Savage Worlds – Ravenloft Adventure

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I put together a short module set in Ravenloft but using the Savage Worlds rules (for the review that starts this week). It’s fairly straightforward, suitable for a demo scenario, and includes pregen characters and a rules summary. You can get it here.

The village of Steinberg has experienced a troublesome last few decades. A quiet farming community, it has become more and more insular. There is no inn, there is no government to speak of, there is just a small hamlet of people that work their fields by day and are careful to lock themselves in their houses by night. They never discuss the strange anemia that seems to afflict those with inferior locks or the events of fifty-three years ago that make them believe that their lot is only what they are owed…

Camarillaville, part 2

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Continued from last week…

Pathways Chart

The pathways chart for Camarillaville is here as a pdf.

The chart only goes to the Embrace (replacing the life changing event) and drops one step from the typical Smallville chart (as there’s less focus on the early teen years than in a TV show about teenagers). All increases should be similar to the Smallville values (with the notable addition of a couple more value increases to make up for using seven values instead of six).

Note that, since the chart only goes to the Embrace, you may wind up with few vampire connections and a lot of mundane connections, resulting in a game where the player characters became vampires but keep haunting their old life. This is a perfectly valid way to play, but, if you’d like to have a more Kindred-focused gameplay experience, you should encourage your players to add extras and locations that, in hindsight, turn out to have been part of the undead society that would eventually draw them in (e.g., “Mr. Stein, my father’s boss” turns out to be “Eckhardt Stein, Ventrue Elder”).

If you want to run chargen past the embrace, feel free to use the second page of the chart in Smallville verbatim or as a basis for expanded events that make sense for your game (i.e., there’s sufficient variation in Vampire chronicles post-Embrace that I couldn’t come up with a one-size-fits-all chart).

Pathway Descriptions

Note: Just like in normal Smallville, player characters should typically step directly down to the next level or to either side (wrapping at the edges), unless the GM agrees that your backstory makes sense to jump. For example, a Poor childhood may lead to a Bully’s youth and an Executive adulthood before finally receiving a Toreador embrace. Conversely, a Rich child is unlikely to become a Creative youth, a Creative youth likely won’t become a White Collar adult, and a White Collar adult isn’t often the kind to receive a Brujah’s embrace.

Childhood

Childhood represents the character’s origin and early years, ending at some point in school that marks a transition in the character’s personality.

  • Rich:
    • Your character was born comfortably upper class (possibly even very wealthy and connected) and you wanted for nothing. You might not have had the most attentive parents or enduring friendships, however.
    • Suggested Distinction: Connected, Cosmopolitan, Family Reputation, Manipulative, Wealthy
  • Cherished:
    • Your family was reasonably well off, and possibly wealthy, and doted on you. Likely you were attractive, showed an early skill at athletics, or were simply an only child. You never felt unloved… but were perhaps a good bit spoiled.
    • Suggested Distinction: Athletic, Attractive, Cosmopolitan, Likeable, Manipulative
  • Gifted:
    • You showed an early talent for the arts that defined your childhood. Your family was likely middle class, but gave you the resources necessary to try to improve your gift (whether or not you were as excited as your parents…).
    • Suggested Distinction: Agile, Attractive, Clever, Connected, Daring, Military Brat, Observant
  • Bright:
    • You were always very intelligent, and/or had a family that encouraged your intellectual growth from an early age. You were very likely branded a nerd soon after starting school.
    • Suggested Distinction: Backhanded, Clever, Genius, Mastermind, Military Brat, Not Born Yesterday, Occult Knowledge (replaces Extraterrestrial Knowledge)
  • Orphan:
    • You lost or were abandoned by your parents at an early age, and either entered the system or were pawned off on relatives that couldn’t bring themselves to care for you as real parents.
    • Suggested Distinction: Backhanded, Fast Talker, Guilty, Impulsive, Observant, Savage, Sneaky, Willful
  • Poor:
    • Your family was decidedly working class and often had trouble making ends meet or getting you the best education.
    • Suggested Distinction: Athletic, Big-Hearted, Daring, Fixer, Military Brat, On a Mission, Savage, Sneaky
  • Abused:
    • Your parents or guardians were jerks who physically and/or emotionally abused you. Perhaps they were trying to force you to fulfill their own dreams, or maybe they just were bad people unprepared to have a child.
    • Suggested Distinction: Agile, Athletic, Attractive, Family Reputation, Guilty, Military Brat, Observant, Savage, Sneaky, Vicious

Youth

Youth represents much of the character’s school age, outlining the process of becoming defined more by one’s peers than one’s background.

  • Wealthy:
    • With access to resources beyond those available to other children, you became known for dressing well and throwing parties. As time passed, you may have begun to wonder whether you had any friends that liked you for more than your money.
    • Suggested Distinction: Connected, Cosmopolitan, Family Reputation, Manipulative, Mastermind, Smartass, Wealthy
  • Popular:
    • Due to some combination of good looks, athletic skills, family background, and winning personality, you managed to float to the top of the school hierarchy. Even years later there may still be peers that remember you fondly.
    • Suggested Distinction: Agile, Athletic, Attractive, Backhanded, Big-Hearted, Connected, Cosmopolitan, Likeable, Manipulative, Right Place/Right Time, Shameless Flirt, Wealthy, Vicious
  • Creative:
    • The life of an arty kid is one forever in the middle of the social hierarchy. You likely spent most of your school years hoping that your talent would be one of the ones considered cool this year.
    • Suggested Distinction: Agile, Attractive, Big Sister, Clever, Connected, Daring, Gearhead, Hacker, Martial Artist, Observant
  • Smart:
    • There are very few schools where being a nerd or a geek isn’t a social death sentence. You were one of the kids whose genius destined her for great things… after enduring years of peer rejection.
    • Suggested Distinction: Backhanded, Big Sister, Clever, Genius, Hacker, Investigator, Mastermind, Not Born Yesterday, Observant, Occult Knowledge (replaces Extraterrestrial Knowledge), Smartass
  • Outcast:
    • You found your role in school to be highly indistinct: not wealthy or sociable enough to be popular and without the proclivities to fit into one of the other cliques. You spent a lot of time as a loner.
    • Suggested Distinction: Backhanded, Fast Talker, Guilty, Gearhead, Hacker, Impulsive, Investigator, Not Born Yesterday, Observant, Savage, Smartass, Sneaky, Willful
  • Tough:
    • You were one of the kids that was tough enough not to be messed with and possibly good at sports, but you missed popularity for some reason. You were a prime candidate for shop class or JROTC.
    • Suggested Distinction: Athletic, Daring, Fixer, Gearhead, Guilty, Impulsive, Marksman, Martial Artist, On a Mission, Smartass, Soldier
  • Bully:
    • You were one of the kids that maintained your own position by keeping others down. It’s a hard, socially Darwinistic road, but you wouldn’t have had it any other way.
    • Suggested Distinction: Athletic, Backhanded, Daring, Fixer, Guilty, Impulsive, Manipulative, Martial Artist, Right Place/Right Time, Savage, Sneaky, Vicious

Adulthood

Adulthood represents the time between school and the Embrace (and can, obviously, be a largely variable time depending on whether you were taken right out of college or late in your career). If you were quite young when Embraced, this might represent the career you had been planning for and now may never have.

  • Executive: Your career is one where you were on the fast track to money and connections: banking, finance, law, politics, upper management, etc.
  • Artist: You found yourself in a career where you actually make money doing something creative; either you’re actually making money as an independent artist or are a skilled collaborator at a bigger company.
  • Academic: You very likely never left college once you graduated, but simply started accumulating more degrees until finding yourself in a classroom. If you aren’t a professor, you do something closely related to research and education.
  • Scientist: The counterpart to the academic, you may actually be a research scientist or may, instead, be in a highly technical field such as medicine, engineering, or computer science.
  • White Collar: Your life is one of cubicles and office chairs: middle management, clerical, support, sales, or something else that requires a bit of an education and a deep desire for a steady paycheck and benefits.
  • Blue Collar: Your life is one of labor and service: to the line, to the site, or to your city or country. You might not have a leather chair or private office, but neither do you have the spreading rear end and stress levels to match.
  • Criminal: You’ve decided that the whole system is designed to keep you from your goals, and you’re working around it. Maybe you run with a gang, maybe you have a racket just you and a partner, or maybe you quietly skim money off of a white collar bank account.

Embrace

At some point a Camarilla vampire with permission to sire decided that you deserved immortality (or just that she wanted to own you forever…). Perhaps she was an old family friend that had been watching you for years. Perhaps she noticed your talent and couldn’t bear to see it fade with age. Or maybe you were just chanced into the right situation where she impulsively decided that you should live forever.

It’s assumed that the player characters will be embraced around the same time, but there may be some discrepancy if it’s necessary for certain backstories. Regardless, make sure that all relationships to other PCs are filled in at this stage, as all characters will quickly meet one another in the insular Kindred society. Whether they like one another enough to become a coterie is far less certain than in a traditional Vampire game…

Make sure to generate an interesting extra for your character’s Sire, and connect her back to other PCs or elements if at all possible: this relationship is likely to drive your early play in Camarillaville as you uncover the drives that convinced her to make you immortal and what that means for your role in the city as a whole.

Camarillaville, part 1

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  1. The pathways map you generate as part of character creation in the Smallville RPG looks remarkably like the old politics maps in Vampire: the Masquerade city books. Coincidence… or opportunity?
  2. Heroic values don’t map very well to a vampire game… but the original seven Camarilla clans map pretty well to the seven deadly sins…

Overview

For those that didn’t read the review linked above or my own, the Smallville RPG is one of two TV-licensed games released by Margaret Weis Productions last year (the other is Leverage). While it’s based on the show Smallville, and uses that for its examples, it’s really a game engine designed around the idea of making interpersonal (and interparty) drama the focus of the rules. Physical conflict is just one of several methods of hurting people in a numerical manner, player characters are intended to have conflicting goals (and sometimes be directly antagonistic), and the GM is mostly there to stir in threats and opportunities to give the PCs fodder for drama. Most importantly, success is less about how skilled you are and more about whether the conflict is something you care about (because it includes relationships and values that you feel strongly about). Obviously, that’s a good list of concepts for running a game that feels like a TV drama with an ensemble cast of several top-billed actors. But, with a few minor tweaks, it may also be ideal for hitting a lot of the game elements of V:tM…

Major Changes

Values (Sins)

The biggest change to the system is that the Smallville values (Duty, Glory, Justice, Love, Power, Truth) are replaced with the seven deadly sins. Player characters can be expected to have much more laudable interpretations of these values, but, in the end, you’re a parasite feeding on the neck of humanity, perpetually hiding and manipulating to preserve an existence reliant on the blood of others. No matter how you dress it up, your baser urges have a pretty dramatic say in what you’re doing.

  • Roll Envy when your motivation in the conflict is to live up to the ideals of someone you feel is better then you… or to spite someone who has something you don’t have. If no other value seems appropriate, Envy can also be used for stealth-related challenges (because Nosferatu are sneaky).
  • Roll Gluttony when your motivation in the conflict is to sate your physical needs: generally this is an urge to feed, but it also covers anything that makes you feel good physically (including getting into a fight not because you’re angry, but just because you enjoy the thrill). If no other value seems appropriate, Gluttony can also be used for athletics-related challenges (because Gangrel keep active).
  • Roll Greed when your motivation in the conflict is to gain something for yourself (typically of permanent value): this is generally something that you feel will be useful to your in the long term (if it’s just useful in the short term, it’s probably Gluttony or Lust… or Envy if you’re just taking it so someone else can’t have it). If no other value seems appropriate, Greed can also be used for academics-related challenges (because Tremere are educated).
  • Roll Lust when your motivation in the conflict is to sate your psychological needs: generally this is an urge to be loved or otherwise appreciated, but it may involve going after something that will make you feel good emotionally in the short term. If no other value seems appropriate, Lust can also be used for seduction- and impression-related challenges (because Toreador are alluring).
  • Roll Pride when your motivation in the conflict is to prove your superiority over someone else and prove that you’re the better person (or monster); since this could theoretically apply to almost anything for prideful characters, any other appropriate value should be considered as motivation first before pure pride is the dominant value. If no other value seems appropriate, Pride can also be used for diplomacy- and leadership-related challenges (because Ventrue are manipulative).
  • Roll Sloth when your motivation in the conflict is to not be involved in the conflict: you have no other agenda beyond not submitting to the opponent’s agenda or not being bothered in the first place. If no other value seems appropriate, Sloth can also be used for perception-related challenges (because Malkavians are aware).
  • Roll Wrath when your motivation in the conflict is anger: you are pissed off in general and that’s driving your behavior or you specifically hate the opponent. If no other value seems appropriate, Wrath can also be used for violence-related challenges (because Brujah are dangerous).

New Stress (Hunger)

All Vampire player characters have a new stress track: Hunger.

  • Hunger cannot drop below d4.
  • Step up Hunger each night when the character rises.
  • Step up Hunger every time the player uses Regeneration (as described below).
  • Step up Hunger if a discipline Ability was used in a contest and the die with the highest result is higher than current Hunger (e.g., if a discipline was used and the highest roll was 6 on a d8, you would step up Hunger d4 or d6 but not d8, d10, or d12).
  • Hunger cannot generally be increased by other characters.

A player may choose to Give In on any conflict to go feed, stepping down Hunger (and this will probably not have in story consequences unless the player is in an area where it’s difficult to find prey). If a scene involves an ability to feed on screen, the player may recover Hunger down to d4 at GM discretion (but this may have in story consequences, depending on who the victim was and who saw the feeding). If a character Stresses Out due to Hunger, this generally involves completely losing control and feeding in a way that will have severe in story consequences.

Note: Stressing Out in any way can often mean the character loses control to the beast within and does something really terrible.

Abilities (Disciplines)

All Vampire player characters gain the Regeneration ability at d4. As noted above, using it increases Hunger in addition to the plot point cost.

In addition, players may develop one or more of the following disciplines. It comes with a basic (always active) capability that generally does not require any kind of roll and an Ability. Some disciplines may allow you to purchase additional Abilities as well.

  • Animalism:
    • You do not cause animals nearby to freak out (most vampires get an unpleasant response from animals).
    • Gain Ability: Animal Control at a rating equal to this discipline.
    • Once this is at d8 or better, you may purchase Insect Control as an additional ability (starting at d4).
    • Once Insect Control is at d8 or better, you may purchase Wall Walking as an additional ability (starting at d4).
  • Auspex:
    • You can read auras or otherwise get a general empathic sense of the emotions of others and whether they are supernatural.
    • Gain Ability: Super-Senses at a rating equal to this discipline.
    • Once this is at d8 or better, you may purchase Telepathy as an additional ability (starting at d4).
    • Once Telepathy is at d8 or better, you may purchase Astral Projection as an additional ability (starting at d4).
  • Celerity: 
    • If the order of events in a scene is important, the character with the highest Celerity automatically goes first.
    • Gain Ability: Super-Speed at a rating equal to this discipline.
    • Once this is at d12, you may purchase Time Control as an additional ability (starting at d4).
  • Dominate:
    • If you defeat a target in a social conflict and deal stress, you may have them forget the conflict instead of dealing the stress.
    • Gain Ability: Paralysis at a rating equal to this discipline.
    • Once this is at d12, you may purchase Possession as an additional ability (starting at d4).
  • Fortitude:
    • You may endure sunlight for a few seconds (long enough to run from cover to cover) before you begin accumulating stress.
    • Gain Ability: Invulnerability at a rating equal to this discipline.
  • Obfuscate:
    • Most mortals don’t notice or consciously remember your features: they won’t notice if you’re hideous (like a Nosferatu) or be able to describe you later, but will recognize you on subsequent meetings.
    • Gain Ability: Invisibility at a rating equal to this discipline.
  • Potence:
    • You may perform feats of strength to the maximum of human capability (without increasing Hunger).
    • Gain Ability: Super Strength at a rating equal to this discipline.
  • Presence:
    • A character must have Wrath equal to or greater than your Presence or spend a Plot Point to initiate a physical conflict with you.
    • Gain Ability: Mind Control at a rating equal to this discipline.
    • Once this is at d10, you may purchase Dream Control as an additional ability (starting at d4).
  • Protean:
    • You can see in the dark and track by scent.
    • Gain Ability: Claws at a rating equal to this discipline.
    • Once this is at d8, you may purchase Shapeshifting (animals only) as an additional ability (starting at d4).
    • Once Shapeshifting is at d8 or better, you may purchase Body Transformation (gaseous form only) as an additional ability (starting at d4).
  • Thaumaturgy:
    • You can understand most magical writings. If you taste blood, you can get a general idea of the character or creature it came from.
    • Gain Ability: One *kinesis ability of your choice.
    • Once Thaumaturgy is at d8 or better, you may purchase an additional, different *kinesis ability of your choice (starting at d4).
    • Once Thaumaturgy is at d12, you may purchase another additional, different *kinesis ability of your choice (starting at d4).

Clan Flaws

Each clan has a flaw. This is generally a situation in which the GM can automatically generate complications without paying the player a Plot Point (or come up with a non-system story problem when it comes up outside of a dice roll).

  • Brujah are uncontrolled. They always generate complications when their Anger Stress is being used against them. They also generate free complications when in a situation where patience is a virtue.
  • Gangrel are animalistic. They always generate complications when rolling Wrath (generally revolving around doing something obviously bestial). Being Stressed Out from Anger leaves the character with a permanent bestial feature.
  • Malkavians are insane. They always generate complications when trying to persuade others (as their madness can be off putting and unpersuasive). Being Stressed Out generally results in a surge of the character’s particular madness.
  • Nosferatu are monstrous. They always generate complications when mortals are in the scene (Obfuscate protects against the worst of their hideousness, but something in the back of the mortal’s mind recognizes that the character is wrong).
  • Toreador are aware. They always generate complications when rolling Sloth or Greed (generally involving becoming fixated on something interesting).
  • Tremere are cloistered. They always generate complications in any Location not connected to them on the map (as they’re out of their comfort zone).
  • Ventrue are obvious. They always generate complications whenever their Hunger Stress is at d8 or higher (generally involving becoming distracted by hunger or fixated on a preferred type of prey).

Next week I’ll post the pathways chart and explanations of the steps.

Dresden Files Homebrew: Racial Perks

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Originally posted January 2009

This one is perhaps the most Dresden-specific. I had previously provided Fate-specific pricing for these traits, but the relative value of each trait will vary from system to system, so price as you will.

Wizard

Not a race per se, a wizard is anyone who possesses a natural facility with magic, expressed as a Power trait (called Wizardry, here).

Wizards can purchase the full range of occult skills and advantages and use them to cast magic. The higher the character’s Wizardry rating, the more likely he or she is to inadvertently destroy nearby technology in a stressful moment. As a general rule of thumb, the character has a hard time using any technology developed more recently than a decade per level of wizardry with any safety at all. Many wizards play it safe and assume that anything newer than the 1920s will explode at the worst moment.

If the system has a specific expendable trait linked to Wizardry (e.g., Quintessence), it refills to after every night’s sleep and can be recovered during periods of strong emotion.

Knight

This race is intended for characters such as Knights of the Cross, but also can be used for very talented, dedicated secular individuals such as Murphy.

A knight is a mortal imbued with the ability to direct purpose or faith to nobler ends. The most well known knights are the Knights of the Cross, but any mortal with the ability to direct faith to occult ends can be considered a knight. The character buys the powers below a la carte as advantages. Abuse of the power for selfish ends can make it fail or can result in losing it altogether.

  • Dedication/Called to Serve – The character has a Faith/Purpose trait that can be used to power other knightly abilities or for any other standard uses of Faith in the setting. Price this trait at whatever is reasonable for the rules set.
  • At Peace with the World/All God’s Creatures – Any natural animal (that isn’t being supernaturally controlled) will never attack the character unless the animal feels seriously threatened. The character’s Purpose/Faith trait can be used as a skill to convince friendly animals to take actions slightly beyond their normal capabilities or intelligence.
  • Instincts/Right Place – The character can spend a point of Purpose/Faith to get an impression of where he or she needs to go next to achieve a defined goal. If the scene stops focusing on the character, he or she can spend the aspect point to re-enter another scene when needed.
  • Intent/Right Time – The character can spend a point of Purpose/Faith to get an impression of when a particular event will occur or to show up in time for something that it seems improbable that the character could make.
  • Determination/Shield of Faith – The character can spend a point of Purpose/Faith to add his ranks in that trait to his armor rating for one attack, after the attack has been rolled.
  • Iron Will/Higher Authority – The character adds his or her Purpose/Faith rating to rolls to resist all attempts to influence his or her mind or soul supernaturally. The power rating can even be rolled against powers that wouldn’t normally allow resistance. This ability does not prevent the character from being manipulated by mortal means.

The Purpose/Faith pool refills to full after every downtime and can be recovered when a test of the character’s purpose or faith is passed. In addition to the powers above, points can be spent on any roll that is directly related to a mission that the purpose or faith made unavoidable.

Finally, the trait can be rolled when channeled through a symbol of the character’s beliefs to drive off or harm supernatural creatures that are weak to such faith.

White Court Vampire

White court vampires are mortals that, from birth, form a symbiotic relationship with a non-sentient Nevernever entity typically referred to as the Hunger. They need to drain the psychic energy from other subjects via strong emotions, and court families break by their preferred emotion (the Raithes use lust, the Malvora prefer fear, etc.). Their skin and blood is pale.

All members of the race have an expendable trait called Hunger. When spending points of Hunger, their eyes turn white and they radiate cold. Despite these unnatural occurrences, White Court vampires are not harmed by the sun, are not harmed by faith anywhere near the levels of other vampires (though powerful manifestations can still harm them), and they have a soul. Conversely, their dependency on creating and feeding on impure emotions leaves them vulnerable to pure love. They have no ability to use occult powers to influence the thoughts of someone in love (though amplified beauty may be enough to have some effect) and cannot feed on such an individual without burning themselves (It is unclear in the books whether this is specific to the Raithes’ use of lust, and whether the Malvora might have a similar weakness to courage).

White Court vampires treat the system’s attractiveness advantage as two points higher than it is naturally. By spending Hunger, this rating can be made temporarily even higher on a one for one basis. The character can dominate a target with this unearthly beauty: if the character focuses on a particular subject, the target must make a contested roll of an appropriate resistance trait against the character’s current appearance rating to take any offensive action or to resist the character’s sexual advances.

The two points of extra attractiveness plus any gained from Hunger expenditures can even be used to seduce targets that wouldn’t normally be attracted to the character. However, a character seduced in this way will often feel violated; it is often more expedient to seduce the target via mundane means.

Again, Malvora vampires may be able to become more terrifying rather than attractive. It is unclear from the current books.

The character can exert minor mind control upon subjects that he or she has fed upon recently or often and can generally get a good idea of the location of a subject that has been fed upon repeatedly (this connection works both ways). When dealing with the vampire, reduce the subject’s resistance trait by the number of times the character has fed upon him or her (to a minimum of 0). The character rolls Hunger to make mental commands (these are almost always audible and in close proximity, not psychic or at range).

The Hunger is recovered by feeding on the emotions of a seduced or otherwise dominated subject. The character must have physical contact, and must advance to intimate contact to take more than a single point from a target. The vampire can generally take a number of points from a target equal to that target’s willpower-related trait before he or she becomes brain damaged, insane, or dead. If the character ever runs out of Hunger points and is not able to feed immediately, he or she quickly becomes irritable and will go insane or lose control of the hunger if the emptiness persists long enough.

In addition to amplified appearance, the vampire can spend Hunger points for bonus or extra success on any physical or social roll. He or she can also spend a point of Hunger to heal a wound of their choice (only once per turn).

Without spending Hunger, White Court vampires heal at the speed of a human multiplied by their Hunger level.

Werewolf

Werewolves are mortals that use a specialized magic spell to transform into the form of a wolf. Foregoing standard thaumaturgic techniques, they internalize the spell until they can shift back and forth with little effort. Though they take the form of a wolf, werewolves gain none of the instincts that go with the body. This means they do not risk being trapped in a feral state, and can use their full human intelligence, but they must learn the form from scratch.

Werewolves use an expendable trait called Instinct. This trait is restored to full after a good night’s rest, but cannot be increased in any other common way. Roll a simple test of Instinct to change forms; the roll total subtracted from 10 is the number of seconds it takes to change forms.

Instinct points can be spent on any physical roll when in wolf form, and on sense-based rolls.

In wolf form, a werewolf is assumed to have second tier weapons and armor (equivalent to short sword damage and leather armor), and can smell and hear better than a human as well as moving somewhat faster. Werewolves using pack tactics and taking advantage of a large target can gain additional bonuses in combat.

Werewolves do not heal any faster than a normal human does.

Lycanthrope

A lycanthrope is a human that is a natural channel for a spirit of bestial rage. From birth, they are very much like animals in human bodies with human intellect. They are stronger and faster than humans and heal quickly.

Lycanthropes use Instinct, much like werewolves. This trait is restored to full after a good night’s rest, but cannot be increased in any other common way. Roll a simple test of Instinct to cow other lycanthropes and natural predators, or to scare away prey. Instinct points can be spent on any physical roll and on sense-based rolls. They can also spend a point of Instinct to heal a wound of their choice (only once per turn). Without spending aspect, lycanthropes heal at the speed of a human multiplied by their Insticnt level.

A lycanthrope has no natural weapons, but does have senses somewhat greater than a human.

The GM can offer a lycanthrope player refreshed Instinct for succumbing to violent urges when in an emotional state.

Changeling

Changeling are children born to one mortal and one fae parent. Typically, they have a normal mortal childhood and awaken their fae natures at puberty. The fae side calls stronger and stronger over the years, and ultimately the changeling must decide whether to become a full mortal or a full fae. Until that choice is made, the changeling is beholden to the same court and chain of command as his or her fae parent.

Changelings use an expendable trait called Wyld. This trait is restored to full after a good night’s rest and can be recovered when spending time in Faerie.

Pick a single archetypal quality such as great strength, beauty, or ability with machines and crafts. Wyld points can be spent on any roll related to this archetype. Additionally, a point can be spent to invoke a special effect related to this archetype that isn’t normally possible with related skills (such as crashing through a wall, entrancing someone with beauty, or making a
seemingly impossible device).

Unless it is part of their archetype, changelings do not heal any faster than a normal human does.

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