A size chart and sample reference of every form can be found here.
Keen sense of hearing and smell – able to identify other werewolves with ease via scent.
Advanced strength and speed, which can be noticeable (if often forgettable) to observant humans, and red flags to those trained to detect werewolves.
Basic appearance is exactly the same before and after the change.
May NOT have wolf ears, tail, eyes, or any other animal-like features. Characters should physically blend in and appear, for all intents and purposes, wholly human.
Are NOT as physically strong, fast, or otherwise equal to a were in any form.
Average 6.5 to 8 feet in height when standing straight, but often have a hunch or slouch which varies from slight to dramatic.
Large percentage of muscle mass compared to human counterparts; weighs more than a similarly-sized human would.
Should have a tail, unless it is otherwise removed.
Humanoid in shape, save for digitgrade legs.
Facial structure is always that of a wolf, with a defined muzzle and no human-like features.
When controlled, have the full mental capacity of their human, but with more of a feral edge. When out of control, are still highly intelligent, but run by a beast-like mind with vastly different impulses and desires.
Have functional paw-hands with an opposable thumb. Good for gripping, bad for dexterous work. Hands can be more feral, but should not appear human-like at all.
Ear shape varies from small, wolf-like ears, to taller, bat-like ears, and everything in between, but are always upright unless structurally compromised.
Only natural, wolf-like colors. Some more domestic patterns and color combinations occur but are restricted for character creation.
May have unusually colored eyes – eyes may or may not correspond to human form.
May have some variation in hair length and covering; manes are welcome, and less hair along the muzzle, chest, belly, hands, and paws are acceptable.
Are NOT wolfmen or otherwise human-like werewolves.
May NOT be plantigrade; digitigrade only, please.
Characters do not start with this form - it is unlocked over time.
Follows the same guidelines in terms of general shape, colors, ears, etc as the basic werewolf form, but on a massive scale.
9 to 13 feet in height on average when upright, but body is slouched and head height may be much lower.
Slower, but much stronger than the normal werewolf form, and often tires quickly - the "battle" form.
Even when controlled, often have a hard time grasping more intelligent concepts; the mind is very feral, and as a result it is easy to lose control of this form. When let loose, is not only bestial in mind, but more inclined to blood lust and berserker rages.
Hands have little to no functionality, but are not quite paws. May possess an opposable thumb, but are more commonly pseudo- or non-opposable.
More wolf-like in structure than the normal werewolf form, but still bipedal, though preferred movement is often on all fours. May resort to knuckle-walking.
Avoid designing a very large wolf; this form should be monstrous and bestial, but not fully feral.
Characters do not start off with this form - it is unlocked over time.
Based off the animal-half of the character – so in most cases, a wolf.
Larger than a normal example of its species, though would still blend into a pack.
The quickest form, but entirely feral and four-legged.
Easy to maintain control of, but often very feral in terms of mental capacity. May retain morals, memory and recognition, as well as general habits and personality, but is intelligent only on a level between a normal wolf and human.
Should resemble other forms in terms of fur and eye color and patterning – natural colors only.
May be identified as abnormal due to unusual eye color, if applicable.
Nothing resembling hands or human anatomy. As mundane as can be, save for size.
There are two major ways to become a werewolf: to be bitten by a werewolf in its wolf form, or to be born one. In cases of children surviving an attack or of children who are werewolves from birth, the first change does not occur until puberty. In the time before his first shift, a young werewolf experiences a rush of hormones that make him aggressive and unstable.
The first change always occurs at the full moon – if attacked as an adult, it will be the next full moon following the attack. The first change is very painful and sometimes followed by uncontrollable blood lust, though the process gets easier with experience. A werewolf must spend the night of the full moon, as well as the night before and after, in his alternate shape.
Following this first change, a werewolf may change at will – or not, as the case may be, as the change is also influenced by temperament and state of mind. If you are hurt too badly or lose your temper, it is entirely possible that the beast will take over. Experienced werewolves have much more control over these effects.
Shifting is a costly process and cannot be done too often without risking exhaustion. Even one shift will make your character hungry, and several back-to-back shifts carry the risk of losing control to the beast’s growing appetite. Similarly, staying in any one form aside from human for extremely long periods of time risks the beast taking over entirely.
Changing takes only a matter of minutes, and various from excruciating to euphoric, depending on whom you ask. It generally hurts newer weres more than older, and older werewolves often take less time to shift as well.
Strengths and Weaknesses
Healing factor. Werewolves possess the ability to regenerate – while you may not regrow lost limbs, you may heal from some minor and major wounds at a much faster rate, with the quickest healing being in your shifted form. Humans may heal slightly faster, but will still require medical attention. Moontouched is not meant to be a combat game. While fights are possible – and likely – they should not be the focus of your character.
Enhanced strength, speed, and senses. A werewolf’s senses are as strong as their animal counterpart’s, and along with this, they are capable of superhuman acts of strength and reaction speed.
Wolfsbane. Wolfsbane is highly poisonous when ingested and may cause a painful skin reaction.
Silver. Silver is most dangerous to a werewolf – if shot with a silver bullet, it will poison and even cripple them until removed. If not removed, the werewolf will slowly die. While a werewolf may be able to shrug off a normal bullet even to a lethal area, a silver bullet will kill them dead. Werewolves cannot touch silver in any form without it burning their skin.
Werewolves generally retain their human mind when shifting, but certain factors – fresh blood, a nearby werewolf already succumbing to their beast – may make them more likely to lose control. This results in the feral, wild mind in charge, making these werewolves infinitely more dangerous.
Werewolf families are very rare. While mated pairs are quite common, they only have a very slim chance of producing viable offspring, though it is a guaranteed way of passing on the condition - however, it is rumored that some family lines are not as restricted. Pairings between humans and werewolves produce children more often, but they very rarely inherit the condition.
Werewolves age much slower than mundane humans. The aging process begins to slow down as a werewolf exits puberty, or soon after an adult experiences his first change. While this results in longer lifespans, werewolves are not immortal – they will eventually age, grow old, and die.