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TheTrinity Internal System Helper
Posts : 308 Join date : 2018-10-24
| | | | TheTrinity Internal System Helper
Posts : 308 Join date : 2018-10-24
| Subject: Re: [Info] Animalianthropes Fri Oct 04, 2019 1:46 am | |
| Facts about Animalianthropes
• The umbrella term for were-animals was originally "Lycanthrope", however, in more recent times with the emergence of more were-animal types/strains, scientists have given them the term Animalianthrope and returned Lycanthrope to its proper place in the naming. The term Lycanthrope now only refers to Were-wolves, as the term is said to come from the Greek myth of King Lycaon.
• A Shape-shifter or "Shifter" is not a Animalianthrope or Were-beast/animal.
• Animalianthropes must change on a full moon. The moon is the source of their power; it forces the change upon them. Animalianthropes can change at will but at a cost of extreme fatigue. It takes a few years of practice to shift from one form to the other without requiring a day of sleep to recover. Shifts caused by extreme emotion will always have a high toll on the human form afterwards.
Shifts caused by the full moon are full animal shifts. It is the only time anyone that is not alpha will be able to shift into a four-legged beast, or a full human-sized replica of whatever their natural beast looks like. Any other time a were-animal shifts they will be in their half-shape; the bipedal shape shape seen in every movie.
• Shifts destroy whatever clothing is left on the were. There is no Disney version of this that allows your clothes to expand and shrink with your change. If you do not remove your clothes, they will be shredded. This is one of the biggest reasons why weres must shed their human notions of modesty.
• Going from human to were-animal will heal all wounds. One exception being those that were there before becoming a were-animal; if you had a bad knee before becoming a were-animal you still have it, though it will be slightly less and all piercings and tattoos will remain. The second being those inflicted by the hands of other supernatural creatures.
• Animalianthropes can communicate with other animals of the same type, even in human form. This communication is often in pictures or emotions, not a typical communication as it would be between telepathic humans. They cannot communicate with humanoid races while in animal form unless they have telepathic abilities.
• Were-animals can speak normally in any form. It does take some getting used to to see a giant animal head forming human words around a muzzle.
• All Animalianthropes age at a normal rate until their first full moon change. If they survive their first change, they age at a reduced rate until they die. They can be killed and die of old age, it just takes way longer. The oldest known were-animal was said to be three hundred years old. They are immune to human illness and diseases.
• Animalianthropes are carnivores. They must eat meat to survive.
• Silver repels Animalianthropes; it burns them like an open flame. Being in the presence of it can make them very uncomfortable.
• Animalianthropes naturally have both human and Anubis forms. Were-animals only shift into a full animal form (a form that mimics natural animals only slightly larger) during full moons or if they obtain alpha status.
• Animalianthropes automatically "infect" humans at a bite or deep wound and the human must survive until the next full moon, when they change.
• Animalianthropes are not affected by prayers or holy objects.
• Animalianthropes cannot infect other animalianthropes.
• Animalianthropes are not usually enemies of vampires. They serve the vampires in many ways. (see Animal to call) It is not uncommon for vampires and animalianthropes to align.
• A were-animal's inner beast does not dictate how a person looks unless they are "flashing their beast", transforming or have spent too much time in their animal form. Remember you were human first. The inner beast looks like any natural animal, so no purple wolves or orange rats. Only tigers will reflect the color they transform into.
• Animalianthropes may get pregnant and give birth, though there is a 98% chance the pregnancy will end in miscarriage, because a female's monthly moon-induced shapeshift will not allow the pregnancy to survive. The only way for a pregnancy to survive, is if the leader of that group of weres is able to absorb her monthly transformation -- essentially, transform for her. It is VERY HARD to do, however, weretigers have mastered it. If respected enough, a weretiger Queen may be willing to teach this to another group of wereanimals, to help their people have families the natural way. Otherwise, most couples simply adopt younger members of the group, who have been infected in one way or another.
• Weres who spend too much time in animal form may lose their ability to shift back completely. As a result, some weres have fangs, voices, or eyes resembling their animal form even when in human shape. It is also possible for a were-beast to get stuck in their full animal form. Those individuals usually end up losing their mind and have to be put down.
• Were-animals do not typically use weaponry -- the only time someone would, is if their actual job required it (security guard, hitman, merc, bodyguard, etc). Wererats are the exception to this rule, as the wererat clan often works as mercs and guards. This means you can use guns or knives if you have that job as a wereanimal.
• They do NOT use, wear, or otherwise touch silver weaponry or jewelry. This is because silver burns like a hot iron. Direct touch will burn and sizzle, and proximity of silver (like wearing silver OVER your clothes) will basically feel super hot as if you're hovering your hand over a hot stove. But, hey, there are some sickos out there.
• Animalianthropes can not get piercings or tattoos after being turned -- if they do, they like pain, because silver is the only thing that will keep the hole open and rip the skin long enough for ink to set in. However, shifting will cause the piercing to be sealed over or pushed out; there's a 50% chance of this happening. If it gets healed over, the piercing will have to be cut out/dug out and redone. If tattoos heal they will have to be redone. Piercing and tattoos that were there prior to becoming a were-beast do not heal over after changing. It seems the magic that makes you an animal assumes those are part of you.
• Nobody (human, animalianthrope or vampire) is able to tell what type of wereanimal someone is just by looking at them. The only time it might be somewhat noticeable, is if the person has been in animal form too long and have their animal features. For younger weres, who have less shielding, their pressing aura will let other know they are no longer human, but those around them wouldn't be able to tell exactly what they are. Were-animals and sense what type of were-animals they are around by smell. It takes practice to notice but certain were-animals often have a slight scent of their natural counter-part; wolves typically smell like fresh earth, bears like tree bark or honey, cats vary but rats often smell like sewage. It can vary based on the individual and usually only alphas take time out to cover their smell in order to pass as human, thus only other were-animals or vampires would notice this. Humans wouldn't really know, unless they had experience with supernaturals.
• Wereanimals can be marked by master vampires like human servants. It only takes three marks to bind a werebeast to a vampire. Once the process has begun it cannot be undone and no other master can take that animal for their own. Wereanimals need only the first, second and fourth mark, to be bound to a vampire. However, it is rare that a vampire will attempt this. Having an Animal to Call usually serves as enough power for a vampire.
Last edited by TheTrinity on Wed Nov 06, 2019 7:16 pm; edited 5 times in total |
| | | TheTrinity Internal System Helper
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| Subject: Re: [Info] Animalianthropes Fri Oct 04, 2019 1:59 am | |
| Power Structure Animalianthropes often try to combat or control the animal urges inside of them. Because of this, a "support system" exists between the different groups, offering assistance or safe haven in case of dire emergency. Although the various were-groups often try to take care of their own, there are often places in cities known as "neutral grounds". The places often house the newly turned, or the new to the city until they can find their sect. They can also be a meeting ground for alphas of the city, this is called "The Beasts' Council."
There is some understanding that the heart cannot control who it wants but crossing lines is not looked upon with favor. It weakens the group as a whole and couplings with humans are seen as dangerous. Though like any other rule there are a few exceptions. If two humans are already married and one gets turned their union is honorable. If an animalianthrope loves a human and the human is turned outside of their race by unwilling attack, the union is not shunned.
Laws of Conduct Animalianthropes have different laws and customs according to which animal they are related to. Wolves, for example, know that it’s rude to stare down another wolf, so looking each other in the eye is considered a faux pas. Cats, on the other hand, think it a sign of disrespect to not look each other in the eyes when speaking, in order to prove how strongly they feel about the matter up for discussion.
There are, however, several laws that cross between cultures, regions, and species... 1) Walk Softly. This rule applies to multiple things, such as relating to and consorting with humans, to controlling one's temper, or being respectful of one's elders. 2) Die With Pride. Another rule with different meanings, it refers to falling in battle honorably and without shame, or not deserting your fellow warriors in the heat of battle. Cats use the term literally, saying "Die with your Pride." Referring to the group as a whole.
The Beasts' Council Animalianthropes all gather together according to animal kinship, each to his own kind. A group of Animalianthropes can be as large or as small as they choose, all depending on the number of them in the local area. Groups of wolves are called a "pack," while a collective of cats are called a "pride or pard." Rats have no official term for their groups, using everything from "family" to "swarm," as they choose. Other Animalianthropes use terms as common as flock, herd and school.
Every group of beasts is led by a dominant, with both a male and female. The male will not always lead the group, with his female supporting him. It is rare, but if no male leads the group, the female will lead until a new male can be chosen. The term for these leaders varies between the beasts. Wolves call them the "Ulfric" and "Lupa," respectively. Cats have many name's for the leaders Nimir' Ra/J, Rigina, Rex, Khan, Khatun, Queen, ect. Rats call their leader the "Rat King"; females do not lead rats.
The leaders of each group often associate or meet with other leaders, and the same hierarchy begins again, from the least important to the most powerful, in terms of territory, numbers, and also in more physical terms of strength, cunning, and control. Disputes over contested lands or group members are handled at this level, by any competitive means necessary.
The chosen leader who is the strongest or most capable represents the interests of their people in the Beasts' Council, which are only called when matters of importance to all of the peoples are brought into question. Violence is forbidden in the Council, without exception. Councils rarely solve anything, as the various representatives (and those accompanying them for protection) banter back and forth on matters of blame or responsibility. Still, Councils aren't completely without their merits - it offers a chance to meet on equal footing, and fight in terms of words, instead of blood and violence.
Last edited by TheTrinity on Thu Oct 24, 2019 1:50 pm; edited 2 times in total |
| | | TheTrinity Internal System Helper
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| Subject: Re: [Info] Animalianthropes Fri Oct 04, 2019 2:05 am | |
| The Hidden World – Animalianthropes Take a Walk on the Wild Side Everyone knows about werewolves -- ferocious, wild and feral, cunning and dangerous. With an animals instinct and a human's intelligence, theses monsters stalk through the night under the full moon looking for prey to devour to satisfy an unending bloodlust that can only be sated when the dawn comes again.
Werewolves aren't the end of it, however. Other monsters exist, other creatures born of humans and animals that walk in darkness and hunt for living prey. Cats, rats, and even more still. The world of the Animalianthropes is perhaps the least-known of any of the monsters, so much that many of the Animalianthropes themselves don't know all about them.
Playing a Animalianthrope You are torn between human logic and bestial desire, between intelligence and instinct. These two fight for supremacy inside of you; born of blood as old as the world itself. You can't fight either of them, but you must find a compromise before the conflict tears you apart or drives you mad. More than a few beasts have lost any sense of their humanity and gone on a murderous rampage before they were cut down, and others have tried so hard to turn their back on the beast inside of them, with limited success. You must find that compromise, or you will suffer.
Wolves are proud, strong and cunning, and with the greatest numbers, they can afford it. Often brash and quick to action, werewolves love to jump into the fray and forego words for deeds, if ever possible. Werewolves have wisdom, but it is often won on the battlefield, and they have the scars to show for it. Never question a wolf's bravery, or you may find yourself in a precarious position.
Cats prefer to be more rational, although they have a truly wicked temper, if riled up. They prefer speed over strength, tiring out an opponent before going in for a quick end, preferably a permanent one. Cats are not easily spooked or confused, and tend to enjoy toying with a lesser opponent if at all possible.
Rats live for stealth, sneaking through the shadows and staying out of sight. "A caught rat is a dead rat," they like to say, and if nothing else, rats are extremely efficient at survival. While neither as numerous as the cats or the wolves, rats know that while the two of them are bickering or arguing with each other, they're too busy to notice the rat sitting close-by, watching and listening to everything said.
Corax, or more commonly known as ravens, are very earthy and are skilled hunters. Nomads, they do not often stay in one place for a very long time unless bound to a vampire or have found a mate. Rarest of all animals to call; very few vampire call the Corax. The Corax are friendly on the surface, a sociable race but very deceitful and tricky. They adore battles of the wits.
Why though? Right? That's because, birds of a feather flock together. Think about it -- Your chosen tribe, group of friends, are all people very similar to you. Most were-groups turn people similar to them. Some do it deliberately, like cats who are very picky, others do it by accident, and some request to be turned. Either way, the beast functions as a real animal and it wants to be surrounded by others like itself.
Rouges: Some Animalianthropes will be rouges in the city. This is a dangerous path to walk. There is no protection from others of your kind and many leaders will force you to join them or be driven out of the city. There is a reason behind this: rouges can be a threat if left to roam freely. If you chose to be a rouge understand anything may happen to you... Even death.
Last edited by TheTrinity on Sat Oct 26, 2019 10:29 pm; edited 7 times in total |
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| Subject: Re: [Info] Animalianthropes Fri Oct 04, 2019 2:20 am | |
|
General Protocols
GREETING EACH OTHER --It is protocol no matter what species, to greet the leader of a group before you greet other thropes in a room.
Animalianthropes are very "touchy feely", both in beast form and human form. For those who are more conservative, or attempting to disguise themselves as human, they may touch another with a simple hand hold, squeeze of the shoulder or hug. Those who are less conservative and more open may actually rub their face against someone, no matter what body part, and rub their body along the other person.
A group of animalianthropes will rise to their feet and stand when their King or Queen enters a room or joins them, unless otherwise told to stay where they are -- based on preference of that King or Queen, if it doesn't bother them, they won't require it unless at formal group meetings.
Rogue werebeasts must greet a King/Queen before any other thropes, but must also greet each member of the group in turn. They must offer a submissive stance when doing any of this. Typically, it would be tilting the head to expose the throat, bowing the head and averting eye contact, similar to how a dog would lower themselves to a ground when confronted by an alpha dog. If a rogue wereanimal does not greet a King/Queen, or doesn't do it submissively, it can be taken as an insult and slight of disrespect towards that person's authority, and they risk getting hurt as punishment.
A King/Queen/Alpha may greet their group members by touching.
Kings/Queens that greet a King or Queen of another group would maintain eye contact, and touch in some way or form, a hug or a handshake. They would stand to greet each other, and seat themselves at the same time, and eat food at the same time. They would stand upon departure of the other. They would also greet the mate of that King/Queen next, with eye contact and a touch, like a handshake. Lingering touches can be taken as a sexual gesture, which can be considered offensive to the King/Queen. -- this is the formal protocol, for formal meetings. Informal meetings, if the two leaders are friendly, may be as simple as a hug or smile, but no formal greeting is required.
It's important to note that if you are not the leader of a wereanimal group, and you encounter another wereanimal, you tread carefully on greeting. The above protocols pertain to leaders greeting leaders in mostly formal settings. When a lower ranking member comes into the space of another weregroup, the weregroup will expect greeting according to their animal type. Canines will find insult with maintained eye-contact. Felines will find insult if you don't maintain it. Etc. Etc. Etc.
PROTECTION PROTOCOLS A submissive may seek protection from another person, by requesting protection from a member in their group or their superiors. This can be done verbally, or physically -- touch is the key here. If they choose touch, they would have to take a submissive stance and seek the touch of acceptance from that superior. IE; kneeling against the leg of that superior, if the superior member accepts the request they would place their hand upon that submissive's head, or take their hand. Another good example of seeking protection is if a submissive were running through a crowded street, being chased by aggressors, can run up to a dominant/superior of theirs, and hug them -- if the superior returns the hug, or kisses their cheek, they accept the request for protection, and will fight the aggressors and beat them down. The submissive's battles and problems become the superior's battles and problems. If they refuse the request for protection, they will push the submissive away and step back, and the submissive is on their own.
A King/Queen is responsible for their group. If a weaker group member is in danger, they themselves can reach out to protect that person from harm, or can send a dominant member or enforcer to do it for them. They do not often tolerate the abuse or torture of a weaker member of their group, unless that member deserved it by breaking protocol or otherwise doing something bad to earn it. - example: a King/Queen won't likely protect a submissive member from getting beat up, if they assaulted a member of another group, stole something, or otherwise caused a problem for another group. They will view this as a proper punishment, but will interfere if it goes too far or goes on too long, or is life-endangering.
A group that does not currently have a King or Queen may seek protection from another group only in situational circumstances. - example: if at a bar by themselves, a submissive wereleopard may seek protection from a dominant werelion, against a werehyena aggressor. Same touching protocol, but the protection comes from only that dominant, and may be temporary.
A King/Queen may extend their protection to others of another species who do not have a King/Queen of their own, but its up to that person and their discretion. Their protection only lasts until another dominant of that species comes into place.
ROGUE PROTOCOLS Rogue werebeasts are allowed but there are guidelines and protocols they must follow. When meeting with a King or Queen, they must not give off an aggressive aura, and should keep their head bowed, and hands visible, standing upright and still, or kneeling on the ground.
Rogue animalianthropes do not often travel in groups larger than 2, and usually as mated pairs.
Before entering a territory of a group (their species), the Rogue must reach out to the leader of that group, and arrange for a meeting to pay their respects, before doing any business in that territory. This will be a formal meeting, and the King or Queen of that territory withholds the right to bring that person to meet with them in front of their entire group. If a Rogue enters and stays in a territory without seeking permission to do so from that King or Queen, they are by right, prone to being attacked, hurt, driven out by that group. If they break any laws or draw negative attention to the supernatural community in that city, they will be killed.
A Rogue may enter a territory and at the time of meeting the King or Queen, issue a challenge for that person's position in the group. When challenged, that person must accept, otherwise they look weak to their own people. If they win, that person keeps their position, and the Rogue will be told to either leave the territory, or to join the group at the lowest level. If the Rogue wins, they take that position in the group and the other person is demoted to a normal member.
A Rogue may enter a territory to challenge a King or Queen. This challenge is to the death.
A Rogue may enter a territory on a "sponsorship". If a group member is willing to vouch for them and sponsor them, they may enter the territory and be presented to the King or Queen in an informal meeting. The group member is responsible for housing them and supervising them -- as well as understanding that if a Rogue causes trouble, then they are responsible and can be punished just as well.
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| | | TheTrinity Internal System Helper
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| Subject: Re: [Info] Animalianthropes Sat Oct 26, 2019 10:33 pm | |
| Appearance and Transitioning Animalianthropes often carry over a hint of their animal natures when they change to human shape. It could be in a predatory gait, hunched over and ready to spring; or the way their eyes dart to and fro, looking for prey. A were-beast might walk with a feline grace, never stumbling or hesitating; or perhaps those eyes aren't all human - with a wolf's bestial hunger, a cat's vertical slits, or all black, like a rat.
Werewolves tend to be sleek and muscled, with hair of a similar shade to the fur they possess as a full animal. Were-cats and rats, however, are often slender and more sinewy, but are often more graceful and quicker than wolves. Were-rats are built, but not overly muscular with a nimble agility and flexibility.
Animalianthropes are the only creatures that possess an "in-between" form, of part human and part animal. This form allows the animalianthrope to stand on two legs, but shows the bestial part of them with thicker muscles, longer limbs, a distorted face (looking similar to the head of their appropriate animal) and claw-like fingers. Long claws and fangs sprout from the fingertips and toes. A tail grows from the base of the spine, stretching out to help with balance. Fur sprouts from under the skin, growing as it would if they were an animal, with the same color and texture. An animalianthrope grows about a full foot or two taller in height, and gains another fifty to one hundred pounds in extra weight, all of it muscle. This physical change is called the "Transition."
Changing between forms requires a great deal of energy. Most were-beats must feed immediately after changing to animal form, hence the bloodlust and urges to fight. After returning to human form, they usually collapse into a comatose state for several hours, the length of their recuperation depending on their power level. Very powerful weres do not need to feed immediately and won't collapse, but they are exhausted regardless.
An upcoming transformation is preceded by a spike in body temperature. The transformation can be very painful, as bones and flesh reshape, although not fighting the transformation makes it easier. Transformation generates hot, clear fluid that sometimes practically explodes around the transforming were, usually leaving themselves clean and dry but covering everything else nearby. The goop is rather hard to wash out if it manages to dry into someone's hair. The were-animal will be hungry immediately after transformation, and less powerful individuals may not be entirely in control of themselves until after they feed.
Most were-animals learn to control their transformations and learn to retain most of their reasoning ability even in the transformed state with practice. Even weak individuals can generally change shape almost at will, although they all must transform with the full moon.
Strong emotions, pain, magic, vampiric powers, and mind-altering substances that work on were-beasts can however erode that control, or even remove it entirely. Lack of control is usually seen as a sign of weakness, so more dominant were-animals usually strive especially hard to master their urges. Animalianthropes that simply follow their instincts may command fear, but rarely respect, and they usually end up getting put down by either human authorities (usually with the help of a vampire executioner or a bounty hunter) or other preternatural beings of the area after they become too destructive and disruptive to tolerate.
Sex or in some circumstances lust, can release the beast against the will of its human. Which is why it's been referred to as the "Killing Dance". Sex with humans can result in their death when at the moment of orgasm the were-animal shifts and tears their partner apart. Older weres can control and resist this, however not shifting during sex among weres is considered holding back and is almost like saying it wasn't THAT good.
Last edited by TheTrinity on Fri Sep 01, 2023 2:49 pm; edited 1 time in total |
| | | TheTrinity Internal System Helper
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| Subject: Re: [Info] Animalianthropes Sat Oct 26, 2019 10:35 pm | |
| Classes
Were-wolves: The best-known out of all were-animals, werewolves are known to be wise warriors and always ready for the next hunt. Oftentimes their anger can get the better of them. [Term for all dog-like weres is Lycanthrope.]
Were-cats: Were-cats come in different shapes and sizes, from lions on the plains; to jungle tigers; from mountain panthers; and your household tabby cat. Were-cats have an unspoken hierarchy system, which goes from large cats, to feral, to domesticated or tamed cats. [All were-cats are called Felinethropes.]
Were-rats: The scavengers who crawl along the underbelly of any locale, the rats seem to carry a certain pride in their seemingly lowly station - after all, someone has to sit at the bottom of the totem pole. But when it comes to finding and gathering information, no one can compare with a were-rat, which improves their social standing a great deal. [Species name is Rattusinthrope.]
The Corax: Or Ravens, are typical tricksters and manipulators not often a friendly race but when they give their word they always keep it. Just make sure you are very specific when you ally yourself with them. They are a kin to death; the one true fear and fascination are Necromancers, for they are lords of death gathering the memories and Souls for Odin's keeping. While they often are found alone, the Corax pick those they turn carefully and those that do not accept the long standing traditions and guidelines will be killed. [Species name is Raperenthrope.]
Were-Bears: Were-bears stand for strength and unity. They are one of the smaller, lessor known groups and do not have groups in every city. However, bears come in many shapes and sizes. What little is known of them is that they seem to be regional -- as in, you'd be more likely to find were-pandas in China and brown bears in America. They tend to be stubborn, protective and loving, but their attacks are vicious and very few survive them. So becoming a were-bear is a badge of honor and all were-animals respect them. [Species name is Ursidthrope.]
Were-Hyenas: This breed of were-animals are vicious, dirty, little hype-men. They like to cause chaos, watch it unfold and pick up the scarps. These are the weres rogues should fear the most, for like their animal counterpart they love to hunt the wounded and vulnerable. Hyenas are snarky, cliquey, mongrels who fuck like vicious rabbits, aren't often liked but come in handy when you don't want to get your hands dirty. [As a member of the dog-like community, these weres are also Lycanthropes.]
Were-Snakes: Another rare breed, were-snakes tend to gather in warm, dusty territories and although they are rare, they can over-run a city of choice. One of the few were-animals that can breed, they can lay clutches of eggs or give birth like humans, but not many offspring survive, keeping their numbers down. The offspring that do survive are often revered. Were-snakes can be snobby about the fact that they are not often an animal to call. [Species name is Serpenthropes.]
Pan-Weres: These are more than extremely rare. Pan-weres are the result of a multiple attacks of several different Animalianthropes on one human at the same time. It's rare for two reasons. One: A human rarely survives an attack of that magnitude. Two: it's rare to find several sects of were-beast in the same place all at once. Pan-weres are feared and forced to become rogues. They are usually heavily hunted but there are legends of extremely strong pan-weres throughout the ages that have brought other rogues, and weaker weres together to build great armies. These weres are usually mad, with so many conflicting beasts inside of them. These beasts are barren or sterile and do not reproduce. (Limited to only 2 in play at one time.)
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| Subject: Re: [Info] Animalianthropes Sat Oct 26, 2019 10:38 pm | |
| Animalianthrope Powers & Gifts
Basic Powers and Abilities These are the basic powers that every Animalianthrope will develop after they are turned. [Meaning you can list ALL of them in your character sheet under powers.]
• Super Natural Strength: Human limitations no longer apply to you. Lifting 10 times your weight or more is a breeze. Just remember what you can lift is relative to your size and how much you work out at this level.
• Enhanced Agility and Speed: You carry the grace of your beast, its endurance, its stealth and its speed. Animalianthrope's can give vampires a run for their money and no human eye can follow their every move.
• Enhanced Senses: The body has five senses; sight, smell, taste, touch and hearing. Animalianthrope's, like vampires, have an elevated level of these things -- able to pin point a sound in a room and hone in on it. Follow a smell of some ones passing from days ago, see at great distance as if standing close up and even smell and taste poisons, or the seasonings used in their favorite foods.
• Mind of the Beast: Your beast travels beside you. It rolls under your skin; always present. Even in your human body, your beast can connect with another and share the primal thoughts and body language.
• Enhanced Resilience: The body has been redesigned to resist not only the day to day punishments, but no longer falls prey to common illness, and infectious diseases. You can now take a beating like a superhero; enjoy that.
• Regeneration | Healing: Animalianthropes heal at an alarming rate. A paper cut will heal in seconds, a knife wound within minutes to hours depending on severity, even severed limbs can be regenerated as long as the animalianthrope shifts in to its bestial form. Alphas with the power can force change on those too weak to transform on their own, in order to save them. Wounds from silver, vampire or were-animal fangs and claws heal at a human rate.
• Anubis Shift: This is a half human half animal form. It is the classic were-wolf movie bipedal form.
• Beast Form: During a full moon, were-animals shift into a fully animal form, only 5 to 10 times larger. The moon calls to your animal and during the full moon they must be given time to run free. This is also why full moon grounds are considered sacred and private.
• Metaphysical Shields: Shields are a mental block that can effectively protect animalianthropes, vampires, paranormals or even mortals alike from the mere presence of other supernatural creatures. **As a Beta this ability becomes automatic.
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| Subject: Re: [Info] Animalianthropes Sat Oct 26, 2019 10:39 pm | |
| Beta Powers and Abilities These abilities are trained and must be mastered by the were-animal's fifth year. If you have been a were for five or more years, these abilities should be as natural as basic powers and all can be listed.
• Control During Sex or Blood: Emotions are the root of all animal communication. Animalianthropes and animals alike can sense a person’s emotions. From a state of fear to extreme pleasure. Just as blood calls to the animal within and can excite the beast within, the newly infected or undisciplined animalianthropes can lose control on their beast at the height of these emotions. This ability gives a animalianthrope control in the presence of blood or at the peak of extreme emotion.
• Beastial Thought: This ability allows an animalianthrope to communicate with the animal world or other animalianthropes, it is not so much speech as it is seeing the thoughts in the other's mind.
• Manipulation of the Flesh: Physical characteristics can be altered subtly. Changing the facial construction or even making the body appear slimmer or broader depending on the desire of the controller.
• Companionship: You are no longer your own man (or woman). Individuality is gone. You are a dual personality inhabiting the same body. A relationship must be forged with the beast within, in order to insure survival. Does not matter if beast and human hate or love each other. There is always a companionship between the two. Whether it is the human mind that maintains a leash of control while the beast takes over the flesh or the human drawing on the strengths of its beast to archive things they alone could not do. Whether its facing tragedy or great fear or formulating a plan to solve a problem, sense impending danger or retracing one's steps to formulate a clearer picture of past events, learning to cope with your beast is only in your best interest.
• Command: This power allows an animalianthrope to exert their will upon others so that their beast will be felt by others at their own discretion. When reaching the strength of an alpha the power has a deeper meaning and can be used to command the attention of lower ranking weres or other alphas to express dominance.
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| | | TheTrinity Internal System Helper
Posts : 308 Join date : 2018-10-24
| Subject: Re: [Info] Animalianthropes Sat Oct 26, 2019 10:40 pm | |
| Alpha Powers and Abilities Be advised: If you are an Eros or Eranthe a lot of these powers will apply to you, so choose carefully. [Limited to six.]
• Mentor the Young: With rank with in the pack comes responsibility to teaching and protecting the young from themselves as well as others. Alpha weres can exert power over the young, slowly teaching them to control the beast within in a safe environment either helping to keep the beast at bay or helping to overcome the beast to retake the human form.
• Empathy and Rage: This ability has two sides like every coin. While some alphas can help the younger control the beast with in to educate them as to what they are, the strongest alphas can calm the beast who has gone in to a frenzy drawing the human mind back to the surface by force. To enrage the beast it is the opposite. At times the beast must break through either to protect and heal a fellow animalianthrope or to waken them in battle. The alpha can literally reach in and drag the beast to the surface. Following the battle, this leaves the animalianthrope weakened, docile and in need of sleep.
• Call of the Wild: Your beast holds great power. In times of severe danger or need, an alpha's beast can cry out on the metaphysical plane to bring others to their aid. It is the same concept as a vampire summoning his animal to call. This is ability is rarely used by any other then the leader of an animalianthrope family or group.
• Protect the Clan: Used by the leaders of any animalianthrope group, the alpha can protect others of their group, pack, family or clan from the call of a Master Vampire by guarding the minds of its members with the use of a command not to answer any other then their own kind.
• Healing: An ability to heal wounds without the use of blood, sex, shifting or pain. It is a sharing of the Animalianthrope's energy and is very draining.
• Glabrous Shift: This is the ability to shift only part way or only certain features of the body like hands, or eyes. This takes great control as prompting a shift makes the beast want to release completely.
• Fast Shift: Often used hand in hand with Effortless Shift. It is the ability to slip from one form to the other at will without the pain the body suffers as the beast comes and goes.
• Righteous Gaze: By staring into the heart of a liar, the animalianthrope can break through the victim or opponent's deception, shaming them badly. The animalianthrope must stare into their target's eyes and accuse them of lying. The target not only confesses any lies they may have told, but also loses one point of temporary willpower per success and falls to their knees in tears. If the accused is honest, the power merely makes them uneasy.
• Instill Fear: The very presence of the beast is frightening, their strength knows no ends and in the face of danger, or protecting those they care for. The barer’s mere presence can instill such fear to that it can shatter the will to fight.
• Name the Spirit: While an animalianthrope can often sense when someone or something of another supernatural nature is around (if the other person is not shielding that information). With this gift, it allows you to not only sense others, even when their shields are up, but to know what you’re dealing with. It does not always work. If you run in to another animalianthrope, shifter, vampire or paranormal with strong shields, all you will know is that no matter how much they try to hide it, they are not human. If you can get past their shields, you will know just what they are.
• Scent of Running Water: If for whatever reason you are running from someone, even when they have lost sight of your scent will tell them where you went. With this gift you can mask your own natural scent and leave nothing but the smell of running water in the air. It allows for a clean get away. Leaders may be able to do this for the entire group.
• Sense Silver: Fire arms and even some blades made of or with silver can be smelled when someone is carrying them. Gun oil, sulfur and even oil used to keep blades at their best leave behind an odor. Silver is deadly to most animalianthropes, shifters and vampires. This ability allows a were to be able to smell silver when it’s being carried by someone around them, even if it’s just the cross they have around their neck across the room. Don't get it twisted, every silver fearing supernatural can sense silver when it's in arm's reach, this ability expands that range.
• Halt the Coward's Flight: Run and live to fight another day. This is something that many believe in. It's not always seen as a loss to make a tactical retreat. Whatever the reason, someone is running away, you can stop them, you can block their retreat even if it’s not you they are fighting.
• Telepathy: Alpha weres can go beyond Beastial Thought into full blown telepathic speech with other alphas. They can also shout commands to their group but only other Alpha's of their group will be able to answer them. Alphas of leadership level and sometimes communicate with leaders of other groups such as vampires and paranormal humans. They can break through the barriers that keep these groups apart during times of duress or if the member of the other species is known to them.
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| | | TheTrinity Internal System Helper
Posts : 308 Join date : 2018-10-24
| Subject: Re: [Info] Animalianthropes Sat Oct 26, 2019 10:40 pm | |
| Leadership & PSI Alpha Only [Limited to two.]
• Nurture the Pack: By sharing their blood to feed the pack, leaders enhance the bond between leaders and children of a group. This is typically a full moon ritual done each time there are new comers.
• Marker: By spraying a given area or object with urine and musk, an animalianthrope stakes claim on it. Any other animalianthrope will know that an animalianthrope has marked that place, and other supernatural beings ( ie vampires, or others) will recognize the sign as a "Keep Out" warning. This usually lasts until someone else removes the power with some other magic, or until the animalianthrope sees fit to destroy the mark themselves (not likely!).
• Call of the Wild: By a show of force, the will of power, an alpha can bring about the transformation of every one in their pack. This can also be achieved by a howl or roar, calling every member to the groups sacred place of power and urging them to crawl of their human form and set their beast free.
• Command the Prey: By chanting or chittering slightly, an animalianthrope may, with this power, make their prey come to them. So long as they stand still and chant, the victim will wander slightly dazed until they are close enough to grab. Once the animalianthrope moves, the trance is broken. Naturally, this power can be used for all kinds of hunting. This only works against the victims who are unaware of the animalianthrope's beforehand---as far as they know, they want to wander towards the animalianthrope. Once the prey is close, the animalianthrope can move in however they prefer; a leap, a distraction or an opening line all work equally well once the target is in place. This power may also work in combat.
• Pathfinder's Pride: Animalianthropes have a remarkably good sense of direction. With this power, an animalianthrope may improve that knack to find their way out of most kinds of mazes, deserts, woodlands, etc. Worthy folk may learn this ability from bird spirits, but no animalianthrope willingly admits it to the public. Not only does this power improve an animalianthrope's sense of direction physically, but also mentally, if they seem to be lost in their mind, IE solving confusing problems or situations that tend to disrupt the mind's thinking process.
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| | | TheTrinity Internal System Helper
Posts : 308 Join date : 2018-10-24
| Subject: Re: [Info] Animalianthropes Fri Sep 01, 2023 1:16 pm | |
| RARE Alpha Powers: [Limited to two.]
• Commune with Nature: This ability allows an animalianthrope to control the pure animal of its beast at will. Weres that hold this power can summon or speak to any of their species in the area, whether it be an animalianthrope, shifter, or their more animalistic brethren.
• Ancestral Call: More common among wolves then other animalianthrope group, this ability is held by very few and permits them to commune with the spirits of the fallen. It is in them that the history of your people is preserved and the power of your blood line stems from. Without remembering where you come from or those who came before you is to be simply an animal.
• Call of Duty: This power can only be used once in any given scene or fight and only once a week. Alphas are the protectors of the pack; they do not run and leave others to fight. Even when a fight could mean their own death. With this power it is their sense of duty and pack that allows them to take a hard blow or absorbed a heavy amount of damage.
• Effortless Shift: When shifting, an animalianthrope can be trapped in his animal form for 8 to 10 hours or have to sleep a full night before recovering from the shift. This ability allows the were to slide from one for to the other without falling in to sleep or being trapped in their beastly form.
• Loyalty of the Clan: By the use of a stern tone, pain or fear, with this power, an animalianthrope can force any animalianthrope of lesser power into submission commanding them to obey even against their will.
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