Post by Puck on Jul 1, 2015 22:43:03 GMT
WEREWOLF TRIBAL ABILITIES
Clan Name: Sons of Fenrir
Description: The clan whom descends from old western europe, mostly ancient Scandinavia and the old Germanic tribes of the region. They are what is commonly thought of as "traditional" werewolves, and have spread across Europe and the Americas. Their most notable feature is the possession of the ancient rite of Berserking, the ancient Scandinavian battle trance from which the word Berserker originates. Tribes of the Sons usually stay in herded, mobile packs, and are often the most migratory of tribes, allowing them to spread across the globe.
- Name: Berserking
Description: Contrary to popular belief, to become Berserk in it's truest form is more of a trance like state than a raving, frothing rage. However, those unskilled in the practice of it quickly descend into such a state as it is a possible outcome of the rite, so it is often associated with it. This state can be entered in any of the Werewolves form, and upon doing so all Parameters are boosted, while all techniques and skills suffer penalties. Additionally, while in this state higher thought escapes them as they are immersed in whatever battle they are entwined in, making communication and strategizing difficult. Higher ranks in this skill help mitigate the downsides and increase the benefit of the skill.- D: Gains ++ modifier to all stats. All Techniques and Skills suffer a Rank Down..
- C: Gains ++ modifier to all stats. All Techniques and Skills suffer a -- penalty.
- B: Gains +++ modifier to all stats. All Techniques and Skills suffer a -- penalty.
- A: Gains +++ modifier to all stats. All Techniques and Skills suffer a - penalty.
- S: Gains Rank-Up to all stats. All Techniques and Skills suffer a - penalty.
Rank: S~D - Name: Feral Instinct
Description: A type of Instinct available only to the Sons of Fenrir, a sharper version of the standard Instinct. This skill also is what lets them possess higher brain function while Berserking, allowing them to tell friend from foe. Increasing this skill increases their instinctual sixth sense and mental clarity while Berserking, but does not effect the skill penalties of Berserking.
Rank: S~E
Clan Name: Children of the Forest
Description: The Children of the Forest refers to Werewolves whom embrace their druid magic above all else; They have several different varieties across the globe, from the Skinwalkers of Northern America, to the Druids of ancient Britain, to the shamans of Turkish folklore. The Children usually live in isolated communities separated from the world, in a manner similar to the elves, and have a fairly close relationship with elvenkind. While still somewhat nomadic, they usually have general territories and areas they migrate within, keeping them close to their origin.
- Name: Druidism
Description: The form of magecraft intrinsic to all Children of the Forest. Magic dealing with life, both plant and animal, heavily steeped in rituals and incantations. Has very little in the way of instant magecraft, but depending on the type of methodology can be used for anything from enchantments to curses and etc. Usually requires ample amount of preparation and rituals for each spell, so it is ill suited to combat.
Rank: S~E - Name: Shapeshifting
Description: Unlike their ability to shapeshift into their wolf forms, Children of the Forest may also temporarily transform themselves into other animals using their magical abilities. Unlike their Hunting Form, Killing Form, and Human form, these forms are enchantments and not forms native to them, so they may only be held for limited amounts of time and usually consume magic to stay in these foreign shapes. Lower levels may only be able to shift into harmless forms, while those at higher levels can transform into mythical animals temporarily, or impersonate another being.
Rank: S~D
Clan Name: The Night Hunters
Description: Probably the oldest form of Werewolf, the only kind dating back nearly as far as Vampires do. Thought to descend from a night or moon deity, they also have no singular origin, with different veins occurring in Europe, South America, and Eastern Asia. They are linked only by their remarkably similar nature, hinting at a single common ancestor or progenitor. Their natural enemy is Vampires, and it is thought that whatever deity sired them was the natural enemy of the Elder Ones. Their preferred form for combat is actually their Hunting Form, only transforming into their Killing Form for unusual tasks. Usually more "Lone Wolf" types than other tribes, but they are known to still form packs and tribes; Even when they do form collectives however, they tend to stay smaller than those of other tribes.
- Name: Children of the Moon
Description: While all Werewolves are tied with the moon, the Night Hunters feel this spiritual connection stronger than any other type of Werewolf. Their physical abilities are increased incredibly at night, affording them temporary + modifiers depending on their rank. On nights of the Full Moon specifically, these bonuses are doubled. [D Rank affords three+ modifiers, and each rank after affords an additional + modifier, up to seven. (Fourteen during the Full Moon) These modifiers may be distributed to physical stats or to skills/techniques, and where they are allocated should be stated below the skill ]
Rank: S~D - Name: Grave Keepers
Description: Night Hunters earn their name not by hunting humans, but do to their tendency to hunt the living dead. Their spiritual nature gives them increased resistance to curses and enchantments of unholy origin, and allows them to deal increased damage against living corpses. This makes them especially troubling to deal with for Risen and Vampires, whom are the primary targets of most of their hunts.
Rank: S~E - Name: Night Vision
Description: The Night Hunters possess a near perfect ability to see in the dark, allowing them to retain their vision in darkness as easily as when surrounded by light.
Rank: E
Clan Name: The Society of Silver
Description: The Society of Silver is a more recent clan of Werewolves, finding their origin in Victorian Britain. They were a conglomerate of several different types of Werewolves, whom came together in an effort to to try to address the kryptonian weakness of Werewolf-kind. Through intermingling and cooperation, they managed to find ways to reduce their aversion to silver and wolfsbane, but in the process also severed their connections to their Clans, causing them to lose their abilities from them. Now are closely associated with the Mages Guilds, working as scholars and enforcers within their ranks in exchange for acceptance among their society. Because of their relatively new status, they are probably the smallest Clan, rivaled only by the Loup Garou, but all Silvers as they are nicknamed are part of the same overarching "tribe" or "organization", being the Society itself.
- Name: Silver Immunity
Description: The Society of Silver is named after their ability to overcome their own weakness to Silver. This skill gives them an immunity to the normally fatal weakness, although they can still be hurt like it like any other substance: They are simply no longer weak to it.
Rank: E - Name: The Leash
Description: The Society of Silver has invested great time in learning to control their transformation, and no longer need turn under the effects of the full moon, capable of retaining their human form even during these nights.
Rank: E - Name: Arma Lupa Creation
Description: A particular form of Arma Maga creation prevalent among the Society of Silver: The ability to create weapons and items to enhance or control their natural werewolf abilities and talents. Things such as weapons of enchanted Silver, to the mythical girdles of transformation are all possible to be created using this skill, but these items may only be used by Werewolves, not ordinary magicians.
Rank: S~D
Clan Name: Loup-Garou
Description: Insultingly called "Dogs of War" or "Hounds" by other Werewolves due to their view as the "Domesticated" clan of Werewolves. They have no head or leader, and indeed no command structure whats-so-ever: This is because the Loup-Garou, or the Hounds, are Werewolves that were captured, enslaved, and bred long ago by the Court of Fangs, to act as bodyguards and make up for their own lack of battle prowess. As such, Loup-Garou are most commonly found serving Vampires within the Court of Fangs, although exceptions have arisen where Mages or other Mystic Kind have acquired one for themselves. Whatever the case, the Loup-Garou instinctual desire a master, and it is unheard of for them to form colonies or societies entirely of their own. They are bred to protect them against the many magical forces of the world, so they have become renowned as Mage Hunters.
- Name: Magic Resistance
Description: The Loup-Garou possess an innate resistance to magical damage, allowing them to shrug off attacks or techniques of magical origin more easily than others. However, this skill suffers an innate weakness in that it makes them incredibly susceptible to mental magic, a weakness crafted so they might be controlled by their masters.
Rank:S~D - Name: The Smell of Magic
Description: Hounds have an artificial sensation atop their natural sense of smell, allowing them to "smell" when magical energy is used around them. The range increases with the rank of the skill.
Rank:S~E - Name: Devour
Description: An ability unique to Hounds, which allows them to absorb another beings magical energy upon devouring them. However, this does not increase their natural capacity for magical energy, making it only useful for refilling magical energy, or sending this magical energy to a master whom has a larger capacity for magical energy.
Rank: E