Unless stated otherwise, everything in this guide is referring to Uncharmed Skinwalkers. Cursed or pure does not matter.
95 Cursed Walkers 98 First gen purewalkers 36 second gen purewalkers 24 Third gen purewalkers 2 fourth gen purewalkers
Posted: Mon May 12, 2014 12:30 pm
Skinwalker Species/standard basics
All Skinwalkers have the following in common.
1) They are evil 2) They are 100% Carnivorous/meat eaters (But some might season your flesh with herbs and spices and enjoy beverages.. Or eating partially digested greens from their prey's digestive tracks.. They cannot survive and can be made ill by eating more than just a little at a time) 3) they are not you or anyone elses friend.
Species Those marked with * have templates made for them. The rest are currently only available as mutants with custom pelts, feral forms, and feet.
Pure Aerial Hawk/Eagle Crow/Raven Condor/Buzzard/Vulture Owl* Bat* *note: Still needs official Feral Form oops*
Within these species, hybrids can occur (as this is a species that exists genetically). Demonic traits are also a possibility. Due to this, some species can end up looking like mythological creatures in their Feral forms, such as a Lizard x Bat purewalker with demonic horns and spines can end up looking like a Dragon, a Hawk-or-bat x Snakewalker hybrid could end up looking like a amphiptere (Winged serpent) or a Wyvern, or a Cat x Bat x Snake could be given horns and cloven back hooves to look like a Chimera. However, despite appearing like mythological beasts, they do not gain any powers the beasts might have had (So no fire-breathing dragonwalkers) or be bigger than the largest possible Real World animal in their mix (so a Lizard x Bat dragon couldn't be bigger than a Komodo Dragon or (or if gator x bat, Modern Crocodiles, but the neck and legs would be restricted to being shorter due to the short necks and legs of the Crocodylidae family) in their feral form.*
*by mixing things like Bird x Lizard you could end up with a theropod species that looks like a T-rex or Utah Raptor or a pterosaur or microraptor, but they cannot be bigger than modern eagles. Mixing a Snake and a Gator could end up with a Sauropod looking feral form, but same restrictions to sizes apply.
The allowed mutations are: Animal Traits fitting their feral species in their (for breeding only) Unpelted version and Demonic Traits.
Animal trait Examples: Bird walkers are allowed feathers instead of hair, reptiles are allowed scales and (If the breed has it) Forked tongues, Cat walkers are allowed cat ears and tails, canine walkers caning ears and tail, etc.
Demonic Traits: Horns, Spikes, bladed bits, Tentacles, cloven back hooves, multiple tails, skeletal features, zombie features, etc.
Cursed
EVERY Familiar species is a possibility for cursed walkers, since all that matters is what familiars species they kill for the pelt of when in the initial madness.
Hybrid Pelts are not allowed (Due to Familiars NOT being able to hybrid) and mutant familiars cannot be used for the pelt: A wolf with feathers, horns and bat wings killed for the pelt would see the mutations absorbed by the pelt, the end result being a standard, non mutant unexotic wolf.. See those marked with * in the list above for existing Pelts. At the Current time, only fullsized land soquili can be cursed.
Cursedwalkers lose all the powers they had for their species before their curse, but can still pass said powers and genetics to their offspring, and have no chance of passing any skinwalker habits genetically to them due to it being a Curse. A flutter that had been cursed can no longer shrink (and is a sloppy flier because of it if able to fly at all), but their offspring, if they are born flutters, can shrink and fly as if nothing had happened to their parents.
Family The Do's and Do Not's of Skinwalker Family relations
Skinwalkers and families are one of the most confusing subjects within soquili, the one that many have gotten wrong over the years or argue over the details. So to make things easier I've compiled a list of Do's and Do NOT'S for skinwalker families to keep things easier. Do: Have family hate each other Do Not: Have children (or parents) do non-skinwalkery things to 'disappoint' members of their family because it does not work: they hate you irregardless.
Do: feel free to have the walker's mother have something to do with the foals (though most are abandoned to fend for themselves) Do Not: Have it be a loving childhood: Skinwalker mothers are violent, abusive, and manipulative, and Skinwalker children are just as incapable of love. There is no bond.
Do: Have it so your foals are chased out of the territory of their mother before they reach adulthood and stallions from their territory after mating. Do Not: have them form hunting packs: Sure, the animals they turn into may (or may not) be social like horses are, and even if they did manage to kill prey bigger than one could do on their own, as soon as the prey is dead, everyone else is just competition for food and they will try and kill each other over the kill. Only one can have the kill so there's no reason to cooperate when it comes to hunting for food.
Do: make it so mothers wont kill their offspring while they are still foals (or do not, this one is up to the individual) Do Not: Make it so they will never try to kill them if they pushed their boundries. If you're stupid enough to tangle with mom, you're stupid enough to be a waste as anything but food.
Do: Feel free to have the same two walkers breed for all of their breedings (Or do not) Do Not: Call them mates (Or "close to as possible"), have them form a permanent pack where they live together rather than just have neighboring territories, have them be friends.
Skinwalkers aren't capable of loving another or developing any sort of emotional bond beyond hatred (and not Slap Slap Kiss but pure "I will make your life miserable" Hatred), so when two walkers have multiple sets of baskets together it usually means that they simply have territories that neighbor one another and there are no other walkers in the area OR its the only one that 'takes' outside of Purewalker Custom Mockbreedings, not because they are lovers.
Do: Let NON-walkers born to a walker be good OR evil depending on preferences. Do Not: Treat pure or cursed walkers as if they are a transmittable disease: HIV-walkers these are not, since Skinwalkers are different than Werewolves.
Do: Feel Free to have two walkers be willing to breed together without it being forced on one by the other, even if just for the sensation and not offspring (Or do not, this is just a reminder that NOT ALL OF IT IS NON-CONSENTING, it just USUALLY is, especially since its rare it's Nonwalker x Walker since very few non-walkers are willing to sleep with a walker, and many walkers females prefer to fight for it if a stallion is interested to prevent weaker stallions from siring offspring, and many walker stallions prefer having the power to keep the mare under control..) Do Not: Mistake it for love. Just because they are randy or enjoy physical sensations doesn't mean they're friendly to one another. It is also often rather rough and the male had better be stronger and faster than the female skinwalker if he doesn't want to be bucked off when she tires of him and is fast enough to get out of harms way after wards if he'd like to do it again another day with some other mare (otherwise his options if he is weaker than her is to back off quick and stay out of the warpath if she's got enough energy to go on one.)
Do: form temporary, short term packs or pairs for similar goals (a larger enemy, tormenting local herds etc). Do Not: Long lasting, always together packs and pairs: The more time they spend together, the more they want to kill each other. They can reform for similar goals if convinced, but they don't spend their free time together doing the hierarchy Alpha to Omega social group. Skinwalkers are loners by nature.
Do: Charm a skinwalker if you wish to ignore all of the rules above about families. Do Not: Ignore these rules without charming them.
Posted: Mon May 12, 2014 1:13 pm
A stinkweed by any other Name will smell just as Vile How they are canonly Received and Styles of Naming
There are usually three ways a Pure Skinwalker or a Skinwalker-born non-walker is given a name: Most commonly the ways of getting a name is to either name themselves, get given a name by survivors of attacks or those who live outside their usual territory and know of them without encountering them themselves, or on rare occasions given one by their mother (or even rarer their father unless they're non-walkers saved by their non-walker father).
Self Named
Self named purewalkers are one of the most common ways of receiving a name in the purewalker population. If they have a "normal" name, it usually means they stalked prey until they heard a name they liked and 'took' it for themselves. Others might listen from the shadows to stories told by more social herds and take the names of the villains in the stories, naming themselves after mythological monsters, or just normal people who's name they liked the sound of. Others may just name themselves after what they are or what they do. Wolf, Dog, Coyote, or Fox for a Caninewalker or Ninetails, Shadowcoat, Ivorytooth, Sickleclaw over traits they have beyond their form, or by the sounds, such as "Growl" or "Snarl". Skincleaver, Deathshadow, and Flayer are examples of naming oneself after what one does.
Named by Victims
These sort of walkers don't usually bother naming themselves, but get named by the storytellers who talk about them when warning others or by turning them into a boogieman to scare the younger members of their herd into behaving. Usually names are given like titles in this situation, often starting with "The", such as The Boogieman, The Fallen, The Cursed, or are a couple words such as "Bringer of Death" or "One Who Watches". Sometimes the walker will hear of its title and claim it as its own, wearing the legend and fear that comes with it proudly. Some walkers have two or more names by this manor, the one they named themselves (Or were named) and the one they are called by others.
Named by Parents
Most walkers named by parents are either Cursedwalkers named before they were cursed, or were raised to be weapons, twisted and abused by their mother (sometimes on rare occasions father), or adopted by an unsuspecting soquili who doesnt understand what they are. Usually those who are named by a family member are not walkers, but have walker fathers who had forced their mothers, or on rarer occasion walker mothers who had abandoned them in their baskets and were adopted by either their non-walker father (Who had been given the choice of Mount or Die) or just by an unrelated soquili and raised lovingly, often times not knowing that one of their biological parents were a skinwalker.
Children named by skinwalkers are either given names to accent the mothers and thus lay a claim on them as property (or an extension of themselves) so the evil their children do unto others is evil they can claim as their own, or they name their offspring insulting, dehumanizing names such as Tool, Stupid, Dammit, Mindless or simply number them one, Two and Three, or even simply name them all "You".
baskets Most Purewalkers do not raise their baskets and frequently instead set them out in places either on the outskirts of their territory (So they can protect them as property and can retrieve the baskets after the kids popped out of them to use the spent baskets for whatever purpose) or use as a sort of ticking time bomb in other territories, leaving them to be adopted by well meaning families only to murder them in their sleep etc. The few times they tend to keep the baskets close is if A) they wish to eat their own foals, B) they had slept with a non-purewalker and wish to raise the children into minions or weapons, or C) the parent is Angeni Charmed, in which case they could wish to charm and raise them like a normal child, Charm and Raise them as minions or pack members, etc as Charmed walkers could really go any which direction.
Foals
So, your foal is a purewalker: What does this mean?
Purewalker children don't develop the ability to shapeshift into their feral form until some point in their third year (which is the year where soquili foals look like smaller versions of their adult selves though may be adding the finishing touches to their growth -though with recustomization more things might develop over time)
Instead their fur tends to bristle when in a strong emotion, and though it grows with them as they age, their pelts seem to tighten and pull during these moments, Feeling more independently alive. Sometimes they might have their eyes shift slightly or their coat ruffle into more fur, blending slightly with their pelt, but never a full shift. However, Eventually the pull seems to overpower their entirety and they feel as if they are "Pulled into their skin" And shift into their feral form.
Uncharmed Purewalker foals are not 'confused' with what they are, or malleable into good beings -- they are just as evil and violent as an uncharmed full form, but with even less control of themselves -- typically less sentient and driven by the hunger that comes with a growing body. Some may gain control at a younger or later age than others, but usually its late in the first or early in the second year where they develop the ability to plan and think beyond just blood and hunger -- its frequently around this point where they develop a sense of self and name themselves. They CAN be taught, however, wither by being handled by an individual more aware of how to handle a young purewalker or simply by them observing others when not hunting and are instead eating or, recognizing a more powerful foe and running by instincts, hiding.
Charmed purewalkers are, meanwhile, much like regular soquili foals -- quick to develop language (quicker if their basket was spoken to) and capable of being ANYTHING personality wise. Physical development remains the same.
Growing up as a Non-walker Raised by a Skinwalker
First lets start off with the basics:
Cursedwalker breedings ALWAYS result in Non-walker offspring, Purewalker x Non-Walker USUALLY ends up in Non-walker offspring. Whenever the child is non-walker, even if they have managed to get animalistic traits from their purewalker parent, they are just as capable of being good as a non-walker as the innate evil and blood madness only passes to Born walkers and the cursed Foals cannot survive being cursed. If your non-walker is raised by a Charmed skinwalker (Pure or cursed), anything goes.
Now that that is out of the way... Child Abuse Content warning
Posted: Fri May 16, 2014 9:59 am
Personality Traits
Very few skinwalkers are just one type of the following personality Traits, often having a dominant personality and few less dominant traits. There may also be more types, they just haven't been properly cataloged as of yet.
The Brute This sort of Skinwalker works primarily by strength and size. Most of their actions tend to be purely of the Physical, and predominately prefers to kill, though sometimes they will draw it out over time to keep themselves entertained. This sort revels in combat and death, often becoming obsessed with defeating those who have proven stronger then them.
The Animal/Wendigo-Minded This kind of skinwalker is more like a rabid animal than any of the others. Driven by a nearly mindless drive of hate, rage, and hunger. They sometimes develop boughts of twisted animal behavior, such as a female bearwalker capturing young foals and tormenting them in an abusive relationship, nuzzling only to bite, grooming only to try and rip their hair out, then trying to kill them when they become too old to torment. This sort spends most of their time in their Feral Forms simply because it is the most 'natural' to them, though some will switch between or spend most of their time in their Soquilian form due to it being the stronger, larger form.
-----Sub Category: Berserker: Some skinwalkers may only be animalistic when certain triggers are hit, or have certain things that turn it off, or turn it up to 11. For example, a Skinwalker could, when alone and isolated, be capable of deep, complex thought and speak aloud to themselves in intelligent statements, and if potential prey stays far enough away, may even hold a conversation with them, but as soon as they're close the trigger is switched and they become mindless, charging at them in an attempt to kill them with none of the intelligence they showed before, driven by pure bloodlust and rage. They may be fine with handling other walkers as long as they aren't in Their personal territory, or maybe certain breeds piss them off by just existing while they're able to function better around any breed that doesn't look like them. Perhaps they charge mindlessly until they tire out, at which point they are able to hone their intelligence (Or it can trigger something else, such as the "Death by Snu-snu" trope.).
The Trickster Works by manipulation and Trickery, working with the uneducated, the mad, or the ignorant. They rarely kill directly, and tend to prefer ruining lives to just flat out killing them, usually tricking them to have their death caused by another source. This type often linger near brutes and Wendigo style skinwalkers, staying out of their way but using them as a thing to trick others into to end it all when tired of their ways, preferring to watch their demise rather than silence them themselves, getting a perverse enjoyment of watching the pieces fall into a final grizzly place.
The Intellect Usually the Physically weakest or smallest, they tend to be vindictive and sadistic, liking to draw things out and overpower them with their cunning traps and plans. They often see themselves as far superior than others (More so than usual at least as all walkers see themselves as Superior than any other walker. but intellectuals often look down their noses even further on those driven by hunger and direct violence more so.). They are the most likely to plot breedings out rather than just have it be a passing thing driven by hormones or hatered, specifically for producing genetics that'd go with their plans, sometimes even sticking around to try and warp the minds of their offspring towards their own personal goals. They're also the most 'social' of skinwalkers -- either forcing others to fight for them or willing to smother their bloodlust for a while to work with others to get what they want.
"A God am I"/Psudo-Religious While skinwalkers do not worship spirits or gods, some either act as if they themselves are a god, feel are following a 'greater purpose' they follow through with fanatically, or even do things specifically to try and corrupt the spirit world or the souls of their victims.
-----Sub Category: Serial Killer: A sub category of the God-Am-I, Serial Killer type Skinwalkers tend to have ritualistic methods of killing or are selective of their kills, only going after specific victim types. A God-am-I/psudo-religious can have this without being considered part of the serial killer subgroup, but other types that lack the god-am-i mindset can have Serial Killer methods of hunting or killing..
-----Sub Category: Puppet Master:Caution: Suggested only for experienced Skinwalker Rpers only: This type of skinwalker, if not played correctly, can end up breaking shop rules as they were often purposely emulate and pretend to be good, purposely give people the concept that they love them in order to control them. One has to be experienced enough to make it clear it is an act to the RP management IN their actual posts. A mixture of God-Am-I/Serial Killer, Intellect, and Trickster, Puppet Masters revel less in Killing and more in control of others lives, destroying them from the inside out or driving them to do violent, evil acts in their name just to please them. They are superb actors, and can sometimes be charismatic enough to lead others to loyalty toward them, eager to please and do their bidding. The loyalty to their master is in no way returned however.
-----Sub Category: The Shaman: A sub category of the God-Am-I, "Shaman" skinwalkers are the sort who do things to actively try and affect the Spiritworld. While they would never pray to the spirits, they will try to control them through rituals. While no mortal can control the spirits, these walkers are insistent that they can.
Trophy Hunters/The Dragons These are Skinwalkers that collect accessories or skins, sometimes in a twisted sense of Vanity, and often times greed, collecting ‘treasures’ and ‘art’, usually at the expense of others lives, crafting their trophies with the remains, and stolen goods and accessories, often looted from their last meal (or one that managed to get away.) These sorts will often target ‘beautiful’ soquili and familiars, and twist them to fit what they find even more appealing, sometimes out of jealousy, and sometimes because, honestly, they think their coat is so pretty that it’d make a lovely bed cover once removed from that pesky muscle….
-----Sub Category: The Narcissus: Rather than being treasure hunters (though they could be) Skinwalkers with this personality trait tend to be self-loving, vain, and tend to get violently jealous of anyone who they feel can even pose the piddling challenge to their looks. Vanity is their driving sin over greed. These are the sorts most likely to target beautiful soquili and familiars as victims, but not for their skins like the dragons who do it out of greed and 'art', but rather over loathing toward them, and often times will make sure they suffer for even 'trying to look as glorious' as they do. A wake of maimed, disfigured ponies begging for an end to their suffering follow the wake of a rampaging narcissus. They can sometimes be temporarily sidetracked from killing something they deem ugly enough for a clean kill for the sake of food by praise of their glory, basking in it as an appetizer, while insults can drive them into a fervid frenzy of suffering. YOUR suffering. Survive insulting a Narcissus and you could end up their primary goal of utter destruction.
Dominant Sin
It helps to also give Skinwalkers a "Dominant Sin" from the seven deadlies to help you think of their personality.
Pride/Vanity/Hubris While all skinwalkers are prideful, thinking themselves as the top example of what a purewalker or really anything should be, some take this to an extreme, frequently seeing themselves as literal gods. These sorts are more prone to gathering worshippers, toys to tell them how awesome they are until they tire of their voices or say the wrong thing, and killing them for the insult.
Envy These sorts are driven by their want of what others have, and are constantly trying to take and steal -- land, accessories, the skins of those they find pretty. Envious Skinwalkers are prone to more jealous feelings -- while they clearly are better than whatever they are looking at, its too close to being equal to them for comfort and they wish to take them down in in a sort of fear of being one upped. Some rarely keep what they take -- once they have it, its no longer interesting to them. Others may hoard up like a dragon.
Gluttony These purewalkers are driven strongly by their hunger, and the majority of what they do is driven by what their next meal is. These are the sort that, at their most feral, are constantly looking for another meal and hunting and killing indiscriminately and eating their fill or a few bites before hunting again, sometimes cashing their kills, and at their most civilized may instead focus on fattening their meals and doing whatever they can to make them as tasty as possible. Common ways of killing is -- eating others while they are still alive, forcing others to watch them eat a loved one, slaughtering small groups of soquili and/or familiars and preparing their meats like a butcher would for current and future consumption.
Lust/Lechery These sorts are driven by more carnal desires. These sorts frequently are prone to having lots of children with non-walkers. Still highly dangerous, they are less deadly than most walkers since their desires tend to prefer dominating and humiliating their targets and leaving them with lasting emotional scars, though some may instead use their sexuality as a tool for other means. These are the sort tend to be addicted to pleasant physical sensations and titillating scenarios. Even if they themselves are uninvolved, they may force others into such uncomfortable situations where its "either do as I say or die/be the one it's focused on". In general, it is difficult to actually rp their crimes, and more possible to see the end results -- offspring who tend to not be purewalkers, and traumatized mares and stallions.
Wrath Quite possibly the most 'stereotypical' and deadly of the walkers, those with Wrath as their dominant sin are constantly on a warpath, sometimes to the point of tunnel visioned tenacity. Extremely territorial, only those physically capable of subduing them or smart enough to get them physically trapped can get them. Typically, these sorts are feral. Some however with Wrath as a secondary sin are more prone to berserker rages when they lose control.
Greed/Avarice Like greed, these want and want and want.... But it tends to be fully devoted to material goods. These kind frequently are artists and dragons, creating things out of what they have taken to make them even more glorious, or hording them so no one else can have. They are constantly seeking new things to take and, like envy, this could be anything, including the skins of others. they live in opulence , and never give anything they take up, and are more prone to destroying what they have then letting someone else have it on the rare chance they do tire of it.
Sloth/Acedia While it is an uncommon sin for skinwalkers, those with a dominant sin of sloth can still be incredibly dangerous. Those with sloth as a sin are slave keepers, doing the minimal amount of work possible themselves, only really caring for the set up and keeping things in line than being actively involved in the situation. An example of this would be a skinwalker who sets up an arena, then captures and breeds others to fight in it and tend to the others in it so all they have to do is command the fights and other activities to happen for their entertainment. This sort also tends to be rather indifferent about other walkers -- if another approaches them for reproductive purposes, they wait in bored disinterest for them to finish. If another takes their territory, they back off, only returning to kill them in their sleep. They bore easily but have little interest in changing things up themselves, instead prompting others to do their worst. Their main entertainments are setting others against each other so they don't have to actively be involved.
From Saccharin to Sinister How to take a rough concept better suited for a Non-Walker and convert it to that of pure evil
When it comes to skinwalkers, often times it means upping the stakes, taking a plot and cranking it up to 11 and twist it into the sinister.
A LOT of people make the common mistake of assuming, however, that skinwalker plots have to be all blood and death however.. But when trying to step away from that, they start getting into "Morally Grey Zones" that better fit Kalona (or any other breed capable of evil, which pretty much excludes only Angeni).
Since it's difficult to do an over all guide for this, it will be easier to give some examples.
Doing The Twist
Quote:
Plot Idea A Grump with a Heart of Gold. Doesn't like socializing but has a habit of saving ponies and familiars who tend to stick around afterwards.
Cranking it up to 11
At first appearances, when most soquili meet Bear, he seems to be a nice enough, if somewhat introverted fellow: He often times saves them from a rock slide, and brings them to the herd he's protector of, feeds them delicious food and teaches them skills. He never seems to take off his robes or wraps, claiming that he had a skin condition required him to be wrapped up and covered at all times, burns from when he was attacked by humans who mistook him for a purewalker. He'd rub his eyes and return their attentions to the food, saying it brought him joy to know they shared with him something he could not have while he ate cured meat or the occasional slab of raw liver so the best would go to his 'friends'.
However, as time goes on there seems to be something sinister behind the facade. Bear leaves regularly, leaving them plenty of food and letting them nibble at the weeds in the gardens or play with the various, somewhat sedentary games or professions he'd teach them, often times after snapping into a frightening rage before wandering off to cool down. Everyone seems to be growing fatter and sleepier with the inactive lifestyle. Sometimes wandering soquili find what seems to be traps set to trigger rockslides or triplines. And to top it all off, none of the soquili nor familiars there have been part of the herd for more than a year, and sometimes they'd simply... Vanish, never to be seen again. After a while a new bit of fresh meat arrives for the meat eaters to savor, but where exactly is this 'mutant 'getting them?
As fall approaches, Bear begins focusing on creating 'the feast', saying he had big plans for everyone.. While some seem excited for this celebrator feast, some of the more observant members of the herd cannot help but feel a frightening chill they cannot quite explain....
For Bear, the entire year when he wakes in spring from his winter slumber, he spends his time preparing for the next winter nap. However, unlike most purewalkers, even other bearwalkers, he's discovered an easier way to fatten up for the winter: Save some saps, often from his own traps, and have the smaller familiars farm and teach them skills that they can teach the soquili and larger familiars, and watch as they feed, fatten and create luxuries and food that can be used the next year to tempt in fresh livestock for his larder.
Crocodile tears, a poor, soppy story of his 'hideousness' and fabricated abuse in his past, and they eat it up and follow him blindly, lambs to the slaughter.
In the fall he taints the grand feast, knocking his prey out, and he drags them off to his pens, where others who had discovered his identity had been kept until they were fat enough to serve, and begins the slaughter, feasting, and curing of their meat, allowing him to store excess so he doesn't have to hunt too much in the spring. Stocking his stores and setting aside any baskets early enough in term to work as a starter stock for his next years 'crop', he settles in for hibernation and the cycle starts again, a meal well enjoyed, seasoned with the flavor of the heartbroken betrayal of his victims.
Quote:
Plot Idea Does favors for personal gain.
Cranking it up Pretending to be something they are not, the skinwalker helps out desperate soquili with something in exchange for a 'favor' of their choosing on a later date, the other soquili often times not realizing the nature of their 'hero' until it is too late.
The favors asked could be anything ranging from being given their first born child, a night alone with the soquili's mate without interruption, a meal created by the soquili in need using their childhood friend and familiar as the main ingredient, or else their own life was forfeit. Whatever would cause the most suffering and pain.
Posted: Fri May 16, 2014 10:30 am
Courtship of the Loveless Skinwalker Breedings
PLEASE NOTE:these are all for UNCHARMED purewalkers -- you can ignore this if your purewalker is charmed, or use it for inspiration
Mythos claims that all skinwalker breedings are by one forcing the other.. This is not completely true, even though it is by far the most common.
And skinwalker breedings are never a pleasant experience in the long run... And they are never up to any good.
MOST COMMON
Non-Consenting partner The Mythos does have a source: MOST Walker x Non-walker breedings happen without the Non-Walkers consent, and it is often violent and horribly traumatic towards the individual that isn't the skinwalker.
This method is also fairly common in Skinwalker x Skinwalker breedings, with the stronger overpowering the weaker and using it as a way to establish dominance and humiliate the other.
Temporary truce Sometimes Two skinwalkers of equal ability (or sometimes mismatched physically but having traits the other wants) will, when the mare is in heat, call a temporary truce long enough to mate. This is usually a violent act regardless, with the two fighting before hand and often times fighting even during, and certainly after as the mare no longer feels she has use for him.
LEAST COMMON
Blackmail, Brainwashing, and Trickery Blackmail/Brainwashing: if a skinwalker has ANY sort of leverage to keep a soquili under control, and wishes to cause them more emotional trauma than physical or even revel in the power they have over them in order to hurt those that DO love the victim (Or even as a continuation of brainwashing), they might use it to get their victim to submit or even take an active role.
Trickery: if a skinwalker can find ways to disguise themselves, one might not know their suitor that has caught their attentions is a Skinwalker until it is too late, this fact often revealed when it'd cause the most amount of fear or revulsion in the victim, and usually what starts off consenting rapidly turns into a violent, consenting experience to the horror of the victim and delight of the skinwalker.
Willing Non-walker partner. Either born insane, or driven to it by brainwashing or other situations, this is when a Non-Walker actively seeks out Skinwalkers, or even a specific skinwalker, for physical 'comfort', knowing what they are. On even rarer occasions, the skinwalker may be the one that is non-consenting in the situation.
NON-CANON Aka Keep this out of soquili. It can be in your headcanon, but dont have it be canon in soquili's public areas.
Lifemating and Lovemating Skinwalkers cannot canonly form possitive emotional bonds or lasting connection. They may hate someone so much they will actively try and torment them year in and year out, and find various ways to humiliate to include forcing them to breed, but this does NOT count as a lifemating/lovemating.
Additionally while Skinwalkers ARE allowed to be Bi, Pan, Ace, Homosexual (etc), as well as Transexual, genderfluid, agendered, and intersex, they are ALL Aromantic so will never wish to be able to have children with an individual of any gender or species. However this does not stop them from targeting them for 'release'.
All Rainbows, Joy, and Fluffy bunnies How to handle Non-Canonly legal Skinwalkers
For those who, after all is said and done, still want a skinwalker, but still aren't sure they can handle or even want a skinwalker personality.
Identifying Reasons (for wanting a Skinwalker that doesn't fit in the Canon-Universe)
Some people will quickly say "If you can't Rp them right, then don't get them", however there are plenty of reasons why someone would want a skinwalker despite the difficulty. The following are some of the most common reasons.
Quote:
The Completionist: The Completionist is someone who wants one of Every type of soquili and Skinwalkers, both pure and cursed, are something they desperately wish to add to their collection for the sake of filling out their catalog of basic breeds.
Cosplay/OC Power or Aesthetics: Some cosplay characters and OC's are Werewolves/panthers/shapeshifters or simply have a quality that fits the look of a Soquilian Skinwalker, but not the limited personalities.
But...PRETTY! D8: Sometimes people just love how they look. Some don't even rp normal ponies so why should they bother starting with Skinwalkers?
I thought I could handle it but..: Some people got a skinwalker thinking they could rp them, but then found out they just couldn't handle a character that is inherently evil with no other option but to be evil
It was a gift/won in a raffle: Some people got given one. Lucky Eh?
What you can do if canon fails
Some will simply say "Pay attention to other Skinwalker Rps, ask Uta or Mindsend what is allowed, or simply don't RP them" and even point out this exact guide -- all of which is true if you're trying to rp them properly.
However there are other options as well.
1) Keep RP and Information off of Soquili Proper RP in private Guilds, via PM, Non-canon RP thread, or via Instant Messenger (and do not transfer into guild. Be sure to state in personality threads in your own guilds that they do not fit shop canon, so people don't try and report you to us as you yourself identified that they do not fit and thus are kept off of it.
2) If you post them in Lovers Rock or in plot page, state that they do not fit within shop canon and thus they need to PM you for personality and plots By self identifying, staff knows you're trying to avoid trouble while remaining active.
3) Understand that none of the above will get you stats Not Fair? Actually, very fair -- if one cannot exist in shop canon, one doesn't get the OOC benefits of acting within canon. However there are ways around this!
4) ANGENI CHARMS When all else fails or you have a specific thing in mind for the shapeshifting character (customing a character who's a shapeshifting goodguy for instance) Get them An Angeni Charm! They remain an obligate carnivore, and also retain their shapeshifting abilities, but can be RPed in whatever way you wish, from Just as dark and sinister (But able to develop longer lasting team, to a goodie twoshoes who makes a domained angeni look wicked, and all the shades of grey inbetween! In addition they can: Bond with Familiars, Have Lifemates and Lovemates, enter wishing stars,These items tend to be free and fairly easy to get. Charming, however, is irreversible: your character is just as incapable of removing the charm, which has fused to their body, as they are incapable of removing their pelt.