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The Weaknesses of the Arzonusii

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The Weaknesses of the Arzonusii Empty The Weaknesses of the Arzonusii

Post by MorbiusMonster Wed Feb 16, 2011 7:06 pm

Due to popular demand, I have decided to write a short thread about the weakness of the werewolves of Arzonus.

The Arzonus are a naturally collective species, each one connected to eachother by aura. This allows them to become stronger when in pairs rather than being alone. However, they have to be in proximity to another of their own kind, so they can remain in synch. If they are separated from another of their own kind for far too long, the can quickly suffer severe depression and lonliness. In their lonliness, they are vulnerable, screaming, howling and yelping as their bodies try to call another one of their own kind. If prolonged, a lone Arzonusii will eventually try to end its lonliness by taking its own life.

Viscum album, the oil of the mistletoe, is another weakness of the Arzonusii. Throughout history, mistletoe was used as a repellant for wolves. Whilst the oil is naturally toxic to living beings, because it breaks down cytoplasmic membranes, it is more so dangerous to the Arzonusii. It acts a neural inhibitor, and can damage their nervous system. The oil is gauged specifically to prevent using abilities in the Arzonus militia, but an overdose (which is actually a tiny amount) will cause the victim to suffer massive neural shutdown or even brain damage.

Another Arzonusii weakness is chocolate. Arzonusii have a very resilient stomach, but a component of chocolate is poisonous to them. It normally takes a large dose to properly poison them, but small doses can cause them to fall fairly ill.

Silver is also another weakness of the Arzonusii. Whilst it doesn't effect them in the same way it does the Morytanian werewolves, it counteracts their natural regeneration, slowing it down tremendously, making them more prone to infection.
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Post by Dark Avorian Thu Feb 17, 2011 8:21 am

I only accept the first as a legitimate factor to quell my irritation. The others all fall into the category of "weakness" that a character has to actively discover and then implement. That is one of the usual tactics for dealing with the inherent superiority placed within villains to help drive a good story. (The other is unification of a fractured set of protagonistic groupings). They don't really help the goods that much in the grand scheme of things. A power mismatch is really about the abilities that the two sides can bring to the field in a normal "hey lets throw them both in the arena without any info about the other."

What bothers me is that you seem to think that it's just fine and dandy to throw in a force that is capable of destroying an entire human nation. Well, at leas that it's okay to do this for a good force.

So I'm going to ask a few questions: simple questions.

1) Take Arzonus, Take Kandarin, Asgarnia or Misthalin. If they were to decide to wage war on each other (and I don't give a damn whether or not they would in reality ever do this) Who would win, would they fight to a tie? Give me a straight answer, no excuses

2) How many humans could the average Arzonusii take on in open combat and kill?

3) What do you imagine the world wide ratio of humans to Arzonusii is?

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Post by The Empty Lord Thu Feb 17, 2011 8:32 am

I'd like to append Dark's second question, although feel free to answer both;

2b) How many humans fit for combat could the average Arzonusii take on in open combat and kill?
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Post by MorbiusMonster Thu Feb 17, 2011 6:47 pm

1) It would be a stalemate, the Arzonusii are outnumbered and humans cannot enter the Arzonus lands because of the barrier.

2) An average Arzonusii could take on as many as it wants to, but it would only kill a few of them. Arzonusii can feel guilt much more strongly and once it had reached a threshold, it'd have to stop.

3) 100 humans to 1 Arzonusii. Their slow breeding and relative infertility keep this in check. Unless of course you count all of the Arzonusii AND the werewolves living in the towns of Lupine, Latranz, Vulpes, Arctos and Lycosa, then it would be roughly 65 humans to 1 werewolf.

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Post by MorbiusMonster Thu Feb 24, 2011 7:31 pm

The Arzonusii, like canids, have a greater range of hearing than humans. This is also a feature that can be a weakness. They are susceptible to frequencies of sound that humans cannot hear and can be attacked by sonic weaponry set to a frequency.
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Post by MorbiusMonster Wed Apr 13, 2011 5:50 am

I have thought about it logically and now I have worked it out.

The Arzonusii can harness the power of their own life energy as aura and can use it in everyday life as the Lunar Clan use their magic.

But...

This is still technically life energy and is a finite resource. Those that have aura abilities use them at their own risk. Whilst most Arzonusii can live to be 200 or greater with the absolute maximum cutting out at 275, those with aura abilities used more frequently have lower life expectancies.

For instance, and ordinary Arzonus werewolf like Fang could live to be 190-200 because he barely uses aura, but for someone like Giovanni for whom aura is an involuntary trait, he could probably only see 75 years before kicking the bucket; it's that damaging to your health. The basis of life expectancy is based around the aura type and how it is used.

In Giovanni's case, he absorbs fear into his body and it in itself is damaging. It attacks the nervous system, adrenal glands and most notably his heart. This makes him more prone to numbness for prolonged periods after wards, delayed responses, unconsciousness and sometimes heart attacks if not carefully dealt with.

This would be stated to be their greatest weakness over all things, because it is one of their unique skills and it can kill them.
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Post by Duskcurse Thu Apr 14, 2011 5:18 am

Nice, now it seems more realistic
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Post by The Empty Lord Thu Apr 14, 2011 10:15 pm

I'm not sure realistic is the right word... Wink
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Post by Duskcurse Fri Apr 15, 2011 10:05 am

Then what it's
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