Thread: Nightmare Academy (Recruitment Thread)

RE Nightmare Academy Interest Thread I have a description of the werewolves I play personally but I'm not picky. It's your character so I feel you should play them as you see fit. My description of werewolves is as follows -Wolves have four forms Human- Keen sense of hearing and smell. Can detect other werewolves with ease via scent. Advanced strength and speed. Also rapid healing abilities. Basic appearance is the same before and after the change. Younger wolves may experience the ripping of clothes when shifting from human to wolf while older wolves can shift without destroying their clothing. Eyes have a slight glow to them which is brighter in the dark and less noticeable in the light. There is no real way to get rid of it but some wolves wear sunglasses during the daytime hours to cover it up to keep it hidden if necessary. Human form is the weakest form although senses are heightened as well as speed and strength. Wolves in human form are NOT as strong as wolves who have shifted into another form. Hybrid- Average 6.5 to 8 feet in height but often have a hunch or slouch that varies from slight to dramatic. Large percentage of muscle mass compared to human counter parts weighs more then a similarly sized human would. Should have a tail, unless otherwise removed. Humanoid in shape, save for digit grade legs. Facial structure is always that of a wolf, with a defined muzzle and no human-like features. When controlled, have the full mental capacity of their human, but with a more feral edge. When out of control, are still highly intelligent, but run by a beast-like mind with vastly different impulses and desires. Have functional paw-hands with opposable thumbs. Good for gripping, bad for dexterous work. Hands can be more feral but not human-like at all. Ear shapes vary from small wolf-like ears to taller bat-like ears, and everything in between, but are always upright unless structurally compromised. May have some variation in hair length and covering Manes are welcome and less hair along the chest, belly, muzzle, paws and hands are welcome. Beast- Follows the same guidelines in terms of general shape, colors ears, etc, as the basic werewolf form but on a massive scale. 9 to 13 feet in height on average when upright, but body is slouched and head height may be lower. Slower but much stronger than the normal werewolf form, and often tires quickly. -The battle form- The mind is very feral and as a result it is easier to lose control of this form. When let loose, is not only bestial in mind but is more inclined to blood lust and berserker rages. More wolf-like then the basic werewolf form, but still Bipedal, though preferred movement is on all fours, may resort to knuckle walking. Basic- Based off of the wolf half of the character. Larger then a normal example of it's species but would still blend into a pack. The quickest form but entirely feral and four legged. Easy to maintain control of ,but often very feral in terms of mental capacity. May retain morals, memory and recognition, as well as general habits and personality. Nothing resembling human anatomy. People can either be turned by a scratch or a bite from a werewolf or born as one. If scratched or bitten the first shift occurs during the first full moon after being bittenscratched. If born a werewolf the first shift does not occur until puberty. In the time before his first shift a young werewolf experiences a rush of hormones that make him aggressive and unstable. The first change always occurs during the full moon. The first shift is always painful and can be followed by uncontrollable blood lust, though the process gets easier with experience. A werewolf must spend the night of the full moon, as well as the night before and after in their wolf form. Following the first change a werewolf may change at will-or not, as the change is also influenced by temperament and state of mind. If you are hurt to badly or lose your temper, it is entirely possible that the beast will take over. Experienced werewolves have much more control over these effects. Changing only takes a matter of minutes and can vary from excruciating to euphoric, depending on who you ask. It generally hurts newer werewolves more then older and older werewolves often take less time to shift. Healing Factor- Werewolves possess the ability to regenerate- While you may not be able to regrow severed limbs, you may heal from minor and major wounds at a much faster rate, with the quickest healing being in your shifted form. Enhanced strength, speed, and senses- A werewolf's senses are as strong as their animal counterpart's, and along with this they are capable of superhuman acts of strength and reaction speed as well as heightened sense of smell, sight, etc. Wolfsbane- Wolfsbane is highly poisonous when ingested and can cause a painful skin reaction. Silver- Silver is most dangerous to werewolf- if shot with a silver bullet, it will poison and even cripple them until removed. If not removed the werewolf will slowly die. While a werewolf may be able to shrug off a normal bullet even to a lethal area, a silver bullet will kill them dead. Werewolves can not touch any form of silver without it burning their skin. Werewolves are territorial in any form. The scent of an unknown, werewolf or other shiftercreature picked up in a pack's 'claimed' territory will make the pack that lives within the territory become very aggressive and can result in a fight if the creature in their area comes off as dangerous. Due to heightened senses wolves can easily sense if someone is dangerous or if they mean no harm. A creature or human that shows respect and a certain loyalty will not be harmed and with time could gain a sort of protection from a pack depending on the Alpha's viewsstandards. Each land will have a different set up, do keep that in mind when you're making a character of this species.