Topic: The Blood Moon Pack

Savannah Liberty Caine

Date: 2009-11-05 18:09 EST
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The Pack Positions


Haran- wolf king (one) The oldest and the wisest of the wolves. His words are law and overruled the two alpha under him.


Alpha: (one - two) this is the pack leader and figure head; usually a very dominant, bold and charismatic personality.


Beta: (one-two) the Alpha's second-in-command; if the Alpha has to leave the territory, the Beta takes over.

Shaman: one male) (one female) a spiritual leader who is believed to have special powers such as prophecy and the ability to heal. And teaching the wolves the old ways of the wolves.

Gamma: (one-two) the pack's head medic. These wolves are essential to maintaining the health of a wolf pack.


Delta: (one-two) the pack's head teacher of all newly infected werewolves. New wolves have to learn how to contain their temperamental fits and blood lust so they do not become a potential threat to the secrecy of the pack.


Epsilon: (unlimited number) the pack warriors, whose main responsibility is to protect the pack and keep watch for danger. These wolves worked hard to earn their rank.


Zeta: (unlimited number) pack members who have established themselves as loyal, reputable individuals, and whose main duty is to teach other packmates how to use their gift.


Iota: (unlimited number) a pack member with seniority over Kappas due to experience or proven loyalty.


Kappa: (unlimited number) a regular member of the pack.


Lobo: (unlimited number) The lobo is best described as a wanderer and as a mercenary with honor. They come and go from packs in their own time and ways, generally staying Until no longer needed or wanted, whichever comes first. Unlike the other ranks, Lobos generally have the highest amount of conflict and friction Within a pack. As such when one first appears, he or she is often distrusted and must earn the trust of the pack. that unlike the other ranks, within a pack, Lobos can carry multiple duties.

Omega: the lowest ranking member; this individual must have done something to incur the pack's disdain. They're forced to eat last at meals, and many of the other werewolves will take out their frustrations on the omega.


Any pack member of the Blood Moon Pack can duel or fight for the main leadership position- Alpha or the any other types of postions.

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Just Info-

Callings


A werewolf's calling is passed down through the Lycanthropy mutation, so that a werewolf adopts the Calling of their father or their sire. Callings are goals that become an all-consuming need to a werewolf, almost instinctual. These Callings have been passed down from the very first generation of werewolves. Most of the founders were less than friendly, and as a result, modern-day werewolves often find themselves tormented by the insatiable need to accomplish something that may be contrary to their very nature. Because of how personal a Calling can be, werewolves keep theirs a secret. It is considered taboo to inquire about another werewolf's Calling - it is a gross invasion of privacy.


Ignoring or failing to satisfy a Calling is a very dangerous choice for a werewolf. The results can be unpleasant, or even deadly.


List of Callings


Bonded's Calling: find true love and soulbond.


Dominion's Calling: gain dominion over all other Phases as their superior.


Fixation's Calling: pursue an absolute obsession. This may be with a hobby, a substance, a person, an ideal, or an activity, to name a few possible fixations.


Guardian's Calling: protect and defend friends and loved ones, even at the risk of losing your own life.


Healer's Calling: seek out those who are in peril and aid them, even at risk to yourself

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Infection's Calling: bite and infect as many humans as possible with the intent of turning them into werewolves.


Judgment's Calling: seek out and bring to justice all evil-doers.


Lunatic's Calling: sew chaos, generate entropy, upset the peace and the status quo. (Note: This is a 'wildcard' Calling that can be inherited from a werewolf of any Calling.)


Name's Calling: gain recognition through fame or infamy and make a name for yourself.


Progenitor's Calling: reproduce and have/make children. Contributed by Sunreon


Seeker's Calling: accumulate knowledge, wisdom, intellect and apply it.


Sentinel's Calling: protect the sanctity of your personal or pack's territory from intruders at all costs.


Slayer's Calling: rid the earth of humans to make way for a world ruled by werewolves.


Tyrant's Calling: gain dominance over all others in your territory and rise through the ranks of your pack.


Wanderer's Calling: roam the earth, unable to stay in any one locale for too long. - Contributed by Beckyy




Each Phase is associated with certain supernatural powers or abilities, known as Gifts. Each werewolf, upon their first transformation, is blessed with the most basic form of ONE (1) of the Gifts associated with their Phase.

Through practice or training, the werewolf grows more talented with their Gift and can use it to greater effect.
This list is by no means exhaustive of the variety of Gifts possessed by the werewolf population. If you have an idea for a Gift which is not on this list, Please try to avoid 'elemental' powers; the werewolves of Rift do not breathe fire, shoot water jets, or make plants grow.

List of Gifts with Associated Phases

Animal Communion: Speaking with animals - Skaal, Arkai

Craftsman's Gift: Mentally crafting materials - Kuduma

Deadspeech: Speaking with the deceased - Skaal, Feros

Destruction: Causing harm to the bodies of others - Feros

Dreamwalking: Entering and manipulating the dreams of others - Kuduma, Mencari

Empathy: Feeling the emotions of others - Skaal, Mencari, Kuduma

Illusion: Creating hallucinations and mirages - Arkai, Kuduma, Skaal

Immunity: Immunity to one or several Gifts - Arkai, Kuduma

Leeching: Stealing the Gifts of others - Skaal, Arkai

Mending: Healing the wounds of others - Mencari, Kuduma

Mindcrawling: Exploring and manipulating the memories of others - Arkai, Mencari

Modification: Changing physical attributes and appearance - Feros, Kuduma

Projection: Parting the spirit from the body for astral exploration - Mencari, Feros

Regeneration: Supernaturally fast healing - Feros, Mencari, Skaal

Shadowstepping: Hiding in plain sight - Arkai

Telepathy: Communicating with others mentally - Skaal, Mencari

Venom: Poisonous teeth and claws - Feros, Arkai


List of Phases with Associated Gifts

Feros: Destruction, Modification, Regeneration, Deadspeech, Projection, Venom

Kuduma: Modification, Dreamwalking, Craftsman's Gift, Immunity, Empathy, Mending, Illusion

Skaal: Regeneration, Deadspeech, Telepathy, Animal Communion, Empathy, Leeching, Illusion

Mencari: Dreamwalking, Regeneration, Empathy, Mending, Projection, Mindcrawling, Telepathy

Arkai: Venom, Animal Communion, Illusion, Immunity, Shadowstepping, Mindcrawling, Leeching

The French term for werewolf. Unlike the werewolf legends, Loup-Garoux can turn at will. The Full Moon has no effect on them whatsoever. You cannot become a Loup-Garoux. You are either born one, or not. Silver can kill them. So can normal bullets, piercing through the heart-as is done with vampires-, and fire. They are not cursed, but blessed. They are more powerful than man, more powerful than beast. It is said that when they turn, they are not the disfigured hairy beasts society has made them out to be, but beautiful creatures. They look just like wolves, but slightly larger. They are mentioned in the book Blood and Chocolate, and also in the movie of that novel.

Lupines are born in the wolf, and Lycan were bittened

Savannah Liberty Caine

Date: 2009-12-06 23:57 EST
Lycan" is another term (and the proper name) for a werewolf. These creatures have been told about almost as long as the vampires but, they too have been warped by the erosion of time. They do have weaknesses but few and far between. Their main one is silver which can kill them if left in contact or in their body over an amount of time. Other than that, each individual lycan has his or her own weaknesses, but the silver is the communal weakness. To be turned into a lycan, one must be bitten by a current lycan in their wolf, not human. When bitten, they cannot right away change into a lycan. They must wait until the next full moon. The first change is painful since they are not accustomed to the change, but soon after, they can change at will and it will not bother them. Lycans, when in one of it's forms Animal - Looks to be a normal but rather large wolf, Anthro - a 5-7 foot tall wolf walking on hind legs with more human like hand/paws. They can speak the human thong as well as beast in this form, or Human - looks like normal human yet sometime eyes are different and they have animal like tendencies and they have preternatural strength, speed, and agility

Savannah Liberty Caine

Date: 2009-12-07 19:29 EST

Lycanthropes, or werecreatures, are actually humans (or possibly half elves) that have gained the ability to alter their form into that of a specific type of beast. This power occurs as the result of having been afflicted with a disease known as lycanthropy. The most common and well documented of such individuals are werewolves, but many variations exist including werebear, wererat, wereraven and weretiger. These are known as the Changing Breeds.

In human form these creatures appear to be the same as a normal human, although they may inherit subtle physical and behavioral traits in connection with their associated animal. Contrary to popular belief, lycanthropes are not ruled by the cycle of the moon. While a full moon may increase the calling of the animalistic side of their nature, it's merely a heightened awareness of an innate sense that exists in all living creatures.

A lycanthrope can assume animal form as required, with few limitations. After the change it retains the thought processes of its human state but can no longer speak in its human tongue. Werecreatures can, however, communicate with other animals of their were type as well as being able to perform any abilities normally associated with them. In addition to assuming human and animal form some lycanthropes are able to halt their transformation before it is fully complete, forming a Manbeast. This is usually a skill practiced by more aggressive individuals because it utilizes the advantages of both forms. The strength, reflexes and heightened senses of their animal side combined with the manual dexterity of a human makes for a dangerous adversary. Add to this combination such likelihoods as: a short temper, a craving for fresh meat or even a headache and you could be faced with a frenzied mass of fur, fangs and claws.

Slowing down a lycanthrope that may have taken a disliking to the color of your shirt is a less than straightforward process. When not in human form, these creatures can only be harmed through the use of certain weapons according to the type of beast or magic. A lycanthrope has no use for weapons and all attacks are made with teeth and claws. If killed, these creatures will revert back to their human form. Surviving an encounter with a lycanthrope may, at first, seem like a cause for celebration but, as you tend to your wounds, be wary of the creature's legacy and the chance that it may have shared it with you. Whether you killed the beast or merely sent it packing is of no consequence. If it wounded you deep enough during the confrontation, it may well have infected you with lycanthropy.

Lycanthropy is spread in two ways - genetics and through fluid exchange.
Genetically - The Virus can be given to the offspring of any of the changing breeds. However, this does not mean the child will become a Lycan. The virus can lay dormant for generations and awaken hundreds of years later so long as it continues to pass along the bloodline. This type of Lycanthropy cannot be "cured" or "cleansed".
When two werecreatures mate, the offspring will almost always be a wereling. There are no Half-Breed Lycan's. If a Human born Bastet and a Human born Garou create a child and the child is born with the virus they will either be Bastet OR Garou. If only one parent is a werecreature, there is a 50% chance the child will not be born with the were trait and 50% chance they will carry the virus but not awaken.
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By Exchange - Lycanthropy can be exchanged through saliva/blood and blood/blood contact. It can also be spread sexually if either partner has an open wound, an infected mother can also pass it via nursing to he child. This can only be done by "awakened" Lycan's - if you simply are a carrier of the Virus it does not apply. The nightmares that the disease causes trigger the shapeshifting, as does any stressful situation. The fever that accompanies the dreams (usually about running, hunting, and killing) is the first warning that the victim is infected. The shapeshifting is quite painful, particularly at first. The victim typically does nothing but howl in pain during the transformation. The proccess of changing can take anywhere from hours to weeks. This duration depends on the depth of the infected wound and the victim's general level of health. In most cases symptoms do not usually begin to appear until half the time has elapsed. It is possible to have the infection removed through magical healing or cleansing, but only if sought before the disease has fully taken hold. The longer the person has been a lycan the harder it is to remove the disease.
For some, a lycanthrope's condition is not seen as a curse but as something to embrace. Druids (members of a religious sect that worships nature) aim to achieve and maintain a balance with all natural life. Their devotion to this cause allows them to use spells to further their work and to communicate with plants and animals. Some druids, however, strive to get even closer to nature and, seeing lycanthropy as being the tool for the job, they purposefully infect themselves with the disease. It is perhaps worth noting that lycanthropy is a disease that only affects humans and humanoid races. Races, such as Dragons, who are not actually human but rather take humanoid form will merely heal or die when inflicted with the disease.


Types of Lycanthropes
There are two commonality between all of the Changing Breeds. That of their Breeds and the 5 Forms.
A Lycan's Breed is determined by how they were born or rather by what. (Note: Corax are an exception being they are created, not born.)
1. Human/Homid Born - These Lycans are born from a human parent, in human form. This Breed also includes those infected by the disease.
2. Metis - These lycans are born of two were-creatures (usually of the same breed). Metis are often born with some type of deformity although this is not always the case. Metis Wererats are always born with a deformity while Metis Kitsune are not. Ananasi do not have a Metis form.
3. Animal Born - This breed has a different name depending ones animal breed. These lycans are animal born, to animal parents.
Tho they may have different names, all werecreatures can take any of the following forms:
1. Human Form, also known as Homid Form. In this form the lycan is not distinguishable from any other human (or variant) race.
2. Near-Man Form. In this form the lycan begins to take on various animalistic traits. They may form slightly tapered ears and claws, some might form whiskers or feathers. It is dependant upon this animal.
3. Crinos Form. The combat form, this is a full hybrid form that can invoke a senseless fear in any mortal. In this form the lycan becomes half animal half man two to three times their homid size.
4. Near-Animal Form. In this form the lycan resembles a large version of their animal form, usually twice to three times that of the normal animal.
5. Animal Form. The lycan is no different than any normal animal of their kind. A Garou is but a Wolf, A Bastet is but the same as their breed cat.
The Ananasi are a unique breed that have the ability to take on a sixth form, known as Crawlerling Form. The werespider breaks himself into a horde of normal-sized spiders, literally enough to make up his full human mass. Considering the weight of the average spider, that makes for a substantial number. While in any combat situation, most Ananasi seem to lean toward larger, more aggressive shapes. When trying to hide themselves, however, many prefer the faster and less detectable forms of their species.
Kitsune, however, all HTH requirements for them are halved (rounded up).

WEAKNESSES: All werecreatures take additional damage from silver or silver weapons. The Exceptions to this are Corax - who take additional damage from Gold, Ananasi - who are immune from this weakness, and Mokole - who take additional damage from both silver and gold. Exposure to gold and/or silver in general (depending on weakness) causes various reactions from fear, to burn or toxic sickness. (RP Weakness Only, Please roleplay your weakness accordingly.)
Breed Specific Abilities
All Breeds have their own special abilities which are gained as the player progresses in dice/strength, as listed above by link. You may only use a total of 3 of your abilities from any registrations you own during a match (unless stated otherwise ).

Anytime you use one of your lycan abilities, whether in combat or in role play you must state the name of the ability in brackets, as well as your registration, and what the skill does, then roleplay it out. Then you roleplay it out. There is no need to roll your dice, it is assumed that they are successful (when in combat you do still roll attack dice!).

Werewolves (Garou)

Werewolves are perhaps the most numerous lycanthropes in all the worlds. They're especially common in DnD, Ravenloft and FR. Like most wolves, werewolves prefer wooded terrain. In beast form, their hearing and sense of smell are excellent. Their wolf vocabulary includes yipes, barks, growls, whines, and howls. The howl can be heard up to five miles away, and causes unease in those who hear it.

Werewolves are chaotic creatures. They beastly nature urges them to hunt and kill. According to many tales, werewolves are cursed to hunt the ones they love. In truth, when the moon is full a werewolf may become lost in the blood-lust of his beast form and kill any prey he finds alone or vulnerable-including people he knows. The Brethren-werewolves and their wolf followers-gather in packs, each with its own leader, hierarchy, and territory. A pack generally consists of 2-4 werewolves and 4-8 wolves with a territory of about 56 square miles (an 8 mile hex). Territories can support larger packs only if the werewolves hunt domestic animals or import more wild animals. The werewolves dominate the normal wolves and may fight among themselves for the right to lead the pack. Despite this squabbling, a strong bond unites the pack. When one member is threatened, the entire pack responds.

Occasionally, neighboring werewolves unite their packs into a single devastating force. The leaders of each pack may challenge one another for positions with in the chain of command. The hierarchy generally falls along experienced levels, with the most experienced werewolf commanding the entire pack. Any werewolf who wishes to be above another werewolf in the chain of command must challenge him. If the opponent accepts the challenge, they must fight to the death, or until one submits. Declining a challenge indicates acceptance of the other werewolf's authority.

Werewolves usually know human identities of their fellow pack members. They vow to guard this knowledge with their lives, for discovery would jeopardize the entire pack.

When in human form, many werewolves try to hide their nature and live normal lives. This can be difficult. Werewolves must take care to avoid silver and wolfsbane-their reactions to these substances may expose their secrets. Equally noticeable are the reactions animals have to werewolves. Horses show fear, and may strike out or bolt from the werewolves' presence. Dogs may challenge a werewolf intruding their territory - to them, a werewolf smells more like a rival dog than a human. Wild wolves, on the other hand, may be drawn to the werewolf's abode. It's not uncommon for werewolves to have "pet" wolves hanging around.
Werewolves may retain some physical characteristics of their human form when in wolf form. For instance, a human who limps may also limp in wolf form. Black-haired werewolves are black-furred in wolf form; auburn-haired werewolves have a touch of red in their gray fur. As with normal wolves, most werewolves are paler on their outside (throat, chest, and belly). Eye color remains the same in human or in wolf forms.
Generally, the larger a werewolf in human form, the larger he is in beast form. Most werewolves weigh, in wolf or wolf-man form, 1.5 times their human weight. A 6' werewolf weighing 170 lbs (in human form) stands about 3' at the shoulder in wolf form, weighs 225 lbs, and is a little over 6' long (including tail).

Ability Explanations:
Child of the Moon: Lycans are born with (or developed) innate senses that allow them to easily detect and sense things about the world around them. This gift gives the Were a +1 Magic Resistance when in Homid (Human) or Near-Man form and a +2 Magic Resistance when in Crinos, Near-Animal or Full Animal form.
Claw Attack: By assuming Near-Man form a Were can form deadly razor like claws, giving them a +5 attack throughout combat anytime they are used. The lycan may also instead take Near-Animal form and do a one time 2d10 damage. You must pick one or the other. (Attack)
Blur: The were-creature moves so fast it is a blur when it is being attacked. When in Near-Man form this gives them a +5 Defense throughout combat. The lycan may also instead take Near-Animal form giving them a one time 2d10 defense. You must pick one or the other. (Defense)
Fortitude of the Beast: Garou are known for their simple endurance in combat, some however are especially toughened. Those who have this ability are harder to knock down and keep down and in the end harder to kill. This ability adds a permanent +3 to the difficulty of Bounty Hunter and Assassination attempts. (i.e. if the lycan's htk was 10 it is now 13)
Heightened Senses - Lycans are born with (or developed) innate senses that allow them to easily detect and sense things about the world around them. This gift gives the Lycan a +1 Perception when in Homid (Human) or Near-Man form and a +2 perception when in Crinos, Near-Animal or Full Animal form.
Hybrid Form Attack: Crinos is the Battle form of all Lycans, by taking this form the Lycan is granted the use of 4d for the duration of combat. (Effect)
Umbral Slip - This gift allows the lycan to quickly step into the umbra, effectively evading a single incoming attack during combat. (Evade)
Visceral Agony: The Garou turns her claws into barbed talons dripping with black venom. The pain caused by these claws is excruciating. A legal UV heal is required to remove the toxin from the target's bloodstream within 24 hours, or the target will fall comatose until healed. (Double Roll)
Call of the Hunt: Garou are sometimes considered the most feral of all lycan breeds. Their love for combat, carnage and blood is unmatched by any other. This gift boost the Lycan's normal Hunting Bonus of +1 to that of a +5.
Gaia's Vengeance: The Garou can cause the very features of the land to animate and attack intruders: branches will lash out, rocks will roll and smash, vines will trip, water will suck victims under, etc. During Quests this causes 1d20 damage to any of the intruders.
Suppress the Beast - Elder lycans especially are known for both their brutal nature and their powerful demeanor. This is in part due to the longevity of the union between their beast and themselves.. Those who have attained such an age and power may for a short time impose their will upon other lycans, mostly younger and more.. temperamental lycans - effectively repressing their opponents beast and weakening them. When used upon another Lycan the other Lycan is reduced to little more than a human, none of his lycan abilities may be used until the elder has left the area. This may only be used on Same Breed Lycans of lower dice, it cannot be used in combat. If both Lycan's are the same dice, the one with the highest audited XP trumps the other.
Halt the Coward's Flight: As already noted the Garou are known for their thirst for combat. With this gift the Garou may slow his fleeing foes, preventing them from escaping his wrath. Effectively removes the target's ability to flee during a failed attempt, forcing them to fight. This counts towards one of the Garou's in-combat abilities. (Initiate)


Nimbleness - All Lycan's are well balanced, quick on their feet and very agile, they can dodge, duck and scamper out of the way of almost anything. Some simply have the ability to soak more damage than others. When in Near-Man form this gives them a +5 Defense throughout combat. The lycan may also instead take Near-Animal form giving them a one time 2d10 defense. You must pick one or the other. (Defense)
Heightened Senses - Lycans are born with (or developed) innate senses that allow them to easily detect and sense things about the world around them. This gift gives the Lycan a +1 Perception when in Homid (Human) or Near-Man form and a +2 perception when in Crinos, Near-Animal or Full Animal form.

Soothe/Summon Storm: Mighty werecats can call upon the weather spirits to whip up or disperse a storm. The bigger the tempest, the harder it is to call up or put it down. Doing so usually requires a long rite in which the cat yowls and capers at the sky. Undoing what you have summoned requires another, harder effort. This Gift is said to be a birthright from Nala herself.
one another between council meetings.



 



This book contains the basic elements for exploration into a fascinating, yet largely untouched, facet of occultism; Lycanthropy (Werewolfism). In this book I have outlined the basic theories and instructions for lycanthropy. I have summed up years of personal work with this subject here, and now I present to you the "meat" of my work. But before we go on, let me introduce myself. My initiatory name is Frater D, and I have been a practicing magician for several years. My work has taken me to many fascinating places and fields of study. So it was inevitable that the subject of werewolfism would cross my path. My initial investigation into the subject was admittedly ?half-hearted?. However after a more serious look, it seemed as though this was more and more becoming a part of my achievable reality. The myths are somewhat exaggerated, but a type of physical transformation is possible, as you will soon see. I wrote this book primarily because a good text on the subject of actual transformation has never been written (As far as I know.), and I wanted to cover some new ground. So venture forward, and suspend your disbelief long enough to learn.
#The Werewolf: a brief description
Webster's 20th Century Dictionary defines a Werewolf thusly: "(In folklore), a person changed into a wolf, or one capable of assuming the form of a wolf at will." This is a fairly good definition considering the current scientific dogma. But for our purposes, I need to give a clearer, more accurate definition. So for this book we will define a Werewolf as: A person who has regressed, by force of will and desire, to a feral or wolflike state, both physically and mentally.
Let me expand in detail:
"A person who has regressed, by force of will and desire, to a feral or wolflike state.?: By this I mean a person who has temporarily cast off the societal chains that repress the id (In psychoanalysis the "id" is the part of the psyche responsible for basic animal instincts.). I say regression, because the ?higher? or ?civilized? mind takes a secondary position in the consciousness. Will is a great factor in the transformation, it takes a profound force of will to transform. Yet this is a worthwhile task for the magician, as the animal state is desirable on occasion, because of its liberating and stress purging effects. The word feral refers to a wild or untamed state. Indeed you are quite wild while in this state, which is why certain precautions must be taken (Which will be explained in a later chapter.) The wolf is the archetype of all that is wild and untamed. Yet it remains a noble and beautiful creature. Of course if you identify more with another animal, you can choose that one instead.
"Both physically and mentally.?: The transformation first takes place as a subjective shift in the consciousness of the person, but then proceeds to manifest itself in more physiological ways. This is not to say that you will grow fur and fangs, but rather that your body will act in a manner that is different from its natural state. Now that I have explained what a werewolf is, let's explore why we would wish to achieve this state.
#Why the Werewolf?
As you all know, the Werewolf is a fascinating and prevalent "myth". Stories of the Werewolf can be found around the world. This powerful creature seems to be rivaled in popularity only by the Vampire. There are several reasons for this prevalence, but I feel that the basic scientific/sociological reasons are the most fascinating. Inside man's brain there are certain tissue masses that control his primal desires; hunger, sex, etc. These parts appear to have been added onto in the process of evolution. That is to say that at one point these were "front seat" functions, that dominated our entire being. As man evolved and grew more complex, these functions began to take a "backseat" position. Of course we continue to need food, sex, etc., but in our highly technological society these are viewed as being of secondary importance to say, running a computer (Except for eating, which is viewed as necessary to maintain health and energy, so that you can run the computer!). Now we are in a worldwide state where our primal instincts are being repressed (by major religions) and ignored (by technology). But the instinct is still there, never dying, just hidden. I am not saying that you should drop on all fours, abandon higher reasoning and run wildly into the forest, I'm just saying that we must appreciate the entire being, including the animal within. This appreciation can be accomplished through lycanthropic metamorphosis. It's easy to see why achieving the animal state from time to time can be both liberating and fun. Just as long as we don't let it dominate our being. It is only one small part of the entire psyche, and to neglect the other parts would just put us back into the situation we're trying to avoid.
#The Power of Lycanthropy
So now that we know what Lycanthropy is and why it is a desirable state, let us explore what we can expect from the experience of metamorphosis. Here is a list of some of the powers that you may experience while in a state of lycanthropy. The experience will be different for everyone, but here are some of the more common experiences.
Augmented Senses: While in this state, one usually finds that every physical sense is enhanced. The colors are more vivid. The sounds are sharper and clearer. You can detect scents that you couldn't while in human form. Taste is richer (both good and bad). Your skin becomes highly sensitive to stimulus.
Increased Physical Prowess: While in this state, one usually finds that they have increased agility and strength.
Increased Sex Drive: This is a major experience in lycanthropy. However you must refrain from sexual Intercourse unless you have a willing partner, of legal age, who understands EXACTLY what is going on.
As for other powers/experiences, they will be different for everyone. So just experience the experience, so to speak, and keep in mind that with power comes responsibility. Werewolfism is no different.
#A Brief Warning
Lycanthropy can be dangerous if misused. So I will now outline the conditions under which the transformation must take place to insure its proper use.
1) Never use lycanthropy while angry, unless you are in a safe uninhabited environment. Doing this could cause a violent reaction, which will just make the situation worse.
2) Only use lycanthropy around people who you trust, and fully understand what you are doing. However it is best that you use it alone, as this better facilitates uninhibited release.
3) Only use lycanthropy in a proper environment, such as your own property, away from prying eyes. This better facilitates the transformation, and will help keep police calls about "wild animals roaming the neighborhood", down to a dull roar.
4) Do not let lycanthropy dominate your life. Obsession is a possibility, so you must, from time to time, examine yourself from the standpoint of an objective observer. Treat lycanthropy as something special, and don't over do it.
If you follow these guidelines you should be all right. This is an enjoyable experience, but caution must be taken. Once again I must repeat: Neither the publisher nor I will take any responsibility for the use or misuse of the theories and practices contained herein, or the misinterpretation of the same.
#Preliminary Exercises
Before we get into the actual techniques for effecting the transformation, there are 2 preliminary exercises that must be mastered. Devote an hour, 4 days a week (no more, no less), to practicing these exercises. Do not go on to the actual transformation until these have been mastered (At least 2 weeks practice.). After you have transformed for the first time, it is suggested that these exercises be continued, however, according to your own schedule.
Form Assumption: Position yourself in a manner that you feel a werewolf (Or other were-beast if you are not using a wolf.) would stand while resting. Then see your form become that of a werewolf. Just close your eyes, and imagine your body becoming that of a werewolf. See the transformation of your body. It is important that you experience this behind your eyes, meaning as if you were watching yourself transform from your normal perspective. Not from the perspective of an observer.
Mind Assumption: For this exercise, you must think and feel how you believe a werewolf would. Shift your consciousness to that of an animal. Experience your world through the eyes of a werewolf. Experience the urges and instincts of an animal.
After you have mastered these exercises and created the proper environment, you are ready for the transformation.
#The Blueprint
You will find it extremely useful to use a prop or costume in your practice of lycanthropy. The costume will serve as a blueprint for what you will become. I would not recommend using a full costume, but rather some artificial fur that can be affixed to your body. It is also up to you whether or not you will work nude with the fur, or clothed with the fur. It is much a matter of what you are comfortable with. It will also serve you well to use the same costume for every transformation. Be very thorough and selective when creating your blueprint. For the more adventurous and experienced occultist, I would even recommend attaching a lycanthropy thoughtform or astral pattern to the costume, as this can greatly aid the process.
#The Environment
In the practice of lycanthropy it is essential that you create the proper environment for the transformation. The following is a proper outline to work with.
1) Firstly the environment needs to be secure from prying eyes and intrusion (I do pity the unsuspecting intruder who encounters the lycanthrope while in werewolf cycle.)
2) The best environment is outdoors, in a natural forest setting (Or the natural environment of your particular animal, if you do not choose the wolf.) However it is often difficult to get both this and a secure environment in one package, so you may have to improvise according to your ing?nue.
3) You may wish to consider placing some food within your environment. I would recommend a plate of cooked meat such as steak. This appeals directly to a powerful primal urge.
4) Be thorough and inventive.
#Other Points of Interest
In your practice of lycanthropy you may wish to use elements from various systems of occult thought to augment the experience. Here are two suggestions:
Invocation: You may wish to perform a ritual invocation of a lupine deity, spirit or principal to aid in your work. Since invocation in and of itself is beyond the scope of this small text, I suggest that you study a book that outlines this practice in detail. As for the godform itself, I highly recommend Fenris of Norse Mythology. (While on the subject of Norse mythology, I must suggest that you also learn of the Berserkers. Berserkers were special warriors that would don the skins of animals and fight with a wild animal rage against all enemies.)
The Moon: You may wish to time your transformations according to the lunar cycle. I have found this be particularly effective in my practice of this art.
Of course there are many more possibilities and avenues to be explored. I have included these because they have proven their effectiveness to me. As with all magical art, imagination and experimentation are essential. Therefore treat these instructions as a beginning for your exploration into this subject, and not the final word.
#Effecting The Transformation
I will now give you a technique for transforming yourself into a werewolf. You will probably have to practice and experiment a little with the technique to effect the transformation completely. Perseverance is the key.
- The Transformation -
A) Put on the animal "blueprint" costume.

B) Go to your designated area, and find a comfortable spot to sit. Close your eyes and clear your mind. Meditate upon the qualities of the animal that you wish to become. See it hunting, mating, etc. Become aware of your desire to be this animal, and let that desire grow in intensity.

C) Now examine the present stressors in your life, and think what it would be like if you could cast off the responsibilities of society, and become this beast. Let the stress that you feel fuel your desire to become the animal.

D) Visualize as intensely as possible, your chosen animal standing behind you. See it, feel it, conjure this image powerfully. When you can actually "feel" the creature, see it step into your body. (In this step you are actually creating an astral archetype to aid in the process.)

E) Now see your form become that of the animal. Visualize this as intensely as possible. Will yourself to become the animal.

F) Now take on the mind of the animal as in the preliminaries. Ignore all thoughts that are not those of an animal. Don't think in words, but rather pictures and experiences. Will a total consciousness merger with the animal.

G) When you have achieved a good degree of success with this, get up and move like a werewolf (or your particular animal). Move exactly how you feel that a werewolf should move. Act like the animal, sniff the air, listen to the sounds around you, and search with a piercing stare into dark corners and shadowed areas. Run, snarl, howl, do whatever it is that you feel is right. Become the animal in thought and action. If the moon is in view, it can serve as a powerful focal point.

H) As you are acting like the animal, find the dominant emotion that you are feeling and try to intensify it (If it is lust, then sexually stimulate yourself. If it is joy, then more fully revel in what you are becoming.)

I) When you are at the "peak" of this exercise (In the case of lust, this would be orgasm.), feel yourself transform completely. You are now the animal. You may find that your body transforms. Again, This not to say that you will grow fur and claws, but rather your body will use itself in a manner that you are not used to. This is a sign of great progress, just go with it.

J) When you are ready to return to your normal human state, just sit down, and separate yourself from the animal. Take on your normal consciousness, go get something to eat, take a nap, and relax.
There you have it! That was simple wasn't it? Of course it will get easier each time, but it was probably much easier than you anticipated. You now have a great gift, use it wisely. I recommend that you experiment with your own ideas. Be original, innovative and passionate with your application of lycanthropy. It has been said before (and quite wisely so!), that there is no room for authority in occultism.
#Conclusion
It is my hope that this short text has broadened your studies and awakened your imagination to the possibility of new experiences. It is my opinion that the liberating effects of lycanthropy can prove indispensable to the magician. Especially those who work in a ?darker vein? of the art such as myself. There is still much to be explored on the subject. Hopefully in the future I will publish further findings and points of interest pertaining to this and related subjects.
Acknowledgements:
Firstly, I would like to thank Frater Zeht and the O.L.N., whose teachings have aided me greatly with my work on this subject. I also wish to extend the deepest gratitude to all of my teachers and students who continue to instruct and inspire me. And lastly to my wife and son for their infinite patience and understanding as I Invoke the Mysteries.
Infernally, Frater D.