Therianthrope

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Ancient tales speak of mysterious shape-shifters known as Therianthropes: people with supernatural powers who can assume the form of an animal. Some assume it to be a curse, the punishment for some moral indiscretion. Others guess it to be an affliction, a disease of sinister origin. Some cultures revere it as a privilege, a gift to walk between the worlds of animal and man.

Any sentient humanoid can be a Therianthrope. They typically seem a bit different from normal folk — slightly more perceptive, and with an air of brutality about them. The player must choose which animal is the one into which the character can transform, typically apex predators, and usually mammals. Therianthropes which transform into aquatic creatures (sharks, dolphins, etc.) can only do so when in water.

Therianthropes can either transform into the animal or a monstrous human/animal hybrid. The character must spend 2 Magic Points to begin the transformation, which takes 6 Action Points to complete. The character must spend 1 MP for each round spent in monstrous or animal form. Reverting to the original form takes 6 AP, but doesn't cost any MP. If the character runs out of MP or is killed while in monstrous or animal form, he or she immediately reverts to the original form. Since the transformation is decidedly magical in nature, the character cannot transform or remain transformed while inside of a Spell Ward or similar anti-magic field.

While in animal form, the character assumes the physical attributes, trumps, and faults of the animal itself. The character also receives the bonuses listed in the ranks below. While in monstrous form, the character keeps his or her own physical attributes, trumps, and faults, as well as the below bonuses. When the character transforms, anything being worn on the person (a backpack, clothing, armor) is "folded in" to the transformation and disappears, coming back when the character reverts. Anything the character is holding (e.g. a weapon) remains in hand. The character cannot cast spells while in animal form nor hold weapons. While in monstrous form, the character has no restrictions on holding equipment or spells. Attacks in monstrous or animal form using teeth, claws, horns, or whatever the creature has, use the Hand-to-hand skill.

If a GM wishes, and the campaign setting allows for it, the transformation may be affected by lunar events. For instance, the GM may allow the player to waive the MP requirement in the light of the full moon. Or perhaps, during the full moon, the character cannot control the transformation and must transform (maybe with sentient awareness, maybe not).

There is a little known weakness possessed by Therianthropes. Any weapon comprised partially or entirely of silver deals Tainted Damage to a Therianthrope. A character can be aware of this fact with a DL 20 Lore check.

Requires

Bloodhound and Animal Kinship with the type of transformation animal.

Ranks

1. The Critter Within

5 points

You hear dog whistles and always need to trim your nails. The character receives a +1 bonus to Perception, Stealth, and Intimidate in any form. While in monstrous or animal form, the character receives a +1 bonus to Muscle, Agility, Endurance, and Courage. The character also receives a +1 bonus to the Harm of Hand-to-hand attacks while in monstrous or animal form.

2. The Creature Within

5 points

House pets and children shy away from you, and you always find shed fur on your equipment. The character receives a total bonus of +2 to Perception, Stealth, and Intimidate in any form. While in monstrous or animal form, the character receives a +2 bonus to Muscle, Agility, Endurance, and Courage. The character also receives a +2 bonus to the Harm of Hand-to-hand attacks while in monstrous or animal form.

3. The Animal Within

5 points

You scare cattle at your approach and can smell their fear. The character receives a total bonus of +3 to Perception, Stealth, and Intimidate in any form. While in monstrous or animal form, the character receives a +3 bonus to Muscle, Agility, Endurance, and Courage. The character also receives a +3 bonus to the Harm of Hand-to-hand attacks while in monstrous or animal form.

4. The Beast Within

5 points

No one goes outside during a full moon in your home town thanks to you. The character receives a total bonus of +4 to Perception, Stealth, and Intimidate in any form. While in monstrous or animal form, the character receives a +4 bonus to Muscle, Agility, Endurance, and Courage. The character also receives a +4 bonus to the Harm of Hand-to-hand attacks while in monstrous or animal form.

5. The Monster Within

5 points

You are a savage, wild thing of unspeakable ferocity, and bar patrons the world over will tell others of the night they saw you in the forest. The character receives a total bonus of +5 to Perception, Stealth, and Intimidate in any form. While in monstrous or animal form, the character receives a +5 bonus to Muscle, Agility, Endurance, and Courage. The character also receives a +5 bonus to the Harm of Hand-to-hand attacks while in monstrous or animal form.