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 Werewolf or Lycanthrope (Guide)

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PostSubject: Werewolf or Lycanthrope (Guide)   Wed Nov 13, 2013 1:47 pm

Werewolves or Lycanthropes
A werewolf in folklore and mythology is a person who shape-shifts into a wolf, either purposely, by using magic, or after being placed under a curse. The medieval chronicler Gervase of Tilbury associated the transformation with the appearance of the full moon, but this concept was rarely associated with the werewolf until the idea was picked up by modern fiction writers. Most modern references agree that a werewolf can be killed if shot by a silver bullet, although this is more a reflection of fiction's influence than an authentic feature of the folk legends. A werewolf allegedly can be killed by complete destruction of heart or brain; silver isn't always necessary, though it deals a much slower and painful death than the two precious options of killing a werewolf.

Many European countries and cultures have stories of werewolves, including France (loup-garou), Greece (lycanthropos), Spain (hombre lobo), Bulgaria (varkolak, vulkodlak), Czech Republic (vlkodlak), Serbia (vukodlak), Russia (oboroten', vurdalak), Ukraine (vovkulak, vovkun, pereverten'), Croatia (vukodlak), Poland (wilkolak), Romania (varcolac), Scotland (werewolf, wulver), England (werwolf), Ireland (faoladh or conriocht), Germany (Werwolf), Denmark/Sweden (Varulv), Galicia(lobisun), Portugal (lobisomem) Lithuania (vilkolakis and vilkatlakis), Latvia (vilkatis and vilkacis), Andorra (home llop), Estonia (libahunt), Argentina (lobizon, hombre lobo) and Italy (lupo mannaro).

The story of Lycaon in Greek mythology supplies one of the earliest examples of a werewolf legend. According to one form of it, Lycaon was transformed into a wolf as a result of eating human flesh; one of those who were present at periodical sacrifice on Mount Lycaon was said to suffer a similar fate.

Symbols
* Paw print.
* Three Claw marks.
* Sun Wheel

* Triple Moon


What a Werewolf Looks Like
Werewolves are, by all rights, human. They were born with a natural occurring supernatural "virus" written into their DNA that triggers a transformation into a wolf-like humanoid creature, or a larger quadrupedal wolf. These transformations tend to be triggered by the phases of the moon (typically a full moon). This transformation will continue to be triggered each night the moon is full regardless of cloud cover. Although their strength, speed, and aggression is lessened by a thick cloud cover. A full moon, in terms of werewolf transformation, is defined as 80% or more of the moon's surface illuminated by the sun. However, this is only the minimum requirement, and only a small number will transform.

Generally the newer Werewolves will transform unwillingly. With age, resistance is formed, and more Moon illumination is required to achieve Lycanthrope status. With each percentage point of Lunar lighting the number of Werewolf transmutations increase greatly, reaching it's peak at 100% full moon. Werewolves can transform as the sun sets sometime within Nautical Twilight if the moon is visible. Since there is still daylight the minimal sunlight will cause them to stay in deeply wooded areas or even caves. The vast majority of werewolves reside within Astronomical Twilight where their power is strongest. The peak of their power comes at Midnight otherwise known as the (be)witching hour. The subject remains a werewolf until nautical twilight just before the sun rises. The rising sun triggers the de-transformation back to their human form. However, this isn't always the case.

Some werewolves can transform at will and maintain their transformations as long as they wish. However, their power still relies heavily on the phases of the moon and transformations in pure daylight often causes extreme cuts in power.

The Nature of a Werewolf
Werewolves are extremely agile, and possess strength comparable to at least two large polar bears with a speed greater than that of a wolf (66 mph). Their carnivorous teeth are as sharp as diamonds and tough as steel. When in human form during the day, they possess strength and speed above that of the average human and would be classified as superhuman. At night in human form in the presence of non-full moonlight they can have double or even triple the strength and speed of the average person. These superhuman abilities are the first clues that something is different about them when compared to other humans.

There's also an attraction to other supernatural creatures. If presented with a paranormal being or a human, the Werewolf will always go after the supernatural entity. Those human Werewolves that are evil will be some of the most horrid creatures ever and will go after any living thing. Those in between will probably go after animals and possibly adult humans.  However, what little humanity shines through may prevent them from harming children.

Types of Werewolf

  • Natural- These are the naturally occurring werewolves. They're born from two full blooded werewolf parents.

  • Lycan- These werewolves are the classic cinematic werewolf portrayed in classic films. These are those humans who have contracted the Lycan virus from a pure werewolf's bite.

  • Therian- Therians are evolved werewolves that have decided to stay apart from humanity living in secluded places with their own social life. Some have lost the ability to become human-like. They avoid any human contact and prefer to escape and preserve their way of life than have direct contact with civilization.

  • Vampwolf- A Vampwolf is a cross-breed between a vampire and a wolf or werewolf. They are not a lesser being by far. Having all of the strengths of both races and none of the weaknesses, they are the superior race to them both. Originally created to serve the vampires during their cruel, dark reign, they were once a forced phenomenon, but now occur naturally. Unlike Vampires, they can not be created. they are born.


Packs
Werewolves are an extremely social creature. They exist as a social unit called a pack.

Werewolves travel and hunt in a group and perform almost all other activities in the company of fellow wolves.

The pack, the basic unit of their social life, is usually a family group. It's made up of wolves related to each other by blood and family ties of affection and mutual aid.

The core of a pack is a mated pair of wolves- an adult male and female that have bred and produced young. The other members of the pack are their offspring: young wolves ranging in age from pups to adults.

Pack sizes vary, most packs have 6 or 7 members, although some may include as many as 20 wolves. The size depends on many variables including the current numbers of the werewolf population, the abundance of food, and social factors within the pack.

Within each pack is an elaborate hierarchy. It may consist of a single breeding pair, the Alpha male and female, a lower group consisting of non-breeding adults, each with its own ranking, a group of outcasts, and a group of immature wolves on their way up. Some of the younger wolves of the pack may leave to find vacant territory and a mate.

The alpha male and female are typically the oldest members (founders. Does not mean actual age) of the pack and the ones with the most experience in hunting, defending territory, and other important activities. The other pack members respect their positions and follow their leadership in almost all things. The alpha wolves are usually the ones to make decisions for the pack when the group should go out to hunt or move from one place to another.

The other Pack members all have positions in the hierarchy inferior to those of the alpha male and female. The young adult wolves, who are the grown-up offspring of the alpha pair, have their own special roles under the leadership or their parents. Some of them may be able to "boss around," or dominate, their sisters and brothers because they have established themselves as superior in some way. This superiority might be a physically larger size or greater strength, but it can be based on personality as well. Dominant wolves in the pack usually have more aggressive and forceful personalities than their relatives of the same age.

The juveniles and pups-wolves under two years old do not occupy permanent positions within the pack hierarchy. They all take orders from their parents and older brothers and sisters, but their relationships with each other change frequently. During their play and other activities, they are constantly testing one another to find out who will eventually be "top wolf" in their age group.

Creation
Werewolves are created when a werewolf bites a human thereby transferring the supernatural lycanthropy virus into the victims bloodstream.  From there it makes it to their cells where the DNA is altered and lies mostly dormant until a full moon. There is currently no cure for Lycanthropia aka Werewolf Syndrome, however if they were just bitten it is possible to reverse it with magic or religious remedies. The afflicted individual can take steps to insure people don't get hurt.  Many who realize what's going on choose to lock themselves away on full moon nights. There's also evidence that some witches and wizards can temporarily de-transform a werewolf although they are by no means cured of the disease.  

Breeding
The humans with werewolf syndrome can still have kids and they will be perfectly normal. In fact, it's pretty much a guarantee they will be free of birth defects and not have any negative genetic factors.

The most common way for werewolves to reproduce naturally is to have a born lycanthrope mate with a human. This creates hereditary werewolves who will pass down the Lycanthrope gene to their offspring.

In werewolf form it is possible for them to mate with another werewolf, but a male werewolf running into and mating with a female one is rare.  

The resulting pregnancy would cause the female to stay in werewolf form for the one week gestation period. She would most likely find deep forest cover, a cave, or bury herself in the ground until the birth.

The werewolf child would be a rare pure blood werewolf that has no human form and would become an adult within a week. It would be born an albino and would be beyond ferocious. Although it's strength and aggression would be somewhat beholden to the full moon, it would constantly be in werewolf form most likely hiding during the day in a dark cool place.  

Albino werewolves cannot mate nor does their bite create another werewolf. In fact it's mere bite would kill a human. Albinos are the only true immortal werewolves and will live forever until killed.

Aging
Werewolves are not immortal as they are still human and therefore age.

However, each monthly transformation regenerates the body to an extent so they will have double the lifespan of a normal human. It's pretty common for a human with Lycanthropia to live for 175 years. The highest known age for a common Werewolf is 251 years old although it is rumored that a small number have utilized magics to attain immortality so there might be werewolves roaming the Earth who are thousands of years old.



Tribes/Clans

  • Brown- Legend has it that these wolves got their fur color from mingling their blood with earth, giving them the ability to control it. The Brown clan is a rough and tough bunch of wolves. They're sturdy and strong built.  

    Originating from Sochi, Russia where the summers can reach temperatures of over 100 degrees fahrenheit, the Brown clan is a typically stationary group that tend to roam near the warmer parts of Russia.

    Their fur is always a shade of brown, ranging from the lighter shades of tan and isabella to the darker shades such as chocolate or cocoa. In the summer months, this fur is a thin, shorter coat. Once the winter months grow near, they shed their lighter summer coats for a thick, heavy winter coat to protect them from the harsh Russian winters.

  • Silver (Gray)- While not as large as their Russian brethren, the Silver wolves are larger in numbers and live in a wider range. There are packs of Silver tribe members spread throughout all of North America. Their home lands include: Canada, Alaska, the Great Lakes, northern Rockies and the Pacific Northwest.

    These wolves are not as small as their Red cousins, but not as large as their Brown brothers. They're a mid height, sturdy wolf meant to adapt to their surroundings and can often control storms or weather magic. They're well known for their abilities to mingle well with the people and animals in their native lands and famous for their abilities to hunt in large packs with 16 members or more to each pack.

    Their coats aren't shed very often, and instead help to protect against the American and Canadian winters. They don't shed very often as their coats don't need to be nearly as thick as the Russian wolves. However, their coat is always a shade of silver or better known as gray. Some variations of this color includes Blue or Agouti.

  • Red- Smaller still than their Silver cousins, the Red Tribe live throughout the southeastern U.S. from Pennsylvania to Florida and as far west as Texas. They're also known to roam more than 1.7 million acres throughout northeastern North Carolina and can be found in parts of Mexico.

    Built for speed, this tribe can get extremely close to other humans due to their smaller size. They can sometimes appear to be slightly larger dogs and as such can be mistakenly taken in  as pets. This has caused many problems among the Red Tribe, and has caused them to be hunted to near extinction in their home territories.

    Their near extinction has caused them to become shy and secretive. Some will even go so far as to hunt alone or in small packs. Size of the pack varies with the size of available prey populations, but are typically only between 8 to 10 in a pack.

    Like their Silver cousins, the Red Tribe have a medium length coat that sheds very seldomly. Their fur is always a shade of Red that can range from liver, cinnamon, Apricot, Chestnut, Fawn, Rust, and Deer.

  • Black- Larger than the Silver Tribe wolves, these dark colored wolves are known to be extremely aggressive and violent towards outsiders. They originate from the coastal southeast of Alaska. A large portion of them reside within Alaska's Tongass National Forest. However, they can be found on the mainland from Dixon Entrance to Yakutat Bay, and on all the major islands in the Alexander Archipelago except Admiralty, Baranof and Chichagof.

    Many of the wolves travel freely between islands, and their ranges may shift significantly over time. This makes it difficult to accurately keep track of their population. This Tribe of wolf is relatively isolated from other werewolves by mountains and water barriers.

    These "island wolves" have always fur that is always black. The wolves of the Black Tribe have shorter, coarser, and darker hair than wolves in the north, making them stick out in places that their Red cousins are common. However, they can slip into places where black is a possible coat color for American Gray Wolves.

    These wolves are commonly known to have Electrokinetic powers that allow them to control electricity of any kind. Variations in powers aren't common, but they can rarely obtain the ability to use Black Magic.

  • White- These wolves are typically albino, meaning that they're the rare coloration among any wolf Tribe. While albino wolves are rare, they will blend well with the white tribes of the Arctic and tundra dwelling tribes of Russia. All of which are born with white fur. The only way to tell the difference between an albino werewolf and a purely White Tribe member is to look for the pink color of their nose, paw pads, and around their eyes.

    These wolves are less balanced than their other brethren. They are typically either one extreme or the other. This means that they're either prone to extreme violence or extremely docile. However, this does not mean that there are not a mix of the two in any wolf. Werewolves of the White Tribe are the tribe with the most variety in personality types which can both be interesting and dangerous.

    Typically, the White Tribe is known to control ice and snow. For this reason, they typically have thick, long coats that don't shed. They're more often than not a population with very few males and more females, however every pack is different and as such, shouldn't be held to any certain standard.

    Some of these wolves have been known to be born without a soul, leaving them as nothing more than beasts with no human form. They're vulnerable to demonic possession. These beasts are to be avoided unless the intent is to kill them with a silver bullet.

    Albino


    White



Religions and Important Rituals
Werewolf culture is driven by the Pagan religion in one form or another. Some packs my follow Wicca, others Neo-Paganism, while another may follow Discordianism. Regardless of the name, the religion is still centered on the Pagan religion. All werewolves recognize that there is a divinity in nature. All werewolves are deeply aware of the natural world and see the power of the divine in the ongoing cycle of life and death. Some werewolves are eco-friendly, seeking to live in a way that minimizes harm to the natural environment. Thus, many packs, clans, or tribes will live off the land, hunting for only the amount of food they need to survive, using natural tools and weapons they created themselves or even their own natural weapons. This culture of living off the land also means that major celebrations for werewolves take place during specific parts of the year. The main festivals or celebrations take place during the Spring Equinox, Summer Solstice, Autumn Equinox and the Winter Solstice.

Spring Equinox Celebration(s)
Early in the year after the snows have all melted and the flowers are beginning to bloom. Meanwhile, the werewolves are preparing for the start of the planting season. This preparation is known as Ostara or the Spring Equinox. Ostara takes place on or around the 21st of March and is the day that new crops are planted. Ostara is seen as a time of renewal and rebirth. Many werewolves will take time to just observe and enjoy the nature around them. They'll often be seen taking a walk in the park, laying or rolling in the grass, hiking through mountains and forests.

It is also to be noted that on the first of March, Matronalia the festival of motherhood is celebrated. Matronalia is the festival of Juno, the Roman goddess of birth. The Matronalia symbolizes not only the sacredness of marriage but also the peace that followed the first marriages between young werewolves. The festival consists of a procession of married women to the temples or "churches" of the pagan community where they make offerings to Juno. At home, offerings are supplemented by prayers for marital felicity. Wives receive gifts from their husbands and give a feast for the other males of their community (friends of the husband or male colleagues that work with the husband).

St. Patricks day is not celebrated on March 17th. This is because St. Patrick, while he's known as a symbol of Ireland for "driving the snakes from Ireland", actually is believed to have actually drove the Pagans from Ireland. Instead, werewolves protest the day by wearing all white and are often seen wearing clothing or jewelry with snakes incorporated into them. This is also a mark of their contempt for their smaller numbers on the Emerald Isles thanks to the European epidemic of hunting and killing anyone suspected of being a witch, werewolf or vampire.

Another popular festival or celebration during this time is Floralia. Floralia is a festival in honor of the Roman goddess Flora, goddess of flowers, vegetation, and fertility. It begins on April 28th lasts until May 3rd in honor of the Roman traditions of the Ludi Florae or "the Games of Flora." During this time, a tree is stripped of its leaves and limbs, and then decorated with garlands of ivy, vines and flowers. Great banquets and games are held in large areas to accommodate large gatherings of multiple packs or clans of werewolves. Werewolves will also wear colorful clothes, walk around with  bouquets of flowers and wear wreaths of flowers around their neck or in their hair.

In the home or outside of the home in the streets of werewolf only towns or villages, they scatter the flowers of lupines, bean and vetch about. Plays are put on in these villages, towns or festival areas where female actresses perform naked at the demand of the crowds as they cheer. Jokes are made, fools or mimes are jeered at while "fights" such as boxing and wrestling matches, and races take place. Hunting is also a huge event. The main items to be hunted are the symbols of fertility; deer (or goats) and hare. The festivities begin in the morning with the rituals continuing as the werewolves dance, drink and and surround themselves with flowers while offerings of milk and honey are placed on alters dedicated to Flora.

Summer Solstice Celebration(s)
The festival of Litha, often called Midsummer, Gathering Day, the Summer Solstice, Alban Heffyn or Feill-Sheathain is the most powerful day of the year for the Sun God. Because this Sabbath glorifies the Sun God and the Sun. Fire plays a very prominent role in this festival. The element of Fire is the most easily seen and immediately felt element of transformation. It can burn, consume, cook, shed light or purify and bale-fires still figure prominently at modern Midsummer rites.

Litha usually takes place around June 21st or 22nd (or December 21/22 in the southern hemisphere) when the sun reaches its zenith in the sky. It is the longest day of the year, and the point at which the sun seems to just hang there without moving. This is a time of year of brightness and warmth. Crops are growing in their fields with the heat of the sun, but may require water to keep them alive. The power of the sun at Midsummer is at its most potent, and the earth is fertile with the bounty of growing life.

For werewolves and other Pagans, this is a day of inner power and brightness where they'll find a quiet spot and meditate on the darkness and the light both in the world and think on their personal life. They celebrate the turning of the Wheel of the Year with fire and water, night and day, and other symbols of the opposition of light and dark.

Autumn Equinox Celebration(s)

It is the time of the autumn equinox, and the harvest is winding down. The fields are nearly empty, because the crops have been plucked and stored for the coming winter. Mabon is the mid-harvest festival, and it is when werewolves take a few moments to honor the changing seasons, and celebrate the second harvest. On or around September 21, for many Pagan and Wiccan traditions it is a time of giving thanks for the things they have, whether it is abundant crops or other blessings. It's a time of plenty, of gratitude, and of sharing abundance with those less fortunate.

Mabon marks the middle of harvest, it is a time of equal day and equal night, and for the moment nature is in balance. It is a time to reap what you have sown, of giving thanks for the harvest and the bounty the Earth provides. This is the time to look back not just on the past year, but also life, and to plan for the future. In the rhythm of the year, Mabon is a time of rest and celebration, after the hard work of gathering the crops. Warm autumn days are followed by chill nights, as the Old Sun God returns to the embrace of the Goddess.

An apple harvest is often also held during Mabon and some werewolves will even visit an apple orchard if they do not have one locally. In many pantheons, the apple is a symbol of the Divine. Apple trees are representative of wisdom and guidance. This apple ritual allows time to thank the gods for their bounty and blessings, and to enjoy the magic of the earth before the winds of winter blow through.

Mabon is also celebrated with an altar that is decorated with symbols of the season - a basket of gourds or small pumpkins, colorful fall leaves, acorns, vines, grapes or blackberries, a pair of orange candles to symbolize the harvest, a cup of cider or wine, and an apple. Some altars are also decorated with symbols of Demeter and her daughter -- flowers in red and yellow for Demeter, purple or black for Persephone, stalks of wheat, Indian corn, sickles, baskets, a black candle, and a pomegranate in addition to the traditional altar decorations of Mabon.

Winter Solstice Celebration(s)

Many cultures have winter festivals that are in fact celebrations of light. The Pagan holiday called Yule takes place on the day of the winter solstice, around December 21 in the northern hemisphere (below the equator, the winter solstice falls around June 21). The origin of the word Yule, has several suggested origins from the Old English word, geõla, the Old Norse word jõl, a pagan festival celebrated at the winter solstice, or the Anglo-Saxon word for the festival of the Winter Solstice, 'Iul' meaning 'wheel'. In old almanacs Yule was represented by the symbol of a wheel, conveying the idea of the year turning like a wheel, The Great Wheel of the Zodiac, The Wheel of Life.

Yule is deeply rooted in the cycle of the year, it is the seed time of year, the longest night and the shortest day, where the Goddess once again becomes the Great Mother and gives birth to the new Sun King. In a poetic sense it is on this the longest night of the winter, 'the dark night of our souls', that there springs the new spark of hope, the Sacred Fire, the Light of the World, the Coel Coeth.

Fire festivals, celebrating the rebirth of the Sun, held on the Winter Solstice can be found throughout the packs and clans. The Roman festival of Saturnalia is held on the winter solstice, boughs of evergreen trees and bushes decorate the house, gifts were exchanged and normal business was suspended. The Persian Mithraists held December 25th as sacred to the birth of their Sun God, Mithras, and celebrated it as a victory of light over darkness. In Sweden, December 13th was sacred to the Goddess Lucina, Shining One, and was a celebration of the return of the light. On Yule itself, around the 21st, bonfires were lit to honour Odin and Thor.

The festival was already closely associated with the birth of older Pagan gods like Oedipus, Theseus, Hercules, Perseus, Jason, Dionysus, Apollo, Mithra, Horus and even Arthur with a cycle of birth, death and resurrection that is also very close to that of Jesus. It can hardly be a coincidence that the Christians, also used this time of year for the birth of Christ, mystically linking him with the Sun.

That Yule is another fire festival, should come as no surprise, however unlike the more public outdoor festival of the spring equinox and summer solstice, Yule lends itself to a more private and domestic celebration. Yet like its midsummer counterpart, is strongly associated with fertility and the continuation of life. Here the Goddess is in her dark aspect, as 'She Who Cuts The Thread' or 'Our Lady in Darkness', calling back the Sun God. Yet, at the same time, she is in the process of giving birth to the Son-Lover who will re-fertilize her and the earth, bringing back light and warmth to the world.

Yule is celebrated with many of the same aspects as Christmas such as caroling, kissing under the mistletoe, gift delivery by mythical beings, decorating with lots of greenery, hanging ornaments, fruitcake, presents for everyone associated with a family or community, themes of resurrection, holly, and a single log in the fireplace known as the Yule log. While this has the hallmarks of Christmas, Yule is actually much older and not nearly as bastardized.


  • Caroling in Yule is known as wassailing (pronounced to rhyme with fossil-ing). In centuries past, wassailers went from door to door, singing and drinking to the health of their neighbors. The concept actually hearkens back to pre-Christian fertility rites -- only in those ceremonies, villagers traveled through their fields and orchards in the middle of winter, singing and shouting to drive away any spirits that might inhibit the growth of future crops.As part of this, they poured wine and cider on the ground to encourage fertility in the crops.

  • Mistletoe in Yule is used for more than just kissing under. While more innocent couples will simply kiss under mistletoe, married couples or more committed partners will often perform fertility rituals under this white and green plant. In other words, many werewolf couples will have sex under mistletoe.

  • Santa Claus in Yule is celebrated as the same old jolly fat man who delivers gifts to the children of the world. However, Saint Nick is only the figure who delivers gifts to the males of the world. So who delivers gifts to the females? The female counterpart to good old Saint Nick is Frau Holle.

    Frau Holle is known as the feminine spirit of the woods and plants, and was honored as the sacred embodiment of the earth and land itself. She is associated with many of the evergreen plants that appear during the Yule season, especially mistletoe and holly, and is sometimes seen as an aspect of Frigga, wife of Odin. In this theme, she is associated with fertility and rebirth. Typically, she is seen as a goddess of hearth and home.

    In the Norse Eddas, she is described as Hlodyn, and she gives gifts to women at the time of the Winter Solstice, or Jul. She is sometimes associated with winter snowfall as well -- it is said that when Frau Holle shakes out her mattresses, white feathers fall to the earth. A feast is held in her honor each winter by many werewolves.

  • Boughs of Green Things decorate the homes and hearths. Unlike Christmas where mainly holly and pine decorates the home and hearths, things such as  vines and ivy decorate a Pagan home during Yule. This is because this tradition stems from Egyptian culture and traditions. The ancient Egyptians didn't have evergreen trees, but they had palms -- and the palm tree was the symbol of resurrection and rebirth. They often brought the fronds into their homes during the time of the winter solstice.

  • Hanging Ornaments originates from the Roman celebration of Saturnalia, which celebrates the god Saturn. Celebrants often hung metal ornaments outside on trees. Typically, the ornaments represented the gods. Early Germanic tribes decorated trees with fruit and candles in honor of Odin for the solstice.

    Many werewolf trees have at least one pentacle ornament. This is because the Pentagram is an ancient symbol in which the four lower points represent the four aspects of the world; {earth, water, air, and fire} with the fifth top point representing the divine spirit. The star is encircled by a wheel, representing the continual flow of life, or energy. Despite popular belief, the Pagan pentagram or pentacle is never bastardized by letting the apex point downward. It is always seen with it's apex pointing upward toward the Divine.

  • Fruitcake has become the stuff of legend, because once a fruitcake is baked, it will seemingly outlive everyone who comes near it. What’s interesting about the fruitcake is that it actually has its origins in ancient Egypt. There’s a tale in the culinary world that the Egyptians placed cakes made of fermented fruit and honey on the tombs of their deceased loved ones – and presumably these cakes would last as long as the pyramids themselves. In later centuries, Roman soldiers carried these cakes into battle, made with mashed pomegranates and barley. There are even records of soldiers on Crusades carrying honey-laden fruitcakes into the Holy Land with them.

    This cake became such a huge deal because of its long shelf life. It can be made with a small amount of ingredients and can survive a long time without molding, rotting or otherwise becoming inedible. This fact made it a staple in many cultures because it could feed a family going through harsh times for a long time. This homage is still payed today during Yule.

  • Presents can be traced back to cultures such as the Romans who gave gifts between Saturnalia and the Kalends. During the Middle Ages, French nuns gave gifts of food and clothing to the poor on St. Nicholas’ Eve. Interestingly, up until around the early 1800s, most people exchanged gifts on New Years’ Day – and it was typically just one present, rather than the massive collection of gifts that we’re inundated with each year in today’s society.

  • Resurrection is a theme of every cultures version of the Winter Solstice celebration. Christianity hardly has a monopoly on the theme of resurrection. A couple of thousand years ago, followers of a god named Mithras celebrated rebirth in much the same way as the followers of Jesus do today. Mithras was an early Roman god of the sun, who was born around the time of the winter solstice and then experienced a resurrection around the spring equinox. This tradition carried over into Pagan religion and is still used to date.

  • Holly is a common symbol of Yule and Christmas. For those who celebrate the spiritual aspects of Christmas, there is significant symbolism in the holly bush. For Christians, the red berries represent the blood of Jesus Christ as he died upon the cross, and the sharp-edged green leaves are associated with his crown of thorns. However, in pre-Christian Pagan cultures, the holly was associated with the god of winter – the Holly King, doing his annual battle with the Oak King. Holly was known as a wood that could drive off evil spirits as well, so it came in very handy during the darker half of the year, when most of the other trees were bare.

    As mentioned previously, Holly is also associated with Frau Holle.

  • The Yule Log has its origins in the cold winters of Norway, on the night of the winter solstice, where it was common to hoist a giant log onto the hearth to celebrate the return of the sun each year. The Norsemen believed that the sun was a giant wheel of fire which rolled away from the earth, and then began rolling back again on the winter solstice.

    As Christianity spread through Europe, the tradition became part of Christmas Eve festivities. The father or master of the house would sprinkle the log with libations of mead, oil or salt.

    Once the log was burned in the hearth, the ashes were scattered about the house to protect the family within from hostile spirits.

    Because each type of wood is associated with various magical and spiritual properties, logs from different types of trees might be burned to get a variety of effects. Aspen is the wood of choice for spiritual understanding, while the mighty oak is symbolic of strength and wisdom. A family hoping for a year of prosperity might burn a log of pine, while a couple hoping to be blessed with fertility would drag a bough of birch to their hearth.


Classes

  • Sentinel- Sentinels are to ensure that the pack is safe by patrolling the territory and watching the movements of the surroundings. They are to make sure that no intruders enter the clearing. In doing so, it is a Sentinel's responsibility to greet new visitors and learn why they are here and where they come from. Being in that position, it is the Sentinel's job to make sure each new visitor that comes into the clearing has good intentions as well. When the Sentinel is not present within the clearing or if there is none, the greeting responsibilities go to all Adult Pack members. Sentinels also make sure that the Pack Members keep themselves out of trouble, and that no fights break out between visiting wolves (or other pack members), warning them of the rules. After the warning, the Sentinel reserves the right to kick a continually aggressive or provoking wolf out of the channel and set a temporary ban. If this does happen they are to report to their Alpha and/or Beta and tell them what happened.

  • Elder- An Elder is a wolf with great experience and knowledge of wolf packs. In the past they may have held such high ranks as Alpha and/or Beta. They are sometimes older members who have decided to make the pack their final resting place. An Elder's opinion is greatly respected throughout the pack, being advisor to both Alphas and Betas. They are asked to be role models to the pack, adults and cubs included, and also to visitors, showing them the Way of the Pack. They express maturity in their thoughts and actions during serious discussion or conflicts and help out where ever they can, supporting the pack through and through. The Elder lingers in the background when it comes to Pack affairs; they voice their opinions and concerns when they feel it is necessary with the utmost respect to their leaders.

  • Hunters- The Hunters are those wolves who are exceptionally skilled at tracking and hunting down prey. They can range from 1 year to 5 years, large or small, but it is mainly their skill as a Hunter that counts. The Hunters make sure that the Pack has a full abundance of food. After large hunts, the lead Hunter will memo with an update of the food available . Hunters lead the hunts along with the Alpha and/or Beta, directing the members on when it is their turn to charge at the prey. Two titles of the hunters are the Ambusher and Tracker. These titles are given to those ranked Hunters that are exceptionally skilled with certain hunting techniques.

  • Scouts- Scouts are responsible for warning the Pack of dangerous territory outside the clearing, if any. Scouts are mainly wolves known by neighboring packs and visit around often. They stay in touch with other packs and keep friendly relations. They are to report any important changes to the Alpha and Beta. These include: if a new Pack is formed; Scouts are to find out who is the Alpha or Alphas and if the Pack is peaceful. Another change includes the banishment of a certain wolf; Scouts are to find out who was banished from where and why.

  • Care Takers- A wolf that shows interest and skill in caring for weakened pack mates. They also watch over the older or ill wolves of the Pack. The Care Taker of the Pack ensures when any wolf is wounded, they recover properly not putting too much stress on their wounds. They serve as a support unit, and try to keep the pack in a healthy state. If they feel a wolf is not strong or rested enough to hunt, they are to inform the Alpha, Beta, or Hunter.

    Care Taking does NOT mean healing; its means helping to survive, to watch over and make sure one does not further hurt themselves.

    A Care Taker has to be stern to the wounded. Many wolves will insist they are fine. A good care taker needs to know what injuries are serious and what injuries can heal on their own. They need to make sure a wounded wolf, does not over exert themselves. They need to be firm in having the wolf rest.


Ranks

  • Dire- This werewolf is the Lord or alpha of all alphas and all other werewolves and can assume the form of a dire wolf.

    An adult direwolf is as large as a small horse, and can rip a man's arm from its socket. Even a juvenile direwolf is quite capable of killing a man by ripping out his throat. Physically they are not simply larger versions of wolves, but have slightly different proportions than their smaller cousins: their heads are larger with a leaner, more pronounced muzzle; their legs are longer in proportion to their body, and they have proportionately larger teeth that are often used to crush bones.

    Direwolves are held to be near-mythical in most of the south. However, inhabitants of the North acknowledge that they are a real animal, but they are very rarely encountered. There are some rumors of them living in the woods near Russia, but these are unconfirmed. There may have been larger dire wolf populations in the North in past millennium, but centuries of human encroachment on their territory have pushed their range back to the furthest north.

    There have been confirmed sightings north of Baikal Castle by the vampires who guard it.

  • Alpha- The Alpha is the leader of the pack, they try their best to keep up with the going ons within the pack. They see each of the pack members as family and make important decisions that reflect the growth and welfare of the pack. The Alpha creates the rules for the pack and makes sure they are properly enforced. Alpha decides on ranking, courting, assessments, and banishment of wolves (meaning kicks). Another important responsibility of the Alpha is to maintain the pack's hunting territory. The Alpha calls group hunts and decides when and where to hunt, along with the Betas and Hunters. The Alpha provides an emotional center for the family and focus for friendly feeling in the pack. One of the most important social functions of the Alpha is to help maintain an even temper and bond of the family. During pack meetings, most issues will be discussed with the pack as a whole. The final decision will be made by the Alpha after all opinions are heard by the pack members. The Alphas have the final say so in everything, yet act only for the good of the pack.

  • Beta- The Beta wolf is the second ranking individual within the dominance hierarchy. They show commitment and loyalty to the pack, also acting as a disciplinary to reinforce the Alpha's decisions. The Betas stand in as Alpha when the Alphas are not present. They answer to no one but their Alphas, but are expected, as with all members, to show respect to every wolf. They also assist the Alphas with any conflicts within the pack and enforce the rules, keeping peace within the clearing. They have the right to kick and ban a wolf from the clearing, after fair warning of wrong actions, such as fighting. They hold Sop Access along with the Alpha. Betas may also call hunts, deciding when and where to hunt, along with the Hunters. In pack meetings, the Betas' answers and suggestions are the second most important, being trusted advisers to the Alpha, only thinking for the good of the pack as a whole. There may only be a male and female Beta.

  • Delta- The Delta wolf is a wolf in training for Beta position. They are third in rank to Alpha and Beta. Delta's do not hold the authority to call medium or large hunts. That is a privilege to only ranked Alphas, Betas, and SM Hunters. Deltas usually become the next Beta after training is complete but one can remain Delta without moving to Beta position. When this is the case, if ever the current Beta is removed from their rank, steps down, changes rank, or leaves the pack, the Delta may take the place as the new Beta at the Alpha's request. There may only be a male and female Delta.

  • Gamma- The job of a Gamma is that of a pack protector, if you will. The Gammas are responsible for making sure that everything is safe in their pack's territory, and that there are no dangers to their pack. Gamma should try and meet with other pack members every so often to report and make sure that nothing's wrong, and if something is wrong, they should either try and solve it as a group or notify the highest ranking wolf available at the time. Gammas are generally elusive and not seen as much as some other members of the pack, but their role is very important.

  • Omegas and Pups- The Omega of the pack is lowest ranking wolf. The Omega is usually a young wolf that is very new to pack life and still learning, a wolf that has been lowered in rank due to wrong actions, or a Re-Evaluated Wolf (one who left the Pack once and was accepted back into the Pack after a period of re-evaluation).

    They are usually given the responsibilities of 'puppy-sitter', watching over the cubs during group hunts and making sure they don't wander into the forest. With the Omega always watching over the pups, they sometimes teach the Way of the Pack and the hierarchy. They explain to the pups what is right and wrong, or safe and dangerous.

    Pups while low in rank have many social freedoms; their antics are tolerated by most of the members. Reaching 1 year old, pups of the Pack may become Full Adult Members. Must be 1 year to Court/Mate and 2 years to Breed (have a litter).


Special Ranks

  • Dog- Dog behave like normal werewolves, but more vicious and without social structure, they will attack anything but are easily controlled by higher classes, vampires, and those with evil intentions, using them to hunt enemies.

  • Bulldog- While the concept makes them sound cute and cuddly, these werewolves are anything but. While werewolves of the Dog rank can be controlled, Bulldogs cannot. These beasts are huge, uncontrollable monsters who lust after nothing but blood. They'll target anything and everything with a pulse.

  • Berserker- Similar to Bulldogs, these monsters are blood thirsty. They're unstoppable killing machines who can't regain their human form or their human mind, although they retain certain rationality but only really powerful beings can control them somewhat, the more powerful a Berserker is, the more impervious is to control; they live to kill and transform those who manage to live.


Last edited by BlindedElegance on Sat Nov 12, 2016 2:52 am; edited 7 times in total
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PostSubject: Re: Werewolf or Lycanthrope (Guide)   Sat Nov 19, 2016 3:18 pm

Abilities/Skills

  • Claw Retraction- The user can project and retract razor-sharp claws from their fingertips for offensive purposes. Claws can be composed of energy, bone, metal, or simple keratin.

    Limitations:
    1. May take practice to retract claws.
    2. Claws may not be durable.

  • Contaminant Immunity- The user is immune to some known poisons, toxins, venoms, viruses, bacteria, etc.

    Limitations:
    1. May not be immune to all poisons or pathogens.
    2. May not be immune to the poisons made by those with Poison Generation.
    3. May still become ill, but not fatally.

  • Enhanced Agility- User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

    Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

    Limitations:
    1. Can still experience exhaustion.
    2. Over time the joints of the person could become inflamed and arthritic.
    3. Does not necessarily mean they can survive falls from great heights or crashes into walls.

  • Enhanced Reflexes- User has enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.

    Limitations:
    1. Enhanced Speed users may be too fast to react.
    2. Objects moving at tremendously quick speeds may be too difficult to dodge.

  • Enhanced Jump- Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying".

    Limitations:
    1. Not actual Flight.
    2. Legs require full operation, may even require a running start.

  • Lunar Empowerment- Users become stronger, faster, more durable, etc. when they come in contact with moonlight, possibly unlocking abilities related to the affinity and enhancing the existing powers.

    Limitations:
    1. May be weaker during the day.
    2. May only absorb energy from certain phases of moon.

  • Lycanthropic Infection- The user can turn others into werewolves. This can be done by several methods, via a curse, claw but traditionally through a bite.

    Limitations:
    1. Turning others does NOT mean one can control them.
    2. May be involuntary and constantly active.
    3. If the target is alive the power will work but it will take time.

  • Regenerative Healing Factor- The user can regenerate, in other words, they recreate lost or damaged tissues, and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely, some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to a healthy state.

    Limitations:
    1. Instantly lethal attacks are likely un-recoverable.
    2. Complete Disintegration or Incineration may prevent regeneration permanently.
    3. Decapitation and distancing of the head away from the body will kill the user, as it prevents the brain from sending signals to the body to regenerate.
    4. Wounds of extreme depth or those carrying deep emotions may not completely heal, resulting in scars.
    5. Brain cells can be repaired, but if the cerebral cortex (where information, memories, awareness and consciousness are processed) is damaged, unless the user is at least master-level, complex issues may arise:
    6. Since the information transmittance ceases, it stops telling the body to regenerate, killing the user.
    Even if it does repair, damaged memories may not regenerate, causing the user to have nothing more than primal instincts at best.
    7. As long as the cerebral cortex remains unharmed, the user is practically immortal, being able to regenerate pretty much from that one portion alone.
    8. If the weapon used stays on the wound, regeneration may be slowed or stopped.
    9. Pain Suppression may not be included.
    10. Some forms of regeneration simply forces cell division to occur faster, rather than repairing/reviving damaged cells, and thus this actually speeds up aging shortening lifespan.
    11. May still be vulnerable to disease.
    12. Depending on injuries, regenerating may change.
    13. Can not regenerate internal organs.
    14. User is still vulnerable to suffocation or asphyxiation.
    15.Users of Healing Factor Nullification can prevent the user from healing.

  • Wolf Physiology- The user takes on or has the forms, traits and abilities of wolves.

  • Enhanced Bite- The user has particularly strong bite, either because of sharp teeth, strong jaw-muscles, unusual jaw-structure (mandibles of insects) or some other reason. Exactly what they can bite depends of the jaw-strength, resilience of their teeth/bite-surface and their shape.

    Limitations:
    1. Has to be careful not bite down on anything potentially harmful or dangerous.
    2. May still be broke against harder substances.

  • Enhanced Durability- The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.

    Limitations:
    1. Since this ability isn't the same as Invulnerability, the user can only take so much damage before it finally takes an effect.

  • Enhanced Endurance- Users can operate on a low power setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.

    Limitations:
    1. Users are still limited on how far they are available to continue.
    2. May require a specific item or sustenance that would allow them to go without others.

  • Enhanced Senses- The user has extremely accurate senses, allowing them to see, hear, smell, taste, and/or feel more than an average member of their species.

    Limitations:
    1. Overloading may be a frequent occurrence.
    2. Magic may cause interference.
    3. Drugs or other means can negate or remove these senses unless they are reversible.

  • Enhanced Hearing- Users have ears enhanced to hear with amazing clarity, distance, and even frequencies outside normal range. Users ears can pick up every single sound, can decipher layer upon layer of differing sounds/conversations, locate the source of noise or pick up a sound from a mile away in a busy city.

    Limitations:
    1. May be more sensitive to loud sounds.
    2. Noise can limit the distance of the users hearing range or ability to detect minor sounds.
    3. Inaudibility and Silence Manipulation will make this power useless.

  • Enhanced Smell- Users can detect specific persons, objects, substances or even places, locate their origin and track with nothing but their nose. Some may even be able to detect lying, sicknesses or tumors by which hormones/smells they excrete.

    Limitations:
    1. May be sensitive to stronger smells or foul odors.
    2. Does not work well when someone masks their scent.
    3. Does not work on odorless materials.
    4. Ability is nullified if the user's nostrils are clogged.
    5. As sneezing prevents the user from being able to use this ability, tactics such as sneezing powder can nullify this ability until the sneezing wears off.
    6. Hard to find someone if the user doesn't know their scent firsthand often requiring an object touched by the other person to get their scent.
    7. Other scents from an area that has a large amount of people such as a battlefield can make it harder to find a specific scent.

  • Night Vision- User can see in a dark or dim environments as though it were well-lit.

    Limitations:
    1. May become sensitive to sudden flashes or bright light.
    2. Might take some time for the eyes to re-adapt to regular light.
    3. May not be able to see in pure darkness, such as deep inside a cave.

  • Enhanced Speed- Users can move far faster than the average member of the user's species. This power is not without any ill effects however, as it can strain the body.

    Limitations:
    1. User can only travel at a speed of  60 mph in wolf form for about 50 yards before they become fatigued.
    2. Users physical state affects their speed and endurance.
    3. May suffer fatigue if the user overuses their high speed powers.
    4. May be temporary in effect and limited in continuation depending on the user.
    5. Speed doesn't necessarily mean maneuverability, some users may have problems with inertia and tight corners.

  • Enhanced Stamina- The user's body is highly resistant to the build-up of fatigue toxins in their blood, allowing them to be physically active for considerably longer periods of time than the average member of the user's species.

    Limitations:
    1. Users can only exert oneself for so long before the excessive build-up of fatigue toxins will begin to wear them down.

  • Enhanced Strength- Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

    Limitations:
    1. Balance, gravity, and mass still affect the user.
    2. Users are still susceptible to Newton's Three Laws of Motion.
    3. Strength does not equal durability. If a user were to attempt to lift something extremely heavy over their head, their bones and joints could snap.
    4. May damage environment/other people without meaning or noticing.
    5. There may be a limit to how strong a user can become before it's dangerous for themselves to use.
    6. May be limited to certain limbs.

  • Feral Mind- User is able to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking and inflicting damage that they wouldn't in their normal state. In some cases, the user's mind descends so far into the feral rage that, mentally, they are little more than animals.

    Limitations:
    1. May be unable to separate friend from foe and attacks everyone.
    2. May be unable to remember activity in primal rage.
    3. May revert to a state of mind where the users only thoughts are simply: fight, flight, or mate.

  • Predatory Instinct- The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit.

  • Temperature Regulation- The user can maintain different levels of their own body temperature for extended periods of time. Some users may even be able to manipulate their own body temperatures at will.

    Limitations:
    1. Certain temperatures may are lethal.

  • Lunar Mind- The user can employ the forces of the moon to revert the mind into a primal state prone to violence and survival instinct.

    Limitations:
    1. May be limited to a certain moon stage (i.e, Full moon, half moon, etc.).
    2. May completely lose awareness of their normal self.

  • Semi-Immortality- Users of this ability never age, and as a result, they stay young forever or at least never suffer the ravages of aging. Because of this, the user will always be at their physical prime. The user will also be immune to aging abilities, such as Age Acceleration or Reversal.

    Limitations:
    1. User is still vulnerable to everything else that would affect other beings, from disease to mortal wounds.
    2. Some users keep aging, they simply won't die from it, leaving them to become extremely elderly and frail.
    3. Some users will stop aging only after they reach a certain point.



Code:

[center][u][size=16][b]Abilities/Skills[/b][/size][/u][/center]
[list]
[*][b]Claw Retraction-[/b] The user can project and retract razor-sharp claws from their fingertips for offensive purposes. Claws can be composed of energy, bone, metal, or simple keratin.

[center][i][b]Limitations:[/b]
1. May take practice to retract claws.
2. Claws may not be durable.[/i][/center]

[*][b]Contaminant Immunity-[/b] The user is immune to some known poisons, toxins, venoms, viruses, bacteria, etc.

[center][i][b]Limitations:[/b]
1. May not be immune to all poisons or pathogens.
2. May not be immune to the poisons made by those with Poison Generation.
3. May still become ill, but not fatally.[/i][/center]

[*][b]Enhanced Agility-[/b] User with this ability can go from one motion to another effortlessly, effectively dodge attacks, swing from things easily, sprint, do back-flips and numerous other gymnastic, athletic and martial implements with little effort.

Agility is "the ability to rapidly respond or change by adapting its initial stable configuration", the ability to change the body's position efficiently, and requires the integration of isolated movement skills using a combination of balance, bodily coordination, speed, reflexes, strength and endurance.

[center][i][b]Limitations:[/b]
1. Can still experience exhaustion.
2. Over time the joints of the person could become inflamed and arthritic.
3. Does not necessarily mean they can survive falls from great heights or crashes into walls.[/i][/center]

[*][b]Enhanced Reflexes-[/b] User has enhanced reaction speed, allowing them to dodge bullets, catch flies in mid-air, dodge and maneuver around complex attacks, catch falling objects, block detriments and react instantaneously to what others take more time to react to.

[center][i][b]Limitations:[/b]
1. Enhanced Speed users may be too fast to react.
2. Objects moving at tremendously quick speeds may be too difficult to dodge.[/i][/center]

[*][b]Enhanced Jump-[/b] Users can jump incredible distances and land safely, covering frighteningly tall heights and long distances. Usually comes with strong legs. In some cases a jump can fool an observer into believing the person is "Flying".

[center][i][b]Limitations:[/b]
1. Not actual Flight.
2. Legs require full operation, may even require a running start.[/i][/center]

[*][b]Lunar Empowerment-[/b] Users become stronger, faster, more durable, etc. when they come in contact with moonlight, possibly unlocking abilities related to the affinity and enhancing the existing powers.

[center][i][b]Limitations:[/b]
1. May be weaker during the day.
2. May only absorb energy from certain phases of moon.[/i][/center]

[*][b]Lycanthropic Infection-[/b] The user can turn others into werewolves. This can be done by several methods, via a curse, claw but traditionally through a bite.

[center][i][b]Limitations:[/b]
1. Turning others does [b]NOT[/b] mean one can control them.
2. May be involuntary and constantly active.
3. If the target is alive the power will work but it will take time.[/i][/center]

[*][b]Regenerative Healing Factor-[/b] The user can regenerate, in other words, they recreate lost or damaged tissues, and limbs, sometimes slowing, or even stopping, aging. The rate and amount of healing varies widely, some can regrow missing limbs, others must put the limb back in place for rapid regeneration. They are generally in very good physical shape as their bodies are constantly reverting to a healthy state.

[center][i][b]Limitations:[/b]
1. Instantly lethal attacks are likely un-recoverable.
2. Complete Disintegration or Incineration may prevent regeneration permanently.
3. Decapitation and distancing of the head away from the body will kill the user, as it prevents the brain from sending signals to the body to regenerate.
4. Wounds of extreme depth or those carrying deep emotions may not completely heal, resulting in scars.
5. Brain cells can be repaired, but if the cerebral cortex (where information, memories, awareness and consciousness are processed) is damaged, unless the user is at least master-level, complex issues may arise:
6. Since the information transmittance ceases, it stops telling the body to regenerate, killing the user.
Even if it does repair, damaged memories may not regenerate, causing the user to have nothing more than primal instincts at best.
7. As long as the cerebral cortex remains unharmed, the user is practically immortal, being able to regenerate pretty much from that one portion alone.
8. If the weapon used stays on the wound, regeneration may be slowed or stopped.
9. Pain Suppression may not be included.
10. Some forms of regeneration simply forces cell division to occur faster, rather than repairing/reviving damaged cells, and thus this actually speeds up aging shortening lifespan.
11. May still be vulnerable to disease.
12. Depending on injuries, regenerating may change.
13. Can not regenerate internal organs.
14. User is still vulnerable to suffocation or asphyxiation.
15.Users of Healing Factor Nullification can prevent the user from healing.[/i][/center]

[*][b]Wolf Physiology-[/b] The user takes on or has the forms, traits and abilities of wolves.

[*][b]Enhanced Bite-[/b] The user has particularly strong bite, either because of sharp teeth, strong jaw-muscles, unusual jaw-structure (mandibles of insects) or some other reason. Exactly what they can bite depends of the jaw-strength, resilience of their teeth/bite-surface and their shape.

[center][i][b]Limitations:[/b]
1. Has to be careful not bite down on anything potentially harmful or dangerous.
2. May still be broke against harder substances.[/i][/center]

[*][b]Enhanced Durability-[/b] The user's physical durability (ability to endure/resist damage) is extremely high, allowing them to take numerous blows of internal or external assaults before succumbing to the effects.

[center][i][b]Limitations:[/b]
1. Since this ability isn't the same as Invulnerability, the user can only take so much damage before it finally takes an effect.[/i][/center]

[*][b]Enhanced Endurance-[/b] Users can operate on a [i]low power[/i] setting, allowing them to operate for an extended amount of time. They can hold their breath for longer periods of time and remain calm through stressful or painful situations, tolerate extreme hunger, unbearable thirst, and strong urges to sleep.
 
[center][i][b]Limitations:[/b]
1. Users are still limited on how far they are available to continue.
2. May require a specific item or sustenance that would allow them to go without others.[/i][/center]

[*][b]Enhanced Senses-[/b] The user has extremely accurate senses, allowing them to see, hear, smell, taste, and/or feel more than an average member of their species.

[center][i][b]Limitations:[/b]
1. Overloading may be a frequent occurrence.
2. Magic may cause interference.
3. Drugs or other means can negate or remove these senses unless they are reversible.[/i][/center]

[*][b]Enhanced Hearing-[/b] Users have ears enhanced to hear with amazing clarity, distance, and even frequencies outside normal range. Users ears can pick up every single sound, can decipher layer upon layer of differing sounds/conversations, locate the source of noise or pick up a sound from a mile away in a busy city.

[center][i][b]Limitations:[/b]
1. May be more sensitive to loud sounds.
2. Noise can limit the distance of the users hearing range or ability to detect minor sounds.
3. Inaudibility and Silence Manipulation will make this power useless.[/i][/center]

[*][b]Enhanced Smell-[/b] Users can detect specific persons, objects, substances or even places, locate their origin and track with nothing but their nose. Some may even be able to detect lying, sicknesses or tumors by which hormones/smells they excrete.

[center][i][b]Limitations:[/b]
1. May be sensitive to stronger smells or foul odors.
2. Does not work well when someone masks their scent.
3. Does not work on odorless materials.
4. Ability is nullified if the user's nostrils are clogged.
5. As sneezing prevents the user from being able to use this ability, tactics such as sneezing powder can nullify this ability until the sneezing wears off.
6. Hard to find someone if the user doesn't know their scent firsthand often requiring an object touched by the other person to get their scent.
7. Other scents from an area that has a large amount of people such as a battlefield can make it harder to find a specific scent.[/i][/center]

[*][b]Night Vision-[/b] User can see in a dark or dim environments as though it were well-lit.

[center][i][b]Limitations:[/b]
1. May become sensitive to sudden flashes or bright light.
2. Might take some time for the eyes to re-adapt to regular light.
3. May not be able to see in pure darkness, such as deep inside a cave.[/i][/center]

[*][b]Enhanced Speed-[/b] Users can move far faster than the average member of the user's species. This power is not without any ill effects however, as it can strain the body.

[center][i][b]Limitations:[/b]
1. User can only travel at a speed of  60 mph in wolf form for about 50 yards before they become fatigued.
2. Users physical state affects their speed and endurance.
3. May suffer fatigue if the user overuses their high speed powers.
4. May be temporary in effect and limited in continuation depending on the user.
5. Speed doesn't necessarily mean maneuverability, some users may have problems with inertia and tight corners.[/i][/center]

[*][b]Enhanced Stamina-[/b] The user's body is highly resistant to the build-up of fatigue toxins in their blood, allowing them to be physically active for considerably longer periods of time than the average member of the user's species.

[center][i][b]Limitations:[/b]
1. Users can only exert oneself for so long before the excessive build-up of fatigue toxins will begin to wear them down.[/i][/center]

[*][b]Enhanced Strength-[/b] Users have incredible ability to defy weight limitations of the member of their race, but not completely break them. Dense, lengthy, or overweight items are easy to move and simple to use in nearly any manner. Users can crush, lift, throw, or catch items of great weight.

[center][i][b]Limitations:[/b]
1. Balance, gravity, and mass still affect the user.
2. Users are still susceptible to Newton's Three Laws of Motion.
3. Strength does not equal durability. If a user were to attempt to lift something extremely heavy over their head, their bones and joints could snap.
4. May damage environment/other people without meaning or noticing.
5. There may be a limit to how strong a user can become before it's dangerous for themselves to use.
6. May be limited to certain limbs.[/i][/center]

[*][b]Feral Mind-[/b] User is able to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking and inflicting damage that they wouldn't in their normal state. In some cases, the user's mind descends so far into the feral rage that, mentally, they are little more than animals.

[center][i][b]Limitations:[/b]
1. May be unable to separate friend from foe and attacks everyone.
2. May be unable to remember activity in primal rage.
3. May revert to a state of mind where the users only thoughts are simply: fight, flight, or mate.[/i][/center]

[*][b]Predatory Instinct-[/b] The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where he is headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit.

[*][b]Temperature Regulation-[/b] The user can maintain different levels of their own body temperature for extended periods of time. Some users may even be able to manipulate their own body temperatures at will.

[center][i][b]Limitations:[/b]
1. Certain temperatures may are lethal.[/i][/center]

[*][b]Lunar Mind-[/b] The user can employ the forces of the moon to revert the mind into a primal state prone to violence and survival instinct.

[center][i][b]Limitations:[/b]
1. May be limited to a certain moon stage (i.e, Full moon, half moon, etc.).
2. May completely lose awareness of their normal self.[/i][/center]

[*][b]Semi-Immortality-[/b] Users of this ability never age, and as a result, they stay young forever or at least never suffer the ravages of aging. Because of this, the user will always be at their physical prime. The user will also be immune to aging abilities, such as Age Acceleration or Reversal.

[center][i][b]Limitations:[/b]
1. User is still vulnerable to everything else that would affect other beings, from disease to mortal wounds.
2. Some users keep aging, they simply won't die from it, leaving them to become extremely elderly and frail.
3. Some users will stop aging only after they reach a certain point.
[/i][/center]

[/list]
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