Lycanthrope Powers

The following powers are considered special Aptitudes and may only be learned from another lycanthrope, through years of trial and error, or perhaps are available to the lycantrope depending on the powers that their "maker" had (i.e the Were-creature who bit them to make them what they are now). There are plenty more powers than these below but you, as Marshal, should let your lycanthrope Posse members choose from them at your discretion. In terms of bounty they cost 10 points to purchase, and 3 times the new level to increase once the campaign has started, this seems quite high but the powers are rather useful and really are hard to master.


Calm the Beast

When a lycanthrope wishes to change into his beastial self (or is forced to at Full Moon) she must first supress the instincts of the beast within, with this power when she changes to Were-Beast form she may add +1 to her Control roll per level in the power. E.g a Were-Bear with level 3 in this power may add +3 to their Spirit roll whenever they change as they tame the bestial urges within with more skill and understanding. This is a fairly common power which most lycanthropes have, it wouldn't do if all lycanthropes were ravaging beasts all of the time...


Bloodrage

Quite the opposite of Calm the Beast this power allows the lycanthrope to enhance and use his primeval rage and strength by letting her add an extra point to her Strength and Quickness co-ordination when in Were-Creature form and may ignore an extra level of pain modifiers per level in Bloodrage. However, when the lycanthrope taps in to this power she must make an additional Control check with TN =(3+level of power being used) as the beastial urges threaten once more to overcome him, this power must be tapped into to be used, it isn't "always on" and saps the were-creatures wind at a rate of 1 point per Power Level rounds.

Example - A Were-Cat with level 4 on this power is in Were-Cat form and wishes to tap into the power at level 3, she makes a Spirit roll first needing a 6 (3+ power level used = 6), and she makes it. She may now roll an extra 3 dice when rolling Quickness or Strength as she becomes a snarling whirlwind of claws and spit. This will sap her wind, however, at a rate of 1 every 4th round, it requires a lot of effort to use this power. If the Control check is failed a lycanthrope loses control of her faculties as usual and falls under the Marshal's control. This power may only be used in Were-Beast form
The lycanthrope may calm down again any time she wishes, and her wind ceases to decrease and recovers at a rate of 1 per 5 minutes of rest.


Regeneration

Some Were-Creatures have accelerated healing powers and may make Natural Healing tests more often at the expense of a little effort. The level the lycanthrope has in this power determines how often he may use the power:

  • Level 1 - May roll a natural healing test once per 8 hours
  • Level 2 - May roll natural healing test once per 3 hours
  • Level 3 - May roll once per half hour
  • Level 4 - May roll once per minute
  • Level 5 - May roll once per round
In order for this power to work the lycanthrope must be in Were-creature form and must expend 1 point of wind for every natural healing test, they may even heal if in the middle of combat but it takes at least 1 action to perform the regeneration, this wind may not return until he has changed back into human form and is recovered at a rate of 1 per hour of rest. The natural healing test is made for every wounded location when this power is used and can be used as frequently as is detailed above, losing 1 point of wind each time

 

Note that Silver bullet wounds, magical attacks, and attacks by Vampires et al cannot be healed in this way, they heal at one wound level per 5 days as normal


Wolfbrother

Running with the pack gives a thrill to most lycanthropes especially when they are fully transformed into their Were selves, whether it be wolves, bears, cats, or bats! This power gives the lycanthrope the ability to lead other animals of his own type around with him for the duration of his transformation, when in human form this power does not work. The Were may compel a number of animals equal to his power in this ability to follow him and do his bidding so long as he wins an opposed Mien test with the animal (making a separate test for each beast he wishes to dominate), he may also add +1 to his roll for each level of Wolfbrother. An animal who beats the lycanthrope at this opposed test of wills may not be commanded in future by the lycanthrope, if the lycanthrope botches the roll then the animal he tried to command will no doubt become enraged and will attack! Netting a raise by the character on the opposed test means the lycantrhope may again dominate this creature in future without a further Mien test
Remember that the lycanthrope may not lead more animals than his level in this power, and when he reverts to human form his followers will lose interest and may leave as they wish. Animals under the Were's power will do his bidding and protect their masters life with their own if need be!


SkinShed

The very nature of transformation between species gives certain side effects to some Were-creatures in the form of this power. A lycanthrope with skinshed may spend 12 hours shedding his human skin in exchange for a new one. During this transformation period the lycanthrope is in a comatosed state and is very vulnerable to attack so care or protection is needed. The new form of the human lycanthrope must be of the same sex and rough size of the last, and the colour of the new skin must also be similar, a black lycanthrope may not suddenly become an Oriental lycanthrope overnight but may become a lighter shade of his original colour. Facial features and any visible scars may change completely! The lycanthrope may only use this power once for each level of the power. If a lycanthrope has only one point in Skin Shed he may only shed his skin once in his lifetime, and must bump his power up a level in order to do it again. All changes are permanent and may not be reversed