Werecreatures - Skills and Abilities of the Werecreatures

Werecreatures have certain skills and abilities that are different from the rest of the species in Haven. The following is a list of abilities that all werecreatures have, and then a list of voluntary abilities you can choose from for your werecreature.
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All Werecreature Permanent Abilities
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Agility/Reflexes - Werecreatures are faster than humans, and can be just as fast as shifters, though vampires and Fae tend to outdo them on this.
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Animal Interaction - The ability to communicate with animals on a basic level. This does not mean a werecreature is able to have full telepathic conversations with an animal, but they are able to understand basic commands or needs from an animal sharing the same scientific family as them.
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Body Part Manipulation - The ability to shift one body part in order to aid defense or offense. For example, lycans might sprout claws or fangs when agitated, etc. One body part at a time can be shifted. The effect only lasts for an hour at a time, at most.
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Enhanced Senses - The ability to see, hear, and smell better than an average human.
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Environmental Adaptation - The ability to adapt to one's environment in extreme conditions, including cold, heat, extreme weather, or sudden environmental changes.
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Formidable - The ability to withstand greater damage in battle than an average human. It also makes them much stronger than the average human. In fact, their strength outdoes all other species in Haven. This also means their skin might be harder to pierce, bones might be more difficult to break, and smaller weapons may be rendered ineffective. Special weapons, or an attacker with extreme strength or precision, may be able to get past this defense, however.
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Healing Factor - The ability to heal superficial or deep wounds (as long as they are not deadly) through the use of one's shifting anatomy. This also makes werecreatures resistant to human-borne illnesses. They are more susceptible to animal-borne illness, but are rarely affected by human sickness, including serious diseases such as cancer or STD’s. Animal-borne illness, such as rabies and FIV, can still affect them. Note: This ability does not allow the user to regrow full limbs or organs. If a limb is removed, this ability will stop the bleeding and seal up the wound. If an organ is punctured, this ability will heal the wound and seal up the body. It will not regrow full limbs or organs.
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Hive Mind - Not to be confused with Telepathy. The ability to see the thoughts of, and feel the feelings of, others in one's pack. Mental defenses can keep the user out of the target's mind, but unguarded thoughts and feelings are fair game. This also allows the user to know, relatively, where their pack is at all times, though details are not often known. This ability can only be used once blood is shared between pack members, and cannot be used while in human forms. This ability also shuts off once the user is out of range of their pack, which is about 100 km.
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Hybrid Form - The ability to "pause" a transformation halfway, to stop the transformation between human and animal sides, thus creating a monstrous-looking hybrid form that has aspects of both the human form and the animal. This form is much stronger and sturdier than both the human and animals forms.
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Intimidation - The ability to strike fear into the heart of their target through direct eye contact, either in order to force the target to flee, or to freeze them in place, petrified.
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Iron Stomach - The ability to ingest things that would otherwise make a human sick, with no negative effects. This ability stems to man-made poisons and chemicals, rotting or spoiled food, allergens, small inedible objects, and plants that are naturally poisonous to humans. This ability does not, however, cover poisons developed from nature, or plants that would naturally be poisonous to the werecreature.
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Night Vision - The ability to see clearly in total darkness.
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Shifting Forms - The ability to shift between human and animal form. Transformations are slow and agonizing. 
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Tracking - The ability to track anything or anyone, using a supernatural psychic connection with the surrounding areas. While shifters may be able to track using their sense of smell, sight, or hearing, werecreatures are much better at tracking because, as long as they have the scent or appearance of their target in mind, they are able to feel the pull of the object or other person's energy. Lycan tracking can be fooled or confused, though it is rare that it happens naturally. Most of the time, it is a deliberate covering of tracks or use of a certain spell that causes the lycan's ability to be thrown off.
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Voluntary Werecreature Abilities
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Acrid Spit - The user's saliva becomes like acid, burning whoever the user bites but not affecting the user. This ability can be turned on and off.
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Alpha Call - The ability to assume an alpha role in a herd, flock, pack, or otherwise. Those who are considered part of the pack are subject to the alpha's call and can rarely disobey it. The alpha does not have full mind control over their subjects, but the more open their subjects are to them (or the more intimate they are in their relationships), the firmer their "suggestions" are to their subjects.
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Chromakinesis - The ability to change the color of one's hair, fur, or eyes at will, though the flecks in the eyes will always remain the same.
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Infestation - The ability to infest the target with fleas every time the user strikes them in combat. The infestation can be as small or as large as the user likes, but is only temporary.
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Fluff - The ability to grow one's fur out, on command, to extremely poofy fluff levels. This can cause weapons to get stuck in tangled floof instead of making contact with skin, but can also get in the way of the user's own fighting style. This ability can also be used in human form to make the user's hair fabulous.
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Friendly Mind - Instead of the feral beast living inside of the lycan, the beast is more friendly, more open to letting the human side keep control. The human still loses all control of the transformation during the full moon, however.
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Fury - The ability to tap into primal, unstoppable rage that allows them to perform in vastly increased capacity, taking severe damage that would normally knock them out of the fight. They grow super strong, dealing out deadly blows. This ability allows the user to ignore fatal physical damage as if it never affected them and continue fighting with a frightening level of stamina while also being unpredictable and erratic in combat, making it hard to counter them.While in this state, the lycan cannot be spoken to or reasoned with in order to get them out of it. Fury only lasts for up to ten minutes at a time, and once out of it, the lycan experiences extreme exhaustion. Any wounds or injuries sustained during the state of fury are immediately felt and affect the lycan in the way they should - that means fatal wounds really are fatal wounds.
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Precision - This ability is due to a werecreature's awareness of their surroundings at all times, and specifically when honed in on a target, so that their precision is nearly perfect every time. This helps in hunting, but can also be used in human form, when the lycan needs to use weaponry or to hit particular points of the body during a fight.
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Spines - The ability to shift the user's physiology so that bone shards, or sharpened spines, protrude from the skin and are able to be used as weapons.
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Summon the Pack - The ability to cry out through a scream or a howl for help from the animal kingdom. If there are any animals in the area, from the same scientific family as the werecreature, they will be implored to come to the aid of the lycan. This ability rarely brings more than two animal assistants, and no more than five at a time. Note: Unless they are a shifter, lycan, or species specifically brought by Fae, nonnative animal species to the area will not magically appear at the beck and call of a lycan.
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Supersonic - The ability to howl or screech at such a high pitch, or such a volume, that it causes the target great pain. This ability can also be used to communicate with pack members that are not nearby, and the call can carry for long distances.
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Telepathy - The ability to communicate, psychically, with a chosen target. Werecreatures are not able to communicate telepathically with other animals, but can with other shifters or lycans when in either human or animal form. The ability to psychically communicate can also be used on any other race in Haven, and can be used in both hybrid and animal forms. It does not give the user the ability to steal information from someone else's mind - it can only be used to talk back and forth between the user and the target, as if they were speaking verbally, even over great distances. The greater the distance, the weaker the ability becomes.
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Thermal Detection - The ability to detect heat like an infrared camera. This helps the user track targets.
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Ventriloquy - The ability to throw one's voice, or howls, calls, or screeches, off so that the sound seems to come from an entirely different direction, or that there is more than one howl, call, or screech happening.
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Whirlwind - The ability to take in an extraordinarily deep breath and then exhale it in a mighty wind that could be strong enough to blow the target down. I'll huff and I'll puff, and I'll bloooow your house down!