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#Post#: 5216--------------------------------------------------
Saix
By: Caterina Sforza Date: July 5, 2020, 7:05 pm
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"Do you feel it, the moon's power?"
"Today is an important meeting. I expect everyone to be on
time."
“I've assigned you another handful of missions. Some will be
mandatory, but beyond that, our policy is that you set your own
workload.The order of execution is also for you to decide. Start
with the missions you feel most prepared for." ~to a member of
his pack
“True, we don't have hearts, but we remember what it was like.
That's what makes us special.”
"What in the world would possess you to ask at a time like this?
We're shorthanded as it is. And yet you expect me to say yes?"
"Do you know what happens to those who lose their true purpose?
Inevitably, they destroy themselves."
"That's absurd. He won nothing, and IS nothing. He couldn't
stand the emptiness of being without a pack. And THAT led to his
demise. He was foolish and weak."
"How can you be leading me when I'm your guide?" ~to Demi
Name: Saix
Aliases: Isa, Lunar Diviner
Age: Unknown
Species: Werewolf
Gender: Male
Organizations: White Howlers (Currently)
Lunar Úlfhéðnar (Formerly)
Rank: Alpha
White Howler Tribe Gifts: Desperate Strength:
~In times of great trauma, desperate people have displayed
amazing feats of strength and endurance. With a burst of
adrenaline, a mother can lift a truck off a pinned child, or a
father may smash through a wall to save his family. Through
strength of will, a Bone Gnawer may channel that same desperate
energy. If another packmate has fallen or been captured, the
Garou may use this hideous strength in a desperate effort to
help his pack.
Primal Anger:
~The metis learns to focus the anger within her heart and use it
to increase her Rage. The anger takes a physical toll on the
werewolf, and it is up to her to unleash it on her enemies.
Haunting Howl:
~One of the howl-Gifts peculiar to the tribe, this eerie cry
often echoed across the desolate moors prior to a White Howler
raid. In the years since the White Howlers’ fall, this cry has
become more alien and forlorn. Willpower expenditures are
unaffected. No foe can be affected by more than one use of this
Gift per scene.
Blood Scent:
~Part of the White Howlers’ reputation as excellent trackers
stemmed from Gifts such as this one. The Garou with this Gift
finds it childishly easy to track down any human, beast or
supernatural being whose blood he has tasted. the Howlers
parlayed this Gift into the tactic of letting a wounded enemy
escape, only to unerringly track him to his lair and the rest of
his clan. Once learned, this Gift’s effects are permanent.
Shining Sigils:
~When this Gift is active, glowing sigils representing the
Garou's tales of Renown appear upon their skin or pelt. The
marks shine a luminescent woad-blue, although Honor, Glory, and
Wisdom all gleam with their own subtle inflections of color.
Temporary Renown appears as reinforcing details on the permanent
Renown symbols.
Howl of the Banshee:
~The werewolf emits a fearful howl that causes those who hear it
to run in terror. All who hear the howl must either have a very
strong will to resist it or flee in terror.
Spectral Authority:
~Any spirit the Philodox knows by name is a potential servitor.
With this Gift, the werewolf can summon and command any spirit
she knows by name. Only one command is possible at a time, and
the spirit departs after fulfilling the one request.
Lion's Bite:
~Lion's children learned many things from their patron,
including some hunting tactics more familiar to big cats than to
wolves. The Garou with this Gift gains an unerring ability to
bite down on the throat of his prey, choking it unconscious or
to death, or even crushing its windpipe as lions do.
Pain-Strength:
~The White Howlers were hardy enough to shrug off the effects of
pain, but some learned the trick of letting their pain fuel
them. The wounds of a White Howler actually gave him Strength,
allowing him to achieve great feats of might at the cost of his
own blood.
Territory:
~The Red Talon with this Gift doesn’t need to patrol his hunting
ground to know what transpires there. With bit a moment of
concentration, he may extend his senses to any area he has
marked. White Howlers can mark a land as their own by carving
sigils in stone in the area. Stones marked in this way can be
used over and over, by the Garou who carved them. The duration
remains the same; the werewolf reactivates the gift by adding
additional details to the stone in question.
Ley Lines:
~By manipulating ley lines — part of an energy web that
crisscrosses the planet — the Fianna can disorient would-be
trackers or hunters. The victims of this Gift find themselves
following false trails, making wrong turns or walking in
circles. The user’s trail simply disappears!
Blooding Fury:
~The Fianna often wondered if the White Howlers were the masters
of their Rage, or if Rage was the master of the White Howlers.
This Gift only added to the Fianna's trepidation. By wounding
herself, the Garou is able to tap into a fresh reservoir of
Rage, for good or for ill. The Garou must injure herself with a
claw or bite; the character takes one level of unsoakable
aggravated damage, and regains all her temporary Rage. This Gift
can be used only once per scene.
Sense of the Deep:
~Up until the Fall, Lion's tribe was convinced it was their duty
to Gaia to hunt down Her enemies even beneath the surface of the
earth. This Gift aided them in their endeavors to fight
Wyrm-things in their own burrows. A werewolf with this Gift is
at home in a subterranean environment, almost moreso than above
ground.
Last Stand:
~The Garou channels the strength of Gaia herself, becoming one
with the earth upon which he stands. While he may not retreat or
even move from that spot for the duration of the Gift, he gains
many powers through Gaia’s might.
Call Elemental:
~The Garou is able to call one of the four classic elementals to
his aid (earth, air, fire or water).
Fog on the Moor:
~This Gift transforms the Fianna into a ghostly outline of
himself, allowing him to pass through anything except silver as
though he were incorporeal. He may communicate and strike
opponents normally. He cannot be harmed by anything except
silver; all incoming attacks pass through him. This gift
instantly transform the Garou into a ghostly form. It also
allows the Garou to stay in that form for one rp turn, though
the Garou may change back at will. The character cannot
regenerate while in this form.
Mad Strength:
~The greatest White Howlers were even more terrifying when they
succumbed to their Rage. When he is driven to the breaking
point, the werewolf’s strength is massively increased.
Werewolves affected by this Gift undergo a bodily change when
berserk; their thews bulge and twist disproportionately, giving
them an almost monstrous appearance.
White Fire:
~This forgotten Gift is the last link to the sacred bone-fires
that the White Howlers kept before their Fall to the Darkness.
The werewolf can hurl a stream of blinding white fire from his
hand, searing the flesh from the bones of his foes.
Collapse the Barrow:
~In a land plagued with subterranean Wyrm-pits, the ability to
destroy the structural integrity of an underground lair was
priceless to the White Howlers. By using this gift, the werewolf
is able to collapse an earthen or stone structure or tunnel in
upon itself, thus making it much more difficult for it to be
re-used for evil purposes.This Gift does not cleanse the area,
and simply collapsing a pit creates a festering magnet for banes
and other Wyrm-creatures. Because of this, Collapse the Barrow
is most often used on the way back out of a pit, after the
inhabitants have been dealt with, and the area within has been
ritually cleansed.
Visions of Slaughter:
~This frightening curse derived from the White Howlers’ unusual
practices of bonding with the ghosts of slain animals. By
marking a person with his spit, blood or other bodily fluids,
the werewolf can curse his victim to be haunted with visions of
any animal or individual killed by his actions (or inaction),
Even animals can be driven to distraction by visions of prey
animals that are always within view, but cannot be touched. This
Gift is of course of little use against the innocent, but
against the soldiers, shapeshifters and vampires that werewolves
most commonly face, it has terrible power.
Lunar Úlfhéðnar Tribe Abilities:
Silver Claws:
~The Ahroun can establish her battlefield primacy against other
werebeasts by transforming her own claws into silver. A Lune
teaches this Gift.
Full Moon's Wrath:
~Sometimes Luna’s wrath waxes so great that her enemies fall
before her chosen like corn before a scythe. This Gift allows a
hard-pressed werewolf to summon war-spirits to her aid, striking
at her enemies and giving her respite. Their power teaches the
werewolf and her allies, not to mention her enemies, the wisdom
and strength of the Full Moon. The werewolf must find and defeat
nine of Falcon’s brood of Jagglings in succession on a night of
the full moon to learn this Gift. At the end of the night, an
Avatar of Luna appears and binds the defeated spirits to the
Fang’s service ever more. However, she demands that the Garou be
at her disposal on nights of the full moon in exchange.
Inspiration:
~Other werewolves look to the Ahroun for leadership in combat.
The Gift of Inspiration is one reason. The Garou with this Gift
lends new resolve and righteous anger to his brethren.
Falcon's Grasp:
~A leader must keep a tight grip on his power, and this Gift
allows the Garou to do so literally. The Garou’s hands or jaws
tighten in a mighty death-grip, making it nearly impossible to
escape.
Talons of Falcon:
~Falcon’s talons are sharp, allowing him to grasp and impale his
prey, before it even realizes that he has swooped. He grants
these same talons to the most worthy of his children, so that
they may impale their foes upon their claws. This Gift turns a
werewolf’s claws into wickedly sharp impaling weapons, able to
slice through skin and muscle and deep into the entrails of the
Lunar’s foe.
Dominance Blow:
~Smart Garou know to pay the Lunar their due. Stupid ones
openly challenge them, and force the Lunar to assert their
dominance. This Gift allows a werewolf to easily knock down
would-be rebels by connecting physical dominance with rightful
leadership. When this Gift is working, might does make right.
The Lunar are fond of this Gift, which resembles wolf
understandings of alpha standing.
Osprey's Eye:
~Osprey can spot his prey in the water from high in the air
above, despite the distorting effect of the water itself. She
gives her children the same ability, so they may hunt the
enemies of Gaia as easily in the water as in the air.
Harrier's View:
~The Gift allows a pack alpha to have a perfect sense of where
his packmates are, relative to his own position. This allows him
to howl or shout orders more effectively and plan the tactics of
the group better.
Paws of the Newborn Cub:
~With a glare and snarl, the Lunar strips her foe of any
supernatural power. Many servants of the Wrym have tried to
employ their putrescent magic against the pack, only to realize
that they face a mighty foe with only mundane methods of
defense.
~ Once performed successfully, all special abilities
(shapeshifting, Gifts, any sort of supernatural or magical
powers) are removed (or negative) for one turn.
Eye of the Falcon:
~Falcon is a great predator, with keen eyes and a sharp beak. As
he soars in the sky, he can spot the tiny movement in the grass
that betrays the location of his prey at great distances. He
shares this Gift freely with his children so they may spot their
foes easily and lead the Garou into battle with confidence.
Sense Silver:
~As consummate warriors, Ahroun must be prepared for every
eventuality — including silver weaponry. This Gift allows the
Ahroun to detect the presence of silver. If successful, she can
detect the presence of any nearby silver. More experienced users
of the gift allows the werewolf to pinpoint the silver’s
location.
Luna's Armor:
~The Child of Gaia may call for Luna’s protection in battle.
This Gift even allows limited resistance to silver.
Werewolf Racial Abilities:
Werecreature Physiology:
~Many are familiar with werecreatures, and know what they are.
When it comes to these creatures, there are many types of
werecreature, just as there are many types of vampires.
Typically, most werecreatures are similar at the base level,
which is usually discussed before their specific abilities. Most
know werecreatures possess claws, tail, even sharp teeth, and
usually are human-like with animalistic bodies (some may stand
on two feet, but some might stand on all fours depending on the
creature). Most werecreatures have a very similar base, even if
most have different ways of manifesting the supernatural
abilities of that base among different werecreatures (like some
have different connections to nature than other werecreatures).
Almost all werecreatures have this base physiology, no matter
what they are, enough that even other types of werecreatures
still act somewhat similarly. Most werecreatures are either born
into a pack or tribe, or turned into supernatural creatures
through a werecreature bite (usually a bite, some may have other
ways to turn people). Werecreatures started out as a type of
cursed beast that put a curse on man, but that curse ended up
creating a race of supernatural creatures many see as the
counter to vampires, and have developed a strong connection to
nature. Of course, there are many types of werecreatures, from
werewolves (the most known), were-cats, were-jaguars,
were-tigers, to even were-rats and even other rare variations.
However, most of these cursed creatures do often share a
weakness, in that most are vulnerable to silver and mercury
(though some creatures might have other weaknesses, as some
creatures might be vulnerable to other things instead of
silver). Most of the alchemists are werewolves, but there are
clans of other werecreatures, since the werewolf alchemists
started out as a group of outcasts from other tribes and packs.
Werewolf Nature Connection:
~Most werewolves has a powerful connection to nature, which lets
them sense the condition of the nature around them. This lets
them not only sense people close to them who do things like step
on the grass, but also lets them do things like tell when plants
are dying, or letting them communicate with animals depending on
the tribe/pack and their affinities. For the most part, this
isn't too much of a skill that's useful in a fight, as it's just
the basis of a werewolf's abilities. However, it also does give
them a sense where they can sense all nature around them, even
without seeing it directly. This helps greatly for them to see
the flow of nature's energy and learn how the power of nature is
channeled. They are also able to use this connection to heal
plants and animals with the life force of the world around them.
This not only gives the user basic connection to the earth
though, as it also gives them a connection to things like the
water, which is also of the earth. This means werewolves with
this connection can also even use their purification and
interaction with water and creatures of the water. Typically,
many werewolf tribes focus on their connection to nature in
different ways, and many will often figure out how to utilize
this in their tribe, though this is still a basic of werewolves
on their own that they can learn. This power is not a battle
ability, so it doesn't really grant them much in battle. The
only real advantage it can give is if the werewolf knows the
area they are in due to being close to the nature there, and can
gain an advantage when fighting opponents in familiar territory.
Werewolf Spiritual Tuning:
~Similar to other creatures like moglins who have a connection
to the world, werewolves with this specific nature connection
have a special connection to the spirits that make up the earth
and the elements of the earth, and are far more tuned to the
spiritual realm than most creatures would be. These spirits are
normally invisible and not able to be interacted with by most
people, even most who think they know all the spirits often find
they don't know how the spirit realm dictates the very world's
elements. This may seem simple, but this lets werewolves connect
to the world much more than most who connect to nature, as they
aren't just connected to nature, but are able to also interact
with those spirits for another way to interact with nature.
Depending on the tribe, some tribes have specific ways to use
this, and some can even develop their own ways to use this to
their advantage depending on their affinities. Werewolves that
have this connection understand the importance of the world's
forces, and can see not only the flow of the planet's life
energies, but also how the spirits impact that balance of the
world itself. They are also able to perceive the world's flow of
life and death as a result of this power. For the most part,
this just lets werewolves have a closer connection with the
world around them, not really being too useful until one learns
to use spirit art magic. For werewolves with this ability, their
main enemy is dark spirits, as dark spirits are the type of
creature that will go after anyone that "sees" or "senses" them.
Once a creature has seen or can perceive dark spirits, it opens
up a new realm of knowledge, but also means they're more likely
to be attacked by dark spirits.
Werewolf Tribe Connection/Empowerment:
~Almost all werewolves gain empowerment by being part of a tribe
or pack, which is why many will travel together. Not only does
traveling together allow them to cover each other in battle and
allow them to fight together, but a connection to a pack or
tribe can empower members of the tribe or pack. The more of the
pack that are together means a stronger boost in abilities. This
amplifies both physical and supernatural abilities when
together, and may even grant other special effects based on the
tribe, such as werewolf alchemists having a stronger ability to
sense magic when working together, or another wolf tribe that
might gain enhanced spiritual connection when working together.
This depends on the tribe or pack, and this power is a natural
encouragement for werewolves to work together rather than being
alone. Most werewolves would see strength in unity, and weakness
in being the lone wolf (no pun intended). This power is designed
to unite tribes and packs together, and sometimes when packs
join other packs, their abilities can blend together, such as
two different tribes that join together could passively gain
some of each other's abilities if they become truly unified.
However, this requires that the werewolf submit to the pack, and
those that are not a part of the pack are usually cast out of
the pack otherwise those that interrupt this connection, and see
those that "work alone" as infections to their connection to
each other. Of course, one without a tribe or pack doesn't lose
power by not having a tribe or pack, but just that those that do
will gain power and focus as they work with others. The
alchemists typically gain enhanced magic when working together,
and certain alchemists may even gain special combination
abilities (for example a fire alchemist and lightning alchemist
might gain an ability to combine their magics into one powerful
magic through this connection).
Werewolf Lunar Empowerment:
~When reaching a high enough power as a werewolf, a werewolf can
essentially gain a powerup where they gain power and ability
through lunar light. While werewolves can still fight at their
full power during the day, most werewolves are at their best
when in moon light, and many werewolves are able to fight using
enhanced physical and supernatural stats. This technique is just
a base powerup, which werewolves gain at a certain level of
power and training to harness the full nature of their nightly
nature. Those with werewolf nature connection are connected to
the moon just as much as the earth, and this power symbolizes
their embrace of their nightly nature. The more full the moon,
the more powerful the werewolf becomes, with the full moon
amping them to their max capabilities (aside from special moons
like blue moons or red moons). Depending on the type of moon,
usually determines the powerup. In the full moon, a werewolf is
at their strongest, with their nature power and their magic
gaining a large amp. This makes the werewolf's physical and
supernatural abilities far stronger, but doesn't gain any other
real abilities in terms of new abilities unless they are of a
special tribe that does gain abilities in full moons. However,
the werewolf can gain special abilities during blue moons or red
moons (more on red moon and blue moon powers next) depending on
the werewolf and what tribe they are a part of. This power is a
passive ability, which is something the werewolf doesn't really
have control over, as it's simply part of their nature
connection. Typically, those that can create sunlight in
nighttime can slightly interrupt this power, and can return a
werewolf to normal power if the werewolf is hit with it enough
times, since lunar power can only operate in the absence of the
sun light.
Red Moon Enhanced Moonlight Power:
~When in the red or blue moon, the nature connection and lunar
empowerment abilities give the werewolf special enhanced modes,
where they are able to draw the unique moonlight into their
power. When in the red moon, the werewolf gains a corrupted mode
where their abilities all become more powerful and they gain a
massive powerup from the red moon. Most werewolves gain more
power with the red moon than they do with the blue moon, but
this comes with a price. Typically, when in the red moon, most
werewolves become much more ferocious and they seek to kill
their enemies as brutally as they can. While most werewolves
learn to control this with time and training, werewolves still
have to be careful on these nights, and many werewolves who do
lose control often hide from the moon light when this night
comes around due to the dangerous of who they might hurt, as
some have even killed their friends and family during this kind
of night due to the nature they gain. This also makes all of
their abilities corrupted power equivalents during these nights,
where all of their supernatural abilities and werewolf abilities
become corrupted and are able to hurt almost any creature due to
the corruptive energies they generate in the presence of a red
moon. Only the most ferocious of werewolves typically carry red
moon energy outside of red moon nights, and many try to avoid
the power altogether due to what they become. However, those
that do try to utilize this outside of nights of the red moon
must be careful, or else they could eventually lose their sense
of self and become feral werewolves, as the unnatural red moon
light can eventually overwhelm the rational mind and eventually
destroy a werewolf's ability to think rationally. Of course, a
counter to this ability is sun light manipulation, due to sun
light being able to counter lunar light manipulation, and some
sun light manipulators are able to completely negate the powerup
of the red moon if they use it on a werewolf enough, though
keeping them from regaining the amp requires usually getting
them out of the moon light.
Blue Moon Enhanced Moonlight Power:
~Just as the werewolves gain abilities during the red moon, they
also gain special abilities during the blue moon. During the
blue moon, the werewolf gains a purity with their nature
connection that surpasses their normal connection, and gains
highly enhanced ability to connect to nature during this time.
During this, the purity of their connection lets them use their
supernatural abilities at a highly reduced cost, and can amp
their special abilities considerably. To an extent, depending on
the werewolf, some can even gain unique abilities only usable
during this time, such as some with magic being able to use
special spirit magic that purifies corruption and gives the
werewolf a pure neutral nature. This lets them more easily
influence the world around them, for better or worse depending
on the werewolf, and allows them to use enhanced power at
reduced cost. While in this mode, the purity of their power is
also able to damage almost anything due to the neutral pure
nature of their connection with the world. When in this mode,
werewolves also gain a calm focus, and lose much of their
natural ferocity in favor of concentration and purity of mind
(For better or worse). However, while it is possible to store
the energy of a blue moon up for later use, it is hard to use
when not in a blue moon, and werewolves cannot usually handle
too much of this energy outside of nights of the blue moon. Due
to how unnatural stored blue moon energy is, it can overwhelm a
werewolf's natural connection, and temporarily damage a
werewolf's nature to the point that they could lose part of
their werewolf connections to nature and the moon. Typically,
sun light manipulation (if it can be created in the presence of
this moon light) can counter this power, and do more damage to
werewolves who use this since sunlight typically counters lunar
light manipulation.
Werecreature Trait Suppression/Shapeshift:
~Werecreatures have an ability where they are able to change
forms. Typically, this depends on the werecreature, but most
werecreatures will either take a werecreature form as their
base, or a human-like form as their base depending on their
heritage, and certain other factors. Depending on their base
form, they are able to shapeshift between their human form and
werecreature form, with the base form being the natural form and
the other form being a form they can use using shapeshifting.
Werecreatures who take their werecreature forms naturally can
shapeshift and suppress their werecreature traits, in which they
are able to pass as human by using this power. A werecreature is
able to suppress all of their traits to the point that they come
across as human, and even feel human to those with supernatural
presence sense abilities. Those that take human form typically
use this to release their full werecreature form, in which they
can typically use their werewolf form like an enhanced form that
is stronger than their normal mortal form. There are other
werecreatures who have other ways to use this, but these are the
main two aspects. Typically, it does take energy and stamina to
transform or suppress one's traits depending on which is the
base form and which is the form the werecreature has to
shapeshift into. As such, werecreatures cannot stay in their
other form indefinitely, as they will eventually run out of
energy or stamina to maintain this. Typically, this is used to
allow a werecreature to pass as human for those that need to use
this to take human form, or used among human form werecreatures
to take a battle form when fighting, so this is usually only
meant to be used temporarily anyway. However, once they do run
out of energy or stamina, they can no longer use this to
transform, and will revert to their normal base form (whichever
form that their base form is).
Werecreature Cursed Bite:
~This is the ability that allows a werecreature to bite someone
with their werecreature fangs. When they bite someone, they can
choose whether not to leave this cursed bite mark behind. This
is used not to kill someone, but is designed to turn those with
this cursed bite into werecreatures like the werecreature who
uses this. When changed into a werecreature, the werecreature
becomes a werecreature the same as the original werecreature who
bit them, such as a werewolf would turn someone into a werewolf
upon biting them. While the user might have unique abilities
that might manifest depending on the tribe and training they are
a part of, the werecreature will usually be more or less like
the one that cursed them initially. The person can be cured of
this cursed bite within a certain amount of time, however, this
can only be cured if a special formula (which is fairly known by
supernatural hunters and most know how to make this formula) is
administered before the new werecreature eats the flesh of a
human or animal, as once they do, their curse will often corrupt
their natures after feeding and it will make the change
permanent. If the werecreature that casts this is killed, the
person affected can be changed back, but they may be permanently
changed if the person has devoured flesh while being a
werecreature. However, if they haven't done so, then they can be
returned to human when the original werecreature dies if they
don't have access to the formula to turn them back to normal. It
is also worth noting that those that are immune to being changed
into supernaturals won't be affected by this, as there are some
creatures and even some humans that have ways of making sure
they cannot be changed by supernaturals, depending on the
creature and what they have access to.
Werecreature Claws:
~Just like one might expect from their animalistic appearance,
almost all werecreatures have claws of some kind that extend
from their fingernails. Most werecreatures have ways of keeping
their claws maintained, and most werecreatures can leave their
claws long, or some will keep them trimmed so they're not so
bothersome in day to day activities. Typically, their claws are
one of their biggest weapons in combat, in which most
werecreatures use their claws to slash opponents, with many even
having claw slash techniques they can use in battle depending on
their abilities. While claws are naturally sharp, werecreatures
can actually sharpen their claws like they would a sword,
usually sharpening them with a strong substance to the point
that they can become razor sharp. Depending on the werecreature,
some claws may be different sizes, or some might have slightly
different capabilities, but there are plenty of ways for a
werecreature to use their claws in battle. Most werecreatures
are very dangerous and can easily rip people to pieces with
their claws depending on their skill level. For the most part,
avoiding the claws just requires the opponent to avoid the
strikes of the user when the user is using their claws in
battle, as their claws are a type of short-range close combat
move. Most long distance claw slash attacks can also be dodged
or blocked (Depending on the werecreature and their abilities if
the opponent can account for the user's enhanced strength, and
their abilities), though opponents should be careful of
werecreatures who have claws that are able to cut through metal,
as some werecreatures do have much stronger claws that can claw
through metal objects.
Werecreature Bite/Teeth:
~As one might expect from seeing a werecreature, almost all
werecreatures have some sort of sharp teeth. Typically, most
werecreatures teeth are designed for tearing apart flesh of
either animals or humans (depending on the werecreature and what
they survive on). Due to this, many werecreatures will use their
teeth to bite opponents in battle, and are usually strong enough
that most werecreatures are even able to bite through limbs with
their bite (depending on the werecreature and their strength.
Different werecreatures may have different teeth, but overall,
werecreatures are able to use their teeth to some degree, with
some werecreatures even having certain abilities to enhance
their bite. There are some werecreatures that are able to absorb
life energy through a bite attack, in which some werecreatures
have the ability to take life energy through biting others
depending on the creature. Some werecreatures are known to have
enhanced bites, like werepyres (werecreature/vampire hybrids)
having an acid bite, or some might have special techniques that
utilize their bite in unique ways. This mostly depends on the
werecreature and their abilities, as each werecreature is
different. Typically, avoiding a bite in battle is as simple as
maintaining one's distance from an opponent, as this can usually
only be done at short range unless the user has a special bite
attack that can be used from a distance, which is usually rare.
For the most part, these teeth aren't really made for battle,
but more are specifically for eating. Werecreatures can use them
in battle, but there is a lot of risk in doing so since
werecreatures might take hits that might knock their teeth out
just like any other creature.
Werecreature Fur:
~Werecreatures, as one might expect, generate fur in their
werecreature forms. Depending on the creature, the fur will
typically be different depending on the werecreature, but
usually almost all werecreatures have this to an extent. This is
usually not noticeable on a human form, since a human form
suppresses most werewolf traits, but in werecreature form,
almost all werecreatures have fur, which has a few functions.
The first is that, like other creatures with fur, this helps
them stay warm in harsh temperatures, and depending on the
creature, they may even have summer fur that helps keep them
cool in hot temperatures. However, there are certain
werecreature that can use their fur as a weapon. For example,
there is a werewolf gift that turns a werecreature's fur into
something akin to steel armor, or some werecreatures can fire
their fur at opponents like firing needles with certain
techniques. Overall, this depends on the werecreatures and their
abilities, as most werecreatures are different in nature and
different werecreatures usually have different ways to utilize
this. Typically, the fur is more defensive than offensive, so
it's not really useful to attack unless a werecreature has a
means to attack with their fur (though some can learn skills
that will allow them to attack with their fur). Aside from
special techniques though, fur is more for environmental
adaption more than to be used in battle, so this is more just a
part of their physiology that helps them survive rather than
helping them fight. It is also worth noting that fur is also
more vulnerable to fire, as fur can be flammable under the right
conditions.
Werecreature Anger Amplification:
~Typically, werecreatures are far more emotional than vampires
are. As a result, werecreatures gain power from their intense
emotions, specifically their anger when they are feeling
strongly. Many werecreatures are empowered by anger, and are
able to gain boosts through their anger while it's in effect.
The most common method of using anger is a rage frenzy, where a
werecreature will temporarily lose control of themselves and act
in pure rage towards whatever is causing them anger. Depending
on the werecreature, this may happen under different
circumstances (like some werecreatures might react to other
stimuli like certain kinds of light), or some werecreatures even
have specific arts for using this, like utilizing their anger in
special techniques that empower their rage frenzy with different
abilities (depending on the werecreature, tribe and abilities).
This is an ability that most werecreatures have to deal with and
is more of a hindrance to their daily lives, since many
werecreatures might have short tempers, but most advanced
werecreatures have learned to control this, and only really use
it when they want to rather than letting their emotions control
them. Overall, the arts used depend on the creature, but most
have to control this at some point, as this can lead to
werecreatures attacking allies when they are in their frenzied
states, and werecreatures may not be able to control who they
attack (as they might go after someone other than the intended
target) depending on the situation. Overall, the main use of
this is for those with techniques to utilize this in combat,
which all usually only work temporarily while the user is in a
rage state. And even if they don't have any special techniques,
the rage state is only temporarily, lasting as long as the
stimulus persists that drove them into it, or a certain amount
of time passes after going into the frenzy.
Werecreature Agility and Werewolf Cling:
~Werewolves have a natural agility, in which they are able to
move very effectively in battle. Part of this is speed and
flexibility, where they are able to move around and attack based
on the type of werecreature they are. Even werecreatures that
are larger than normal beings have a strange agility that they
are able to use that lets them move effectively, usually letting
a creature jump around, or even use their agility to move
silently across an area. In addition to this, werecreatures also
have a natural ability to use their claws to cling to surfaces,
where they are able to dig their claws into a surface and then
stick to that surface. Most werecreatures use this on trees,
where they are able to stick to a tree, or use their momentum
and use their claws to change their trajectory in a fight. Some
werecreatures have certain abilities in doing this, such as some
that will hide in the trees and steathfully strike (like those
with panther powers) or some might use their claws and agility
to make their way up trees and drop down on their opponents, or
some might just jump off surfaces to attack opponents. This
usually depends on the werecreature, as different werecreatures
have different hunting styles depending on what kind of creature
they are and what abilities they possess. Typically, it is very
important to keep track of werecreatures in battle, as their
agility may be hard to keep track of, and some will use stealth
if the user loses track of them to stay hidden until they're
ready to attack. Opponents can usually dodge a werecreature as
agile as they are, as long as they are able to keep track of
them and can react to what they do. Those that know
werecreatures often know just how agile and dangerous
werecreatures can be, especially ones that utilize this in
combination with stealth.
Werecreature Hardened Body:
~Werecreatures typically have much stronger bodies than humans
do, as their muscles, bones and even their skin is thicker than
a human's. While not as strong in human form (as they typically
will be the normal level of a human when in human form), their
werecreature forms are much stronger and are able to take
reduced damage from attacks due to how strong their bodies are.
Werecreatures are usually natural fighters, and usually have
ways to utilize this, such as some might learn certain heavy
stander abilities that resist knockback and stun to a degree.
Werecreatures are able to use their bodies hardened muscles in a
variety of ways, as werecreatures can even use their stronger
muscles for stronger attacks depending on the training the
werecreature has. Typically, this partially depends on the
training of the werecreature, and partially on the werecreature
themselves depending on what type of werecreature they are. For
example, certain werecreatures may have stronger bodies than
others, with certain werecreature types might have a strong
body, while others might have specifically stronger bodies. Of
course, just like with most of their physiology, werecreatures
also have certain abilities and arts that might enhance their
defense, with some even training their durability so that they
can become more resistant to damage. Some more trained
werewolves have even been known to block swords to a degree,
though whether or not they can do this depends on the strength
of the opponent. Typically, opponents can more easily pierce
opponents with silver, or certain stronger attacks can also do
damage. While stronger, they do still take damage from attacks,
even if it's just reduced. Many werecreatures are also
vulnerable to fire to a degree as well, though some
werecreatures might be resistant to fire if they possess the
ability to use it.
Werecreature Regeneration:
~Werecreatures, like vampires, have supernatural regeneration
that can be used to heal themselves when they have taken damage.
Werecreatures have strong regeneration, and can regenerate from
most damage. Werecreatures can usually regenerate anything as
long as their heart or brain isn't destroyed. Werecreatures also
regenerate faster than most other vampires, due to werecreature
regeneration being slightly different than vampire regeneration.
Of course, some tribes even have special regeneration
techniques, so some werecreatures may even gain special
regeneration techniques of they are available to them. This is a
passive skill that heals werecreatures, and this power is
sustained by their devouring of flesh of either animals or
humans, depending on what the werecreature wants to eat to
sustain their power (which may or may not depend on the tribe
they're born into). Werecreatures, unlike vampires, cannot
regenerate limbs, but they do regenerate any damage to their
bodies, and can regenerate even fatal wounds that might kill a
vampire (typically, vampires regenerate more parts of their
body, but werecreatures regenerate faster and more easily).
Werecreatures usually are able to regenerate almost anything
save for decapitation unless silver is used on them. For most
werecreatures, silver is usually the best thing opponents can
have, since silver can be used to interrupt most werecreature's
regeneration (though some werecreatures may be vulnerable to
other elements like gold depending on the creature). Certain
holy powers can also help kill werecreatures more easily due to
their cursed natures. Certain things like death scythes and
other regeneration negation weapons/abilities can also be used
on werecreatures, just like vampires. However, decapitation or a
silver bullet to the heart is usually the easiest way to kill a
werecreature (though decapitation works on almost any
werecreature where silver might fail depending on the creature).
Werecreature Body Temperature Regulation:
~Similar to how certain supernaturals are able to adapt to
environments around them, werecreatures are able to adapt to
environments around them thanks to their supernatural
physiology. For the most part, a werecreature's body usually has
ways of regulating their body temperature, whether it's in
battle or outside of battle. Most werecreatures will be able to
adapt to hot or cold environments depending on the creature.
Usually, this is most present during different seasons, when a
werecreature often has different coats of fur to handle each
season (depending on the werecreature). In addition, each
werecreature is able to regulate their body temperature through
their body's own methods as well, which have the same abilities
as humans to try and regulate their temperatures. However,
werecreatures are much more easily able to adapt to extreme
temperatures thanks to this, and they are able to survive in
almost any environment, from the hottest of deserts to the
coldest of icy weather. Most werecreatures can adapt for certain
environments specifically, depending on where they live, as most
werecreatures usually specifically adapt to wherever they tend
to stay. Some even adapt by other methods, like certain
werecreatures might have a higher body temperature than normal
because of their werecreature nature. The last advantage is that
this helps them against people who use heat and cold as weapons,
which allows the werecreature to handle extreme heat and extreme
cold (granted they aren't being burned with fire, or frozen with
ice). However, while they adapt to temperature easily, they
cannot adapt to being burned by fire, or frozen with ice, and
while they can adapt to the heat generated by fire or the cold
generated by ice, they can still be hurt by fire and ice
abilities (depending on the werecreature, as some might have
certain resistances and immunities). This also doesn't apply to
things like vacuum environments and being underwater, since this
only really applies to adapting to temperature and not certain
other environmental factors.
Werecreature Animalistic Senses:
~Werecreatures all have animalistic senses, which allows them to
sense far more than what humans can. While they still have human
senses as well (sight, smell, taste, touch and hearing), they
also have other senses depending on the werecreature. Animals
are often known for being able to senses changes in the earth
that humans cannot, and this sense is just one of the senses
that werecreatures have. One such example are how some creatures
have an electromagnetic sense to sense the flow of ions in the
earth's atmosphere, and they are able to use this to not only
sense changes in the earth itself, but they can also use it to
navigate far more easily than humans can. Most werecreatures
have much higher tuned senses, and this doesn't just apply to
their normal senses. Most werecreatures are also able to do
things like seeing in the dark, or many have a specific ability
to sense the presence of others with a sort of sixth sense of
the environment around them and can use it to focus on anything
living. The specific senses depend on the werecreature, as all
werecreatures typically have different senses depending on the
type of werecreature they are and what animalistic traits the
werecreature possesses. Typically, this isn't too useful in
battle, though some werecreatures can use these senses to sense
when danger is nearby, as werecreatures can learn to hone their
senses to a point where they can even sense when someone is
trying to sneak up on them or is going to attack them. While
useful though, these senses are not always accurate, and certain
natural phenomena might also be able to affect a werecreature
due to these senses if an enemy has a way to take advantage of
these senses.
Werecreature Earth Communication:
~As part of a werecreature's connection to the world and the
spirits, they are able to communicate with the earth, including
the life on earth. While they may not have connections to
certain life forces depending on who they are, all
werecreatures, in some form, have some sort of communication
they can use. For example, many werecreatures can communicate
with animals and some can even communicate with plant-life if
they have a strong enough connection to the force of the Green
(a life force connecting all plant life). Usually, this
communication allows them to not only befriend the entities of
the world, but this also allows them to call on allies during
battle, such as some who can call on animals or plants to fight
for them depending on the werecreature and what creatures or
organisms will listen to them. Typically, animals and plants can
be called to help the werecreature, with some even having unique
training depending on the tribe, as some tribes have specific
gifts designed to call on animals or plants to help the
werecreature. This isn't really a battle power so much as more
of a communication power, as most werecreatures usually use this
to keep animals and plants from certain battles they might face,
or they may make friends with certain animals or entities due to
their strong connections to the earth. This usually depends on
the werecreature, and some werecreatures speak to specific
aspects of the earth whereas others may have a more general
communication with the life in the world. This depends mostly on
the individual, but mostly, the only way this is used in battle
is to call animals or plants to fight or help out in some way,
and the animals or plants can still be destroyed as normal, with
them still being able to be killed in battle (though some
werecreatures may have gifts that strengthen animals and plants,
so that should also be taken into account if one needs to fight
a werecreature with this ability).
Werecreature Gift Affinity:
~Werecreatures developed gift training depending on the tribe
specifically for werecreatures in the same manner that vampires
developed their discipline training. This allows werecreatures
different training to gain different abilities, which are
usually taught by certain spirits. Unlike vampire disciplines
taught by clans, werewolf gifts are not just taught by tribes,
but also by individual spirits that might know of them. Once a
werewolf has their affinities, and someone to train them, the
werewolf is able to learn werewolf gifts based on the tribe they
are in, or what spirits will teach them. Overall, most werewolf
gifts are dependent on the tribe, as each tribe has its own set
of abilities to learn. This could be as simple as combat
enhancement skills, or learning to call on spirits in battle, or
some like the Glass Walkers even have unique gifts involving
manipulating technology. As one might expect, each set of gifts
is different in nature, so naming them all is nearly impossible,
let alone naming their strengths and weaknesses, but all
werecreatures are usually able to learn these in some capacity,
with some advanced users of certain gifts being able to combine
gifts depending on what they can do. Overall, each gift works
different, and has it's own strengths and weaknesses, but each
gift does have it's own strengths and weaknesses, due to each
gift having limits of what it can do. For example, combat based
abilities are limited to combat and may not include supernatural
powers (though there are some that enhance supernatural
abilities as well), or some that might have consequences (such
as some used too long might take a toll on the werecreature's
body). This depends on the gifts learned, and the gifts learned
depend solely on the tribe the werecreature belongs to or the
spirits teaching them gifts. It is also worth noting that most
werewolves gain gifts solely based on the tribe they belong to,
and no werewolf gains random gifts unless they are part of no
specific tribe and are just taught by spirits in general since
those with no tribe have no specific ties to any one tribe. This
also may not cover certain things like werepyres who have
combination abilities with vampire disciplines, or other
werecreatures with power from things like demons or angels that
might be able to combine gifts with angel or demon arts
depending on their natures.
Elven Learned Gifts:
"Historia viventem":
~ This spell allows a mage to create a realistic illusion of an
event(s) in history. Cast by Lujanne, this spell showed Callum
the ancient moon magic rituals of Moonshadow Elves thousands of
years ago, when Xadia was one land. The spell creates shimmering
blue illusions that reenact a historic even, the illusion also
produces sounds like music. The spell forms itself around the
land where mage spoke the incantation, recreating a past event
that happened in that location. It is unknown if a moon mage can
cast an illusion of a historic event that occurred elsewhere, or
if they are bound by their location. The etymology of the spell
is from Latin. 'Historia' comes from the Latin word historia,
meaning history. 'viventem' derives from the Latin viventem,
meaning living being. Therefore, the incantation could best be
read as "living history". This spell is quite useful for its
ability to verify the accuracy of historical events, as written
accounts do not often capture the whole picture and may be
recorded with some bias.
"Mystica-Arbora":
~This cloaking spell was cast by Runaan, who crushed a Moon Opal
to power it. He used the spell to hide himself and his fellow
assassins from the Crownguard. The spell allows mages to
camouflage themselves, nearby objects and allies, and their
surrounding environment from unwanted onlookers. The spell
disguises the mage and their allies as trees (hence the
etymology of the incantation) and other items such as their
equipment as other natural objects e.g rocks. The etymology of
the spell is from Latin. 'Mystica' comes from the Latin word
mystica, meaning mystic or magic. 'arbora' derives from the
Latin arbor, meaning tree. Therefore, the incantation could best
be read as "magic-tree"; most likely because it disguises the
caster and their allies as trees.
Illusion manipulation:
~Spells exhibited by Lujanne and Moon mages. They are capable of
creating illusions, from giant monsters to duplicates of
themselves and others. These illusions can also be used to
create disguises for a moon mage, such as when Lujanne disguises
herself as a human.
Silvergrove ritual:
~A dance that Moonshadow Elves perform to see and enter the
Silvergrove.
"Ghosting":
~"Ghosts" are Moonshadow Elves who are cursed by their kin due
to dishonorable actions, effectively banishing them. The spell
prevents ghosts from being seen or heard by those who cast it on
themselves, and the caster appears faceless to ghosts. However,
ghosts can still be seen through reflections. Being ghosted is
an unanimous community decision that has to be discussed by all
members of the Silvergrove.
Transformations:
Werecreature/Human Form Change:
~Werecreatures usually are able to shift between human and
werecreature form, depending on the werecreature. Most
werecreatures usually have one base form, whether it's their
human form or their werecreature form. There are usually two
ways werecreatures use this shift. The first is human form
werecreatures, who will shift into werecreature form as their
battle form, and only change when they want to fight in a more
enhanced capacity. This has the advantage in that the human form
can train and gain a bigger amplification while in werecreature
form, but might lack certain natural higher stats of
werecreatures who stay in werecreature form on as their base.
The second option is for a werecreature to use their normal
werecreature form as their base form, and only shift to human
form when hiding among humans since the human form may be
weaker. Werecreatures who use their werecreature form are
usually much more adept at using their werecreature form, and
may possess stronger attributes than their human form
counterparts, such as a werecreature might have more strength
and speed as a natural werecreature than as a human form
werecreature. However, when going into human form, some
werecreatures may not be able to stay in the form for long, but
they can usually fight with certain combat enhanced skill since
most werecreatures are natural fighters, such as certain human
forms may gain enhanced speed due to the human form's muscles
not being as bulky. Usually, the option depends on the heritage
of the werecreature, and typically what is natural to them, so
they usually don't chose the options as it's more that the
options choose them. Once a specific option is chosen though for
their base form, that option doesn't change at all, as the
option is usually dependent on the werecreature and no one
really knows what specifically determines which option is used
for each werecreature.
Lunar Berserker Form:
~This form was imbued into the extinct clan which Saix now
carries and teaches to the new members of the tribe. This form
lets a werewolf enter a berserk stage through the power of the
moon, the full moon being their strongest and most dangerous. In
this state, the user delivers continuous, devastating damage to
enemies in any form. This can also be done with a weapon or
their bare hands/claws. This form is also affected depending on
the moon power they're in such as the red moonlight power or the
dark moonlight power, which makes them even more deadlier and
feral. In this form, they need to be careful or else they lose
themselves to their beast.
Weapons:
~ Lunatic: Saix’s signature weapon is his large two handed
claymore. The weapon is blue and yellow shaped after an image
from his dreams as a young man. The weapon can be powered by his
lunar abilities to appear and disappear as well. He can also use
certain abilities to make self-wielding copies of it.
Weaknesses: Most werecreatures have two major weaknesses. The
first is silver, in which silver can interrupt their
regenerative abilities. If one is to take down a werecreature,
it is important to have silver on hand as taking down a
werecreature without it is very difficult. However, depending on
the werecreature, some werecreatures might not be vulnerable to
silver, as some might be vulnerable to other things like mercury
or gold or other materials depending on the werecreature.
However the second option proves dependable against almost any
werecreature, no matter what their first weakness is. The second
option is cutting off the head of the werecreature, in which
they do die if their head is taken off. Werecreatures cannot
regenerate limbs or their bodies, so cutting off pieces of their
body means that part of the body won't grow back. While they can
reattach limbs, they cannot regrow limbs from nothing, and if
their head is removed, they cannot survive without the body,
just like any other creature. As one hunter put it: "Cut off the
head, and the animal is dead." While silver may not always work
on a werecreature, cutting their heads off always will, and
cutting off limbs can seriously hinder a werecreature.
Werecreatures, unlike most vampires, cannot regrow certain body
parts (basically, they cannot regrow anything a human cannot
regrow), but they can regenerate more easily from wounds that
they can regenerate, such as slashes and stabs will usually not
kill a werecreature even if in the heart, unless the
werecreatures regenerate is interrupted by something like silver
(or other metal weaknesses that must be stated).
As children of the moon, their counter of their lunar powers and
magic are sun based abilities such as solar light or solar
magic. They are also affected by the phases of the moon when it
comes to power, such as the full moon obviously being their
strongest moment for their power while the new moon being their
weakest. The tribe's weakness is their own hubris, which might
be one of the reasons why they fell to the darkness in the first
place. Their pride are as bad as The Get of Fenris tribe or the
Alchemists. Although this tribe has been secretly rebuilt
slowly, the werewolf couldn't help but be overconfident from
time to time which gets them into trouble. Anti magic and hell
gate pieces can harm them since they use magic.
Personality: Despite claiming to remember what possessing a
heart was like, he behaves mostly as a cold, emotionless, and
efficient operative, even in the direst of situations. He is
very aware of how emotions are unreal to those that have lost
their hearts, unlike others who imitate their emotions. However,
he seems he values his friendship with Axel from their time
before the eradication, indicating that he believes that he
cannot even try to genuinely show emotion or form a real
friendship without having had one with another beforehand, thus
having memories to fall back on. The only thing Saïx seems to
"care" about is acquiring a heart and, by extension, his pack.
However, his usual calm exterior belies a more savage nature. In
his final confrontation alongside his pack, under the moon of
London, he becomes a berserk force of destruction. Unlike his
calm and reserved manner, in battle, he roars, shouts, and
attacks relentlessly with no sense of self-control and portrays
a psychotic behavior under the influence of the moon.
Bio: The origins of the White Howlers begins with the existence
of an even older pack and its young alpha. The Lunar Úlfhéðnar
had been a pack in existence for hundreds if not thousands of
years through generations of Alphas. The last of which had been
a young man named Isa who inherited the pack and the
responsibility of Alpha from his parents following their
unfortunate demise. Despite his youth, Isa began as a strong,
intelligent leader leading the pack through many hardships. His
youth also gave him great assets in his leadership allowing him
to connect more easily with the youth of his own pack and that
of the packs and families outside of his.
These connections lead Isa to a girl within his own pack and to
Lea Hazeldine. The three became extremely close friends. They
spent much of their free time together, but what on the surface
appeared harmless was the beginning of the twisted threads that
lead to the extinction of a whole pack. In time, Lea left Isa
and the girl for other friends and bigger responsibilities. The
abandonment left Isa hurt and in time when the girl vanished too
he let his feelings blind him. He began to throw himself into a
search only to realize she had been the first to be lost to dark
entities leaching out from a bigger threat many simply called
the darkness.
Sparked by anger, Isa began to lead his pack into preparations
for a fight to save a lost member. He reached out by letter to
Lea to inform him of the incident letting his hurt and jealousy
at the time shift into blame. In Isa’s head it was guilt that
had Lea agreeing to supply aid in the coming fight.
Unfortunately, war started impulsively never ends well and this
was no exception. Despite all the preparation, the pack was
overwhelmed by the darkness resulting in what was believed to be
a mass extinction and to Isa the death of Lea Hazeldine.
The reality was a group that lost lives, memories, or in what
became the case of Isa: a heart. He awoke alone as an empty
shell of the kind leader he once was. He believed himself to be
the only survivor and went into hiding feeding into the belief
that no one survived. While off the grid he changed his own name
to Saix feeling wholly unconnected to his previous name. His
only connection to the outside world became a human female named
Demi who he met by pure accident on a rare venture out. He
became mentally infatuated with her and the two grew close,
close enough that eventually Demi learned the full story and
decided to push Saix to see if his belief of being alone was
really true. In time, word and evidence fell into his lap of
possible survivors. Wolves with fragmented memories and
emotions. Thus, a new pack was born.
The White Howlers formed from the found survivors of the last
pack. In more recent years it has expanded to include members
who previously lived solitary lifestyles and in the last year or
so natural born members. They’ve become known as a fearsome
group highly connected to the moon and its abilities, more than
any other existing pack. They’re also known for their cold and
emotionally absent Alpha who rules with an iron hand as a result
of his previous negligence. Despite his coldness much of the
rest of the group are a rather fun group of individuals. This
stems from their Alpha Female, Demi who has a much lighter side
outside of her responsibilities. Currently, the pack attempts to
keep the darkness at bay and from reaching and destroying the
new pack. Saix, with Demi at his side, continues to search out
evidence that his friends survived and gain a method to rescue
his childhood friend if she has yet to perish.
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