1. Please post your Character Sheet in OOC. Once approved, please provide a copy in the Characters tab for future reference.
2. You can play multiple characters so long as you are up to the challenge, but please refrain from making multiple females at this point. To some degree this RP will require pairing up due to a plot point, so I would like to have a fairly balanced playing field. This does not apply to FxF sets, if such come up.
3. If you are interested in Co-GMing, please tell me.
4. If you have ideas you would like to implement into the RP, feel free to inform me or your fellow players so that we can collaborate as needed.
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Up until now...
As far as anyone can recall, werewolves have always been. They were hunted to what was thought to be extinction, fading into legend for the majority of the world. Some, however, know the truth: they know that werewolves still exist and they could be your neighbor, your boss, your friend. In an effort to survive, werewolves adopted the methods of their more 'natural' brethren, wolves. Most werewolves can be found living in packs, with loners seen as potential problems more than anything else. These packs can range from a couple members to a few dozen, depending upon the region: large cities, for instance, can be home to hundreds of werewolves.
The life of a werewolf is not an easy one. Once infected via bite or scratch from a werewolf, the first transformation will occur under the following full moon, at which point the virus will complete the takeover. If the individual is not strong enough to endure the transformation, they will die. If strong enough, they will become a werewolf for the first time; this has resulted in the majority of new werewolves being young and fit. That is not the only obstacle for a werewolf, unfortunately.
Several centuries ago, Agatha the Blackened sought to eradicate werewolves, thinking them detestable and unlovable creatures. She was one of the first werewolf hunters to spread the word about the effect of silver, but her curse was the true blow. Enraged with the continued prosperity of werewolves, Agatha cursed all wolves to experience a long and dreadful death if they could not find someone to love and know love returned... in but a year's time past their first time as a werewolf. Other, more benevolent witches have worked to circumvent the curse, but to no avail. The only change is that a werewolf who loses their mate in that first year has something of a reset button, but the witch who created the extension was never certain how much longer – not more than another year, in any case. Werewolves who fail to love and know love returned succumb to a creeping, wasting disease that eventually kills them and has no known cure.
This just in: all about werewolves!
To hunters, they're lycanthropes, but they call themselves Lukoi. They can shift at will, but must shift under the full moon.
The curse – within a year of becoming a werewolf, one must be loved and love in return. This love should be romantic in nature, but need not last forever. So long as the lover is not lost in the first year, the curse remains broken. It only applies to the first year. If the lover is lost in the first year, the surviving werewolf will not die immediately but instead has an extension. Given past events, it is assumed that the individual has another year from the day of their last lover's death to find a new lover, but nobody has ever cut it quite so close as to test the theory.
Lifespan – due to their healing abilities, werewolves live longer than humans. Initially they heal rapidly and do not age, but after a century or so their healing abilities begin to slow down and aging occurs. The average werewolf lifespan is about 250 years.
Mating bond - mating pairs in the pack are considered serious bonds. Even though a pair of werewolves might claim to have the mating bond, they must be tested. The pair must go out on a hunt to show they can work together, and the quality of their kill (both difficulty and cleanliness) will be judged by the Ulfric. If the pair fails, they can try two more times. If they fail all three times, their mating bond is not validated and they do not gain status or additional power. If the Ulfric's test is passed, a ritual is then initiated in the Odessa's place of power, where the mating pair can establish themselves to ancient spirits, the Munin. These spirits are simply past werewolves that never truly leave the pack. By welcoming the mating pair, they grant something of a power boost, so mating pairs are stronger together than as individuals and gain status in the pack. Approval can be gained via sex or blood exchange. Monogamy is not required, but it should also not break the mating bond.
Energy – a werewolf pack acts like a channel of power: the higher up a werewolf is, the more powerful they are, but they cannot become more dominant without having initial power. This is in part identifiable by a werewolf's energy, which grows stronger alongside the individual, but is also easier to hide with strength. The energy can be described as warm, electric, prickling, boiling. Humans can feel this energy if they are considered to be sensitive, which may be bad for a werewolf if that human is also a hunter.
Shifting – shifting is neither pretty nor pleasant, leaving the werewolf vulnerable until they have changed forms. Shifting at will requires command of the beast, and accidental shifting can occur due to strong emotions, especially in young werewolves. Stronger werewolves (alphas) can control their shifting more precisely and range anywhere between human and wolf form.
Forms – three forms are available to werewolves: homid or the full human form; lycaon, which is the strong and muscular bipedal wolf, and lupus, or dire wolf. A werewolf can move between homid and lycaon with small physical changes such as eyes and teeth, but this is different depending on the strength of the werewolf: alphas can revert back to homid, but weaker werewolves end up fully shifting once they've started.
Strengths – in all three forms but more so in the lycaon form, they have superhuman strength, speed, senses, agility, endurance, and healing.
Weaknesses – allergic to silver, so strikes to the heart are fatal, all other injuries will heal slowly. Any significant injury (like the head being obliterated) are fatal, as well. Shifting from human to either of the wolf forms will help speed healing. Their bones do not magically reset, however, so doctors are still needed at times. Shifting can tire a werewolf out, so it should not be taken lightly. If a werewolf moves too quickly between forms, they will fall into a very deep and vulnerable sleep once they revert to homid form. This is not the case for the strong wolves, but it is still draining.
Communcation – In homid and lycaon forms, they can actually speak aloud. Speaking in the lycaon form will, of course, be somewhat altered by talking with a muzzle. Muffled, awkward. ALL FORMS can and should utilize body language, which can be a giveaway to a hunter when apparent humans behave in odd fashion. Even in homid form, traditions like bowing to the Ulfric, submitting, licking, touching for reassurance, so forth, will be present. The pack can utilize telepathy, which is strongest in lupus form and grows weaker the closer to homid. An individual can block others from their mind and control what can be seen, like focusing and sending their thoughts at others - not so much like reading a book. The Ulfric can, with determination, pierce minds despite barriers. Telepathy is limited by range. The closer the individuals, the easier telepathy becomes.
Dominance – The Lukoi have an innate sense of who is dominant to who. Part of this is knowing the pack, but another is simply feeling the energy of the werewolf and keeping up with dominance battles. In order to move up in the pack, a werewolf must fight every other werewolf who is above them. They can initially skip fights, but this is only if the challenge is accepted: if you know another werewolf still has to fight someone else before they challenge you, the fight can be denied. Once a werewolf reaches the Freki of the pack, they must beat Freki to fight Geri, beat Geri to challenge the Ulfric. By challenging the Ulfric, they become Fenrir. Almost all fights are simply until one werewolf cries uncle, but the fight for Ulfric is to the death. Rejecting a challenge is automatic loss.
The pack leader or Ulfric is customarily male due to it being a battle to the death, but that could change. The Ulfric's mate, Lupa, is chosen and is therefore alpha, but is not necessarily dominant, which leads to the next point: the Lupa cannot be challenged. The Bolverk and enforcers (Skoll and Hati) are all selected by the Ulfric and are also alpha but not necessary dominant. Given the positions, however, dominant werewolves are more likely to be selected. Dominance is throughout the pack: any dominant can order a lesser pack member unless they are similarly outranked. A dominant pack member can protect lesser members, thereby taking on any challenges to the weaker person.
Pregnancy – In the event a werewolf becomes pregnant, there are some issues. The unborn child will be human and remain human when born unless infected. Surviving infection as an infant is very unlikely, so that should be avoided. Shifting can be violent, which will cause the body to miscarriage, so the pregnant werewolf would need to maintain enough control to not cause violent shifts (imagine the wolf exploding outside of the human form rather than the human form gently giving way). The Lycaon form does not support the fetus, due to the battle-ready quality of the form. A pregnant werewolf occupying this form risks losing her fetus. A pregnant werewolf will be a danger to herself, the pack, and humans, due to elevated emotions that might cause her to shift in anger more readily.
Positions – Ulfric - Pack Leader - Taken for Odessa Lupa - Pack Leader's mate, selected. - Taken for Odessa Skoll – primary enforcer for the Ulfric, selected (can fight for dominance, but position isn't lost) Taken for Odessa, can be replaced. Hati – secondary enforcer for the Ulfric, selected. (can fight for dominance, but position isn't lost) Taken for Odessa Geri – second-in-command - Taken for Odessa Freki – third-in-command Bolverk – punisher of the pack for the Ulfric, Taken for Odessa Fenrir – challenger to the Ulfric, must defeat both Geri and Freki.
Any member not involved in the higher levels of dominance do not have terms and are merely considered pack members. These werewolves will be based off those found in the Anita Blake series (http://anitablake.wikia.com/wiki/Werewolves).
Other Vinur - friend - humans who are friends to werewolves Vargar - real wolves Faen - devil, bastard - often used to refer to hunters
Welcome to Colorado. Deep in the Colorado mountains, the Odessa pack lives. Their claim is to the town nearby, Odessa, home to about 1,500 residents, with heavy traffic from adventurers passing through. Occasionally an adventurer goes missing and sometimes they reappear as a newborn werewolf, though not due to the Odessa pack, who has a strict rule about turning humans. That is: don't. Of course, not everyone abides by the rules. The Odessa pack is currently at about 40 members, but the focus lies with the youth of the pack, who are placed in something of a required resort (safe-house) until they are deemed safe to the public. Part of this is in hopes that the young werewolves might choose each other as mates, which is far safer than seeking out humans, and in part simply to keep the world from finding out werewolves exist.
Other packs exist and occasionally clash with the Odessa pack, especially if the pack primarily recruits enforcer types. There are a few packs that like to move through towns and dominate smaller packs, claiming both the people and the territory. Since the Odessa pack is fairly ordinary, with members ranging from elderly to child, sometimes bluster is the best defense.
This 19th century western-style mansion is over 17,000 square feet, and it has 2,000 square feet of deck space, a stone grotto hot tub, a waterfall and a dipping tub. It also sits on an acre on the top of a knoll, and it has mountain views of the San Sophia ridgeline. There are four bedroom suites, a loft, and a flex-room with a queen-sized Murphy bed in the main home, as well as a dining room large enough to seat 14, and a huge great room with 360 degree views. Ten bedrooms, and 13 bathrooms, a guesthouse connected to the main house, and a separate Coachmen’s house provide accommodations for up to 35 guests.
Let's create a character
Character Sheet
Feel free to add additional information
Name: Age: Gender: Sexual preference: Human or werewolf: if human, are you a hunter? Aware of werewolves? Other? Pack member or loner: Pack name: Pack position: if you don't want to be in the upper ranks, just put 'pack member', maybe with a mention of relative dominance such as bottom of the totem pole, etc. Appearance (picture or written description): include both as human and wolf form, if you're a werewolf. Strengths (at least 3): Weaknesses (at least 3): Personality: History: Other: any special gear? something to make note of?
Human (desire to be turned or not)
You could be a human who knows about the werewolves - will you try to expose them? Become one of them? How do you know? Your friend/partner/child/etc could have disappeared recently, and in searching for them you stumble upon werewolves. You could be oblivious and perhaps another player thinks you look delicious.
Human hunter I only want a few of these, since they will aid in plot development but preferably the whole RP isn't battling.
You're a hunter - why? Perhaps a hunter who realizes werewolves aren't inherently bad. A hunter who is bitten/scratched. Or just a hunter who needs a new pelt (human pelt, of course, since once dead the werewolf form is absorbed). Perhaps your friend or lover has been turned into a werewolf.
Werewolf
Most players should be from the Odessa pack, but rival pack members and lone werewolves can be played as well. You can have found a mate - human or fellow werewolf? You could be dying - will newfound love save you, or is it simply too late? (corny) Maybe you're still looking around. Maybe you're eyeing the spot of pack leader. New? Uncontrollable? In the safe house?
Rules
1. Don't squabble in OOC; bring problems to me if you must. 2. No double or psycho posting. Give other people a chance to post. 3. Try to maintain about 2 paragraphs if you can: what your character is feeling, surroundings, etc. However, please refrain from that whole Advanced 8-paragraph borefest that nobody else but you cares to read, unless you can make it a worthy post. Quality, not quantity! 4. Don't simply respond in your posts; help your fellow players out and give them something to respond to as well! 5. No god-modding or sucking at life. I think that's pretty well understood. 6. In the event of an IC fight, you can collaborate with the other player via PM to make it easier. If not, remember not to complete actions and cause a bunch of damage in your one post - that would be bad form. 7. Have fun, be bold and offer ideas!
Can I ask if you have a dedicated NPC villain to advance the plot, or will you be using players writing hunters for that purpose?
I'd love to have players play antagonists, but I won't rely on that alone. I have a couple ideas for where villains and/or plot twists can step in. I may see if a couple players want to be involved in the advancement, but otherwise NPCing is no problem. I've basically roleplayed by myself with NPCs in a larger roleplay, so I figure I can do it easily enough here as needed. Besides hunters, there are other packs, and perhaps a couple werewolf related issues that can be drawn upon.
Edit: I've been in a lot of roleplays that die rapidly because of a lack of plot twists, so I really don't want that to happen here. Ideas from other players will be very welcome on top of my own.
I want to do a roleplay based off the Anita Blake series, at least in reference to the first ~11 books before the whole sex marathon nonsense. Primarily, I would like to simply focus on werewolves, but I think if people are willing to be sensible, we can add in other shifters and even vampires, but I only have a plot in mind for werewolves. If people want to add other shifters in, then the plot needs to be adjusted more. Besides the way the books portray shifters, nothing else need match up, so knowledge of the books aren't needed!
I have never GM'd before, so I would love to have a co-GM or two, perhaps someone to take the lead a little.
I'm willing to hear extra ideas or plot pieces (I have a couple in mind). Modern is not necessarily required, either.
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With JUST werewolves in mind, here is my idea:
History
Werewolves have always been, it would seem. They were hunted to what was thought to be extinction, fading into legend for the majority of the world. Some, however, know the truth: they know that werewolves still exist and they could be your neighbor, your boss, your friend. In an effort to survive, werewolves adopted the methods of their more 'natural' brethren, wolves. Most werewolves can be found living in packs, with loners seen as potential problems more than anything else. These packs can range from a couple members to a few dozen, depending upon the region: large cities, for instance, can be home to hundreds of werewolves.
Becoming a werewolf is like a disease, and the first transformation can be deadly. Most do not survive it, with the result being that the average werewolf is fairly young and healthy. It can be transmitted by a scratch or bite, but not every scratch or bite will lead to infection.
A few centuries back, a curse befell all werewolves due to a hateful witch, who found them to be detestable and unlovable beasts. Her curse required that each werewolf find a mate to love and be loved in return within one year of their turn date, lest they succumb to a wasting disease that would ultimately lead to death. This has kept the werewolf population in check more than anything else.
Currently
Deep in the Colorado mountains, the Odessa pack lives. Their claim is to the town nearby, Odessa, home to about 1,500 residents, with heavy traffic from adventurers passing through. Occasionally an adventurer goes missing and sometimes they reappear as a newborn werewolf, though not due to the Odessa pack, who has a strict rule about turning humans. That is: don't. Of course, not everyone abides by the rules. The Odessa pack is currently at about 40 members, but the focus lies with the youth of the pack, who are placed in something of a required resort (safe-house) until they are deemed safe to the public. Part of this is in hopes that the young werewolves might choose each other as mates, which is far safer than seeking out humans, and in part simply to keep the world from finding out werewolves exist.
Other packs exist and occasionally clash with the Odessa pack, especially if the pack primarily recruits enforcer types. There are a few packs that like to move through towns and dominate smaller packs, claiming both the people and the territory. Since the Odessa pack is fairly ordinary, with members ranging from elderly to child, sometimes bluster is the best defense.
Characters
Human (desire to be turned or not) You could play an unsuspecting human who might blab or want to become a werewolf. Your partner/friend/child could have disappeared recently, and you're trying to find out what happened to them.
Human hunter I only want a few of these, since they will aid in plot development but preferably the whole RP isn't battling. Perhaps a hunter who is enlightened? A hunter who is turned?
Werewolf Probably the primary character choice here. These werewolves will be based off those found in the Anita Blake series (http://anitablake.wikia.com/wiki/Werewolves). You can have found a mate, you could be dying (but unlikely, since thus far not a reversible illness---unlessss), you could be newly turned, you could be itching to be pack leader, so on and so forth.
Werewolf type
Werewolves can shift at will, but must shift at moon. Shifting at will requires command of the beast, and accidental shifting can occur due to strong emotions, especially in young werewolves. Stronger werewolves (alphas) can control their shifting more precisely and range anywhere between human and wolf form. Forms available are human, 'wolfman', and wolf, but an alpha could alter their teeth or nails without changing any other aspect. Both of the latter forms are larger than the human form. All of the forms have enhanced speed, strength, stamina, and senses. Werewolves emit a certain energy that humans can feel if they're sensitive to such paranormal things, and the level of the energy display can differ depending on werewolf status as well as emotions.
Pack hierarchy:
It is achieved by dominance battles. The pack leader is customarily male due to it being a battle to the death, but that could change. The pack leader's partner is an alpha in name and can refuse challenges, though even trying to challenge the pack leader's mate is an unwise move.
Dominance battles are simple fights up until the fight for pack leader, in which case it's a battle to the death. If one chooses not to fight, they automatically lose. Dominance is throughout the pack: any dominant can order a lesser pack member unless they are similarly outranked. A dominant pack member can protect lesser members, thereby taking on any challenges to the weaker person.
Wolfpack roles: Ulfric - Pack Leader Lupa - Pack Leader's mate, selected. Skoll – primary enforcer for the Ulfric, selected (can fight for dominance, but position isn't lost) Hati – secondary enforcer for the Ulfric, selected. (can fight for dominance, but position isn't lost) Geri – second-in-command Freki – third-in-command Bolverk – punisher of the pack for the Ulfric Fenrir – challenger to the Ulfric, must defeat both Geri and Freki.
Any member not involved in the higher levels of dominance do not have terms and are merely considered pack members.