Were-Creatures
The moon has long held sway over human kind and the world in which they live. The manner in which we are affected stretches from the shifting of the tides to the quickening of a woman's womb. So too does it dictate the lives of those some refer to as two-natured. Were creatures of all types feel this influence more strongly than any other form of life in this world. The natural born may react differently to its influences than those that have been infected through a bite or a mauling.
Natural Born: This refers to those born with the virus already present in their bodies. Most natural born come from a union where one or both parents are infected. In rare instances, one parent may be of another race (not human). Rarer still are those where only one parent is a carrier but does not shift. In those instances, a grandparent was infected and the virus skipped a generation leaving a child to carry the virus but unable to take an animal form of any kind. Of these natural born, few will have the strength and charisma needed to be an Alpha or a leader of their own group.
Those infected are generally weaker than those that are natural born. Since infection of this type is spread through a bite or wounds caused by claws, it is possible but very rare for a Were creature to carry more than one species strain. The carrier of multiple strains would have to be strong indeed as come time for the first shift the strains may ' war ' and the host be killed due to the stress on the body (in cases of multiple strains a mortality roll may be called for. This is to prevent over population by this type of creature).
The Full Moon: Forty-eight hours before the rising of the full moon, all were creatures are subject to its pull. During this time, the human form may experience an increase in all natural abilities inherent to their particular animal. This may range from speed and agility to smell and hearing. The night of the moons rising, all were creatures, Two-Natured, Lycans (whichever you prefer to call them) must obey the moons call and release the animal trapped within. Those with high will power may be able to resist this for up to one hour. NOTE: To resist, you mist be willing to play out the struggle or resistance for that hour.
EXAMPLE: There is a full moon and during an hour of play, your character must physically display that they are fighting the call of the Full Moon.
Once Bitten: Once a person is bitten by a were and the change is complete, there are no half-weres with half other races. You are a full were-creature at that point.
Types of Were-Creatures
Human Form Stats
Animal Form Stats
Racial Detriments
Those infected are generally weaker than those that are natural born. Since infection of this type is spread through a bite or wounds caused by claws, it is possible but very rare for a Were creature to carry more than one species strain. The carrier of multiple strains would have to be strong indeed as come time for the first shift the strains may ' war ' and the host be killed due to the stress on the body (in cases of multiple strains a mortality roll may be called for. This is to prevent over population by this type of creature).
The Full Moon: Forty-eight hours before the rising of the full moon, all were creatures are subject to its pull. During this time, the human form may experience an increase in all natural abilities inherent to their particular animal. This may range from speed and agility to smell and hearing. The night of the moons rising, all were creatures, Two-Natured, Lycans (whichever you prefer to call them) must obey the moons call and release the animal trapped within. Those with high will power may be able to resist this for up to one hour. NOTE: To resist, you mist be willing to play out the struggle or resistance for that hour.
EXAMPLE: There is a full moon and during an hour of play, your character must physically display that they are fighting the call of the Full Moon.
Once Bitten: Once a person is bitten by a were and the change is complete, there are no half-weres with half other races. You are a full were-creature at that point.
Types of Were-Creatures
- Canines: The most common of these are wolves.
- Felines: Most common are leopards followed by tigers and lions in that order.
- Rodents: Most common are rats. Mice, moles and hamsters can be on this list.
- Reptiles: Lizards and snakes top this list.
- Avians: Raptors of all kinds can be found here. Swans are the rarest being the most delicate of the species.
Human Form Stats
- Naturally enhanced strength that can allow them to pick a person up one handed, however it would require two hands to throw them a fair distance away (roughly 5-10 feet).
- Increased Agility and Reflexes (They are able to smell better than the average human, elf, or Dwarf or Faerie).
- Increased Sight: Were-Creatures can see farther than the average human in human form, usually up to about 20-50 feet in game terms.
Animal Form Stats
- When shifting during a fight or battle, you use one turn for the shift. This goes for shifting from a human state to animal humanoid form, or from humanoid animal form back to human form.
- Were-Creatures in their full form have increased strength, equal to that of a vampire.
- Were-Creatures senses are equal to a Vampire's while in True Form.
- True Form can last for as long as the Were-Creature allows, however, for as long as they are in that form, they will also need that same amount of time, represented in days, to fully recover (this is generally just narrative, not action involved; however, in cases of storyline events or campaigns, this is usually reduced for the purposes of the character being able to still participate in combat without penalty). When shifting back, they are slightly weakened and disoriented.
- Luna’s Seal: In the natural born this can be a crescent shaped (or any moon shaped) birthmark. In those infected through an attack, this can be a crescent shaped scar from a bite. On a cloudless night during the waving moon (the time when the moon begins to fill out), this mark may soak up the moons powerful energy. This can cause an increase in adrenaline and endorphins giving you a two round power boost as well as making you immune to pain during that time (You still take damage but will not immediately feel the pain from it). This needs a 3 round charge time for the Seal to recharge. NOTE: During play sessions where there are storms described or cloudy nights, the Seal will not work as it is the moons rays that cause the boost and charge the Seal.
- Spirit Claws: This is a human form only skill and replaces any weapon you might be using. The human is able to manifest claws equal to those while in animal form. (this is representative of any form of claws for the various animals. Avians will have talons. Reptiles will manifest claws as will canines and felines). These claws grant an additional effect, the ability to tear through common metallic locks or common armor. Effect is good through entire battle but disappears should you shift either full or partially to an animal form.
- Primal Fury: When in beast form (either full or half) you make call upon the berserker rage to increase your strength three (3) rounds. DC of 12 is needed to activate this skill. Needs a three (3) round charge time before able to use again. If fail, attack as normal. You may attempt this skill again on your next attack.
- Screech: This uses a howl, screech or scream (depending on the animal type) to disorient the target. A 3 round charge time is needed before this can be used again (if this is used during narrative time, the recharge time is roughly 5 OOC minutes).
Racial Detriments
- Weakness to Silver: Silver is the Were’s weakness. When silver is used against a Were, the damage received is considered to be doubled.