Werewolves are humans who can become massive, powerful wolves. They typically can become a full, four legged wolf or take on an anthro form that's between wolf and human. The calling card of their species is their forced shape shifting every full moon. There is much more to being a werewolf than that of course. There's living in the pack, dealing with their condition, the overwhelming instincts and nature of human society, and more. Life is complicated when you're a wolf. It's possible to be a sane human, but it's also possible that you'll go completely mad.

How the Curse Works

Werewolves are not born, they're created. You receive the curse by being bitten by a werewolf. This itself doesn't guarantee that you'll become a wolf. The curse is strongest near the full moon. Any bite or fluid transfer will turn you then. Farther from the full moon, the effects are weaker and prolonged contact is needed to actually transmit the curse. The curse itself has to components: biological and magical.

The biological component of the curse is almost viral. The fluids of werewolf blood and saliva cause the cells of their new host to mutate. The new genes change how the human body functions on a near fundamental level. They turn the host into a conduit for certain types of magic. They restructure the body, making your muscles denser, changing your immune system, and making you ready to become a wolf. This process takes up to a month in its own right. After being infected, the host is incapacitated for up to a week with fever, hallucinations, and symptoms very much like a demonic possession. The kicker here is that without the curse, these biological changes are lethal. Your body will need magic to survive, which is supplied by the curse.

The curse is where the farther reaching effects come from. It splits the hosts' soul in two, leaving a human soul and a wolf soul. These are separate but related personalities. The wolf side will struggle to understand human memories and speech. Similar issues develop for the human side in understanding their wolf. It takes time to fully come to terms with this new inner-self. In most cases, the wolf soul is the more powerful, able to force its way to the foreground, interfere in how their human counterpart perceives the world around them, and force a shift into wolf form. This is especially common in newly bitten wolves.

Once fully infected, the curse essentially uses magic from the moon and other celestial bodies to provide all the powers of a werewolf. It provides the strength, speed, power, and healing. The trade off is somewhat like possession: your body is no longer your own. The wolf's instincts are there. It's feelings are there. It's muscle memory and presence are there, always.

Powers of the Curse

The general powers of a werewolf are all around enhancement. You get strength, speed, healing, enhanced senses, and of course the killer instinct. All werewolves also experience increased aggression, they have shorter tempers. Even the weakest of werewolves can put a body builder to shame with remarkable ease.


The enhanced strength varies from person to person. Even in human form, their strength is massively increased. Most werewolves can pick up a small car. Stronger wolves can throw a car or even larger vehicles when shifted. They have a completely difference concept of heavy from the average human.


Werewolves have massively increased speed and reflexes. This takes on a variety of forms. For brief periods, a wolf can move with nearly incomprehensible speed. Not as fast as your typically enhanced speedster, but enough to strike without a chance for retalliation or counter from near anything. For longer periods of time, a wolf will move slower, but steadier, able to maintain a solid forty miles an hour for hours on end. Some wolves may be faster, particularly the smaller ones. They can range over vast distances with little difficulty. A sprint could be held for perhaps an hour before having to rest.


Scent, hearing, and sight are all increased. It is possible to track a person by their unique scent, even in crowded spaces. Their hearing is enough to pick out small creatures across entire fields, let alone their interactions with humans. They are able to see in near total darkness and for greater distances. There are however, trade offs. Perfume departments and foul smelling places are hard to tolerate. It's sensory overload or simply disgusting beyond compare, and can be overwhelming. Likewise, loud noises and harsh sounds can be disruptive. Wolves can learn to tune out some sounds or suffer temporary ear damage, but it can't be nullified. Even the eyesight has some drawbacks. The wolf side does not see color as much as the human. Near full moons, the body takes on some of the lupine traits and can lose sensitivity to a fair range of color.


Probably the best thing about being a werewolf is the healing. All injuries can be recovered from in a short amount of time. There is however the catch that you need to live that long. An arm will grow back, but the wound must be bandaged, cauterized, or supplemental blood supplied. Otherwise, the wolf would bleed out and die. The healing does not bring you back from the dead.


The wolves are telepathically bonded to the others in their pack. Their feelings will transmit among the pack. Thoughts CAN be transmitted among the pack, but this is almost always elective, except in the case of the alphas, who can probe the minds of their packmates. This can be a strength or a weakness. Compromising someone in the pack can send the others into a rage that leaves them vulnerable to exploitation. Of course, they're always able to communicate and receive strength from each other. This ability however, only extends to wolves in a pack. Outsiders are not included.


The general weaknesses of a wolf come down to silver, healing time, and exploiting their nature. Silver is lethal, it causes rashes on contact, and if injected or exposed to the inside of the body will kill them within minutes. The Philadelphia Pack does have a chelation agent which will remove silver from the blood, but even then, significant time will need to be taken to heal and recover. Lastly, their nature makes them easy to exploit. They are paranoid of humans, aggressive to outsiders, territorial, and protective of packmates. They will always shift on the full moon. These are details which can be used to manipulate or take them out.

The Pack

The Philadelphia Pack controls much of the North East, if not directly then through their influence over other nearby packs. The pack has been around for several hundred years, predating the founding of the US and Philadelphia themselves. They generally patrol the local area for super naturals and attempt to protect or ensure the secrecy of the super natural community. It's an open secret that the pack is here, but there are not enough details to 'out' them to any significant hunters who would wish them harm. This is something the pack hopes to protect.


Wolves from outside the pack are treated on a case by case basis. If they are from another pack and relations are peaceful, they'll be treated as foreign diplomats, minus the immunity. They'll be expected to adhere to pack rules while within their territory or face the consequences if they won't.


Wolves without a pack are called Rogues. They generally go insane from the lack of a pack structure to keep them in line. Most become homicidal and are a threat to the stability of all nearby packs. Pack wolves will generally hunt down and eliminate rogues within their territory. One rogue could easily attract too much attention from the local humans and lead to the entire local population's downfall.

city/super_naturals/werewolves.txt ยท Last modified: 2019/10/03 23:44 by archyd