Planet Zar: Nexus

Watarus

CLASSIFICATION Sapient Mammalian
HOMEWORLD Ver'dar
SIZE 4'-6' at shoulder
REPRODUCTION Viviparous
DIET Carnivorous
LIFESPAN ~250 Years

Physical

The average Watarus grows between 4-6 feet at the shoulder, with females reaching heights slightly larger than that of males. They are distinctly feline in build, with slender bodies and coats of thick fur. Their ears are long and 'feathered', with furred ridges along the outer rim. The inside is also coated heavily with fur, effectively insulating the large appendages. Males sport beards that trail down a few inches from their chin, often curly or wavy in form. Their tails tend to be about 3/4's the length of the body, and half-way down the limb splits into a double end.

Watari also sport dorsal fins of sort, not to aid them in swimming, but rather to denote rank. The larger the fin, the higher ranking the Watarus. For low rankers, the fin barely reaches a foot in length, while high rankers can have fins of three or more feet in length!

In color, the Watarus is commonly white, cream, grey, black, or brown, with brown and grey being the most common. Markings are usually in the form of socks and dapples (not spots, dapples), although rings along the limbs and tail are not uncommon. Other markings may appear, but are rare and often considered undesirable flaws. Eyes tend to come in several hues, but are never duo-toned or bi-colored.

Watari also have the added eccentricity of sporting two heads, rather than one. Not in the normal fashion of having a splitting neck and two constant brains attached to a single body, but rather interchangeable heads. Both heads are capable of speech, thinking, and moving facial muscles whether or not they are attached to the body. Heads can only last a maximum of seven weeks unattached before they die, and if one head dies, the body and second head dies with it. In order to switch heads, the first must be severed. Only once does it ever 'pop off' neatly, and that's seven weeks after birth, when the second head grows in. Otherwise, the Watarus must go through the painful ordeal of chopping off it's own bean and planting the second on the neck-stub.

Naming

An individual Watarus is defined as one body and two heads. Although each head does receive its own name, the names are hyphenated into one conjoined 'word', and when speaking of an individual the conjoined name will be used, rather than NAME and NAME.

Watari have strict naming rules, based primarily on gender.

Males' names must end in 'ion' or 'ian', for the first head (the original one to be attached to the body at time of birth), and 'ius' for the second head. Names will always be listed as 'ion/ian' first, and then 'ius'. For example: Notorian-Tavarius.

Females' names must end in 'aes' for the first head, and 'ye' for the second. Names will always be listed as 'aes' first, and then 'ye. For example: Alaraes-Blinye

Hermaphrodites' names must end in 'ry' for the first head, and 'old' for the second. Names will always be listed as 'ry' first, and then 'old'. For example: Phonry-Tereold

Reproduction & Development

The average lifespan of the Watari is 250 years, and they have a slightly slower aging process than humans. Childhood lasts for about 15 years before the Watarus reaching sexual maturity and is capable of breeding. From 15-180 the Watarus is considered an adult. After 180 a Watarus is considered an 'elder', and is no longer capable of breeding. 180 also happens to be a Watarus' magical peak, in which any abilities they have developed will reach their full potential, based on the level the Watarus practices them.

Watari come in three genders, male, female, and hermaphrodite. Hermaphrodites are capable of breeding with males, females, and other herms, while males and females are limited to the opposite gender and the occasional hermaphrodite. Neuters do, on occasion, occur, but are considered a genetic mutation and therefore will not be discussed.

There is no set mating season, as Watari may take mates and breed whenever they please, but a female or hermaphrodite can only become impregnated during the winter months. The gestation period lasts for about 10 months, after which 1-3 cubs will be born. They are born with one attached head and are generally helpless until they reach seven weeks. After seven weeks the first head pops off neatly and the second one grows in. This is the only time a head will removed itself on its own. Empathy will begin to develop at this point. It's not until at least 2 years of age in which the Watarus begins to speak and can begin magical training.

Watari can take life mates, but the practice is uncommon, due to the fact that all four heads would have to get along, and such compatibility is rare. For higher ranked Watari, games are held in a local arena in order to decide who will win the chance to mate with him/her/etc. Games consist of three trials; physical limitation, in which all challengers battle one another in a series of organized competitions, intellectual limitation, where challengers are given a series of riddles to solve, and magical limitation, in which the challengers must display their grandest magical abilities. Rank is not often considered during these games, but the Watarus issuing the challenge may requested a minimum dorsal-length for his/her/etc. potential partners.

Incest is not an issue with Watari, but crossbreeding out of their own species usually is. Having interchangeable heads is a rare trait, seen, perhaps, in no other species. Any attempt to reproduce with another species often leads to beheaded offspring and stillborns. Occasionally, if the offspring do survive, they will either have a dormant head left half-grown inside their bodies, interfering with breathing, speaking, and swallowing, or be born with two heads in the 'hydra' fashion. The dual head trait is a dominant gene and can very rarely be breed out of the species. If a child is successfully born with the ability to change heads, as well as the instant regeneration that allows the Watarus to constantly severe his/her own head, then, and only then, will the child be considered successful halfbreed offspring. A child of this caliber may be allowed into normal Watari society, but the parents involved will be shunned and disgraced for birthing such a monstrosity.

Abilities

Instant self-healing: If the Watarus suffers a flesh-wound, the tissue will instantly regenerate itself. This is limited only to flesh wounds. Bones, with the exception of the spinal cord, and organs, with the exception of the brain stem, will not be repaired. If another limb is presented to the wounded area, the tissue will fuse itself with the limb.

Interchangeable heads: After a period of seven weeks, the Watarus' heads must switch positions, allowing each head an equal amount of time in charge of the body. Both heads are fully capable of speaking, thinking, and moving facial muscles whether or not they are attached to the body. In order to switch heads, the first must be severed. If the heads are not switched after seven weeks, the unattached head will die, and if one head dies, so does the body and the second head.

Empathy: Occurs only between the two heads and the body. Both heads are capable of sensing the other's emotions, as well as feeling any pain or stress the shared body is feeling, whether or not their particular head is attached to it at the time.

The above three abilities are present in all Watari. The following are those that need to be taught, trained, and developed, and usually fall under a specific classification.

Psychic

**Note: Psychic abilities are the only magical type that must be taught to each head individually. Therefore, one of the two heads may be able to communicate telepathically, but other cannot.

Telepathy: The ability to hear the thoughts of others as well as communicate through telepathic means.

Telekinesis: The ability to move objects with one's mind.

Teleportation: The ability to move one's self, and anything one is touching, with the mind, greatly shortening the time taken between distances. Teleportation over long distances (over a kilometer) is difficult and dangerous, therefore very few Watari attempt to practice teleportation to that level.

Mind Reading: Slightly different from telepathy, in which the Watarus is able to delve into the deeper thoughts and memories of the target. Considered a taboo ability, making its use illegal under most circumstances.

Mind Control: A very powerful ability, which allows the Watarus to take control over another, forcing them to do, think, and say whatever the Watarus wants it to. Another taboo ability, also illegal under most circumstances.

Influence: A dampened version of Mind Control. Influence allows the Watarus to suggest a thought, action, or words, implanting the seed of the idea in the targets mind. The level of one's strength in this ability determines the rate of success an 'influence' with have over a target. The target in question will never do anything they wouldn't normally. Influence does not force an action, but merely makes the target realize it is a good idea.

Elemental

Fire Magic: Allows the Watarus to create, manipulate and control fire.

Temperature Control: (sub-fire ability) Allows the Watarus to regulate its own body heat, as well as the temperature within a short radius (usually no more than ten feet) of the individual.

Fire Immunity: (sub-fire ability) Fire is no longer capable of burning or damaging the Watarus.

Fire-Shift: (sub-fire ability) The Watarus is capable of turning itself into flame for short periods of time.

Water Magic: Allows the Watarus to create, manipulate, and control water.

Sublimation: (sub-water ability) An incorrectly named ability, but an interesting one never the less. Sublimation allows the user to change the state of water to liquid, solid, or gas.

Water Lung: (sub-water/air ability) Allows the user to breath underwater.

Water-Shift: (sub-water ability) Allows the user to turn itself into water for short periods of time. If combined with sublimation, Water-shift will also allow the Watarus to shift into ice and mist.

Earth Magic: Allows the user to create, manipulate, and control elements of the earth, including rock, plant, and minerals.

Rock-Shift: (sub-earth ability) Allows the user to turn itself into rock for short periods of time.

Mind's Eye: (sub-earth ability) Allows the user to see through the eyes of any animal present. ('Animal' is defined as anything non-sapient)

Shapeshift: (sub-earth ability) Allows the user to take on the form of any mundane (non-magical) animal. ('Animal' is defined as anything non-sapient)

Poison Immunity: (sub-earth ability) User is immune to all poisons and toxins.

Air Magic: Allows the user to create, manipulate, and control air.

Call Storm: (sub-air/water ability) Allows the user to create or summon a storm, controlling all elements of it (ie. number of clouds, presence of lightening, presence of precipitation, etc.)

Electric Magic: (sub-air ability) Allows the user to create, manipulate, and control electricity

Air-shift: (sub-air ability) Allows the user to turn itself into air for short periods of time.

Mortality

Healing: Allows user to mend wounds (flesh, bone, and organ) through magical means.

Dispel Disease: Allows user to dispel any and all infections and ailments within a target (or self)

Ease Suffering: Dampens or dispels pain.

Resurrect Soul: Allows the user to resurrect the souls of the dead and return them to an available body. A very rare and powerful ability. Most Watari do not learn it until they reach their magical peak.

Communicate with Dead: Allows the user to speak with the dead.

Summon Soul: Allows user to summon the soul of a deceased person.