Foundry
Reanimated for the 4th Time
Casual - The Werewolf Club
Hey!
On my old account, I made a RP called "The Werewolf Club," and I was wondering if anybody would like to join it again.
The premise:
You are part of a club. You guys have been friends since you were able to have friends, and have stuck together for a long time. You live in a small town, isolated and woodsy, where strange things happen. Random killings, people disappearing. But people take no note. They shrug and say "that's just Woodland." Your friends and you do this too, oblivious to the fact that one, or some, of the others are werewolves. Or worse.
Woodland is a small town surrounded by forest. Small homes line the outsides, while a shopping district lies in the middle. The school has been closed due to some strange incidents, leaving you and your friends to roam around town.
I also got a sick synopsis on werewolves from @Vinny Havoc, which we worked on together.
So, who's in?
Hey!
On my old account, I made a RP called "The Werewolf Club," and I was wondering if anybody would like to join it again.
The premise:
You are part of a club. You guys have been friends since you were able to have friends, and have stuck together for a long time. You live in a small town, isolated and woodsy, where strange things happen. Random killings, people disappearing. But people take no note. They shrug and say "that's just Woodland." Your friends and you do this too, oblivious to the fact that one, or some, of the others are werewolves. Or worse.
Woodland is a small town surrounded by forest. Small homes line the outsides, while a shopping district lies in the middle. The school has been closed due to some strange incidents, leaving you and your friends to roam around town.
I also got a sick synopsis on werewolves from @Vinny Havoc, which we worked on together.
- Abridged Version
-
True werewolves have three basic forms, human, wolf, and the Beast. Though werewolves may change into a wolf at will, the Beast is an often involuntary change that is forced either by the full moon or under great duress, such as from a life and death threat.
Most werewolves are born as such and raised alongside humans. Some, with good parenting, learn of their heritage and abilities from a young age and may even learn to Change early, but if they are not a young werewolf will begin to experience their first full moon transformations at the onset of puberty. That's when everything else changes, why not this too?
Werewolves can change into a full wolf and back at will, and in this form they retain their higher intelligence even if it is filtered through the priorities of a wolf more. During a full moon, whether or not they can actually see the moon, a werewolf is forced to change into the Beast whether or not they want to. In this form, they lose most of their higher intelligence and become creatures of instinct, driven by the urge to run, hunt and kill prey.
Despite magical properties, conservation of mass is observed. A 160 lb man will turn into a 160 lb wolf, and have a 160 lb Beast. While there have been wild wolves that large caught, in general nature simply doesn't make them that big, with most wolves capping out at 100-120 lbs and an average of 80 lbs.
Werewolves have the instincts and impulses of a wolf rather than a human, and so may interpret things differently if obeying impulse. They tend to think and act like wolves, so may instinctively interpret a handshake or enthusiastic hug as aggressive or making eye contact as a challenge, though most werewolves learn to curb these impulses around humans in order to get along with their grabbing glaring primate neighbors. It is possible for someone knowledgable in canid behavior to recognize it in a werewolf, and even mimic or use it to get along better with them.
In human form, they of course have full human faculties even if underneath it their instincts are still wolven. As a wolf, though they retain the full scope of human knowledge and intelligence, their priorities are much more bestial. Understanding English is moot if a wolf is simply uninterested in listening. The Beast looses all higher intelligence and is driven by instinct alone; experienced werewolves may retain some portion of mind and memory, enough to recognize a friend, but this is not a sure thing.
Werewolves, like their wild counterparts, prefer being in groups. They can survive on their own, but a group akin to a pack is preferred. Packs of werewolves may have a loose hierarchy, but lacking a large number of their own kind werewolves can form a surrogate 'pack' out of human friends for comfort, even if the humans are unaware.
Silver is highly toxic to werewolves. Blood poisoning of silver acts on them a lot like any other poison might on a human, interfering and damaging body functions and flesh, and wounds inflicted by a silver weapon will not heal. Only by destroying the weapon that inflicted the wound will allow it to heal. Thankfully, bullets tend to destroy themselves on impact, and silver is a soft metal, so silver bullets almost never survive in tact.
Other than silver inflicted wounds or poisoning, werewolves can heal from just about anything. As a general rule of thumb, if they survive the initial injury, it will heal. Cuts scrapes and bruises take only minutes, maiming a few hours, and broken bones might take almost a day, but they will heal fast. They cannot regenerate missing limbs however, and their healing is focused on one wound at a time, making multiple wounds a vulnerability. Werewolves also simply never get sick, and have an extreme tolerance or resistance to any form of drugs or poison aside from silver.
A werewolf's strength, speed, agility and endurance are considerable. In human form, even an average slightly out of shape werewolf can throw people bodily across the room or strike hard enough to destroy training equipment. They can compete with track athletes in speed and agility, and their endurance is such that, effectively, werewolves are tireless if need be.
The full wolf form has more speed and agility but less raw strength, though with claws and teeth the wolf can tear apart a threat more readily than the human. The Beast's endurance and speed is slightly sacrificed in exchange for raw power, enough to rip a human to ribbons like a paper doll, or even lift or wreck a car with some effort.
Werewolves have extremely acute senses of smell and hearing, as befits a wolf, which carry over in their human form. They can track scents as well as any canid, and similarly to canids they are not as easily offended or put off by unpleasant smells. Werewolves can not only identify individuals by scent, they can recognize others of their kind due to werewolves not smelling completely human.
Psychics or mediums who can sense or see auras will interpret a werewolf as having a wild, vibrant or vital aura, and can recognize that they're fundamentally different or perhaps inhuman, even if they don't specifically recognize a werewolf.
Though true werewolves are born as they are, they also carry a curse in their saliva and blood, transmitted most often by bite. Those carrying the curse of the Beast only have the Beast. They gain most of the benefits of werewolf physiology; strength, senses, healing, but cannot control their changes. They cannot turn into a wolf at will, they can only turn into the Beast involuntarily under the full moon or under duress, and cannot retain any sense of self as the Beast. An experienced full werewolf in Beast form might recognize a friend, but a cursed beast would not and would likely kill their friends if given the opportunity, like any other prey animal.
- Full Version (verbose)
-
True werewolves have three basic forms, human, wolf, and an in-between shape referred to as 'the Beast.' It is around the Beast that most myths of werewolves have sprung up, and for obvious reasons. Being the strongest, meanest, most dangerous shape werewolves take it makes sense that that shape is what will inspire stories to intrigue or horrify throughout the centuries.
True werewolves are born, not made, and although they carry an infection and curse in their saliva and blood a true werewolf would have always been such since birth, even if their abilities didn't manifest until late. Most werewolves begin Changing when they're young, if they're raised by attentive parents. Like most may teach their child how to read and write and ride a bike, werewolf parents will begin teaching their pups about their gifts early. Being that many young werewolves must integrate into human society, it's good to make them aware of such things early on, instill the importance and habit of keeping the secret while at the same time helping them adjust to being stronger and tougher than their playmates. This still leads to a great many accidents, especially when playing with other human children, so it isn't uncommon to find even a well cared for werewolf with tragedy in his or her past. If they're not taught about their gifts from youth, such as in the case of being raised by foster parents or being runaways or other such tragedies of a broken home, werewolves will inevitably discover what they are when the lunar cycle begins to affect them, usually around puberty. Thats when everything else starts changing, why not this too?
During a full moon, a werewolf is forced to Change into the Beast, whether they want to or not. It isn't dependent on actually seeing the moonlight or moon itself, nor is it able to be mimicked by any artificial sources. The light of the full moon, the light of life, makes the shadows of the forest grow long and deep, and out of those shadows the dark creature enthusiastically emerges from it's human shell eager to play the game of life. Though werewolves are dark creatures, they carry blessings of light and life in their connection with nature; the necessary darkness that gives the light meaning and which is made sharper and darker the brighter the light. It exemplifies the idea that dark is not necessarily evil.
Werewolves, for the part they play in the game of life, are gifted with many blessings of their condition which many of the modern age take for granted as old ways are forgotten and modern corruption and apathy undermine the spirit. Most notably, while they must play the game of life on nights of the full moon, they can Change at any other time they wish into a full wolf. Conservation of mass is still retained despite the magic flowing through their blood, and so whichever body they're in, human Beast or wolf, will weigh the same. It isn't uncommon though for Beast forms to appear bigger due to the redistribution of weight, different proportions of their bodies, and repurposing of body fat and excess flesh into muscle.
This does make for noticeably large wolves, however. In the wild, the upper end of the scale usually puts wolves at around 100-120 lbs. Most humans, being larger than that, likewise turn into wolves much larger than that when they Change. Aside from the rare outlying record breaker, nature simply doesn't make them that big. While there have been reports of 200 lb wolves found in Siberia and the klondike, this is akin to finding a 600 pound human; not normal. Average wolves tend to hover around 80 lbs, and some of the bigger ones cap off at 100-120 lbs, making a 160 lb wolf with the intelligence of a human a very terrifying prospect indeed.
The mind of a werewolf is a curious thing. In effect, werewolves are much more animal than man. Raised in human surroundings, in human forms, and with human customs they can learn human conventions and engage in them easily enough, but this contrasts with their impulses and instincts greatly. They lack human instincts, that of a troop-minded hominid, instead possessing the instincts of a pack-minded canid which leads to some noticeable curiosities. Werewolves tend to be alert to their surroundings, mindful of escape routes, and will incorporate certain aspects of canine body language into their lives. The human habit of hugging or shaking hands is instinctively interpreted as a grappling attack to be avoided or rebuffed. Meeting another's eyes is considered a challenge of dominance or authority and direct approaches a threat. Most human acclimated werewolves have learned to simply deal with these impulses and put up with the 'aggressive affection' of any human friends or neighbors they live among, but if taken off guard it can still illicit a growl.
People knowledgeable about wolf behavior, and thus werewolf behavior, might be able to endear themselves to neighborhood monsters a bit easier by employing this knowledge. For example, approaching indirectly, via a meandering route without looking directly at them, as if disinterested. This gives the werewolf a moment to assess the intruder to his or her territory, to know they're uninterested in confrontation, and determine they're not a threat, perhaps just passing through. Keeping shoulders loose and relaxed, as tense shoulders is a sign of raised hackles, further reduces any potentially misinterpreted threat display and avoiding direct eye contact for longer than a glance will prevent raising ire by unintentionally challenging their authority. Avoiding any prolonged physical contact, especially of the grabbing type, helps put a nervous werewolf to some ease. Despite disliking the many grabby ways in which humans show affection, werewolves are very tactile and display affection or comfort through brief touches. It's not uncommon for that to occur without them even realizing they’re doing it, two werewolves in a confined space frequently brushing past one another unintentionally and hardly going five minutes without some contact. They are not slaves to their instincts however; like humans, werewolves are sapient, self aware beings and so can set aside their instincts just as readily, and act contrary to them. This is especially useful in human areas, where handshakes, hugs, eye contact, and blunt direct approaches are common. Like humans though, many werewolves are not consciously aware of their own instincts and so may not even notice when a knowledgeable curandero (spanish/native american witch-doctor) utilizes wolven etiquette, or know why that that's calming to them.
It should be noted that a werewolf's perspectives and mental state changes with their forms. In human form, of course, they simply have the instincts of wolves and their human-level mind allows them to mimic human behavior instead. As a full wolf, they keep all their intelligence and faculties, but thoughts may be filtered more prominently through the priorities of the wolf. They might remember to keep hold of a particular item, or go to a particular place, they will remember their friends and can understand language (if they chose to listen) but as a wolf they'll act much less like a wolfish human, and much more like a very smart wolf. The Beast, however, is a creature driven entirely by instinct. The game of life is an exciting prospect, and even if human sensibilities would find it repugnant the dormant instincts of the wolf relish in the opportunity to run and hunt good prey and fresh meat. This is when they are slave to their impulses, when the drive to hunt and kill prey is paramount; it is possible they may still recognize friends, especially if there's something more important that requires cooperation (such as an immediate threat), but as a general rule those without Beast's blood should keep well away from werewolves on the full moon, as during the game of life all prey is fair game. The closer one is to a werewolf, the less likely they'll be seen as valid prey, but it is still always a heavy risk and even those who call a werewolf their closest friend will stay out of their sight on a full moon, or go armed with silver as a reminder to and insurance against the Beast that they're off limits.
For protection, against others and themselves, werewolves will often form packs. Like their wild counterparts, the preferred pack is one of immediate blood relatives; parents and siblings. However the demands of human society often see blended packs coming together. While the idea of pack hierarchy involving alphas, betas and so forth in wild wolves is a myth, the result of unrelated wolves being kept in captivity and adopting a prison mentality not unlike imprisoned humans, shades of this come to light in werewolf packs out of necessity. In the end, a pack exists to take care of it's members, and lacking an actual mother or father, dominant alphas will take this role. Trust and love between pack members is not as unconditional as human pet owners would have you believe. The love of the alphas is given on condition of loyalty and trust of the subordinates, however the loyalty and trust of the subordinates is, in turn, earned through the promise of safety and care guaranteed by the alphas. Alphas unable to keep their pack safe and cared for violate that, and so earn little loyalty from subordinates. Similarly, subordinates cared for by the alphas who do not show loyalty or deference forfeit the promise of safety and love. Alphas that lead by bullying and force alone inevitably create unstable and unhealthy packs destined to collapse. All of these behaviors can be observed in werewolves, tempered by higher intelligence, made flexible by modern society. Lone wolves can exist, can even be moderately successful, but they all feel the desire to be among others, in a pack. It isn't uncommon for werewolves to form a group of human friends around themselves, as a surrogate or supplement to a missing or small pack structure. Often this happens without the humans being aware of their friends' true natures.
Silver is one of the only things that can routinely do great harm to a werewolf. As silver is representative of the light of the moon, one of the sources of their power, it is one of the few things that can harm them easily. While the light of the full moon, the light of life, makes the shadows much deeper and darker and so invigorates and empowers the dark Beast, light also cuts through the shadows and thusly silver can cleave the flesh of a werewolf with relative ease. The metal is highly toxic to them, and blood poisoning from silver would be like venom in the veins until it's worked out of the system. Weapons forged from silver carry a worse punishment, however. The intent of a weapon is, of course, to cause harm or inflict wound, and if this intent is wrought into the silver, the harm and wound inflicted to a werewolf will not heal. Wounds inflicted by a silver weapon cannot close or heal, and will remain in a fresh and bleeding state until the weapon that inflicted the damage is destroyed. Symbolic destruction is often sufficient for the magic to work, but physical destruction is commonplace. Oddly, this actually makes silver bullets a less than optimal choice for hunting werewolves. Bullets often deform or fragment on impact, thus destroying them as a 'bullet.' Silver, being a soft metal, is even more prone to this, so gunshot wounds inflicted by silver bullets may, at the very most, take longer than usual to heal and possibly result in silver blood poisoning. Werewolf hunters will, however, often use the wound and painful blood poisoning of a silver bullet as an opportunity to finish a werewolf off by other means.
Aside from wounds inflicted by silver though, werewolves are excessively difficult to kill. They aren't much more tough than any other animal, still made of flesh and bone after all, so wounds may still be inflicted by all the usual means. The rate at which they heal, however, is phenomenal. Werewolves can sit and watch cuts and bruises heal right before their eyes in minutes. Wounds that would debilitate a human, from muscle damage and blood loss, are a minor inconvenience to them. Mauling damage that would take weeks to heal and leave horrific twisted scars on a human might only have been inflicted earlier that evening in a scuffle with another werewolf, and yet as dawn rises their limb is in fine condition save for scars that will be faded and gone by noon. Broken bones take longer, of course, but a broken arm or leg would be mended enough to be little else but a dull ache in a day, and no evidence of the break would even be visible on an x-ray after three more days. This incredible healing factor does have it's limitations though. Firstly, the body part must still exist to heal. While a werewolf is capable of regenerating lost flesh that a human is not, such as if a good portion of muscle has been cut away, they are not able to regenerate from a complete dismemberment. A good rule of thumb is, if it's still attached it'll heal, but if it's entirely missing that dismemberment is permanent. Their body will heal over the gap, they may live, but they won't ever grow that part back. Similarly, their healing is accelerated, but is no more sophisticated than a humans.' Severe injuries may require minor medical attention if they are to heal properly. A broken arm, for instance, if it isn't set may heal wrong and lead to permanent damage. The only remedy to this is to rebreak that bone, and reset it. Their healing factor is also very focused, and starting with the most severe injury present will only heal one wound at a time. This gives any weapons or attacks that deal multiple wounds a slight advantage.
Werewolves' healing capacities extend to their immune system, and werewolves simply do not get sick. The gifts of the Beast refuse to exist in a less than optimal shell, and thusly diseases are eradicated and congenital disorders are corrected. They will never catch a cold, they will never suffer infection, they will never have to take any pills for a 'glandular problem.' This indomitable immune response also extends to chemicals and drugs. While not completely immune to drugs, it takes a lot more to affect a werewolf and they recover from it rapidly. It may take enough tranquilizer to knock out an elephant for a week to put a werewolf under, and they'll be awake again in a few hours.
Most werewolves, though excessively difficult to kill, will do everything they can to not give an opponent the chance. As rapidly as they heal, they still feel pain of injury and will fight to avoid it. Famously, werewolves are extremely strong, fast, and agile as befits their bestial nature. This strength level varies between forms, however, and is supernaturally charged. While a normal human, who doesn't work out or know martial arts, may struggle to make a heavy kicking bag even budge an average werewolf could set the bag swinging with relative ease, and if they strike hard could easily snap the bag off it's chain and split the canvas. Even runty werewolves are capable of throwing a person across a room, or twisting their limbs until they break without too much difficulty. This strength falls just short of being able to tear a person apart bare handed, though, unless the werewolf in question is a heavyweight body builder or similar. The Beast's strength, however, is magnified many times over and possesses enough power and supernatural power to rip a person to pieces like a paper doll, wreck a full sized car, or perhaps even lift it with only a little strain. The full wolf form is physically weakest, but far faster and more agile than their human form and with tooth and claw able to deal a lot more damage through tearing and biting than can be managed in human form.
The biggest advantage werewolves have is not their speed, healing, full moon empowerment or even their considerable raw strength. Their biggest advantage is their endurance. Werewolves simply do not stop. They may tire, they may get winded, they may even run to exhaustion, but if they're not where they want to be yet they will simply keep going. It's been suggested that wolves first started following early man because they were the only predator that could ever hope to keep up with man, for though early man was not fast he simply did not ever stop. Wolves were one of the few other hunters that had a focus on endurance (rather than burst speed or ambush) and so the only ones that could follow humans and not simply be left behind. Werewolves exemplify this, and a single-minded werewolf can cover dozens of miles of ground in a single day without stopping. The full wolf, if it has reason to, could run indefinitely and cross even mountainous regions with ease and speed. A hundred miles or more from sundown to dawn is not unheard of if they keep a good pace. And of course, if they sprint flat out, the Beast or the wolf can reach 35-40 miles per hour. The human form, slightly less adapted to speed, can still compete with the best human track and field athletes on even terms and hold that speed over fantastic distances.
Other gifts bestowed upon those of beasts' blood extend to their senses. Wolves are pretty famous for having among the most acute senses of smell in the world, and this holds true for werewolves as well. Additionally, their hearing is extremely sensitive. These traits are carried over to their human forms, despite the apparent physical drawbacks of the body, and a werewolf gains a wealth of knowledge from nose and ears as well as eyes. Everything in the world is smelly, to some degree, and every smell tells a little bit about what made it. Perhaps counterintuitively to what a human might think, a werewolf's sensitive sense of smell does not mean they're more offended by foul odors. All humans have B.O., and even if they shower and scrub with scented soaps all day a werewolf would still smell that odor underneath all the bath chemicals. Smells may not be pleasant or enjoyable, may even cause them to wrinkle their nose in apparent disgust, but they won't be turned away by it. Werewolves can also identify one another by scent. Not only can individuals be picked out a crowd by their unique odors, but werewolves can tell their species pretty easily. A werewolf might describe another werewolf as smelling 'slightly wild' or as if they have 'fur just under the skin.' It's an abstract concept that's difficult to communicate in human terms.
For those with a form of sixth sense that can feel auras, a werewolf's aura seems very wild and holds great vitality of life. They may not be able to identify them specifically as werewolves if they've never encountered one before, but such psychics would definitely be able to pick up that they're different in a very real way and possibly not human.
The curse of the werewolf is not as pretty. As mentioned, true werewolves are born, not made, but their bite carries a curse. A blood disease that can pass to humans fortunate, or perhaps unfortunate, to survive being mauled by a werewolf. The curse passes on The Beast... and nothing else. They gain the strength, speed, agility, endurance, healing and even the senses of the wolf, but none of the instinct mind or balance. At a full moon, or when threatened, a cursed werewolf will Change into the Beast and lose all sense of self. He or she would become a monster lost in bloodlust, the urge to hunt, to kill, to run. Without the wolf to temper and guide the Beast a cursed werewolf has no hope of retaining any portion of their higher mind when Changed. They would not recognize their best friend, and would kill them as readily as they would any other prey animal. Cursed werewolves can, with difficulty, be placated by other werewolves in Beast form or possibly pacified with offerings of fresh meat, but these are long shots. Werewolf hunters are most often called to put down cursed werewolves simply because they're the ones least able to control themselves and so pose the more frequent threat.
So, who's in?
Last edited by a moderator: