Post by Redford on Jun 4, 2012 14:31:47 GMT -5
Werewolves, to the untrained eye, are impossible to distinguish from humans. Subtle clues may give them away - an unusual amount of strength, their bearing and body language - but what most werewolves amount to is a seemingly ordinary human with an extraordinary and secret problem. These individuals may change into wolves of varying size and build, governed both by the moon and their own emotions - and vastly differing degrees of control.
-Wolves should stick to natural colors and realistically themed markings. Want some tiger stripes? Go for it. Just don't make them pink.
-Werewolves may be bipeds or quadrupeds. In general, the type that bit them is the type your character will reflect. Quadrupeds may only reach a maximum of 40 inches in height and 150 pounds in weight; bipeds should be similarly sized save for walking on two legs. Bipeds may not have human-like hands or dexterous fingers, though they may have an opposable thumb for rough gripping. Neither should have a distinct advantage over the other in combat.
-Your character's human form should look absolutely human (no wolf ears, no tails, etc); her wolf form can be as monstrous or as realistic as your little heart desires (but should still read as 'werewolf') so long as it fits the guidelines. Under no circumstances should you create a wolf-man. Those are creepy.
-Werewolves cannot pass on the curse genetically; they may only produce human offspring, and this is restricted to males only. Pregnant female werewolves will miscarry the night of their next shift.
-Following infection, the aging process of a werewolf slows dramatically; rough estimates should shoot for aging around half as fast as a human. Your character will still age, but appear youthful longer.
-The mental state of a werewolf in his wolf form may vary, but is always feral. Thoughts should be disjointed and driven by an animal mind; your character may or may not remember what they did as a wolf. These are creatures of action and instinct. Avoid simply playing a human in a wolf form.
-Body language and perceptions of hierarchy and structure are very important and almost innately understood by every werewolf. Eye contact and posturing mean far more in this world, even between individuals in separate packs, or no pack at all. Where your character stands in these unwritten ranks is important for development and interaction. Is their wolf dominant or submissive? Why? Is this different from the human's point of view? How does that influence them?
-Unlike vampires, werewolves have very little "culture." They are often created by violent accidents and not planned, and so do not possess the same "sire" mentality of their undead counterparts. Turning a human without their consent is often the highest crime a wolf can commit in a pack, but even packs vary wildly in terms of rules and society.
-Characters may only become a werewolf by being bitten by an existing one. While a small bite has a chance of spreading the infection, the most sure-fire way of turning a human is to maul them. Needless to say, most humans don't survive this attack.
-Following infection, and presuming an individual survives, their first change will take place on the night of the next full moon. They will become increasingly irritable and unstable the week prior to this event, and the first shift is long, torturous, and painful. Many don't live through it.
-Shifting will continue to be agonizing, and must be done each full moon; loss of temper or intense pain may force a shift, depending on the level of control your character possesses, but they can otherwise change at will. Transforming may take several hours for a new wolf, which can be shortened through age and experience, but should always take some amount of time - no instant shifts, please.
-Control and stability often comes with age, but there are no guarantees. In general, recently turned werewolves are the most volatile and unpredictable.
-Learn what the wolf wants. Feed it, manage it, and you might just live a normal life.
-"Genetic" werewolves may be accepted on a case-by-case basis. If you are interested in playing a character who was born a werewolf, not bitten, please PM Nathan.
-Even as a human, werewolves possess an unnatural amount of strength; as a wolf, this is only improved. Speed and senses are also heightened in both forms. A human can smell out other wolves as well as pick up on the scents of emotions; a wolf's senses are as strong as their animal counterpart's.
-Werewolves can heal injuries abnormally fast. This effect is increased in their shifted state. While an injury may still require medical attention, it is easier for werewolves to shrug off the effects until a time that they can be healed. You may not regrow lost limbs, eyes, etc.
-Wolfsbane is extremely poisonous if ingested, and contact to skin will cause an intense allergic reaction. It is, however, fairly uncommon, and characters may be unaware it exists. The scent of the dried plant is often repellant enough to keep werewolves away from a location, though it is also broadcasting a certain obvious signal. Laced in food or drink, however, it is odorless and undetectable.
-Silver in any form piercing the skin - a knife wound, a bullet - is the werewolf's greatest weakness. It will slowly poison and even cripple them until removed, and the wound left behind is much more difficult to heal; a werewolf injured with silver will not simply shrug the damage off. They will feel it. For serious injuries, survival is unlikely.
General Information
-Wolves should stick to natural colors and realistically themed markings. Want some tiger stripes? Go for it. Just don't make them pink.
-Werewolves may be bipeds or quadrupeds. In general, the type that bit them is the type your character will reflect. Quadrupeds may only reach a maximum of 40 inches in height and 150 pounds in weight; bipeds should be similarly sized save for walking on two legs. Bipeds may not have human-like hands or dexterous fingers, though they may have an opposable thumb for rough gripping. Neither should have a distinct advantage over the other in combat.
-Your character's human form should look absolutely human (no wolf ears, no tails, etc); her wolf form can be as monstrous or as realistic as your little heart desires (but should still read as 'werewolf') so long as it fits the guidelines. Under no circumstances should you create a wolf-man. Those are creepy.
-Werewolves cannot pass on the curse genetically; they may only produce human offspring, and this is restricted to males only. Pregnant female werewolves will miscarry the night of their next shift.
-Following infection, the aging process of a werewolf slows dramatically; rough estimates should shoot for aging around half as fast as a human. Your character will still age, but appear youthful longer.
-The mental state of a werewolf in his wolf form may vary, but is always feral. Thoughts should be disjointed and driven by an animal mind; your character may or may not remember what they did as a wolf. These are creatures of action and instinct. Avoid simply playing a human in a wolf form.
-Body language and perceptions of hierarchy and structure are very important and almost innately understood by every werewolf. Eye contact and posturing mean far more in this world, even between individuals in separate packs, or no pack at all. Where your character stands in these unwritten ranks is important for development and interaction. Is their wolf dominant or submissive? Why? Is this different from the human's point of view? How does that influence them?
-Unlike vampires, werewolves have very little "culture." They are often created by violent accidents and not planned, and so do not possess the same "sire" mentality of their undead counterparts. Turning a human without their consent is often the highest crime a wolf can commit in a pack, but even packs vary wildly in terms of rules and society.
The Change & Shifting
-Characters may only become a werewolf by being bitten by an existing one. While a small bite has a chance of spreading the infection, the most sure-fire way of turning a human is to maul them. Needless to say, most humans don't survive this attack.
-Following infection, and presuming an individual survives, their first change will take place on the night of the next full moon. They will become increasingly irritable and unstable the week prior to this event, and the first shift is long, torturous, and painful. Many don't live through it.
-Shifting will continue to be agonizing, and must be done each full moon; loss of temper or intense pain may force a shift, depending on the level of control your character possesses, but they can otherwise change at will. Transforming may take several hours for a new wolf, which can be shortened through age and experience, but should always take some amount of time - no instant shifts, please.
-Control and stability often comes with age, but there are no guarantees. In general, recently turned werewolves are the most volatile and unpredictable.
-Learn what the wolf wants. Feed it, manage it, and you might just live a normal life.
-"Genetic" werewolves may be accepted on a case-by-case basis. If you are interested in playing a character who was born a werewolf, not bitten, please PM Nathan.
Strengths & Weaknesses
-Even as a human, werewolves possess an unnatural amount of strength; as a wolf, this is only improved. Speed and senses are also heightened in both forms. A human can smell out other wolves as well as pick up on the scents of emotions; a wolf's senses are as strong as their animal counterpart's.
-Werewolves can heal injuries abnormally fast. This effect is increased in their shifted state. While an injury may still require medical attention, it is easier for werewolves to shrug off the effects until a time that they can be healed. You may not regrow lost limbs, eyes, etc.
-Wolfsbane is extremely poisonous if ingested, and contact to skin will cause an intense allergic reaction. It is, however, fairly uncommon, and characters may be unaware it exists. The scent of the dried plant is often repellant enough to keep werewolves away from a location, though it is also broadcasting a certain obvious signal. Laced in food or drink, however, it is odorless and undetectable.
-Silver in any form piercing the skin - a knife wound, a bullet - is the werewolf's greatest weakness. It will slowly poison and even cripple them until removed, and the wound left behind is much more difficult to heal; a werewolf injured with silver will not simply shrug the damage off. They will feel it. For serious injuries, survival is unlikely.