Were-Shifters (Canines, Ursines, Felines, Aves, Reptiles, etc), Centaurs, Fauns/Satyrs, Bogies, Lamia, Naga, Harpies, Selkies, all other classifications of animalian shapeshifters (Pookah, Skin-walker, etc)
Typical Age Range
Typical Residential Area
The Fera come from many different cultures, regions, and species, but they have one thing in common. They were all created by Gaia. On the rising of the first moon, Gaia created her first children, the werewolves, from the soil of the earth, but she found that they were lonely, on their own. So she set, on each moon thereafter, to create a collection of species in order to diversify the land, and protect it from the harm that creatures of other gods wrought (like the humans and the vampires). Meant to be guardians of the wild, but imbued with immense strength to stand against the creatures of the night, the vampires, they were gifted the same inner ‘Beast’, allowing them to take great and strong forms when enraged and emotional, though they do not experience the same thirst that vampires do.
After the coming into being of the fae, Gaia observed her creation, and the creation of nature’s servants, and sought to perfect her work, creating into being the first Centaurs (who embodied the brutality of the shifters, without the impulse of ‘The Beast’), and the first Fauns and Satyrs, who were able to adapt to humanity’s rising intellect, and trick and deter the mortals away from their forests (or trap them there entirely).
Fera typically embody the culture of their region, and many share similar cultural customs with their human counterparts, for a time, learning to live in harmony with these villages and settlements of people, until the age of Christianity, and the great Inquisition. The Fera were hunted as unnatural and monstrous beings, and they went into hiding to avoid total extinction. Humanity nearly forgot altogether of their existence, simply alive in fairytale, until the great reveal.
The great reveal exposes the Fera community. Poachers take to the densely populated areas Fera are known to inhabit and it is a slaughter. Fera parts become prime for sale on the black market.
The army releases task forces into rural communities and forested areas, sweeping and rounding up Fera, and indenturing them into military programs. Their physical strength, prowess, and beastiality is used as an advantage. Torture, starvation, or kidnapping of their kin used to control them into cooperation.
An International Armistice Treaty is signed to outlaw the use of Fera in civilized war, considered weapons of severe destruction. Some countries still enslave Fera illegally for this use, but the United States abides by the Armistice. All Fera in servitude are retired from service with honors, (though covert programs retained a few controllable assets). A fake badge of thanks is placed on their chests in the form of American citizenship, denied to the rest of the supernatural races, under Act 40.Stat.542 that stated that any alien serving in the US military for 3 or more consecutive years would be granted US citizenship. As they return to unwelcome communities, mistrusted even among their own kind, still oppressed and barred from becoming citizens, believed them to be brainwashed or compromised by the governmental forces which took them. Affected Fera are riddled with symptoms of stress and mental damage, leading to a social ethical questioning about militaristic tactics.
Many Fera, particularly those affected in the forced conscription, travel to New York, where they can find work they are lacking in their own now mistrusting communities. The city has added benefits, the local Fera population is unstable, and not hospitable to a long running pack structure. This leaves the converging Fera with a fresh page to turn, where they can come find others who have suffered the same injustices as them, or whose loved ones suffered injustices, and hope to create a community for healing. While they yearn to experience belonging and pack, they have still been seeded with a deep anxiety and mistrustfulness, however.
No one fera looks alike, as they are inhabitants of every region and culture from across the globe. The majority of the time, they appear no different than any healthy human, though they are able to attain partial and fully shifted forms. The grade at which they take on animalistic features varies to the preference and control of each fera. Some can take on incredibly beastial and grotesque forms while in their enraged state, while others experience rage, though do not shift into unnatural feral forms. Centaurs and Fauns/Satyrs are also able to take fully feral forms, though it is less common for them to retain the ability to do so, and they do not experience the same rage fervor during full moons as Shifters, though they will experience more aggressive and mischievous personalities. Braver Fera may walk around with horns, ears, or tails while appearing otherwise humanoid, but they risk the prejudice of the public. It requires two posts to shift into feral and full forms, though half shifts or shifting specific parts of the body will only require one post.
NOTE: Fera should not appear as furries in bipedal forms but should appear as humanoids with animalistic appearance mutations. Furry or Anime heads are not acceptable for this sim. Feral forms should appear natural, as the animal type would in the real world. Feral forms should not have unnatural tattoos, piercings, default painting, or markings that would not be present in the natural world. The intent is to keep an element of augmented realism in play, as opposed to shifter animals appearing to be of fantasy or non-earthly worlds.
Resilience: Fera are extremely physically hardy, and heal easily while shifting between forms. They will not heal areas of their body that they are not shifting if they are only engaging in a partial shift. They are able to lift more weight, run farther, and jump higher than their human counterparts, and they are able to sustain more damage, though they still feel pain.
Enhanced Hearing: Fera have incredibly sharp hearing, and can hear most whispers within a room (20 m chat range), or able to hear the faint creaking of floors, or gentle sound of a beating heart.
Enhanced Smell: Fera have an incredible sense of smell, able to detect the specific scent of a person or thing (with something to smell as reference, or if the person is someone they are around daily) up to 12 hours after it or they have been there. They are able to track a scent trail for this long afterward, though if there are other strong smells in the area, this will tamper with their ability to do so.
Silver: Silver is not inherently dangerous to fera, but it can prevent their ability to heal a wound that is inflicted with it. Due to this, gunshot wounds with silver bullets risk bleeding a shifter out, or stab wounds or puncture wounds risk severe deformity, danger, or death. Fera may heal these wounds by mundane means, but shifting will not improve their healing of these wounds, simply make them worse as the body pulls on the healing parts of the body.
Wolfsbane: Wolfsbane is incredibly poisonous to fera, and if it comes into contact with their blood, their body will respond in a similar way to having been poisoned, experiencing convulsions, vomiting, lightheadedness, dehydration, or in severe cases, death. They can be treated for their symptoms to prevent death, but the poisoning simply has to run its course.
The Full Moon: All Fera are subject to the full moon, though in slightly different ways. Shifters during this time are overwhelmed with the call of ‘The Beast’ and often shift into grotesque and unnatural beastial forms, rage consuming them to destroy any that tempt at their territory or mates. In uncontrolled occurrences, sometimes Shifters will seek out and attack unknowing people caught out in the woods after dark. Not all shifters take on large beastial forms, some taking on their normal feral appearances, though they all experience the call of the The Beast. Centaurs and Fauns/Satyrs don’t experience the call of The Beast, lacking this addition in their creation, but Centaurs will become highly unpredictable, aggressive, or territorial during this time, and Fauns and Satyrs will experience heightened levels of aggression and mischief.
Sensitive Senses: Your senses are heightened, but that also means that you are sensitive to them. Terrible smells are more potent, and loud noises are more piercing to your ears. Shifters are often overwhelmed by the bustle of the city, and those who live in urban atmospheres take time to adapt to their surroundings. A strong smell can easily throw you off a scent, or a loud noise easily distract and stall you.
Commune with Spirits: All Fera are able to learn to see the spirits of the dead, though they do not always see them if they are not trying. This requires practiced meditation, and some Fera have even been known to be able to converse with these spirits in this state of meditation. Some Fera refer to this as spirit walking, while others simply refer to it as conjuring, or communing. Fera can also feel the energy of the space around them, sensing if there is malignant or peaceful spiritual energies nearby.
Connection to Animals: All Fera, regardless of type, have a strong connection to the fauna of the earth. They feel strong empathetic bonds with animals, and can often sense and read their emotions and impulses. This also works on other fera if they're within their animal states.
Calming Spirit: All Fera are balanced with the ability to calm, in contrast to the rage of The Beast that they experience. Some Fera are more practiced at this practice than others (particularly older Fera with more control over their Beast) but some are so practiced as to be able to calm a frenzying Vampire.
Piercing Roar: Once per scene, Fera can emit a loud roaring/screeching/or bellowing sound (depending on the animal of their origin) in order to stun, distract, or terrify anyone around them. The level at which this affects those nearby may depend on their level of experience and comfort with the Fera. These sounds are much more pronounced than their feral counterparts.
Healing: Once per day, Fera are able to commune with Gaia in order to bless themselves or an individual with healing, the larger or more grave the wounds, the more energy it will take them to channel this healing power. Fera may fall unconscious after a particularly difficult healing or may simply be hungry after a small to moderate one.
No Escape: By communing with and channeling the energies of Gaia, fera are able to mark their targets for a short duration of time, making it difficult for the person to hide or run from the shifter. For the remainder of the day the fera is able to track the subject within 50 meters using scent and intuition.
Too Cute: Once per day a fera is able to use eye contact and a form of psionic empathy in order to influence the target out of harming them or be more convincing about something they want. This is similar to the 'puppy dog eyes' trope, and will last for three (3) posting rounds, after which the effect will wear off and the subject's anger or base emotional state before the "Too Cute" ability took affect will resume.
Birth & Creation
Fera can all be born by natural means, in whatever state is natural to the mother. Their bodies will shift with the body of their mother, though usually expectant mothers avoid shifting, as it risks damage to the fetus. Fera can be born in any of their available forms, but will not experience the call of ‘The Beast’ until puberty. Shifters can create more of their kind by bite, as well, while Centaurs and Fauns/Satyrs can only be born of a similar parent. The bite must be placed when in feral form, and within three days before or after the full moon, and will only affect humans. Witches can be turned, but will lose their ability to cast magic for shifter abilities. It takes Shifters two weeks to succumb to the infection, and if they do not die from the illness, their body will shift uncontrolled, sometimes triggered by strong emotion.
Love & Bonding
Fera mate and reproduce much like any other natural being, and they typically have a strong sense of belonging and family, especially with their own kind. They can be territorial of their mates, and will often imprint on these mates in order to establish emotional connection, and claim possession of the imprintee. Imprinting is permanent, and links the two emotionally and mentally, allowing the two to communicate telepathically (though Fera often struggle at more defined thoughts, often better at conveying feeling or intent). Telepathic abilities will only work within 20m. Fera may imprint multiple beings. If one member of an imprinted pair perishes, and there are no others that the Fera has imprinted alive, the Fera may be in severe danger of falling into a deep sadness, and often they will choose to stop eating and drinking, and pass into death after their mate.
Fera are immortal, but can die via mortal means of trauma. Though their bodies can sustain a great amount of pain and damage, they can still experience death if wounded by a silver weapon in a mortal manner, or by exsanguination. Beheading, or severe poisoning of wolfsbane are two other ways that the fera may die. In rare cases, when the mate of a Fera perishes, they refuse to take in food or drink, and allow themselves death by starvation due to the loss.
Food, Drink, Drug, & Healing
Fera are hungry individuals, not just for food, but for physical affection as well. While not always sexual, Fera can struggle to keep their hands to themselves, particularly around mates or people whom they hold an attraction. They have large appetites, and eat unnatural amounts of food. They can take in greater amounts of drug and drinks before feeling effects, and it takes them twice as much as it would a normal human to feel similar effects. Many Fera often smoke catnip, which is particularly potent to them, and offers similar effects to marijuana. They do not need to eat specifically to heal, though they do need to eat regularly to retain their energy, used for shifting and repairing their bodies.