Category:Werewolf

WEREWOLVES ''"Is my appearance repellent to you, human? Your kind find no kinship in the unnatural. My brother, Impisi, summoned me from the misty lands. We are bound by flesh, blood and our kinship with Jhebbal Sag. But Impisi asked of me power that could not be given. He took my silence for disobedience and drove me forth from his camp in a wrath. I simply wish to return to my realm, but Impisi will not allow it because he thinks I am withholding information." — Child of Jhebbal Sag''  Were-beasts are humanoids who can transform themselves into animals, or who have been permanently transformed into animals by way of a powerful curse. In its natural form, a were-beast looks like any other members of its kind, though natural were-beasts and those who have been afflicted tend to have or acquire features reminiscent of their animal forms. In animal form, a were-beast resembles a powerful version of the normal animal, but upon close inspection its eyes show a faint spark of unnatural intelligence.

Synopsis
Sometimes a were-beast begins life as a normal humanoid that is transformed by a curse. Such a creature is called an afflicted were-beast. Other were-beasts are born as were-beasts and are known as natural were-beasts. Natural were-beasts are the only ones that can change form. Afflicted were-beasts will spend the rest of their lives in animal form if they cannot be somehow cured. As a special character, you may choose from either option for your character's were-beast origins. However, if you choose to be cursed, whether by a god, through a demon-pact, or from a sorcerer (anything involving sorcery) you are stuck in your were-beast form. Familial were-beasts are the only special character able to transform in and out of humanoid and bestial forms.

Available Beasts
(Note: At this point in time, Werewolves are the only sub-types of beasts were are accepting.)
 * Were-wolf - Werewolves in humanoid form often grow thicker facial hair and have a slight growl to their voices when upset or angered.

Abilities
All abilities are available in both bestial and humanoid form.
 * Enhanced Dexterity - A werewolf's legs are long and powerful. They carry them much further than their human counterparts, and can run for miles and miles. Overall a werewolf's swiftness is greatly enhanced.
 * Enhanced Body - A werewolf naturally has enhanced durability and is able to exert more power than your average human.
 * Darkvision - Their bestial senses have adapted their eyes to see better in the night.
 * Animal Empathy - Any animal of the same kind as the bestial form can be bargained and and conversed with. (Note: Just because you can talk to wolves, does not mean they will automatically follow you. Remember when roleplaying this ability that it is a conversational ability and not a commanding one. Permission of other players must be requested when utilizing this ability. See: Sorcery Rules.)
 * Enhanced Perception - Were-beasts with this ability have a powerful nose, able to pick a single scent out of a crowd. They also have increased hearing capabilities and sight, able to pick abnormalities out of situations.
 * Enhanced Intimidation - Their bestial rage gives the werewolf a powerful presence, capable of sending your average man shaking in their boots.

Consequences
The following traits are inherited by all Were-beasts;
 * Frenzy - Were-beasts are more likely to be worked into fits of an uncontrollable rage. If frenzied, they will attack anything within the immediate vicinity, with no concept of friend or foe. You should roll willpower saving throws if your character is becoming increasingly agitated.