ᴮᴸᴼᴼᴰ ᴹᴼᴼᴺ ᴿᴵᵴᴵᴺᴳ discussion
Informative
>
Werewolf Information
date
newest »
newest »
message 1:
by
Eros
(last edited Nov 26, 2014 02:26PM)
(new)
Nov 26, 2014 01:44PM
Mod
reply
|
flag
Werewolf Attributes
Werewolves have always been creatures with very precise abilities and weaknesses. It doesn't take much to make a Werewolf, but it takes a lot to kill one.
Abilities
The following abilities are powers in and out of wolf form.
•Shapeshifting: Werewolves who have control of their inner selves and of the full moon's grasp can willingly shift back and forth between human and wolf. A Werewolf must always undress ebfore shifting or clothes get ripped which can be and when trying to make it back home as a giant wolf.
•Heightened Senses: Werewolves can smell, see, and hear far better than humans.
•Accelerated Healing: Through hyperactive Immune systems and Overactive Metabolisms Werewolves can heal at accelerated rates. Sometimes being able to configure limbs if reattached after losing them.
•Enhanced Agility: werewolves can Jump, Run, climb, and react faster than basic mortals.
•Enhanced Strength: Werewolves are far stronger than humans. Werewolves are able to lift five times their own weight.
•Pain Transference: Werewolves can absorb and alleviate pain from other people/creatures. The Werewolves who are known as Healers in the pack are so gifted with this ability they can not only take pain from severe wounds, but heal the wounds with enough strength which in turn grants the Werewolf with those same wounds that can heal far more rapidly than it would on anyone else.
•Immortality: Werewolves possess eternal youth and do not die of natural causes. When one has been bitten by a Werewolf they will simply freeze in their aging process and become immortal. This is due to the Accelerated Healing.
•Full Moon:Inexperienced werewolves are at the mercy of the full moon. Under its sway, they lose control and their homicidal tendencies increase. This can be controlled through force of will. Werewolves are at their physical peak during a full moon as it is then that the lesser ranked have no choice but to turn into their Wolf form unwillingly. New Blood Werewolves usually shift at night when the Full Moon is visible, though they have been able to shift anytime the full moon is visible in the sky and there have been ones who have shifted at late noon when the sun was just beginning to set. the force of the Full Moon is powerful on New Bloods and can be deadly for those around them. Until they gain rank in the pack Omega's and New Bloods can be some of the least self-controlled creatures known to man and the most dangerous.
•Night Vision: Werewolves can see in total darkness.
•Partial Transformation: Werewolves who are skilled and normally elder werewolves skilled in the transformation are known to be able to elongate their canines and claws and ears to better suit them in human form.
•Extreme Balance: The ability to walk along walls, railings and roof ledges with ease.
•Improved Resilience: Werewolves are amazingly resilient, compared to humans. Beatings, gunshot wounds, and blades don't seem to faze them much. Very simply, a Werewolf can take far more punishment than a human could hope to, and remain vertical and dangerous.
Elder and Alpha Werewolf Abilities
•Control : Most werewolves, as they mature, gain complete control over their transformations, and can call the wolf to the surface willingly, allowing for spontaneous but controlled changes. This can be achieved for older wolves left in rank as Omega's or anyone who has learned self-control.
•Special and Rare Power Comes With Age: The oldest werewolves develop intriguing, rare traits, such as the ability to claim dominance over younger wolves whether they be higher ranked or not. Another rare (perhaps the rarest) ability is to communicate ‘telepathically’ with other Werewolves while in wolf form, regardless of who that other party is and how ‘wild’ they are in that moment. The oldest werewolves in the world, all of whom have vanished from record, were rumoured to possess both rare traits. The average age for accomplishment of one or the other of these traits is around six-hundred-and-thirty or so; as with the control of the moon, it varies for each individual. Very few Werewolves have ever made it to the elder ranking age of even three-hundred years, but it can be found in some of the most secluded places where the Elders are feared for their power and rarely challenged by man or beast.
•Commanding: The ability to dominate a Werewolf who is lesser than the Alpha or Elder with their own inner beast – this could even be another Alpha if they are substantially weaker. This ability causes an animalistic fear and almost panic to rise up in the target, which makes them much more susceptible to orders. A Werewolf must be very lesser to one or without a pack to be commanded – those close in power or above the Alpha or Elder will be unaffected.
As a note, this power can be used on Werewolves out of pack, just as easily as within pack.
•Control Change of Others: Like being able to control the change in themselves, Werewolves with this ability have the power to aid and help others in controlling their inner beast. They can calm and prevent a change or they can even force an unwilling change on the victim should they want. A lycanthrope must be very lesser to you to be force-shifted – those close in power or above you will be unaffected.
•Alpha Call: The Alpha or Elder wolf can set out a call that will trigger in every Werewolf in the area who can hear the call. It will bother them almost in an annoyingly painful form until they shift and answer the call by going to the position of the howler. According to the sheer dominance of the Alpha or Elderwolf depends on how far the howl will stretch. When a Werewolf answers sucha call no matter the difference in packs there is complete and total peace until stated otherwise by the caller. Most Alpha's are only powerful enough to summon their own packs.
•Shield: Allows the Werewolf to have no need to answer the call. It takes a very powerful Werewolf to subdue the effects of the call to nothing at all.
•Scent Blockage: A Werewolf doesn't have to be old much less an Alpha to be able to block their scent. they simply have to be well trained and very powerful wolves. Rogues have harder times with this ability, but a powerful wolf can hide their scent to match mortals if a scent at all occurs. More often than not this ability is in older wolves, because it takes a lot of practice to make yourself not smell or be scented by other wolves.
Limitations & Weaknesses
The weaknesses and limitations are, like their strengths, the same for most werewolves.
•Silver: The one most used in fiction is their inability to withstand the metal silver, in all its forms. Contact with silver will burn their skin, and proximity with it in extended periods of time can provoke illness, in one form or another. If silver is introduced into the body, through a stab wound or gunshot injury, and not extracted within a few hours, then it has the potential to invade vital organs through the bloodstream and cause excruciating agony and intense sickness, and in extreme cases, death, if the toxic metal reaches their heart or brain.
•Lunar Eclipse: Werewolves are powerless during a total lunar eclipse. This is normally a time that Werewolves will sleep in a safe and secluded place all day to regain their strength fully when it passes.
•Wolfsbane/Monkshood/Aconite: The effects of Wolfsbane vary depending on the type, amount and delivery method. It can cause hallucinations, weaken, render unconscious or kill werewolves.
• Alpha Damage: Bites, scratches and other wounds inflicted by an Alpha will not heal as quickly as other injuries. Any human bitten by an Alpha will turn into a New Blood. Any human bitten by any other rank of Werewolf will either turn or die pending on their will to live through such a thing.
•Electricity: The steady application of low amperage electricity will keep werewolves weak and in human form.
•Drinking & Drugs: Werewolves are unable to experience the effects of drugs or alcohol. This is a contribution that comes with the faster healing speed and higher metabolism. With their body constantly regenerating itself it is seemingly impossible to ever get a werewolf drunk longer than an hour after drinking two 40 oz. bottles of any liquor. Drugs have even more lessened effects for the fact that the body views it as a threat and will cleanse itself. Marijuana, being an herb, is unaffected by the bodies regenerative process. It takes it in and can often strengthen the effects to the more extreme sense.
Healing
There are limits as to what a werewolf — pureborn or bitten — can and cannot heal. This only applies to physical wounds/injuries, obviously; emotional healing is the same for any werewolf as it is for a human. They have no special ability for that kind of stress or pain.
• In terms of physical trauma, a werewolf has little to no trouble healing bruises and grazes. These are only minor, and take the minimum amount of effort from the body to repair completely. Broken bones take longer; fractures, understandably, not so long. Something as ‘critical’ as a punctured lung — or other vital organ other than the brain or the heart — can heal, with maximum effort from the body and the help of other pack members, or a pack Salutary Wolf; it takes a lot out of the wounded werewolf to heal such major injuries, and as such, many younger wolves cannot handle the process, and slip into comas, or simply die, depending on the extent of their injuries as a whole — the more wounds a body has to heal, the more difficult and arduous it is.
•In terms of regeneration, there are limits, obviously: blood-loss, given that it is not overly-extensive, can be compensated for by the body constantly replacing what has been lost; in terms of regenerating muscle, tissue and flesh, every werewolf simply has to wait, and these will all ‘re-grow’; teeth can regenerate, given a day or two; fingers/toes and any limbs will not regenerate; eyes, ears etc, will also not regenerate; bone, to a degree, regenerates, such as the teeth — it simply takes time and patience. However, that does not mean that a severed limb’s bones will regenerate; even for a werewolf, that is beyond the realms of possibility. However, if the limb is stitched back on right after being severed the body will regenerate the limbs as if it was simply wounds.
•The older the werewolf, the more they can withstand the healing process and extensive injuries, depending, of course, on their past experiences with hardship and battle wounds etc.
•If a werewolf, in wolf form, loses their tail for whatever reason, the likelihood of that damage transferring to the human body and becoming a spinal injury is great, and as such, the severing of the tail in wolf form is, for any individual, an extreme threat.
Werewolf Species
Werewolves come in two true species: The Purebloods: Werewolves born Werewolves and Bitten/Turned Werewolves who are commonly known during their first years before acquiring rank as Newbloods. Werewolves who have been turned by any rank below and Alpha are known as Sired Werewolves
Purebloods
• Not many people have heard of werewolf pregnancies, but they are in fact, quite common. Pureblood Werewolves
• A werewolf pregnancy can sometimes be easier to achieve with pureblood mates, but this has never been proven, and a good number of bitten females have given birth.
• The gestation period of a werewolf is actually shorter than that of a human, but longer than that of a ‘regular’ wolf. Humans are pregnant for, on average, nine months, whereas a ‘regular’ wolf is only pregnant for sixty-three days. A werewolf gestates for around four to five months, before giving birth.
• The birth itself can be difficult, but it is as varied as it is with human women; it is different for each female.
• During the gestation period, many females will cease to transform, removing all risk of damaging their unborn child which might occur as a result of their change.
• Pureblood werewolves have been falsely rumoured to be more powerful; in actuality a bitten/Newblood werewolf can, like a pureblood, develop the same extra abilities as a pureblood wolf, as mentioned in Abilities.
• Pureborn werewolves usually do not experience their first transformation until puberty, around the age of thirteen-seventeen, and at this stage, their parents will help them through the process, given that it is particularly excruciating and exhausting for first time shifters.
Bitten & Turned: Newbloods & Sired Wolves
• The shock of being bitten by a transformed werewolf can sometimes be too much for the human body to take, and as such, a good number of those attacked will die as a result of their injuries, before the lycanthropy can spread throughout their system and take hold, which results in their becoming a Newblood.
• In many cases, the attacker will be a savage rogue wolf, or a young individual out of control on the full moon, thus leading to the human being killed more or less instantly, and in some cases, depending on the sanity of the attacker, devoured.
• It isn't unheard of for a werewolf to bite or otherwise infect a human in order to ‘share’ their lycanthropy (this is referred to as being ‘turned’), with permission or because the human will otherwise perish; these instances are not overly common, but they are not as rare as some make them out to be.
• A bitten werewolf will change, without exception, on their first full moon, after the lycanthropy has had a chance to invade their system completely, changing their DNA just enough to alter their nature and make them a Bitten Wolf.
• The first change, much like that of an adolescent Purebloods, will be torturous, as the body breaks and reshapes to take on the form of the wolf, and many lose consciousness during the process.
• It is also equally as possible to be bitten and ‘infected’ by a transformed wolf, as it is by one in their human guise; both have been documented through history.
• Transference of lycanthropy is also not limited to a bite; for many Turned/Bitten wolves, their change from human to werewolf is a direct result of being slashed by their attacker’s claws deep enough to draw blood and leave some part of the wolf behind; hair, or something similar.
• A pregnant Newblood who was pregnant before being bitten will live and give birth to a human or Werewolf child or die during labor and can give birth to a child who could be either or as well. If she was bitten closer to the child then the child is more likely to be a Werewolf. There is constant controversy on what to call born Werewolves whose mothers' were bitten. Many say that a human born to a Bitten or Sired mother is more likely to exhibit Werewolf attributes and yet some have been seen to be just as human as any other.
Wolf Appearance
•Werewolves are never alike. It is extremely rare to ever find a pack full of a single colour of wolf or type of wolf. Werewolf packs have been seen in large varieties as Werewolves are immortals who shift into a wolf this does not mean a common grey wolf it is any sort of wolf that reflects their inner self.
From Grey Wolves to Maned Wolves to Wolf Hybrids to even Coyotes, Dholes, and Dingo's. Werewolves come in all shapes, colours, and sizes and one can never tell which wolf they will appear as until their first shift.
•Some Alpha's have such powerful influence over their pack member's that the inner wolf will accommodate what the Alpha wills. In history it has been known for some Alpha's to be so dominant all of their pack members when turned will find their inner wolves reflecting their Alpha.
•To see a Werewolf whose inner Wolf is a Coyote or a Wolf Hybrid is extremely rare in fact it is so uncommon few have ever heard of such a thing ever to occur.
Werewolf Behavioral Characteristics
• While werewolves are something of a far cry from their wild, purely-animal ‘descendants’, their behaviour can be similar, mostly in the terms of dominance, mating, and aggression between rivals and packs.
• Dominance and the hierarchy are the main similarities between wolves and werewolves.
• In each pack, there are usually two Alphas, and two Betas; a male and female of each. An Alpha Male relies on his Female to support him as he leads and protects the pack, and his territory, as well as love and cherish her, unquestionably above all others, even without being mated. A Beta Male and Female, unlike their superiors, will not always necessarily be a mating pair, and can in fact, just be equals to one another.
• In every pack, there are these four leaders, the Alpha and Beta pairs, leading a group of pack mates, in various stages of subtle dominance over one another (usually assigned by age and instinct as a result rather than any shows of ego or violence itself, though the Alpha Male will rely on a handful of individuals for certain tasks, such as security, reconnaissance, or the like; these wolves are called fighters with various ranks within the pack, and every pack boasts a number of them), and at the bottom of the chain, is an Omega.
• The Omega is, for all intents and purposes, the underdog, and will often suffer the brunt of displays of aggression or prowess so that the other wolves may assert their dominance, though this ‘practise’ is becoming more and more outdated, the violence petering out and becoming extremely rare. They are not always bullied or used as proverbial targets, but more often than not, it is automatic for ‘higher ranking’ wolves (save the Alpha and Beta pairs, usually) to set their sights on the Omega out of habit and instinct.
• In any given situation, the Alpha Male is the one approached about a subject; failing that, the Alpha Female; and below them, either Beta, depending on the availability — neither Beta is more dominant than the other except when together in ranking, and in many cases, the Alpha Female can be more dominant than her mate, but most packs rely on a powerful, capable Alpha Male to lead.
• If a pack finds itself with only one Alpha, the lone leader can often find themselves facing many challenges from their pack members; a pack led by only one wolf, even with two subordinates, is regarded as weaker than one with two Alphas, and the pack often only seeks to renounce their former, single Alpha (even a mourning one, should they lose their mate for any reason) in order to return stability to the unit. However, on rare occasions the Alphaess or Alpha alone can take charge and prove that they can rule a pack alone until such times call for them to find their mate.
• The young/children in a werewolf pack are regarded as valuable assets, and as such, are kept very safe in the group, and are rarely left alone as a result, watched over by parents or other responsible members of the pack; every wolf in the pack is responsible for the safety of the young.
• It isn't unheard of for packs to hold regular gatherings of their number wherever they might live, to reassert a unity and strength in their group, and signify that their leaders acknowledge each and every member of the group; should any not show for such a meeting, they would be sought out to attend, and failing that, they would think their member lost or endangered, and then hunt for them, to return them to the pack.
• Pack unity is very important to werewolves, and as such, so is their safety as a group; no individual would leave the pack home [A.K.A. The Pack Territory] alone, even if they wanted to.
• Instinct would drive them to seek company, if only to ensure their safety; similarly, the Alpha or Beta wolves would never be left alone outside of the pack home, even if they ordered their pack wolves to stay behind while they did so — the loyalty and devotion between the group would mean that a group would shadow their leaders while out of the pack home; anywhere around seven or more would be acceptable for such an endeavour to guard their Alphas/Betas.
• This sense of unity would also instinctively keep all wolves in a pack together in one home; even if defending a large territory with many potential homes where the group may spread out and inhabit more than one residence, their nature and impulses would keep them together, no matter how confident they felt in their safety.
• Werewolf packs vary greatly in size; they can be as small as four or five members, ranging up into the twenties and thirties, depending entirely on the stability and strength, and of course, the females who might give birth to new generations of members.
• It is not unheard of for some packs to border on fifty members, and beyond; the size often depends highly on the stability of the unit, and the size of the pack home, and the trust between its members.
Territory
• It is common for an Alpha to assert their dominance by defending territory, in any size from a few blocks in a city, to an entire city itself, depending entirely on the size of the pack they can use to defend it.
• The larger the pack, the larger the territory, understandably.
• It isn't unheard of for one pack’s territory to overlap into another pack’s territory, resulting in vicious, all-too-regular conflicts, where one group will try to drive the other back.
• However, many packs do not actively seek out every other Werewolf in their territory to banish them; in most cases, if the Rogue wolf calls attention to themselves or poses a threat to the pack, only then will they be driven away, or in the case of the latter, outright killed.
• Packs are very protective of their own members, more so than they are of their territory, and dangerous threats to their safety are not tolerated. In some packs that include human knowledge of their kind.
Mentality
• Werewolves, while having two almost split-consciousnesses, are not exactly two beings in one body. There is the ‘human’, and the wolf, but they do not have separate trains of thought, per se, and aren't altogether independent from the person they are most of the time.
• The wolf, while sharing the body and being part of the person itself, can influence moods, and seem to be separate, inside the mind; it isn't at all uncommon for werewolves to feel their wolf pacing within them, making them restless, or almost growling internally, as a result of instinctual anger or territoriality.
• This state of mind — feeling the emotions and moods of the wolf — affects some werewolves more than others, but as previously stated, it is merely a side-effect of being a supernatural being, and they share the body like two sides of a person, without being split personalities.
• On the full moon, however, these positions are reversed, if the wolf is too young to keep from transforming; the wolf is dominant, and the ‘human’ side is in the background.
• In no case is a werewolf two separate, clashing entities, unless the individual in question is actually mentally unstable, e.g., suffering from schizophrenia.
Occupations
• It isn't unheard for a pack member to hold a ‘nine-to-five’ job as well as holding their place in the werewolf unit.
• If the werewolf does choose to hold an occupation (the money from which will almost always go towards pack funding, usually accumulated through any number of means) they are often encouraged to aim for something low-key, and always something where other pack members can ‘shadow’ and watch out for them.
• Alphas and Betas will only ever work jobs that can be done on their own time, they will not go out into a city, leave their pack behind, and, for example, work behind a bar, unless their hours are workable with the owner should the owner be part of the pack. They will instead deter their working pack members (if there are any; some packs have no werewolves who would work a job) from being employed in high-profile occupations, such as entertainment, or any of its branches, anything that might draw attention.
• It is unheard of for a pack werewolf to work a job which forces them to cut contact with the pack completely, leaving them alone and beyond the pack’s protection for any length of time. Pack leaders are simply too protective, and the pack instinct is too strong, for such things to be common.
Staff
It isn't unusual for a werewolf pack to have several human specialists on a ‘payroll’ of sorts. These are usually only for extreme circumstances, but over the past, werewolves have, for example, run into trouble with the law, and while a rogue may simply pack up and move to another location, a pack wolf has its family unit to consider, and as such, lawyers are the most common ‘staff’ found to be employed by pack Alphas. They may have one or two assistants, depending on the trust issue; it is, after all, rather risky to employ humans at all.
• Many packs also employ human doctors as well, despite their natural healing abilities, which would seemingly render such an ‘employee’ useless. But as a matter of fact, just as with human women, a pregnancy is something that must be monitored in female werewolves, and as such, this kind of thing is why doctors are ‘employed’. There is also the potential of silver poisoning that a doctor may be able to help with, if situations were to become dire.
• Perhaps there are one or two other human specialists that might be hired by werewolves, but these are the two most common choices for packs.
Werewolf Matings
Werewolves are interesting creatures in this unnatural world of ours. Even more os when mating. Apart form the basic ritual one needs to know how the Werewolves find their mates and what makes them that way.
What Makes a Mate?
•Werewolves can tell who their Mate is when their eyes meet no matter human or Werewolf.
•It is said that Werewolves bond on a subconscious level that forces their souls together.
•Other theories involve brain activity when the body believes itself ready to mate it will choose a mate who is letting off the same pheromones as their body reacts similarly.
•It has never fully been explained as to what makes a mate a mate, but what is known is the fact that they are a unit with an unbreakable wall between one another that keeps them linked.
Finding a Mate
•It is impossible for a Werewolf to choose who they are mated with.
•A mate is one who is either human or Werewolf that makes it impossible to leave the side of for a Werewolf.
•If a Werewolf falls for someone who is not their mate and they discover their mate shortly after they will leave the one they believed to love almost instantly to be with the one they are mated to.
•A Werewolf could be around their mate for most of their lives without ever coming to the realization that they are meant to be mated.
•Normally mates are found in moments that one or both mates are in a stressed environment. This creates a feeling of need and want in both and will most likely lead to the connection.
•In order for a werewolf to truly know who his mate is they must simply wait. As stated ebfore it normally happens during stressful situations. However, it has been known to happen on a regular day with nothing in particular happening at all which leads to the constant controversy of what makes a Werewolf mate.
•The eyes of both Werewolves will meet in a gaze before the first connection has been made. After such a connection a feeling of longing for one another sets in. They two must partake in rather ritualistic form of intercourse to become fully bonded, this can take place before or after the mortal wedding. Werewolves have a heightened sense of sexual desire. The entire process of linking and bonding with a Mate is known as Imprinting on one another. When unsure or speaking of their mate a Werewolf will refer to them as 'My Imprint'.
•Werewolves mate for life and it can sometimes be the most unexpected people ever.
Mating into the Hierarchy
•When a Werewolf who is a Beta mates with a Werewolf who is an Omega the Omega has the option to fight for the second Beta's position or the Beta has the option to renounce their position and become a lower rank.
•If an Alpha finds their mate in the lower rank there is no choice, but one Alpha must stand down, unless Pack law states otherwise.
•It is rare, but in very few packs laws restrict status from becoming an issue between mates. If an Alpha is mated with a Hunter there is no issue, both keep their titles and rank and they two are even more bonded without conflict in their lives.

