Difference between revisions of "Werebeast"

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| Werebeast Spell
 
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| The Werebeast is able to turn any non Magical animal (ex. domestic dog/cat), or an Ability-Summoned familiar/summoned animal creature against its owner, causing it to attack their owner, while the Werebeast and owner are both within Emote Distance of each other.
 
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Revision as of 23:15, 22 March 2020

Werebeast
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Afflictions
Affected Races All
Contraction Soul-Drain, feeding off Soul Essence
Mortality Rate N/A
Origins Cataclysm
Symptoms

Werebeast, also known as the Shattered Curse, is an Exist-spawned blood-curse that has plagued Aloria for hundreds of years. Being a Werebeast causes the subject to undergo physical and mental transformations, while also giving them an insatiable hunger to feed off the Soul Essences of others, and in feeding, infecting them in the process. Werebeasts are reviled by the people of Aloria in a similar manner as Vampires are, and many would call them much the same. There is, however, a nuance with Werebeasts, where these cursed creatures take active steps to hunt the Vampires that have tried to repress and enslave them for centuries. The Werebeasts, much like the Vampires, have started forming their own societies and cultures, blurring the lines between affliction and identity as they struggle between their cursed nature and their old lives. Some Werebeasts try to live in their old societies, while others seek to live in as much isolation as they can, avoiding persecution. Most Werebeasts however have embraced their identity, and many have taken the fight back to the Vampires who tried to use their kind so long ago, and continue to hunt them. Others yet are choosing to fight the Regalian Empire, to fight back against the repression and insulting way that the Regalian authorities have clumped the Werebeasts with the Vampires and declared them unholy abberrants.

History of Werebeast

The exact origin of Werebeasts is unclear, largely because of the academic confusion directly following the Cataclysm. Vampirism came into being directly after the Fifth Void Invasion and it is reasoned that Werebeasts emerged in a similar manner, yet under the auspices of the Exist forces instead of the Dark Banshee controlled by the Archdemon of the Void. Some also speculate that Werebeasts have their origins in old Human Cultures and Pagan rituals, a reason why Werebeasts were originally not easily distinguished from the legendary animals of Old Ceardian Faiths. In the fledgeling years of the Werebeasts, all were the so-called Uhr-beasts, a now distinct Soul-line of Werebeasts that were far more beastly and less organized than modern Werebeasts. The Vampires enslaved these creatures to act as their war-beasts, particularly in the Great Vampire Wars, though signs of resistance followed towards the end of these wars.

The crusading of the Ohrneti and increased military repression from Regalia and the weakened Elladorian states resulted in a sharp decline of Werebeast presence, forcing them underground. This was a difficult time for the Werebeasts, as many of their lineage were proud of their beast-like forms, and eventually they sought the aid of the Exist Arken to raise them out of tribal beastliness. Some Arken acquiesced, causing the creation of multiple Soul-lines of Werebeast, each distinct from one another, and effectively ending the Uhr-beast Werebeast form as diminutive feral creatures. The Werebeasts became part of the public conscience around 150 AC when their numbers started increasing rapidly and spreading across the Regalian Archipelago, particularly in low-populated areas like the Skagger lands and the marshes of Anglia, as well as the Gallovian Highlands where the more pagan populations accepted their presence while continuing to hate the Vampires they were opposed to.

Werebeasts continued to spread over the world, notably because unlike Vampires, their brood can be safely spread through normal reproduction and can lay dormant for decades before manifesting in an adult. Werebeast-ism, much like Vampirism, is curable and considered a blood curse by the public at large, and many states have policies consistent with Vampirism towards Werebeasts. They remain parasites on the godly and righteous civilizations of the world, even if their constant war with the Vampires is a boon to the opponents of the Void. Werebeasts form packs, while some of them remain independent, seeking out to quench their hunger for Soul Essence while also inadvertently spreading the blood-curse.

Werebeast Infection

Werebeast Infection happens only through feeding, which in itself only occurs when the Werebeast is in their Soul-Hunger form. Soul-Hunger form is when their animalistic traits take over, causing them to become more beast-like, with a singular desire to consume the Soul Essence of a person. This can be activated at will (the transformation) or can occur involuntarily when they are exposed to visible or a large quantity of invisible Soul Essence. Werebeasts feed by slamming or pushing their open hand into the center of a person’s rib cage and clawing their fingers at it (while in Soul-Hunger form), after which a white visible funnel of Soul-Essence travels up their hand and forearm to feed them. During this process, it becomes extremely hard for the victim to break free, if they did not prevent the beginning of the draining, and leaves the victim feeling fatigued and drowsy. With every draining, there is a 25% infection rate, meaning a person being drained must roll /dice 20, with any number 5 or below meaning they become infected by the Soul-line of the Werebeast feeding on them. Werebeasts can also be born with the infection which remains dormant until any particular age. Some Werebeasts who were born from a Werebeast parent manifest at age 15, but it can occur at any time during someone's lifespan without them ever knowing (though they still have the teeth, eyes and skin properties before that). The exact manifestation for both born Werebeasts and infected is roughly the same, following the process below.

  • Day One: The Werebeast experiences severe migraines and photosensitivity in their eyes, seeking dark, cold places.
  • Day Two: The Werebeast experiences paranoia and a scraping sensation over their skin; not quite an itch, but almost like an animal is scraping its nails over their skin.
  • Day Three: The Werebeast experiences a terrible hunger that no food can satisfy, vomiting out any food they ingest instantly.
  • Day Four: The Werebeast starts manifesting physical changes related to the Soul-Hunger form, but in a slow changing manner that frightens them.
  • Day Five: The Werebeast manifests into a Werebeast proper and remains in the Soul-Hunger form in an almost feral state until they feed (drain).

It is important for the Werebeast to feed in this state by draining any person to normalize their hunger and regain their intellect. Those that do not drain or feed properly during the first few days after the manifestation risk becoming feral, which exaggerates the physical features related to their Soul-line, but also reduces their intelligence and makes them more animalistic. The longest time a Werebeast can go without feeding is five days, after which they start going into soul dissonance, where they become extremely forgetful and delusional, start losing their grip on reality and memory, and eventually slip into a coma and die. While most Werebeasts are inherently Ailor due to their large population on Aloria, all Races can be infected by the Shattered Curse. Below is a table showing the effects of the Werebeast infection on different Races.

Race Effect on Racial Abilities
Ailor Subject the Faiths, Without Holy Will, and Sustained by Faith no longer work.
Sihai Sihai become unable to use their Form shift, aside from Common or War Dynasty.
Dwarf No changes.
Qadir Qadir become unable to use White Cores for their Clockwork, and can no longer use their Spirit Force either.
Songaskia Songaskians become unable to use World Flow Powers, and can no longer use Ancient or Elder shift.
Altalar Altalar lose their +10 Proficiency boost, but can still use their Will Spells.
Avanthar Avanthar become unable to use any of their Casts.
Cielothar No changes.
Sihndar Sihndar cannot be a Werebeast.
Isldar Isl Zeal defaults to Disloyal Zeal regardless of which Dragon is followed (or not followed). Furthermore, the Isldar can no longer see the Soul Rivers, or use any of Frisit Weave's abilities.
Kathar Kathar can no longer use their Scion Spells or Dread Ascendance Shift. Mageblooded Spells are subject to the specific Sorcery Rules of the Soul-Line.
Yanar No changes.
Maraya No changes.
Allar Allar no longer regenerate their lost limbs or body parts. When cured however, any potentially removed body parts start growing back.
Slizzar No changes.
Varran Varran are unable to interface with Living Metal. Any Living Metal they use simply slides off and dissipates.
Orc No changes.
Url Url cannot become Werebeasts
Various Half-Races Half Races have no special Race powers, and as such, Werebeast does not affect them in any way.
Special Permission Characters Special Permission Characters, such as: Silven, those with Primal Lineage, or Arken deals, have specific rules for their infection potential. Please contact Lore Staff for clarification.
Ability Effect on Ability
Ritualism Werebeasts may only use Lightgiver or Haunt Ritualism.
Magic & Sorcery Werebeasts cannot use Magic or Sorcery.

OOC Note: Because draining is not always possible, it usually fine to assume a character has fed on an NPC citizen for day to day rp. This is purely for practicality sake, because there aren't enough players around to constantly feed every Werebeast. The only exception to this is Werebeasts who are imprisoned (who should roleplay out being deprived of Soul Essence) and Werebeasts who have certain Mutations which rely specifically on draining at a specific time, or to trigger a specific ability. In such cases, the draining must always be done IC and cannot be time skipped (save for situations where the curers are not providing consistent roleplay) or assumed from an NPC. If you suspect a player has not fed off a person but is using a draining based ability anyway, report them to Lore Staff for God-Rp. Everyone should always keep in mind, however, that being fed on, or being turned into a Werebeast, is not a consent-based thing, and should always be roleplayed out for character development sake.

Mental Characteristics of Werebeasts

  • Werebeasts have a constant hunger for Soul Essence, and a desire to drain non-Werebeast. This hunger can become so great that they will involuntarily transform into their Soul-Hunger form. Additionally, if a large amount of Soul Essence is used or discharged near them (essentially any Soul Essence-using ability) they automatically go into Soul-Hunger form and thirst for Soul Essence.
  • Love and friendship changes from something unconditional and protective into something more possessive and objective. A Werebeast can still love a non-Werebeast, but their love takes a different tone of a jealous, "You are my property" attitude. Similarly, in friendships, Werebeasts become exclusively taking as opposed to giving or taking. A Werebeast might still go drinking with their friends, but insist that one of their friends pay for them, as that is the price of friendship with them. They might also attempt to convert their friends and family into being a Werebeast so that they might enjoy the gift with them.
  • Obsession with hedonism and the ambition to live life the way they want it without any regard for other people, their emotions, or their well being. Werebeasts hold no respect for religion, family, state or culture, instead developing their own Werebeast codes and societies.
  • Werebeasts after infection develop a pack mentality, and sometimes even incorporate animalistic behaviors while hunting, such as erratic body movements and head gestures, claw scraping, sniffing, growling and stalking.
  • Werebeasts are fully incapable of casting any forms of magic, including sorcery, unless a specific mutation allows it. Sorcerers lose access to their Sorcery Abilities upon infection, while Mages cannot be infected.

Soul-line Mutations

Werebeast knows a number of Soul-lines that divide the Werebeasts over certain sub-cultures. These Soul-lines all have certain origins and are usually perpetrated by one Werebeast infecting another and recruiting them into their Soul-lines. A Soul-line infection is permanent, meaning if someone was infected by a Scorrico Soul-line, even if they were cured and re-infected by someone from the Talanark Bloodline, they still become Scorrico. Every Bloodline has access to 10 Mutations, but only 4 Mutations can be chosen. Any Werebeast can at any age or any time gain Mutations and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed as well; Mutations are not mandatory. If a Werebeast is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules; please refer to the Special Soul-lines Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff. A Character Application that is approved is required before a player is allowed to use any Mutations in roleplay.

Ursarr Soul-line

The Ursarr Soul-line was created by the Arken of Revenge, as the early Werebeasts who became the Ursarr sought to exact their revenge on the Vampires and Ailor alike for their slain brethren. The Ursarr stand for independence and freedom, operating away from the other Werebeasts and on their lonesome self. Ursarr Werebeasts are more inclined to freedom ideals, while also having a great manner of pride and self-value about themselves, and an extremely low opinion of others. To them, the Werebeast Curse is a blessing, one that they do not want to give to others as they consider only themselves worthy. The Ursarr can often be found in Velheim inhabited lands where their presence is almost rampant because the Velheim borderline-worship the physical changes given by this Soul-line.

Choice Mutation Ability Category Range Description
Black Steel Claws Constant Passive Self The Werebeast has black sharp claws that appear even outside of Soul-Hunger form, capable of tearing through armor up to and including chain-mail.
Cliff Claws Toggle Passive Self The Werebeast is able to extend their claws and use them to dig into vertical surfaces, effortlessly climbing up any wall of any height at walking speed.
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.
Ursine Strength Constant Passive Self The Werebeast is able to lift or knock over excessively heavy objects like trees or large boulders in caves. This does not allow them to throw these objects however, and the items interacted with must remain reasonable.
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.
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.
Solitary Hunter Trigger Passive Self The Werebeast, while fighting completely alone against at least two (or more) enemies, gains +5 Physical Stat (that cannot 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 +20 Physical Stat derived from 4 combatants.
Werebeast Bane Trigger Passive Self The Werebeast gains +10 Physical Stat (that does not break Physical Stat Limit) and increased size in musculature when fighting a Werebeast, however, they also gain blood lust, being unable to voluntarily break away from the fight with the Werebeast until the Werebeast flees, or is defeated.
Gateway Smashing Werebeast Spell Self Once a day, the Werebeast is able to activate an instant power boost that allows them to forcibly lift even a metal gate (as presented with metal fence blocks), and hold it up should it come down again. This ability only works on gates but can work on any type of gate. It does however require the Werebeast not to be attacked while trying to lift the gate.
Beast of Liberty Werebeast Spell Self The Werebeast is able to forcibly break out of any physical constraint they are put in that binds their legs or arms in some way through sheer force. Some Abilities produce physical restraints while others produce ghostly restraints, where this Ability only applies to physical restraints that are conjured. The binding still lands on them, but they are able to break it mere seconds later. This includes Guard Shackles. This does not include a manual strangle hold or person restraining the Werebeast.
Soul Mutation Name Ability Category Range Description (Soul Mutations are free but mandatory, meaning all Ursarr Werebeasts have them, and they do not cost any Mutation slots)
Ursarr Body Constant Passive Self The Werebeast's new Physical Stat Limit is 75, overriding any Racial Limit as long as it is below this number. If above, then the Racial limit applies.
Ursarr Functioning Constant Passive Self The Werebeast is able to infect others with their Soul Drain. The Werebeast is able to produce children with a dormant Werebeast Affliction. Ursarr can eat and drink normally.
Ursarr Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Werebeast's skin starts singeing, and any active Werebeast Spells are cancelled, while new ones cannot be used.
Ursarr Appearance Constant Passive Self The Werebeast's eyes are dark gray at all times, and do not turn glowing Silver when near visible Soul-Essence, only when using any Shift Ability or when using Soul Drain.
Ursarr Aesthetics Constant Passive Self The Werebeast has Half-Orc shaped canines and tusks that are only visible while opening their mouth. The Werebeast also has increased body hair and top hair growth.
Ursarr Mentality Constant Passive Self The Werebeast has a solitary attitude, dislike any and all other Werebeasts (often even their own children). At most, an Ursarr might tolerate a single Raprann to closely work with, resenting any other form of attachment. They additionally become boisterous and brag a lot, while acting with a slow but fiery temper.
Ursarr Empowerment Constant Passive Self The Werebeast is able to detect whether a statement made by a person they speak with is a lie. Any person with 10 or more Theatre Arts Proficiency is immune to this effect.
Form Mutation Name Ability Category Range Description (Form Mutations are free but mandatory, meaning all Ursarr Werebeasts have them, and they do not cost any Mutation slots)
Prowling Shift Beast Shift Self The Werebeast is able to take on a mild-shifted Ursine Werebeast form, gaining more claw-like nails, more aggressive body hair, and aggressive facial hair that makes them appear more beast-like, though remains otherwise the same. Werebeasts in this form can run with a speed equal of that of a Varran and gain a 5 Athletic Training Bonus that does not factor into Physical Stat or exceed the Proficiency Cap.
Hungering Shift Beast Shift Self The Werebeast is able to take on a half-shifted Ursine Werebeast form, gaining a black or brown bear head, but keeping their body largely the same. Their body hair may increase, while their nails may form more like claws in this form. Werebeasts in this form can still speak, still have the ability to wield weapons or armor, and gain a 5 Physical Stat Bonus, which cannot exceed the Physical Stat limit. Werebeasts automatically enter Hungering Shift when they are exposed to visible Soul Essence.
Ravaging Shift Beast Shift Self The Werebeast is able to take on a larger Ursine Werebeast form, gaining more bear-like proportions, covering their entire skin in ursine fur, and giving them more bear-like features (though remaining bipedal). Werebeasts in this form are no longer able to speak, lose the ability to wield weapons or wear armor, but gain 15 Physical Stat Bonus, which cannot exceed the Physical Stat limit.

Raprann Soul-line

The Raprann Soul-line was created by the Knowledge and Compassion Arken, producing a Werebeast that was able to help the other Werebeast escape persecution and attacks from the Vampires seeking to oppress them. The Raprann have a very peculiar sense of superiority which stems from the idea that only they would be kind and compassionate enough to aid the Werebeasts, who are all more barbaric in their eyes. The Raprann consider themselves the most righteous weapon against the Vampires. The Raprann can be found close to any source of knowledge, due to their liking of historical accounts and reading, favoring big cities.

Choice Mutation Ability Category Range Description
Hollow Bones Constant Passive Self The Werebeast no longer takes damage falling from a high place. Additionally, they can jump twice as high as they would normally.
Long Aging Constant Passive Self The Werebeast's aging slows down by a factor of 4, meaning each year is the equivalent of a quarter year lived. Characters beyond the age of 150 still require a Special Permission.
Soulsharp Feather Werebeast Spell Emote Distance The Werebeast is able to shoot out a Soulsharp Feather from their hand, which when hitting any Clockwork device, will act like an EMP and disable it (without damaging it) for the remainder of a Roleplay Scene. This Ability can be used only once, unless the effect is broken by the Raprann, in which case they can target a new piece of Clockwork.
Eagle's Call Werebeast Spell Emote Distance The Werebeast can target themselves or another person, and call down an Eagle to act as their familiar once every five minutes. When this Eagle is called down, it can intercept any single Ability or single Mundane attack on a person, completely nullifying its effects. After nullifying the effects, the Eagle disappears.
Hawk's Call Werebeast Spell Attack Distance The Werebeast can target themselves or another person, and call down a Hawk to act as their familiar for up to five minutes. For each attack performed by the target, the familiar inflicts a similar attack on the target in unison with the target but from a different direction. This only works for Mundane attacks performed by the person who has the Hawk. The Hawk also cannot be attacked. Only one Hawk can be active at a time, and the Ability can only be used once every 15 minutes.
Glaring Sun Werebeast Spell Emote Distance The Werebeast is able to clap their hands together above their head, producing a bright sun-flash that blinds those within Emote Distance for 5 seconds. This Ability can only be used once every minute.
Falcon's Call Werebeast Spell Emote Distance The Werebeast can target themselves or another person, and call down a Falcon to act as their familiar for up to five minutes. For this duration, the Falcon gives the person +10 in Perception Training while resting on their shoulder and speaking to them telepathically. This only works on one person at a time and can only be cast once per day.
Feathered Call Werebeast Spell Self The Werebeast is constantly followed by a pair of doves, either sitting on their shoulders, or flying nearby. They can call down these doves and whisper a name to them, give them a letter to deliver, and send them on their way. These doves will magically seek out their named target, as long as they are not underground and accessible through a window.
Glass Gaze Werebeast Spell Self The Werebeast can enchant their eyes to see through Target Illusions and Object Illusions. While the effect is active however, their eyes become solid silver, shining with incredible brightness.
Sanguine Featherlight Werebeast Spell Self Each time a Vampire Spell or Greater Vampire Spell is used to target the Werebeast, a puff of feathers explodes from their body, and the Ability is countered. This is a Werebeast Spell (despite its automatic nature) meaning the effect can be countered itself (in which case the Vampire Spell or Greater Vampire Spell would not get countered).
Soul Mutation Name Ability Category Range Description (Soul Mutations are free but mandatory, meaning all Raprann Werebeasts have them, and they do not cost any Mutation slots)
Raprann Body Constant Passive Self The Werebeast's new Physical Stat Limit is 40, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Raprann Functioning Constant Passive Self The Werebeast is able to infect others with their Soul Drain. The Werebeast is able to produce children without a dormant Werebeast Affliction. Raprann can eat and drink normally.
Raprann Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Werebeast's skin starts singeing, and any active Werebeast Spells are cancelled, while new ones cannot be used.
Raprann Appearance Constant Passive Self The Werebeast's eyes are normal at all times, and turn glowing Silver when near visible Soul-Essence, when using any Shift Ability, or when using Soul Drain.
Raprann Aesthetics Constant Passive Self The Werebeast does not have any unusual facial visual features. They can however have feathers of any natural color growing near their wrists, shoulders and ears. These feathers can be clipped off painlessly.
Raprann Mentality Constant Passive Self Raprann Werebeasts often seek the company of other Werebeasts, as long as they are not Raprann, and will attempt to push out any Raprann that exists within their social circles. Raprann are often vain, and develop a streak for obsessive self-care and body-care to look as clean and appealing as possible.
Raprann Empowerment Constant Passive Self Raprann are able to Soul Drain proxy from other Werebeasts, gaining satisfaction. Additionally, the sight of Soul Essence will never force them into the Hungering Shift.
Form Mutation Name Ability Category Range Description (Form Mutations are free but mandatory, meaning all Raprann Werebeasts have them, and they do not cost any Mutation slots)
Prowling Shift Beast Shift Self The Werebeast is able to take on a mild-shifted Predator Bird form, which merely produces a ghostly feathered mask with a beak shaped like that of a Hawk on their face, while extending any feathers they might have. While in this form, the Werebeast gains 10 Theatre Arts and 10 Bodycare Training.
Hungering Shift Beast Shift Self The Werebeast is able to take on a half-shifted Predator Bird Werebeast form, causing their head and neck to turn into that of a Hawk or Falcon. While in this form, the Raprann cannot be surprised from the side, from behind, or from above, having near perpetual 360 degree vision due to rapid head movements.
Flock Shift Beast Shift Self The Werebeast does not have a traditional Beastmode Shift, rather turning into a flock of hawks (which must remain together loosely). While in this form, the Werebeast is able to flock a person, while at the same time Soul Draining them as these hawks peck at the Soul Essence of the target. While swarmed by this flock, the Victim can no longer use any Abilities, or attack anyone, or communicate with anyone due to the loud bird screeching, but can still move. Attacking the victim will attack the Werebeast instead, forcing them to Hungering Shift. The Hawks cannot actually damage or attack the person physically.

Talanark Soul-line

The Talanark Soul-line was created by the Arken of Regnance, designed to lead the Werebeasts, though some would only accept them reluctantly because of the inner conflict between the other Soul-lines. The Talanark have a great sense of pride and superiority over others and consider themselves always right, and also the only ones with the true wit and skill to lead others. Talanark often try to attain high positions of power over others, even outside of the Werebeast societies. The Talanark can be found anywhere there is snow, and are often mistaken for Url. The Url however hate the Talanark, believing them to be poor imitations of their own perfection.

Choice Mutation Ability Category Range Description
Antlered Stampede Werebeast Spell Self The Werebeast holds up their wrists, causing ghost-like antlers to rapidly appear on their knuckles, after which they may charge at another person, where these antlers will then pin said person against the next wall or object hit without allowing them to move, but also making it so the Werebeast cannot move their arms without releasing the subject. The Werebeast can use soul-drain if this ability is active. This ability can only be used once to initiate combat with an individual, and not once combat has already begun. If the target Character has 10 Athletic Training, they can /dice 20 to avoid capture. Rolling 10 or above will succeed in avoiding. If the target Character has 20 Athletic Training, escape is guaranteed.
Cliffside Jumping Constant Passive Self Any upward jumps performed by the Werebeast allows them to jump up to a maximum of 10 blocks high, but does not nullify falling damage, so this should not be used unless with the express intent to reach a higher ledge.
Prey Instinct Trigger Passive Self The Werebeast is able to use limited precognition to detect oncoming action from others and auto-dodge one per day. Action is specified as either a hostile action (such as a weapon attack or a ranged weapon), or some other form of interaction that requires direct touch, as long as this is not a Rogue skill, or any form of Magic or Sorcery. This ability can only be used once per day.
Call the Forest Mobile Channel Self The Werebeast is able to produce a person-sized whirlwind of twigs, leaves and other small forest debris that can be steered around at the speed of a walking person. It requires both hands to be free and does as much damage as repeatedly being sliced with paper cuts against anyone touching it, while also pushing them away, disallowing anyone from passing through it. This whirlwind is 3 Blocks wide and deep, and 5 Blocks high.
Longcalling Werebeast Spell Self The Werebeast is able to produce a Werebeast-only calling noise akin to that of an Imperial Stag Deer calling in a forest, which sounds like a normal animal howling to non-Werebeasts, but allows the Werebeast in question to communicate simple information over long distances (the entirety of Regalia) in a form of one-way announcement communication, as all Werebeasts in the city can hear it, even the ones in the sewers. Using the Rp Com Discord to communicate with other Werebeasts is recommended, but player can send in a ticket to Lore Staff to use a world announce.
Werebeast King Werebeast Spell Emote Distance The Werebeast is able to cancel any Werebeast or Greater Werebeast Spell within Emote Distance. This can be used as many times as the Werebeast likes, but when used on a person, it cannot affect the same person again within 3 minutes.
Tauriidmode Beast Shift Self The Werebeast changes their lower body from the waist down into that of an Imperial Stag, essentially becoming a deer-type centaur and allowing for enhanced agility to that similar of a Varran (though no proficiency bonuses). This cannot be combined with any other Beast Shift.
Travel the Wolden Werebeast Spell Self The Werebeast is able to sink into the ground, turning into a pile of leaves and roots that twist and turn around themselves and each other. This heap of forest material can move around on floor surfaces, but not attacked. The Werebeast is able to move around at running speed. If the Werebeast Spell is cancelled (a counter can target the pile), the Werebeast is instantly ejected back to normal. If the Werbeast spends more than 20 seconds underground, they are also forcibly ejected. This Spell does not allow movement through walls or closed doors or crevices or bridges.
Treading the Forest Toggle Passive Self The Werebeast can choose to, with every step they take, causes flowers and small plants to grow around whatever surface their foot touches. This even occurs when they walk across pavement, where the greenery will appear through the cracks of the stone. This greenery will linger for a few seconds after their feet has left the area, after which they will slowly shrink and disappear. Additionally, the Werebeast’s hands can direct the swaying movement of other plants and flowers, this greenery naturally bending in the direction of where their hands are when they are anywhere near greenery.
Decoy Flutter Werebeast Spell Self The Werebeast is able to create a decoy of themselves or another person who is being tracked by any type of Ability, producing a ghostly version of them that travels in the opposite direction of the person, thus obfuscating any tracking mechanic. This includes Vampire blood tracking. This Ability also gives the Werebeast a Constant Passive Ability to detect whether someone within 3 Block Distance has been tagged with Tracked and is actively being tracked..
Soul Mutation Name Ability Category Range Description (Soul Mutations are free but mandatory, meaning all Talanark Werebeasts have them, and they do not cost any Mutation slots)
Talanark Body Constant Passive Self The Werebeast's new Physical Stat Limit is 65, overriding any Racial Limit as long as it is below this number. If above, then the Racial limit applies.
Talanark Functioning Constant Passive Self The Werebeast is able to infect others with their Soul Drain. The Werebeast is able to produce children with a dormant Werebeast Affliction. Talanark can eat and drink normally.
Talanark Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Werebeast's skin starts singeing, and any active Werebeast Spells are cancelled, while new ones cannot be used.
Talanark Appearance Constant Passive Self The Werebeast's eyes are dark Grey at all times, and turn glowing Silver when near visible Soul-Essence, or when using any Shift Ability or when using Soul Drain.
Talanark Aesthetics Constant Passive Self The Werebeast has hardened black feet and hand nails that are unbreakable. Additionally, they have a considerable more ochre colored skin, and can have small antler-like growths on their head (optional)
Talanark Mentality Constant Passive Self Talanark Werebeast can tolerate the presence of all other forms of Werebeast and will actively seek out Raprann to join their pack. Talanark are prideful and arrogant, believing in their own leadership superiority, and cannot stand not being the leader of a group.
Talanark Empowerment Constant Passive Self The Werebeast is able to detect the presence of a Werebeast within Emote Distance at all times, but cannot exactly tell who it is if multiple people are present. If they know an individual is a Werebeast, they are able to tell which Soul-Line they belong to.
Form Mutation Name Ability Category Range Description (Form Mutations are free but mandatory, meaning all Talanark Werebeasts have them, and they do not cost any Mutation slots)
Prowling Shift Beast Shift Self The Werebeast is able to take on a mild-shifted Deer form, which gives them hooved feet and deer legs, a goatee (if they do not already have one), and antlers on their head. While in this form, the Werebeast can jump 5 blocks far horizontally.
Hungering Shift Beast Shift Self The Werebeast is able to take on a half-shifted Imperial Deer form, causing their head and neck to turn into that of an Imperial Stag, while their legs turn into those of deer also. While in this form, the Talanark becomes immune to Mundane ranged weapons (like bows and crossbows), able to perpetually dodge all their shots. Talanark Werebeasts witnessing visual Soul Essence automatically enter this form.
Ravaging Shift Beast Shift Self The Werebeast is able to take on a larger Stag Werebeast form, gaining more Stag-like proportions (and losing their humanoid features), covering their entire skin in deer fur and giving them more deer-like features. Werebeasts in this form are no longer able to speak, lose the ability to wield weapons or wear armor, but gain 15 Physical Stat, which cannot exceed the Physical Stat limit.

Scorrico Soul-line

The Scorrico Soul-line was created by the Workling Arken. While the Scorrico were originally meant to be more about creating a strong community, the concept evolved in a different direction because the Arken did not fully commit to the task of raising them up. As such, the Scorrico are in a unique position where they don’t feel a connection with the other Werebeasts and consider themselves a species entirely separate from the other Werebeasts, taking that sense of independence that the Ursarr have to even greater levels. Beyond that, they are mischievous and act like others are their playthings while they build a legacy of their own. Scorrico are frequently found in caves and other damp places such as swamps, roaming the Essalonian and Anglian marshes.

Choice Mutation Ability Category Range Description
Crawl the World Constant Passive Self The Werebeast is able to crawl on walls, ceilings, or practically any surface with their hands and feet, as long as it's not wet. Speed is about the same as walking speed.
Biotic Acidity Constant Passive Self The Werebeast's spit and blood take on acidic properties, able to bite through organic matter within seconds, though not eating away living flesh (yet causing severe rash and burns when applied that cause a lot of pain).
Crawl the Underworld Werebeast Spell Self The Werebeast is able to reduce their size sixfold to become one feet tall and grow back to normal size at will. This change occurs almost instantaneously. Speed is also reduced proportional to the size decrease.
Stingers for All Werebeast Spell Self The Werebeast is able to shoot a projectile stinger from their wrist that cannot pierce armor, but can pierce clothing. It does not cause bleeding, but when hit injects the subject with localized sense-toxin that causes the limb to become numb (still movable, but become unusable in the case of for example wielding weapons), while also causing pain when hit. After shooting five successive (within the same hour), the Werebeast must wait a full hour before shooting another. Each projectile will hit if the Werebeast rolls 6 and above on a /dice 20.
Crawl the Skins Linked Channel Emote Distance The Werebeast is able to channel a sensation to a target as long as they can see their eyes and make small clicking noises with their mandible teeth. While under this effect, the target feels the constant sensation of insects crawling over their skin while being unable to see them. Despite acting like a Target Illusion, it is not a Target Illusion, and is as such immune to Target Illusion counters.
Underworld Senses Constant Passive Emote Distance The Werebeast is able to sense micro vibrations in the floor they are standing on, allowing them to know the position and presence of each person in Emote Distance around them as long as they are moving. They can essentially detect invisible, hidden or illusion affected individuals as long as they move in Emote Distance.
Creeping Crawlies Toggle Passive Self The Werebeast is able to lay in wait, unmoving, causing them to become camouflaged. This camouflage requires 10 Perception to see through, but allows them to remain unseen unless someone were to bump into them, or they moved. The only movement that will not disturb the camouflage is if they were to slowly change the position of any weapon they were holding, or the position of their teeth, so that if they choose to jump out of camouflage to attack someone, that they would always have the initiative. This Ability cannot be used mid-combat.
Chrysal Stasis Werebeast Spell Self The Werebeast is able to rapidly (within 5 seconds) produce a chrysalis stasis pod for themselves (and themselves alone) to wrap themselves into and escape any harm. This chrysalis is unbreakable from the outside when the Werebeast has been encased, and can only be broken from the inside by them. When hardened (which takes a few seconds after forming), the stasis pod appears like an upstanding tall rock. The Werebeast is able to maintain this stasis pod for as long as they want, but they will eventually feel hunger and continue to age, so they should not stay in it for longer than 5 days or risk going into Soul-Hunger withdrawal.
Webbing Spray Werebeast Spell Self The Werebeast is able to projectile spit a spray of webbing at another person or a group of people. This web causes them to be slowed, not stunned, for twenty seconds, forcing them to move at shift-walking speed for all within a range of 3 blocks around the target. Once sprayed, the Werebeast cannot use this ability for 5 minutes,
Echoing Screek Werebeast Spell Self The Werebeast, while standing inside a building, is able to let out a shriek combined with mandible chittering that reverberates through the building, echoing off all solid surfaces and furniture. This ability can be used once per building to gain deep knowledge of the location of all doors, walls, furniture and exits. It does not reveal the location of moving things or living creatures, only things that are motionless. This ability can be used first, followed by the Crawling Swarm form to make the insects take the shapes of the walls and floors of what the Scorrico has learned to show the same to others.
Soul Mutation Name Ability Category Range Description (Soul Mutations are free but mandatory, meaning all Scorrico Werebeasts have them, and they do not cost any Mutation slots)
Scorrico Body Constant Passive Self The Werebeast's new Physical Stat Limit is 40, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Scorrico Functioning Constant Passive Self The Werebeast is able to infect others with their Soul Drain. The Werebeast is able to produce children with a dormant Werebeast Affliction. Additionally, Scorrico no longer need to eat or drink or sleep.
Scorrico Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Werebeast's skin starts singeing, and any active Werebeast Spells are cancelled, while new ones cannot be used.
Scorrico Appearance Constant Passive Self The Werebeast's eyes are Silver at all times, and turn glowing Silver when near visible Soul-Essence, or when using any Shift Ability or when using Soul Drain. Scorrico also have mandible like teeth that they can extend and retract out of their mouth.
Scorrico Aesthetics Constant Passive Self The Werebeast's eye sockets considerably darken, while their skin takes on a more brown and slightly desaturated look in color.
Scorrico Mentality Constant Passive Self Scorrico Werebeasts are incredibly communal towards other Scorrico Werebeasts, but have an innate distrust of all other Soul-lines, and a particular hatred for Raprann Werebeasts. Raprann are always seen as the enemy of the idiosyncratic Scorrico who are prone to behavioral quirks and repetitive or borderline obsessive habits. Scorrico aren't necessarily photosensitive, but develop a great love for damp and dark places, preferring to stay out of the light and out of the open through a sense of agoraphobia.
Scorrico Empowerment Constant Passive Self The Werebeast develops a set of secondary arms that take their appearance from the normal arms, but appear about half the size. These arms are normally wrapped around the chest and can do so comfortably without appearing through non-tight-fitting clothing. These arms are capable of doing everything the main set of arms can, but will disappear upon curing. Actions performed with these arms also use +10 Dextrous Rogue Skill (but this does not apply to the character as a whole or the main arms).
Form Mutation Name Ability Category Range Description (Form Mutations are free but mandatory, meaning all Scorrico Werebeasts have them, and they do not cost any Mutation slots)
Prowling Shift Beast Shift Self The Werebeast is able to take on a mild-shifted insectoid form where insectoid feelers poke out of their forehead, and their skin darkens a few shades and becomes more visibly carapace like. While in this form, the Werebeast becomes immune to slicing and cutting damage, but can still be damaged by piercing and brute damage.
Hungering Shift Beast Shift Self The Werebeast is able to take on a semi-shifted insectoid form, where their shoulders, neck and head turn into that of an Ant, Grasshopper or Praying Mantis. While in this form, they gain +10 Perception Training Proficiency.
Crawling Swarm Beast Shift Self The Werebeast explodes into a hive of Ants, Grasshoppers and Praying Mantises, and is able to move around like a swarm and attack a person and anyone within 2 blocks range of them (but the swarm always remains puddled on the ground around the target). This attack unleashes a torrent of insectoid stings and bites, causing excruciating pain. Stomping on these insects lowers the persistence of the ability, if ten successful stomps and crushes have been applied, the transformation breaks and the Werebeast returns to normal, unable to activate this ability again for 10 minutes.

Uthurenn Soul-line

The Uthurenn Soul-line was produced by the Loyalty and Lineage Arken who meant to produce a very strong connection between the Werebeasts, and achieved just that. The Uthurenn are the most communal Werebeasts of all others, who raise up their own kind as more uniquely connected than any sense of kinship they might feel with other Soul-lines of Werebeasts. Uthrurenn are naturally comfortable around each other, but may also still have friendly competitive attitudes internally, creating their own internal hierarchies of Alphas, Betas and Packmembers, or seeking out a Manebeast and forming packs around them, resulting in them being frequently found in the landmass of Talahm, the largest landmass in Gallovia.

Choice Mutation Ability Category Range Description
Mending Healing Constant Passive Self The Werebeast quickly recovers small wounds like cuts, slices and gashes within an hour, and recovers broken bones within a day, but does not recover greater damage without outside assistance.
Leap Maul Werebeast Spell Emote Distance The Werebeast is able to produce a rapid Emote Distance leap that jumps the Werebeast towards their intended target practically instantly (either horizontal or vertical axis) with their claws outstretched towards them. This ability can only be used once to initiate combat with an individual, and not once combat has already begun. If the target Character has 10 Athletic Training, they can /dice 20 to avoid capture. Rolling 10 or above will succeed in avoiding. If the target Character has 20 Athletic Training, escape is guaranteed. This Ability does not eviscerate a foe, simply allow some attacks to land and acts like a gapcloser.
Sanguine Bane Trigger Passive Self The Werebeast gains +10 Physical Stat (that does not break Physical Limit) and increased size in musculature when fighting a Vampire, however, they also gain blood lust, being unable to voluntarily break away from the fight with the Sanguine until the Sanguine flees, or is defeated.
Howling Dash Constant Passive Self The Werebeast can run just as fast as a Varran (the fastest race) and ignores armor weight while running as long as they aren't wearing full-plate.
Teeth of Steel Constant Passive Self The Werebeast has indestructible teeth, 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).
Howling Call Werebeast Spell Self 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.
Werebeast Bane Trigger Passive Self The Werebeast gains +10 Physical Stat (That does not break Physical Limit) and increased size in musculature when fighting a Werebeast, however, they also gain blood lust, being unable to voluntarily break away from the fight with the Werebeast until the Werebeast flees, or is defeated.
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.
Loyal Empathy Constant Passive 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 (unlike the Usrsarr), 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.
Bonding Link Linked Channel 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.
Soul Mutation Name Ability Category Range Description (Soul Mutations are free but mandatory, meaning all Uthurenn Werebeasts have them, and they do not cost any Mutation slots)
Uthurenn Body Constant Passive Self The Werebeast's new Physical Stat Limit is 60, overriding any Racial Limit as long as it is below this number. If above, then the Racial limit applies.
Uthurenn Functioning Constant Passive Self The Werebeast is able to infect others with their Soul Drain. The Werebeast is able to produce children with a dormant Werebeast Affliction. Uthrenn can eat and drink normally.
Uthurenn Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Werebeast's skin starts singeing, and any active Werebeast Spells are cancelled, while new ones cannot be used.
Uthurenn Appearance Constant Passive Self The Werebeast's eyes are normal at all times, and turn glowing Silver when near visible Soul-Essence, or when using any Shift Ability or when using Soul Drain.
Uthurenn Aesthetics Constant Passive Self The Werebeast's eye sockets considerably darken, while if male, might develop increased body and facial hair. Additionally, Uthurenn Werebeasts have sharpened canines (much like Vampires but less visible) and nails that are more pointy and claw-like.
Uthurenn Mentality Constant Passive Self Uthurenn Werbeasts are very loyal to one another, and often produce very strong bonded packs, sometimes with a Talanark leader, but often also just with an Uthurenn Alpha. Uthurenn are boisterous and energetic, while also having a stronger revery for older religions and traditional beliefs. They have a strong connection with Manebeasts, and will prefer strongly not to fight other Uthurenn Werebeasts, even if they belong to competing packs.
Uthurenn Empowerment Linked Channel Self Uthurenn Werebeast can track a person anywhere within 1 hour of having tasted their blood, or drained their Soul Essence. The Utherren 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.
Form Mutation Name Ability Category Range Description (Form Mutations are free but mandatory, meaning all Uthurenn Werebeasts have them, and they do not cost any Mutation slots)
Prowling Shift Beast Shift Self The Werebeast is able to take on a mild-shifted canine form where their facial hair grows more aggressively, as does the hair on their legs and forearms, their claws also extending further. In this form, the Werebeast can scratch their enemies with painful scratch marks.
Hungering Shift Beast Shift Self The Werebeast is able to take on a semi-shifted canine form where the head and neck of the Werebeast changes into that of any type of Wolf with individual color and fur patterns. While in this form, the Werebeast gains +5 Athletic Training and +5 Physical Stat that cannot break the Proficiency and Physical Stat caps.
Ravaging Shift Beast Shift Self The Werebeast is able to take on a larger Canine Werebeast form, gaining more wolf-like proportions, covering their entire skin in canine fur and giving them more wolf-like features (though still standing upright). Werebeasts in this form are no longer able to speak, lose the ability to wield weapons or wear armor, but gain 15 Physical Stat, which does not break Physical Limit.

Capradeim Soul-line

The Capradeim Soul-line was produced relatively recently when a group of Undead were infected, and experienced a number of mutations unique to the Werebeasts. Very little is known about the Capradeim, but they have quickly garnered a reputation among the more undead-prone regions as Capra Demons, due to their far more hostile and violent way of interacting with the mundane populations. Capradeim Werebeasts are some of the most prized targets for Darkwald Knights, given that they tick all the boxes for the traditional Unionist Demon the way the faithful are taught to be vigilant against.

Choice Mutation Ability Category Range Description
Unleash the Chains Werebeast Spell Emote Distance Every two minutes, the Werebeast is able to summon an infernal smouldering chain from the ground near a target person that will forcibly latch onto their wrist and hold them in place. This chain will remain for 10 seconds before disappearing, or can be cut forcibly by any weapon by someone other than the person restrained with it.
There is no Hiding Werebeast Spell Emote Distance The Werebeast is able to point at someone once a day that marks them as Tracked for an Hour. While Tracked, the person feels a constant cold shiver and leaves behind an invisible trail that only the Werebeast can see, and follow.
Unleash the Hounds Werebeast Spell Emote Distance The Werebeast is able to summon an infernal hellish and undead hound that jumps out of the ground and latched onto a person's arm, tearing them to the ground. While on the ground, it continues to maul at the person unless immediately removed by a third party by hitting it with any weapon. If allowed to maul, it will inflict slices on the victim's neck and arms (that cause bleeding but are not lethal), before disappearing again. This Ability can only be used once per scene.
Home Sanctity Object Curse Regalian House Any primary (Regalia Area Shop Region) that the Werebeast lives in becomes immune to burglary. Any attempt to lockpick the door will result in the locks constantly breaking, and any attempt to break through the windows or doors will inexplicably turn the person around just when they are about to try and break through. The Effect can only be temporarily halted by having a Hallowed Lantern shine on the front door. This Ability cannot be countered by Object Curse immunity.
Hellish Warding Constant Passive Self The Werebeast is able to produce a Mage ward, channeling for 10 seconds to produce a hellish wall that cannot be broken except by other Mages, Zikiel Vampires, and any Ability that breaks Mage Wards. To produce a Mage-Ward in game, send a ticket. For a Capradeim to remove a Mage Ward, 3 minutes of constant evocation is required while standing next to the Ward uninterrupted, though they may snap their own Wards out of existence instantly.
Drovvda Primacy Constant Passive Self The Werebeast changes all their Ability Category from Werebeast Spell to Sorcery Spell, thus no longer being countered by Sihndar but by Archblood instead.
Skeletal Herald Toggle Passive Regalian House The Werebeast is able to construct a throne of bones in their home, which when they seat themselves into, will transfer their conscience to a bone puppet. This bone puppet is humanoid in form but made of ramshackle animal bones, and is unable to fight or perform any Proficiency related actions with accuracy. It can however speak, and the Werebeast is able to move around inside the bone puppet over the entire Regalian Isle. Destroying the puppet snaps their consciousness back to their body.
Consume the Rot Constant Passive Self For every person the Werebeast knocks out in battle, their body produces a lifeless clone copy of themselves as they pass out. The original is magically transported back to their home, waking up an hour later in their home bed. The lifeless clone copy is however consumed by the Werebeast through cannibalistic feasting. When such a clone copy has been consumed, any wounds on the Werebeast are restored as if fully healed. Should the person cloned be in mortal danger, any lethal wounds are closed and death is prevented, but medical assistance should still be sought after waking up. (This cannot be used to transport an ally out of danger, only when facing an enemy in battle).
Whispering Death Object Curse Direct Touch The Werebeast is able to place an Object curse on at most five individual objects, objects which must be animal bones in nature. Anyone who picks up one of these Cursed Objects will receive the Death Whisper curse, where the Werebeast is able to communicate to them through one-way communication, but the voice of the Werebeast will come out unrecognizeable, distorted (as if two voices speaking at once) and a lot more hissing and gutteral than the Werebeast would normally sound. This Curse lasts for an hour.
Contaminant Immune Constant Passive Self The Werebeast is immune to any type of Disease, Putridness, Toxin, Acid or otherwise corrosive and harmful Alchemical substance, either upon exposure or ingestion.
Soul Mutation Name Ability Category Range Description (Soul Mutations are free but mandatory, meaning all Capradeim Werebeasts have them, and they do not cost any Mutation slots)
Capradeim Body Constant Passive Self The Werebeast's new Physical Stat Limit is 45, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Capradeim Functioning Constant Passive Self The Werebeast is able to infect others with their Soul Drain. The Werebeast is not able to have children at all. Anyone who performs cannibalism in Emote Distance of a Capradeim automatically becomes a Capradeim (if they are able to) without the infection process (thus instantly). Capradeim do not need to eat or drink normally, and detest any traditional food, preferring only rotten flesh.
Capradeim Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Werebeast's skin starts singeing, and any active Werebeast Spells are cancelled, while new ones cannot be used.
Capradeim Appearance Constant Passive Self The Werebeast's irises are ghostly blue with silver eyewhites and no pupil at all times, and turn solid glowing Silver when near visible Soul-Essence, or when using any Shift Ability or when using Soul Drain.
Capradeim Aesthetics Constant Passive Self The Werebeast's eye sockets considerably darken, while their skin pulls tight around their body, essentially reducing body-fat to 0% but without the harmful side effects. Bones and muscle tissue is more visible and the person looks either perpetually emaciated and bony or incredibly sinewy because of the strands in their muscle tissue.
Capradeim Mentality Constant Passive Self Capradeim don't just dislike Werebeasts. they dislike practically everything and everyone, save for animal bones. Capredeim gain an obssessive nature towards collecting animal bones, often even seeking them out in the wilderness and digging up animal bones that have laid buried for decades. They are also constantly followed by a subtle yet unpleasant odor, like a bird which has been rotting in an attic, or a dead cat left behind under a bridge that one might only occasionally catch a whiff of.
Capradeim Empowerment Linked Channel Self When shined upon by a Hallowed Lantern, or when entering an area with Hallowed Stone, the Werebeast's body turns see-through and ghostly for 10 seconds, during which the Hallowed effects do not immediately apply, and the Werebeast is still able to interact with the world and move as if they were still corporeal. When these 10 seconds are over, the Werebeast turns back to normal and the Hallowed effects immediately apply.
Form Mutation Name Ability Category Range Description (Form Mutations are free but mandatory, meaning all Capradeim Werebeasts have them, and they do not cost any Mutation slots)
Howling Shift Beast Shift Self The Werebeast's skin turns raven black, while their head turns into that of a bare buffalo skull with four eye sockets, and all its flesh and skin removed so it appears only like a white skull with black horns. Additionally, their skin appears like dried leather, and causes laceration when touched with bare skin to anyone else.
Beast Commandery Werebeast Spell Emote Distance The Werebeast is able to turn any non Magical animal (ex. domestic dog/cat), or an Ability-Summoned familiar/summoned animal creature against its owner, causing it to attack their owner, while the Werebeast and owner are both within Emote Distance of each other.
Rattling Bonery Constant Passive Self The Werebeast is able to telekinetically move any amount of animal bones around in the air around them, as long as they do not leave Emote Distance. The Werebeast can fling these bones at people, but not with such speed that it would cause any lasting damage beyond just an annoyance or obstruction. They can make these bones move in any direction or manner as desires, including making shapes with them in mid-air or causing them to beat a drum on their own. The amount of bones controlled should remain reasonable, for example dozens of chicken bones, or one large whale bone.

Silver Skinwalker

Silver Skinwalkers are technically Werebeasts, but don't follow a lot of the rules normal Werebeasts do. Firstly, Silver Skinwalkers much like the Crimson Witches are a Cielothar-unique form of permanent Werebeast infection that has some longer standing cultural and historical meaning to the Cielothar. To understand more about the backstory of the Silver Skinwalkers, refer to the Cielothar Page.

Choice Mutation Ability Category Range Description
Blackwald Grimoire Constant Passive Self The Silver Skinwalker can cast the Lightness Sorcery Spells "Orb in Darkness" and "Healing Grace" (but the latter only on themselves, ignoring the self-cast restriction). They must still adhere to all limitations of each spell, but do not have to spend Proficiency Points. When the Spells are used, they are classified as Werebeast Spell and Sorcery Spell at the same time, and their own range still applies. Taking this mutation counts as having 2 sorcery spells, and does not allow them to break the 5 spell limit. It does not count as one of their 2 sorcery school limit, however.
Blackwald Walk Toggle Passive Self The Silver Skinwalker with this trait can walk through any trees or vegetation as if they aren't there. They must transition through the trees and plant material after initiating and cannot stay inside the bark or plant to hide.
Blackwald Aging Constant Passive Self The Character becomes immortal and does not visually age (though damage and harm can still kill them). Age over 150 years old requires an Ancient Character Special Permission.
Blackwald Vision Constant Passive Self The Silver Skinwalker is immune to Target Illusions (though can still choose to see them), Target Curses, and Object curses. Additionally, they are immune to alchemy induced hallucinations or illusions.
Blackwald Dance Trigger Passive Self When a Silver Skinwalker would be hit by a non-Spell attack or Ability(not puretek or Qadir soul shot), they can choose to turn the portion of their body that would be harmed into a flurry of leaves and twigs, preventing any damage from being done to them. This substance immediately re-forms once the attack has resolved, and still upholds the integrity of their body. This Ability can only be triggered up to 3 times per hour, starting when it was first triggered.
Blackwald Protector Constant Passive Self The Silver Skinwalker new Physical Stat Limit is 50, and their height is increased by a foot (optional). Additionally, the Silver Skinwalker is able to manifest a weapon made of light, which is the equivalent of steel. Once summoned, the Light Weapon's shape and function cannot be changed for a week, and the weapon cannot be given to someone else. The Light weapon cannot be a bow or a crossbow. This Weapon summon is not a Spell, and cannot be countered.
Blackwald Summoning Mobile Channel Viewing Distance The Silver Skinwalker is able to cast a Mobile Channel that acts as a subtle Target Curse (and as such can also be countered by Anti Target Curse counters) on a person within Viewing Distance. While they remain in Viewing Distane, the Silver Skinwalker can whisper directions to the person which they will be forced to follow. These directions only remain valid for as long as the Silver Skinwalker keeps their eyes on the person (and their model remains in render distance). Any form of violence or restraining of the subject with cancel the effect. The individual will not follow any directions that would cause immediate harm, such as walking off a balcony, remaining still in place if such a direction is given. The subject does however go catatonic and stops talking when they are Cursed, but the Curse ends as soon as the Silver Skinwalker takes their eyes off the victim, or fails to produce another direction within a minute of completing the last, or if the Silver Skinwalker engages in any other actions. This Curse can only affect the same person once every 24 hours.
Blackwald Lording Control Power Emote Distance The Silver Skinwalker can summon a ghostly blue chain that latches onto a Werebeast of choice and establishes a control collar. The Silver Skinwalker can then command this Werebeast to perform any action they dictate, and if they do not, their blood will feel like it is boiling, until they move to perform the command given. The Silver Skinwalker must keep one arm free to keep the chain attached. The Werebeast can still speak and act on free will, but will suffer intense pain if it acts against the Silver Skinwalker, and will become crippled with pain if it tries to attack the Silver Skinwalker. The Werebeast can also not leave Emote Distance anymore while the Silver Skinwalker still has the chain. This does not affect Greater Werebeast, and can only be active on one Werebeast at a time.
Blackwald Flickering Werebeast Spell Emote Distance The Silver Skinwalker is able to cast a Werebeast Spell on a target, giving them a Target Illusion that lasts for half an hour. During this period, the victim experiences constant dancing lights and bright flashes in their vision, as well as random lights going on and off in the distance. Any combat action performed must roll a /dice 3, with any number besides 1 resulting in the victim being unable to correctly hit or accurately target their intended target. This spell can only be used twice per day, and cannot be stacked on the same target, resetting when re-cast. Target Illusion immunity stops the effects, but there are no other ways to prevent the effects.
Blackwald Pact Werebeast Spell Self The Silver Skinwalker can make a binding agreement with an individual that requires both the Silver Skinwalker and the Individual complete a single task within a week’s time of making the agreement. The Silver Skinwalker and target must both be present for the ritual, and clearly speak the specific task they want the other to complete. If there are any hidden aspects of the task that either party is aware of, they are magically compelled to speak it. The party that fails the task will find themselves blind for the next week, with all of their mundane proficiencies set to 0. Speaking of the agreement to another party counts as failing the task.
Soul Mutation Name Ability Category Range Description (Soul Mutations are free but mandatory, meaning all Silver Skinwalkers have them, and they do not cost any Mutation slots)
Skinwalker Body Constant Passive Self The Silver Skinwalker's new Physical Stat Limit is 30, and can only be a Cielothar.
Skinwalker Functioning Constant Passive Self Silver Skinwalkers can eat and drink normally. Silver Skinwalkers are unable to infect others through any means, and can only create other Silver Skinwalkers during Winter Solstice by offering a child to the Silvermoon Ritual.
Skinwalker Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Silver Skinwalker's skin starts singeing, and any active Werebeast Spells are cancelled, while new ones cannot be used.
Skinwalker Appearance Constant Passive Self Silver Skinwalkers have silvery irises without pupils that cause their eyes to appear as if they are blind (but they are not). Additionally, any hair they have is silver, with a metallic shine to it. Dying this hair will change the color, but keep the metallic shine and reflectiveness. They look like Cielothar otherwise.
Skinwalker Empowerment Constant Passive Self While as a technical Werebeast unable to learn Sorcery Spells, Silver Skinwalkers can learn Elemental and Arcane Sorcery Spells (following the normal Sorcery rules) and Lightgiver Ritualism Skill (Regardless of their religion). Despite being able to learn these Sorcery spells, Silver Skinwalkers cannot be Acolytes. Silver Skinwalkers can choose 5 mutations.
Form Mutation Name Ability Category Range Description (Form Mutations are free but mandatory, meaning all Silver Skinwalkers have them, and they do not cost any Mutation slots)
Blackwald Ravaging Beast Shift Self The Silver Skinwalker's head, neck, torso and arms turn into that of a brown bear with sharp claws. The size of the Silver Skinwalker remains the same, but they gain +10 Physical Stat that cannot break the Physical Stat Limit and increased damage from their claws and teeth.
Blackwald Deceiver Beast Shift Self The Silver Skinwalker turns into a domestic dog sized red fox, which instead of having red fur, is entirely made of silvery metallic fur. While not moving, the Silver Skinwalker is camouflaged, requiring anyone at least 10 Proficiency Points in Perception Training to see through.
Blackwald Hunting Beast Shift Self The Silver Skinwalker is able to split their body into two silvery metallic furred coyotes while in a fight with an opponent. While in coyote form, these coyotes cannot leave Emote Distance of each other, but can independently attack anyone (though they are unable to atack different targets). While in coyote form, each coyote has 30 Physical Stat and 15 Unarmed Combat Skill, and no other Proficiencies. Killing one of the coyotes forces the Silver Skinwalker to return to normal, unable to re-use this Ability for half an hour.

Combatting Werebeast

Curing of Werebeast

In most cases, Werebeast is an easily curable affliction, but the process is considered incredibly jarring and painful for any individual to go through. The curing is achieved over a period of roughly 12 hours, in which the Werebeast must be bathed waist-deep in Holy Water and Purity crystals (which render the caustic effects of the Holy Water inert and thus allow it to draw out the Exist energies). One single session of ritual bathing must occur for the curing to succeed. During the ritual bathing (which can be done with the clothes on), the infected individual will experience extreme fear and paranoia, with a great struggle to escape from the bath, and cannot use any of their mutations or abilities. Werebeast will often plead or fight in whatever way they can to avoid being cured, and by the end of the 12 hours will feel completely exhausted. They will then pass out and need to be dragged out of the pool to wake an hour after fully cured. After Passing out, the ex-Werebeast will lose all physical features over the next 24 hours, including their teeth, which will fall out and regrow normally. In the freshly-bitten which have not yet completed the 5-day infection process, only a single dose of Holy Water and Mage Crystals are needed to rid the body of the Shattered Curse. Additionally, those who have not fully turned do not experience the same pain and paranoia that a full Werebeast experiences during curing and so the entire process can usually be completed in a single visit to the clinic. After curing, a Werebeast's mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint desire for Soul Essence in the cured Werebeast. In the extremely rare case that one is able to attempt a curing on a Greater Werebeast, they will follow the process above, but will not lose their mutations or features, being incurable. When cured, a Werebeast cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same Soul-Line they had before, including the same Mutations. The re-infection takes only 24 hours and involves no pain or paranoia symptoms, meaning it does not go through the multi-day infection process of a first time Werebeast.

((OOC Note: The curing process is allowed to be time-skipped. It is up to the players whether they want to roleplay out the actual 12 hour period of imprisonment and curing, time-skip the entire thing, or whether they just want to go through a single ritual submersion and then immediately passing out and be instantly cured.))

Hallowed Lanterns

Hallowed Lanterns are very expensive and fragile objects frequently used by the Regalian Guard to assist in weakening and capturing Werebeasts. Hallowed Lanterns appear like normal lanterns, but are somewhat larger and unwieldy (being about the size of a child's head) whilst still being relatively light. A Hallowed Lantern is made of a solid light metal with a single window in the front of the lantern, casting a beam of light in a straight forward trajectory up to Emote Distance, after which the strength of the light tapers off and no longer affects Werebeasts. These lanterns can project their beam of green, blue, or golden light forward, and should not be wielded during a fight, as the shaking causes the lantern to roughly move about, potentially shattering the fragile inside components. A melee weapon's physical strike can in most cases destroy a Hallowed Lantern, but the wielder is usually able to turn the beam at such a rate that no one could feasibly run up to the wielder and smash it before they were hit by a beam of light. Taking down a Hallowed Lantern always requires teamwork, since a Lantern cannot cover multiple people unless they are standing behind each other or directly next to each other. In general, Hallowed Lanterns can, during an emote, only cover one person at a time, and can be turned to such a degree that a Werebeast cannot outrun the beam; only cover or leaping and blinking abilities can help to escape. Wielders can also comfortably run after Werebeasts with the Lantern without causing any damage to it, but while running, they are unable to fight. If both hands hold the Hallowed Lantern, this affords the wielder more flexibility, allowing it to turn faster and be moved around more roughly while avoiding damage. Guards are always allowed to have a Hallowed Lantern on them, but only if they do not also have a shield on them on patrol. New Hallowed Lanterns need to be retrieved from the prison and cannot be hung anywhere on the body of the Guard. A single Guard per patrol group may, however, sacrifice both weapon and shield to wear an additional, inactive Hallowed Lantern strapped to their back, tightly secured with cloth and ropes, which can be swiftly detached and used in case the first Hallowed Lantern is broken.

Trivia

  • When a Werebeast is killed either in their Soul-Hunger or Beastmode form, their body actually does not change back to its pre-transformation stage. This has often led to confusion for slain Werebeasts, and a lot of misinformation on their nature.
  • Evidence exists of a massive battlefield fought in Ellador around 200 years ago. Exact details are hazy, but it appears as if Vampires fought a massive battlefield with Werebeasts of all kinds, given the mass graves in the area of the Broken Spear Valley.
  • Werebeasts have a hard time resisting attacking Isldar using their natural abilities, since nearly all of them are strictly tied to the very substance that the Werebeasts consume.

Accreditation
Writers MonMarty, TheBioverse
Processors WaterDruppel, HydraLana, MantaRey, Eccetra
Last Editor HydraLana on 03/25/2020.

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