Post by Tulf on May 25, 2015 17:14:25 GMT
WEREWOLF INTRODUCTION
One of the most iconic beings in European myth; werewolves form a similar majority amongst Mystic Kind to vampires. Also known as lycanthropes to more scientific circles (although the werewolf tribes themselves see this as a demeaning term), they are humans whom have been cursed with being forced to shift into a wolf on the full moon; and are left under the thrall of their feral state. Or so many myths may make one believe, at least. The truth of werewolf culture and life is as complicated as any other race in truth, despite their often barbaric nature – it would be easy to consider them the natural counterparts of the supposedly noble and near-human vampires, but they share far more than just their nature as cursed humans. Predominantly found in Europe but also appearing amongst the Americas, Africa, and Asia; werewolves have become one of the better known parts of the supernatural society; perhaps thanks to their human nature, or their relatively straight-forward culture.
As per their surrounding legends, werewolves have superhuman strength; typically enough to shrug off bullets and blades with relative ease, alongside the power to dent metal with their basic strikes. Their society only exemplifies this nature, as they focus on their physical skills and prowess as a pivotal part of their lifestyle. However, a werewolf only shows their true strength in their shapeshifted form – their iconic transformations. Both the form of a feral wolf and that of a half-wolf half-human are possible; with the former allowing far greater speed and maneuverability compared to the latter’s raw strength and size. These forms vary a lot in appearance from werewolf to werewolf and especially from tribe to tribe; far more dramatically than genetic differences – perhaps it is better to say they are a physical reflection of the person, rather than simply a physical form.
Compared to vampires, werewolves are more commonly naturally occurring – werewolf parents have werewolves kids, and most would prefer to keep it to that. It is true that normal humans can be converted to werewolves, but the even the less purist members of the werewolf tribes would rather not go infecting people if possible; it simply leads to a lot of work and drama over both indoctrinating the newfound werewolf and dealing with all the fuss from other humans over the act. The superstition that follows them is that merely their bite will turn a human, but this is not the case – unsurprisingly it takes rather a lot more to allow for such a supernatural process. Instead, it requires the host werewolf to maul the human and then consume one of their non-vital organs – or organs they can survive without one of, such as kidneys or lungs. Following this, if the human survives after the assault, they will become a werewolf on the next full moon; initially showing no signs of change (beyond the whole ‘aaah I’m missing an organ’ part) but becoming more and more rabid until the final converting event; releasing their pent up feral energy with they change. Before this first transformation it is possible to remedy the condition by ingesting wolfsbane on every day before the full moon making the transformation fail, but after this it is impossible to revert a werewolf back to human.
Werewolves have their own society like most Mystic Kind, but do not allow it to mesh with human society like vampires – instead, they simply keep to themselves in the wildernesses of the lands. They tend to live in small, druidic communities that harken back to the times of human hunter-gatherers; although they tend to be far less primitive than they seem. This sort of society tends to be a choice; the belief that they should respect and embrace nature instead of being carried away with innovation and technology; and thus it would be sorely incorrect to label them as being like Neanderthals. They still have respect for diplomacy, social hierarchy, inventiveness and morality – just instead of focusing on technology and law to achieve their goals, they look to nature and direct solutions. While the many clans have their own beliefs, their founding ambition to the point of being instinct for natural werewolves is the protection of spirits – typically their tribe’s founding deity, spirit, or even species of spirit.
Werewolf tribes are typically characterised by their location and iconic spirit; with a strict sense of dominance and submission amongst their members and a great deal of respect between these ranks, both to and from superiors and inferiors. Fiery rebels and those looking to challenge leadership are looked down on, but tolerated; while humble leaders are immensely respected. While there is association between tribes; typically amongst their leaders; there is generally very little interaction between them – territories are incredibly important to werewolves and are fiercely respected by their kin; leading to major differences in the individual cultures of werewolf tribes. While they all indulge in druidic practices linked to their patron spirit, tiered hierarchies, and a focus on physical skills, they all have their own approaches to these concepts
In general it is rare to see werewolves among the usual human population, but in supernatural circles they are a bit more common – although they do not cherish secrecy to the same extent as vampires, they simply have little interest in getting involved with global politics. That being said, there are always rebels, exiles, or just tribe-less werewolves with their own opinions of humanity and own ways of life; especially when it comes to humans turned werewolf whom simply never got indoctrinated into a tribe.
As per their surrounding legends, werewolves have superhuman strength; typically enough to shrug off bullets and blades with relative ease, alongside the power to dent metal with their basic strikes. Their society only exemplifies this nature, as they focus on their physical skills and prowess as a pivotal part of their lifestyle. However, a werewolf only shows their true strength in their shapeshifted form – their iconic transformations. Both the form of a feral wolf and that of a half-wolf half-human are possible; with the former allowing far greater speed and maneuverability compared to the latter’s raw strength and size. These forms vary a lot in appearance from werewolf to werewolf and especially from tribe to tribe; far more dramatically than genetic differences – perhaps it is better to say they are a physical reflection of the person, rather than simply a physical form.
Compared to vampires, werewolves are more commonly naturally occurring – werewolf parents have werewolves kids, and most would prefer to keep it to that. It is true that normal humans can be converted to werewolves, but the even the less purist members of the werewolf tribes would rather not go infecting people if possible; it simply leads to a lot of work and drama over both indoctrinating the newfound werewolf and dealing with all the fuss from other humans over the act. The superstition that follows them is that merely their bite will turn a human, but this is not the case – unsurprisingly it takes rather a lot more to allow for such a supernatural process. Instead, it requires the host werewolf to maul the human and then consume one of their non-vital organs – or organs they can survive without one of, such as kidneys or lungs. Following this, if the human survives after the assault, they will become a werewolf on the next full moon; initially showing no signs of change (beyond the whole ‘aaah I’m missing an organ’ part) but becoming more and more rabid until the final converting event; releasing their pent up feral energy with they change. Before this first transformation it is possible to remedy the condition by ingesting wolfsbane on every day before the full moon making the transformation fail, but after this it is impossible to revert a werewolf back to human.
Werewolves have their own society like most Mystic Kind, but do not allow it to mesh with human society like vampires – instead, they simply keep to themselves in the wildernesses of the lands. They tend to live in small, druidic communities that harken back to the times of human hunter-gatherers; although they tend to be far less primitive than they seem. This sort of society tends to be a choice; the belief that they should respect and embrace nature instead of being carried away with innovation and technology; and thus it would be sorely incorrect to label them as being like Neanderthals. They still have respect for diplomacy, social hierarchy, inventiveness and morality – just instead of focusing on technology and law to achieve their goals, they look to nature and direct solutions. While the many clans have their own beliefs, their founding ambition to the point of being instinct for natural werewolves is the protection of spirits – typically their tribe’s founding deity, spirit, or even species of spirit.
Werewolf tribes are typically characterised by their location and iconic spirit; with a strict sense of dominance and submission amongst their members and a great deal of respect between these ranks, both to and from superiors and inferiors. Fiery rebels and those looking to challenge leadership are looked down on, but tolerated; while humble leaders are immensely respected. While there is association between tribes; typically amongst their leaders; there is generally very little interaction between them – territories are incredibly important to werewolves and are fiercely respected by their kin; leading to major differences in the individual cultures of werewolf tribes. While they all indulge in druidic practices linked to their patron spirit, tiered hierarchies, and a focus on physical skills, they all have their own approaches to these concepts
In general it is rare to see werewolves among the usual human population, but in supernatural circles they are a bit more common – although they do not cherish secrecy to the same extent as vampires, they simply have little interest in getting involved with global politics. That being said, there are always rebels, exiles, or just tribe-less werewolves with their own opinions of humanity and own ways of life; especially when it comes to humans turned werewolf whom simply never got indoctrinated into a tribe.
WEREWOLF LIMITATIONS
- Weaknesses: All werewolves share these weaknesses.
- Ingesting or being penetrated by silver or mercury will leave them paralysed and weapons based on them will affect them like they would a human; ignoring their supernatural strength and endurance.
- Ingesting wolfsbane will leave them in spasms and extremely feverish for several hours.
- Consuming a fetus.
- Must transform into one of their non-human forms upon the night of a full moon.
- May join a Werewolf Tribe, learn their unique abilities and enjoy privileges while still being responsible for duty.
- May join the IACSB for various reasons, but can still be ultimately loyal to their Tribe.
- May learn Magic, albeit only the druidic magic of a Werewolf Tribe – there are very few rivalries between Tribes, so learning from another Tribe is not considered betrayal or heresy of any kind.
- Can learn Ki, but are unable to use it while in their wolf or half-wolf forms. It is also not taught within Werewolf tribes either.
- Able to use werewolf powers depending on Tribe.
- Can turn humans into werewolves via consuming one of their organs. However, said humans have no intrinsic loyalty to whom turned them.
- Can turn into either a wolf or a half-wolf, and can later develop the other transformation
- Werewolves in tribes may climb up the hierarchy by challenging the higher-ups through various of challenges that have to do with their post, thus making it more of a meritocracy in a way.
- Werewolf Hybrids naturally will have access to werewolf powers at the lowest ranks possible, but they could not go any higher than A or B depending on their generation. See Hybrid Introduction here.
WEREWOLF RANKS
Many werewolves have a hierarchical system in their tribe. The system they commonly adopt is the color of their fur. Fur color can be changed through their unique magic as they brand tattoos or even assign specially colored pelts. However, in very rare cases, some werewolves may even be born with a fur color of higher rank. Not that they are to automatically assume such a position, in which they must work for, but usually it is seen as a sign that they are destined for it.
- Brown/Black/Grey: The common colors of werewolves. Their pelts have less worth compared to higher ranking ones. Nevertheless, they make up the whole of the werewolf tribes. Werewolves here may reach up to C rank abilities of their respective tribal abilities, innate werewolf abilities, and their physical stats.
- Bronze: The more uncommon werewolves. They are considered part of the elders of the werewolf tribes. Werewolves who finally reach such a level surely possess considerable experience compared to other werewolves. They are capable of reaching B rank abilities of their respective tribal abilities, innate werewolf abilities, and their physical stats.
- Silver: Some of the rarest werewolves. They are usually extremely formidable werewolves as they are trusted to be the second-in-command of a werewolf tribe. A silver werewolf is a behemoth to be wary of for many vampires and other Mystic Kind. The Silver-pelted wolves here can reach A rank abilities of their respective tribal abilities, innate werewolf abilities, and their physical stats.
- Gold: The chief of each respective werewolf tribe. They usually have the final say in many important matters in a tribe. To take out a Golden Werewolf can easily equate to the defeat of a tribe as they are both the chief and commonly the champions of their respective tribes. They may reach S rank abilities of their respective tribal abilities, innate werewolf abilities, and their physical stats.
WEREWOLF TRIBES
It is to be remembered that there really are no formal organized groups of tribes as they mostly keep to themselves, but nearby tribesmen of separate tribes do come to the aid of other tribes at times. The list here are just some of the werewolf tribal types.
- Sons of Fenrir: The more feral of the werewolves as they are well-known for being berserk beasts. They are feared because of this. Many Fae Courts do not view them very kindly, but do not make it an effort to seek them out to destroy them. However, some Sons of Fenrir tribes continue to attempt to free Fenrir. Many of these tribes are nomadic.
- Children of the Forest: The werewolf tribes that are more accepting of nature than any others. Due to this, they are capable of their own forms of Druid magic. Interestingly they have a close relationship with elves both light and dark. While somewhat migratory in their packs, they do have their own territories.
- Night Hunters: The sworn hunter of vampires. These werewolves tend to be solitary individuals as they rarely congregate together into packs or tribes unless it is for the sake of sharing information for the Hunt or other important matters. They live a strict code which keeps most of them from antagonizing Humans and Mystic Kind.
- Society of Silver: Like their House of Tepes counterparts, the Society of Silver are werewolves that have erased the common weaknesses of their race. As such they are some of the more scarier types of werewolves, even possibly rivaling the other tribes despite their small size as tribes. But, they also make that up with being more organized than other spread out tribes. This makes them counted as a full single tribe.
- Hounds: Commonly known as beasts of burden for the vampires. Their lack of mental resistance and artificial breeding is what causes them to be regarded with scorn by the rest of the werewolf tribes. However, they are even outrageously formidable given their impressive anti-magic capabilities. They are not organized in a tribe at all as they are usually slaves to vampires.
GENERAL WEREWOLF SKILLS/ABILITIES LIST
Please do note you can make your own Skills and Abilities. These are just suggestions.
Skills: You may take up Skills from the Human list from here.
Abilities:
Name: Hunting Form
Description: Werewolves are capable of turning to the shape of a wolf reflecting their own physical characteristics at will; typically taking only a few seconds to shift into this form. Although it takes time for freshly turned humans to attune to this form; it soon becomes natural to move and act in this form despite the difference to their human form due to their supernatural affinity to the wild. While in this form, werewolves lose the ability to communicate beyond basic signals via barks and howls and the ability to perform much in the way of coordinated tasks given their lack of opposable thumbs; but in turn have far greater agility than any human. Be sure to describe your character’s canine appearance in their Appearance section, and explain their form’s capabilities here - some may be more lean and lithe, while some might be more bearlike than doglike. Be creative!
Rank: --
Name: Killing Form
Description: Werewolves are capable of turning to the shape of a half-wolf, half-human reflecting their own physical characteristics at will; typically taking only a few seconds to shift into this form. While in this form, are still capable of all the things they were able to as a human, but their supernatural nature is obvious given their altered appearance alongside glowing eyes; typically in a shade of silver. In this state their strength and endurance is amplified, as well as typically their size – however, this is at the expense of their fine motor skills and maneuverability; apart from especially experienced cases. Be sure to describe your character’s half-wolf appearance in their Appearance section, and explain their form’s capabilities here - some might be muscular monstrosities, while others may just have extra moe points with their wolf ears and tail. Be creative!
Rank: --
Name: Enhanced Senses
Description: Being inherently feral and linked to their canine kin, werewolves have enhanced senses of smell and hearing; akin to those of a hunting animal. However, these can often come at the expense of their other senses.
Rank: S~D
Name: Thick Hide
Description: Another trait of the werewolves. They are naturally given some thick hard hides to protect their bodies from external attacks. In fact such hides are capable of taking on firearms without breaking through skin. Thus, on top of their regeneration ability, this makes them even harder to kill, even compared to vampires.
Rank: S~D
Name: Regeneration
Description: Werewoves are capable of healing from their inflicted wounds on their own. This with their thick hides make them an extremely difficult enemy to subdue or even kill. They are capable of surviving some brutal attacks and become ever fearsome monsters.
Rank: S~E