Post by Hellreaver on Oct 15, 2015 22:20:51 GMT -8
Werewolves
Physical Attributes
Strength: They have enhanced strength without additional muscle mass, often stronger then a newly minted vampire.
Quickness: Where vampires require mind tricks to appear faster, lycans have pure speed on their side.
Resilience: All lycanthropes have advances natural regeneration, able to heal bruises within moments, lethal damage within hours, and life threatening injuries (limb loss etc) after a successful shape change with one minor exception. Wounds caused by silver or supernatural effects heal at normal human speeds.
Enhanced Senses: All senses are enhances to superhuman levels.
Slowed Aging: Due to the increased healing, a werewolf's body ages much slower than a human's, at a rate of approximately 0.25, or 1/4th that of a human.
Shapeshifting 101
Human form: Should be self explanatory but it consists of two arms and two legs in the appropriate places.
Animal form: The breed specific form, appears larger than the common form of more natural animals of the same type. Sense of sight, smell and taste are the sharpest in this form
Hybrid “War” form: This is a terrifying mix of both human and animal forms. Often over 6 feet tall and double the natural strength and quickness of the lycanthrope in human form.
It is worth noting that the hybrid form is not something that is known by all shape-shifters. Being able to shift into hybrid form and control it requires a large amount of both experience and power to maintain.
When a shape-shifter is killed, they will always revert to human form.
Lycanthropes that move from one form of the other experience a wide variety of sensations. Some describe it as pleasurable while others find the physical sensation of moving bone, ligament and muscle to be extremely painful. As a shape-shifter gains in skill and experience the change will come quicker with less pain.
Should a lycan be forced to change against their will, whether from the full moon or another source, it is always painful unless they relax into the change.
After a successful major change from one form to another a clear, viscous gelatin like substance is left behind where the lycan was. It is suspected that it helps the lycan slip in and out of the new skin without as much pain, acting as a lubricant. This lubricant oddly will never wind up on the fur or the skin of the one changing and will evaporate after a few hours at room temperature.
All lycanthropes are fluid beings, staying in any single form for a extended period of time will often cause discomfort and a longing that will invade the dreams and possibly waking moments.
Should you remain, through force or choice, in animal form for an extremely extended time the human form will forget how to change back completely often leaving the eyes, teeth, or voice permanently effected. Once the human form forgets an aspect it can never be recovered.
Moving from one form to another is energy intensive. After a change a lycan is prone to feel hungrier than usual and more apt to lose control if they remain unsatiated. Shifting rapidly between one form and another will leave the lycan unable to act until they have slept a full 8 hours.
Shape shifters are alive first and foremost and that means they must eat, sleep, and drink just like any other living thing. There is one major exception to this and is that they must eat and drink more than a usual human.
This has two effects for the lycanthrope. The first is that it enables the lycanthropes all ready high metabolism to continue its rate of energy absorption and dispersion thus giving the shape changer access to their strength and speed. The second effect is that when the beast is full it is largely content and permits the lycanthrope a larger array of control. A hungry lycan is just a step away from eating, so don’t provoke it.
Speaking of a high metabolism, this means that all drugs, pharmaceutical or illegal, alcohol or any other mood altering substance does not last long within the system. This also causes a lycanthrope to run a higher than usual body temperature that increases the more power they allow themselves to expel. The base temperature is 101.
Not only does silver stop the healing process of a lycanthrope but they are severely allergic to the substance as well. While some have a greater tolerance then others contact with the metal can produce itching, inflammation and even open wounds for the more sensitive.
The Moon
The moon regulates many things on earth from the tides, magic, and even human emotions. Lycanthropes are not immune to it and it affects their inner beast the more full it becomes. All shifters are REQUIRED to shift during the full moon. It is the time that their inner beast is the strongest and even the best leaders still shift and usually spend the night hunting. Very rarely, an Alpha possesses the power to resist the call of the Moon.
The closer the moon is to full the more animalistic the lycan can become. Anger, aggression, and frustration are all heightened during this time. It is also during this time that the lycan is at its peak of strength. Their beast is close at hand, just under the skin, and is more prone to influencing its human host in all aspects of life. During this time, the shapeshifter's energy is more prone to ‘leak’ from their body, giving a feeling of being more alive, or vibrant, to those who have a psychic sensitivity. Werewolves who are older or more powerful are more apt at hiding and playing human during this time.
Metaphysical Attributes
All lycan’s are spiritual creatures at the core of their being. This is represented by a ‘beast’ of their breed type that lives and breathes within them. This beast often has a personality and desires of its own, even if it is concerned about the baser things, such as food, shelter, safety, and mating. To the newly initiated, this beast is often able to overwhelm the personality of the human, causing them to act how it sees fit and not obeying human social rules or laws.
Over time, the lycan may learn to make peace with their beast or force it into submission to gain control over it and its considerable power. The beast itself is the heart of the lycanthropic power, and the closer one is to their animal the stronger they become.
Social Habits and General Organization
Like in the animal world, the lycanthropic pack, pride, or gaggle the structure of the organization is largely based on a pecking order, or system of dominance and submission. There is an Alpha, King or Queen that is at the top of the tree that acts as its ruler. There is no voting or democracy it’s a totalitarian state. Don’t like it, beat them up and be dominant. Each level under that is more submissive then the rest until we reach the bottom of the food chain also called, “everyone’s meat”.
Now just because one is stronger then another and can prove does it make then dominant. Dominance is a balance of social, physical, and metaphysical skills. These contest usually have some rule from death, to first blood, to even who ever looks away first can be declared the looser. If you wish your lycan to move up in structure and challenge those above them do not think a staring contest will win you the seat. It will have to be acknowledge by both players through PM that a contest is about to happen.
While on the surface this seems to be a Might Makes Right structure. This is only a partial truth, part of being dominant over another is that you become in charge of their protection and safety so don’t go knocking heads around unless you plan to be a caretaker as well.
Dominance is a key element in werewolf social organization. The pack is structured in a clear hierarchy, and pack members move up or down by winning or losing challenges against other pack members.
- Although most dominance battles end when one participant backs down, leadership of the pack is only transferred by a battle to the death.
- A dominant pack member may issue any order to a submissive member, provided that the dominant does not order the submissive to do anything illegal.
- A pack member may offer or receive "protection" to or from another member. Accepting protection automatically makes that person submissive to the protector. The protector must accept all challenges on behalf of any person to whom he or she has offered protection, pack member or not.
- Non-werewolves may be classified as "dominant" to certain members of the pack, but are not typically considered "alpha" or full members of the pack.
Werewolf terminology
The werewolves have a variety of private terms, primarily borrowed from Norse Mythology, although a few stem from Greco-Roman myth as well.
Ulfric
The ultimate alpha male of the pack. The Ulfric will be replaced by whoever defeats him in combat. In theory it does not have to be a death fight, and the Ulfric can in fact step down, but the new Ulfric will usually kill the old one to prevent a dominance split. Theoretically, female weres may become Ulfric, but female Ulfrics are rare because the strongest males normally have a significant strength advantage over even the strongest females. The term is a derivative of the Norse "ulfr," meaning "wolf."
Lupa
Named for Lupa, the mother of Romulus and Remus, the position is reserved for the Ulfric's chosen mate. As the Ulfric's mate, the Lupa is automatically the second-highest rank in the pack. The Lupa is typically an alpha, but is not necessarily the most dominant female in the pack. Although the lupa need not fight for her/his position, the position of most dominant female is determined by conflict. The term is Latin for "she-wolf" and "prostitute."
Freyja
A lupa who declares herself independent of the Ulfric and challenges the Ulfric to reclaim her. Any male wolf may win her by having sex with her. The Lupa first cuts the chest of the Ulfric then herself just over her heart. She then says: "Your heart to mine, mine to yours. Lupa to your Ulfric. But not to your bed nor you to mine." When the knife is thrust into the ground, power and the Munin burst forth, affecting every male werewolf in the vicinity, even non-pack members. She concludes, "Catch me if you can, my Ulfric." The Lupa runs until one of the werewolves catches her and mates with her. Changing into a wolf before mating is instant disqualification.
Freki and Geri
The Ulfric's second and third in command. Named after Odin's wolves of Norse mythology. Freki is dominant to Geri, and some packs only have a Freki, depending on the size of the pack.
Fenrir
An official challenger to the Ulfric, named after Fenrisulfr or Fenrir, the wolf that is destined to kill Odin in Norse mythology. Only after a wolf has risen to the title of "Freki" can one declare himself Challenger to the Ulfric. You lose the title of Freki once you claim yourself as Fenrir by announcing your intentions to become Ulfric. Unless the Fenrir can convince the Ulfric to step down, one of these two must die.
Hati and Skoll
These are the Ulfric's primary enforcers and bodyguards; their role is unrelated (and their rank is unclear in relation) to that of Bolverk, Baugi, Suttung, and Gunnlod. Skoll is dominant to Hati. They must win their right to this position, but are ultimately chosen by the Ulfric based on loyalty. Hati and Skoll rank after Lupa, Freki, and Geri, but are generally alphas. Notably, they do not have to fight the Freki or Geri for their position. They are named after the Jotun's that transformed into wolves in order to chase the Sun and the Moon in Norse mythology.
Bolverk
The Bolverk, named after Bolverk of Norse mythology, is the "evil-doer" of the Ulfric. The Bolverk carries out punishments or performs duties the Ulfric find unpalatable but necessary. The Bolverk is allowed three helpers called Baugi, Suttung, and Gunnlod. The titles Baugi and Suttung are based on the two giants Bolverk tricked to get the mead of poetry; the Gunnlod is named after Suttung's daughter, who Bolverk seduced for the mead of poetry.
Eranthe and Eros
Eranthe and Eros, the god of love or lust. These roles are held by pack members who help new werewolves learn to control themselves and their physical form during sex, usually to prevent the change from human to wolf during sexual release, which is extremely violent, and is almost always fatal for human partners.
Lupanar
Each Lukoi pack has a special place of power called the Lupanar. During the full moon the pack assembles there and celebrates by shifting into their animal forms and hunting. The Lupanar is their primary gathering place, where meetings are held, traditions observed, formal challenges are made and succession fights are held. Each Lupanar is distinctive depending on the terrain and the pack personality. The Lupanar is also sacred ground, a place of magic, tradition, and where the Munin draw together and share power.
Vargamor
A Vargamor is a pack's wise woman or wise man, usually a witch or human with psychic abilities, that are a part of and assist werewolf packs. They are neutral and do not fight in or take sides in challenges. Although the Vargamor is considered neither dominant nor submissive, pack members must treat the Vargamor with the respect due to a more dominant pack member. Thus, pack members usually listen to their Vargamor, and typically look after their welfare. Many packs no longer have a Vargamor amongst their ranks as it is considered old-fashioned to have one.
Munin
The munin are the spirits or memories of the dead pack members, named after Munin, Odin's raven of memory in Norse mythology. Living pack members can "call the munin," drawing on memories or abilities of former members. Various packs appear to preserve the munin by different methods, such as eating the bodies of the dead pack members.