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WERES
Jul 27, 2011 3:37:07 GMT
Post by ADMIN on Jul 27, 2011 3:37:07 GMT
Weres of Jamerson Falls
Appearances:
Weres are typically a human that is forced to turn into one set animal every full moon. The most common were is the werewolf, but it isn't uncommon for there to be weres that are of other forms. Please talk to an admin before making your were something other then a wolf.
Bipedal: A were's human form is just like that of any other human. Their build tends to be that little bit larger than that of a regular human though. That being said, when a were is in a situation that brings high stress or emotion the their animal side becomes more dominant and the persons eyes will change color to that of their set animal.
Quadruped: Weres come in any natural color of their animal. There is not a set pattern to their fur or any markings that they have. Their size tends to be larger than any natural version of their animal though due to being more heavily muscled and having thicker bones.
The Shifting: It would not be pretty to look at a were when they are turning into their animal. Their skin and muscles seem to tear as their bones disconnect and make new connections. They either gain or loose weight according to their animal. As their skin splits the fur underneath is revealed and becomes more prominent, their claws also grow out of the tips of their fingers. It is a process that is slow and very painful.
Personalities:
General: Weres are creatures of instinct, due to their human side. They tend to be quick to react to events that surround them. Most weres are nature lovers and in most cases, especially when it comes to wolves, they have instincts to group together. The animal can be violent and gory but this is mainly due to their instinct to survive, they tend to keep away from attacking humans. Being a were is not all about rage, violence and loneliness, it is more about being prone to act on your emotions and instincts.
Dominant: Dominant weres tend to be more aggressive and territorial, they also are found to be quite possessive and jealous. That is not all there is to being a dominant were though. They also tend to be the leaders; the enforcers and protectors of the weak. Their instincts to protect those that are seen as submissive or weak plays a large part in their interaction with other weres of their animal type.
Submissive: The first misunderstanding is that Submissive = Weak. That is not entirely true. Submissive weres are just weres that follow instead of lead. They are the ones who feel they need to be protected, and they are the glue that holds the packs together and gives it a purpose.
Structure:
Packs: Most packs are ranked from most dominant to most submissive. At the top of the pack is the Alpha animal and his/her mate, then a Beta (usually the pack's executioner), and then the enforcers and other pack members. Each of the more dominant weres in a pack is usually given a specific job and they can choose other, more submissive, members of their pack to help them. The reason that weres pack like this is the sharing of power, protection and all around comfort.
Loner: A lone were is one who is not in a pack, either because they have decided not to be or because they were banished from the pack that they were in. These weres do not have the protection and power of those in a pack and do not have freedom to enter already established were territory.
Strengths:
Weres can have the gene passed down from a were parent or turned into one by a near fatal attack by a were that is in it's quadruped form. Weres have a scale of strength depending on the phase that the moon is in. When there is a new moon, both the human form and animal form are not much stronger than their natural counterparts. Each day as the moon waxes so does their strength until, on the three days around the full moon that they are forced to shift, they are immensely strong and fast. Then as the moon wanes so does their strength, starting the cycle once again. A were's healing is faster than humans, with bruises and small wounds taking a day or two to heal; bones taking a week or two; and anything else taking no longer than a month if they do not shift. Some damage can be healed by a shift but, naturally, if they shift whilst wounded then it causes more agony and takes more time and energy. Like the natural versions of their animal, a were's senses seem to be more stronger. Heightened hearing and smell, as well as vision in some cases, being the most prominent.
Vampire Blood: The blood of a vampire, also known as V, brings out a were's full power, almost as if their was a full moon; the only difference being that they are not forced to shift if an Alpha can keep them from doing so (if they have one, of course). The effects of V will only be a short burst that lasts for roughly fifteen minutes to half an hour. Over time though V can be highly addictive for a were and if used often they will crave it like any human does for a drug.
Weaknesses:
Wolfsbane: This is fatally poisonous to weres of all kinds. Ingested or injected it will produce intense abdominal agony and will completely stop a were's healing to any kind of wound for a set period, depending on that particular were's metabolism. Applied on weapons it stops that particular wound from healing for longer than it would take a human to heal the same. Concentrated or in great does it leads directly to death.
Shifting: A were is required to shift during the three days surrounding a full moon. When packless they usually loose themselves to their inner animal. With a pack their Alpha and dominant wolves tend to stay in control of the pack; they decide what to hunt so that no humans get hurt. A were is most vulnerable during or just after their shift.
General: A were's physical strength and speed wax and wane with the moon's phases, as already stated. When there is no moon, they have strength that is just above that of a human of their size, or their animal in it's natural form. There are also the mental weaknesses; a packless were's instincts for violence and protection makes it more natural for them to jump into an attack even if the odds are against them. When working against an enemy, whilst in a pack, a were does not suffer this weakness as much because they are usually directed by their Alpha. Within the pack though this weakness comes to the surface if territory, jealousy, or posession concerns are the issue.
Powers & Abilities:
Shift: While weres are required to shift for three days surrounding the full moon, they can also choose to shift to the form of their animal at will or whilstin situations of high emotions or stress. With a shift comes some healing of the body, extra strength and enhanced senses. The downside of a shift is that if they are lone wolves, they must fight tooth and nail to not just randomly hunt, however when with a pack it is the Alpha or the most dominant member present that is able to decide their prey.
Pack Bond: Becoming a member of a pack means they must have been accepted by the Alpha. Joining a pack tends to involve a hunt which bonds them. Perks to the bond include enhanced control of shifting and decision making while in animal form, the were being able to draw power and healing from members of the pack and a mental link that can allow them to keep in touch. This, however, only takes place within a range of a hundred yards.
Alpha Commands: With the pack bonds comes a bit of control for the Alpha when they are giving a command. Some Alphas absolutely cannot be disobeyed when they give a direct command but as such they should not be harsh much so as not to reduce the trust and bonds of the pack. Alphas are the leaders, they should be obeyed, but they only have control over weres in their pack or those in their territory. Although an Alpha can sense his/her pack and where each member is and what is happening to them, in a sense, a command cannot be given unless they are near to each other; an alpha must give the command directly to their pack.
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