Agility: +1
Endurance: +1
Strength: +1
Werebeast Form: Character can shift between humanoid form and werebeast form, which is a monstrous mixture of beast and man. They cannot shift into the form of the animal completely, as that is an ability retained by another race. Unless this change is brought on by rage, in which case the character can attempt to stop the transformation process, the shift does not require a roll to accomplish. It does, however; require a round of play to achieve.
Quick Healer: You bounce back quickly. Gains back 1d6 hp, in either form, of damage every other round when damaged. This skill does not regrow lost limbs.
Sharp Senses: You’re senses are exceptionally advanced add andavantage to all rolls involving: Sight, Hearing, Taste, Smell, and Touch.
The character's sense of smell is so keen that they can compensate for her vision completely. This allows them to attack invisible creatures normally or navigate in absolute darkness. As well as distinguish identity and location flawlessly. This skill may be obscured by things that mask scent.
Predator's Spirit: As natural hunters character gains an advantage in tracking and infiltration when hunting. The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where they are headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit. They can track anything under any conditions, sense the weaknesses of their prey and exploit them and finally kill or capture their prey.
Prey Awareness: As knowledge of character increases predators become prey with growing frequency -- this is a sorrowful truth that character know all too well. This Gift assists the character in evading their enemies that they might fight another day, showing them places to hide, means to make them untraceable, ways to run, and even chances to strike back. The user possesses instincts that allows them to become a master of evasion. Users with this ability can discern numerous factors of a situation, including how much of a threat a foe poses (what move they will make, where they are going, and if these things relate to bringing harm to the user), as well as how to hide without giving away one’s presence, and how to preserve energy when running. This aids in outdistancing a pursuer, or hiding from or evading pursuit. Which adds +1 to Infiltration skill when being hunted and disadvantage to opposing character’s Tracking skill.
Natural Grace: The werbeast is remarkably dexterous, keeping her balance while performing feats that would throw anyone else ass over teakettle. They are able to fall much greater distances unharmed than others might. This supernatural ability almost seems to defy the laws of physics; however, anyone attempting to get footage of them in beast form or transformation will only capture distorted and blurred material. This skill adds advabtage when character takes a tumble or attempts a risky maneuver. The werebeast gains agility, making them immune to falls under 50 feet. He also has perfect balance even on the most slippery surfaces, and upon the most difficult locations to maneuver (ie: ledge.) Gives advantage to rolls associated with athletic, climbing, jumping, and balance skills.
Physical Endurance: Your body processes occur at a faster rate compared to others.
The effects of Toxins, Drugs, Venoms, Poisons and Alcohols are halved.
As well as the fact that Werebeasts are not affected by diseases, other viruses, bacteria, or allergens because their increased healing fights them off very quickly.
Sharp Claws and Teeth: Your kicks, punches, and bite cutting/thrusting/crushing damage. This gives the character an additional +5 points to unarmed combat damage.
The Delirium: A special form of horror; humans who see werebeasts are panicked, and lose some if not all of their memory of seeing the werebeast afterwards. However, the potency of the Delirium is based on the human's willpower (Endurance); a strong willed human will be affected less than a weak willed human.
While character is in humanoid form they still emanate a sense of dread that causes others to keep a distance. In addition this skill gives a +2 to intimidation rolls.
Halt the Coward’s Flight: The Werebeast may slow a fleeing (not charging) foe, making them easier to catch. The player rolls against their opponent to determine success. If the roll succeeds, the target’s speed is halved for one scene.
May use -
1 time at skill level 60
2 times at skill level 70 - 80
3 times at 90 and above
Hidden Killer: Werebeast haven’t survived for so long without learning ways to conceal themselves. This ability allows a werebeast to leave behind no physical evidence that would betray their hand (or claws, or teeth) in a slaying. It also makes them impossible to catch on camera or any other visual recording device unless they allow it.
After a battle, the wounds alter themselves so that they resemble stabbing or slashing injuries rather than bite or claw marks. Any peripheral damage (smashed furniture, for example) remains as it was, but all forensic evidence such as hair, saliva, or blood from the werebeast's body disappears from the scene.
Darkvision: The extraordinary ability to see with no light source at all, up to 60 feet. The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure. However; everything is seen in black and white only
This skill does not allow characters to see anything that they could not see otherwise - invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a character to gaze attacks normally.
The presence of light does not spoil darkvision. If a character has darkvision with a 60-foot range, and he stands within a 30-foot radius of light, the character can see normally in the light, and 30 feet beyond the light because of his darkvision.
Skills require a 90 or above in Racial skill. Player can choose only two.
Werebeast Rage: Highly stressful or anger provoking situations make you lose control and go berserk. Character may attempt to suppress their anger and avoid frenzying by rolling a 1d100, if successful they are able to control themselves. If the character fails they go into a rage. In berserker mode the character must roll to see who they attack, friend or foe doesn't make a difference. While overcome with rage all attacks gain a +10 bonus until they are either calmed by someone else (magically or by other means) or the frenzy wears off.
Number of times this may happen in a session is dependent on the character’s racial skill points.
1-50 = max 5 times per session
51-70 = max 3 times per session
71 and 90 = max 2 time per session
91and above = Character has overcome it completely through sheer willpower