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Rules for The Anthology |
There are several species within "Life With A Werewolf" that I talk about and touch upon. These are the hard and fast rules of those species that I use: The universe itself: Most humans don't know about mythical creatures among them. Commonly called "mythicals" by Jason, most creatures just want to live a quiet, normal life. When these creatures have a problem that require police involvement, it goes in two levels: regular cops, and the smaller department that officially doesn't have a name. This department is made up of mythicals who handle the things the other guys cannot. In essence, anything more dangerous than handing out a speeding ticket goes to those guys when dealing with mythical creatures. Most communities have a low percentage of mythicals living among the humans. A strange family that happens to enjoy outdoor activities a bit more than others. A weird guy who has good looks, but says the strangest things. That one neighbor who goes to the woods a lot. Things most of us just don't notice or care about. Mythicals must always be kept in the minority in every community. Chaos ensues if their numbers get too large. There is some magic, but mostly situations are just grounded in normal science based things. I.E. no vampires floating over Manhattan, for example. No magic of the moon transforming werewolves. There is some groups and struggles which will be discussed later. But first, the species: Human - No magic. No powers. Normal people living their normal lives. If the existence of werewolves or vampires are revealed to them, they will slowly adjust and begin to see things as they really are within the world. Otherwise, they in general don't have any knowledge of the existence of mythical creatures. - They cannot become a mythical creature. - Vampire bites just hurt, doesn't turn them into vampires. Werewolf bites just hurt, doesn't turn them into werewolves, etc... Werewolves: - Strength of about five to eight strong men. - Speed: upwards of fifty miles an hour at a run. They can sprint faster, but only in a short distance. - shifting does not depend on the moon. They can choose to shift whenever. Shifting takes time and isn't instantaneous. Give them approximately five to ten minutes for shifting, depending on the size of the wolf. Shifting hurts, but adults have grown used to it. - They have a faster healing rate thanks to their high metabolism. But they don't have instantaneous healing. A broken arm can take three to four days to heal, for example. A missing limb does not grow back, though missing flesh from a limb will, to an extent. - Sense of Smell: stronger than a canine by two or three times. - Sense of hearing: stronger than a canine by two or three times. - Werewolves in general live in packs. If they can't form a pack with other werewolves, they begin forming packs with humans. - Werewolves age very little until their later years, when everything begins to fall apart at once. - Their lifespan is comparable to a humans. Rougarou: - Weregator. Mostly from Louisiana, though there's a few elsewhere. - Strength and speed comparable to a werewolf. - They have thick gator tails when transformed. - Sense of smell isn't as strong as a werewolf, but stronger than a human - Hearing isn't as strong as a werewolf, but much stronger than a human's - Age like a werewolf. Lifespan is same as a humans. Maybe five or ten years longer. Vampires: - They're not harmed by the sunlight. They're just not big fans of it. - Drink blood for food. - Can mesmerize people and hyptonize them for extended periods of time. They can form a literal psychic connection to the human. Doesn't work mythical creatures, or those humans that's been adopted as part of a pack. - Sense of smell and hearing is comparable to werewolves, but not strength - Generally in the medical fields. Are normally thinner, but not abnormally so. Hulderfolk: - A type of troll. They look like very beautiful humans. - Their tell is a tail. They have a thin tail that hangs down close to the middle of their thigh. - Not as smart as a regular human. Though they want to appear normal. Gets worse when stressed. - Don't have same societal norms as humans. For example: a hulderfolk won't have a problem discussing, in graphic detail, their sex life and problems with you in the parking lot of a Wendy's. - In general, a hulderfolk couple will have rules. One spouse handles repairs, while the other handles finances. One spouse handles shopping and cooking, while the other handles cleaning. These roles, in general aren't dictated by gender - just whoever is best at the role gets it. Minotaurs: - very big fans of outdoors. It's part of their religion and how they worship. They will have the best looking, most meticulous cared for yards around. The nicest coat of paint on a house. ETC.... they'll play sports and what not outside rather than watch television or play video games. It's not abnormal to walk into a Minotaur's home and not see a Television or phone in sight. - Strength of six to ten strong men. - Top speed in long distance is roughly 40 mph. In sprints, it's almost 90 mph however. - males have large horns when shifted. Females will have breasts in the typical place for a human. - Diet is mostly vegetarian, though they'll eat meat, especially if they're around humans and want to look normal. Lawn Gnomes: - mostly harmless creatures who believe their helping humans. - Occasionally, a lawn gnome will go rogue. These gnomes if they get bad enough will have their beards shaved to shame them. - Lawn gnomes is one of the few creatures to have access to magic, and can change the properties of items and people. - Deathly afraid of stone dragons. Lawn gnomes are a stone dragon's natural food source. Stone Dragons: - Smaller stone version of a dragon - Can fly, not breathe fire. - eyesight comparable to an Eagle's - In general, stuck up jerks. Think of the guy at the office who will deliberately talk about a movie you haven't seen just to spoil the ending for you. Most of them are like that guy. They enjoy being annoying to people to the point of near nastiness. Ogres: - Very large, ten feet tall or more. - they stink! Like rot and death. - In general, wears a loin cloth - Primitive culture, based around causing human suffering. - Will eat humans. - In other words, they'll eat you and your family, but not before causing the biggest fight of your life and possibly causing everyone to attempt to kill each other first. Zombies: - Crash called them "Soul wrappers". - Essentially, rotting corpses of the freshly deceased that come to life on October 1st, find a small and usually ignored cemetery. They clean up the cemetery, have a party of sorts on October 31st, then crawl back into their graves. That's it. No brain eating, nothing. Gollums: - Can be created by lawn gnomes. - Essentially follows most of gollum mythology. VERY hard to create. - They're basically animated mud. - Strength is related to how much mud is used. Given a single task, performs that task. Melts away. - If the totem that was used to create them is pulled out or shattered, they melt away. Mythicals in general can be addicted to drugs and alcohol. That includes werewolves, vampires, most of them. Exceptions are those not made of flesh, such as lawn gnomes, stone dragons or gollums. |