WERE-CREATURE
Were-creatures
are born, created by magik, or brought into existence by affliction,
either disease or genetic manipulation. How you become a
were-creature, decides what moon, or moons, control your destiny.
Beings born with the blood may choose their moon. Those cursed with
the existence are bound to the red moon or the blue moon. Those
given it by affliction are bound to the influence of the red moon.
Regardless of how made, the following attributes apply:
- Can assume an alternate form but only as regulated by the moon. When the moon is full and present in the sky, you take on your alternate form. Shifting form takes d6+14 minutes and you'll stay in your alternate form for 2d12 hours. Until you learn the Unbind the Moon secret, you remember nothing you do during this period of time and have no control over what happens.
- Vulnerable to one element, typically silver, though everything from copper to glass is possible as a vulnerability.
- Outside of this element you are vulnerable to, you have a form of weak regeneration that allows you to heal damage as long as you are alive, at a rate of 1 HP every minute. Damage from the element heals only poorly, however, and cannot be regenerated, and instead takes three times the normal rate to heal
In
game, this mysterious existence is governed akin to a Rite or Path,
one with secrets to eventually controlling the change and outcomes.
Treat your were-creature ability like a skill for the way it
advances but only that; you cannot spend EPS to add ranks to it. Once you learn Unbind the Moon or if you were born with
the blood, you can mark it for advancement like you would a skill
each time you change or attempt to change.
BORN WITH THE BLOOD [Were-Creature]
You
were born this way, i.e., took the Racial Option.
Bonus:
You begin with 10 ranks in your were-creature. You can only pass on
your were-creature ability by blood. Not all will inherit the
capability.
- If you spend another Racial Choice, you can start with the secret Unbind the Moon and have normal regeneration of 1 HP per m/r, 1 attribute/characteristic per minute, though the element that harms you only heals normally. If you are slain by it you die like you would normally.
- If you spend another Racial Choice, you may add a +20 Advancement bonus to your were-creature rolls for advancement.
CURSED [Were-Creature]
You
were cursed, via ritual, magik or otherwise, into being a were beast.
Bonus:
The curse can be lifted (see GM for strength). You cannot pass on
the were-creature curse. Additionally, curse of less than OP 3
strength fail to affect you as well. The cursed are limited to
Experienced or lower secrets.
AFFLICTED [Were-Creature]
You
were diseased or manipulated by genetic change into being a were
beast.
Bonus:
The affliction can be changed or repaired (see GM for strength).
While afflicted you are immune to diseases. You pass on your
affliction in some manner, typically through saliva though depending
on your beast form this can change as needed. The afflicted are
limited to Experienced or lower secrets.
PROFICIENT
Anthropomorphic
Progression, Hasten Shift, Unbind The Moon
TRAINED
Moon
Kissed Constitution, Unshackle The Moon
EXPERIENCED
Moonless,
Quickened Change
SPECIALIST
Hybrid
Form, Instant Shift
EXPERT
Subtle
Shifting
GENIUS
Union
of Form
LEGENDARY
Complete
Fusion
ANTHROPOMORPHIC
PROGRESSION [Were-creature]
Prerequisite:
Proficient
Your were-creature form gains
access to its advancement and can progress as you do in your other
form. Consult your GM or the appropriate bestiary for the
advancement cycle of your were-side and what things can be increased.
HASTEN
SHIFT [Were-creature]
Prerequisite:
Proficient
Ordinarily the shift from one
form into the other takes d6+14 minutes. You reduce this time to
melee rounds instead.
UNBIND
THE MOON [Were-creature]
Prerequisite:
Proficient
Learn to gain some control over
when you change shape. When your moon is in the sky you can control
your changes with a TD 100 were-creature check. If you control the
change you also maintain sentience and reason while in your
were-creature form. Otherwise you act only with bestial instinct and
have no memory except in flashes of what happened during that time.
MOON
KISSED CONSTITUTION [Were-creature]
Prerequisite:
Trained, Anthropomorphic Progression
Your weak regeneration changes to
normal regeneration of 1 HP per m/r, 1 attribute/characteristic per
minute, though you are still harmed as noted by your weakness and
will die if slain by it. Otherwise you will regenerate back to life
if not destroyed as noted under the regeneration rules. If you have
regeneration through Born With The Blood, you heal twice as quickly.
UNSHACKLE
THE MOON [Were-creature]
Prerequisite:
Trained, Unbind the Moon
Gain greater control over when
you change shape. You can change while any moon hangs visible in the
sky with a TD 100. Even if you fail, you retain memory of your
actions while in your alternate form but cannot control them.
MOONLESS
[Were-creature]
Prerequisite:
Experienced, Unshackle the Moon, Physical Resolve [Self Control]
You can shift at any time
desired, day or night with a TD 100 check. Additionally, you can
influence creatures of your wereform as if you were in that form,
e.g., make social, perform and other like checks regardless of what
form you are in.
QUICKENED
CHANGE [Were-creature]
Prerequisite:
Experienced, Hasten Shift, Suck It Up [Self Control]
Your shift now takes d20+20 CF
Counts instead of d6+14 melee rounds.
HYBRID
FORM [Were-creature]
Prerequisite:
Specialist, Moonless, Discipline [Self Control]
You can assume forms somewhere
between your two forms, including partial changes. The hybrid form
shift requires a TD 125 were-creature check. The partial changes are
just that and are not as effective as the real thing and only operate
as two-thirds normal ability. So, if you assumed a hybrid form with
wings, you flying ability wouldn't be at full strength and you would
look something half in one world and half in another. Hybrid shifts
take d3+1 times as long as a normal change to make and required a TD
100 Self Control check every minute to maintain.
INSTANT
SHIFT [Were-creature]
Prerequisite:
Specialist, Quickened Change, Detachment [Self Control]
Can shift with a full CF Action
instead of the normal d20+20 CF Counts.
SUBTLE
SHIFTING [Were-creature]
Prerequisite:
Expert, Hybrid Form, Instant Shift, Steel Resolve [Self Control]
Normal
shifts are performed without a were-creature check. You can also
subtly blend your two forms, replacing one thing from one form with
something from the other, blending the elements seamlessly and at
full strength with a TD 150 were-creature check.
UNION
OF FORM [Were-creature]
Prerequisite:
Genius, Subtle Shifting, Metabolic Control [Self Control], Focal Link
[Ceremony]
Your
two forms become nearly one being.
- Any shift takes only a normal action to complete.
- Hybrid and Subtle shifting is performed without a were-creature check.
- Sensory ability is shared completely between forms, taking the best of both and maintaining any variety between the two. Thus, if you can see magnetic flickers and true north in one form and the other can see in the dark twice as far, your vision is a union of the two. Same goes for the other senses.
- Aging among both forms is set for the best of either and then, only two-thirds the normal rate.
COMPLETE
FUSION [Were-creature]
Prerequisite:
Legendary, Union of Form, Implacable [Self Control], Gift of Power
[Ceremony]
You
and your were-creature form are one being, complete fused together.
- Take on the best attributes, characteristics, defenses, etc., of the two forms, regardless of what form you are in at the time.
- Your weakness is lessened and while it nauseates (see condition) it can be regenerated like other damage.