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Rowan Rallies-Protests ([personal profile] ralliesprotests) wrote2023-03-14 11:50 am
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Powers/Abilities

Garou are werewolves who are born into their powers rather than cursed into them. They can be born from a wolf or a human mother, which determines which form they themselves are born into; this is called their breed form. They have five forms, including the one that they were born into: homid (human), glabro (wolfman), crinos (murder furry), hispo (fell wolf) and lupus (wolf), and can take any form with a moment's concentration regardless of moon status. They are not forced into transformation on the full moon, instead they are controlled by their Rage, which varies by werewolf. This Rage can be used to move at incredible speeds or to transform in the blink of an eye, or to heal oneself at the point of death, but when triggered can also cause the werewolf to lose control and transform into a murderous beast at any time, which is called frenzying. The more Rage one has, the more one can use it, but the more likely one is to frenzy.

Each form has its own advantages and weaknesses. Communication with humans is only possible in the first three, and to wolves in the last three. Garou have their own language designed around the Crinos form. Crinos is the strongest form, but the mere sight of a Crinos werewolf will cause a delirium in all humans, which will cause all but the strongest willed to flee or cower in fear. In any form outside of their breed form, the Garou are quick to heal from any wound outside of a few weaknesses such as silver and fire, and they can transform into their breed form instantly.

They live in a world of spirits: the moon spirit, Luna, gave them their powers, and they fight to protect the Earth's spirit, Gaia. The surface world, the Tellurian, is one of many parallel spaces, and werewolves frequently cross the Gauntlet between it and the Umbra, the spirit world. There, they can meet and (sometimes) communicate with spirits and ask their help. Every pack has a spirit totem who will help the pack in return for the pack obeying the conditions of a ban, granting them the ability to talk to one another over distances, ability boosts, or even physically appearing to help in a fight in return for various promises, such as hunting or not hunting certain animals, not leaving an area, or not using cars or planes.

Spirits often teach werewolves gifts to help them in their fight. These are magical abilities that range from physical abilities, such as leaping long distances, or being able to scale building with ease, to social and mental, such as being able to persuade people with ease, or remember things in detail, to outright magical, such as causing locks to unlock, or creating alcohol from any liquid. These gifts will usually only be taught to werewolves of certain abilities: rank, auspice (moon phase they were born under) and tribe all might determine what they can or cannot learn. Additionally, spirits can be trapped, or convinced to take residency in objects by skilled werewolves, giving these objects the spirits abilities, and allowing a werewolf to then use them in return for convincing the spirit inside them; these items are then called talens or fetishes.

Please note, that Rowan is not an entry level character, and their abilities and stats reflect this. At their level (adren), they're something about a DnD level 12-15.

Native werewolf abilities:
  • 5 shapeshifting forms: Homid (human – Rowan's native form), Glabro (wolfman), Crinos (war form), Hispo (dire wolf) and Lupus (wolf).  Each shape has it's own advantages and disadvantages – the more wolf you are, the more your mental attributes suffer, but you're faster and more dexterous, in war form you're at your strongest, but more prone to frenzy. The only exception is Glabro – Rowan's Glabro form is unusually human, and they can actually pass for human while in it so they don't lose the social attributes that they normally would, while still gaining an advantage in strength. They can only communicate with humans in the first three shapes, and with wolves in the last three. Werewolves have their own language that they've developed that are designed around the Crinos form.
  • outside of Rowan's native form (human), they heal at an accelerated rate, and it is possible for them to survive what would otherwise be lethal wounds. This doesn't apply to aggravated damage (silver, werewolf/vampire bites, fire, plus a few magical damages), which need to heal at a normal speed. Should they be wounded in human form, they can shift to another form to heal the damage.
  • has the potential to lose control in a fight and go into frenzy, during which they would fight anyone too close to the death, irrespective of friend or foe or run away, tearing through anything in their way to get away. In the worst case scenario, they would abandon the fight to consume the dead.
  • can use super speed, in return for the possibility of going into frenzy
  • can enter the spirit world and become a part of it (although they're not particularly adept at this for a werewolf), and communicate and interact with the spirits there. Works best with a reflective surface to concentrate on. All of their Gifts are granted to them by petitioning a spirit to teach them the ability.
Gifts:
  • using their connection to the spirit world, they can form a bond between their computer and any other digital device, despite operating system, lack of connection etc. (Plug and Play)
  • very good memory; can occasionally remember things to photographic levels (Perfect recall)
  • was trained by a spirit to magically be able to make themselves more persuasive and to sound more believable (persuasion)
  • for one minute, all physically or digitally locked doors will unlock in their presence (magically locked ones are made easier to open, but don't unlock automatically). (Intrusion)
  • by shouting or howling, they can draw the forces of evil to them and force them out of hiding (Call of the wyrm)
  • by being Very Annoying they can distract an enemy for three rounds about 30 seconds, making them easier to be attacked (distractions)
  • they are adept at running around cityscapes, and can climb buildings/run over rooftops as easily as most people can on the ground. (City Running)
  • while not a native ability of theirs, they also have pack telepathy from their totem, allowing them telepathy specifically within the members of their pack. While removed from their totem and their pack (ie, within games, AU memes, etc), this is completely inaccessible to them, but it might still be referenced to when talking about their pack, if contacted by someone else telepathically etc.
Rites:
  • with the aid of two other werewolves, they can call on the spirit of any material and convince it to nourish a seed, allowing plants to grow in places that they normally wouldn't (carpark, inside a building, etc.) (rite of growth)
  • can bind items to their body so that they won't be destroyed during the transformation to any of their forms. This can involve either changing to fit the shape for the more humanoid ones, or completely merging with the body for wolflike forms. Limited to four items (a complete outfit counts as one item, inc. shoes and earrings; their spider satchel is usually the second item, and their earring fetish a third) (rite of Talisman Dedication)
  • they can ritually cleanse a small area, item or person of evil influence (Rite of Cleansing)

Non-mystical abilities:
  • unusually good with computers. Has a master degree in programming and has programmed and sold apps.
  • extremely charismatic (5/5 dots). The type of person that everyone gets along with, whether they intended to or not.