Werecreatures

Part man, part beast, werecreatures are cursed - or, depending on who you talk to, blessed - with sometimes uncontrollable transformations into a hybrid bestial form. The condition, called therianthropy, is transmitted by a bite from a transformed werecreature, but can also be passed down from parent to child. Views on werecreatures vary; in some places they are discriminated against and viewed as violent beasts. Other societies respect and revere them. So too do the werecreatures themselves have differing views - some seek out medical intervention to stop ‘the beast’ from taking over, while others embrace this aspect of themselves.

PHYSICAL DESCRIPTION

Werecreatures may be of any race except cyborg or vampire. In their normal state, it is impossible for a non-werecreature to tell that someone is a werecreature. They show no outward signs of their nature, but do possess enhanced senses based on their animal form as well as the ability to determine, through pheromones and other subtle cues, whether or not someone else is a werecreature. They are naturally immune to both strains of the vampire virus.

Their defining trait is their transformation into a bestial form. The werecreature's first few transformations after being turned are uncontrollable and painful and often traumatic. Over time, the werecreature can gain more control over their transformations, both to be able to transform at will and to reduce the pain and shock associated with transforming. A drug, theriadine, can be taken to suppress transformations with near 100% reliability. The downside is that this drug is both expensive and addictive.

A werecreature's bestial form varies significantly. Commonly, they are all mammalian predators, with the majority of werecreatures being wolves. However, there are those with traits of big cats, foxes, bears, and other animals. Werecreatures do not shift completely into an animal form. They turn into a bipedal hybrid with traits of both their original form and animal. They grow in height and muscle mass, develop sharp claws and teeth, and grow large patches of fur especially on the arms, face, and back. Their facial features shift as well, particularly the nose, mouth, and ears, to resemble more of their animal side.

Therianthropy is spread via bite by a transformed werecreature that breaks the skin. It cannot be spread by an untransformed werecreature. The victim of the bite can avoid turning into a werecreature if they seek appropriate medical treatment within an hour of being bitten. Otherwise, they will suffer a high fever for several hours. The fever then subsides, and the victim's first transformation will be triggered after they attempt to sleep.

Werecreatures can reproduce. If one parent is a werecreature there is a 50% chance that the child will be a werecreature. If both parents are werecreatures there is a 100% chance. In order for a werecreature to carry a child to term, they must suppress their transformations by will, by magic, or by taking theriadine.

A child who is born a werecreature will not begin to transform until they reach puberty. Werecreatures who are born instead of turned have more control over their transformations and adapt quicker to the pain. All werecreatures are much stronger and faster when transformed, but their mental faculties are impaired and they operate on instinct and unbridled emotion.

CULTURE

There is a deep cultural divide between city-dwelling werecreatures and those from rural areas. In Midnight City in particular, werecreatures are often scapegoated for the various crimes and horrors present on its streets. Those in power seek to keep people divided along species lines, and werecreatures happen to scare the masses enough to be useful for this purpose. This leaves many urban werecreatures with not only a chip on their shoulder and a deep distrust of others, but it reinforces the negative emotions they feel about their condition: that they're beasts or monsters, something separate from normal society. For some, it makes their transformations even more painful and traumatic. For others, they embrace the beast and decide to become the monster that people think they are.

Rural werecreatures, on the other hand, often have a much more harmonious existence with their animal side. There are many settlements, religions, and groups out in the Stateless Lands that not only accept werecreatures, but view them as guardians or honoured members of their society. These werecreatures are able to embrace the beast in them without themselves becoming monsters, thus having more controlled and far less painful transformations. Rural werecreatures are also far more likely to start families, for they don't fear or despise their nature and don't see it as a curse that will be passed to their children. In fact, long family lines of werecreatures are not uncommon in these regions. Entering Midnight City, however, is a brutal culture shock.

What is common to both types of werecreature is an innate instinct to band together with others of their kind. For city-dwellers, it can be a matter of survival. These 'packs' don't necessarily have a formal hierarchical structure, but they are integral to instructing new werecreatures on how to manage their condition and navigate a world that hates and fears them. Solo werecreatures do exist, but their solitary lifestyle can prove exceedingly difficult and mentally straining.

TRAITS

Base Evasion: 12

Animal Senses: Choose two of the Enhanced Senses general skills: Smell, Hearing, Sight, Balance.

15 DMG to base HP upon skin contact with pure silver

SPECIES ABILITY

Shift: The werecreature shifts into their beastial form as a bonus action. This transformation lasts for the duration of combat or 15 minutes (GM discretion).

They receive: +2 to strength and dexterity rolls when transformed, -2 to intelligence and willpower rolls when transformed. Melee damage is increased by +10 DMG per attack.

The werecreature can shift back to their normal form as a free action. They may shift once per quest/duel.

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