

Werewolves
Nobody is quite sure of the origin of Werewolves…
…though references exist in some of humanity’s oldest surviving texts; whether the Lycaon of Gilgamesh or the pelt-wearing Norsemen of Volsung, it is widely believed that werewolves and humans have existed side-by-side for millennia, with each culture and region having their own mythos passed down through the generations – though none have been known to be definitively proven or disproven.
Some believe it to be a curse, others an infection, while many believe it to be a boon. Either way, what is known to modern Werewolves is that the trait is passed down from generation to generation through genetics, with others bitten and infected, making the change from human to beast.
Culture
Beliefs
By virtue of their nature, Werewolves feel a keen affinity to the natural world, remaining fiercely protective of what is perceived as their territory; in this affinity, they are aligned with many Witches in their connection to nature, giving them an edge in tracking and traversing the rough terrain of Colorado’s wilderness.
Mating
For werewolves, the term “mate” carries a profound significance beyond mere spouses. To mate with another wolf is to make an unbreakable lifelong commitment. When two wolves undergo bonding, a deep connection is formed, regardless of their personal feelings.
Wolves can also mate with another species and feel the full impact of the bond – since it is an instinctual and innate. Other species would feel whatever deep rooted connection they would feel, soul-mate style.
Turning
The vast majority of Werewolves are genetic offspring of either one or both parents possessing the Werewolf gene. However, Werewolf bites can pass on this gene, triggering a mutation in a Human or Witch, eventually resulting in the individual ‘turning,’ thus becoming a Werewolf.
The bite triggers a period of prolonged and severe illness in the victim, with flu-like symptoms including fever, lethargy, pain, and body chills lasting around two weeks, or until the next full moon, whichever comes first.
If the bite goes untreated, the victim will shift at the next full moon and become a full Werewolf, losing any traits of their previous species. (Shifting takes a minimum of three turns in RP but can take few to several minutes in the scene.)
Bites can only be cured and turning prevented through the intervention of powerful Green Witch magic, often consuming an entire emerald’s worth of energy. Even if “cured”, recovery from the trauma can take a couple of weeks.
Packs
As with their canine brethren, many Werewolves find solace and comfort in Packs, with many forming either ad-hoc bonds of friendship or more formalized command structures. Many Packs exist as chapters of larger nationwide Packs, with local leadership connected to Packs elsewhere in North America and even across oceans to the Old World.
Packs themselves come in many forms, from loosely aligned groups to rigid structures consisting of the typical ‘Alpha’-led groups; however, these structures are fluid, and no Werewolf is born an ‘Alpha,’ as much as no human is born a leader, it is a personality trait and not genetic, with recognition and legitimacy most often granted by their fellow region’s Alphas and Elders.
Characteristics
In human form, Werewolves retain a heightened sense of smell and hearing, as well as enhanced strength and speed.
Werewolves can readily identify other Werewolves by scent alone. They can often tell if another individual is not human, although they may not be able to discern precisely which species a person belongs to. (Player consent is required to ascertain specific species.)
As a result of their ability to heal, Werewolves enjoy a significantly slower aging process than humans, with those fortunate enough to avoid an untimely death living as long as 500 years. They maintain a youthful appearance well into their late hundreds, aging approximately one year every six years a human ages once they make their first shift at age 16.
(For example, a wolf aged 180 would appear around 30 years old, although this is flexible per player discretion)
Werewolves possess an incredibly fast metabolism, which results in significantly higher body temperatures, faster healing, and less susceptibility to illness and infection common in the human community. However, the cost of such a metabolism is a hugely increased appetite, requiring a significant amount of sustenance to maintain. This also vastly increases their tolerance to alcohol, drugs, and other mood-altering chemicals.
Werewolves have been known to attack and consume humans. However, it is generally considered extremely taboo to do so. It is often punished severely within Packs or Werewolf societies, although this may differ from other regions or cultures and even between Packs.
Appearance
A uniquely unopposed apex predator, the Werewolf possesses three forms, able to shift at will between their human form, feral form, the size of a dire wolf, and a large biped form, commonly known as ‘War Form’.
Werewolves look like humans. Their hair, skin, and eye color in human form do not necessarily relate to their appearance in wolf form.
Abilities
- Enhanced Strength – Werewolves are generally physically stronger than regular humans. In a physical fight, they typically overpower their human opponents and match or surpass the strength of other supernaturals in human and wolf form.
- Enhanced Smell – Werewolves possess a vastly superior sense of smell compared to humans and other supernaturals, even when they are in human form. They can detect subtle changes in scents.
- Enhanced Endurance – Werewolves, even when in human form, seem to maintain a prolonged endurance able to go for long runs, and can track their prey for long periods and across great distances without tiring.
- Enhanced Speed – Werewolf speed is faster than the average human but comparative to other supernaturals. With this sort of speed, one could catch-up to or outrun moving vehicles, are likely to always be first in running-races and have great reaction speed.
- Limitations
- Although not faster than other supernatural species, their increased durability allows them to persist longer in a conflict.
- Limitations
- Enhanced Durability – A Werewolf’s body, in human form, is physically tougher and more resistant to injury than a normal human. Their durability is amplified when transformed but wanes when shifted back into their human form.
- Enhanced Agility – Their extraordinary strength extends to their leg muscles, enabling them to execute awe-inspiring leaps from a crouched position. Remarkably, these leaps are significantly higher than those of ordinary wolves or even Cinnidh.
- Heightened Senses – Werewolves possess heightened senses, such as night vision in wolf form. Though their hearing is beyond regular human capabilities, it isn’t as enhanced as a Vampire. These abilities are considered secondary. Enhanced smell would be their primary ability.
- Accelerated Healing – Werewolves remain just as susceptible to poisons and major wounds as humans would be; while they may heal faster, major trauma can still result in death. Equally, while faster healing means they may survive serious wounds, they may still require medical intervention to aid the healing process. Healing, like shifting, consumes a massive amount of energy and requires feeding during, or shortly after, major healing and will leave the Werewolf lethargic and exhausted.
Vulnerabilities
- Mind Control – While strong in body and mind, Werewolves are uniquely weak to manipulation through magic or compulsion, making them often distrustful of Witches and Vampires. Werewolf Thralls, those who have been compelled into the service of the aforementioned, are not unheard of. A compelled bond lasting many months or years becomes easier to maintain over time and rumors persist that those enthralled no longer require maintenance of the compulsion, their minds so broken by the ill-gotten servitude.
- Silver – Silver is poisonous to Werewolves in all its forms. Contact with the skin causes irritation and reddening, and prolonged contact causes severe chemical-like burns. Penetrating wounds, like those caused by knives or bullets, quickly become infected and take longer to heal—often negating all healing abilities and requiring the same healing time as humans. Depending on the severity of the wounds, such as those damaging vital organs, death may result.
- Vampire bites are often dangerous to Werewolves, causing infection, necrosis, and suppressing their healing abilities, and making them susceptible to compulsion or manipulation. In extreme cases, it could also lead to paralysis if left medically or magically untreated or eventually death.
- Vampire Blood – Vampire blood is highly addictive to Werewolves since it is the one substance that mimics the high from drugs or drinking for a Werewolf. However, Vampire blood increases the risk of spontaneous shifting. Even if a Werewolf successfully maintains control, they become paranoid and short-tempered for as long as the blood remains in their system and are susceptible to being enthralled as a Ghoul (read more)
Moon Effects
Werewolves revere the Moon, with many belief systems and cultural events centered around our celestial neighbor. Some revere Her as a goddess, others as a powerful force of nature entwined with the fates of Werewolves.
Whatever is true, what is fact is that all Werewolves are subject to the effects of the full moon. During the full moon, all Werewolves must shift at least once, with the days leading up to the full moon signifying a period of increased hunger, lust, agitation, and energy.
Werewolves may shift at will, although doing so is exhausting and consumes vast amounts of energy. Returning to human form leaves the Werewolf exhausted and hungry, particularly if they did not feed while in Werewolf form, requiring significant rest afterward. (Shifting takes a minimum of three turns in RP)
