Post by G on Oct 3, 2014 17:28:15 GMT
Were Wolves
Origin: Non-Human in origin. Created from a widely used demon curse
Lifespan: On average 80-100 years.
Subspecies: Were-Foxes
Ley Line Access: Unable to tap a line or see auras
Strengths: Weres can take pain from one another if bound in a round with other packs, leaving their pain senses almost nil. Add to that superior strength and speed while on four legs, and you have a deadly combo. They can transform into a wolf, their old body mass determining the size of their four legged form.
Weaknesses: If they try to Were, it can take on average five minutes for the process to finish, since it's painful and takes time. They are vulnerable during this window of time.
Attributes: Loyal and stubborn, Weres are a force to be reckoned with.
Allies: None, as they look only to their pack leader for support. Were packs are often influential political forces on their own, and species wide solidarity is hard to get without the focus in play.
Enemies: Vampires. Long time rivals, Weres are heated rivals and often struggle for political dominance over vampire camerillas. Since they can only increase their population by birth, they have to work twice as hard.
Full write up: Sourced in parts from various places, including the Wiki entry.
Weres are thought to have originally come from a human children cursed by demons to become wolves, however Weres cannot inter-breed with humans (though humanoid in appearance). All Weres possess the ability to turn into wolves, and their political structure is pack-based, with most Weres showing absolute loyalty to the pack. They typically possess superior speed, strength, and sense of smell. In their wolf forms they are larger than real wolves due to the greater body mass transferred over from their humanoid form. Disputes are normally settled in fights between the Alphas of packs, but the I.S. may get involved if things get out of hand. Weres are known for their fierce loyalty to those they consider friends and kin, which is why most vampires will not take a Were for a shadow, fearing brutal and immediate retaliation from the pack.
Were packs are common and numerous, making faction solidarity difficult to achieve without the focus to bind them into a round. There is typically an alpha male and an alpha female, a deputy and any number of lower pack members, usually in a self determined hierarchy. Pack affiliation is shown by sporting the pack's registered tattoo, a design the alpha/s choose. Loners (those who have no pack) are significantly more vulnerable. Only loners and alphas have the confidence of a wolf alpha, and often command respect through their confident and expectant attitude, as it takes a certain personality to keep control of a Were pack. Any challenges to pack ascension and hierarchy are strictly regulated.
You must
- Have six other alphas as your witness
- Know your registered pack number on hand
- Your fellow pack alpha must be on hand to witness the proceedings.
- You and the challenger/challenged must both Were and fight for dominance. Death and serious injuries are discouraged but legal
- The winner will be record as the new pack alpha if that is the wager, although other things can be negotiated in it's stead
Unless one holds the Were Focus, a were must be born, not created. The holder of the Were Focus is able to change humans into Weres by exchanging bodily fluids through biting, scratching, or sex. The focus is a demon artifact the vampires buried to strip political power from the Weres, and it's now back in Cincinnati, if not open to every pack.
Were Foxes
Origin: Non-Human in origin. Exact origin unknown
Lifespan: On average 80-100 years.
Subspecies: None
Ley Line Access: Able to tap a line to change their four legged size; unable to see auras or use magic
Strengths: Quick and sly, Were-foxes can change their size to either slip out of a fight or overpower any normal foe.
Weaknesses: If they try to Were, it can take on average five minutes for the process to finish, since it's painful and takes time. They are vulnerable during this window of time.
Attributes: Solitary and quiet, most Were-foxes are solitary unlike Were-wolves, never packing up and often only taking a partner for life.
Allies: None, Were-foxes are solitary and unconcerned with group politics
Enemies: None
Full writeup: Were foxes function similarly to witches, self governing and more likely to keep to themselves than cause any disruption. Due to their power and adaptability, a great many of them work as assassins or other high risk jobs like security and prison guards, I.S officers and freelance runners. Other than this, there is very little about Were-Foxes one couldn't say about witches or Were-wolves