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TheTrinity
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PostSubject: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeFri Oct 04, 2019 1:41 am

Everything you need to know about were-animals.

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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeFri 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.



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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeFri 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.



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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeFri 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.




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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeFri 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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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeSat 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.



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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeSat 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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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeSat 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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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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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeSat 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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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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PostSubject: Re: [Info] Animalianthropes   [Info] Animalianthropes I_icon_minitimeFri 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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