Post by Maira on Jan 2, 2006 0:42:04 GMT -5
Shifting ~
~The first Shift can be triggered either by the phase of the moon, or increasingly, by being bitten and then exposed to others as they Shift.
~The Shift is not tied strictly to moon phases anymore. It can occur when tempers flare, when around others who are Shifting, or once more experienced, at will.
~Once a person has enough control over their new condition to Shift at will, a second form to Shift into will become available; a hybrid form. It takes even more control than a full shift and so is dangerous and not mentioned to newly Changed.
~Those who’s first Shift is triggered by others Shifting, rather than a moon phase, will adopt the same abilities (or very similar ones) as the one who bit them. This happens because instead of the condition having time to integrate fully into the body and have the Shift triggered by the proper moon phase, it is forced to take what it is given. For example, a Warrior bites somebody and that person becomes a Hunter. Same moon phase as the one who bit them, same sort of abilities. Another example, a Spirit Guide bites somebody and that person becomes a Death Walker. They are technically from different moon phases but they have somewhat similar abilities.
Moon Phases ~
~Waxing Crescent – Scouts/Elementals – Some of the Scouts produced by this phase will also posses Elemental abilities. As Scouts, they are the ones sent out during times of peace to check out new territory or just to make sure a place is safe for their pard members. Those that are also Elementals will have some control over one of the four natural elements: earth, air, fire, or water.
~Waxing Half – Mediators – Just the way the ability sounds, those influenced by this phase are natural born Mediators. In any kind of dispute Mediators will be the ones to try and work things out before Alphas become involved. Unless it is a dispute between different pards, Alpha’s will commonly not even become involved.
~Full – Warriors & Hunters – Two abilities come out of this phase because before the condition started mutating these were the only two. A person would become either a Warrior or a Hunter. Hunters are sent out to hunt, sometimes food, sometimes rivals or threats. Warriors are the protectors of the pard. They are the ones that will attack enemies that the Hunters find or the enemies that find the pard. While Warriors have more innate fighting abilities, Hunters are just as able to hold their own in a fight.
~Waning Half – Seers – Depending on how strong one is in their ability, strength is normally determined by years spent Changed, Seers can catch glimpses of what is coming. Either in the immediate future or years down the road. These glimpses are often in the form of confusing jumbled images that at first make no sense. Experience interpreting the images is integral to being a good Seer for one’s pard.
~Waning Crescent – Spirit Guides – This ability consists of being able to not only speak with spirits of all kinds (including Custoss) but if one is strong enough and persuasive enough, the ability to summon, control, and/or beg favors of those spirits.
~Dark – Scouts/Death Walkers – Scouts produced by this phase are more suited to being stealthy than their WxC counterparts. They are used more for spy work and have a tendency to keep to themselves. They are the least social of the pard, especially those that also posses the Death Walker ability. It is considered a rather useless ability but those who have it know its true value. Death Walkers are capable of seeing and interacting with ghosts whereas most other were-leopards can only sense ‘something’.
Hierarchy ~
~1st - Alpha Pair
~2nd - Mediators (or Seer or Spirit Guide if no Mediator in the pard. Or whichever is senior or more experienced, decided by Alphas)
~3rd Seers/Spirit Guides
~Warriors (2nd in a fight unless Alphas die, then 1st until fighting is over)
~Hunters
~Scouts
~Scout Elementals
~Scout Death Walkers
~The first Shift can be triggered either by the phase of the moon, or increasingly, by being bitten and then exposed to others as they Shift.
~The Shift is not tied strictly to moon phases anymore. It can occur when tempers flare, when around others who are Shifting, or once more experienced, at will.
~Once a person has enough control over their new condition to Shift at will, a second form to Shift into will become available; a hybrid form. It takes even more control than a full shift and so is dangerous and not mentioned to newly Changed.
~Those who’s first Shift is triggered by others Shifting, rather than a moon phase, will adopt the same abilities (or very similar ones) as the one who bit them. This happens because instead of the condition having time to integrate fully into the body and have the Shift triggered by the proper moon phase, it is forced to take what it is given. For example, a Warrior bites somebody and that person becomes a Hunter. Same moon phase as the one who bit them, same sort of abilities. Another example, a Spirit Guide bites somebody and that person becomes a Death Walker. They are technically from different moon phases but they have somewhat similar abilities.
Moon Phases ~
~Waxing Crescent – Scouts/Elementals – Some of the Scouts produced by this phase will also posses Elemental abilities. As Scouts, they are the ones sent out during times of peace to check out new territory or just to make sure a place is safe for their pard members. Those that are also Elementals will have some control over one of the four natural elements: earth, air, fire, or water.
~Waxing Half – Mediators – Just the way the ability sounds, those influenced by this phase are natural born Mediators. In any kind of dispute Mediators will be the ones to try and work things out before Alphas become involved. Unless it is a dispute between different pards, Alpha’s will commonly not even become involved.
~Full – Warriors & Hunters – Two abilities come out of this phase because before the condition started mutating these were the only two. A person would become either a Warrior or a Hunter. Hunters are sent out to hunt, sometimes food, sometimes rivals or threats. Warriors are the protectors of the pard. They are the ones that will attack enemies that the Hunters find or the enemies that find the pard. While Warriors have more innate fighting abilities, Hunters are just as able to hold their own in a fight.
~Waning Half – Seers – Depending on how strong one is in their ability, strength is normally determined by years spent Changed, Seers can catch glimpses of what is coming. Either in the immediate future or years down the road. These glimpses are often in the form of confusing jumbled images that at first make no sense. Experience interpreting the images is integral to being a good Seer for one’s pard.
~Waning Crescent – Spirit Guides – This ability consists of being able to not only speak with spirits of all kinds (including Custoss) but if one is strong enough and persuasive enough, the ability to summon, control, and/or beg favors of those spirits.
~Dark – Scouts/Death Walkers – Scouts produced by this phase are more suited to being stealthy than their WxC counterparts. They are used more for spy work and have a tendency to keep to themselves. They are the least social of the pard, especially those that also posses the Death Walker ability. It is considered a rather useless ability but those who have it know its true value. Death Walkers are capable of seeing and interacting with ghosts whereas most other were-leopards can only sense ‘something’.
Hierarchy ~
~1st - Alpha Pair
~2nd - Mediators (or Seer or Spirit Guide if no Mediator in the pard. Or whichever is senior or more experienced, decided by Alphas)
~3rd Seers/Spirit Guides
~Warriors (2nd in a fight unless Alphas die, then 1st until fighting is over)
~Hunters
~Scouts
~Scout Elementals
~Scout Death Walkers