Post by ℬⒾᵀᵀ℈ℛ𝚂ᵚᴱᴱ𝔗 ℞ℇℳᶤИᶤ𝕊¢ᘿղςꂅ on Jul 31, 2016 21:30:13 GMT -5
Things we need to accomplish for both Packs of the winged wolves:
Ranks
Landscape & Camp
Pack History & Legends {}
Pack Culture, Beliefs & Celebrations}
The Introductory Story/Plot
List of Abilities
Things we have already accomplished:
Rankings
Duke: The "alpha male" of the pack, as he is often referred to. He is usually succeeded by the Regulus, which is the title of his first-born son. Although, there has been times where the Regulus either refused his title or died along with the Duke. In those times, his remaining sons may spur each other for the title in a Battle of Supermacy. However, if he does not have any sons left, a pack voted Council member may take his place. His Ceremony of Succession involves choosing a mate to become the Duchess, if he doesn't have one already. If the Duchess was to die and the Duke is still alive, then he may choose to govern alone if he has a Regulus, but if not; then he must choose a new one.
Duchess: The "alpha female." She is the mate of the Duke. For the longest time, tradition demanded that if her mate was killed or died of his own accord, she would have to accompany him into his grave. If he was exiled, then she would follow him or be sentenced to death in a Execution. However, today, Duchesses whose mates no longer hold his title of power have the option of stepping down. There is a catch though. She must agree to never take a mate ever again. For unlike Dukes, Duchesses can only have one mate in their lifetimes. Consequences await disobedience.
Regulus: He is the first-born son of the Duke, and therefore the automatic successor to his father's title. It used to be that the Regulus was not allowed to have a mate and pups before coming into power. Although, that law has been disposed of in the modern era of the packs. The only downside to this is the new law regarding Betrothal. Meaning, that a Regulus's mate is chosen shortly after his birth.
Flight Pattern Strategist (Council of Battle Strategists): He or she is chosen at Novice age by the former Flight Pattern Strategist, meaning a Novice Flight Pattern Strategist (Or NFPS for short) must show great promise during puppyhood. FPS's rely on perception of enemy movements, evaluations of enemy weaknesses and strengths and other gathered intel to make effective Flight Formations in the heat of battle. They are often Thinkers, which is the gift of heightened intelligence. In fact, past tradition only allowed FPS's to be Thinkers. It was only in recent years that the rule has been lifted, many thanks to Marx. Who was a brilliant FPS, but also a Type AB Listener.
Ambush Strategist (Council Battle Strategists): This wolf must possess the three p's; practice, patience and precision is key. Ambushes are best for swift, soundless kills. They're one element that can't be taken away is surprise. Without surprise, there is nothing to differentiate between an ambush and an attack. So naturally, an Ambush Strategist is quiet and secretive. They're great at picking out hiding spots, and sizing up opponents; figuring out how to kill them in the fastest, neatest possible way. Changers and Illusionists mostly dominate this role, their unique ability to blend into their surroundings and/or create illusions to confuse wolves and controlled emotions making them deadly. Like all Battle Strategists, only the elite of the elite are chosen to train as a Novice.
Defence Strategist (Council of Battle Strategists): Alert and inquisitive, this wolf seems to know all that happens. Which basically, again, comes down to their heightened senses. Type A and AB Listeners, as well as Type A Seers, are ideal for this title. The main goal is to protect the weak, young and elderly in times of peril. Fight not to win; but to protect. Ultimately, this wolf is usually busy overseeing fortifications, running practice escape drills and teaching wolves what to do in the big 'what if's.' Arguably, this Strategist is the most important one (second only to the FPS, maybe.) For, they must approve of every battle plan before it is set into motion; formulating possible retreat routes and evaluating how bad the worst case scenario could be. This in turn, makes Novice training hard in a time-consuming sense. Making it a tough selection when choosing a good Novice.
Attack Strategist (Battle Strategist): It’s in the name; this wolf worries about all the major attacks happening. Obviously, this job is crucial in times of war. They share a close bond with the FPS, for attacks in the air are (again, obviously) a speciality among the winged wolf packs. They’re often leading hunting patrols, making sure the pack is being fed properly. In battle, they’re quick thinkers, needing to plan out the attacks carefully but decisively. Orders need to be issued, approved and then put into action. Any time wasted could prove to be fatal. A pressuring yet rewarding role indeed. Novice training is undoubtedly the hardest, even including all the other Battle Strategist Novices. If you even fail ONE assessment, you’re out of the game.
Frontliners (Soldiers): The wolves that fight on the frontlines of the battle. The majority are Type A Healers, Type B1 and A Swifts, Type B Illusionists, Switchers, Magicians and Shifters. They are adaptable, quick thinkers and strategy smart. They know better than to rely on brute strength to win a fight. Often competitive in nature, but know when to lay off when appropriate. Inflicting maximum damage in the least tiring way is knowledge they learn from the Attack Strategist. When they’re not training, fighting battles or mock-fighting, they’re usually hunting for the clan.
Sentries (Soldiers): Defence is the part they play in a battle. Protecting the camp and territory from invasions. They are reliable, trustworthy and persistent in their jobs. Most Sentries are either Cancelers, Enchanters/Enchantresses, Strong Wings, Changers, Type A Listeners and Seers. Their leader is the Defence Strategist. They have amazing stamina in fights, are strong-headed and stubborn; remaining faithful until the bitter end. When they’re not in battle, guarding camp, or training, they’re on The Watch. Which means making sure nothing hazardous gets into the territory.
Assassins (Soldiers; a special Nebula Pack elective): Technically speaking, this isn’t really a rank, but a course mainly Changers of Novice age (although it is open to other wolves of different abilities, not many want to be trained in such a way of combat) choose to take. The Assassins are basically an elite first-choice group that is always included on ambushes. The art of assassination and ambush are not the same, just similar. For both are notorious for their stealth and accuracy. So, the Ambush Strategist teaches this group the tricks and skills needed for a successful career. Long ago, it was considered a rank available to the Changers, however, it was later discovered that the rank was not at all useful. As, there are not many occasions where mysterious deaths are needed. This resulted in having lack of tasks, creating idle Assassins. (You can probably already imagine the havoc they wrecked out of boredom). Although, there is no denying the usefulness of having such lethal wolves at one’s disposal; thus, this way of fighting became a sort of like a part-time job.
Wind Scouts (Soldiers; a Pluma Pack elective): Each to their own, huh? It’s not exactly surprising that that both Packs have a modified rank system that includes their special traits. Nebula Pack’s is stealth. Pluma Pack’s is speed. Elegant, thin and long-legged, Wind Scouts are usually (unsurprisingly, again) Type A and B1 Swifts. True to their name, these wolves are as fast as-if not faster-than the wind. Pluma Pack thinks of wind as a sacred aspect in their culture. Their motto being: “With the wind at our backs and the energy snapping in our wings, we can do anything; out-maneuver all beasts and out-fly time itself.” Like Nebula Pack, this isn’t a formal rank. Unlike Nebula Pack, almost all of Pluma Pack’s members have been trained in scouting. They need to learn how to memorize new landscapes quickly and assess the strengths or weaknesses it contains in a battle when in need of making a camp in hostile territory. Not only this, their Soldier Sense needs to remain sharp-leaves can crackle with the disturbance of wind or enemy pawsteps, they must be able to distinguish between that. Finally, they must be both strong sprinters and good pacers in long distances. Versatility is key.
Herbalists (Healer): Wolves designated to heal sicknesses or handle breakouts of diseases. They can only be selected from Type C Healers, for they heal plants that in turn heal wolves. Yes, it is possible to help a wolf stricken with disease to get well with a Type B Healer’s Abilities. But in modern age of the packs sickness needs to be “cured” not “healed” like wounds can. Wolves who have had any serious injuries in the last few moons will have regular “check-ins” with the Herbalists so as to make sure no infection has spread that can cause damage to their health. They, in other words are curers.
Menders (Healer): They can only be Type B Healers, for their job is to heal injuries caused by fights that have broken out. Thus, they’re often on the frontlines and defense of the battle. They can also cure diseases, but this wastes a lot more energy than mending regular battle wounds. Which is why they mainly stick to fixing up wounds. Not only this, but they must also have exceptional fighting skills to go along with their healing ones; as they must retrieve the wounded from a battlefield containing enemies. They also need to act and think quickly, the fate of injured Soldiers are in their paws. They must be resourceful as well, for there is only so much supplies that can be transported or brought along with them to battles. They are parallel to the EMS we have in real life.
League Representatives (Committee of Education): These wolves are normally Seniors or wolves who were too injured to commence with their careers. Alas, no usual young wolf would want to sit through a discussion about Pack history with pups and their annoying banter. However, there have been cases where Amateurs have wanted to succeed their teachers. The League Reps. (as they are mostly called) all lead a League that teaches Amateurs of the same Ability types and categories. This includes the: Healer’s League (all types of Healers as well as Shifters), Heightened Abilities’ League (all types of Listeners, Seers, Swifts and the Strong Wings, as well as the Thinkers), Stealth & Supernatural’s League (Switchers, Changers, Enchanter/Enchantresses, plus the Illusionists) and the Outsider’s League (Magicians and Cancelers exclusively).
Novices (Apprenticeship): Wolves one year old and up. Those who aren’t chosen for important roles (like a Battle Strategist Novice, or a Herbalist’s, etc.) have the Role Assessment, which decides if you are Sentry or Frontliner material. If you weren’t chosen by a Figurehead (or mentor, in other words) one will be assigned to you after.
Amateurs (Apprenticeship): Pups six moons old to one year old. They are still in Leagues, which focuses on how to use your Ability, history, traditions and safety drills.
Seniors (Retired): Those who have been too injured or too old to continue their careers. If their role is important, their Novice succeeds them. (NOTE: if the Figurehead of an important role dies before the Novice has learned every valuable piece of knowledge they possess, then the Packs will do an Exchange. Meaning, the wolf of the other Pack with the same rank the Novice is training to become will finish their education). Some choose to continue to serve their Pack in other ways, like taking the League Rep. positions to “educate the young’uns properly.” Since, “the Pack seem to be losing respect in history.” To which, the youthful reply with a roll or their eyes or a subtle snort of indignation.
On-leaves: Wolves who cannot perform tasks required in their field yet. (e.g injury, wolf expecting or nursing pups, etc.) and must take a mandatory break. The Duke and Duchess must approve of this, of course.
Abilities
IMPORTANT SIDE-NOTE: "Ability" refers to the gifts possessed by the winged wolves. (e.g heightened hearing). This runs in the blood. For example, if Changer and Switcher had pups, those pups will be Changers and Switchers. No more and no less. However, it is often theorized that the older the Ability the more types (or "alterations") it has. So in theory, wolves who have heightened hearing Ability of all kinds wield the oldest Ability. Magic on the other hand, does not run in the blood. Magic can be learned by anybody. A winged wolf, a Dragon or a Phoenix. Of course, whether or not one bothers to do so, has had quite an interesting toll on history.
Healers (Type A; can only heal themselves)
Healers (Type B; can only heal other wolves)
Healers (Type C; can only heal plant life)
Shifters (Can absorb the pain of one wolf and shift it into the body of another through touch, however, wounds will not heal)
Listeners (Type A; heightened hearing)
Listeners (Type B; can hear thoughts of other wolves)
Listeners (Type AB; meaning Type A and Type B Listeners must be in their bloodline; can hear the "thoughts" of nature, like voices in the wind, icicles about to melt, often able to predict natural hazards)
Listeners (Type AB1; Extremely rare, must all types of Listeners in their bloodline for this to happen; can hear the thoughts of all kinds of birds and can summon one at a time at their will)
Seers (Type A; heightened sight)
Seers (Type B; prophets able to look into the future to some extent by will and receives visions at random)
Swifts (Type A; heightened flying speed)
Swifts (Type B; Teleportation powers, no limit/range, will teleport anyone touching the wolf wth this power too, but this ability is only unlocked when in fear or grave danger)
Swifts (Type B1; Teleportation powers, limited range, cannot transport anyone but themselves)
Strong Wings (heightened strength)
Illusionists (Type A; can create illusions of surrounding nature for limited amount of time)
Illusionists (Type B; can create multiple clones of themselves, amount of clones and amount of time those clones exist depends on how powerful the wolf is, clones of the original wolf have linked minds, meaning they share a mind with their creator)
Illusionists (Type C; can control other wolves by giving them illusions)
Thinkers (Heightened intelligence, often on the Council)
Cancelers (Can cancel out all of the listed powers, rendering wielders of a certain ability useless, but can only keep the disability of one type of power at a time and the amount of wolves whose Abilities they can cancel out depends on how experienced the Canceler is)
Enchantress/Enchanter (Can control non-living objects by enchanting them with self-made spells, can only control one object at a time for a limited amount of time)
Magicians (A sub-Ability from the Enchantress/Enchanter element line, can borrow all listed abilities for a certain period of time, but can only borrow one ability at a time, must touch a wolf with the ability to borrow it)
Switchers (Able to switch bodies with other wolves, as well as make other wolves switch bodies, can only switch one pair of wolves at a time, must recharge for a period of time before accessing ability again after a switch, a switch can only last for a limited time no matter experience, will always return to their original body after a switch)
Changers (Pelt colour and patterns and eye colour change accordingly to the wielder's emotions, but emotions can be manipulated by user)
Landscape & Camp
Pack History & Legends {}
Pack Culture, Beliefs & Celebrations}
The Introductory Story/Plot
Things we have already accomplished:
Rankings
Duke: The "alpha male" of the pack, as he is often referred to. He is usually succeeded by the Regulus, which is the title of his first-born son. Although, there has been times where the Regulus either refused his title or died along with the Duke. In those times, his remaining sons may spur each other for the title in a Battle of Supermacy. However, if he does not have any sons left, a pack voted Council member may take his place. His Ceremony of Succession involves choosing a mate to become the Duchess, if he doesn't have one already. If the Duchess was to die and the Duke is still alive, then he may choose to govern alone if he has a Regulus, but if not; then he must choose a new one.
Duchess: The "alpha female." She is the mate of the Duke. For the longest time, tradition demanded that if her mate was killed or died of his own accord, she would have to accompany him into his grave. If he was exiled, then she would follow him or be sentenced to death in a Execution. However, today, Duchesses whose mates no longer hold his title of power have the option of stepping down. There is a catch though. She must agree to never take a mate ever again. For unlike Dukes, Duchesses can only have one mate in their lifetimes. Consequences await disobedience.
Regulus: He is the first-born son of the Duke, and therefore the automatic successor to his father's title. It used to be that the Regulus was not allowed to have a mate and pups before coming into power. Although, that law has been disposed of in the modern era of the packs. The only downside to this is the new law regarding Betrothal. Meaning, that a Regulus's mate is chosen shortly after his birth.
Flight Pattern Strategist (Council of Battle Strategists): He or she is chosen at Novice age by the former Flight Pattern Strategist, meaning a Novice Flight Pattern Strategist (Or NFPS for short) must show great promise during puppyhood. FPS's rely on perception of enemy movements, evaluations of enemy weaknesses and strengths and other gathered intel to make effective Flight Formations in the heat of battle. They are often Thinkers, which is the gift of heightened intelligence. In fact, past tradition only allowed FPS's to be Thinkers. It was only in recent years that the rule has been lifted, many thanks to Marx. Who was a brilliant FPS, but also a Type AB Listener.
Ambush Strategist (Council Battle Strategists): This wolf must possess the three p's; practice, patience and precision is key. Ambushes are best for swift, soundless kills. They're one element that can't be taken away is surprise. Without surprise, there is nothing to differentiate between an ambush and an attack. So naturally, an Ambush Strategist is quiet and secretive. They're great at picking out hiding spots, and sizing up opponents; figuring out how to kill them in the fastest, neatest possible way. Changers and Illusionists mostly dominate this role, their unique ability to blend into their surroundings and/or create illusions to confuse wolves and controlled emotions making them deadly. Like all Battle Strategists, only the elite of the elite are chosen to train as a Novice.
Defence Strategist (Council of Battle Strategists): Alert and inquisitive, this wolf seems to know all that happens. Which basically, again, comes down to their heightened senses. Type A and AB Listeners, as well as Type A Seers, are ideal for this title. The main goal is to protect the weak, young and elderly in times of peril. Fight not to win; but to protect. Ultimately, this wolf is usually busy overseeing fortifications, running practice escape drills and teaching wolves what to do in the big 'what if's.' Arguably, this Strategist is the most important one (second only to the FPS, maybe.) For, they must approve of every battle plan before it is set into motion; formulating possible retreat routes and evaluating how bad the worst case scenario could be. This in turn, makes Novice training hard in a time-consuming sense. Making it a tough selection when choosing a good Novice.
Attack Strategist (Battle Strategist): It’s in the name; this wolf worries about all the major attacks happening. Obviously, this job is crucial in times of war. They share a close bond with the FPS, for attacks in the air are (again, obviously) a speciality among the winged wolf packs. They’re often leading hunting patrols, making sure the pack is being fed properly. In battle, they’re quick thinkers, needing to plan out the attacks carefully but decisively. Orders need to be issued, approved and then put into action. Any time wasted could prove to be fatal. A pressuring yet rewarding role indeed. Novice training is undoubtedly the hardest, even including all the other Battle Strategist Novices. If you even fail ONE assessment, you’re out of the game.
Frontliners (Soldiers): The wolves that fight on the frontlines of the battle. The majority are Type A Healers, Type B1 and A Swifts, Type B Illusionists, Switchers, Magicians and Shifters. They are adaptable, quick thinkers and strategy smart. They know better than to rely on brute strength to win a fight. Often competitive in nature, but know when to lay off when appropriate. Inflicting maximum damage in the least tiring way is knowledge they learn from the Attack Strategist. When they’re not training, fighting battles or mock-fighting, they’re usually hunting for the clan.
Sentries (Soldiers): Defence is the part they play in a battle. Protecting the camp and territory from invasions. They are reliable, trustworthy and persistent in their jobs. Most Sentries are either Cancelers, Enchanters/Enchantresses, Strong Wings, Changers, Type A Listeners and Seers. Their leader is the Defence Strategist. They have amazing stamina in fights, are strong-headed and stubborn; remaining faithful until the bitter end. When they’re not in battle, guarding camp, or training, they’re on The Watch. Which means making sure nothing hazardous gets into the territory.
Assassins (Soldiers; a special Nebula Pack elective): Technically speaking, this isn’t really a rank, but a course mainly Changers of Novice age (although it is open to other wolves of different abilities, not many want to be trained in such a way of combat) choose to take. The Assassins are basically an elite first-choice group that is always included on ambushes. The art of assassination and ambush are not the same, just similar. For both are notorious for their stealth and accuracy. So, the Ambush Strategist teaches this group the tricks and skills needed for a successful career. Long ago, it was considered a rank available to the Changers, however, it was later discovered that the rank was not at all useful. As, there are not many occasions where mysterious deaths are needed. This resulted in having lack of tasks, creating idle Assassins. (You can probably already imagine the havoc they wrecked out of boredom). Although, there is no denying the usefulness of having such lethal wolves at one’s disposal; thus, this way of fighting became a sort of like a part-time job.
Wind Scouts (Soldiers; a Pluma Pack elective): Each to their own, huh? It’s not exactly surprising that that both Packs have a modified rank system that includes their special traits. Nebula Pack’s is stealth. Pluma Pack’s is speed. Elegant, thin and long-legged, Wind Scouts are usually (unsurprisingly, again) Type A and B1 Swifts. True to their name, these wolves are as fast as-if not faster-than the wind. Pluma Pack thinks of wind as a sacred aspect in their culture. Their motto being: “With the wind at our backs and the energy snapping in our wings, we can do anything; out-maneuver all beasts and out-fly time itself.” Like Nebula Pack, this isn’t a formal rank. Unlike Nebula Pack, almost all of Pluma Pack’s members have been trained in scouting. They need to learn how to memorize new landscapes quickly and assess the strengths or weaknesses it contains in a battle when in need of making a camp in hostile territory. Not only this, their Soldier Sense needs to remain sharp-leaves can crackle with the disturbance of wind or enemy pawsteps, they must be able to distinguish between that. Finally, they must be both strong sprinters and good pacers in long distances. Versatility is key.
Herbalists (Healer): Wolves designated to heal sicknesses or handle breakouts of diseases. They can only be selected from Type C Healers, for they heal plants that in turn heal wolves. Yes, it is possible to help a wolf stricken with disease to get well with a Type B Healer’s Abilities. But in modern age of the packs sickness needs to be “cured” not “healed” like wounds can. Wolves who have had any serious injuries in the last few moons will have regular “check-ins” with the Herbalists so as to make sure no infection has spread that can cause damage to their health. They, in other words are curers.
Menders (Healer): They can only be Type B Healers, for their job is to heal injuries caused by fights that have broken out. Thus, they’re often on the frontlines and defense of the battle. They can also cure diseases, but this wastes a lot more energy than mending regular battle wounds. Which is why they mainly stick to fixing up wounds. Not only this, but they must also have exceptional fighting skills to go along with their healing ones; as they must retrieve the wounded from a battlefield containing enemies. They also need to act and think quickly, the fate of injured Soldiers are in their paws. They must be resourceful as well, for there is only so much supplies that can be transported or brought along with them to battles. They are parallel to the EMS we have in real life.
League Representatives (Committee of Education): These wolves are normally Seniors or wolves who were too injured to commence with their careers. Alas, no usual young wolf would want to sit through a discussion about Pack history with pups and their annoying banter. However, there have been cases where Amateurs have wanted to succeed their teachers. The League Reps. (as they are mostly called) all lead a League that teaches Amateurs of the same Ability types and categories. This includes the: Healer’s League (all types of Healers as well as Shifters), Heightened Abilities’ League (all types of Listeners, Seers, Swifts and the Strong Wings, as well as the Thinkers), Stealth & Supernatural’s League (Switchers, Changers, Enchanter/Enchantresses, plus the Illusionists) and the Outsider’s League (Magicians and Cancelers exclusively).
Novices (Apprenticeship): Wolves one year old and up. Those who aren’t chosen for important roles (like a Battle Strategist Novice, or a Herbalist’s, etc.) have the Role Assessment, which decides if you are Sentry or Frontliner material. If you weren’t chosen by a Figurehead (or mentor, in other words) one will be assigned to you after.
Amateurs (Apprenticeship): Pups six moons old to one year old. They are still in Leagues, which focuses on how to use your Ability, history, traditions and safety drills.
Seniors (Retired): Those who have been too injured or too old to continue their careers. If their role is important, their Novice succeeds them. (NOTE: if the Figurehead of an important role dies before the Novice has learned every valuable piece of knowledge they possess, then the Packs will do an Exchange. Meaning, the wolf of the other Pack with the same rank the Novice is training to become will finish their education). Some choose to continue to serve their Pack in other ways, like taking the League Rep. positions to “educate the young’uns properly.” Since, “the Pack seem to be losing respect in history.” To which, the youthful reply with a roll or their eyes or a subtle snort of indignation.
On-leaves: Wolves who cannot perform tasks required in their field yet. (e.g injury, wolf expecting or nursing pups, etc.) and must take a mandatory break. The Duke and Duchess must approve of this, of course.
Abilities
IMPORTANT SIDE-NOTE: "Ability" refers to the gifts possessed by the winged wolves. (e.g heightened hearing). This runs in the blood. For example, if Changer and Switcher had pups, those pups will be Changers and Switchers. No more and no less. However, it is often theorized that the older the Ability the more types (or "alterations") it has. So in theory, wolves who have heightened hearing Ability of all kinds wield the oldest Ability. Magic on the other hand, does not run in the blood. Magic can be learned by anybody. A winged wolf, a Dragon or a Phoenix. Of course, whether or not one bothers to do so, has had quite an interesting toll on history.
Healers (Type A; can only heal themselves)
Healers (Type B; can only heal other wolves)
Healers (Type C; can only heal plant life)
Shifters (Can absorb the pain of one wolf and shift it into the body of another through touch, however, wounds will not heal)
Listeners (Type A; heightened hearing)
Listeners (Type B; can hear thoughts of other wolves)
Listeners (Type AB; meaning Type A and Type B Listeners must be in their bloodline; can hear the "thoughts" of nature, like voices in the wind, icicles about to melt, often able to predict natural hazards)
Listeners (Type AB1; Extremely rare, must all types of Listeners in their bloodline for this to happen; can hear the thoughts of all kinds of birds and can summon one at a time at their will)
Seers (Type A; heightened sight)
Seers (Type B; prophets able to look into the future to some extent by will and receives visions at random)
Swifts (Type A; heightened flying speed)
Swifts (Type B; Teleportation powers, no limit/range, will teleport anyone touching the wolf wth this power too, but this ability is only unlocked when in fear or grave danger)
Swifts (Type B1; Teleportation powers, limited range, cannot transport anyone but themselves)
Strong Wings (heightened strength)
Illusionists (Type A; can create illusions of surrounding nature for limited amount of time)
Illusionists (Type B; can create multiple clones of themselves, amount of clones and amount of time those clones exist depends on how powerful the wolf is, clones of the original wolf have linked minds, meaning they share a mind with their creator)
Illusionists (Type C; can control other wolves by giving them illusions)
Thinkers (Heightened intelligence, often on the Council)
Cancelers (Can cancel out all of the listed powers, rendering wielders of a certain ability useless, but can only keep the disability of one type of power at a time and the amount of wolves whose Abilities they can cancel out depends on how experienced the Canceler is)
Enchantress/Enchanter (Can control non-living objects by enchanting them with self-made spells, can only control one object at a time for a limited amount of time)
Magicians (A sub-Ability from the Enchantress/Enchanter element line, can borrow all listed abilities for a certain period of time, but can only borrow one ability at a time, must touch a wolf with the ability to borrow it)
Switchers (Able to switch bodies with other wolves, as well as make other wolves switch bodies, can only switch one pair of wolves at a time, must recharge for a period of time before accessing ability again after a switch, a switch can only last for a limited time no matter experience, will always return to their original body after a switch)
Changers (Pelt colour and patterns and eye colour change accordingly to the wielder's emotions, but emotions can be manipulated by user)