Post by ETITERUM on Jun 8, 2015 11:16:37 GMT -6
WERES
we're all just howlin' at the moon
A “were” as they are frequently called, is a creature that has the unique ability to shift through an incredibly brutal process into the form of one set animal. Though lycanthropy is the most common strain of were, there are literally weres of almost any animal imaginable. Though each have their own unique advantages, they all share things in common.
» BASIC STUFF.
» Human Form --/
Weres are basically normal humans when in human form. The only noticeable difference is that weres are often more muscled than that of normal humans and often appear to be larger. They are typically in peak physical condition for their particular body and animal. They even tend to resemble things about their animal forms in very, very subtle ways. Weres tend to have more body hair than normal humans, though it’s not really 100% accurate for all weres, nor is it noticeable unless you compare side by side. Males tend to have the more noticeable amount and their hair grows more rapidly than humans.
» The Eyes --/
The eyes of a were can be a good scale of how close they are to shifting. Most weres' animal forms have different-colored eyes than the human forms. Often when a were is under emotional distress their eyes will change colors and become more feral looking, their movements will also be more flinch rather than smooth and sweeping.
» Animal Form --/
In animal form weres are often larger than their animal counterparts. They keep their human instincts while shifted but much like the were instincts in human form, they will be subdued by the animal. As a were ages, their animal form will continue to grow larger up until a few years before the physical decline and death of the were.
» Emotional --/
A new were will have a harder time controlling their emotional/instinctual responses and are much more likely to shift under severe emotional distress and lash out based on animal instincts.
» The Spirit of the Changed Were --/
The animal of the were is a reflection of that human’s “spirit animal”. The species of were that mauls the victim has no influence over the animal the new were will shift into. For example, Leroy is a werewolf and Ted is a human, Leroy bites Ted and Ted turns into a werezebra because Ted’s spirit animal is a werezebra. The reason most weres are wolves is because of the commercialization of werewolves in history over other weres, most people seem to connect better with wolves and identify with these animals.
» The Born Were --/
The spirit animal only stands if a were is changed from a human. Newborn infants will inherit their animal from their parents, if the parents are two different types of weres there is a 50/50 shot of either one becoming the childs were animal. Born weres tend to be more in tune with their animal side than changed weres. They are also more susceptible to instinctive influences and emotionally triggered outbursts. The first shift of a born were can occur anywhere from age 8 to age 13.
» The Transformation --/
The gene is typically passed through birth and in order for someone to be changed into a were they essentially have to be mauled nearly to death by an already existing were to change. Typically the victim of such an attack will comatose for around anywhere from two days to a week while their body heals and adjusts to the changes brought on. The transformation is sealed when the newly changed were shifts the next full moon, though they may notice that they can smell or hear better than they could before and any lasting ailments they had before being mysteriously healed.
» POWERS AND ABILITIES.
» Shifting --/
Weres have the ability to shift into their animal forms at any time, but this usually is limited to the more seasoned weres. Youngsters must learn to control the shift through practice and careful instruction. No were is immune from full moon shifts, no matter how old. These shifts last for twenty-four hours and often during this time weres are drawn to the woods more than usual. Shifting is an incredibly painful process, however, as a were gets more acquainted with shifting the pain becomes more and more tolerable. Weres can speak to other weres telepathically while shifted.
» Inhuman Strength --/
Weres are stronger than humans. They possess an inhuman amount of strength which makes them a formidable foe against the other supernaturals lurking about. This strength also makes them stronger than their natural animal counterparts. Weres will also have strengths resembling those of their animal. Bears would be better at wrestling, throwing their weight around to knock their idiot wolf sons on their ass, while a rabbit would be more reliant on their speed and strong legs. Think about it like a WWE wrestler (bear) vs. an MMA fighter (rabbit).
» Inhuman Speed and Stamina --/
Weres are also incredibly fast. The type of were largely affects the type of speed. Cats = short bursts. Wolfs/Canines = Endurance. Penguins/Sea creatures = Fast swimmers. In human form they all get an inhuman speed boost, just depends what kind of boost based on the animal.
» Animal Senses --/
Weres carry benefits from their animal form over into the human form. This normally means heightened senses and that weird animal awareness to emotions and sickness. Smell, sight, hearing, all of those things. Some even have heightened awareness, much like an animal being able to sense when a storm is coming, weres are really good at picking up energies like animals. This is not a psychic ability, more like a gut or instinctual feeling. Weres posses senses that are on par, if not a little bit better, than those of the vampires. In most cases it is the case that their senses are better. Weres have such a strong sense of smell that they can actually pick up on smells of the different supernatural species.
» Long Lifespan --/
Most weres live on average of about 700 years. The aging process slows and most look incredibly young way into the hundreds. They often stay relatively young acting and young physically until close to death. The aging process seems to accelerate once the were hits about 550, give or take a decade, but it is by no means a rapid decline. Just a dulling of the senses, slower speeds, and those types of things. The older a were gets, the larger their animal form gets as well. This typically continues until the physical decline and death.
» Regenerative Abilities --/
With great power comes a pretty nifty healing package. Weres can heal at inhuman speeds, and are even said to possess regeneration abilities, the more serious the wound, the more time it takes to heal. Shifting whilst suffering from a serious injury can often disrupt the healing process and slow it down drastically even after the shift. If possible it’s best to wait until the wound is mostly healed before shifting. Minor injuries are usually a non issue with shifting.
» WEAKNESSES AND DISADVANTAGES.
» Mortal --/
Though they can take a beating and are long lived with some pretty bitchin' immune systems, these creatures are by no means immortal and they can most definitely be killed. A severe enough injury to a vital place will not heal fast enough to save the were and they will die without certain medical attention. Though it takes a lot to get them sick, if they do get sick enough, it could in fact kill them.
» Emotional Distress --/
Weres are often more influenced by emotion and therefore they don’t always think rationally. Fight or flight responses are more strongly demonstrated in weres than in humans and they frequently make impulsive decisions based on emotional urges.
» Magic --/
Magic and psychics affect them just as they would a human. Though if it’s a physical magical attack they may hold up better, but fur and feathers are always going to be flammable, remember that.
» Wolfsbane --/
This acts on weres much like silver acts on vampires. Weres of any kind are weak to this toxic substance. The best way to counteract this is with one of the known antidotes, though they should really only be administered by someone who knows what they’re doing. Belladonna/Deadly Nightshade are the most commonly used things, adrenaline can also be helpful for the pain but if the wolfsbane was injected into the blood an accelerated heartbeat might mean certain death. Even with those things: if the dose of wolfsbane is strong enough, the were may still die or have long lasting effects. Wolfsbane thrown into the eyes can cause blindness just as silver to the eyes of a vampire.
» Fleas --/
Much like lice to a human, this is a mild irritation that can be treated with a special shampoo.
» Shifting --/
During the shifting process the were is left vulnerable and put through intense pain as bones and muscles break and the whole body basically must be reformed.
» Pregnancy --/
While not a weakness per se, a female were cannot shift whilst pregnant without risking the baby. The full moon shift seems to fade during pregnancy except in rare cases and no one is sure why, most guess the body somehow staves off the shift, but the first shift after the baby is said to be as painful as the first one they've ever had. Also while pregnant, weres are more vulnerable much like human mothers. The gestation on average is around 8 months.
****Mond Gift, much like an intense strain of rabies, the were develops a film over the eye to start, shortly after the eyes go white and the were will start to show signs of increased aggression and agitation, the shift will go wonky and out of control. The body is often beaten during this process, leaving the were physically weakened and without treatment, this illness kills within a week. The only cure is a difficult spell and a coven to perform it.
» BASIC STUFF.
» Human Form --/
Weres are basically normal humans when in human form. The only noticeable difference is that weres are often more muscled than that of normal humans and often appear to be larger. They are typically in peak physical condition for their particular body and animal. They even tend to resemble things about their animal forms in very, very subtle ways. Weres tend to have more body hair than normal humans, though it’s not really 100% accurate for all weres, nor is it noticeable unless you compare side by side. Males tend to have the more noticeable amount and their hair grows more rapidly than humans.
» The Eyes --/
The eyes of a were can be a good scale of how close they are to shifting. Most weres' animal forms have different-colored eyes than the human forms. Often when a were is under emotional distress their eyes will change colors and become more feral looking, their movements will also be more flinch rather than smooth and sweeping.
» Animal Form --/
In animal form weres are often larger than their animal counterparts. They keep their human instincts while shifted but much like the were instincts in human form, they will be subdued by the animal. As a were ages, their animal form will continue to grow larger up until a few years before the physical decline and death of the were.
» Emotional --/
A new were will have a harder time controlling their emotional/instinctual responses and are much more likely to shift under severe emotional distress and lash out based on animal instincts.
» The Spirit of the Changed Were --/
The animal of the were is a reflection of that human’s “spirit animal”. The species of were that mauls the victim has no influence over the animal the new were will shift into. For example, Leroy is a werewolf and Ted is a human, Leroy bites Ted and Ted turns into a werezebra because Ted’s spirit animal is a werezebra. The reason most weres are wolves is because of the commercialization of werewolves in history over other weres, most people seem to connect better with wolves and identify with these animals.
» The Born Were --/
The spirit animal only stands if a were is changed from a human. Newborn infants will inherit their animal from their parents, if the parents are two different types of weres there is a 50/50 shot of either one becoming the childs were animal. Born weres tend to be more in tune with their animal side than changed weres. They are also more susceptible to instinctive influences and emotionally triggered outbursts. The first shift of a born were can occur anywhere from age 8 to age 13.
» The Transformation --/
The gene is typically passed through birth and in order for someone to be changed into a were they essentially have to be mauled nearly to death by an already existing were to change. Typically the victim of such an attack will comatose for around anywhere from two days to a week while their body heals and adjusts to the changes brought on. The transformation is sealed when the newly changed were shifts the next full moon, though they may notice that they can smell or hear better than they could before and any lasting ailments they had before being mysteriously healed.
» POWERS AND ABILITIES.
» Shifting --/
Weres have the ability to shift into their animal forms at any time, but this usually is limited to the more seasoned weres. Youngsters must learn to control the shift through practice and careful instruction. No were is immune from full moon shifts, no matter how old. These shifts last for twenty-four hours and often during this time weres are drawn to the woods more than usual. Shifting is an incredibly painful process, however, as a were gets more acquainted with shifting the pain becomes more and more tolerable. Weres can speak to other weres telepathically while shifted.
» Inhuman Strength --/
Weres are stronger than humans. They possess an inhuman amount of strength which makes them a formidable foe against the other supernaturals lurking about. This strength also makes them stronger than their natural animal counterparts. Weres will also have strengths resembling those of their animal. Bears would be better at wrestling, throwing their weight around to knock their idiot wolf sons on their ass, while a rabbit would be more reliant on their speed and strong legs. Think about it like a WWE wrestler (bear) vs. an MMA fighter (rabbit).
» Inhuman Speed and Stamina --/
Weres are also incredibly fast. The type of were largely affects the type of speed. Cats = short bursts. Wolfs/Canines = Endurance. Penguins/Sea creatures = Fast swimmers. In human form they all get an inhuman speed boost, just depends what kind of boost based on the animal.
» Animal Senses --/
Weres carry benefits from their animal form over into the human form. This normally means heightened senses and that weird animal awareness to emotions and sickness. Smell, sight, hearing, all of those things. Some even have heightened awareness, much like an animal being able to sense when a storm is coming, weres are really good at picking up energies like animals. This is not a psychic ability, more like a gut or instinctual feeling. Weres posses senses that are on par, if not a little bit better, than those of the vampires. In most cases it is the case that their senses are better. Weres have such a strong sense of smell that they can actually pick up on smells of the different supernatural species.
» Long Lifespan --/
Most weres live on average of about 700 years. The aging process slows and most look incredibly young way into the hundreds. They often stay relatively young acting and young physically until close to death. The aging process seems to accelerate once the were hits about 550, give or take a decade, but it is by no means a rapid decline. Just a dulling of the senses, slower speeds, and those types of things. The older a were gets, the larger their animal form gets as well. This typically continues until the physical decline and death.
» Regenerative Abilities --/
With great power comes a pretty nifty healing package. Weres can heal at inhuman speeds, and are even said to possess regeneration abilities, the more serious the wound, the more time it takes to heal. Shifting whilst suffering from a serious injury can often disrupt the healing process and slow it down drastically even after the shift. If possible it’s best to wait until the wound is mostly healed before shifting. Minor injuries are usually a non issue with shifting.
» WEAKNESSES AND DISADVANTAGES.
» Mortal --/
Though they can take a beating and are long lived with some pretty bitchin' immune systems, these creatures are by no means immortal and they can most definitely be killed. A severe enough injury to a vital place will not heal fast enough to save the were and they will die without certain medical attention. Though it takes a lot to get them sick, if they do get sick enough, it could in fact kill them.
» Emotional Distress --/
Weres are often more influenced by emotion and therefore they don’t always think rationally. Fight or flight responses are more strongly demonstrated in weres than in humans and they frequently make impulsive decisions based on emotional urges.
» Magic --/
Magic and psychics affect them just as they would a human. Though if it’s a physical magical attack they may hold up better, but fur and feathers are always going to be flammable, remember that.
» Wolfsbane --/
This acts on weres much like silver acts on vampires. Weres of any kind are weak to this toxic substance. The best way to counteract this is with one of the known antidotes, though they should really only be administered by someone who knows what they’re doing. Belladonna/Deadly Nightshade are the most commonly used things, adrenaline can also be helpful for the pain but if the wolfsbane was injected into the blood an accelerated heartbeat might mean certain death. Even with those things: if the dose of wolfsbane is strong enough, the were may still die or have long lasting effects. Wolfsbane thrown into the eyes can cause blindness just as silver to the eyes of a vampire.
» Fleas --/
Much like lice to a human, this is a mild irritation that can be treated with a special shampoo.
» Shifting --/
During the shifting process the were is left vulnerable and put through intense pain as bones and muscles break and the whole body basically must be reformed.
» Pregnancy --/
While not a weakness per se, a female were cannot shift whilst pregnant without risking the baby. The full moon shift seems to fade during pregnancy except in rare cases and no one is sure why, most guess the body somehow staves off the shift, but the first shift after the baby is said to be as painful as the first one they've ever had. Also while pregnant, weres are more vulnerable much like human mothers. The gestation on average is around 8 months.
****Mond Gift, much like an intense strain of rabies, the were develops a film over the eye to start, shortly after the eyes go white and the were will start to show signs of increased aggression and agitation, the shift will go wonky and out of control. The body is often beaten during this process, leaving the were physically weakened and without treatment, this illness kills within a week. The only cure is a difficult spell and a coven to perform it.