April 2018 Featured RPG
THE RECKLESS KIND is a modern supernatural site based on werecreatures and set in a fictionalized small town.
Within the territory, are 7 groups who protect the land. Recently, sacred grounds around the world are being destroyed & it looks like Somerset is next. Will you help stand against the evil or help win its victory?
06/23/2018:
Musical Badge Challenge starts this weekend! Check out the announcements!

Somerset, Pennsylvania
June 2018
FORECAST: Spring is in the air with showers throughout the week. The high is 75° with a low of 53°.
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 WERECREATURES, The Lore
Quote
29
CODING
SHE/HER
STAFF
DISTRICT 12
CO-ADMIN
QUEL
PRONOUNS: SHE/HER
TIMEZONE: CENTRAL
POSTS: 107
TRIGGERS: HARM TO CHILDREN, PEEPS ON A PIZZA
WERECREATURE
The Lore
THE MARK.

A werecreature is created when an Alpha, Beta, or Master bites or scratches a human between the ages of 16-50 years old. Anything before or after would prove to be an unsuccessful turn. All werecreatures are born human.

When someone is selected or requests to be turned, a maker will choose to bite or scratch either the back of the neck or the right forearm. This is known as The Mark as the imprint of their claws or teeth remain as a scar on the turnee's skin for as long as they live.

The Mark serves many purposes with the biggest being a symbiotic connection with both maker and turnee. The scar will heat at any sign of emotional duress or physical injury from the maker, informing them that their maker needs them. It is also used, under rare occasions, for the maker to direct the power of their authority or a command that cannot be disobeyed. The scar, if the maker chooses, can cause the turnee pain.



THE INCUBATION PERIOD.

The incubation period of the transference can last up to a month, depending on when the full moon happens. During the incubation period, a person in the process of turning has a hefty appetite with an increased desire for meat. Animal instincts will kick in and they'll want to track, hunt, and eat, though the animalistic urges can be controlled through working out and eating frequently. A similar pattern makes the days leading up to a full moon more bearable for long-term werecreatures.



THE SACRED GROUND.

All around the world, there are a number of specific locations that are enriched with magical properties. The veil between our world and the spirit realm is thin there which makes communication possible. Such areas are revered and coveted by groups of werecreatures because without them a successful transformation cannot happen. They are often drawn towards these locations towards a full moon; however, they must request permission to enter from the clans who've claimed the territory.



THE CLAIMING.



On the night of the full moon, it is an Alpha or Master's responsibility to escort their changelings to sacred ground. At sunset, the changeling will begin their transformation, which is a rather painful experience as their body prepares to reshape. When the moon's light reaches the center of the sacred ground, the changeling is overcome in a trance by the full moon above. Only then are they connected with the Great Spirit Animals.

During this brief connection, a Great Spirit Animal will claim both mind and body. The changeling will be gifted with their animal spirit and complete the ritual by taking the bestial form. Their maker will take over from there and lead the new werecreature on their first hunt with their clan.



THE UNCLAIMED.



If a Great Animal Spirit does not claim the changeling, the transformation process immediately stops. The Mark disappears and the pain recedes. They become human again with no side effects. The unclaimed humans will be escorted off sacred ground to ensure their safety for the rest of the night.

A human can try again, though after a number of failed attempts it may become apparent that they are not meant to be a werecreature.

In the event a changeling cannot make it to sacred ground, they will become Wendigos. You can review information on them on another page.




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Quote
29
CODING
SHE/HER
STAFF
DISTRICT 12
CO-ADMIN
QUEL
PRONOUNS: SHE/HER
TIMEZONE: CENTRAL
POSTS: 107
TRIGGERS: HARM TO CHILDREN, PEEPS ON A PIZZA
FACTS
IMPORTANCE OF SUPPORT.

Although werecreatures can be affected by short-term memory loss in the early years of shifting and experience confusion over lingering wounds, they are often able to give more control to that human side through training and meditation. It also allows them an easier time to switch between human and were, though certain personality traits and fears can manifest in both forms. Hunger, aggression, and suppressed fears can drive even the calmest of werecreatures to kill; however, repeated kills for reasons beyond survival can transform the werecreature into a Wendigo by destroying the lingering human part.

For this reason, werecreatures are encouraged to remain part of a clan and keep a consistent alpha and beta present in their life along with a positive working relationship since that bond can be the difference in life and death.



HEIRARCHY & RANKS.

Each group of werecreatures has a set of customs or codes that they follow to maintain order. Sometimes these rules are closely tied to their animal counterparts and the rest are man-made designs created to keep order.

Currently, in the area, there are four major groups of werecreatures who co-exist in one territory: wolves, bears, birds of prey, and coyotes. The leaders of each group and their second-in-commands form a council in which they meet to agree upon decisions.

In order to simplify the confusion of different types of ranks and position within each group, they chose a unified ranking system. You can read more information in RANKS.

  • ALPHA/MASTER
  • BETA
  • KAPPA
  • SUBORDINATE
  • OMEGA
  • CHANGELING



TRANSFORMATION FORMS.

On the full moon, all werecreatures will shift into a fully bestial form that resembles their animal spirit. The only ones who will retain a human mindset are alphas and betas or masters along with being able to choose to stay in their human form. Often this is to better communicate with the other members of their clan and ensure control is maintained despite the more animalistic mindset of most those present. Through training and meditation (generally provided at Modern Kyoshitsu), lower ranked werecreatures can hold off their change for a longer period of time but will inevitably have to make the transition before the full moon night ends.

In regards to alphas and betas and masters, they have the ability to take on a fully bestial form without a full moon or do a partial shift where claws and teeth appear, eye color changes, and fur may sprout while retaining a human mind. It is often triggered by strong emotions such as anger, fear, anxiety, and lust, though again, meditation is an important tool for remaining within control despite these emotions. Only the bite of an alpha or beta can pass on the werecreature DNA and the bitten person must be taken to sacred ground on the next full moon or risk becoming a wendigo.

Lower ranked werecreatures are capable of a partial shift much like the alphas and betas except their human reactions would be replaced by more animalistic ones. As an example, an angry wolf subordinate could grow claws and teeth or have their eyes darken or even fur sprout, but they would not have a human mind to stop them from attacking what has made them angry; however, an alpha or a beta can generally use words or growls to calm them and stop the shift from going further. Older werecreatures are more likely to be able to hold back animalistic urges, though it still takes a tremendous amount of effort and is easier with support from alphas and betas.

All werecreatures have a distinct scent that can be compared to a natural or woodsy scent, though each species is unique. While most werecreatures can recognize the scents of those they are familiar with (bears, wolves, coyotes, birds), it's harder to match scent with a newcomer or a lesser known species. A scent can be masked by surrounding oneself with other scents (animals or werecreatures) or wearing a strong aroma such as cologne or perfume. Rain or water would wash said scent away which means repeated applications would be necessary. Other methods include the use of pheromones like hunters use, industrial strength detergents, and odor-killing sprays, though new ways are always popping up.

Humans, other than peacekeepers, cannot recognize scents; however, if your character masks their scent, it needs to be stated in their app or plotter that they mask their scent and how they do it.



ABILITIES.

Extended Lifespan:
A werecreature can live up to 200 years old. They age normally until their thirtieth birthday. Actual age and physical appearance have a 20-30 year range, give or take. Their daily habits and routines must be taken into account when judging actual age vs. physical age. If a werecreature smokes, drinks, does drugs, or has an unhealthy diet, they will age more rapidly. In order to prolong the aging process, one must eat and exercise routinely. However, at a certain age, the body begins to face more problems than can be healed naturally, though this most often applies to werecreatures above 150+ and takes into account mental state.

Strength:
Based on their animal spirits, werecreatures are able to lift several times their own body mass, though what they can lift is still proportionate to their size. Bears would likely be able to lift more than birds, but safe lifting would still require they keep up a physical workout that sustains muscle quality.

Agility, Stamina, Speed:
There's a quickness to werecreatures that allows them to out-distance even the fastest of humans. It's also difficult for them to grow winded without an excessive amount of running or physical tasks thrown in such as jumping or rolling. Werecreatures are also more flexible and light on their feet than humans and can move without a sound, though the majority of them engage in physical training to maintain their abilities and better control their inner animal.

Regeneration:
Werecreatures have the ability to heal from injuries that are inflicted by themselves or outside forces. Blood will still be drawn and it will hurt, but their skin knits itself back together without even a scar left behind to show the damage that was previously done; however, there are exceptions to what they heal from so please see the weaknesses below.



WEAKNESSES.

Severe or Mortal Wounds:
Any weapon can disable or kill a werecreature. Despite their cellular regeneration abilities, any dismemberment or major organs damage will be permanent.

High Metabolism:
To counteract the pique periods of the month, a werecreature must intake a large amount of food frequently to stay energized and empowered.

Lethargy after a full moon:
Wereanimals are often exhausted once they return to human form the day after a full moon. Because of this, they will spend most of the morning sleeping or eating. Luckily, they have humans who can open and operate business until they can find the energy to come in.

High-Frequency Noise:
The downside of having sensitive hearing is having to endure high-frequency noises. They can be both irritating and dangerously impairing for werecreatures.

Lunar Eclipse:
Renders the werecreatures of all their abilities, forcing them to become humans until it is over.

Silver:
All werecreatures can be harmed by silver (bullets, knives, powder, etc.), though their healing abilities will generally kick in almost immediately to begin repairing the damage. Like acid, it burns through skin and damages permanently, leaving behind scars that can fade with time and proper medication or care in the aftermath of silver exposure. When dealing with a wound caused by silver, the most important step is to flush the silver from it and seek immediate medical attention from someone trained to treat silver wounds.

If a silver wound is left untreated for an extended period of time, it stands a greater chance of leaving behind permanent scarring as well as developing an infection. Some areas of the body are more prone to silver damage than others such as eyes, ears, and internal organs if silver is ingested by a werecreature.

Induced Hibernation:
Following medical attention, a werecreature would need an extended period of rest to finish the healing process. Hospital staff would generally induce a coma so that all of a werecreature's energy is going straight to healing without having to worry about excessive mental or physical activity. The required amount of rest will depend entirely on the degree of injury, size of the werecreature, and how quickly medical attention was received along with whether the injury was silver-based or not.

During this procedure, the werecreature's ability to shift on full moons will be disabled through medical intervention. This leaves them vulnerable to attack if not guarded or cared for carefully.

WHERE NEXT?

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sknned by vanessa of shine and caution