Werecreature

     There are three breeds of werecreature there is Homo (from man), Metis (from Were) and Natura (from nature). There are also several species of werecreature (eventually I expect there to be 10-20 other species added to my world): Ananasi (werespider), Bagheera (werepanther), Balam (werejaguar), Bubasti (werecat), Corax (wereraven), Garou (werewolf), Gurahl (werebear), Khan (weretiger), Mobali (werebat), Nabali (wereorangatan), Pumonca (werecouger), Qualmi (werelynx), Ratkin (wererat), Simba (werelion), and Swara (werecheetah).

Types of Werecreature
    There are two different aspects that must be chosen for any werecreature. The werecreature has a breed and a species. The werecreature gifts will be listed by type in another file. In crinos form or the equivalent form the werecreature cannot speak except short two to three syllable words without expending a willpower point due to the incredible power of their Beast in this form.

Breed
    The breed of the werecreature is from what people he was born. He can have been born among human beings (Homo) from two werecreatures (Metis) or from the animal form (Natura).
    Werecreatures never regenerate in their breed form but they also are not harmed by silver in this form. The only exception to this is the metis Breed who regenerate in all of their forms but are also damaged by silver in all of them.

Homo
Vitae 10
    Homo breed werecreatures grew up in human society and can interact with humans better than any of the other breeds.
    Homo breed werecreatures were normally changed during the early years of puberty. During the very earliest years their Rage begins to develop and they were definitely a problem teen. They find themselves angry for reasons that they don't understand.  The tribe captured them and did the Becoming ceremony on them.
    Homo breed werecreatures may freely spend their skill points.

Metis
Vitae 12
    Metis breed werecreatures grew up trapped in the half-state between their species and humanity. Normally they were raised by the tribe.  At the age of 12 they are given their Becoming but told that they will be killed during the chase if necessary.  If they survive they Become as normal. If a metis is from two different breeds mating treat the metis as a particular breed except they may purchase merits and flaws from the other breed's merits and flaws.
    Metis are unable to have children.  (Storyteller note: they have no other flaw from their ancestry)
    Metis may not start with more than 4 points in any Empathy, Intelligence, or Tech skill.  In addition he may not possess the following skills in other areas
 
Other Limited SKILLS Charismatic Leadership, Credibility, Interface, Jury Rig, Medical Technology, Resources, Streetdeal, Wardrobe and Style, Oratory, Streetwise, Martial arts will be limited
Unlimited 
EMP INT and TECH 
Skills
Leadership (Werecreature specific), Social (Werecreature Specific), Awareness/Notice, Occult, Hide/Evade, History (Werecreature specific), Language (werecreature or animal languages), Shadow/Track, Teaching, Survival, Zoology, Paint or Draw, Play Instrument (must be available in werecreature community), Weaponsmith
Natura
Vitae 14
    Natura breed werecreatures grew up and lived a full life among the species that they were born to. Usually if there were pack leaders they were these. They remain young for those years.   Most Natura breed are allowed to spend a full lifetime among their breed unless the need is great.  They are the most common breed to Become without the Becoming ceremony.
    The natura breed is limited in the abilities that they may have without spending freebie points.  The natura breed cannot have any points in the following without spending freebie points. Other abilities may be added as appropriate.
 
Other Disallowed SKILLS Charismatic Leadership, Credibility, Interface, Jury Rig, Medical Technology, Resources, Streetdeal, Wardrobe and Style, Oratory, Streetwise, Martial arts 
Allowable 
EMP INT and TECH 
Skills
Leadership (Werecreature specific), Social (Werecreature Specific), Awareness/Notice, Occult, Hide/Evade, History (Werecreature specific), Language (werecreature or animal languages), Shadow/Track, Teaching, Survival, 
 Species
    Werecreatures are found among many different species. Each have their own abilities that differentiates them from their fellows.
    There are 15 known species of werecreature and therefore the only allowable pc werecreature species. Any other species are assumed to have either died out or have never been produced. Each different species have various forms that they may take easily these are outlined with each creature type.
    Each species has a species gift, a species purpose and a base rage that will be given with each creature type.  The gift may be used in any of their forms and is based typically on the physical form of their species.  Cyberware can stop the species gift from working.  Therefore, if you want the night sight of the Ananasi don't add cybereyes.

Ananasi
    The Ananasi is the werespider.  The werespider is one of the most unusual of the werecreatures.

Species Totem:  Grandmother Spider (believed to be the first of their kind).  Grandmother spider feels little problem with appearing to the lowliest of her subjects and in fact those who are not their subjects at all.
 
Points Requirement Guideline Effect (all effects are gained)
1 None +2 to a specific knowledge roll (chosen by storyteller with GM input).
2 None +2 to a specific knowledge roll (chosen by storyteller with GM input)
3 None Whisperings:  Grandmother Spider will appear and teach gifts to her children.  Don't expect more than one such Gift a week and usually it is considerably less.
4 Caern Species Leader +5 to all occult rolls
5 Species Leader Regular personal conversations with Grandmother spider.
Species Purpose:
    Their purpose is to understand the Weaver.  They must find and understand the purposes and functionality of the Weaver.Because of this purpose many of the more nature oriented of the werecreatures distrust them.

Species Gift
    The Ananasi can see as well when it is almost pitch dark as they can at any other time.  Remove any penalties for darkness.  This often adds bonus to detect persons sneaking or following the character.

Anatomy and Physiology
    The Ananasi are probably the strangest of the werecreatures and possibly one of the strangest of any of the supernatural. The Ananasi are composed of unstable organic materials. This gives them the ability to break down into an army of spiders who all have a piece of the consciousness of the Ananasi. However, with this advantage comes a primary disadvantage. They must constantly drink blood much as a vampire or their being breaks down. Also the Ananasi's appearance changes very slightly each time they change into the form of mass of spiders. Furthermore, if a great number of spiders are killed while they are in this form their appearance will be greatly changed when they regain human form. (Which may take a while). They are also especially harmed by incecticides of all sorts regardless of which form they are in. Light is uncomfortable to them -- this has no game effect but it should be roleplayed. Ananasi may grow a set of fangs much like a vampire that they drink blood through (The ananasi deaden the area they feed from the sedative from their bite deadens the area). The ananasi cannot eat solid food (though they may buy the can eat food merit if they wish).  Ananasi are immortal if they continually absorb new spiders within themselves (see breeding).

Breeding
    The Ananasi may be from homid breed or from spider breed. If they are from spider breed they have an incredibly strong urge to eat other spiders. They will eat spiders until they grow large enough to take human form. Once they have done this they are truly Ananasi. Other than that their breed is identical to other species of werecreature.

Forms
    Homid form is simply that of their human form.
    Lilian form is the middle form for the Ananasi. The Ananasi is about seven feet tall and very thin. They have two extra pairs of appendages. Depending on the particular Ananasi this may be either two extra arms and two extra legs or simply 4 extra of one in particular. This is formed by the Ananasi's earliest experience with the form and how they view it and is impossible to change. They are dark skinned in this form nearly jet black They have a thin layer of velvet-like hair that covers the entire body. The hands have long and pointy fingers with sharp claws (Aggrevated damage d6+1) . Their faces are oval and while their features are long they are not angular and pointed. Their eyes are perfect ovals.
    Pithus form is the spider form of the Ananasi. The pithus form resembles most strongly a Black Widow spider with a red hourglass type marking on its abdomen. This form is about five feet high and has other proportions to match that of a black widow. Their eyes glow in this form.
    The Crawlerling form is the strangest and hardest to understand of any form. The Ananasi may break down their physical form into hundreds of spiders. The Ananasi is practically indestructable in this form since they can reform themselves from even a single surviving spider. The crawlerling form has mortal  +20 health levels  if even one health level survives an Ananasi can reform (see the notes on types of damage required to do that type of damage in the section on mummy). If more than 30 percent of the spiders are killed the Ananasi will look vastly different when they reform themselves.
 
Form
Difficulty
Attributes/Special Abilities
Homid
13
As listed
Lilan
13
Body Type +5 Ref +5 App 0, Move x1.5, Leep x2, +5 climb, 1d6 claws
Pithus 
13

 

Body Type +6, Ref +4 App 0, Move x2, Leap x3, +10 climb, bite 2d6 (may carefully bite to cause minimum damage) sedative poison from bite 1d6 stun.  Also deadens any area biten for 1 to 5 minutes. 
Crawlerling
17
All physical and social attributes are equal to zero, Move 1
Bagheera
    The Bagheera or werepanther is one of the many werefelines.

Species Totem: Panther
 
Points Requirement guideline Effect (gives each level below)
1 None +10 to any roll to detect lie by casting a 30 second long ritual.
2 None +3 to detect lies.
3 None Discern guilt or innocence of a particular crime.  Will + Human pereception difficulty 18. Costs 1 vitae.  Requires several minutes with the target no other information given.
4 Caern species leader Occasional personal conversations about matters with Panther, level 3 effect
5 One of the Species Leaders Personal conversations about matters with Panther, level 3 effect
Species Purpose The Bagheera are responsible for keeping the laws of the tribes.  They are the investigators of crimes and the defenders of justice.  However, the Garou are the primary police force.  Anyone who wishes to be an investigator must go through the Bagheera heirarchy.

Species Gift
    The Bagheera has an uncanny climbing ability.  Add +10 to any climbing roll.

Forms
    The homid form is that of a human being.
    The Glabro form gains about 25% mass and about 6 inches height. She usually become hairier and her eyes become more catlike and ears become a bit more pointed.
    The Crinos form is coal black and tall gaining about another foot in height and about 100% more body mass. The body becomes covered with a dark fur and she grows a long black tail. The head is that of a panther.
    The Tabis form is much more that of a panther. The arms have grown longer and it is easier for the Tabis to walk upon all fours though she can rise to her feet if she wishes. The body shape has changed and become more that of a feline.
    The feline form is that of a black panther. This form is about half the mass of her human form.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
13
As listed
Glabro
15
Body Type +2 Ref +2 App -2 
Crinos
13
Body Type +6 Ref +6  App 0 Perception rolls +2 
Tabis 
15
Body Type +4 Ref +6 App 0 Perception rolls  +4, Run x3/2,  Leap x5/4
Feline
13
Body Type +3 Ref +6 Perception rolls  +4, Run x2 , Leap x3/2 
Balam
    The werejaguar is a werefeline that roamed primarily on the American continents. They ranged futher to the south into some parts of South America. Almost all werejaguar have some obvious Native American blood.

Species Totem:  The Uktena (a water spirit with aspects of serpent, couger, and deer)
 
Points Requirements Guideline Effect (all effects are added)
1 None +5 to any contort escape roll
2 None Ability to breath water as a fish
3 None Ability to swim like a fish
4 Caern Species leader Occasional personal conversations with Uktena discussing matters of concern
5 Species leader Personal conversations with Uktena discussing matters of concern
Species Purpose One of three werecreatures commanded to watch over the American continent and keep it safe.  The others are Pumonica and Qualmi.

Species Gift
    The werejaguar has the ability to jump beyond its normal limitations.  Double normal leap distance.  Also add +5 to any skill roll to leap.

Forms
    The homid form is that of a human being.
    The Glabro form gains about 25% mass and about 6 inches height. He usually become hairier and he eyes become more catlike and ears become a bit more pointed.
    The Crinos form is a dark brown and tall gaining about another foot in height and about 100% more body mass. The body becomes covered with a dark brown fur and he grows a long dark brown tail. The head is that of a jaguar.
    The Tabis form is much more that of a jaguar. The arms have grown longer and it is easier for the Tabis to walk upon all fours though he can rise to his feet if he wishes. The body shape has changed and become more that of a feline.
    The feline form is that of a jaguar. This form is about half the mass of her human form.
 
Form Difficulty Atributes/Special Abilities
Homid
10
As listed
Glabro
12
Body Type +3 Ref +2 App -2 
Crinos
10
Body Type +6 Ref +6  App 0 Perception rolls +1 
Tabis
12
Body Type +5 Ref +6 App 0 Perception rolls  +3, Run x3/2,  Leap x5/4
Feline
10
Body Type +2 Ref +6 Perception rolls  +3, Run x2 , Leap x3/2
Bubasti
    The werecat is the smallest of the werefelines. The more purity of breed they possess the more likely they are to be all black, small and sleek.  The werefelines roamed primarily in the areas around Egypt.  Many Bubasti appear to have African blood though they can resemble just about any race or coloration in either of their forms.
The Bubasti have a continued relationship with the Bast vampiric clan.  For this reason as well as their clan purpose they are to some extent distrusted.

Species Totem:  Isis (in her aspect as goddess of magic)
 
Points Requirement Guidelines Effect
1 None Thaumaturgy teacher
2 Thaumaturgy  +3 to all Rituals rolls, rituals teacher (storyteller choice)
3 Thaumaturgy 1 dot +7 to all Rituals rolls, rituals teacher (storyteller choice)
4 Caern Species Leader Occasional personal conversations with.  Teacher and +7 bonus
5 Species Leader Personal conversations with.  Teacher and +7 bonus
Species Purpose
    The Bubasti are the magus among the Werecreatures they keep and expand the powers of magic among their people.  They are the primary lorekeepers of rites (though all breeds have a few reserved for their own) as well as the werecreature vitae thaumaturgists.

Species Gift
    The Bubasti have an uncanny sense of balance.  They almost never fall unless something pushes them off their feet.  They also almost always fall on their feet. Add up to 15 to any task involving balance (depending on how important balance is for the task).

Forms
    The homid form is that of a human being.
    The Glabro form gains about 25% mass and about 6 inches height. Her eyes become more catlike and ears become a bit more pointed her form becomes more sleek..
    The Crinos form is coal black and tall gaining about another six inches in height and about 50% more body mass. The body becomes covered with a fur the same color as her cat form and she grows a long tail that is the normal color of her tail in her cat form. The head is that of a cat.
    The Tabis form is much more that of a cat. The tabis form has actually lost body mass returning to about the body mass of the Glabro form. The arms have grown longer and it is easier for the Tabis to walk upon all fours though she can rise to her feet is she wishes. The body shape has changed and become more that of a cat.
    The feline form is that of a sleek cat. This form is about 2 to 5% of the mass of her human form. The feline form can run very fast for its size and often get into places that her human form could not pass.
 
Form
Difficulty
Attributes/Special Abilities
Homid
10
As Listed
Glabro
12
Body Type +2 Ref +2 App +2
Crinos
10
Body Type +4 Ref +8  App 0 Perception rolls +1 
Tabis
12
Body Type +4 Ref +8 App 0 Perception rolls  +2, Run x3/2,  Leap x5/4 
Feline 
10
Body Type -2 (endurance +2) Ref +6 Perception rolls  +4, Run x2 , Leap x3/2
Corax
    The wereravens are the most widely traveled of any of the werecreatures. Most are a hodge podge of various human races. They originated in North America.

Species Totem: Raven.
    Raven whispers in the ears of his followers.  Once/Month per point Raven will whisper a secret into their ear. Roll Luck + d10 difficulty 15 to see whether the secret is useful to you then (those of you who see occasional game hooks raise your hand).
    Also add an intelligence skill Secrets (no points unless spent).  This is knowledge of the secrets that have been given to you.  You may roll Intelligence + Secrets skill for any piece of information difficulty decided by the storyteller.  The secrets skill cannot be more than twice the character's Totem points until the character reaches level 5.  Only the species leaders have 5 points in Raven.

Species Purpose
    The Corax are the bards of the Werecreatures.  It is their job to sing and lead the songs of the werecreatures keeping the werecreatures whole.  The Corax are one of the primary methods of connection between the widely spread werecreatures.  Especially in early times.

Species Gift
    The wereraven has uncanny control of their vocal cords and may imitate voices and sounds they have heard.  Roll Will + Mimicry (To imitate a voice is difficulty 20 - 1/time the voice has been heard minimum difficulty 12, difficulties of sounds vary widely and some simply aren't possible)

Forms
    The homid form is that of a human being.
    The Crinos form is is an awkward amalagram of human and bird. They gain about 25% mass and about six inches in height. In this form, the Corax's hair turns black with a metallic sheen, some clumbs of hair have actually turned into feathers. The nose and jaws have become long but have not yet turned into that of a bird. the hands have become long and clawlike with long claws on each finger. The feet also become clawed the legs lengthen slightly.
    The Coros form is much more that of the bird. Almost all the hair on the body has become feathers. A bit of body mass has been lost and the arms have lengthened and become wings. The hands have become much more that of the crow and the skin has become the rough skin of a crows talons. This form can fly but it flies very slowly and clumsily.
    The Giant Raven form is precisely that of a crow except for its 20 foot wingspan. The giant crow is about 25% the body mass of the human form. This form is used for most long distance travel.
    The Raven form is precisely what is appears. Almost all body mass is lost.
 
Forms Difficulty Attributes/Special Abilities
Homid
10
As Listed
Crinos
12
Body Type +2 Ref +4  App -4 Perception rolls +6 
Coros
12
Body Type +3 Ref +4 App 0 Perception rolls  +6, clumsy flight 
Giant Raven
10
Body Type +2 Ref +4 Perception rolls  +4, flight 
Corvid
10
Body Type -2 (endurance +4)  Ref +6 Perception rolls  +8, flight
Garou
    The werewolf are native to America but for some unknown reason they moved to all areas of the world early in the world's history taking some of their kinfolk among the humans and the wolves with them.
    Werewolves can be of just about any national origin.

Species Totem: Wolf
 
Points Requirments Guidelines Effect (Effects are cummulative)
1 Renown 1 +2 to intimidation, +1 to combat related reflexes rolls
2 Renown 2 May speak with be understood by and understand wolves in any form.
3 Renown 4 +3 to intimidation, +1 to combat related reflexes rolls
4 Renown 6 Occasional conversations with Wolf on points of personal interest
5 Renown 10 Conversations with Wolf on points of personal interest
Species Purpose
    Werecreatures are the lawkeeping force of the werecreature society. They are the arm of the law

Species Gift
    Werecreatures sense of smell is incredibly acute they may track another by scent alone and can recognize most others by their smell.  Roll Perception + Tracking skill (Base difficulty before modifiers 10)

Forms
    The homid form is that of a human being.
    The Glabro form is about 100% greater mass than their normal human form. Their height goes up about 6 inches. The body becomes massively muscled. Body hair typically goes up and nails and teeth get slightly larger.
    The Crinos form gains an additional 200% mass. The body becomes covered in fur and the head becomes that of a snarling canine. Fangs and Talons become much more pronounced, and the arms become long and apelike, suitable for running on all fours. The Garou also grows a long wolves tail that helps them maintain their balance.
    The Hispo form is even more like the wolf. The Hispo form is a huge, hulking wolflike beast. The head and jaws are massive and the bite of a hispo causes +1 damage. In emergencies it can stand on all two legs but for the most part it remains on all fours. It is as massive as the Crinos form. Its wolf like legs allow it to move at 1 1/2 times normal speed. The hispo form has no thumbs so cannot grasp objects.
    The Lupus form is that of a wolf of about 3/4ths the mass of the human form.
 
Forms Difficulty Attributes/Special Abilities
Homid
10
As Listed 
Glabro
12
Body Type +4 Ref +2 App -2 
Crinos
10
Body Type +7 Ref +2  App 0, +2 to scent rolls
Hispo
12
Body Type +6 Ref +4 App 0 Perception rolls +2, Run x3/2 , Leap x3/2, +4 to scent rolls 
Lupine
10
Body Type +4 Ref +4 Perception rolls +4, Run x2, Leap x3/2, +4 to scent rolls
Gurahl
    The werebears were born originally of the great kodiac bear of North America though as the numbers of Kodiac lowered they learned that they could mate with most of the smaller breeds of bear. The werebears may be of just about any human nationality.

Species Totem: Bear
    Bear is a protector of the Earth and gifts his children with abilities that help assist the Earth.  Bear will teach to his children one Gift/month/point in Bear totem.  The level of the Gift will not be more than 1 over the character's Bear totem rating.

Species Purpose Loremasters of the Werecreatures.  It is their job to keep the books of lore.  It is believed that each of them represents an Age of humanity's development.  Werebears are immortal to help fulfill this purpose. Werebears are very rare in any age.

Species Gift
    Gurahl are large.  They have the huge size merit and may also purchase this merit for extra size.
    Gurahl may also spend rage to add 2 points to strength for the scene/point of rage spent

Forms
    The homid form is that of a human being.
    In glabro form the Gurahl becomes huge and hairy and stoop slightly. They gain about a foot in height and about 50% mass.
    The crinos form towers between 9 and 20 feet tall. They gain about 500% mass and several feet in height. Dagger-length claws emerge from the upright bear's pads, and his huge arms bristle with sinew and muscle. A Gurahl is half-bear form can easily rip trees out of the ground. His teeth grow long and sharp.
    In the gurso form the gurahl most resembles that of the prehistoric cave bears. The bear can easily run on all fours. This form has about 200% more body mass than their human form.
    The ursine form is a large bear due to the lineage gained from the kodiac. He resembles a bear of whatever origin he originally came from.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As listed
Glabro
12
Body Type +6 App -2 
Crinos
10
Body Type +9 App 0 , 2d6 claws
Gurso
12
Body Type +9 App 0 Perception rolls +2, 2d6 claws 
Ursine
10
Body Type +5 Perception rolls  +2, 1d6 +2 claws
Khan
    The weretiger is the largest of the werefelines and is the second largest werecreature. They originate in India and almost all weretigers have a great deal of Indian blood in them and most look Indian.

Species Totem King of Cats
    King of Cats gifts his followers with +1/point in the totem to all skill rolls when close to their tribe Caern.  100 yards/point.

Species Purpose Protectors of the Caerns.  They protect and take care of the spiritual and physical needs of the Caern.

Species Gift
    Khan have incredible stamina.  Add +5 to any endurance rolls including stun and damage rolls.

Forms
    The homid form is that of a human being.
    The Glabro form gains about 25% mass and about 6 inches height. She usually become hairier and her eyes become more catlike and ears become a bit more pointed.
    The Crinos form is the same color as the tigers fur. She grows very tall and massive gaining about another foot and 1/2 in height and about 200% more body mass. The body becomes covered with fur and she grows a long tail. The head is that of a tiger.
    The Tabis form is much more that of a tiger. The arms have grown longer and it is easier for the Tabis to walk upon all fours though she can rise to her feet is she wishes. Her mass remains that of the Crinos form. The body shape has changed and become more that of a cat.
    The feline form is that of a tiger. This form is about the same mass as her Crinos form.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As listed
Glabro
12
Body Type +3 Ref +2 App -2 
Crinos
10
Body Type +6 Ref +2  App 0 Perception rolls +1, 2d6 claws 
Tabis 
12
Body Type +6 Ref +4 App 0 Perception rolls  +2, Run x3/2,  Leap x5/4 , 2d6 claws
Feline
12
Body Type +2 Ref +6 Perception rolls  +2, Run x2 , Leap x3/2, 2d6 claws 
Mobali
    The wingkin or werebats are the proud possessors of flight. The werebat native to Africa (and it is believed the cause of many of the legends of African vampires) journeyed into the rest of the world as widely as it did primarily due to the times of slavery.
    The Mobali have a very high instance of both Albinoism and incredibly dark individuals among their kind. They also have a very close relationship with the spirit world and spirit companions are very common to them.

Species Totem: Bat
    Bat gifts his followers with the ability to hide and sneak very well.  For this reason they have +1/point to the following skills:Hide/Evade, Shadow/Track, and Stealth.  This does not count towards buying extra points in this ability

Species Purpose Messengers of the Werecreatures.  They deliver important messages and help keep the connection between the different Caerns alive.

Species Gift
    The mobali have a very large hearing range.  They possess both ultra and infrasonic hearing.  However, due to this some sounds give them difficulty.

Forms
    The homid form is that of a human being.
    The hombat form has the ears and many of the facial features of a bat. The arms are long and spindly but possess an amazing strength. The body mass of the manbat form is unchanged though height is increased by 25%.
    The bathom form has the face of a bat and his skin has become furry. The arms have lengthened further and turned into wings due to the addition of long flaps of skin attached to his torso going to about midchest. The body mass has dropped 75% though most of this has come out of the mass of the bones. The length of the creature is still 25% longer. The batman form has a 25 foot wingspan. This form is especially fragile. This form flies at approximately 20 miles per hour.
    The giant bat form is a gigantic bat. This form weighs 25% her original weight. This form has a 25 foot wingspan. Flight speed is about 25 miles per hour.
    The bat form is that of a normal vampire bat weighing between 1 and 3 lbs with a 2 1/2 to 3 1/2 foot wingspan. Flight speed is approximately 30 miles per hour. Stamina rolls for figuring damage are made at stamina -1 for purposes of damage.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As listed
Hombat
12
Body Type +4 Ref +4 App 0 Perception rolls +4
Bat Hom
12
Body Type +4 (-3 damage modifier to blunt attacks) Ref +2  App 0 Perception rolls +4, flight 
Giant Bat
10
Body Type +4 (-3 damage modifier to blunt attacks) Ref +2 App 0 Perception rolls +4, flight 
Bat
10
Body Type +2 (damage modifier -3) Ref +2 Perception rolls +4, flight 
Nabali
    The wereorangatun is the most humanoid of the werecreatures. Most live in the jungles of Africa though some have left the jungles. All Nabali must have some African blood in them and in fact will tend to look very African.

Species Totem: Father of Dreams
    The character gains +2/point in the background to all Umbral travel rolls.  The gauntlet for the character is reduced by 2 for each point in the background.

Species Purpose Umbral warriors.  It is their job to keep the peace within the umbra

Species Gift
    Nabali are strong without adding appreciably to their size.  Add +3 to Strength Aspect of Body Type.

Forms
    The homid form is that of a human being.
    The glabro form gains weight gaining about 25% mass but this mass is all hidden. The face elogates a bit becoming more that of an orangatun. The body becomes much more hairy with the hair beginning to turn reddish brown.
    The crinos form is about 100% more body mass and the hair now covers the body and has changed a reddish brown. The arms have grown longer and the legs have shrunk slightly in proportion to the body mass.
   The Primative Orangatun form adds about 100% to their original body mass and they resemble an orangatun except for the extra size and a slightly harsher features.
    The orangatun form is that of an orangatun.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As listed
Glabro
12
Body Type +3 Ref +2 App -2, Run x3/2 , Leap x3/2
Crinos
10
Body Type +7 Ref +4  App 0 Perception rolls +2, Run x2 , Leap x2 
Primative Orangatun
12
Body Type +7 Ref +6 App 0 Perception +2, Run x2, Leap x2
Orangatun
10
Body Type +5 Ref +8 App 0 Perception rolls +2, Run x2 , Leap x2 
Pumonca
    The werecougar is another of the many werefelines. They are native to North America primarily living in the mountains of the United States. Many have some Native American Blood in them.

Species Totem:  Couger
    Couger allows his followers to survive without food and water for longer periods of time.
 
Points Requirement Guidelines Required Food Intake
1 None 1 days food intake / 2 days
2 None 1 days food intake / 4 days
3 None 1 days food intake / 6 days
4 Caern Species Leader 1 days food intake / 10 days
5 Caern Species Leader a day's food intake / 15 days
    The character must make up any time depriving themselves by eating and drinking twice as much for an amount of time equal to the amount of  time they deprived themselves.  The character may not deprive themselves for more than a month/point.  Those with points in Couger do not gain weight instead staying at peak capacity no matter what they eat.

Species Purpose One of three whose primary job it was to keep an eye on the American Continents. The others are Balam and Qualmi.

Species Gift
    The werecougar has a strong resistance to extremes of temperature.  Any time endurance rolls are required because of temperature conditions make them half as often and add +5 to the character's roll.

Forms
    The homid form is that of a human being.
    The Glabro form gains about 25% mass and about 6 inches height. He usually become hairier and his eyes become more catlike and ears become a bit more pointed.
    The Crinos form is brown and tall gaining about another foot in height and about 100% more body mass. The body becomes covered with a light brown fur and he grows a light brown tail. The head is that of a cougar.
    The Tabis form is much more that of a cougar. The arms have grown longer and it is easier for the Tabis to walk upon all fours though he can rise to his feet is he wishes. The body shape has changed and become more that of a feline. .
    The feline form is that of a cougar. This form is about half the mass of her human form.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As Listed
Glabro
12
Body Type +3 Ref +2 App -2 
Crinos
10
Body Type +6 Ref +6  App 0 Perception rolls +2 
Tabis 
12
Body Type +5 Ref +6 App 0 Perception rolls  +4, Run x3/2,  Leap x5/4
Feline
10
Body Type +3 Ref +6 Perception rolls  +4, Run x2 , Leap x3/2 
Qualmi
    The werelynx is another of the werefelines native to North America. They can be found almost anywhere in the warmer areas of the North American continents. Almost all Qualmi have Native American blood in them.

Species Totem Thunderbird
    Thunderbird gifts teaches many gifts to his followers (player may request a gift of Storyteller may simply give them one).  Also in times of need Thunderbird may throw a thunderbolt against the werelynx's enemies (difficulty 12 the roll is Points in background x2 + d10).  This will not occur more than once/point /week.  The damage of the thunderbolt is 2d6 Aggravated damage and 4d6 Nonaggravated damage. Also the victim must make a death save (even if they would not normally have to) to see if their heart stops from the electicity.  The bolt is shot with 10 + 10 + d10 roll (at long range).

Species Purpose One of three whose primary job it was to keep an eye on the American Continents. The others are Pumonica and Balam

Species Gift
    The werelynx is incredibly quiet. Add +10 to all stealth rolls.

Forms
    The homid form is that of a human being.
    The Glabro form gains about 25% mass and about 6 inches height. She usually become hairier and her eyes become more catlike and ears become a bit more pointed.
    The Crinos form is a light brown and tall gaining about another foot in height and about 100% more body mass. The body becomes covered with a light brown and she grows a short brown tail. The head is that of a lynx.
    The Tabis form is much more that of a lynx. The arms have grown longer and it is easier for the Tabis to walk upon all fours though she can rise to her feet is she wishes. The body shape has changed and become more that of a feline.
    The feline form is that of a lynx. This form is about one quarter the mass of her human form.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As listed
Glabro
12
Body Type +3 Ref +2 App -2 
Crinos
10
Body Type +6 Ref +6  App 0 Perception rolls +1 
Tabis
12
Body Type +5 Ref +6 App 0 Perception rolls  +2, Run x3/2,  Leap x5/4 
Feline
10
Body Type +3 Ref +6 Perception rolls +4, Run x2 , Leap x3/2
Ratkin
    The wererats are one of the most prolific of the werecreatures. They are found anywhere that there are humans (since that is where rats are found). It is unknown where the ratkin originated so they may be of just about any racial origin.

Species Totem: Rat
    Rat gives his followers uncanny abilities to find their way.
 
Points Requirement Guidelines Effect
1 None +10 to any direction sense rolls while underground
2 None Absolute direction while underground
3 None +5 to direction sense when using their umbral tunnels
4 None Absolute direction when using umbral tunnels
5 None Ability to create umbral tunnels
Species Purpose Understand and watch the humans.

Species Gift
         Rats are incredibly resistant to poisons of any sort.  +15 to the roll to resist poison and disease.

Forms
    The homid form is that of a human being.
    The glabro form is a slightly smaller and but stronger form. The wererat loses about 6 inches in height and about 25% body mass. This form is wirely and has almost no body fat.
    The crinos form is a lithe, extremely quick amalgram of rat and man. The eyes are blood-red, and glows slightly in the dark. This form keeps about the same mass as the glabro form but a long thin hairless tail grows. The head is that of a rat and the body has grown a thick covering of fur.
    The giant rat form is that of a gigantic wharf rat weighing about one quarter the weight of the human form.
    The rodens form is that of a normal looking wharf rat.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As listed
Glabro
12
Body Type +2 Ref +2 App -2 
Crinos
10
Body Type +2 Ref +8  App 0 Perception rolls +1 
Giant Rat
12
Body Type +1 Ref +4 App 0 Perception rolls +4, Run x2 , Leap x1/2 
Rodens
10
Body Type -2 (+4 for endurance) Ref +4 Perception rolls  +6, Run x2 , Leap x1/4 
Simba
    The werelion is the second largest of the werefelines. They are native to the African savannahs though some have traveled to other parts of the world. They will all have some African blood in them.

Species Totem:  Lion
    Lion gifts his followers with incredible strength and power in battle. The extra Attribute points can give the character a higher than human maximum attribute rating.  Extra Body Type does not make the character bigger and heavier (simply stronger and more resistant to damage) unless Lion choses to have the size added.
 
Points Requirement Guidelines Effect (Effects are Cummulative)
1 Renown 1 +1 Body Type
2 Renown 3 +1 Reflexes (total +1 Body Type +1 Reflexes)
3 Renown 5 +1 Body Type (total +2 Body Type +1 Reflexes)
4 Renown 7 +1 Reflexes (total +2 Body Type +2  Reflexes)
5 Renown 10 +1 Body Type (total +3 Body Type +2 Reflexes)
Species Purpose The primary warriors of the tribes.  They learn both warcraft and combat ability since they are often respected leaders of the wars as well.

Species Gift
    The werelion has incredible endurance.  +10 to rolls to resist tiring.

Forms
    The homid form is that of a human being.
    The Glabro form gains about 25% mass and about 6 inches height. Other than her size she is an idealized human being of the same race that most of the character's ancestry comes from.
    The Crinos form is yellow brown and tall gaining about another foot in height and about 100% more body mass. The body becomes covered with fur and she grows a tail. The head is that of a lion including a small mane.
    The Tabis form is much more that of a lion. The arms have grown longer and it is easier for the Tabis to walk upon all fours though she can rise to her feet is she wishes. The body shape has changed and become more that of a feline.
    The feline form is that of a lion. This form is about the mass of her human form. The feline form can run at approximately twice normal movement.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
10
As Listed
Glabro
12
Body Type +3 Ref +2 App +2 
Crinos
10
Body Type +5 Ref +2  App 0 Perception rolls +1, 2d6 claws
Tabis 
12
Body Type +5 Ref +4 App 0 Perception rolls  +2, Run x3/2,  Leap x5/4, 2d6 claws 
Feline 
10
Body Type +4 Ref +4 Perception rolls  +4, Run x2 , Leap x3/2, 1d6 +2 claws 
Swara
    The werecheetah is another of the werefelines native to the African savannahs. They are the fastest of any of the werefelines and can often equal the various flying werecreatures at getting to where they want to be. All werecheetahs have African blood in them.

Species Totem: Fox
    Fox gifts his children with extra cunning and +1/point to Emp and Will (only for purposes of human interaction skills the statistic may go over human maximum)

Species Purpose: It is the Swara's purpose to scount out situations before sending in the warriors.

Species Gift
    The werecheetah is incredibly quick.  Multiply the Swara's figured Run value by 2 that is the Swara's running speed.

Forms
     The homid form is that of a human being. The werecheetah in human form moves at 1 1/2 times the speed of their normal movement rate.
    The Glabro form gains about 25% mass and about 6 inches height. he usually become hairier and his eyes become more catlike and ears become a bit more pointed.
    The Crinos form is light and yellowish brown with spots. This form is tall gaining about another foot in height and about 100% more body mass. The body becomes covered with a light fur and he grows a long yellowish brown tail. The head is that of a cheetah.
    The Tabis form is much more that of a cheetah. The arms have grown longer and it is easier for the Tabis to walk upon all fours though he can rise to his feet is he wishes. The body shape has changed and become more that of a feline.
    The feline form is that of a black panther. This form is about three quarters the mass of her human form. The feline form can run at approximately five times normal movement.
 
Forms
Difficulty
Attributes/Special Abilities
Homid
6
As listed
Glabro
7
Body Type +2 Ref +4 App -2 
Crinos
6
Body Type +5 Ref +8  App 0 Perception rolls +1 
Tabis
7
Body Type +5 Ref +6 App 0 Perception rolls  +2, Run x2,  Leap x3/2
Feline
6
Body Type +3 Ref +8 Perception rolls +4, Run x5 , Leap x3/2 
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World of Dimness
Game World
Sundering World
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