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Posted: Nov 15th, 2007 at 10:27 am
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This basically follows the mythos for Werewolf: The Apocalypse by White Wolf Games (with a pinch of Anita Blake I’m sorry to say) but it’s been watered down a little to make it less complicated (hopefully). Please give it a quick read if you’re considering making a werewolf character.
Werewolf society is very pack orientated and exiles are often hunted for sport (what greater challenge can there be than to hunt the hunter). Werewolf packs will often gather at places of spiritual energy that they call ‘caerns’. Werewolf rituals all take place at caerns and usually a pack will take on the role of protecting the sacred place on a permanent basis, with all other visiting packs having to declare themselves officially upon entrance to the territory or risk combat.
Various positions in the caern that pack members may take up include:
Ulfiric – the pack alpha and cearn leader.
Skoll – chief enforcer of the cearn and bodyguard of the Ulfiric.
Freki – counsellor and advisor to the Ulfiric.
Geri – third in command (Skoll and Freki are joint second).
Thurge – healer and ritual master.
Bolverk – law-keeper and in charge of carrying out punishments as decided by the Ulfiric.
Hati – a secondary enforcer, right-hand of the Skoll.
All other pack members not in this position are considered to be of the same status. Positions may be officially challenged (the usual method is combat although for positions of wisdom such as Freki or Thurge a mental test may be considered). The Ulfiric can choose to have his Skoll meet the challenge for him (unless of course it is the Skoll challenging him).
Werewolves have three forms. There is the human form, to which most werewolves are born, which appears to be completely human in most cases (although occasionally some small trait, such as having yellow eyes, will stick in this form). More powerful werewolves will have more of their abilities in this form while younger, weaker werewolves may find their supernatural abilities restricted.
Some werewolves are born to wolf parents and so their natural form is that of a wolf and the same rules apply. These werewolves may find human society and quirks harder to understand and may stand out because of it.
Werewolves in the modern day may be born to two werewolf parents, in which case they find it much easier to switch forms. The natural form of such individuals is up to the player. Such unions could not have happened in ancient times however, as the power in werewolf blood was much stronger then and the births spawned only mutants. Many werewolf caerns outlawed werewolf-werewolf relations although these laws have been repealed now.
Usually when a werewolf becomes unconscious (for whatever reason) they revert to their natural form.
The third form of a werewolf is the half form where they appear to be half wolf and half human. This is where they are at their strongest and have their full abilities (such as full super-strength, durability and other supernatural gifts they may have). Many werewolves cannot take this form until they have either aged sufficiently to become powerful enough or are dominant enough (as this form is almost synonymous with being an alpha).
A note on silver: Silver inflicts greater pain on werewolves than other materials and many experience discomfort in its presence. Wounds inflicted by silver heal much slower than normal wounds.
A note on Rage: All werewolves have a deep inner Rage which they can call on to make them nigh unstoppable, although they loose all sense of reason whilst under its influence. Older werewolves and alphas have greater levels of Rage and are much more able to control it (and themselves).
Well I think that covers everything. If you have any questions feel free to PM me and I’ll do my best to answer them. Happy role-playing!
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