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===Ursarr Fusions===
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| The Werebeast’s mentality shifts, and they gain a solitary attitude, a dislike for any and all other Werebeasts (often even their own children). At most, they might tolerate a single Raprann to closely work with, resenting any other form of attachment. Additionally, while fighting completely alone against at least two (or more) enemies, the Werebeast gains +2 Physical Stat (that can break the Physical Stat Limit) for each opponent they are fighting. This can stack with all other Physical Stat boosts, but cancels out as soon as someone aids them in a fight either through Mundane or Magical means, and can never exceed more than +10 Physical Stat derived from 5 combatants. Additionally, for each opponent, their size increases by half a foot, while their musculature also increases in size. These effects are however purely aesthetic and do not actually make the Werebeast more powerful.
| The Werebeast’s mentality shifts, and they gain a solitary attitude, a dislike for any and all other Werebeasts (often even their own children). At most, they might tolerate a single Raprann to closely work with, resenting any other form of attachment. Additionally, while fighting completely alone against at least two (or more) enemies, the Werebeast gains +2 Physical Stat (that can break the Physical Stat Limit) for each opponent they are fighting. This can stack with all other Physical Stat boosts, but cancels out as soon as someone aids them in a fight either through Mundane or Magical means, and can never exceed more than +10 Physical Stat derived from 5 combatants. Additionally, for each opponent, their size increases by half a foot, while their musculature also increases in size. These effects are however purely aesthetic and do not actually make the Werebeast more powerful.
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===Uthurenn Fusions===
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! colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Loyalty of the Uthurenn
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| Black Steel Claws
| Werebeast Spell
| Direct Touch
| The Werebeast is able to sense the emotions of a person by touching them, which is an ability that cannot be turned off, sometimes resulting in sensory confusion. This cannot be used to tell a lie, but does give an accurate reading on the emotional state of whoever they share physical contact with. This ability is powerful enough to allow the Werebeast to sense their emotional pain, and even make them able to absorb a part of it, reducing the suffering of the other person.
|-
| Ursine Hibernation
| Werebeast Spell
| Infinite
| The Werebeast is able to produce a wolf-like howl that can be heard all over Regalia (even in the sewers) that notifies all other Uthurenn Werebeasts of their exact location. This Ability can be used once every hour.
|-
| Ursarr Strenght
| Constant Passive
| Self
| When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
|-
| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Prowl of the Fox
|-
| Scattering Claws
| Constant Passive
| Self
| The Werebeast gains +5 Proficiency in Stealth Rogue. This cannot break the Proficiency limit. If the Werebeast is already at 10 Stealth Rogue, they instead gain an additional re-positioning saving grace (the same that is applied to 10 Stealth Rogue), so that they may reposition twice instead of once.
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| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Lovingness of the Dog
|-
| Skull Thickening
| Werbeast Spell
| Emote Distance
| The Werebeast is able to produce a mental link between themselves and another person, producing a red mist-like tether between themselves and their target. Any wounds inflicted on the target by third parties is automatically transferred to the Werebeast. This Ability has no Cooldown, but if Countered, goes on a 5 minute cooldown.
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| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Howl of the Hyena
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| style="width: 8%;" | Mauling Brawl
| style="width: 8%;" | Werebeast Spell
| style="width: 8%;" | Self
| The Werebeast can track a person anywhere within 1 hour of having tasted their blood, or drained their Soul Essence. The Werebeast must consume the blood either freshly from the person, or within 15 minutes of it being shed for this ability to function. This tags the target as Tracked for the duration of the Ability.
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| colspan="4" style="text-align:center; font-weight:bold; background-color:#e1d5e7;" | Violence of the Sabrewolf
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| Teeth of Steel
| Werebeast Spell
| Self
| The Werebeast can enchant their teeth, causing them to be indestructible, and if clenched down on something, can bite through metal to the strength of chain armor and even break swords (though not bars or beams). Enchanting or removing the enchant is instant, and has no cooldown. If the Ability is Countered, it is put on a 10 minute Cooldown.
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| Enduring Hunt
| Constant Passive
| Self
| The Werebeast does not have any fatigue loss, meaning they can continue to train, fight and run for as long as they please. This also prevents any forced fatigue or tiredness mechanics caused by other spells or abilities, and also protects against forced-sleep mechanics.
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Revision as of 22:35, 18 November 2020

Ursarr Fusions

Strength of the Ursarr
Black Steel Claws Werebeast Spell Self The Werebeast is able to extend their nails, forming black sharp claws, capable of tearing through armor up to and including chain-mail. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
Ursine Hibernation Trigger Passive Self The Werebeast, while sleeping, recovers from all great wounds inflicted on them. This ability is only in use during off-time, meaning the healing effect takes place when the player is asleep. This healing effect removes all wounds bar from dismemberment (or other removed body parts) but does leave behind scars. The sleep must be for a period of 6 hours or longer for the healing to take effect at all. Being ‘knocked out’ in battle does count as being put ‘to sleep’, as does taking alchemical supplements to induce sleep.
Ursarr Strenght Constant Passive Self When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
Stalk of the Wolverine
Scattering Claws Werebeast Spell Self The Werebeast is able to extend their nails, forming black sharp claws, capable of effortless climbing up vertical surfaces. This Ability has no cooldown, and can be enabled and disabled instantly. If the Ability is Countered, it goes on a minute cooldown. If the Werebeast has any other Ability that gives them claws or nails with a special function, this Ability gains the functions of all of those Abilities.
Bunkering of the Cave Bear
Skull Thickening Constant Passive Self The Werebeast is resistant to any and all Abilities that would stun or daze the Werebeast into being unable to act. These Abilities are simply shrugged off.
Growl of the Grizzly
Mauling Brawl Werebeast Spell Direct Touch Once per day, an Ursarr is able to use a single melee attack that ignores any and all shield Abilities, deflect Abilities or anti-mundane-melee deflection or immunity mechanics. The Ability part of this attack only rendered the defence mechanic null and void, the attack is mundane, and can still miss if the roleplay situation would cause it to.
Solitude of the Polar Bear
Winter Embrace Constant Passive Self The Werebeast has complete immunity to cold, cold damage, Ice or Cold based Sorcery Spells or Magic Spells, ice effects, ice-based constrictions, or other cold-based damage effects. Furthermore, the Werebeast is not slowed down by any thickness of snow, no matter what form they are in, or how deep the snow is.
Solitary Hunter Constant Passive Self The Werebeast’s mentality shifts, and they gain a solitary attitude, a dislike for any and all other Werebeasts (often even their own children). At most, they might tolerate a single Raprann to closely work with, resenting any other form of attachment. Additionally, while fighting completely alone against at least two (or more) enemies, the Werebeast gains +2 Physical Stat (that can break the Physical Stat Limit) for each opponent they are fighting. This can stack with all other Physical Stat boosts, but cancels out as soon as someone aids them in a fight either through Mundane or Magical means, and can never exceed more than +10 Physical Stat derived from 5 combatants. Additionally, for each opponent, their size increases by half a foot, while their musculature also increases in size. These effects are however purely aesthetic and do not actually make the Werebeast more powerful.

Uthurenn Fusions

Loyalty of the Uthurenn
Black Steel Claws Werebeast Spell Direct Touch The Werebeast is able to sense the emotions of a person by touching them, which is an ability that cannot be turned off, sometimes resulting in sensory confusion. This cannot be used to tell a lie, but does give an accurate reading on the emotional state of whoever they share physical contact with. This ability is powerful enough to allow the Werebeast to sense their emotional pain, and even make them able to absorb a part of it, reducing the suffering of the other person.
Ursine Hibernation Werebeast Spell Infinite The Werebeast is able to produce a wolf-like howl that can be heard all over Regalia (even in the sewers) that notifies all other Uthurenn Werebeasts of their exact location. This Ability can be used once every hour.
Ursarr Strenght Constant Passive Self When in Beastmode Shift, the Werebeast gains +10 Physical Stat, or +5 while in Halfbeast Shift, and +0 while in Normal Shift. This Physical Stat boost also increases the Physical Stat limit by the same amount.
Prowl of the Fox
Scattering Claws Constant Passive Self The Werebeast gains +5 Proficiency in Stealth Rogue. This cannot break the Proficiency limit. If the Werebeast is already at 10 Stealth Rogue, they instead gain an additional re-positioning saving grace (the same that is applied to 10 Stealth Rogue), so that they may reposition twice instead of once.
Lovingness of the Dog
Skull Thickening Werbeast Spell Emote Distance The Werebeast is able to produce a mental link between themselves and another person, producing a red mist-like tether between themselves and their target. Any wounds inflicted on the target by third parties is automatically transferred to the Werebeast. This Ability has no Cooldown, but if Countered, goes on a 5 minute cooldown.
Howl of the Hyena
Mauling Brawl Werebeast Spell Self The Werebeast can track a person anywhere within 1 hour of having tasted their blood, or drained their Soul Essence. The Werebeast must consume the blood either freshly from the person, or within 15 minutes of it being shed for this ability to function. This tags the target as Tracked for the duration of the Ability.
Violence of the Sabrewolf
Teeth of Steel Werebeast Spell Self The Werebeast can enchant their teeth, causing them to be indestructible, and if clenched down on something, can bite through metal to the strength of chain armor and even break swords (though not bars or beams). Enchanting or removing the enchant is instant, and has no cooldown. If the Ability is Countered, it is put on a 10 minute Cooldown.
Enduring Hunt Constant Passive Self The Werebeast does not have any fatigue loss, meaning they can continue to train, fight and run for as long as they please. This also prevents any forced fatigue or tiredness mechanics caused by other spells or abilities, and also protects against forced-sleep mechanics.





Ability Type Range Base Kit (All Werebeasts have these Abilities)
Soul Drain Werebeast Spell Direct Touch The Werebeast hungers for Soul Essence, needing to feed on a regular basis to remain in control of their sanity and not turn into a feral beast. Feeding can be done on any non-Vampire or non-Werebeast, with Primal Mages and Primal Lineage targets being especially juicy and tasty for the Werebeast. Soul Drain is activated by Direct Touch. If a Werebeast and their target are alone, Soul Drain also paralyzes the target, making them unable to escape or move, but still aware of what is happening around them. If other non-Werebeasts are within Emote Distance, this paralyzing effect does not occur, and the target can wrestle themselves free. Draining takes about 5 minutes, and if completed, leaves the target exhausted for 5 minutes after the Soul Drain completed. Soul Drain can be used in Normal Shift, Halfbeast Shift, and Beastmode Shift. If a Werebeast is denied Soul Essence for more than a week, they are locked into Beastmode and become feral, unable to respond to communication, until they have Soul Drained anyone, after which they turn back.
Normal Shift Constant Passive Self Normal Shift is the default state of the Werebeast. While in Normal Shift, the Werebeast can use all Werebeast Abilities from their Fusions, but looks entirely normal otherwise. It however does not apply any Physical Stat bonuses gained from the Fusions
Halfbeast Shift Beast Shift Self Halfbeast Shift allows the Werebeast to apply some animalistic features to their appearance, but it does not wholly make them unrecognizable as Beastmode does. For example, they might have tufts of hair on their face, larger canine teeth, hair or scales on their forearms, or feathers on their back. Their face should still be roughly recognizable as their Normal Shift, but can also have a flattened and widened nose, etc. Additionally, their eyes become bright silver with a light blue glow. It however only applies half the Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant
Beastmode Shift Beast Shift Self Beastmode Shift allows the Werebeast to apply their entire animalistic appearance from all Fusions. This means their skin will be replaced with fur/scales/feathers/carapace, their head changes to that of an animal. The shape remains humanoid, that is to say, an Ursarr does not turn into a bear, but their skin and head appears like that of a bear, making them appear like one, and they become entirely unrecognizable. Additionally, their eyes become bright silver with a light blue glow. It applies the full Physical Stat bonuses gained from the Fusions. This Beast Shift can be maintained indefinitely, and transforming is instant