
Weres, there are six different types of Were, while most aren't really considered and the most well known is the Werewolf, there are a great many weres. Often they are big and strong beasts when they transform, and sometimes their appearance does not show just what they're like when they transform.
Full Blooded Weres can control themselves during the night of the full moon from birth, though they don’t turn until they reach 16 - 20 years of age. Those who’ve been turned often cannot control themselves and are feral killing machines of pure muscle during the full moon unless they’ve had their ‘sire’ tutor them. Weres have a distinctly animalistic nature to them, their survival skills are often quite high and they can sometimes be territorial due to animalistic nature.
Most Were's dislike Chimera, they are natural enemies. Sometimes friendships can be born from being enemies but they initially will never like one another and there's a distrust there. They also distrust the Fae.
Anywhere between 18 - 300. They usually don't live longer than 500 years old.
Highly protective of those they call friends or family, the Werebear is the strongest of all the weres. They're often tall and rather muscular to boot even in their human forms and they aren't afraid to step in to intimidate people who might be causing problems. They can be often found working as bouncers or in some sort of protective profession in their daily lives, while they might be strong a lot of them are rather soft and loving.
The were buffalo, often the more heavier set of the weres, the buffalo while not as strong as the bear, has far more endurance and can take a few punches. They will throw themselves in the way to protect allies if they have to, and are often the type to shield smaller allies with their bodies. They too can be found working as bouncers, and sometimes as workers dealing with more familial issues, councillors and if they're a well built healthy body type, they might be found working as personal trainers in gyms.
Not as stamina driven as the Bull, not as strong as the Bear, the were cat has some endurance and speed with their strength, they've the endurance to climb tall obstacles and have cat like agility. Sometimes they can be adrenaline junkies. They're often solitary creatures and prefer to work alone though they're willing to set their need for independence and solitary life to get a job done. They can often be found in jobs that require speed, or that require them to be light footed, such as the job of a thief, or track runner, maybe a coach.
The more intelligent of the weres. They are quick on their feet, and are often well educated and intelligent, they've got analytical minds and enjoy games such as chess, sudoku and other things that give them food for the mind. They're also wise for their ages, sometimes they'll sound far older than they are. They can be found in jobs that help others grow mentally. Such as teaching jobs, university professors, building rockets and science work. Sometimes you'll find were elks working in jobs associated with the police as investigators or as forensic scientists.
While the Rhino's aren't overly strong, they do have some stamina and willpower which tend to help them in a lot of situations. They also have a a little intellect at their disposal. Rhino's often however have anger issues, and it takes genuine personal growth to get around such problems. Rhinos can come off as stubborn and pig headed but underneath everything they're friendly and can get along with pretty much anyone.
The werewolf, the most known and common of all the weres, these are pack creatures with a matriarchal system. Wolves by nature are pack animals and there's only so far they can get alone. Even though they understand that they need to find their pack, they will often challenge whatever male is considered to be the alpha male, however the alpha male will always defer to the alpha female as she is the leader of the pack. This can lead to some pretty high tension in-group fighting though once rules are set it could simply lead to friendly rivalries.
There's a distinct misconception that all weres are rage filled beasts that are completely uncontrollable and prone to go berserk. This is incorrect. The only time that this is correct is when one turns feral and that only generally happens when they've been kept in abusive situations and finally hit their limit of what they're able to take. Everyone has a breaking point, even weres. This berserk status also only generally effects 'turned' weres who have not been taught by their sire on how to handle being a were.
This is only half correct. The were gene is primarily passed down from parent to child. Those who are turned are turned by both being bitten and by ingesting something carrying the were gene. Bodily fluids, hair, anything at all that is ingested. These two things have to be done within 24 hours of each other or the person won't turn.
A huge misconception, some believe that weres only have the same intelligence as animals, they don't. Sure they have some animal instincts but that's only part of what makes them, them. Some are incredibly intelligence even going in to teaching or science jobs.
The Buffalo believe in sticking together. It's hard to find them straying to far from the rest of the herd. Usually if you find one buffalo/bull you'll find two to four families, and they often are quite large and love close together. Often Buffalo believe that family comes before all else, they will actively defend each other from outside influences even if they themselves were just in a spat with one another. This especially goes for siblings. While close to one another family disputes do happen, and often if a buffalo male brings a human female in to the herd, there will be fighting over her. This can end up getting messy if ground rules aren't set.
Elk seem to live in very tight nit communities, usually made up of several families, they have many males and many females but the males will often playfully compete as each family has a leading male and female. Often marrying not for love but simply because it's best for the family that they're part of. Were Elk will give up things in order to ensure their family prospers, even sometimes at a detriment to themselves. This is the only time when their intelligence seems to falter.
Rhino generally stay as one singular family. They'll also stay away from places with other Rhino families being rather territorial to other Rhino herds. While one rhino might have many brothers and sisters, they will find that they tend to lose touch with cousins and aunts/uncles rather quickly as most of the time if they've got their own children they will move away from the family they once knew and simply start their own herd. This also acts as a good way to have family all over as Rhino will on ocassion go to visit family who're living across country.
Wolf Packs live and work together for the betterment of the pack. There will always be an Alpha Male and an Alpha female, these are the leaders of the pack, the ones who are responsible for bills and making sure that children get the tutorship and guidance they need. They also judge any and all non-werewolves who're brought home by members of the pack. Sometimes if they're not certain if the human is a good 'match' for their family they'll give them subtle tests. Eventually either they will reveal their secret and turn the human in question to integrate them in to the pack, or they will keep up the charade of being human.
Female Werewolves are the only ones who can turn people by a bite or by birth, they are stronger than the males in the pack but a good pack has equal standing where communication is even if a female is the one that is the leader, she will always have a male for both a second opinion and to protect the pack with his male guardians. She-wolves are the givers of the blessing and the curse. Males are there to protect the pack.
All werewolves who're born in to were wolf society know of the legend of the first werewolf, a deity that is sometimes worshipped, she is thought to reside in the Dream Lands.
Cats and Bears are both solitary, they tend to have very small families and try to stick to themselves if possible only really integrating themselves for necessity or because something actually changes their opinion of whomever they've chosen as company. In these cases where they've chosen their own little family, they will forever be loyal to that family and will think of those friends as close brothers and sisters. Relationships wise, they can be rather domineering. They want to be in charge in relationships, to find a submissive were cat or were bear is difficult and exceedingly rare, they know what they want and will straight up tell anyone who they've got their eye on that they find them attractive. There's no beating around the bush with the were cats and bears, they tend to be quite upfront and honest with their feelings which can make them both very good friends and rather intimidating. This is often however how they manage to have families but you'll find that those families are fatherless.
All Were’s ensure they have a secure place they can shift in on the full moon. Somewhere about the size of a studio apartment that’s comfortable, often out in the middle of nowhere, with plenty of things for them to break through if they do break their bindings. They make sure they're surrounded with things they enjoy eating which are often drugged with sedatives to keep them calm for the night.
It has a bedroom with up to four bunks, a small kitchen, a pantry, a bathroom, a cell for the were to be locked up in and two small rooms of choice, pick when you make your character.
All weres seem to have the same sort of transformation sequence. Full blood weres can shift at will though it will take time, while turned can only transform on the full moon unless taught otherwise by a full blooded were.
Eye shape and colour changes, pupils alter to mimic those of the type of animal they will be transforming in to.
Bones start to snap and break, they also start to realign during this stage. Skull shape will alter along with the shape of any organs, this stage usually causes the person to pass out.
Any hair that is to be grown will rapidly grow. If they're a turned were they'll become more man/animal than animal, while full bloods will turn in to the actual animal itself. A turned werebuffalo would look more akin to a minotaur, while a full blooded were would become an actual buffalo or bull depending on how far they wanted to go with the transformation.
Anything that hasn't grown or aligned right will now be realigned or grown to complete the cycle. After the full moons cycle the were will transform back over the course of a few hours unless they're a full blooded were, in which case they can shift as they like.
Were Bears are sometimes captured and hunted for sport along with any young they might have.
Buffalo are often hunted for their horns, some of them will be captured by those looking to sell those horns and will be forced to shift over, and over again so that the horns can be sawn off and sold to the highest bidder.
Hunted as a 'nuisance' were cats are hunted both out of fear and because a lot of agricultural farmers and the like find them to be a nuisance.
Elk are hunted for their velvet and horns... Sometimes even killed by accident when people are hunting deer.
Another one that sometimes is poached for their horns especially if they happen to be Albino.
Were wolves seem not to be hunted much, they're too close nit to isolate most of the time, but if they are isolated? They likely will never be seen alive again as wolves are often turned in to wolf skin rugs amongst other things.
Health: +40
Magic: +10
Luck: N/A
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Dark Sight or Spot Hidden: +3
[Any Driving] or [Any Art]: +3
Intimidate or [Any Medical]: +3
Stealth or Sleight of Hand: +3
Any Close Quarter Combat or Firearm: +2
[Any Repair]: +2
[Any skill]:+2
[Any skill]:+2
[Any Science] or [Any Medical]: +3
Spot Hidden or Investigation: +3
Listen: +3
Law or Library Use: +3
[Any Firearms]: +2
[Any Science] or Investigation: +2
[Any skill]:+2
[Any skill]:+2
[Any Close Quarter Combat]: +3
[Any Survival]: +3
Locksmithing or Sleight of Hand: +3
[Any Driving] or [Any Piloting]: +3
[Any Repair]: +2
[Any OTHER check]: +2
[Any skill]:+2
[Any skill]:+2