin.
Supernatural Durability: The undead body is hard to hurt permanently. Vampires can take a significant amount of damage before starting to show wear. Bullets might slow them down, but chances are it'll take more then you have to actually kill them.
Blood Healing: Unlike normal creatures Vampires do not heal naturally. However they can use their blood stores to restore their body to the state it was in when they were turned. This allows them to recover almost instantly from any wound they sustain so long as they have the appropriate amount of blood in their system to do so.
Dominance: The ability to impose their will on the weak minded - usually humans. This ability allows a Vampire to wordlessly imprint a command into a person whose eyes they can catch. If successful that person must follow the command until it is completed. The strongest Vampires are said to be able to force people to do things that go against their normal nature.
Invisibility: Not in the classical sense. Vampires cast no reflection, but they more importantly are not detectable by unnatural means. They do not show up in photographs, on video cameras. They are not picked up by electronic sensors, they do not have heat signatures, etc. Unless you see a Vampire with your own eyes, you'll never know they were there. To that end they do not leave finger prints and are able to pass effortlessly without a trance in a place that is otherwise set up to detect intruders - for instance, stepping in a mud puddle does not leave a shoe print.
Sunlight Aversion: Cursed to the night, the Vampires typically sleep during the day as being awake is extremely draining. During daylight hours a Vampire is considerably weaker, and unable to use their blood to power themselves beyond normal potential. More importantly if they come in contact with sunlight they become to burn, taking rapidly increasing damage the longer they remain exposed. A vampire could, for instance, run through the sun from one shadow to another if they absolutely had to and were ready to deal with the pain. It wouldn't kill them, but they would take damage even in that brief moment of exposure.
Blood Sustenance: Without the blood of others, Vampires could not function. Typically this involves on feeding off mortal men and women. Vampires can hold a limited amount of blood in themselves at a time, and naturally burn it off each day ensuring that they must feed regularly or be vulnerable. The blood within them grants them many abilities, such as the ability to heal or enhance themselves in a variety of ways beyond what they could normally do. Drinking a werewolves blood passively grants a Vampire greatly increased strength and durability but is said to have the side effect of gradual madness. The effects of ingesting hybrid blood are unknown.
Fire Aversion: Fire is one of - if not the most - effective weapon against the undead. It inflicts huge damage to them, very quickly. It isn't surprising that vampires as a whole have some degree of pyrophobia.
Stakable: Wood to the heart will completely paralyze a Vampire, rendering them unable to defend themselves. It places them in a sort of stasis. The worst is rosewood however, which even a splinter in their body - anywhere - has much the same effect. This is one of their more safely guarded secrets.
As a rule the Werewolves work in packs. Packs serve under the leadership of an alpha, usually the strongest - but occasionally the smartest, or otherwise most capable - wolf in the area assumes control of the pack. Because of this pack leadership has been known to change sudden without warning, and sometimes multiple times in quick succession. Among the highest authority of the wolves are the great Broods, which are like super packs; each continent is home to a Brood and they work to maintain the natural order of things, protect their kind and undo the workings of the Vampires. Werewolves are much less structured than the Vampires, each packs usually work for their own good to achieve their own goals rather than any sort of collaboration between each other. The wolves see themselves as the guardians of the world in its most natural state, and to that end are usually very spiritual - but also bestial and primal, ready to wage war on behalf of the mother they've never known, the world herself. Having spent over a thousand years in captivity, slaves to their Vampiric overlords the wolves harbor a deep hatred for the parasites that thrive off the suffering of mortal men. The wolves have a number of tools available to them to wage their war:
Wolf Form: The ability to shift into a wolf. The werewolf does not lose their mental faculties in this form, but does lose most of their ability to act on them as they suffer from the limitations of the form. They can speak to other Werewolves in this form, or in Manbeast form in form of growls and howls. Importantly the howls allow wolves to communicate simple information over huge distances to one another.
Manbeast Form: The dreaded werebeast form that people have come to know of the werewolves. It is their war form. In this form a werewolf is at their peak, with the strength to throw cars with relative ease. They are hyper durable, able to soak seemingly absurd amounts of traditional weapon ammunition without fear for themselves. In this form they are virtually tanks of destruction. Without the enhancements of blood, while in this form a werewolf is capable of far more than virtually any vampire.
Enhanced Strength: Even without their forms, all Werewolves have naturally enhanced strength.
Enhanced Speed: Wolves are fast even outside of their forms. Nothing supernatural, but a mortal person had better never challenge a wolf to a foot race - they'll lose. They also have enhanced reflexes.
Enhanced Stamina: Werewolves could almost be generators of power, if they could be tapped into. They do not get winded, they do not tire easily. They can go, almost forever.
Enhanced Senses: Werewolves have extremely keen hearing and smell. They are, even in base form, able to track by their sense of smell and they can hear whispers across a crowded room if they were so inclined to listen in.
Supernatural Durability: Without their forms a Werewolf is naturally harder to damage. This is nowhere near the durability of a Vampire, but it allows them to take no small amount of damage before being required to shift or give themselves time to heal. They could easily fall two stories and get up unharmed.
Regeneration: Werewolf regeneration is beyond fast. Bruises clear in minutes, cuts in hours, holes in days, breaks in weeks. Keeping a werewolf down is truly a feat in of itself.
Natural Weapons: Werewolf claws and teeth are supernatural weapons made for war. Few things can keep them out, able to cut diamond. With enough time a werewolf who was determined enough could hack their way through titanium walls if they were so inclined.
Moon Rage: Unfortunately for the werewolves they are impacted by lunar phases. The night a new moon is the best night to hunt a werewolf, because they are at their weakest. This night signifies a evening of weakness and during it they are unable to shift into their various forms at all. Conversely on the night of a full moon, a werewolf is highly susceptible to their own rage - but they are also at their strongest, finding themselves stronger, faster and more durable than normal on these nights.
Silver Aversion: Silver is kryptonite to werewolves. It's mere presence is enough to weaken them, and the more of it in the area the weaker they become. In sufficient levels, the simple presence of silver could be enough to keep a wolf from shifting into their forms. Silver weapons are the most effective against werewolves, inflicting greatly increased damage against them. Touching silver, even in human form, burns their flesh and prevents regeneration from happening for extended periods. Most importantly is that in their two forms the wolf takes even further increased damage from silver weapons - thus a single well placed silver bullet can kill a Manbeast form werewolf under the right circumstances. Silver in their body inflicts constant damage, and is excruciating. So long as it is in them they are unable to shift and can not heal damage naturally.
Dead Mans Blood: The blood that has been processed by a vampires system is poison to a Werewolf - which is perhaps the reason Vampires have been able to fight werewolves. Having vampire blood introduced into their system acts as a constant drain on their energy, weakening them. The more of it in them, the worse the problem becomes until they are rendered incapacitated from it. Dead mans blood is fast acting, and lethal in high enough doses.
Frenzy: Perhaps the biggest hindrance of the wolves is their primal ties. They long for a day of instinct and must always battle the beast raging within them, and fight not to give into the mindlessness that it brings. While a frenzy can in some ways be described as refreshing and cleansing, once a wolf comes from it and realizes what they've done they realize it is anything but. The true triggers of frenzy are unknown, but it can be as small as a mosquito bite or as infuriating as a fight between pack members. In a frenzy a wolf becomes an instinct driven killing machine that is uninhibited by things like thought, morals, beliefs and judgments. They simply act, and destroy. They do not know friend from foe.