Showing posts with label hunter's guide to monsters. Show all posts
Showing posts with label hunter's guide to monsters. Show all posts

Friday 25 October 2013

The Hunter's Guide to Monsters - Chapter Three

We fear evil, we fear monsters & we fear death. For all three of these, you need look no further than those who have died and been resurrected as undead. Today, we'll be taking a closer look at our monster of the evening, the 'ZOMBIE':
Zombie /'zombee/ n. 1. Occult A dead body brought to life by a supernatural force. 2. A person thought to be like the walking dead, in having no independent judgement, intelligence, etcetera. Also, zombi.
3. Zombies
  by Hunter Jeremiah

The most disrespectful beast I have ever faced would have to be the zombie. In the business of hunting monsters, I have lost many of my friends. Friends, family & fellow hunters have and will continue to die in this business. So for anyone to disgrace the remains of these fallen soldiers by bringing unnatural life back into their corpse is nothing short of sinful.
It is nearly impossible to disguise a zombie. Their bodies will be rotting, their faces blank, their hair falling out, their movements stressed or mechanical and they are often covered in blood, detritus, ritual scarification, grime or bugs. Then, of course, the smell of decaying flesh is inescapable. Depending on the age of the zombie, their smell can be noticeable as far as 50 feet away.
These creatures are abhorrent in every way, and as such they are to be killed on sight. In fact, even non-Hunters are recommended to dispose of these creatures if they are willing and able.
Just remember, that if you see the face and the soul decayed of beloved friends to rest been laid, with last respects already paid - you can't doubt yourself for a second; there is no life, love or soul in these creatures, only death.

The most important thing you need to know about zombies is that they are not all the same. The methods of propagating zombies vary widely and they are often difficult rituals to perform; as such, it is very easy to get the processes wrong and create something even worse than a reanimated corpse. Also, due to their decomposition, many zombies will develop differently with different disabilities over time. You cannot react to all zombies the same and expect the same result.
Contrary to popular belief, not all zombies can change their victims into a zombie. This kind of zombie is the result of a poorly performed reanimation. However, because the accident that creates infectious zombies is a common one, it is safe to assume that all zombies have the potential to create more zombies. The same can be said of the ravenous brain-eating zombie and the stumbling, shuffling zombies; they are either mutations of the zombie curse, or zombies that have decomposed beyond control.
Truth be told, when the rituals and hocus pocus are performed correctly, a zombie is not a mindless monster. Zombies are nothing more than tools created to serve as a proxy, servant or soldier for their creator (or even, in rare instances, a pet). The creator of a zombie can be almost anything - a sorcerer, a sage or even the simplest student of the occult - but for the sake of simplicity, Hunters always refer to them as Necromancers. When a necromancer creates a zombie, they usually have some form of control over it. This may be in the form of a mental or spiritual link; an artefact such as a poppet (also known as a voodoo doll) or charm; a grimoire, a book of magic or even some kind of spoken cue like a trigger word.
In this way the actions of the zombie will be controlled by a necromancer, and they will do anything commanded of them, within the capabilities of that particular zombie. In general, a zombie can walk, stand up straight, grab things & use simple tools as directed. In exceptionally crafted zombies, they can achieve running, talking, writing & even remote casting.

The best way to think of zombies is like dogs. Zombies do as their necromancer commands them, but like a loyal dog as much as they do as they're told, they do have a simple mind of their own. Those that have attempted to study Zombie Psychology have all been killed, but we do know this of their mentality:
- Zombies Like Moving. They prefer to walk around, even if it means walking in circles. They especially like to wander around, and if they can't do this (and have working vocal chords) they will groan. The only time they stand still is if something else is keeping them occupied.
- Zombies Like Zombies. When a zombie comes across another zombie, they will either start walking with each other or walk circles around one another. Sometimes they will groan together. However, if one zombie bites another or in some way hurts them or makes them fall over, they will attack one another.
Zombies Like Biting. They will bite anything they can put in their mouth, including their own fingers. For this reason, many necromancers sew their zombie's lips shut as a precaution; especially if a zombie is of the infectious kind.
- Zombies Hate People. When a zombie comes across a human, it will react aggressively, either shoving them or hitting them. In extreme cases they may lunge at them, bite them or bludgeon them. Some theorize this is because they are in pain and are defensive, some believe they are territorial & some believe that they remember being alive and are "jealous" of the living. But as a Hunter, all that matters is that they attack us, so we must remain vigilant.

If a necromancer ever loses control of their zombie, then it will act on these instincts naturally. In smaller numbers, they are relatively harmless; however, the risk of infection - or discovery by those kept ignorant by the Silence - is too great a threat to be left unchecked.
Of course, once a zombie has been dealt with, there is still the problem of the necromancer themselves. In most instances, this is out of our hands. It is to be dealt with by local wards or casting authorities. Unless the necromancer is identified as a Demon, TrollWitch, or some other powerful, supernatural monster referred to in this guide; in which case, you should deal with them via the methods outlined within the relevant chapter.

Protection
To stay safe in the presence of a zombie, there are a selection of guidelines that one should keep in their mind at all times:
  • Stay in Control - Zombies under a necromancer's direct control are incredibly dangerous. If a zombie is moving deliberately & cleverly; evacuate, do not engage.
  • Know your Foe - All zombies are uniquely decayed & created, so observe yours closely and take note of its abilities, behaviour and vulnerabilities.
  • Destroy the Head - Destroying the brain almost always works. Yet even if this fails, a headless zombie is quite impotent; but as a precaution - Keep your Distance.
  • No Rest in Pieces - A dismembered zombie is not always a safe zombie. A decapitated head may still bite & body parts may yet be mobile. 
  • Double-Tap - Make sure zombies stay down when you put them down. If a zombie (or the recently deceased) is at the risk of infection, destroy the brain.
  • Zombies are Stupid - They don't understand danger, fire, traps, pain, doors, cages or weapons. Use your intelligence to fight them, because they can't.
  • Know Your Way Out - Zombies don't die in daylight or run away & they can take years to rot. If things turn sour don't wait it out, you'll need an escape route.
  • Move Quickly - Running is good. Even zombies capable of running are prone to trip if they chase you. Just ensure you're running away from danger, not into it.
  • Keep them Busy - Zombies only think of one thing at a time, if you distract them with something loud or bright or tasty, you can use the opportunity to run.
Hunting
Zombies are relatively simple to Hunt and for the most part needs little advice as zombies alone are not that dangerous. What is dangerous is either when zombies spread (via plague) or if they are under the direct control of a necromancer. Direct control of a zombie is when they have utter control of the zombie's body, allowing them to act precisely (as opposed to Passive control, whereby a zombie does as instructed, via its own means).
Uncontrolled and even some passive zombies are easy. Follow the Smell, Destroy the Brain, Don't Walk into an Ambush, etcetera; generally Hunters can follow the simplest of the "Protection" guidelines [listed above] and deal with their zombie Prey. However, when under control of a necromancer, it becomes an entirely different beast.
The resilience of a zombie paired with the wisdom of a human being is a dangerous combination. So, the following advice applies to cases of Hunting a zombie under the control of a necromancer.

Find
Zombies are used for all manner of things, theft, murder & assault. Yet, due to their restricted movement, most murder attempts never succeed beyond that, often leaving you with a living victim. In this instance, keep any victims close to you, or your necromancer may strike again. According to Hunting by-laws, such victims are effectively unSilenced, so inform them as best you can about what they need to know, particularly the Protection guidelines.
Get their eyewitness account and interview them about any strange occurrences in town, anyone that wants to hurt them, the usual detective rigmarole. In the rare cases of a murdered victim, you should interrogate their close friends and family in this manner and try to identify the murder weapon as evidence.
Generally, zombies are easy to find, due to their visage, vocalizations and abhorrent smell and most necromancers cannot disguise that. Some can mask the smell somewhat, but none can truly stop zombies from decaying, so keep an eye out for rotten detritus at the location of the crime. Remember, zombies are messy, they don't clean up after a crime, they leave evidence everywhere. Sometimes passively-controlled zombies leave a trail of careless mess in their wake, from bumping into walls and dragging their feet. Even in the instance of a zombie with an accurate stride, they may leave a trail of blood, footprints or other evidence behind. Also, if you're quick to report to the crime scene, breathe in deep. The smell of rot tends to linger.
Also keep in mind, zombies are dead bodies. They are not easy to acquire. Check local reports of murder, kidnapping or grave-robbing, and investigate any cemeteries, morgues or even hospices for missing people or bodies. It may also be prudent to check eyewitness accounts to identify the previous owner of the zombie's animated body, it could well be the recently deceased body of your necromancer's family or friends.
When it comes to suspects, The most important thing to know about Hunting controlled Zombies is that the necromancer and the zombie are effectively the same thing. The zombie will act on the whims of their necromancer, directed by their motives, their desires & their knowledge. If a zombie tries to kill someone, it's because the necromancer wanted them dead. If a zombie tries to steal something, it is because the necromancer wanted it. Investigate the motives of locals, any suspicious persons related to the crime at hand and anyone with a prior criminal record. Reports of other supernatural phenomena are also useful, as necromancers are often the type to flaunt their arcane abilities, you need to know how to make a zombie before you can use one, after all. Also, remember that the necromancer has to hide their zombie, take care of it & command it, so if you can find the zombie, you're not far from finding the necromancer, and vice versa.

Capture
In every case, your goal is to kill a zombie, not capture. However, if you must capture them for the purposes of finding the necromancer or some other reason I cannot fathom, the method is relatively simple, You will Need:
"Trip it" - Literally, take a zombie off its feet. Some Hunters use the concussive force of explosives to knock them over, but I prefer to trip them with a blunt weapon or even an ankle-high rope. Place a foot on their chest or back to keep them down.
"Trap it" - Handcuffs, chains, rope. Bind your zombies hands behind their back, preferable with rope, as chains have a tendency to tear the skin, and zombies can then rip their limbs out. Also, if your particular zombie has the ability to use arcane magic, you might want to remove their hands, as you might with a Witch, to sever the aetheric flow through their limbs - so be sure to tie their arms tight, to ensure they cannot use their blunt wrists as bludgeons. Only bind their feet if necessary.
"Tame it" - It may look odd, but a putting something over your zombie's head covers their teeth to stop biting and for passively-controlled zombies, their impaired vision calms them down, as they can't see you. This is a good idea for Directly-controlled zombies, as it also impairs the vision of the necromancer, if they are seeing through their zombie's eyes. A bucket or a cloth bag works well, just make sure it's opaque & resilient. You can use almost anything so long as it is secure on their head. I've even seen modified motorcycle helmets, thick balaclavas & rubber swimming caps effectively get the job done. Remember they're already dead, they don't have to breathe.

You may also require, some form of distraction, fire, colourful lights, perhaps a music player - if you can distract your zombie with bright lights or loud sound, it makes it a lot easier to run up and trip them; your weapon of choice, should be close at hand if your Prey also has a weapon & although it may seem minor, some form of deodorant, for the smell is a good idea, be it air freshener, perfume or what have you. This may seem like a trivial matter, but I've seen people vomit & even pass out from the smell of a dead body, so it would be wise to have a deodorizing option available.

Kill
Destroy the Brain then bury the body on unhallowed ground. If the body remains animated after cranial destruction, dismember the body (for safety), then destroy it. For incineration, a crematorium is preferable, but a well-tended bonfire will get the job done. In either case, collect what remains you can and store them. Alternatively, some Hunters have methods of acidic disintegration.
If you have a personal disposal site, it would be appropriate, otherwise seek the assistance of your local Hunting authority.

Final Notes
No matter what happens, it is important to remember that the body of a zombie is entirely dead and cannot come back to life. That is why it is referred to as undeath, it is not life. There is evidence that some zombies can retain the memories of their host bodies and some even react differently to people they remember. However, zombies are nothing more than a parlour trick, an imitation of life. No matter how much you may wish it, your loved ones cannot come back from the dead.

Tuesday 22 October 2013

The Hunter's Guide to Monsters - Chapter Two

The sun sets on another day, when those cold monsters that stalk mankind come out to play. These swift predators relish in the darkness, hoping for a taste of that sweet lifeblood. So to celebrate the night, we will discuss the 'VAMPIRE':
Vampire /'vampuyə/ n. (in common belief) 1. The corpse of a person improperly buried, who comes to life again in order to suck the blood of people while they sleep. 2. Someone who preys cruelly on others; extortionist. 3. Also, vampire bat. Any of various South and Central American bats which feed on the blood of animals including humans.
2. Vampires
  by Hunter Jeremiah

The vampire is one of the oldest creatures in this world. Our historians continue to discover legends of these monsters that stalk the night and drink blood going further and further back in time. Some people even believe that there was a vampire in the Garden of Eden; but the past is behind us. What truly matters is that there are vampires around us, yet still.
They are a lot like us and use that to their advantage, but do not be fooled. Their pallid skin; sensitivity to light; sharp, retractable canine teeth & unnatural speed are obvious clues to their true nature. Unfortunately, they're too obvious, as many vampires have recognized these traits, and manage to hide them. But as it is a Hunter's duty to tell man from monster, with time even those hidden creatures will see the light
When darkness falls and they stalk the night, hiding beside you in plain sight, hoping to taste just one quick bite - your ability to tell one of us from one of them needs to be perfect, without a shadow of a doubt.

The first thing you need to know about vampires is that anyone can be one. With a bite, a vampire has the ability to turn any of their victims into another vampire. However, contrary to popular belief, not every vampire bite has transformative properties. The mutation is caused by the vampire's venom, which they inject with their fangs so that it enters the bloodstream and stops the heart; then, the venom mutates the still body before restarting the heart and reinvigorating the body, leading some to refer to them as undead.
Vampires can also procreate through regular intercourse, with the offspring of each referred to amongst vampirekind as bled or bred, respectively. They also age at a decelerated rate, with reports of vampires living centuries without noticeable difference to their appearances. This longevity, paired with their infectious and progenic means of spreading is what makes vampirism such a persistent threat, there will always be more of them.
Vampires subsist on blood, requiring approximately one litre of blood a day in order to survive. However, they require more if they engage in strenuous activities and less if they are young, docile or inactive. In the past, most vampires fed by preying on sleeping victims or by straight-up murdering people, but many vampires in the modern age tend to accumulate human vassals upon which they feed consensually.
If a vampire waits too long between feedings, they will become what Hunters call feral, wherein their hair falls out, their fangs become constantly expose, their skin turns sickly pale and thin & they lose their higher brain functions. At this point, they will react like a rabid animal, attacking and drinking the blood of any living creature they find, even other vampires, until they replenish their supply of blood. If they are unable to find blood, a feral vampire will eventually collapse and start to rot, dying in agony.
Because vampire physiology is designed to subsist on human blood, a related phenomenon occurs if vampires drink the blood of other animals. If a vampire drinks non-human blood, their hair will fall out and their skin will thin and pale as though they were starving, although they retain their brain function and can live a long, healthy life. Vampires such as this are known as nosferatu, and it is a cruel fate, as nosferatu are looked down on by vampirekind and look more monstrous, although they are actually benign.

Contrary to popular belief, vampires are not affected by garlic, this is theorized to be a superstition spread by werewolves. Vampire reflections are visible in mirrors and their images show up on film; this belief is a misunderstanding of the claim that, once turned vampires "never see their old face again". Although unholy, vampires are also not repelled by bibles, holy water or crucifixes, that's just hocus-pocus; crucifixion, however, will most likely kill them.
A wooden stake to the heart will most definitely kill them, as would most impalement to the heart including those inflicted by blades or bullet wounds. Vampires are also incredibly vulnerable to direct sunlight, which causes their skin to spontaneously combust on contact; however as it is their most inconvenient weakness, most vampires have methods of avoiding sunlight, using anything from magic and protective salves to heavy clothing.

The most important thing to know about vampires is that they are incredibly, inhumanly fast and lithe. They are not much stronger than an average person, but their lack of strength is made up for by their speed and flexibility. They can run hundreds of feet in seconds, leap more than three times their own height and kill a man faster than you can blink. They also have the ability to heal faster when injured. It is believed these abilities are due to the vampire's control of their heart rate and their lightweight physique. While these feats require increased blood consumption, they are what make the vampire one of the most dangerous creatures that a Hunter will ever face.

Protection
If you believe yourself to be the victim of a vampire's hunger, or fear that you are being targeted, there are some safety guidelines to keep in mind to stay safe:
  • Don't be a Sucker - If a vampire offers you vampirism, do not accept. Not only is it a dreadful curse, but some vampires offer it for the chance to kill you.
  • Fight the Bite - A strong immune system can fight off the vampire's venom, if someone is bitten, treat for symptoms, endure the pain & keep them awake.
  • Don't Let Them In - Vampires are rarely, if ever, strong enough to break down doors or through walls. A simple locked door can save your life.
  • Thirst is Worse - If you're aware of a vampire that feeds on their friends, do not interfere. Remember: if they feed on them, they don't need to feed on you.
  • Don't Panic - If a vampire has fed on you, remain calm. Clean & bandage any wounds; stay hydrated & eat to replenish lost ironprotein and vitamins.
  • Darkest before Dawn - If you've been threatened by a vampire, be sure not to venture outside unless the sun is visible; it's always safer after dawn.
  • Don't Blink - Your greatest defence against the vampire is your own strength, but you can't fight if you can't see. Never lose sight of an attacking vampire.
  • Bleeders are Feeders - A bleeding vampire seems vulnerable, but keep your distance! They will be thirsty & can become feral if they lose enough blood.
  • Veins are Vital - Vampires prefer to feed from a main artery, such as the femoral, carotid, brachial or subclavian. Keep these protected and you'll be less of a target.
Hunting
In the interests of keeping the peace, vampires are allowed to feed on humans so long as they are not otherwise harmed. If they kill their prey, or in any way harm them (including mental trauma) then we are given free reign to Hunt them down and kill the offending vampire.
However, due to the complicated politics of vampire-human relations, Hunters must be very careful which vampires we kill, how it's done and why we've done it; as any doubt regarding the legitimacy of a vampire's death will result in serious consequences from the vampire society, up to and including the execution of the offending Hunter. So, while there are methods to kill a vampire, it is highly recommended that you avoid killing if at all possible.

Find
As parasitic creatures, vampires live among mankind with little to outwardly differentiate themselves from us. As such, when a vampire commits a crime, although there are ways to find them, many of them are identical to finding a human criminal.
Investigate the victim, to determine time of death; method and/or motive & evidence left by the murderer as standard. Just be sure to investigate any bitemarks for vampire venom on your victim; if victim body has been envenomed, they must be quarantined and restrained as they could be undergoing a vampiric transformation. Although a tragic circumstance, testimony from a recently sired vampire has a tendency to accelerate an investigation.
Your location is generally your crime scene, investigate opportunity; identify those that frequent the place & locate any reports of suspicious activity in the area. In general, vampires prefer urban, well-populated areas, as small towns generally make it harder to blend in and find their prey, so in suburban areas, be sure to question locals about any recent visitors or strangers. In densely populated areas, vampires tend to visit places of debauchery, inebriation, night time entertainment & revelry for an easy feed.
The list of suspects is, unfortunately, every person your victim has ever come into contact with recently. You'll need to judge for yourself who amongst this group is the most suspicious. But keep in mind, vampires need blood to live, so they are repeat offenders. Investigate any suspicious reports in the area or, if in doubt, any reports of murder, assault, rape, or even breaking and entering - vampires know how to cover their tracks, so many victims of vampire attack do not realize they've been fed upon.
In the instance that you are finding it particularly difficult to find a certain vampire, you could always play the part of a victim and let the vampire think they're hunting you.

Capture
Although much more difficult, if you can manage it, you should try to capture a vampire without killing it. Just keep your weapon handy, because you will probably need to kill them anyway. To capture a vampire, You will Need:
"Bait" - This should be you; either way, the best bait is safe bate. I consider wearing chain around your neck & wrists to protect from a vampire's bite (it breaks their fangs when they do); staying alert & keeping your weapon of choice close at hand to be some of the safest steps in protecting your bait.
"Belljar" - This is a battle of attrition. You need to find a secluded, enclosed area that you can not only lure your vampire into, but also lockdown once they enter. You will almost always need to repurpose a building on site, so try not to make a mess. You'll need something small, but not so small as to make your Prey suspicious.
"Bow" - Using your training, you must fight the vampire to weaken it. To do this, you will need a ranged weapon such as  a gun; throwing knives or axes; a crossbow or even a spear. Some Hunters will attack one on one with blade or bludgeon, but puts you at greater risk, as the vampire will be so hard to catch, due to their speed.

Once your vampire is too weak to use their unnatural speed and agility, use your strength to your advantage. They seem strong because they move so quickly and can hit so hard, but due to their singular diet, vampires are a lot more fragile than they appear. As much as they can run away very fast, once you've captured a vampire they are at your mercy. It is best, at this time, to interrogate your vampire and decide upon the best course of action.

Other useful equipment to consider would be a gag of some kind, to stop your captured vampire biting in captivity, although something as simple as a wadded up rag works fine. Handcuffs or cable ties are great for restraining a vampire, and are less conspicuous than dragging them around in chains or rope. If you plan on holding your vampire captive for a long time, it may be prudent to buy live feed, so they don't turn feral on you. There are pet stores or websites that offer rats or mice, etcetera; although if you must, it's better to use a backyard breeder, as there are usually less questions asked.

Kill
Whether or not you've captured your vampire, it might be best to put them to death. If you do so, there are some options at your disposal:
Blood loss will kill a vampire, especially if you puncture their heart, so either a bladed weapon or a gun will kill it easy if you've a steady hand or a good eye. Some Hunters resort to sniper rifles, or will make it close and personal with a shotgun; but I personally find stabbing them in the heart or shooting them to be an inhumane way to kill a vampire, as they suffer so much starving for blood.
Unless you've the ability to use the inherent properties of silver, along with some occult knowledge, to stop their heart dead - I recommend against killing a vampire with a gun.
Burning is another option. If you know how a vampire protects itself from sunlight (if at all), you could remove this protection and let them burn to ash and bones. Or you could use fire, but this is less reliable, as a vampire can walk away from even third degree burns and heal themselves. Also, it's a painful way to die, and completely barbaric in my opinion.
Then of course there's: Suffocation, Detonation, Brain trauma& Dismemberment, but I prefer a clean Beheading. Not only is this easier for me, as I prefer to fight with a sword and therefore have this option at hand, but also with a sharp blade it's quick and leaves the vampire with little time to feel pain or suffer.

Once you've killed your vampire, dispose of the body respectfully. Cremation is the easiest option, but if you do bury the body, dig the grave at least four feet deep and always remember to remove the head (another reason I prefer decapitation). Either destroy the head; bury it separate from the body or rest it between the corpse's legs, as there is a risk that a vampire's venom will still be active even after a vampire's death, resulting in contamination, resurrection or worse.

Final Notes
There are those that believe vampirism seems more like a blessing than a curse. Long life, incomparable agility, rejuvenation, power & a perceived dominance over other humans. Some even seek out vampirism, because they perceive little to no downside to this curse.
Not only is this view incredibly shortsighted, but it also misunderstands the degree of the changes that one undergoes if they become a vampire. Because the mutation requires your heart to stop beating for such a long time, there are many - including myself - that believe vampires are little more than soulless corpses whom retain the memories of their host.
Either way, the vampiric change results in radically different brain chemistry - often resulting in a different personality - a constant thirst for blood that can never be truly quenched & of course, an eternity under the watchful eyes of people like me, ready to Hunt you down at the slightest provocation. Always Remember: Don't be a Sucker.

Saturday 19 October 2013

The Hunter's Guide to Monsters - Chapter One

I hope you're feeling safe comfortable, for there very well could be some lunatics lurking about tonight. Monsters of men, hunting the streets in packs. Oh yes . . . in honour of our latest Full Moon, tonight we'll be discussing the 'WEREWOLF':
Werewolf /'wearwoolf/ n. (in old folk tales, etc.) A human being turned by supernatural forces into a wolf. Also, werwolf.
1. Werewolves
  by Hunter Jeremiah

Of the creatures we face, the werewolf - or lycanthrope - is one of the most misunderstood. They are creatures like you and me, no different from your neighbour, your mother or your priest. After all, they are human, mostly. Of course, some may betray their nature, so even in their civilized form, you could identify their rough, often unkempt hair; powerful sense of hearing and smell or their beastly tendencies. However, since these traits are not exclusively lycanthropic, it's impossible to tell the subtle difference between a werewolf and some sorry bastard that got up on the wrong side of the bed. As such, it can be quite confronting to consider a creature so like us as a monster. Even the best of us can lose control sometimes, so there are many that see werewolves as kindred spirits.
But when you stand before the snarling jaws of a monstrous wolf with wicked claws and a taste for meat or flesh like yours - then you'll see for yourself what separates the Hunters from the Prey.

The most important thing you need to know about werewolves is that they are cursed. It's unclear the cause of this ancient curse, but its function is well known. Werewolves have the ability to transform into a wolf-like creature. So as to differentiate from other shapeshifting creatures, Hunters call this transformation the Turn.
Contrary to what most people believe, the turn is not caused by the moon, rather it is a mental process, caused by the werewolf's brain, meaning a werewolf can lose control of themselves and turn at any moment. There are a variety of stimuli that will turn a werewolf:
Seeing a full moon; hearing a wolf howl; smelling a female in heat; losing their temper or feeling threatened. However, as the Full Moon it is such an ancient symbol werewolf culture, even those few that can control their form are unsafe in the direct light of a Full Moon.

When a werewolf undergoes what we call the turn, first their bodies start to convulse, or in some cases spasm or shiver, this is believed to be caused by increased heart rate and a rush of adrenaline and hormones. Then, as the change takes hold a werewolf will experience the beginnings of rapid hair growth, the most obvious sign of the turn, which usually progresses throughout the entire process. Next, their muscles and bones rearrange, often making it difficult to stand up and causing anything from discomfort to pain and skin-tearing. After the skeletal structure and internal organs rearrange themselves, the werewolf goes through the final stage of the turn, wherein they grow a tail, claws, teeth & their skull changes shape, often elongating into a snout.
Because it is such a volatile process, there are a variety of different forms that become of this process, which is dependant upon the mental state of the
These processes are quite painful, making the werewolf incredibly agitated and defensive immediately after it turns.

One thing that I want to make perfectly clear, especially to those out there that sympathize with werewolves, is that Lycanthropy is not an infectious curse akin to vampirism, this is a widespread misconception that began in the 20th century.
If you are bitten or scratched by a werewolf, you're probably about to be killed, eaten or both. Those that have survived a werewolf attack after being bitten, will remain as human. The fact remains that lycanthropy is hereditary and spread through bloodline. A descendant of a werewolf will themselves be a werewolf, with little to no exceptions. It is because of this that werewolves are so often tribal, even if they live in urban areas. They congregate as families or packs in secluded areas and prefer their own company to that of humans.
This is what makes werewolves so dangerous. Not only do they prefer to hunt in family packs, making them more dangerous; but this also means that those solitary werewolves that try to live among humans are often exiles, likely to be disgraced, dangerous or criminal.

Protection
In the instance that you come across a werewolf there are some key tips to remember if you want to stay alive:
  • Stand your Ground − Turned werewolves think in terms of kill or be killed. If you can seem like neither a target nor a threat, you might just walk away.
  • Be Wary of Strangers − as lycanthropy is hereditary, any person with a secretive past or questionable family should be treated with suspicion.
  • Don't Run Away − Running is noisy, presents your back as a target & a werewolf will outrun you every time. Only run short distances to get to safety.
  • Save Your Legs − Werewolves stand on all fours, so your legs are an easy target; and if you fall down you're dead. Keep your legs in one piece.
  • Hide don't Sneak − Werewolves have good smell & hearing, but their vision is mediocre at best. If you're silent (and don't smell) hiding can save your life.
  • Fire is Your Friend − Fur is flammable and turned werewolves are covered in it. So most werewolves are wary of an exposed flame; just be fire-safe.
  • Don't Poke the Were − Some werewolves kill to keep their secret. If you suspect someone to be a werewolf, don't provoke them & don't let them know you know.
  • Safety in Greater Numbers − If you face a pack of werewolves alone, you're dead; but if your party outnumbers the werewolves, they usually won't attack.
  • Dog Eat Dog − If an attacking werewolf is merely hungry, presenting them with an easier meal will stop them or at least give you the chance to escape.
Hunting
The most important thing to remember about werewolves is that they are still people like us. These aren't the Dark Ages anymore, we don't kill monsters for being monsters. If your discover a werewolf is merely massacring livestock, scaring people or defacing property then you have no right to murder them. However, in the instance, of a werewolf turning in a public place; killing or attacking another person or stalking human prey, then the Hunt is on.

Find
When a werewolf commits a crime, they often leave evidence of themselves behind, like any other criminal. The trick is to know what to look for. It is a good idea to investigate the victim, as it teaches you a lot about your target:
A cannibalistic werewolf that kills to eat will often tear open the belly and hollow out the ribcage to eat the organs; a most werewolves killing in self-defence often leaves the victims with bitemarks and scratches on the limbs, killing via blunt force & when werewolves commit wrathful murder, they often maul the face, genitals or chest, digging deep to the bone. Identifying your werewolf's motive is the first step to finding them.
Second, it's good to investigate your location. Check for scent-marking or boundary markers, in case you're not within a werewolf pack's territory. If you've got a very keen nose or a trained sniffer dog, you could potentially follow a werewolf's scent trail. However, I find it easier to check the scene for signs of discarded clothing or torn clothing; secluded escape routes or blood trails. Also, werewolves like to find a safe, secluded place to turn during the Full Moon, if you can find such a place it could easily lead you to your werewolf (or your werewolf to you).
Finally, suspects. So often in these cases, just knowing who was where and when can solve your crime. More often than not, you can find a werewolf by discovering the survivors of the attack and finding the suspect without an alibi.

Capture
In every case, your goal is to capture a werewolf, not kill. Do not bring yourself down to their level if you can avoid it. Even so, you do not want to kill a werewolf, because after death a turned werewolf reverts to their human form; and a dead human body isn't something you can easily walk away from. To capture a werewolf, You will Need:
"Cage" - Some Hunters have a literal cage, but I prefer something more mobile, such as a van with a strong cargo barrier (preferably windowless); an enclosed box trailer or a modified utility vehicle.
"Collar" - To pacify a werewolf, tranquilizers or tasers work effectively; chains, ropes or even a strong net can hold them & if you've any arcane ability, silver can be used to revert werewolves to human form - but it's all hocus pocus to me.
"Cane" - Most Hunters use their weapon of choice to keep werewolves under control when they resist, but it's preferable to use a blunt or intimidating weapon to keep them at bay, such as a whip, a staff or an open flame.

Some other equipment you might want to consider carrying would be armour, preferably lightweight in your limbs; your weapon of choice, something lethal in case things take a turn for the worse; a torch, both to see at night, or to momentarily blind a werewolf, as they're often used to the dark & if you're after a wild or hungry werewolf using bait, such as meat or livestock is an effective way of luring the werewolf into your trap.
Using what equipment you see fit, subdue & capture the creature using whatever method keeps you alive and safe. Some werewolves come quietly, but in my experience, I've found that if you can capture a werewolf before they turn, it's best to bind them and transport them in the cage as a precaution - some werewolves turn themselves in just for the opportunity to kill a Hunter.
If a werewolf turns, do not bind them as they transform! - turning is a volatile process, meaning their body is in an unstable state, you cannot guarantee your bindings will hold their turned form & you risk strangling or crushing the creature under bonds that become too tight on parts of their body that have grown.
Once captured, werewolves should either be returned to their pack or taken to your nearest Hunting authority to be dealt with accordingly.

Final Notes
With practiced safety and skill, werewolves can be managed with little to no bloodshed. In my time I've found that it's important to remember that while we call them monsters, they are people, cursed though they may be. If you treat them like animals, they will act like animals; however, if you treat them with respect, you'll both have a greater chance of walking away unharmed.