Change Log

#1

Change Log


Things that are changed when no ones around. This log is available so everyone can stay informed. Just keep an eye on this thread. If we change something, a rule, process, etc, we'll post here to let you know.
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#2
November 1

Guidebook Changes




Humans & Psychics


Telepathy — Revised to include that Telepaths can not hear the Inner Beast of Weres.
The ability to speak mind-to-mind with another. Telepaths can also walk in a room and hear the thoughts of those around them. With practice, users can learn to drown the mental noise and manipulate the thoughts of others. They can not hear the Inner Beast of Weres.

Touch Clairvoyance — Revised to include that Touch Clairvoyants can only pick up clues from objects.
The ability to touch an object and relive the residual thoughts, feelings and memories left behind by those who have handled them. With practice, users can track a person through the objects they've come in contact with. Objects only. Does not work when touching people.


Weres


Inner Beast → Communicating — Revised to include how an Inner Beast communicates with a Were.

A Were's Inner Beast is strictly animal. It can not learn or understand human language. Instead, the Inner Beast communicates through a series of pictures, sounds, and scents to detail what it needs.

New Weres often struggle to determine what it is their Beast needs as they haven't learned to read the subtle signs their Inner Beast is giving them. With time and experience, they'll learn to recognize that a hunting desire suggests the Were should add a little protein to their diet. They might come to find that a certain scent or sound triggers another animalistic instinct. These natural desires may vary depending on the particular species of Beast a Were has. For example, a the Inner Beast of a Wolf is a carnivore and may be more triggered by the presence of blood than the Inner Beast of a Rat as rats are naturally omnivores.



Levels


Added disclaimer on Writing Challenges where a Psychic or Advanced Psychic becomes a Were — Becoming a Were is permanent and the Psychic will lose their ability/abilities

To become a Were:
• Have a thread where your character is infected.

Keep in mind, becoming a Were is a permanent change. Your character will lose their psychic ability if they become a Were. There's no going back.

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#3
November 28

Guidebook Changes




Humans & Psychics


Psychics → Overview — Revised to further clarify the solitary nature of Psychics.
Psychics tend to be solitary by nature as they are trying not to reveal themselves to the world. They may occasionally encounter another Psychic or a Were, but won't recognize another supernatural for what they are. They often think their abilities are unique to them alone and spend more developing their own abilities than they do seeking out others who may have them.

Psychics → Abilities List → Teleportation — Revised to include that Teleportation can only work up to a few miles away.
The ability to instantly transport the body from point A to point B. With practice, users can travel to places they have been within the range of a few miles and bring objects or people along with them.


Weres


Metaphysics → Secrecy — Revised to include a section on "Secrecy" and how serious Weres take the discovery of their kind.
Weres know the only reason why they've survived so long without persecution is simply because anyone who is not a Were, does not know Weres exist. Their secrecy is considered the key to their survival. If anyone who is not a Were finds out about their existence, it is up to the Were to permanently silence the individual who discovered them. As Weres are traditional creatures, they consider the ultimate form of silence to be death. They will continue to hunt down those who know their secret until they can be satisfied the offender is truly deceased.

Metaphysics → The Downside → Allergic to Silver — Revised to specify how the concentration of silver in objects and the duration of contact with silver effects a Were.
Higher concentrations of silver over longer durations of silver to skin contact will produce deeper and more intense burns than lower concentrations of silver with shorter durations of contact, but all Were contact with silver will burn.


FAQ


Can characters tell what type of character they're talking to? — Revised to remove a Psychic's ability to sense different "auras" in supernaturals as that wasn't the right word.
Generally speaking, no, but each species does have tell tale signs if you know what you're looking for. For instance, Weres tend to have shorter tempers and are more easily agitated closer to the full moon. Each species also has their unique way of sensing. For example, Weres can generally sniff out other species of Were. Psychics can pick up strange vibes from other supernaturals, but can't tell exactly what they are.
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#4
January 23

Guidebook Changes




Rules


Activity — Revised to clarify how often members are asked to post.
There is no set activity requirement. If you are going to be away for a while, we ask that you set yourself as "Away" via Edit Profile (more information on setting an Away Status here). Administration may move characters to the Inactive group if the character hasn't been posted in a while.


Levels


Weres Beta Level — Revised to state how many Betas a member can bring in and how to get one approved.
When your profile has been completed, please contact White Lies via PM or the AskAnAdmin channel on Slack for review. At this time, we only allow one character per player to join as a Beta.

Weres Alpha Level — Revised to state availability of bringing in an Alpha Were.
Currently unavailable.
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#5
January 31

Guidebook Changes




Humans & Psychics


Psychics → Abilities List — Revised to showcase three new powers.
Mimicry
The power to mimic and temporarily possess the same ability as another Psychic. Mimics can copy one power for as long as they stay in close proximity to the person they copied from. Copied powers are subject to the same limitations as the original powers. Mimics can not switch between powers mid-thread.

Necromancy
The ability to see and communicate with ghosts and/or spirits. Necromancers are also able to temporarily revive the dead. Those revived are bound to listen and obey the one who raised them. If animated for too long, the dead will turn on its master.

Projection
The ability to separate the spirit from the body. Users can project a land-bound ghost-like version of themselves that can move independently of their body within the range of a few miles. New users produce a transparent image of themselves while more advanced users can create a more solid form capable of speech; never touch. While projecting, the user's body is helpless.

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#6
February 9

Guidebook Changes




Getting Started


Mortality Clause — Revised to:
Life as a supernatural isn't easy. Weres follow their own laws and customs that help them maintain order within their own societies. Those Weres who fail to fall in line are considered dangerous and a huge risk to their way of life. Psychics, while they may not be part of a hidden community, also try to keep their abilities on the down low.

In contrast, Humans are limited in their defenses and are unable to fully protect themselves from the threat of a supernatural with abilities beyond their comprehension. Knowing of a supernatural's existence may not end well for them.

By joining as a Human, Psychic, or Were, you acknowledge the cruelty and difficulties of their world. You are aware that these characters lead challenging lives and may not live to a ripe old age. While Weres may be difficult to kill, no character is truly immortal. Characters are permitted to kill other characters without seeking permission of the player. (For more info, see ICA = ICC.) The Staff Team will not be held responsible for the demise of your characters.



Rules


In Character Actions (ICA) = In Character Consequences (ICC) — Revised to:
Characters will be subject to fates of their own creation. If an act of violence makes sense for the scenario, anything goes.

Characters can injure or kill another character without player permission, provided they supply IC warnings before injuring or killing the other character. A typical rule of thumb is "Warning Post. Warning Post. Action Post". This provides both the player and the character plenty of warning and an opportunity to exit a thread before action occurs.

IC warnings can be as direct as a verbal warning such as "… I will do this to you…" or as indirect as a mention via thought expressing the desire to perform the action. It is up to the player of the character on the receiving end to recognize the warning signs and either remove their character from the scenario, change the scenario, or accept the consequences. If there is any question or confusion as to whether or not an IC scenario contains the warnings, players are asked to consult the other player for clarification.

If there is a question about whether or not an act of violence is legitimate after it is performed, players are welcome to ask the admin for a ruling.

Not all consequences are bad. Some characters can be rewarded or praised for positive activities. Again, if it makes sense for the scenario, anything goes.



New Rule: Godmodding, Metagaming & Powerplaying
Be respectful of other players in the game. Do not create a godmode character whose life is perfect, always knows exactly what they need to know to excel in any situation, and/or auto-dodges every hit. Role playing is give and take. Your character will win some and lose some. Likewise, do not metagame by blurring IC with OOC. Your character should not utilize your OOC knowledge in their actions, behaviors, or thoughts.

While we do allow characters to physically interact or engage with other characters without player consent, players are not allowed to powerplay another player's character. Unless the action has already explicitly been written by the character's player, players are not allowed to control another roleplayer's character without permission.

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#7
February 13

Guidebook Changes




Weres


General Information → Groups — Added:
It is in every Weres best interest to join a group. Groups provide Weres with a support system that can help them balance their human life with the needs of their inner beast. Groups are always composed of Weres of the same species. This provides their inner beast a sense of comfort and home that is far more soothing than an unfamiliar species of inner beast.

When a Were group is formed, they will occupy an entire area or subforum in Mountainside. This is considered the groups "territory". Were groups that claim territory are responsible for enforcing their rules on their turf. Those groups will act accordingly if they feel as though any Were (same species or otherwise) are encroaching on their territory, violating their secrets, or whatever else the group chooses to enforce. Different groups may have different rules. It is encouraged to read the threads of the group's leaders to determine what each group's values may be.

All Weres know when they've entered a group's territory. Not only are they able to smell the group's presence, but their inner beast can recognize the area as a place that is not their own. Weres who enter the territory of a Were group are considered guests or visitors. Visiting Weres should be on their best behavior and remain respectful of the Weres whose territory they are encroaching upon. A visiting Were will always be subject to the mercy of the group who owns the territory. Rogue Weres of the same species as the group are usually treated with a little less leniency because the King/Queen can sense them on their turf and know they've actively defied the leader by not joining their group.



General Information → Alliances — Added:
An alliance is a group of Weres who do not share the same species of inner beast. They are welcome to lean on each other as a support system, but alliances ultimately lack the true connection a Were might have if it were a part of a group of the same species. They can be helpful for Weres without a group, but are not encouraged long term.

Alliances are not allowed to claim a territory. They may have a leader, but they will never have a true King or Queen.

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#8
February 20

Guidebook Changes




Rules


In Character Actions (ICA) = In Character Consequences (ICC) — Added:
Tempting Fate
Characters who try to avoid the "Warning Post. Warning Post. Action Post" clause by repeatedly ducking out of threads early are considered to be tempting fate. In order to prevent the harassment of other characters or groups, it is within reason for the characters or groups to skip to the "Action Post" should the character repeat the offense in a third thread.

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#9
March 5

Guidebook Changes




Optional Lore → Metaphysics


Added to clarify how Metaphysics work in the world of WLWB and how they affect your character. We encourage you to read this in its entirety.
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#10
April 3

Guidebook Changes




Settings


Add a Sub-Location — Added:
If you have a sub-location or a suggestion for a sub-location you'd like to see on the forum, PM White Lies with the following information to have your new area added:
  • Name of the forum this sub-location will be located in.
  • Name of the proposed sub-location.
  • Description of the sub-location
  • Link to a character with 3+ months of consecutive activity.
  • Link to 3+ completed threads at the desired location.
Please note that White Lies reserves the right to decline a location if it does not align with the direction of the site. For instance, all sexually themed locations will be denied.



Leadership & Groups


Forming a New Group — Revised to:
  • Get Started: Have a Were that desires to form a group.
  • Recruit Members: Have a thread between the leader and each member who wishes to join your group. Groups must have three or more members, must all be Weres of the same species, and must all be played by different Players in order to form.
  • Scout/Claim Your Territory: Choose a forum in Greater Cordova to become your group's new territory. Have at least three threads where your group scouts the area and begins to claim it as their own. This can be as simple as visiting and checking out areas already located within the forum, or simply driving around the area of town. Members in these threads must have previously agreed to join. You are not required to have a scouting/claim thread with every member who will be joining.
  • Create a Hub: A hub can be any kind of business or establishment that will act as a safe space and is owned by the group. This can be a current location on the site or a brand new one. If your location is new, please be sure that you have followed the requirements for adding a sub-location.
  • Get Approval: Send White Lies a PM with your intent to form a group. Be sure to include links to all of the required threads above. Pick a name and a color that you'd like to use to represent your group.
  • Celebrate: When approved, have your very first group thread at your hub to establish and celebrate the creation of your new group.


Make It Official → Creating — Revised to:
Group Name:
Group Color: Please provide a hex color code. White Lies may ask to adjust the color during the approval process.
Species:
Territory:
Hub: Please provide pictures to use for reference. White Lies may adjust this when creating your forum.
Leader:
Recruited Members: Include names and link to 3+ threads where they agreed to join.
Scouting/Claims: Link to 3+ threads.

When approved, White Lies will set up your new group forum and prompt you to create your first official group thread at your hub in celebration.

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#11
April 25

Guidebook Changes




Levels


Overview — Added a paragraph to clarify when a character can collect threads for the level they're working towards:
Players are not allowed to stockpile threads for a level they have not yet achieved. For example, Common Weres can not earn threads for "Beta → Alpha" while they are still working on "Common → Beta". As soon as the Common Were becomes a Beta Were, any new threads will count towards "Beta → Alpha".

Weres — Revised to provide clarity and simplicity to the following level writing challenges:
Common → Beta
Beta → Alpha

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#12
May 12

Guidebook Changes




Sub-Location Suggestions & Ownership


Overview — Revised to simplify the location suggestions process and streamline the ownership process of a location.



Forum Changes



  • Changed "Community Center" to "Community"
  • Changed "Character Corner" to "IC Central"
  • Added pinned "Sub-Locations Suggestions" thread to IC Central

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#13
June 13

Guidebook Changes




Levels


Overview — Revised thread requirements:
The threads must be archived and contain at minimum 10 total posts (at least 3 of which must belong to your character) before they can be submitted to the level request thread.


Forum Changes



  • Quick Stats — Listed out all currently accepted species of Were, whether they are currently in game or not.
  • Changed "State Road" to "Colorado"

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#14
July 5

Forum Changes



  • Changed "Stoneridge Cellars" to "Stoneridge Winery"
  • Changed "StrEat Food Park" to "The Food Rally"
  • Added new locations to each sub-forum. (See here for more information.)

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#15
October 20

Guidebook Changes




1D30 Dice Roll Guide


New Page — Brand new page! Please read in its entirety!
something witty here


Graphics Standards & Credits


Site Credits — Updated to give credit where credit is due. <3
Fantastic paraites and where to find them.


Levels


Weres - King/Queen — Updated to reflect the lack of effect a Vampire's gaze has on a King or Queen!
Immune to a Vampire's power of suggestion.

Vampires - Domina/Dominus — Updated to reflect the lack of effect a Vampire's gaze has on a Domina or Dominus!
Immune to a Vampire's power of suggestion.


Pregnancy & Children


New Page — Brand new page! Please read in its entirety!
Fantastic paraites and where to find them.


Vampires


Group Magic — Updated to reflect the lack of effect a Vampire's gaze has on a Domina or Dominus!
Due to Group Magic, Dominas/Domini have a built-in immunity to any other Vampire's power of Suggestion. They cannot be affected.


Weres


Group Magic — Updated to reflect the effect a Vampire's gaze has on a King or Queen!
Due to a Group's Magic, Kings/Queens have a built-in immunity to a Vampire's power of Suggestion. They cannot be affected.
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#16
November 4

Forum Changes




→ Changed "Adoptables" to "Wanted Ads"
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#17
November 18

Guidebook Changes




Setting


Overview — Updated to reflect Weres being outed to the public.
At least, that had been the case up until a breaking news story from New York City announcing the existence of Vampires to the world. Tension and fear has been running high since then as humans and Weres alike have had to realign their understanding of the food chain. That tension broke finally when a Vampire and a Weretiger fought out in public, resulting in the tiger shifting on camera for all the world to see.

Locations — Added in links to each sub-location thread.


Humans & Psychics


Overview — Updated to reflect Humans' knowledge of the preternatural world.
Let's face it, life was tough enough without knowing Vampires or Weres existed. Humans are your normal, everyday person; they have no knowledge of Psychics, but they still have their own day-to-day challenges. If they don't have a supernatural ability, they are considered Human.

Ignorance Was Bliss — Updated to reflect Humans' knowledge of the preternatural world.
When it comes to Humans, the idea of "you don't know what you don't know" has never been more true. While magical powers and shapeshifting creatures can be found in books and movies, Humans never expected that supernaturals could exist in real life. This safe outlook on life was shattered when the news broke late at night on July 15, 2017 with the existence of Vampires, and then again on November 18, 2017 when Weres were shoved into the public eye.

Despite these broadcasts, people still try to explain away phenomena with reasons that they can easily believe. If a firefighter is called to the scene of a fire, they're going to assume that it's a kitchen fire, not a Psychic learning to control their Pyrokinetic abilities. When there's a report that campers were attacked by wild animals, authorities are going to look for the animal, not a person who can turn into an animal.

Where bodies drained of blood or suspicious disappearances are harder to ignore than ever before and campsite maulings seem more vicious and destructive than should be possible, Humans have become suspicious of the world around them.


Consequences — Updated to account for what happens when a Human or Psychic finds out about a Vampire or Were.
There may be situations in which a supernatural cannot hide who or what they are. If a Human finds out about a Vampire or Were, it is up to both characters to determine what happens next. Consequences for finding out about a supernatural being could range from a simple threat to ensure silence, to a horrible death. Everyone has their own ways of handling exposure and now, Humans are learning to fight back.

Abilities — Updated to remove the requirement that a Human/Psychic gets sick before developing an ability. Characters can now instantly develop abilities.
It's up to you whether your human character develops an ability or not. They are welcome to start off without any abilities and develop them along the way or can start off as a psychic. You can select any power from the list. There are no level restrictions in selecting a power, so feel free to select a combination you feel will suit your character. Keep in mind that once an ability has been selected for your character via audition or as a level up, the power can not be changed.

Acquiring a new ability can be triggered by a number of things, from something as simple as stress to puberty to a butterfly flapping its wings halfway across the world.



Vampires


The Perks → Healing — Updated to provide clarity on how fast Vampires heal.
Vampires heal noticeably faster than the average human and can heal almost anything except missing limbs or other parts of their bodies. Vampires are generally unaffected by most wounds, unless they are caused by holy objects (which burn them). Any scars a human had before they turned into a Vampire will remain. The speed at which a Vampire heals varies from level to level, ranging from 5x-25x faster than the human rate of healing. Please see the Levels page for specifics.

The Downsides — Moved Holy Objects and Sunlight to the new section, titled Weaknesses.

Weaknesses — Moved weaknesses to their own section. Added Belladonna. Modified and clarified Holy Objects, Fire & Sunlight, and Other Creatures.
BelladonnaDiscovered to be toxic towards all supernatural, when ingested or injected into the bloodstream, Belladonna slows a Vampire’s system and sedates them. It can cause the body to halt mid-shift and revert to human form, subsequently knocking them out and leaving the Vampire in a prone and vulnerable state.

If administered during a new moon, the Vampire may still shift but they will have no control over themselves and will not retain any memories during this time.


Holy ObjectsWhenever a Vampire is in the vicinity of a holy item (within 10 ft) or when a Vampire uses their psychic abilities on the bearer of the holy item, the object will become warm to the touch and begin to glow. The closer the Vampire, the more the item will heat up and the brighter it becomes. Should the Vampire actually touch the holy item, the object will flare with an extremely blinding light and they will get burned, often leaving a scar in the shape of the item.

Fire & SunlightNew and Common Vampires will burst into flames and turn to ash upon contact with sunlight. More experienced Vampires have developed some immunity. Even Vampires who have developed an immunity to the sun will eventually burn if they are exposed to direct sunlight for too long. UV rays count as sunlight. See the Levels page of the guidebook for details.

Other Creatures — Injuries made by other preternatural creatures will heal human slow. Psychics are not preternatural creatures.


Death — Added section to clarify what happens to a Vampire when they die.
After a Vampire dies a Second Death, the body will remain “preserved” for a time unless it comes into contact with fire or sunlight, whereupon the body will instantly turn to ash. As time goes on, a Vampire’s corpse becomes more and more fragile. After about a month, the corpse will simply turn to ash.


Weres


Overview — Updated methods to contract lycanthropy, clarified details on keeping the inner beast under control in public, and how supernaturals identify one another.
Lycanthropy is a blood-borne affliction that can be contracted from a Were in a number of ways. These creatures attempt to blend into human society by constantly hiding who and what they really are, and try to avoid situations that bring their Inner Beast close to the surface out in public. Occupations in which they are exposed to blood or high stress are often frowned upon, due to the risk of revealing themselves to outsiders.

To the average eye, there's no difference between a Were and a Human. While they may seem more agitated around the full moon and take unexpected absences from work, there are no obvious signs indicating that they are anything other than Human. Other Weres and Vampires can identify the difference by scent and power signature. Each animal species has a certain scent to them, whether in human or animal form.


Contraction — Updated to note that Weres are contagious in all forms.
The Were virus is a blood-borne pathogen. It lives and reproduces in the blood and other bodily fluids, meaning that it can be transmitted by blood getting into an open wound, sharing needles, sex, etc. It can also be caught by being on the receiving end of a Were attack, from the smallest of scratches to full blown maulings. Weres are contagious in every form. The likelihood of a child surviving the attack of a Were is slim to none. Most Weres are turned on accident sometime during adulthood.

Not Fool Proof — Added clarification on how likely a character is to contract lycanthropy.
Not everyone who comes into contact with the Were virus ends up contracting Lycanthropy. For unknown reasons, canine and feline-based lycanthropy have a higher rate of infection, while other species are more difficult to contract, reptilian being the most difficult. It's up to the player to determine whether or not the character develops lycanthropy if they come into contact with the virus.

Signs of Contraction — Updated information pertaining to the body’s reaction during the transition period up to the first shift.
In the event that a Human or Psychic was attacked by a Were, the first sign of lycanthropy is unusually fast healing of the wound that infected them, sometimes leaving behind a permanent scar even after their first shift. If they were not turned via an attack, other signs include a rise in temperature, quicker reflexes, heightened sense of smell, and sharper vision.

From the time of infection to their first shift, the Were virus constantly works to perfect the host body. This can include growing back missing limbs and curing physical ailments (blindness, cancer, etc.). During the first full moon after their initial infection, a Were’s first shift to animal form seals the virus and completes the transition from Human to Were. This shift will also heal any remaining flaws, resulting in an even more painful shift than they would have had in the first place. It is up to the player if the character retains a scar from the wound that infected them.


Forms — Added clarification about what happens when a Were stays shifted for too long, and how long they can/should remain in their shifted forms for.
If a Were stays in animal form for too long, they may not be able to shift all the way back. The eyes will usually get stuck first, followed by teeth, sharper nails, and finally, their vocal cords will fix to retain the voice they have in animal or hybrid form. They may also be a little hairier than they were before. Generally speaking, a Were should not remain in their animal form longer than 8-10 hours. The body cannot sustain the hybrid form for longer than 4-5 hours.

Forms → Animal — Updated to include size of animal form.
The default form of every Were. This shape is a near replica of their animal species. The difference between a Were and the animal is that a Were is larger in size by about 1.5x. For reference, a Werewolf's shoulder height would be equivalent to the shoulder height of a small pony. This form requires the least amount of metaphysical strength. It is the form a Were's body automatically shifts to in stressful or life-or-death situations.

Forms → Hybrid — Updated to clarify height of hybrid form and add "warrior form" notation.
Available for intermediate level and above. The second form is the famed hybrid; a mix of man and beast. This form stands on two digitigrade legs, has arms, a tail, and retains the shape of their animal head. The body is covered with fur and has claws on their fingers and toes. Weres in hybrid form are roughly a foot taller than their natural human height. (For reference, see this image.) This is the most lethal shift as it combines increased speed with the mobility of human features and the natural weapons of an animal's body. This shift is often considered the warrior form.

Groups — Updated Were territory culture and specify that multiple groups of the same species may exist.
When a Were group is formed, they will occupy an entire area or subforum in Mountainside. This is considered the group's "territory". Were groups that claim a territory are responsible for enforcing the rules on their turf. Those groups will act accordingly if they feel as though any preternatural creatures are encroaching on their territory, violating their secrets, or whatever else the group chooses to enforce. Different groups may have different rules and there may be multiple groups of the same species.

All Weres know when they've entered a group's territory. Not only are they able to smell the presence of a group, but their inner beast recognizes it as well. Weres who enter the territory of a Were group are considered guests or visitors. Visiting Weres should be on their best behavior and remain respectful of the Weres whose territory they are encroaching upon. A visiting Were will always be subject to the mercy of the group who owns the territory.


Alliances — Removed this section.

The Perks → Healing — Updated to provide clarity on how fast Weres heal and how hot their bodies run because of it.
Weres heal noticeably faster than the average human and can heal almost anything unless the wounds are caused silver. The speed at which a Were heals varies from level to level, ranging from 5x-25x faster than the human rate of healing. When a Were shifts (to animal/hybrid form and then back to human), this advances the healing process by one human week. Please see the Levels page for specifics.

Because of their constantly active healing ability, a Were’s core temperature usually runs anywhere from 101ºF-105ºF. During their infection period, this temperature is usually 105ºF-110ºF, as their healing ability is in “overdrive”. If a Were experiences heavy blood loss or a severe drop in temperature (anything below 100ºF), this can put their body into life-threatening shock.


The Perks → Immune System — Updated to reflect that Weres can get sick.
Because of their heightened immune system and their ability to heal, Weres get over being sick extremely fast.

The Downsides — Moved Weak Against Silver and Weak Against Other Weres to the new section, titled Weaknesses. Removed Relationships

Weaknesses — Moved weaknesses to their own section. Added Belladonna and High-Frequency Noise. Modified and clarified Other Creatures and Silver.
BelladonnaDiscovered to be toxic towards all supernatural, when ingested or injected into the bloodstream, belladonna slows a Were’s system and sedates them. It can cause the body to halt mid-shift and revert to human form (not including the full moon shift), subsequently knocking them out and leaving the Were in a prone and vulnerable state.

If administered during a full moon, the Were will still shift but they will revert to a New Were’s mentality; all animal, no human, and no memory either.


High-Frequency NoiseThe effect of high-pitched noises can range from irritating, to deafening, to dangerously incapacitating depending upon their intensity. High-frequency noises at extreme amplitudes can rupture eardrums and cause severe damage, leading to temporary loss of hearing and vertigo.

Other Creatures — Injuries made by other preternatural creatures will heal human slow. Psychics are not preternatural creatures.

Silver — All Weres are highly allergic to silver. If a Were encounters a silver object, their skin will react as if they have been burned. Higher concentrations of silver over long durations of skin contact will produce deeper and more intense burns than lower concentrations of silver with short periods of contact, but all Were contact with silver will burn. Wounds caused by silver objects will always heal human slow and leave scars behind. Life-threatening wounds caused by silver often result in death. If a silver object is left in the body, it will need to be removed before the silver poisons and kills the Were.


Reaction to a Full Moon — More words.
All Weres regardless of power or experience are forced to shift on the night of the full moon. A few days before the full moon, their beasts will start to rise closer to the surface, making them more susceptible to their animal instincts. Weres are usually moodier during this time and their eye color changes whenever they become agitated.

Weres can usually sense a full moon drawing nearer. Their beasts are a little harder to control during this time and extreme emotion may make them shift prematurely. Resisting the moon's influence will cause a more painful shift. Embracing the moon's influence will make the shift more natural.


Secrecy — Updated to reflect the reveal of Weres to the public.
Up until very recently, Weres have survived the millennia by flying under the radar and keeping to themselves. Not all Weres are enthused about their existence being revealed to the general public, which happened when a WereTiger and a Vampire fight got caught on camera. Some Weres may choose to maintain their human guise and some may be forced to do so in accordance with the rules set by their King/Queen.

Death — Added section to clarify what happens to a Were when they die.
Regardless of what form a Were is in, their body will always revert back to human form upon their death.


Levels


Humans & Psychics → Human → Writing Challenges — Updated to change how Psychics come into their powers.
To become a Psychic:
• Have 1 thread where your character suddenly develops an ability


Humans & Psychics → Advanced Psychic → Overview — Updated to change how Psychics come into their powers.
You've just started to get the hang of your first ability, or maybe you've had it for a while. Either way, something happens and voila! A new ability is yours.

Figuring out what this new ability is might take a bit, but hey, you've done this once before. This time the adjustment is a little smoother, but it isn't entirely without its fair share of mishaps. At least now you're more practiced at covering them up.


Weres → Infected → Abilities / Experiences — Updated to clarify what changes the body goes through before their first full moon.
• Slightly heightened senses
• Swift healing of infection site
• Continued healing as the virus works to perfect the body
  → Missing limbs take roughly 72 hours to heal, everything else is left to player discretion
• Jitters and/or feverish closer to the full moon (105ºF-110ºF)
• First shift will heal everything not already healed, often times making the pain worse


Weres → New → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
Abilities / Experiences
• Shifting takes about 5 minutes
• No memory of time spent shifted followed by an 8 hour recovery period of sleep
• Heightened senses
• Easily irritated and susceptible to mood swings.
• Heal roughly 5x faster than a human, not including progress from shifting
• High chance (75%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → Common → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
• Shifting takes about 2-3 minutes
• Can remember time spent while shifted, followed by an 4-6 hour recovery period of sleep
• Increased irritability closer to the full moon
• Heal roughly 10x faster than a human, not including progress from shifting
• Fair chance (50%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → Intermediate → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
• Hybrid form
• Shifting takes about 1-2 minutes
• Shifts are followed by a 2-4 hour recovery period of sleep
• Can use metaphysical abilities without a change in eye color
• Heal roughly 15x faster than a human, not including progress from shifting
• Small chance (25%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → Intermediate → Writing Challenges — Clarified that fighting Vampires counts towards Writing Challenges.
• Have 2 threads where your character is sparring or fighting another Were/Vampire (must have a minimum of 5 rounds)

Weres → Intermediate → Join as an Intermediate Level — Updated to clarify what is expected in an Intermediate's audition.
→ This level should be relevant to the character's history. Where has your character come from? What life experiences have provided them with the experience to support this level? What situations have promoted character growth relevant to this level? Keep in mind that the character should have spent a majority of their time as a Were in a group.

Weres → Advanced → Abilities / Experiences — Updated to reflect healing rate & how frequently a Were may shift.
• Controlled hybrid form (partial shifting)
• Only required to shift on the full moon
• Shifting takes less than a minute
• Shifting no longer requires a recovery period, but it's still a good idea
• Heal roughly 20x faster than a human, not including progress from shifting
• Tiny chance (10%+) of shifting in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the full moon


Weres → King/Queen → Abilities / Experiences — Updated to reflect healing rate, how well a King/Queen can assist with healing, and what they can pick up from their followers on group territory.
• Heal roughly 25x faster than a human, not including progress from shifting
• Force a rogue Were or Were in your group to shift. Weres must share the same species
• Assist pregnant Weres by suppressing their need to shift, even on the full moon
• Assist in the healing process of Weres in your group (no more than one level better)
• Detect rogues or other species of Were in your territory
• Sense when a group member in your territory is experiencing intense feelings (distress, anger, pain, etc.)
• Presence has a calming effect on other group members
• Immune to a Vampire's power of suggestion.


Vampires → New → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Will immediately fall into a dead-sleep from sunrise to sunset. Cannot survive sunlight
• Heightened senses
• Very easily irritated and susceptible to mood swings when hungry or when the new moon is close
• Heal roughly 5x faster than a human, not including progress from shifting
• High chance (75%+) of Bloodlust in stressful or emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 24 hours (not counting dead-sleep) before they start to wither away


Vampires → Common → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Gain one psychic ability
• Will immediately fall into a dead-sleep from sunrise to sunset. Cannot survive sunlight
• Increased irritability when hungry
• Heal roughly 10x faster than a human, not including progress from shifting
• Fair chance (50%+) of Bloodlust in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 48 hours (not counting dead-sleep) before they start to wither away


Vampires → Intermediate → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Gain an animal form to shapeshift into. See: Vampires: Abilities
• Shapeshifting is followed by a 4-6 hour recovery period of dead-sleep in addition to their regular rest period
• Changing into animal form prior to sunrise keeps them from going into dead-sleep immediately
• Can go out in the sun for up to four hours in animal form, after that time they will combust into flames and be reduced to ash
• Can use metaphysical abilities without a change in eye color
• Heal roughly 15x faster than a human, not including progress from shifting
• Small chance (25%+) of Bloodlust in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 3 days (not counting dead-sleep) before they start to wither away


Weres → Intermediate → Writing Challenges — Updated to Mirror Were Writing Challenges.
• Have 2 threads where your character is sparring or fighting another Were/Vampire (must have a minimum of 5 rounds)

Vampires → Intermediate → Join as an Intermediate Level — Updated to clarify what is expected in an Intermediate's audition.
→ This level should be relevant to the character's history. Where has your character come from? What life experiences have provided them with the experience to support this level? What situations have promoted character growth relevant to this level? Keep in mind that the character should have spent a majority of their time as a Vampire in a clutch.

Vampires → Advanced → Abilities / Experiences — Updated to reflect healing rate & how frequently a Vampire may slip into Bloodlust.
• Gain one additional Psychic power
• Shapeshifting no longer requires a recovery period, but it's still a good idea.
• No longer becomes comatose during daylight hours.
• Can go out in the sun for up to four hours in human form, after that time they will combust into flames and be reduced to ash
• Death can only occur via sunlight, starvation, or decapitation
• Can control Bloodlust under pressure
• Heal roughly 20x faster than a human, not including progress from shifting
• Small chance (10%+) of Bloodlust in stressful/emotional situations (i.e.: work or sex) as well as during the week leading up to the new moon
• Longest they can go without feeding is 7 days (not counting dead-sleep) before they start to wither away


Vampires → Dominus/Domina → Abilities / Experiences — Updated to reflect healing rate and what they can pick up from their followers on clutch territory
• Heal roughly 25x faster than a human, not including progress from shifting
• Force a rogue Vampire or a Vampire in your clutch to dead-sleep
• Assist in the healing process of Vampires in your group
• Detect rogue Vampires in your territory
• Sense when a clutch member in your territory is experiencing intense feelings (distress, anger, pain, etc.)
• Presence has a calming effect on other clutch members
• Immune to a Vampire's power of suggestion.



Ranks & Roles



Weres & Vampires → Roles — Updated to provide clarity on how to obtain a role and provide examples. Both Weres & Vampires sections were updated with basically the same verbiage, so only Weres is shown here.
When Weres continuously prove themselves useful to their group, they develop a reputation for themselves as experts in their field. Their expertise provides great benefits to their group in a number of ways and often leads to the Were in question picking up a Role.

Roles can be obtained by completing three threads where your character is practicing or using the skills needed to obtain the Role.

Characters can have any combination of the following:

Guardian
A Guardian functions as a personal bodyguard for their leader. Typically, there is at least one, but no more than two, Guardians in a single group.

Examples of relevant threads include:
  → Patroling the territory/keeps out any unwanted creatures
  → Accompanying the King/Queen outside of their territory
  → Physically defending their King/Queen


Medic
A member of the group with medical experience. They are responsible for attending the wounds and injuries of their kind as Weres are not allowed to visit a hospital for medical assistance.

Examples of relevant threads include:
  → Attending to the wounds of another Were
  → Disposing of dead bodies for their group
  → Teaching another Were to be a Medic


Mentor
Someone who specializes in helping new Weres adapt to their new lifestyle. They are on call to help with any mishaps and know how to handle other cases of crisis. They often assist other members of their group with various other were/human relations.

Examples of relevant threads include:
  → Providing advice to other Weres (must be about supernatural life)
  → Teaching other Weres about what they are and how to control it
  → Talking another Were down from a shift


Soldier
The muscle of the group. These members are in the frontline for interspecies Were scuffles. They'll also serve as bouncers for group territories or chaperones for those who need them.

Examples of relevant threads include:
  → Fighting another supernatural creature
  → Physically defending another character from a supernatural threat
  → Teaching another Were to fight/defend themselves

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#18
February 6

GUIDEBOOK CHANGES




Levels


Humans & Psychics - Psychic — Modified thread requirements needed to obtain a second power.
Have a thread where your character gains a second ability.


Weres & Vampires - Advanced — Removed requirement to be in a group within three months. Removed "consequence" of changing down to Intermediate after going inactive for three months. Characters that earn the Advanced level (or are gifted it by an admin via Birthday events or otherwise) will remain Advanced.
Wehhhhhhhhhhhhhhhhh
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