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Generic Werewolf v2.1

Generic Werewolf v2.1 is a role-playing game that allows players to embody various types of werewolves in diverse settings, from medieval times to modern day. Players can choose their starting location, age, gender, race, and origin, along with unique abilities and perks that enhance their gameplay experience. The game emphasizes customization and transformation, enabling players to explore their wolf-like traits and abilities in a richly detailed world.

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0% found this document useful (0 votes)
26 views46 pages

Generic Werewolf v2.1

Generic Werewolf v2.1 is a role-playing game that allows players to embody various types of werewolves in diverse settings, from medieval times to modern day. Players can choose their starting location, age, gender, race, and origin, along with unique abilities and perks that enhance their gameplay experience. The game emphasizes customization and transformation, enabling players to explore their wolf-like traits and abilities in a richly detailed world.

Uploaded by

loweb11
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Generic Werewolf

v2.1
by Negative-Tangerine

Welcome to a world of wolves, wolf men, wolf spirits, and more wolves than you can shake a stick at.

What type of wolf are you? And do you like sticks?

Take 1000 Canine Points to help you be the best wolf you can be.
World Setting

The specifics of these locations as well as what time period or setting they take place in are entirely up to the
Jumper and their Jump-Chan / Benefactor. Go to the Victorian Age, the Middle Ages, The modern Day, or two
Galaxies to the Left, it's up to you where and when this jump takes place.

Starting Location
Roll a 1d6 to determine where you start. Otherwise pay 50 CP to choose your Starting Location.

1) Forest Stream / Lake [Hermit / Drop-In]

2) Village / Small Town [Peasant / Citizen]

3) Field / Plain

4) Road / Highway [Knight / Soldier]

5) Castle / Palace [Free for Royalty / Head of State]

6) Free Pick.

Setting Period
Roll a 1d8 to determine where you start. Otherwise pay 50 CP to choose your Setting Period.

1) Medieval Times

2) Victorian Ages

3) World War One

4) World War Two

5) Modern Day

6) Sci-fi Setting

7) Fantasy Setting

8) Free Pick
Age and Gender
Ages are 15+2d8 and gender is whatever you were previously.
It is 50cp each to choose your own age or gender.

Origin: Race
What race did you start as before your change?

Human
You are and always have been a human, roaming the earth on two legs, imposing your will upon everywhere
you go and everything you see. Your change has brought you closer to the wild nature that man has long
forgotten.

Wolf
You were always a wolf but with your change, you have become more than you once were. Whether due to a
curse from the gods, the experiment of a mad magician, or a chance of fate, you now have a clarity of mind
and knowledge that separates you from the common animal. It is time for you to walk and thrive among the
human masses. This origin cannot take the Artifact / External Source as they are a wolf already by default and
need another source to have human and were- forms.

Origin: Station in Life


What is your station in life?

Hermit / Drop-In [0 CP]


Whether you just appeared one day from thin air or lived as a hermit away from any civilization to stay in touch
with your wolf half and not risk others, you have no history or background in this world that anyone else would
know.

Peasant / Citizen [0 CP]


You are a person of common means, with no real political power or martial might, whether you were infected
recently or have been a shifter your entire life, you have taken care to not be found out as the common man
can be a superstitious and cowardly lot.

Knight / Soldier [100 CP]


You may be a lone wolf plying your trade as a mercenary or part of a brotherhood and pack with others of your
kind, either way you tend to utilize your enhanced physique and skills to fight for a cause or money.

Royalty / Head of State [200 CP]


You are a true leader of your pack, whether a small pack of other shifters, a group of disparate people from all
over the land, or from an actual position of power within normal society. You employ your feral charisma, and
animalistic intimidation to further your goals and amass power for you and your kind.
Origin: Werewolf Source
How did you gain your abilities? Choose one. This will mainly flavor and affect your background and how your
particular transformation is gained or works.

Artifact / External Source [0 CP | Restricted to Human]


[Requires either the purchase of the Hide item or the Companion Wolf Spirit]
These werewolves are humans that transform through the use of magical artifacts or pacts with wolf spirits.

You must choose either to receive the Wolf Spirit Companion as your ritually bonded power source, or the
mystical Hide item that has a generic wolf spirit bonded to it.

This can be the most in control form of transformation as the change is a voluntary act and is also the only one
that is completely reversible if Hide is chosen as it can be permanently removed and passed on, the Wolf Spirit
bonding version is not transferable.

Magic / Ritual [100 CP]


This type of werewolf changes through the use of either a magical spell that performs the change or through
the use of a magical ritual to graft the ability to change onto themselves forevermore.

Heritage / Lineage [100 CP]


This breed of wolves are generally able to turn others the way that the infectious breeds are able to and
instead pass their skin shifting down a lineage from their ancestor to their descendants.

This breed of wolf will generally start out with little control as they will be shifters from birth but with age and
experience will gain more control over their change and keep their mind during the shift.

Infection / Biological [100 CP]


This strain of werewolf is carried through the blood and / or bite, and can pass their condition through these
means.

These types generally have the least control of their change and can be the harshest on the infected as they
generally lose themselves in the change.

Dark Curse / Divine Punishment [100 CP]


These werewolves are generally cursed by the gods for their actions that either went against their tenets or
simply for angering the wrong deity, though this can be the result of mortal hands as well if the wrong
practitioner is crossed. This variation on werewolves can be a mixed bag as they can have more complicated
restrictions, harsh side-effects, though there is a chance that if this is meant to be a learning experience these
can be loosened or completely removed. This can also be werewolf adjacent creatures like the wendigo but
you would need to take the appropriate drawback that relates to it like Cannibalism.
Perks
All origins get their 100cp perks for free with the rest discounted by 50%.

General / Undiscounted

Werewolf Transformation [Free and Mandatory / 300 CP for each additional form]
You gain a single werewolf transformation that you can change into, what it looks like, what advantages and
disadvantages this provides are determined by your selections in the Werewolf Builder and what Drawbacks
you select.

This provides you with the ability to use the Werewolf Builder to create your new transformations form and
abilities.

You can gain further forms by spending an additional 300 CP to access the Werewolf Builder again. This would
allow you to do something like making a stronger bipedal transformation and a faster quadrupedal form if
desired.

This will be worked into your history as needed, it can be something like gaining them through multiple rituals,
infections, bloodlines converging, or even repeated cursing.

Sounds of the Hunt [Free]


You gaina soundtrack that can be played at will for you and all of your packmate to hear that includes every
wolf theme, hunting related, or simply adrenaline pump music that is appropriate for a werewolf to enjoy or
even run through the wood while blasting. This is only audible to you and your pack mates that are near you
and can be selectively tuned out by those members who do not want to hear it, this also merges with any other
soundtrack or music perks.

Are you a Man? A Wolf? Or Both? [Free]


Much like how generally a wolf is viewed as loosely defined, and wolves (canis lupus), coyotes (canis latrans),
and domestic dogs (canis familiaris) are closely-related species, with all three capable of interbreeding to
produce viable, fertile offspring — wolfdogs, coywolves, and coydogs. You now have the freedom to modify
any race you select with other closely related species to create a viable and fertile cross-breed for yourself to
become. Want to be a Martian / Human hybrid? Go ahead and have fun.

This crossbreeding customization with the free perk level will not allow for you to take additional discounts or
free benefits as it is just an aesthetic change and background flavoring. You would gain any inborn genetic
abilities that your parents possess at a weaker 50% strength level and in some cases you may get a weaker
variant form of them like going from a pureblooded Kryptonian with psionics-based flight and super strength to
having nothing more than tactile telekinesis and a lesser psionic strength reinforcement. It is up to you or your
Jump-Chan to decide how this will work.

For an additional 200 CP this perk will now also let you choose a second race or origin (if it is of the racial
variety) for its full price. This turns you into a healthy and viable cross-breed that gets access to any and all
perks, powers, items, discounts, and drawbacks for both races chosen at full strength.

Taking two races will affect your background to justify your existence whether it is as a lab experiment, the
result of old fashioned breeding, or a freak accident / mutation.
True Wolf Form [Free for Human]
You gain the ability to transform into a fully mundane wolf form that would not look out of place in the world you
are entering.

True Human Form [Free for Wolf]


You gain the ability to transform into a fully mundane human form that would not look out of place in the world
you are entering.

Wolf Biologist [50 CP]


[Free for Human]
As a human that is so intertwined with the wilderness and wolves, you have gained enough experience and
knowledge in the canis genus’ biology, social interactions, and natural habitats to fully qualify yourself as an
expert in these fields.

Urban Wilderness [50 CP]


[Free for Wolf]
Now that you find yourself leaving the woods and the familiarity and safety of your normal environment for the
greater human built wilds, you find that your exceptional skills in moving, tracking, sneaking and hunting are
equally applicable to the concrete jungle and will help you to adapt and thrive in any new environment that you
find yourself in whether natural or made by mortal hands.

The Missing Link [100 CP]


Are you a wolf? A man? A one or a zero? Why not both?
When there is any ambiguity as to what you are or you have been something in a past life say as an alt-form
you retain the metaphysical signature of that form for the purposes of safely utilizing powers, magic’s,
technologies, or anything that has a requirement to their use.
This means that if you want to use that amazing sword that requires you to have the blood of a dragon and you
just so happened to have been one in a previous jump with the alt-form or transformation ability to prove it well
now you can safely use it in all your non-dragon forms.

This does not do the same for weaknesses. If someone has a weapon that does extra damage to
dragons, you will not have that issue if you are not explicitly in your dragon form.

Bipedal? Quadrupedal? [100 CP]


You can now run as easily on four feet as two. In fact you now gain a 25% boost to your speed when running
on all fours when in a Quadrupedal friendly form whether transformation or alt-form.

Howling is Communicating [100 CP]


You have the ability to communicate with all species of Canis from wolves, dogs, and jackals. The degree of
successful communication and range of conversation depends on the intelligence and degree of sapience of
the being you are communicating with.

You are also able to translate the verbal components of magic and other such abilities to your non-human
forms that are incapable of forming normal speech without issue.

This ability expands to other creatures as you gain other forms. So if you gain the ability to turn into a
housecat through an alt-form or transformation ability then you will be able to similarly communicate with all
Felidae species including but not limited to lions, tigers, jaguars, leopards, bobcats, and lynxes.
Built for Eternity [200 CP]
Just as your body can now regenerate and extend your life beyond the human norm, so too is your mind's
ability to recall and process information and memories. You now have eidetic memory and no longer have
issues processing large amounts of information or memories, and your capacity is now virtually unlimited in
scope to handle the possible eternity ahead of you.

You also have the benefit of increasing your ability to interlink ideas and concepts as well as boosting the rate
at physically and mentally improve, as well as learn and train skills and abilities by a full four times the rate you
would otherwise.

Mixed Breed [300 CP]


Just as your existence is an unnatural and unprecedented occurrence that blends two normally thought to be
incompatible lifeforms, so now can you replicate this feat. Just as you are both a werewolf and a vampire at the
same time, so to are you no longer considered one alt-form or the other when it come to the any passive or
active skills, powers, or benefit that would normally be locked to one alt-form or the other as these is no
difference between your alt-forms except for appearance. This does only include alt-forms and not explicit
transformations like sentai, animagus, or full werewolf transformations.

“Fact Check” [300 CP]


In future jumps where you are given a specific type/breed/cultural stereotype of a creature or person to select
as an origin or race you can now decide to substitute it with a different variation on that race or origin from
popular media and mythology.

This means that you can go to a Universal Monsters jump as a Mary Shelley style of Frankenstein's monster
having attractive looks, a keen mind, and sharp wits. As opposed to the shambling and slow version that the
universal movies popularized.

Or you can go to the original Bram Stoker's Dracula as a Twilight style vampire that has no issues with the sun
beyond looking like they are covered in glitter and spend the entire decade messing with Dracula.

This also extends to thing like choosing a specific racial variant or breed of animal that you wish to go as or
take from, make you werewolf more of a Canis familiaris (domestic dog) and have your form take more from a
bulldog than a Canis lupus (gray wolf).

This is especially good in removing weaknesses and adding strengths as different pop culture adaptations of
various races show them with wildly different powers, weaknesses, and strengths. So if you substitute the
Universal Studios Frankenstein's Monster for the Mary Shelly kind you would no longer be afraid of or weaker
to fire than any normal man unlike the Universal one, or having a hunter gun you down with silver bullets only
to find that you are not affected by them as you are taking your vampirism from an older source that does not
have that weakness.

For example you could also just go to any of the various jumps that see you becoming Santa Claus, like the
Jumper Holiday and when replacing Tim Allan as Santa Claus you could have it be the older skinny, green
suited variation rather than the fat, red suited man that later became popular.
Hermit / Drop-In

Feral Wolf [200 CP | Free for Hermit / Drop-In]


You are much more at home in the wilderness of the forest and plain than you are in a city, and have a natural
affinity for the animals of the wild as well. (This Perk does not make you less comfortable in urban
environments.)

You have gained the experience and skills needed to rough it on your own in any form of wilderness, and with
a little observation and interaction can befriend and tame even new and unfamiliar animals and beasts no
matter their level of intelligence.

Supersensory Interpretation [400 | Discounted for Hermit / Drop-In]


You gain the ability to fully utilize all of your senses in a cohesive whole to understand and interpret the world
directly around you in an immediate radius of 10 meters with the senses of a normal baseline human. This
means that you can sense others behind you by combining the air movement on your skin and fur, your
enhanced hearing, and your keen sense of smell. Further enhancements to your senses can improve this
Perk’s range and clarity.

You gain the ability to consciously and with training unconsciously merge your various enhanced and
unenhanced senses into one whole that provides a greater picture of your immediate surroundings.

Peasant / Citizen

Pack Wolf [200 CP | Free for Peasant / Citizen]


You have an affinity for community and the ability to inspire this same desire in others. You gain an increased
ability in establishing and maintaining large groups of disparate people in an organized and stable whole.

This will help you gain the trust of groups and help you to resolve conflicts and reduce violence when you are
interacting with them. Over time this co-operative and peaceful environment will be self-sustaining within the
group even when you are not there.

Mastery of Skill [400 CP | Discounted for Peasant / Citizen]


Due to your experience within a large group of people and needing to find work within a civilized environment
you have mastered one mundane form of work, whether this is something like hunting, jewel crafting, or
something more esoteric like converting animal hides into stuffed animals is up to you. This also grants you a
doubling in any further attempts in learning new skills and abilities.

Gain one mundane skill or craft of your choice and a 2x multiplier in any further attempts at learning new skills
and abilities.
Knight / Soldier

Warrior Wolf [200 CP | Free for Knight / Soldier]


You now have a mentality that is hardened to survive on the battlefields and face many mind breaking
situations. Your mind is a fortress that can repel all invaders and is formed on an unshakable foundation of self.

When viewed by a telepath or any form of mental and spiritual intrusions, you now have an almost physical
fortress within your mental landscape that protects your innermost self from outside intrusion and alteration.
This mental fortress design can be consciously altered if you have mental abilities that allow you to enter your
own mind, and will naturally alter its own look and design to improve with every jump and any new and
significant experience you go through as while it protects yourself, it is also a reflection of yourself.

Due to your unshakable sense of self and the mental barriers you have erected to protect yourself, you are
now immune to PTSD, insanity, and other mind altering states. Your internal fortress of self will help in
shrugging off mental intrusions, and attempt to alter how you think about yourself and the world around you.

Red in Tooth and Claw [400 CP | Discounted for Knight / Soldier]


As a “were-” that is in touch with your wild side you have a much easier time learning any form of melee
combat in any form you have. You gain the ability to perform a single form of martial arts that primarily focuses
on unarmed combat at the level of a master.

Royalty / Head of State

Alpha Wolf [200 CP | Free for Royalty / Head of State]


You give off a constant aura of leadership and stability that will draw those around you that desire a leader and
lend your word and action a form of weight in the minds of those that witness them. This can be toggled off if
desired.

Feral Charisma and Intimidation [400 CP | Discounted for Royalty / Head of State]
You can now bring forth your more animalistic personality to lend a sort of weight to your presence, this will not
only help intimidate others and can help break in those with a weaker will, but will help unconsciously attract to
you those that have a desire for strength or simple are attracted to those who possess it. This can be toggled
off if desired.

This grants you an aura of strength and wildness that can be projected around you or directed at specific
people for a greater effect. This can be oppressive to those of a weaker will, or attractive to those that look up
to, or desire strength.
Werewolf Source

Artifact Neutrality [100 CP | Free for Artifact / External Source]


You can use most magical artifacts as if you had met the requirements for their use whether race, gender, or
age. You will still need to be able to provide whatever energy or power source is required to use it though.

Spell Slinging [100 CP | Free for Magic / Ritual]


You gain a small pool / core of magical energy and the ability to absorb more from your environment to
replenish yourself. This can be employed to cast spells, fuel magical artifacts, or perform rituals. This does not
come with any knowledge or skill, just the energy to qualify you as a magic user or magical race.

Breeding True [100 CP | Free for Heritage / Lineage]


You can breed true with any living creature that you can interact with that requires at least two partners. You
can choose to have the resulting offspring be of either parent race and species or a viable and healthy
cross-breed. This also provides you with total fertility control and a 100% guarantee of successful impregnation
regardless of race, gender, or any other compatibility concerns when desired.

Infectious Bite [100 CP | Free for Infection / Biological]


You can spread at-will one of your alt-forms to another by shifting into that form and biting them hard enough to
draw blood thus transmitting the genetic information into their body through your saliva or other fluids. This will
grant them a copy of one of your alt-forms or shifter style transformation, meaning if you infect them with your
kryptonian heritage this will make them a into a pureblood kryptonian version of themselves, still genetically
identifiable as similar to their old forms but with the kryptonian genetics.

You can only do this once per person and will infect them with a version of your own chosen alt-form biology.

Curse Resistance [100 CP | Free for Dark Curse / Divine Punishment]


One way or another you have managed to form a small resistance to general curses and a near immunity to
hostile transformation to your physical form whether magical, scientific, divine, or eldritch.
Items
Items may be imported into similar - items, weapons to weapons, clothes to clothes, etc.

Any item alterations and upgrades made will be maintained between jumps and are fiat-backed.
All origins get their 100cp perks for free with the rest discounted by 50%.

Building complexes, unless stated to have an in-world location, will be placed near your starting location
in-jump for your stay and will be attached to your warehouse after the jump is complete, they can then be
imported into future jumps as desired.

General / Undiscounted

Stick [Free]
This is your stick.
Your stick is your best friend.
There are many others like it, but this one is yours.

You now have a stick that is always the perfect weight and size to be used as a bludgeon, a cane, a walking
stick, or for a quick game of fetch. This stick can shift its size to accommodate all three of these features and
your own physical size, it is indestructible, and can be summoned and dismissed to your hand with a thought.

Blessed Spray Bottle [50 CP]


This regenerating plastic spray bottle is filled with blessed water impregnated with minute particles of silver and
iron. This concoction will burn all supernatural beings. This bottle is the size of a can of pepper spray and can
be fit in a normal pocket and has a spay amount equal to that.

Clothes Collar [100 WP]


The act of shifting into a 9 foot tall or bigger monstrosity tends to cause explosive clothes malfunctions. This
leather and metal collar or necklace can store and retrieve up to three outfits, including what you are wearing
into itself with nothing more than a thought.

Portable Sun [100 CP | Free for Human]


This is a small sun that can be summoned to float directly above you head and mentally controlled to move
around, and does not give off any gravity. The more you use this the deeper its attunement to you goes and
the faster you can move and manipulate it. You can expand it in size from a ping pong ball all the way up to the
size of a soccer ball, alter the brightness of the light it gives off, the color wavelength it emits to match any
natural light emitted from a sun, and the temperature distance and strength from barely noticeable heat on
direct contact to a warm summer day that can be felt across a room. This small sun gives off light similar to a
natural moon in terms of both mundane physics, mystical properties, and can be used as a focus to boost
moon related magic. This can be summoned and dismissed with a thought.

Portable Moon [100 CP | Free for Wolf]


This is a small moon that can be summoned to float directly above you head and mentally controlled to move
around, and does not give off any gravity. The more you use this the deeper its attunement to you goes and the
faster you can move and manipulate it. You can expand it in size from a ping pong ball all the way up to the
size of a soccer ball, and alter the brightness of the light it gives off. This small moon gives off light similar to a
natural moon in terms of both mundane physics, mystical properties, and can be used as a focus to boost
moon related magic. This can be summoned and dismissed with a thought.
Armor and Accessories

You can import or combine any similar items you wish into an item to gain any aesthetic upgrade as well as to
impart any effects onto them.

Well-Crafted Leather and Fur Clothing [100 CP | Free for Hermit / Drop-In]
This set of sturdy leather and fur clothes impart not only protection to their wearer but style. These clothes
were made by your own hand to exacting standards to not only survive the harsh environment of outdoor living,
but to also stand up to the claws and teeth of rival predators.

While they may not be as comfortable as ones made from higher quality materials this outfit mainly consists of
a leather and fur overcoat, pants, and boots that will protect you from the teeth and claws of your enemies.

These leather and fur clothes are made from the hides of defeated wolves that tried to take your territory, as
such you found that after you had poured time, effort, blood and sweat into their creation that they would now
fade away, fusing into your body when you shift forms.

Any form that you change into while wearing these clothes will now have your armor imparting a decent boost
to its defense against blade, tooth, and claw.

Sturdy Clothing [100 CP | Free for Peasant / Citizen]


This set of well made and comfortable clothing was created to last and allow for ease of wear. These are made
to be comfortable no matter the form that is wearing them, and are imbued with very minor enchantments to
regulate heat and always fit perfectly with no strain or notable weight on the wearer's frame.

While not as protective as some other options these clothes are the most comfortable things you can wear
consisting of a shirt and pants/skirt, or dress, with a decent set of footwear.

These clothes were made with the combined effort of a small group of friends and allies in an effort to provide
themselves with a comfortable and long lasting set of clothes that will be comfortable over the long hours of
work and toil.

These clothes are made from finer materials and imbued with minor enchantments to regulate heat around the
wearer and ensure that the clothes weigh nothing on the frame.
Leather and Steel Armor [100 CP | Free for Knight / Soldier]
You have a set of sturdy leather and steel armor, how this is constructed is up to you but it must be primarily
leather based over suck as a leather under armor with a steel based main torso protection and leather pants,
or a leather long coat with steel inlays and outer layers.

This could be something like a leather duster with steel plates or a full torso steel cuirass atop a thinner fitted
leather base armor.

As a knight or soldier you have collected pieces from battle you have fought in and enemies that you have
slain, you are constantly using these pieces to improve your existing armor while keeping the leather base
armor intact. Using your earnings and connections you have had the base armor magically bonded to you so
that it and the steel portions will shift and grow with you.

Any form that you change into while wearing these clothes will now have your armor shifting to accommodate
any changes.

Wolf’s Head Moonstone Signet Ring [100 CP | Free for Royalty / Head of State]
This large gold signet ring has a stylized wolf head coming out of the surface of the ring with two small yellow
moonstones for eyes. While the sides of the ring are adorned with your personal symbol, the crowning piece of
this signet ring is the perfectly round and colorless moonstone gem of perfect clarity that has been set in the
open jaws of the wolf’s head that reflects a brilliant blue sheen in the light, making it look like the wolf is
consuming the full moon itself. This ring will resize to fit any finger for any form you possess, it provides a
minor boost to the wearer's luck and prosperity, along with clarity of the mind and focus to aid in their duties
and avoid the pitfalls of leadership.

As a person of wealth and means, you need a way to show your power and station, for this you have your
family Signet Ring that not only symbolizes you family station and history, even if just yours if you are the start
of your own line, this is heavily saturated with enchantments to provide prosperity and mental clarity to its
wearer.

This ring auto-resizes for all of your forms and provides a minor luck and prosperity boost, along with a boost
to the wearer's memory, recall, and ability to mentally make connections between absorbed information such
as sensory data.

You can import any other ring you wish into this item to gain a wolf's head and moonstone upgrade as well as
to impart its effects onto them.
Wolf Weapons

You can import any similar items you wish into an item to gain any aesthetic upgrade as well as to impart any
effects onto them.

These weapons never get dull or break and take magical enhancements well and they are bound to their
owners, conveying a feeling of being an extension of their bodies when wielded.

When shifting into a non-human form these weapons will shift away with you and any enhancement to these
weapons may have will carry over to your natural weaponry shifting the way they look and allowing for their
abilities to be utilized in your new form.

Wolf’s Bite Axe [200 CP | Discounted for Hermit / Drop-In Discount]


This large unbreakable double sided woodsman's axe is etched with an open snarling wolf’s head on each
blade.

+ Magic Imbuement [100 CP Extra]


One blade is now inlaid with a golden wolf's head and imbued with the fiery burning energy of the sun while the
other is now inlaid with a silver wolf's head and imbued with the freezing cold of the moon.

Wolf’s Claw Sickle and Scythe [200 CP | Discounted for Peasant / Citizen]
You have an unbreakable sickle and scythe that will never get dull, they both have a stylized wolf paw with
claws outstretched and worked into the head where the blade meets the shaft of the handle.

+ Magic Imbuement [100 CP Extra]


One blade is inlaid with a gold wolf's head and is imbued with the fiery burning energy of the sun and the other
is etched in silver and imbued with the freezing cold of the moon.

Wolf’s Fang Sword and Sun Shield [200 CP | Discounted for Knight / Soldier]
This Wolf Fang Sword is unbreakable and has a styling that is reminiscent of a roman gladius, it has its blade
extending from the open jaws of a wolf head guard with yellow opal eyes, and a shaped wolf bone handle
capped off with a metal pommel embedded with a transparent blue moonstone.

The Sun Shield is a roman-esque parmula steel-banded shield, with a sun shape embossed in its center.

+ Magic Imbuement [100 CP Extra]


The blade of the Wolf Fang Sword’s world head and pommel are now worked with silver and gold, while the
blade is imbued with the freezing cold of the moon.

The Sun Shield is now coated in silver with a golden sun shaped boss in its center and will explode with the
fiery fury of the sun when struck.
Alpha Wolf’s Spear [200 CP | Discounted for Royalty / Head of State]
The unbreakable Alpha Wolf’s Spear has a sculpted wolf head connecting the flexible spear shaft to a large
spear head that will never get dull, and a metal shod end cap on the butt of the spear that has a stylized sun
emblazoned on it.

+ Magic Imbuement [100 CP Extra]


The Spear blade is now inlaid with silver and imbued with the freezing cold of the moon, while the sun
emblazoned end cap is inlaid with gold and imbued with the fiery burning energy of the sun that will explode
outwards from the shaft when striking.

Wolf’s Sun / Wolf’s Moon [200 CP | Undiscounted]


The Wolf’s Sun and Wolf’s Moon is a pair of ivory inlaid pistols, with the Wolf Sun displaying a growling wolf’s
head in front of a rising sun etched in gold on the handle, and the Wolf’s Moon displaying a growling wolf’s
head in from of a full moon etched in silver on its handle.

+ Magic Imbuement [100 CP Extra]


This pair of pistols steeped in the magic of the Sun and Moon allowing them to convert any ammunition
inserted into a blessed silver variant while imbuing them with the fiery burning power of the sun or the cool
freezing of a moonlight night respectively.

Wolf’s Howl [200 CP | Undiscounted]


The Wolf’s Howl on the other hand if a single barrel shotgun etched and inlaid with a gold sun with inner silver
moon on both sides of the gun directly above the trigger and displaying silver and gold inlays depicting a pack
of wolves running with head held high and howling down both sides of its barrel.

+ Magic Imbuement [100 CP Extra]


This magically imbued shotgun channels its power into converting any ammunition inserted into a blessed
silver variant that explodes on contact into burning hot blessed silver shrapnel.
Territory

Private Forest Cave with a Small Lake [400 CP | Discounted for Hermit / Drop-In]
This 10 hectares of privately owned forested land has fallen under your ownership, hunting and trespassing is
prohibited unless approved by you. On it is a cave system containing a chain of five separate caverns linked
together, the middle two are kept at a comfortable warm temperature with the rear two deep enough that they
keep a cool temperature year round. There are multitudes of bioluminescent fungi spread throughout the
caverns to provide a dim but acceptable level of light and small fissures which lets fresh air flow through the
entire cave system with small patches of light that are perfect for sun bathing.There is also a stream that cuts
through the fifth cave that leads to a hidden entrance outside and travels to a nearby lake that is teeming with
fish and other wildlife and that is situated far enough away and generally downwind enough from the cave's
location that your presence will not scare or alert others.

Not only is it teeming with fish and other aquatic animals but it will attract prey animals and has a tendency to
subtly attract beings of power and importance to itself for fortuitous encounters and meeting under the
moonlight.

Farm and Fields [400 CP | Discounted for Peasant / Citizen]


This is your family farm / ranch, whether you just bought it to start one or inherited it from a relative is
irrelevant, it has a four bedroom farmhouse with a large barn and three fields that can support the growing of
any plant you wish to grow regardless of origin and nutritional requirements and a full barn of cattle and milking
cows.

If there is a special requirement to grow a plant the ground will be able to supply energy to replicate these.

Military Base / PMC HQ with Barracks and Armory [400 CP | Discounted for Knight / Soldier]
This is a Private Military Company Headquarters / Military Base containing a basic barracks filled with enough
single bed rooms for up to 40 knights or soldiers, as well as an armory with enough non-regenerating basic
weapons and armors in the form of either swords and steel mail, or guns and bulletproof vests for a full
complement of 40 people.

Castle or Walled Mansion [400 CP | Discounted for Royalty / Head of State]


You have an abode fit for your station, this walled castle or mansion boasts numerous rooms and most
important of all, discrete and inescapable walled grounds. Nothing can get out without the explicit permission of
the mansion's owner. This mansion comes with ten bedrooms, an office, a kitchen, a dining hall, several
servant quarters, a large multi pool bathing and resting area, and a large entertaining room. It is surrounded by
twelve foot spike topped stone walls, and a metal reinforced gate, and is built with and over numerous secret
tunnels and entrances.
Werewolf Source

All Werewolf Source items can grant WP in addition to the WP granted by the Free and Mandatory Perk, and
may also be used to grant Werewolf forms or powers to others.

Wolf Head Bracelet [100 CP | Free for Artifact / External Source]


This bracelet provides a sensory enhancement to its wearer that boosts their senses to that of a wolf, while this
comes with no physical augmentations, iIt can be used without being able to perform magic and can be passed
around and worn by anyone without restriction.

This bracelet grants the wearer the effect of "Basic Sense Augmentation" from the Werewolf Builder while
worn.

Hide [200 CP | First Free for Artifact / External Source | Discount for Artifact / External Source]
This can be merged with any other shifter hides, symbioses, or similar items.
You gain the hide of a wolf that has been ritually skinned and had their spirit bound to it, donning this wolf pelt
merges it with its wearer and allows them to access a werewolf form, unlike other forms of werewolves this pelt
can be removed and given to others without issue as the transformation is bound to this item.

There are two ways to use this item when purchasing it.

You can forgo the free purchase of the Werewolf Transformation perk and add the 500 CP from that to this hide
giving you 800 WP to work with in the werewolf builder for this hide, this will mean that for this stronger
transformation you will need to don the hide to access the transform.

The second option is to create a new 300 CP werewolf form that is separate from yours and attached to this
pelt alone.

Enhancement Spell [100 CP | Free for Magic / Ritual]


This spell will grant the user enhanced senses and physical strength for 24 hours or until the spell is dispersed,
whichever is first.

This magic grants either the physical or the sensory enhancement of “Basic Sense Augmentation” or “Basic
Physical Augmentation” from the Werewolf Builder, to be chosen when this is purchased. For an additional 100
CP you instead gain a book detailing the ritual magic that will allow for the recipient of these enhancements to
be permanently altered and retain them.

Werewolf Creation Grimoire [200 CP | Discount for Magic / Ritual]


This book contains the note of a very enthusiastic wolf admirer, it contains spells and rituals for granting were
forms both true wolf and bipedal combat forms. Select a total of 300 WP in perks from the werewolf builder for
this Grimoire to grant to its main wolf form, this will need to be chosen on purchase.

This has the basics of transformation magic and a single completed ritual, this ritual grants a fully bipedal wolf
form and a weaker full wolf form that has 50% of its boosts.
Wolf Fang Necklace [100 CP | Free for Heritage / Lineage]
This wolf fang necklace contains a fang from the original werewolf of your line, and has been passed down
through your family until it landed in your hand. Unknown to others of your family you have found that this
necklace is far more than a simple keepsake of your ultimate ancestor but in fact allow the wearer to not only
talk with and command natural wolves, but allow for the wearer to sense other shifters that are nearby. It can
be used without being able to perform magic and can be passed around and worn by anyone without
restriction.

This wolf fang necklace allows for its wearer to understand and command mundane wolves, while providing
the ability to sense other shifters that are nearby.

Family Book of Techniques and Spells [200 CP | Discount for Heritage / Lineage]
This tome has been passed down from family member to family member, from were- to were-. It contains
everything from martial techniques that utilize shifter biology and anatomy, to forms of magic, magical trick, and
uses of shed or harvest components from a shifters body that can be used in magical rituals, spells, and
artifact construction that take advantage of the unique biology and transformations that a shifter is capable of.
This hide bound tome contains low level martial techniques, magical systems, spells, rituals, artifacts plans,
and tricks that take advantage of and build off of a shifter's unique biology and capabilities. These are a decent
base from which greater works and abilities can be built to.

Wolf Eyes [100 CP | Free for Infection / Biological]


These eyes that were harvested from a defeated werewolf can be consumed to grant the recipient the “Vibrant
Vision” and “Thermal Vision” perks from the Werewolf Builder.

This grants not only a toggle-able thermal vision, but the ability to see fully in low light, and in black and white
in complete darkness.

Vial of Infectious Werewolf Blood [200 CP | Discount for Infection / Biological]


This vial of blood contains a pure and distilled version of a werewolf virus that can be experimented with and
modified to develop other weaker strains, and can potentially used to introduce other animals to the base virus.
Select a total of 300 WP in perks from the werewolf builder for this virus to grant, these will need to be chosen
when this item is purchased. These chosen perks will apply to all variant animal strains that can be later
developed through experimentation.

Cursed Form Lock [100 CP | Free for Dark Curse / Divine Punishment]
This cursed lock will force its wearer to remain in whatever form it is placed upon. All that is needed is for the
user to press this item to the victims body and watch as it expands to encompass the applied body part in a
form similar to a collar, bracelet, leg wrap, or tail ring. This cannot be removed without the person who placed it
or a sufficiently powerful nullification of item magic.

This lock will prevent any form of physical change from one form to another for the being it is applied to, and
cannot be removed by anyone but the person who placed it, unless it's cursed magic can be overpowered.

Curse Idol [200 CP | Discount for Dark Curse / Divine Punishment]


This idol is brimming with cursed energy that will flow out and infect any being that touches it, this will grant a
transformation with 300 WP in perks from the werewolf builder, these will need to be chosen when this item is
purchased. These chosen perks will apply to all variant animal strains that can be later developed through
experimentation.
Companions
Companion Import [50 CP / 200 CP]
Import a single companion into any origin and race for 50cp each or eight for 200cp. Each gains 600 CP to
spend.

Companion Export [Free]


You can companion anyone as long as they agree to it for free.

Perfect Mate [200 CP | Discounted for Human]


You gain a companion with both a human and werewolf form that is the perfect match for you mentally,
physically, and emotionally. They gain access to the exact same werewolf form as you have purchased and is
the only original companion purchased here that immediately gains a werewolf form.

They can be your matching opposite gender alpha if you have a pack.

Wild Child [200 CP | Discounted for Wolf]


You have a human companion that was raised among the wolves, maybe even by you if you were originally a
wolf.

They have the race of Human and gain 600 CP to spend on perks and items. Choose their sex, age, and
history. You will gain an in-universe history with this person if you desire.

Red Riding Hood [200 CP]


This young maiden is cloaked in a red hooded cloak made from a mystically wolf's hide.

She comes with the following background, perks, and items.

Race: Human
Station in Life: Peasant / Citizen
Werewolf Source: Artifact / External Source
Perks: Pack Wolf, Artifact Neutrality
Items
Stick: Generally kept in the form of a walking stick.
Sturdy Clothing: A sturdy set of clothes in the form of a red blouse, black pants, and a pair of red boots with
red buckles.
Wolf Head Bracelet: In the form of a Silver charm bracelet with an oversized wolfs head charm.
Hide: Mystically bound as her red wolf skin cloak, can be dismissed and summoned at-will and provides
access to her 500 WP Werewolf Transformation perk.
Wolf Pack [50 CP for 3 | 1st purchase for Free for Hermit / Drop-In]
[For every additional 50 CP spent you can double the pack size to a maximum of 24.]
You are the Alpha male or female of this pack and that will never change as they see you as the undisputed
leader, you can assign a partner to fill the empty alpha male or female role as you wish and remove them just
as easily.

If any of these wolves die they will return on the next full moon. This only applies to the original pack and not
any additional members added through conquest, adoption, or breeding.

These wolves are classed as followers and initially are nothing more than normal animals with only enough
intelligence to understand and follow your commands as alpha and not true sapience, though werewolf
infection can potentially increase their intelligence.

These wolves can be imported en masse into any purchase or free follower, pet or familiar roles to gain any
innate powers, abilities, and forms.

Any forms gained will be optional and be altered into a werewolf-esque transformation going forward, so your
wolf pack could shift into a four foot Christmas elves as easily as you would from man to wolf.

Wolf Companion [100 CP]


This wolf has taken a liking to you and has decided that you are its leader. This animal counts as a pet or
familiar and can be granted a human form through the use of either an infectious bite or magical ritual.

This otherwise normal wolf has full sapience thanks to its bond with you regardless if you grant it a human form
through infection or other means.

A single purchase of this can be merged with a single purchase of the Wolf Spirit to allow it to shift between
and maintain either a physical or spirit form.

If you have the wolf pack this can be your opposite gender alpha wolf, leading the pack alongside you.

Wolf Spirit [200 CP | Free for Artifact / External Source when Hide item is purchased]
This spirit will be bound to the purchased Hide, and can be merged with Wolf Companion purchase to allow
your hide to manifest a physical form even when worn.

This powerful wolf spirit has stayed in the mortal realm to continue its hunt and is willing to assist you in either
enabling your transformation by merging itself with you, or even to further empower an existing wolf
transformation if you already have the capability to do so.
This spirit animal counts as a familiar and has the capability to move through solid matter as it has no physical
mass, and can physically interact with other spiritual entities like ghosts.

A single purchase of this can be merged with a single purchase of the Wolf Companion pet / familiar to allow it
to shift between and maintain either a physical or spirit form.
Drawbacks
Self-Insert [+0 CP]
You can self insert as a specific person in whatever universe you decide to enter into and your characters
history, background and origins will adapt to fit each other.

Specific Universe [+0 CP]


You can now use this as a supplement to another jump document. All starting and jump drawback CP are kept
separate.

Plot is king [+0 CP]


You may leave any time after the main plot of your jump is complete if this is used to insert into a specific
universe setting using another jump doc, unless any drawback or scenarios are still in effect and incomplete.

Omegaverse [+0 CP]


The universe you are entering is now part of the Omegaverse with all that entails.

Extended Stay [+100 CP]


For each purchase of this your time here is extended 10 years.

Involuntary Transformation [+50 CP]


You will have a tendency to fully or partially transform if wounded or scared.

Weakness [+50 CP]


You have a weakness to something common like that is not silver or Wolfsbane, that has a negative effect on
you.

Wolfsbane [+50 CP]


The smell of wolfsbane is now like smelling the worst sewage to you and ingesting it will make you violently ill.

Silver [+100 CP]


Your werewolf form has one true weakness and that is silver as it now burns on contact and completely retards
your regeneration even in human form.

Call of the Wild [+100 CP]


Your instincts control you, when you change you are highly influenced by your wolf half and will be more
aggressive and prone to hunting any prey.

Alpha Aggression [+100 CP]


You are the Alpha and others should acknowledge this, as such you have an issue controlling your temper
when challenged as your wolf side knows that you are the top dog and thus should not be questioned. You are
now more prone to aggression and bouts of violence when challenged, questioned, or blocked.

Disturbing Transformations [+50 CP]


Your transformation into wolf or werewolf is now visibly disturbing with your flesh shifting, splitting and bone
audibly grinding, though you feel none of this.

Slow Transformations [+100 CP]


Your transformation into wolf or werewolf is now extremely slow.

Painful Transformations +100 CP]


Your transformation into wolf or werewolf is now extremely painful.
Carnivore [+100 CP]
You now crave meat and cannot digest much of anything else, other forms of food will now provide only
enough nutrition to keep you right above starving.

Full Moon Trigger [+100 CP]


Your strongest form transformation is locked behind the full moon lunar cycle and will force you to change for
the three days surrounding the Full Moon.
If you have taken one of the Monstrous Form drawbacks then that will be triggered by the lunar cycle of the
Full Moon rather than by extreme pain or bloodlust.

Infectious [+100 CP]


You are now extremely infectious to humans and other sapient creatures with the slightest cut or bite will pass
on a lesser form of your transformation that will force the victim change into a werewolf of a similar type to you
during the full moon, it will be slightly weaker but completely mindless and feral.

Dog Problem Drawbacks [+100 CP]


This world seems to be absolutely infested with were-fleas, were-ticks, and were-lice lice that want your blood
and are hard to ward off or remove. These are not people transforming into ticks, fleas, or lice but a more
resilient and stronger strain of the insects that have evolved to target shifters specifically and feed off of their
blood. Enjoy itching like crazy while here.

Cone of Shame [+100 CP]


You start the jump with a size changing, indestructible white plastic cone of shame affixed to your neck, this
cone is made from a one way material that allows you to see through it and cannot be removed by the wearer.
At the end of the jump you get to keep this item as a freebie that only you and you alone can remove from its
wearer.

You are the Alpha, Beta, and Omega [+100 CP]


Your bloodline is the source of the first Alphas, Omegas, and Beta, and they can be all traced back you your
bloodline. You are an Omega.

Fixed [+200 CP]


For the length of this jump all of your werewolf forms are spayed or neutered. You will always be aware of what
you're missing while transformed and it will make you more irritable, and prone to lashing out.

Cannibalism [+200 CP]


You have the overwhelming urge to feast on humans as well as animals when transformed.

High Fashion [+200 CP]


There is a fashion show in town and werewolf skin is considered in and chic. Watch out for the fashion hunters.

Every Part of the Wolf [+200 CP]


International hunters are always on the lookout for werewolf parts for medical, recreational, and aphrodisiac
purposes.

Monstrous Transformation [+300 CP | Requires: A werewolf transformation from the Werewolf Builder]
Your Werewolf form is far more feral, degraded and out of control than a normal Werewolf, this form is far
larger than normal with heavier fur and distorted and extended animalistic limbs ending monstrous clawed
paws or hands.
When in this form you have little of your human mind left as it has been subsumed by the vicious and
bloodthirsty wolf instincts and drive. By default this form will be triggered by extreme pain or bloodlust.
A Wolfless World [+300 CP]
[Requires either the ability to change into a normal wolf through the “True Wolf Form” transformation
or original wolf origin form.]
The world you land in has either few or no wild wolf breeds left in it, this can mean that the only true wolves left
are in captivity for the purposes of conservation and breeding, or that they are completely gone and
werewolves are the only beings with left that look like true wolves.

Why this is the case is up to you, a good option is maybe the old guard of werewolf hunters went wild and
slowly wiped out any true wolves in their hunts.

Your Hide is Mine! [+200 CP / +600 CP]


You are being hunted by a being of power that wants to steal your shifting powers and will stop at nothing to
claim it.

If captured they will perform a painful ritual to skin you in your werewolf form and claim your hide with all of
your werewolf forms bound to it.

This will not kill you as you will be sustained by the ritual and once your full hide is removed you will shift back
to your natural human or wolf form with your skin fully regenerated.
Once your hide is lost, you will not be able to gain your werewolf power back until your jump is finished.

This is only worth 200 if you are using the Wolf Hide as it can be removed and taken without painfully skinning
you to steal your power, though you will still lose your ability to transform into any other werewolf forms by the
ritual for the duration of the jump.

You will regain your transformation perk or Hide back once your jump is complete.

Woodsman [+400 CP]


You have an immortal angry woodman after you and he will not be stopped by any argument or reason, he
wants to kill you and turn you into a wolf skin rug to be laid before his fireplace. He is one of the most
dangerous hunters to ever live, and has been known to cut down even the most powerful werewolves with just
a few swings of his magical ax; no wolf has ever beaten him in a straight fight, and only a scant few have ever
escaped him.

He has the following items that he has collected or crafted from his defeated enemies, and they can not be
stolen as he has bound them to himself and they disappear with him.

Well-Crafted Leather and Fur Clothing: Crafted by him from werewolves slain by his own hands.
Magical Wolf’s Bite Axe: Double-sided woodsman's axe with gold and silver inlays and Ice and FIre.
Wolf Head Bracelet: Grants the wearer the effect of "Basic Sense Augmentation"
Wolf Fang Necklace: Allows for its wearer to understand and command mundane wolves, and provides the
ability to sense other shifters that are nearby
Wolf Eyes: He replaced his gouged out eye with one taken from the first werewolf he killed.

He cannot be killed but if he is critically injured he will escape and return the next year.

Power Loss [+600 CP]


You have none of your out of jump perks, powers, items, or warehouse for the duration of your time here and
are reduced to your Body Mod.
Scenarios
Scenario 01 [101 Wolf Pups]

There is a deranged fashionista that is capturing wolf cubs all across the land in an attempt to create the
strongest magical artifact in the form of an enchanted wolf pelt coat. She is planning or performing a magical
ritual to fashion it from the flayed hides of 101 young wolf pups.

If this succeeds she will now have a Wolf Hide that contains a werewolf form that has the power of a 1500 WP
werewolf, though unbeknownst to her this cursed hide will drive its wearer mad with the fragmented spirits of
all 101 wolf pups clawing at the wearer’s psyche.

Goal
Find her and her henchmen and recover the children before they are killed.

Reward
Kill the sorceress and successfully stop the ritual
If you manage to save the pups before the ritual you will gain the woman’s personal “Wolf Hide” Grimoire that
is filled with enough notes and theories in between the horrid data logging on her experimentations and
numerous profane ideas. These notes and half finished pathways of experimentation will guide a user in
developing a form of symbiotic magic that is capable of binding a single creature to a human partner.

This will enhance the intellect of the animal slightly while allowing it to merge with their bound partner
transforming them into a hybrid combat form.

When the animal eventually dies it will then be bound to its own hide as a guiding spirit consciousness and
transform into a living hide that acts like the “Wolf Hide” item without the need to slaughter them.

You can choose to keep the 101 wolf pups as part of your pack if you wish as finding their original family would
be impossible at this point.

Kill the sorceress and genuinely fail to stop the ritual


If you truly try but fail to stop the ritual but slay the sorceress, then you will lay the pups to rest and gain a 800
WP wolf hide long coat with no guiding spirit consciousness.

Kill the sorceress and purposely don’t stop the ritual


If you do not work to stop the ritual but still kill the woman for the pelt you will get the 1200 WP wolf hide long
coat but it will contain the trapped and shattered consciousnesses of all 101 wolf pups. No perk or power will
remove these remnants or do more than blunt their effects on your psyche as they will still howl and claw at
your mind when you or someone else wears the coat.
Scenario 02 [Three Little Pigs]

There are a trio of little pigs that have been living fat off the hog for far too long and have managed to cross
you in some way. They need to be shown who’s the big dog in town.

They control a country-wide and world spanning organization operating under the name of Trio.

The first and youngest of the little piggies runs a country-wide organization that likes to produce and sling
anything from the harmless straw of marijuana to the harder ice of meth.

While the second little piggy enjoys the finer things in life and peddles flesh in above board brothels and below
board trafficking rings.

FInally the eldest of the porkish trio heads the world's largest and most lucrative chain of Gambling Dens and
Loan Shark operations to exist and whose entire business dealings remain above board and clean to any
surface inspection. This allows the younger two brothers to launder their ill-gotten gains safely and most
importantly secretly.

Goal
Find the trio, cook their bacon, and deal with their porcine empire.

Reward
You gain control of their organization and gain control of a legitimate business empire that to the wider world is
completely legitimate no matter what is actually happening in the shadows. You can rename this organization
into something else if desired, may I suggest a name like Jump Chain, Wolfs Head, or Full Moon. Future
business can be folded into this organization and gain legitimacy this way.

How you go about it and what you leave intact is up to you, but you must destroy their hold on the Drug,
Prostitution / Slave, and Gambling trades. You can kill the trio, and smash their organizations, or you can
enslave them and take over their businesses yourself.

Either way, once this is done you get to keep any intact spoils and any businesses will now travel with you and
grow in each new world you enter. Any changes made to these businesses will persist between jumps. if you
decide to drop the illegal hard drugs, trafficking, and forceful loan sharks, while ramping up the legal side of
softer medicinal drugs, brothels, and casinos you can.

Any businesses under your new organization's branches will find that in future jumps their more illicit ventures
harder to be uncovered and brought to the light, and their more light-facing businesses unmolested or
questioned by any authorities, even if things like medical marijuana, brothels, and casinos are normally not
considered legal in those worlds.
Scenario 03 [Territorial]

Everywhere you settle is your turf and you will have to defend it from others and fend off a randy Alpha that
wants to dominate you and claim your turf, beat one and more will come.

Goal
Survive your ten years and fend off all challengers to your dominance and keep control of your territory for at
least 50% of your time in this world, ensuring that you still have control of it by the end of your jump.

Reward
Take your territory with you and have its area doubled in size with generic forests and waterways that reflect
the world you were just in, while also gaining 300 WP to spend on boosting one of your current forms or to
create another.

Scenario 04 [Little Red Riding Hood]


[Must take Woodsman drawback]
During your stay you will meet with and have a chance to befriend or capture a maiden that goes by the title of
Red Riding Hood and you will have to survive the seemingly immortal Woodsman.

Goal
Survive the assault by the woodsman and keep Red Riding hood and yourself out of his hands.

Reward
If you manage to keep Red Riding Hood from being captured, killed or worse at the hands of the Woodsman,
then you will gain her companion option for free with her perks, items, and background.
Scenario 05 [Vampires vs. Werewolves]

Master and slave, elegent noble and mndless brute, vampire and werewolf. This rivalry and bloody feud has
strength back past recorded history.

Use the Generic Vampire Jumpchain alongside this one and survive in a world where the two main factions of
the supernatural world either still vie for supremacy or simply try and not break out into new and bloodier wars.

As you will be taking both this Generic Werewolf Jumpchain and the Generic Vampire Jumpchain
simultaneously your will now be the first and only successful and stable merging of the two supernatural
viruses. Due to this you will not only be hunted by both sides for recruitment or destruction as your resistance
represents a potential third front in the unending wars and ceasefire stalemates between the two factions.

If this is taken with “Scenario 6 [Werewolf Apocalypse]” then when the elder packs on the werewolf sides
revealed themselves the ancient vampire clans did so as well as they felt secure in their own power to fend of
the humans and did not want to give up the advantage of daylight cooperation with the humans to the wolves
alone.

Goal
As you are now wanted for good or ill by both sides of an ancient and unending conflict just surviving will be a
neat trick, but that is your one and only goal in this hostile world as a new and unique existence. As such, as
long as you manage to survive your time here whether by decapitating the clans and packs or hiding in a hole
so deep no one can find you, you will gain the following perk as a reward.

Reward

Gain the Mixed Breed Perk for free to represent your new nature.

Gain 200 WP to enhance your main werewolf transformation.

If desired you can blend the desired aesthetics from your Vampire alt-form into your werewolf transformation
form and change it from a single vampire alt-form and werewolf transformation into a single transformation
gaining all of the vampire's abilities while in and out of the werewolf form..
Scenario 06 [Werewolf Apocalypse]

The world you enter into is in the midst of a full on werewolf apocalypse, while there are some werewolves that
keep to themselves, most do not. As the older a pack's bloodline is, the more in control and less infectious their
gift becomes it was decided by the oldest and thus strongest and most stable of the packs on each continent
would come out into the light of day in an attempt to mitigate damage done by the plague of lone wolves and
the more bloodthirsty and infectious among their people as they can better represent their people in the light of
day. Unfortunately there were enough lone wolf rogues and outcast packs that enjoyed the freedom of the
change and hunt that there were almost immediate retaliations among the humans, whether in the packed
urban jungles of the cities where prey was plenty or in the more sparser more rural regions where a wolf could
slip in and slip out without much notice, there was massive outbreaks of rogue hunters, mindless beast, and
unknown packs attacking and infecting random people to spread the gift. Even worse if rarer was the cases of
the darker magic users deciding that since everything was now in the open that they now was the time to use
entire small towns as test beds to refine their blood magics and casting town-wide conversion rituals to perfect
their skills ensuring that anyone not turned became food for the newly converted during their first shift.

At this point with the help of the Elder Packs, the humans have managed to fight back and gain an uneasy
stalemate with the more violent elements of the night, while pursuing the time rediscovering the more ancient
and in some cases lost magics in an attempt to keep the human race from devolving into fracturing and
mindless packs. While most governments still remain and the humans still hold power, the packs are now out
in the open and people still need to avoid getting caught alone at night or venturing too far away from the
brightly lit cities, and those that are not in some way affiliated with an older or larger pack tend to be prey for
the darker sections of the moonlit society due to the lack of backing to take revenge for infection or death.
Werewolves now fall under a few broad categories and tend to group together along these lines. The sanest
werewolves in this world are those who receive their gift through their bloodline as while their ancestor may
have gained their gist through magic or a curse, enough time has past for the gist to mellow in their
descendants to meaning that they can shift at will and generally keep their minds if they desire to, though the
full moon will still may force the change and strengthen their wolfish nature. Then there are the werewolves
that are created through infection, dark curses, or simply by magic users trying to copy the strengths of the old
pack bloodlines for themselves, usually to the casters' detriment. These new wolves tend to be less able to
control their shift and suppress their instincts in the case of those created through dark curses and magic, or
almost completely mindless and forced to change under the three days of the full moon in the case of the
newly infected.

Goal
You will awaken in this world alone and without a formally recognised pack to back you up, you will need to
survive your time in this world and to do this you will need to either gain the acceptance and backing of an
established pack, as small independent packs tend not to survive much better than lone wolves or manage to
carve out a piece of territory the size of a small town while building enough of a pack to hold it. The larger the
territory held, the more ties you will need to make with the larger established packs to hold it.

Reward
At the end you will gain the territory you or your pack holds dominion over along with everyone living in it if
desired. You will also gain 500 WP to apply to your main transformation to represent the time, trials, and
challenges you underwent and your increase in strength and skill as a werewolf.
Werewolf Builder
You gain +500 WP to spend on customizing your werewolf.

Point Shifting [Varies]


You can convert 100 CP to WP per purchase.

Note: Just as Wolves (canis lupus), coyotes (canis latrans), and domestic dogs (canis familiaris) are
closely-related species, and all three are capable of interbreeding to produce viable, fertile offspring, such as
wolfdogs, coywolves, and coydogs, so can you choose to customize the aesthetic look of your facial features,
fur, and color patterns for any wolf and partial wolf forms within the limits of nature, so no neon pink unless it is
possible in the universe you are entering. If you want your werewolf forms to be a Bulldog, Dire Wolf cross,
then go right ahead though.

Werewolf Builder Overview


These are the various sections of the werewolf builder.

1) Aesthetics - This is where you decide on what your transformed form looks like and how it moves.
This covers fur coverage, limb and torso alterations, and facial structure, along with allowing for
various non-standard physical alterations to color and patterning.

2) Sensory Enhancements - This allows you to purchase various sensory enhancements for your
transformed and untransformed states.

3) Physical Enhancements - This allows you to purchase various physical enhancements for your
transformed and untransformed states.

4) Miscellaneous Perks - This section covers all of the esoteric enhancements from non-standard
physical mutations and abilities, to magical and mystical enhancements, to the ability to partially shift
your body parts without shifting your full form.
Werewolf Form Aesthetic
Locomotion Size Legs
* Pick Only One * * Pick Minor or Massive. * * Pick Multiple if Desired*
This determines you primary Do you grow? How big do What type of hands, feet, and
method of movement when you get? Example based on limbs do you have when you
transformed. average male height of 5‘ 9” transform?
or 69”.
-{ Scaling adds to either.}-

Bipedal [Free] Minor [Free] Clawed [Free]


You walk primarily or There is only a slight Your limbs are fully humanoid
exclusively walk on your hind enlargement of your form in shape with clawed nails.
legs. when you transform due to
the altered physiology.

Quadrupedal [Free] Massive [50 WP] Pawed [Free]


You walk primarily or Your shifted forms height is Your hands and feet are
exclusively walk on all fours. 200% your original size, with enlarged into fully functional *****
an equal increase in mass. paw like extremities with all You can forgo taking any
An average male height of 5‘ nails extending into fully options if you wish for any
9” or 69” will stand around retractable claws. section except Locomotion.
11.5 feet in a bipedal form. *****

Switch [100 WP] Scaling [50 WP] Digitigrade [Free] ****


You are as comfortable You gain a 50% increase to Your legs are now fully When size scaling
moving on two legs as you your transformed size. transformed into larger Quadrupedal forms they will
are on four. * A 6’8” human with a 300% digitigrade legs with scale similarly in size from
modifier would stand 20’ tall. retractable clawed and ass to crown as bipedal.
-{ Repeatable Purchase }- padded feet. *****

Fur Face Ears Eyes


* Pick Only One * * Pick Only One * * Pick Only One * * Pick Multiple if Desired*
You decide how much fur you How prominent is your facial How do your ears change? How pretty your eyes look!
sprout when you transform, changes? How does your Do they grow? This is where you choose
along with its thickness and facial structure change? Do Do they gain decorative tufts how wolfish your gaze is.
location. you gain fangs or a snout? of fur?

Skin [Free] Humanoid [Free] Fuzzy [Free] Wolf Eyes [Free]


When transformed you do not Slight lengthening of the Your ears gain a lightly furred Your eyes look more canine
increase in fur much as it is canines and maybe a look while having a slight with an eye color of a striking
mostly bare flesh. flattening of the nose. tapering at the tips. yellow, brown, or blue.

Shag [Free] Bulldog [Free] Furry [Free] Glow in the Dark [50 WP]
You decide how much fur you The jaw region grows to a Your ears sharpen slightly at Your eyes glow with an inner
sprout when you transform, short stub snout with a more the tips and increase in their light, this does not provide
along with its thickness and prominent canis nose and movement to provide a any real light but looks
location. sharp teeth. degree of directionality. intimidating in the dark.

Fancy Fur [100 WP] Wolf [Free] Wolfish [Free] Unnatural Color [100 WP]
Want hot pink fur with white The jaw region grows to a Your ears are extended into You can choose any eye
markings? Want to be full snout with a clear canis triangular and fully mobile color, as well as deciding if
covered in runic patterns style nose and full fangs. wolf-like ears. your new eye shows when
that are formed from your not transformed.
own fur coloring? Then this
is the option for you.
Sensory Enhancements
All sensory perks work at 50% effectiveness in terms of potency outside of a transformed state. Perks do not
stack when untransformed no matter how many forms they are bought in.

No Vision Augmentation [+100 WP]


Your transformation does not grant any increase in your ability to see the world around you.
This prohibits the purchase of Vibrant Vision.

No Scent Augmentation [+100 WP]


Your transformation does not grant any increase in your ability to smell the world around you.
This prohibits the purchase of Supernatural Sniffer.

No Hearing Augmentation [+100 WP]


Your transformation does not grant any increase in your ability to hear the world around you.
This prohibits the purchase of Heightened Hearing.

Basic Sense Augmentation [Free]


Your senses are augmented to the same degree as a wolf providing a 50% boost to your vision and hearing
range.

Vibrant Vision [100 WP]: You can now see in the dark, in pitch black you will see the world in black and white,
in extreme low light you will see in shades of grey, and in low light you will see as if you were in the light of day.

+ Thermal Vision [50 WP | Requires Dark Vision]: You shift your sight into the infrared spectrum for
heat mapping.

+ Life Detect [50 WP | Requires Thermal Vision]: You can now detect the very life energy of
other beings, which allows you to detect beings without any body heat like the undead or ghosts
as they still need energy to animate themselves.
Supernatural Sniffer [100 WP]: You gain an increased sense of smell beyond those of the strongest animal,
able to smell scents that are days old or faint to the point of near dissipation as if they were freshly sprayed,
from a block away.

+ Scent Separation [50 WP | Requires Supernatural Sniffer]: You can differentiate different scents
around you without getting them muddled, you can even focus on one to help block out other unneeded
scents.

+ Stink Sight [50 WP | Requires Scent Distinction]: You nose is now so strong and
discerning that you can almost paint a picture with your nose. You can not only tell how many
beings are around you by scent alone and can now discern more information from what you
smell from health, diet, injuries, and more.

Heightened Hearing [100 WP]: You gain an increased sense of hearing beyond those of the strongest
animal, able to hear even whispers of people or the skittering of animals from a block away. This boosts the
range of your hearing.

+ Directional Hearing [50 WP | Requires Heightened Hearing]: You can now focus on different
sounds in specific directions without being drowned out by others, as well as consciously focusing in
any given direction to boost your range. This allows you to focus on one direction to gain more detail
and range by tuning out the others.

+ Nuanced Noise [50 WP | Requires Directional Hearing]: You can pick out various noises
and details out of a busy background without issue and without getting lost in the surrounding
clamor. This ensures that you will subconsciously shift through the surrounding background
noise when trying to focus on specific things to boost the detail quality of your hearing.

Subconscious Sensory Combination [100 WP]


[Requires Vibrant Vision, Supernatural Sniffer, and Heightened Hearing]
All your senses now operate with your subconscious to form a background process that is automatically
correlating and combining any and all sensory feeds into stronger and more useful forms.

Scents now appear to you almost as a visual overlay to the world, with scent trails you follow almost
seeming to glow ahead of you with light as you follow their smell.
Audio now dims and strengthens as you consciously focus on them, while allowing you to actively
parse what you are hearing better while all others are subconsciously cataloged for danger alerts or to be
reviewed later. This means that when you focus on something behind you will no longer lose track of what is
ahead of you as it will still be acknowledged and handled completely on a subconscious level.
As you gain more sensor capabilities such as detecting things like exotic energies, they will be added to
the constantly growing web of interconnecting feed that are from interacting with your surroundings, this can
also include things like non –standard senses like spider-man's precognitive spider sense or an earth benders
tremor sense.
You are now unable to be overwhelmed by any form of sensory input or whiplash as anything beyond
you capability to consciously handle will be shunted into your subconscious to be accessed or combined for
easier handling and any change even as mundane as going from a bright day to a dark interior will be handled
to your advantage.
Physical Enhancements
* All physical perks work at 50% effectiveness in terms of potency outside of a transformed state. Perks do not
stack when untransformed no matter how many forms they are bought in.

No Strength Augmentation [+100 WP]


Your transformation does not grant any increase in your strength.
This prohibits the purchase of Savage Strength.

No Speed Augmentation [+100 WP]


Your transformation does not grant any increase in your speed.
This prohibits the purchase of Swift Speed.

No Healing Augmentation [+100 WP]


Your transformation does not grant any increase in your durability.
This prohibits the purchase of High-Speed Healing.

Basic Physical Augmentation [Free]: Your strength and speed are augmented to just above peak human
with a lifting strength of 1500 pounds when untransformed with an overall 100% increase across the board in
strength, speed and durability when in your werewolf form. This also comes with a slight increase in
regeneration in both untransformed and transformed states, allowing for the quick staunching of bleeding and
sealing of minor wounds without scarring.

Wild Appearance [Free]: As a werewolf you gain a rugged and alluring appearance that exudes an almost
feral beauty. You now attract others as your looks are enhanced to the limits of human beauty and health,
making you a 11 out of 10 with a palatable aura of untamed desire and strength. This clears all scars.
blemishes, and imperfections while enhancing your base looks.

Savage Strength [100 WP]: You can now sustain lifting an additional 1500 pounds more than your previous
base strength as a human and when transformed this will fully triple your new base strength providing a 200%
boost to your normal lifting capacity.
With no other modifiers on your strength you will now lift 3000 pounds (1.5 Tons) in human form and 9000
pounds (3 Tons) in your transformed

+ Minute Manipulation [50 WP | Savage Strength]: You gain a


massive increase in your fine motor skills and can use your fingers
and claws to perform delicate and complex tasks with ease.

+ Burst Boost [50 WP | Requires Fine Manipulation]: You


can supercharge an attack or physical exertion to provide a
doubling of your physical strength and output but you will suffer
a halving of your strength and exhaustion for 10 minutes
afterwards until you can pause and regain your strength.
Swift Speed [100 WP]: You can now sustain a running speed that is 50mph faster than your previous base
speed as a human and when transformed this will fully double your new base speed providing a 100% boost to
your normal max running speed and acceleration.

+ Reflexes [50 WP | Requires Swift Speed]: You now have nearly no lag between thought and action,
as your body is optimized for movement and reaction speed.

+ Perpetual Pursuit [50 WP | Requires Reflexes]: You no longer get exhausted from running
for long periods of time and can last as long as you ingest enough fuel to keep yourself going.

High-Speed Healing [100 WP]: You now heal any damage to intact body parts at an accelerated speed and
can watch your flesh knit back together before your eyes. A sword through the heart will still kill you but as long
as you don’t take an outright fatal blow you will heal.

+ Rapid Regeneration [50 WP | High-Speed Healing]: You now regenerate lost parts over the span of
a day for something like a limb. While this regeneration will continue without any extra food or energy
required, it will perform quicker when more food is eaten or you are under the light of the moon.

+ Limitless Lifeforce [50 WP | Rapid Regeneration]: You no longer age and if older than your
prime you slowly revert back to your peak physicality and age as you regress and revert any
signs of advanced age or wear and tear.

Complete Control [100 WP]


[Requires Savage Strength, Swift Speed, and High-Speed Healing]
Your transformation has granted you complete and total control over your power, perks, senses, and
physicality.

You can now turn up or down any perk, power, or ability from completely off to full power, and have complete
control of your body.

You could go from cradling an egg, to punching through a steel barrier, to knocking out a human all without
hurting them or exerting more force than necessary for any of the jobs.
Miscellaneous Perks

All of these perks apply in and out of your werewolf transformation.

Weaker Form [100 WP]: You can design a secondary form and it will have half the physical abilities and perk
strength of your main transformation.

Restricted Reshape [100 WP]: You can shift only portions of your body at a time rather than performing a full
transformation with any transformation you possess.

Speedy Shifter [100 WP]: You can shift from your primary form to any other you have instantaneously with no
pain, discomfort, or delay. You can also not be prevented from transforming in any way.

Moonlit Magnificence [200 WP]: The moonlight is no longer just the cause of your transformation but a
source of power. You gain a 100 % boost to Strength, Speed, and Regeneration in any form while under the
moonlight.

Alpha Psionics [200]: You gain the ability to connect to others that you view as being part of your pack into a
permanent mental web of communication to share thoughts, senses, memories, impressions, and straight up
worded telepathic conversations. You have the ability to include and remove outsiders to your pack in this web
of mental communication at a lower level that only allows for basic mental communication in the form of
worded telepathic conversations.
This is enhanced by any psionic abilities you also possess.

Physical Advantages [100 WP]


* Make only one effect per purchase.
You can utilize any portion of the altered body as a weapon or enhance it for protection.
Examples, anything within range of these can be taken.
+ Strengthened tail with corded muscles and thickened bone that hits like a mace.
+ Fur or hair is hardened to be akin to steel, able to shrug off blows.
+ Produce a mild poison or paralytic from your claws.
+ More … [Keep your home-brewed advantages in line with what is shown.]

Mystical Advantages [200 WP]


* Make only one effect per purchase.
You can gain extra benefits from your type of werewolf or from your unique heritage .
Examples, anything within range of these can be taken.
+ Elemental Affinity: Elemental affinity that allows for less damage from those sources and the ability to
infuse your attacks physically or conceptually with your chosen element.
+ Necromantic: You gain an affinity with spirits, ghosts, and the deceased, and find ease in mastering
necromancy. With practice you may be able to infuse attacks with spiritual and entropic energies or with major
effort even the concept of death and the beyond.
+ +Size: You can temporarily double your forms size but will be fatigued and weakened for three times the
length this was active. You don’t suffer any additional strain or difficulties associated with the additional mass
and double your form's strength.
+ More … [Keep your home-brewed advantages in line with what is shown.]
Final Choice
Go Home: What, done already? Alright then hope you had fun and enjoy your trip home.

Stay: So you enjoy your time as a wolf that much huh. Well have fun staying in this world and running with the
wolves.

Continue: On you go then, take your purchase, companions (voluntary or otherwise) and get onto your next
conquest.

Update Notes
v1.0 - First release draft of the Jump Doc completed.
V2.0 – Large Overhaul
- Edit the weapon descriptions and added magic.
- Edited the Portable Sun and Moon items
- Added spray bottle item
- Added Omegaverse drawback
- Overhauled the Woodsman Drawback
- Completely reworked the Werewolf Builders Aesthetic section.
- Updated the example builds and added Twilight Werewolves (Actually Shifters)
- Updated the Werewolf Apocalypse Scenario
- Added Werewolf vs. Vampire scenario.
- Many other small and large changes.
v2.1 - Scenario 01 - You can keep all 101 wolf pups if you save them.

Trivia
The three little pigs in the [Three Little Pigs] scenario are represented as follows.
Youngest Pig = Straw | Drugs
Middle Pig = Wood | Flesh
Eldest Pig = Brick | Gold

1 hectare = 100 acres = 10,000 square meters = 11,960 square yard


Werewolf Builder | Examples Builds
Werewolf Type: Example Werewolf
Alternate Names: Alternate Designations
Examples: Examples of this type in media and mythology.
Creation and Transmission: How is this type of werewolf created and are they infectious?
Shifting Capable: Can they shift from a human and to what degree or are they stuck in a wolf form?
Transformation Trigger: What causes their transformation if they are capable of shifting?
Human Intelligence vs. Animal Instinct: To what degree do their animalistic instincts control them and how
much human intelligence and mind do they retain?
Shifted Form: What does their altered wolf form look like?
Transformation Speed: How quickly do they change forms?
Bipedal or Quadrupedal: Are they capable of bipedal or quadrupedal locomotion?
Strength: To what degree in their strength increased?
Regeneration: Do they have enhanced regeneration?
Speed: Do they gain a speed enhancement?
Social and Pack Behaviors: How do they socialize and interact with other werewolves and humans?
Hunting Drive: Does their nature drive them to hunt, and do they enjoy hunting humans?
Powers and Abilities: Does this type of werewolf enjoy the benefits of other abilities like magical talents?
Misc information: What other information is there about this type of werewolf?

* This would be the basic build for this form of werewolf.


* This form costs +1500 WP.

Bipedal Locomotion [Free / 100 WP]


----------------------------------------------------------------------------------------------------
All of the below examples have been compiled through the use of videos,
websites, and memory. Any inconsistencies or errors are not intentional
and these are meant to be a guideline on various styles of werewolves that
you can build.
----------------------------------------------------------------------------------------------------

Werewolf Type: Lycanoid


Alternate Names: None
Examples: Supernatural
Creation and Transmission: Can happen when a true werewolf grazes a person and infects their blood.
Shifting Capable: They have a light transformation while staying in their human form.
Transformation Trigger: Involuntary transformation during the three days of the full moon.
Human Intelligence vs. Animal Instinct: They are fully influenced by their transformation and become
extremely violent against anyone, even family.
Shifted Form: When transformed they stay fully human looking but do grow some exaggerated features. They
gain clawed nails, fanged teeth, bushy eyebrows, and patchy fur.
Transformation Speed: They do not have an exceptionally speedy change and can be observed to visibly
shift.
Bipedal or Quadrupedal: They are fully bipedal.
Strength: Minor increase in strength compared to their human form.
Regeneration: No enhanced regeneration.
Speed: Not exceptionally faster than a normal human.
Social and Pack Behaviors: They get along with others of their type but attack all others.
Hunting Drive: They have no issues with harming humans.
Powers and Abilities: They do not have any special abilities.
Misc information: Nothing worth noting.

* This would be the basic build for this form of werewolf.


* This form costs +50 WP and provides you with 700 CP from the required drawbacks.

Locomotion: Bipedal [Free]


Fur: Skin [Free]
Face: Humanoid [Free]
Ears: Not Taken
Eyes: Wolf Eyes [Free]
Size: Minor [Free]
Legs and Feet: Clawed [Free]
Basic Sense Augmentation [Free]
Basic Physical Augmentation [Free]
No Durability Augmentation [+100 CP]
Call of the Wild [+100 CP]
Slow Transformations [+100 CP]
Full Moon Trigger [+200 CP]
Uncontrolled infectiousness [+200 CP]
Werewolf Type: Manwolf
Alternate Names: None
Examples: Remus Lupin, American Werewolf in London
Creation and Transmission: Is the result of an attack and infection, and can pass it on through an infection by
bite or scratch.
Shifting Capable: Yes, but unwilling.
Transformation Trigger: Involuntary transformation during the three days of the full moon.
Human Intelligence vs. Animal Instinct: No human intelligence and no memory of time they are transformed
and no control when transformed as they are very animalistic.
Shifted Form: When transformed they grow into a slightly larger and more muscled bipedal wolf with snout,
tail, and full body fur.
Transformation Speed: Visible Change.
Bipedal or Quadrupedal: Primarily bipedal, but run on all forms.
Strength: Slight increase in strength.
Regeneration: Increased speed in healing wounds but no true regeneration.
Speed: Decent speed increase.
Social and Pack Behaviors: Can form packs is desired but again mindless animals when transformed so the
pack is mostly for when they are human.
Hunting Drive: Not specifically but they are animalistic when transformed.
Powers and Abilities: Nothing Notable.
Misc information: Nothing Notable.

* This would be the basic build for this form of werewolf.


* This form costs +100 WP and provides you with 700 CP from the required drawbacks.

Locomotion: Switch [100 CP]


Fur: Shag [Free]
Face: Wolf [Free]
Ears: Wolfish [Free]
Eyes: Wolf Eyes [Free]
Size: Minor [Free]
Legs and Feet: Digitigrade [Free]
Legs and Feet: Pawed [Free]
Basic Sense Augmentation [Free]
Basic Physical Augmentation [Free]
No Durability Augmentation [+100 CP]
Call of the Wild [+100 CP]
Slow Transformations [+100 CP]
Full Moon Trigger [+200 CP]
Uncontrolled infectiousness [+200 CP]
Werewolf Type: Bloodhound
Alternate Names: Lycanthropus Feral
Examples: Gingersnaps, Wolfman
Creation and Transmission: Is the result of an attack and infection, and can pass it on through an infection by
bite or scratch.
Shifting Capable: Yes.
Transformation Trigger: Little or no control over transformation and can transform due to danger to defend
themselves ,and still have involuntary transformation during the three days of the full moon, or with strong
emotions.
Human Intelligence vs. Animal Instinct: The lycanthropy of this type will lead to the twisting of the mind of
the infected leading them to quickly embrace the curse and be willing to kill even friends and family. They do
retain a decent amount of human cunning but are still mostly animals.
Shifted Form: When shifted they gain muscle mass and an increase in height. They are fur covered bipedal
forms, with no real human features.
Transformation Speed: Slow shifting with visibly muscle and bones changing.
Bipedal or Quadrupedal: Bipedal and quadrupedal hunched running abilities.
Strength: Minor increase in strength compared to their human form.
Regeneration: No enhanced regeneration.
Speed: Not exceptionally faster than a normal human.
Social and Pack Behaviors: Generally singular and not pack oriented, going as far as to fight others of their
type to the death.
Hunting Drive: Feral and interested in hunting prey.
Powers and Abilities: Nothing noticeable.
Misc information: Nothing important.

Werewolf Type: Berserker


Alternate Names: Lycanthopus Beastialis
Examples: Underworld Evolution, Van Helsing
Creation and Transmission: Infection
Shifting Capable: No they are trapped in their werewolf form
Transformation Trigger: After initial infection these werewolves are trapped in their werewolf form forever with
no way to change back.
Human Intelligence vs. Animal Instinct: They retain more intelligence than bloodhounds and retain some of
their rationality and not losing themselves completely to animalistic bloodlust.
Shifted Form: Their form looks like large bipedal wolves.
Transformation Speed: Form locked once the change happens.
Bipedal or Quadrupedal: Primarily bipedal.
Strength: Large strength increase.
Regeneration: Some regeneration.
Speed: Decent Speed increase.
Social and Pack Behaviors: Not inherently pack oriented.
Hunting Drive: Driven to hunt and fight.
Powers and Abilities: Nothing noticeable.
Misc information: Always seem to be male.
Werewolf Type: Lycan
Alternate Names: Lycanthropus Robustus
Examples: Lucien from Underworld.
Creation and Transmission: Born and hereditary.
Shifting Capable: Yes
Transformation Trigger: At-will transformations.
Human Intelligence vs. Animal Instinct: They retain their completely human mind when transformed.
Shifted Form: Large Bipedal Wolf form.
Transformation Speed: Quick form shifting.
Bipedal or Quadrupedal: Capable of both bipedal and quadrupedal locomotion.
Strength: Immense strength to match a vampire in combat.
Regeneration: Visible regeneration and healing.
Speed: Decent speed enhancement.
Social and Pack Behaviors: Tend to live among humans but still form packs with others of their types, with
pack hierarchy flowing from a central patriarch.
Hunting Drive: These do not tend to attack humans or have any real drive to but will when they want to
increase the strength of their pack.
Powers and Abilities: Can develop a resistance to weaknesses like silver through repeated exposure.
Misc information: All male race of werewolf that is an upgrade to the bloodhound type. They take pride in
their bestial nature and tend to hate vampires.

Werewolf Type: Delta Werewolf


Alternate Names: Lycanthropus Sapiens Minor
Examples: Teen Wolf
Creation and Transmission: Non-infectious, and hereditary.
Shifting Capable: Yes
Transformation Trigger: Initial shift due during puberty and then capable of at-will transformations, with
involuntary transformations due to heightened emotions till control is learned.
Human Intelligence vs. Animal Instinct: No mental changes or influences.
Shifted Form: When changed there is no real change in height or mass when transformed and retain their
human size. They grow fur and lengthen their hair, grow claws like nails, sharpen their teeth, and have a more
wolf-like nose and mouth without any sign of a snout.
Transformation Speed: Lightning speed transformation only taking an instant to change.
Bipedal or Quadrupedal: Primarily bipedal in form as they retain their more human proportions.
Strength: No real notable strength enhancement.
Regeneration: Slight regeneration increase.
Speed: Higher speed increase than true werewolves due to not gaining large amounts of muscle mass and
growing in size.
Social and Pack Behaviors: Live among humans as humans generally with families of their own.
Hunting Drive: Does not generally hunt humans.
Powers and Abilities: Nothing noticeable.
Misc information: Weakest of the true werewolf breeds and are used by them.
Werewolf Type: Gamma Werewolf
Alternate Names: Lycanthropus Sapiens Savious
Examples: Howl (2015)
Creation and Transmission: Created through infectious wounds.
Shifting Capable: Yes they can shift.
Transformation Trigger: During the Full Moon.
Human Intelligence vs. Animal Instinct: Near human intelligence but still affected by their animalistic nature.
Shifted Form: When they shift they grow slightly in size and mass. They gain more wolf-like features with
facial and ear structure, but no extended snout or fur increase.
Transformation Speed: Slow visible shifting over time as the infection sets in.
Bipedal or Quadrupedal: These are more humanoid bipedal werewolves.
Strength: Large increase in strength.
Regeneration: No exceptional regeneration.
Speed: Slight speed increase,
Social and Pack Behaviors: They have chosen to live among humans to hide and avoid persecution.
Hunting Drive: They still tend to go out and humans around them during the full moon, being dangerous and
hostile as they revel in their animalistic tendencies and bloodlust.
Powers and Abilities: No real weakness but no extra protection like enhanced healing compared to a normal
creature.
Misc information: They take pride in thier conditions and the terror and power it gives them.

Werewolf Type: Beta Werewolf


Alternate Names: Lycanthropus Sapiens Superior
Examples: Pretty much any comic book heroic Wolfman and werewolf character. Jack Russell from Marvel.
Creation and Transmission: How is this type of werewolf created and are they infectious?
Shifting Capable: Yes.
Transformation Trigger: May need to go under involuntary transformation on the three days of the full moon
and may lose their mind during this, but this is not necessary.
Human Intelligence vs. Animal Instinct: No real change in their normal intelligence but may gain some
complimentary wolf tendencies and instincts as compliment to their existing human intelligence. Some betas
can still be as bad as the berserkers in nature but this is not completely due to the transformation but the
nature of the human.
Shifted Form: These are some of the nicest looking and most physically fit of the human-like form with no real
deformities or extreme alterations like digitigrades feet, though they do gain humanistic hands and feet capped
in clawed nails. They maintain their human shape while gaining full body fur, and flat snout-less wolf features.
Transformation Speed: Shifts form quickly.
Bipedal or Quadrupedal: Are they capable of bipedal or quadrupedal locomotion?
Strength: Increased strength.
Regeneration: Enhanced regeneration.
Speed: Do they gain a speed enhancement?
Social and Pack Behaviors: Live alongside humans, as they generally view themselves a s still human.
Hunting Drive: Does their nature drive them to hunt, and do they enjoy hunting humans?
Powers and Abilities: Does this type of werewolf enjoy the benefits of other abilities like magical talents?
Misc information: Heroes and good guys, willing to even stand up for the Delta Werewolves.
Werewolf Type: Alpha Werewolf
Alternate Names: Lycanthropus Sapiens Major
Examples: Salvador Grant from The Order.
Creation and Transmission: This type of werewolves are pureblooded and are passed down through blood
lines generally.
Transformation Trigger: They are capable of at-will transformation to and from their human and werewolf
forms. May shift individual features at will or under stress and do not need to fully change.
Human Intelligence vs. Animal Instinct: They are extremely cunning and intelligent in their werewolf form,
not being driven by their animalistic side to any great degree.
Shifted Form: Large Bipedal wolf form.
Transformation Speed: There is no lag in their shifting and it seems almost instantaneous.
Bipedal or Quadrupedal: Bipedal and Quadrupedal Locomotion
Strength: Immense Strength [These are among the strongest variations.]
Regeneration: Regeneration.
Speed: Decent increase in speed.
Social and Pack Behaviors: They tend to lead large families that follow a strict hierarchy, with the Pure
Blooded Alphas Werewolves at the top.
Hunting Drive: They do not live to hunt but hunt to live like other werewolf packs.
Powers and Abilities: Are powerful enough that they may have other powers outside of just their werewolf
forms and enhancements like magic and necromancy.
Misc information: These are mostly pureblooded creatures and tend to be obsessed in purity of bloodlines
and maintenance of a bloodline.

* This would be the basic build for this form of werewolf.


* This form costs +1050 WP.

Locomotion: Bipedal [Free]


Fur: Shag [Free]
Face: Wolf [Free]
Ears: Wolfish [Free]
Eyes: Wolf Eyes [Free]
Size: Minor [Free]
Size: Scaling [50 WP]
Legs and Feet: Digitigrade [Free]
Legs and Feet: Pawed [Free]
Basic Sense Augmentation [Free]
Vibrant Vision [100 WP]
Supernatural Sniffer [100 WP]
Heightened Hearing [100 WP]
Basic Physical Augmentation [Free]
Savage Strength [100 WP]
Swift Speed [100 WP]
High-Speed Healing [100 WP]
Restricted Reshape [100 WP]
Speedy Shifter [100 WP]
Mystical Advantages [200 WP]: Necromancy
Werewolf Type: Fenrir Wolf
Alternate Names: Lycanthropus Fenrir
Examples: Custom Creation
Creation and Transmission: These are not infectious and are the result of lineage or magical means.
Shifting Capable: Yes.
Transformation Trigger: They can change at-will.
Human Intelligence vs. Animal Instinct: There is no change to their human consciousness and they retain
full control of themselves, though they may have some instincts and tendencies from their wolf form.
Shifted Form: Their shifted form is that of a normal fully bipedal animal, in this case a wolf.
Bipedal or Quadrupedal: They are fully quadrupedal as their shifted forms are fully wolves.
Strength: Immense Strength [These are among the strongest variations.]
Regeneration: Regeneration.
Speed: Decent increase in speed.
Social and Pack Behaviors: May be more interested in pack and group orientation due to wolf side?
Hunting Drive: While their wolf form may have a slight instinct bleed over, they have no real change from
when they are human.
Powers and Abilities: No abilities or powers are gained as this is just the person in an enlarged wolf..
Misc information: Nothing of note.

* This would be the basic build for this form of werewolf.


* This form costs +1250 WP.

Locomotion: Quadrupedal [Free]


Fur: Shag [Free]
Face: Wolf [Free]
Ears: Wolfish [Free]
Eyes: Wolf Eyes [Free]
Size: Massive [50 WP] Base 2x size increase
Size: Scaling x 6 [300 WP] Additional 3x increase
Legs and Feet: Digitigrade [Free]
Legs and Feet: Pawed [Free]
Basic Sense Augmentation [Free]
Vibrant Vision [100 WP]
Supernatural Sniffer [100 WP]
Heightened Hearing [100 WP]
Basic Physical Augmentation [Free]
Savage Strength [100 WP]
Swift Speed [100 WP]
High-Speed Healing [100 WP]
Speedy Shifter [100 WP]
Mystical Advantages [200 WP] +Size
Werewolf Type: Twilight Werewolf
Alternate Names: Wolf Shape-shifters
Examples: Werewolves [Wolf Shape-shifters] in Twilight
Creation and Transmission: Hereditary ability to change.
Shifting Capable: Yes
Transformation Trigger: At-will shifting of form unlike the Children of the New Moon (Werewolves). The initial
shift is generally triggered by anger and they will change back once calmed down.
Human Intelligence vs. Animal Instinct: No change in human intellect but they do become a bit more pack
oriented.
Shifted Form: Large horse sized wolves
Transformation Speed: They can shift form quickly enough for combat shifting.
Bipedal or Quadrupedal: Quadrupedal locomotion.
Strength: No change in human form but equal to a standard vampire in wolf form.
Regeneration: No real regeneration.
Speed: In human form they can outrun a swift deer and in wolf form can exceed one hundred miles per hour.
Their reflexes are highly developed and enhanced as well.
Social and Pack Behaviors: How do they socialize and interact with other werewolves and humans?
Hunting Drive: Does their nature drive them to hunt, and do they enjoy hunting humans?
Powers and Abilities: Quileute tribal warriors and chiefs used to be able to leave their bodies and wander as
spirits, communicate with animals, and hear each other's thoughts. Later this changed into shapeshifting into
giant wolves. As a wolf they have enhanced senses that allow them to see, hear and smell things from miles
away and a weaker form of hearing enhancement as a human. and a higher than normal body heat that allows
them to survive in colder environments.
Misc information: When a member of Quileute tribe’s current generation or the tribe is exposed to the scent of
a vampire, they will have their physique enhanced leading up to his first shape change. The shape-shifters of
the Quileute tribe are also referred to as Quileute wolves. until Leah Clearwater shifted for the first time it was
believed that only males were able to phase (Shift).

* This would be the basic build for this form of werewolf.


* This form costs +650 WP.

Locomotion: Quadrupedal [Free]


Fur: Shag [Free]
Face: Wolf [Free]
Ears: Wolfish [Free]
Eyes: Wolf Eyes [Free]
Size: Massive [50 WP] Base 2x size increase
Legs and Feet: Digitigraded [Free]
Legs and Feet: Pawed [Free]
Basic Sense Augmentation [Free]
Vibrant Vision [100 WP]
Supernatural Sniffer [100 WP]
Heightened Hearing [100 WP]
Basic Physical Augmentation [Free]
Savage Strength [100 WP]
Swift Speed [100 WP]
Speedy Shifter [100 WP]
Image Credits
Cover Image
https://nataliedecorsair.tumblr.com/post/632389442314862592/werewolf-ascending-some-lady-werewolf-whos

Female Werewolf FIght


https://64.media.tumblr.com/472bcc77122f69cfabe0f752fe6d3838/047f7db6c8bd98f1-90/s1280x1920/6e3ef8a
beb2689a220495f92cc70c8cda720cee2.png

Werewolf Aesthetic head image


https://wehavekookies.tumblr.com/post/179628422679/using-halloween-as-an-excuse-to-check-order-of-the

Werewolf Aesthetic Shifting Image


https://whitewolf.fandom.com/wiki/Garou_forms?file=Werewolf5forms.jpg

Crossed Arms
https://www.weasyl.com/%7Enomad/submissions/982634/are-you-quite-finished

Wolf Pack
https://www.kindpng.com/imgv/hmmJhmm_wolf-pack-drawing-base-hd-png-download/

Werewolf Type: Example Werewolf


https://www.deviantart.com/rwolf/art/Winter-Wolf-13569139

Glowing Wolf Eye


https://anime.goodfon.com/art-anime/wallpaper-vzgliad-glaza-volk-morda-art-art-wolf-eyes-zhivotnoe-animal.ht
ml

Supernatural Werewolf Example


http://www.supernaturalwiki.com/Werewolves

Remus Lupin
https://www.mcgilltribune.com/a-e/pop-rhetoric-harry-potter-burden-diversity-876387/

American Werewolf in London


https://reelrundown.com/movies/An-American-Werewolf-in-London-Werewolf-Horror-at-its-Finest

Alpha Werewolf
https://the-order-netflix.fandom.com/wiki/Jack_Morton?file=TO-Promo-2x01-Free-Radicals-Part-1-12-Jack_as_
Midnight.png

Twilight Werewolf
https://corporatetraining.usf.edu/blog/7-professional-development-lessons-from-twilight

Fenrir Wolf
https://www.artstation.com/artwork/J9POkv

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