And not the Uratha kind, either.
This uses some parts of my GMC Skin-Thieves update, mostly in the realms of Aspect costs.
Namely:
Imitate Gift, Restricted Change, and Spirit Affinity are no longer a thing. They are replaced by:
Totemic Animal (•): This aspect is reserved for Skin-Thieves with a closer relation to the Spirit World; their connection to their totem animal is usually more metaphorical than that of their counterparts. A Skin-Thief with this aspect gains the benefits of the Omen Sensitivity merit regardless of their form, with the "omens" all being related to their totem animal in some way; a wolf Skin-Thief might smell fear on the wind, while a shark Skin-Thief might taste blood in the water from their faucet. In addition, the Skin-Thief has an Honorary Rank of 1 as long as they are in their other shape; if any of their Numina have an effect or limit based off of their Rank, use their Honorary Rank instead.
Beast Numen (••): [Requires Totemic Animal] This Aspect grants the Skin-Thief knowledge of a single Numen whenever they are in their other form; Numina must be tied to their animal in some way, either literally or metaphorically. A shark Skin-Thief might gain the ability to smell blood from a mile away (the Seek Numen), while a cat Skin-Thief might gain the ability to eat someone's breath (the Drain Numen). This Aspect may be selected multiple times, gaining a different Numen each time.
Skin Thieves gain access to the unique Circle of Life Numen.
Ban (- ••): A Skin-Thief with this Aspect gains a Ban as if they were a Rank 1 Ephemeral Being; usually, this Ban in some way restricts or forces their shape-changing. A Skin-Thief with this Aspect can be Researched as if they were a Spirit.
Bane (- ••): A Skin-Thief with this Aspect gains a Bane as if they were a Rank 1 Ephemeral Being; this Bane is usually thematically linked to their totem animal in some way, shape, or form. A Skin-Thief with this Aspect can be Researched as if they were a Spirit.
Dread Power (•+): The Skin-Thief gains a dot of Dread Powers related to their totem animal for each dot placed in this aspect; they have access to these Dread Powers regardless of their current form.
Rejuvenating Change and Skillful Change are also tweaked:
Rejuvenating Change (•• or ••••): Some Skin-Thieves have learned how to leverage their shapeshifting capabilities to help themselves heal; a Skin-Thief with 2 dots in this Aspect may downgrade a Health Level of Lethal damage to Bashing damage, or instantly heal one Bashing damage, as part of the change into either animal form or human form (chosen upon taking this Aspect). If they have the 4 dot version of this aspect, they may apply this benefit whenever they change into either of their forms.
Skillful Change (•) only allows you to shapeshift as a Reflexive action once per turn.
Additionally, Skin-Thieves get a dot of Potency instead of generic Supernatural Resistance; each type of Potency is specified as part of that Skin-Thief's "template". Regardless of the specifics of their Potency, Skin-Thieves increase their Essence pool by one for each dot of Potency they have past the first; this does not increase the amount of Essence they can spend in one Turn.
And, of course, they also get the free 3 dots of Merits for being Supernatural.
Skin Thieves and Integrity:
Due to the different fluff of Integrity vs. Morality, there has to be a little tweak here. Namely, Skin-Thieves in their animal form gain a +1 bonus on Breaking Point rolls if the Breaking Point was in line with how their totem animal behaves; however, they take a -1 penalty on all other Breaking Points, and treat acting "out of character" for their totem animal as a Breaking Point with a -1 to -3 modifier, depending on how grossly their "acting out" is.
It also requires a slight thematic expansion, but to be honest, I don't care that much
This uses some parts of my GMC Skin-Thieves update, mostly in the realms of Aspect costs.
Namely:
Imitate Gift, Restricted Change, and Spirit Affinity are no longer a thing. They are replaced by:
Totemic Animal (•): This aspect is reserved for Skin-Thieves with a closer relation to the Spirit World; their connection to their totem animal is usually more metaphorical than that of their counterparts. A Skin-Thief with this aspect gains the benefits of the Omen Sensitivity merit regardless of their form, with the "omens" all being related to their totem animal in some way; a wolf Skin-Thief might smell fear on the wind, while a shark Skin-Thief might taste blood in the water from their faucet. In addition, the Skin-Thief has an Honorary Rank of 1 as long as they are in their other shape; if any of their Numina have an effect or limit based off of their Rank, use their Honorary Rank instead.
Beast Numen (••): [Requires Totemic Animal] This Aspect grants the Skin-Thief knowledge of a single Numen whenever they are in their other form; Numina must be tied to their animal in some way, either literally or metaphorically. A shark Skin-Thief might gain the ability to smell blood from a mile away (the Seek Numen), while a cat Skin-Thief might gain the ability to eat someone's breath (the Drain Numen). This Aspect may be selected multiple times, gaining a different Numen each time.
Skin Thieves gain access to the unique Circle of Life Numen.
Spiritual Den (••): [Requires Totemic Animal] A Skin-Thief with this Aspect may regain Essence while in an area Resonant with their totem animal; they must be in their animal form to regain Essence this way. Regardless, they can only gain 1 Essence for each full day they spend inside the Resonant area.
Circle of Life: By spending 1 Essence, a Skin Thief may treat one creature they killed as if it were their Totem Animal; the only restriction is that this only applies to animals they kill while in their animal form. If the animal in question is the natural prey of their totem animal, the Skin Thief may activate this Numen without paying the cost. This Numen is a Reflexive action to activate, and does not require a roll.
Ban (- ••): A Skin-Thief with this Aspect gains a Ban as if they were a Rank 1 Ephemeral Being; usually, this Ban in some way restricts or forces their shape-changing. A Skin-Thief with this Aspect can be Researched as if they were a Spirit.
Bane (- ••): A Skin-Thief with this Aspect gains a Bane as if they were a Rank 1 Ephemeral Being; this Bane is usually thematically linked to their totem animal in some way, shape, or form. A Skin-Thief with this Aspect can be Researched as if they were a Spirit.
Dread Power (•+): The Skin-Thief gains a dot of Dread Powers related to their totem animal for each dot placed in this aspect; they have access to these Dread Powers regardless of their current form.
Rejuvenating Change and Skillful Change are also tweaked:
Rejuvenating Change (•• or ••••): Some Skin-Thieves have learned how to leverage their shapeshifting capabilities to help themselves heal; a Skin-Thief with 2 dots in this Aspect may downgrade a Health Level of Lethal damage to Bashing damage, or instantly heal one Bashing damage, as part of the change into either animal form or human form (chosen upon taking this Aspect). If they have the 4 dot version of this aspect, they may apply this benefit whenever they change into either of their forms.
Skillful Change (•) only allows you to shapeshift as a Reflexive action once per turn.
Additionally, Skin-Thieves get a dot of Potency instead of generic Supernatural Resistance; each type of Potency is specified as part of that Skin-Thief's "template". Regardless of the specifics of their Potency, Skin-Thieves increase their Essence pool by one for each dot of Potency they have past the first; this does not increase the amount of Essence they can spend in one Turn.
And, of course, they also get the free 3 dots of Merits for being Supernatural.
Skin Thieves and Integrity:
Due to the different fluff of Integrity vs. Morality, there has to be a little tweak here. Namely, Skin-Thieves in their animal form gain a +1 bonus on Breaking Point rolls if the Breaking Point was in line with how their totem animal behaves; however, they take a -1 penalty on all other Breaking Points, and treat acting "out of character" for their totem animal as a Breaking Point with a -1 to -3 modifier, depending on how grossly their "acting out" is.
It also requires a slight thematic expansion, but to be honest, I don't care that much

Werewolves
Sometimes, people get power through research and study; they might get it as a gift, or at the end of toil and hardship.
Others get it torn into them through violence and pain.
The lycanthropic condition is passed on through many different means, but all of them require some exchange of bodily fluids. Regardless of how they gained the disease in the first place, victims always suffer a Breaking Point at a -2 penalty the first time they change; the event is deeply and personally traumatic, calling in to question who you are.
Unlike wolves, werewolves tend to be solitary; most simply want to be left alone so they don't hurt anyone else. If they do form connections to other werewolves, they are usually in the form of either familial bonds (you can't pick your family) or support groups, where victims attempt to come to grips with their changes so they can move on with their lives.
There are rumours that the government is working on a cure for lycanthropy; the more cynical of these gossips tend to follow that up with "yeah, a silver bullet to the head". Because, like it or not, it is rather difficult to keep a werewolf down once they've changed into their more bestial forms.
System:
The Werewolf Template
Werewolves are Skin-Thieves based around wolves; they gain the following Aspects:
Potency
Wolfblood: A werewolf adds their number of dots in Wolfblood to any rolls related to hearing or smell, as well as to all Animal Ken rolls concerning canids.
Thieving Aspect
Hunter/Killer (0): Werewolves don't find most of their changes to be particularly stressful; however, their first change tends to be a night of blood and pain, which tends to be a strain on the soul.
Talisman Aspect
No Talisman (4): Werewolves don't have trinkets or capes that help them change their shape. They just... can.
Skinchanger Aspects (Positive)
Animal Speech (1) OR Bare Necessities (1) OR Twisted Tongue (1): There seems to be several different "strains" of the Werewolf Condition, which each grant slightly different traits; depending on their "strain", they can either speak to wolves regardless of their current form, don't shred their clothing as part of their skinchanging, or can speak like a human in wolf form. This is referred to as the werewolf's "variable Aspect".
Beast Numen (2): Each "type" of werewolf also gains some small measure of mystical power, which varies from victim to victim. The werewolf selects one of the following: Beast Eyes (Canids only), Circle of Life, Pathfinder, Regenerate, Seek, Stalwart.
Fast Healing (2): Wounds tend not to "stick" to werewolves in their wolf form; they tend to be quick healers. A werewolf in wolf form heals damage at twice the normal rate.
Rejuvenating Change (2): A werewolf's two shapes are somewhat distinct; as such, some of the harm they take doesn't carry over. A werewolf's version of Rejuvenating Change applies when they shift from wolf form to human form.
Scentless Transformation (1): They smell like the wolves they are; as such, they are not subject to the same rules regarding to scent as a normal Skin-Thief.
Skillful Change (1): To a werewolf, changing shape is like flexing a muscle; it takes minimal time and effort. As such, they can change form as a Reflexive action.
Static Beast Shape (0): A werewolf always changes into the same wolf form, which ages and grows old at the same rate as their human form.
Totemic Animal (1): There are some signs that the werewolf "disease" might have a spiritual cause
Skinchanger Aspects (Negative)
Ban (-2): It might seem like a cliche, but werewolves must change into their wolf form after moonrise on a night with the full moon, and cannot change back into their human form until sunrise. They also gain the Bestial condition on the night of the full moon.
Bane (-2): Monkshood is repulsive to werewolves, and ruins their flesh with its terribly poisonous touch.
Tell (-1): Werewolves do not have a single, universal "tell"; however, it is usually obvious that they aren't natural. Their human form tends to develop more body-hair, curved fingernails, and a unibrow, while their wolf form tends to have human eyes and, in some cases, no tail.
Potency
Wolfblood: A werewolf adds their number of dots in Wolfblood to any rolls related to hearing or smell, as well as to all Animal Ken rolls concerning canids.
Thieving Aspect
Hunter/Killer (0): Werewolves don't find most of their changes to be particularly stressful; however, their first change tends to be a night of blood and pain, which tends to be a strain on the soul.
Talisman Aspect
No Talisman (4): Werewolves don't have trinkets or capes that help them change their shape. They just... can.
Skinchanger Aspects (Positive)
Animal Speech (1) OR Bare Necessities (1) OR Twisted Tongue (1): There seems to be several different "strains" of the Werewolf Condition, which each grant slightly different traits; depending on their "strain", they can either speak to wolves regardless of their current form, don't shred their clothing as part of their skinchanging, or can speak like a human in wolf form. This is referred to as the werewolf's "variable Aspect".
Beast Numen (2): Each "type" of werewolf also gains some small measure of mystical power, which varies from victim to victim. The werewolf selects one of the following: Beast Eyes (Canids only), Circle of Life, Pathfinder, Regenerate, Seek, Stalwart.
Fast Healing (2): Wounds tend not to "stick" to werewolves in their wolf form; they tend to be quick healers. A werewolf in wolf form heals damage at twice the normal rate.
Rejuvenating Change (2): A werewolf's two shapes are somewhat distinct; as such, some of the harm they take doesn't carry over. A werewolf's version of Rejuvenating Change applies when they shift from wolf form to human form.
Scentless Transformation (1): They smell like the wolves they are; as such, they are not subject to the same rules regarding to scent as a normal Skin-Thief.
Skillful Change (1): To a werewolf, changing shape is like flexing a muscle; it takes minimal time and effort. As such, they can change form as a Reflexive action.
Static Beast Shape (0): A werewolf always changes into the same wolf form, which ages and grows old at the same rate as their human form.
Totemic Animal (1): There are some signs that the werewolf "disease" might have a spiritual cause
Skinchanger Aspects (Negative)
Ban (-2): It might seem like a cliche, but werewolves must change into their wolf form after moonrise on a night with the full moon, and cannot change back into their human form until sunrise. They also gain the Bestial condition on the night of the full moon.
Bane (-2): Monkshood is repulsive to werewolves, and ruins their flesh with its terribly poisonous touch.
Tell (-1): Werewolves do not have a single, universal "tell"; however, it is usually obvious that they aren't natural. Their human form tends to develop more body-hair, curved fingernails, and a unibrow, while their wolf form tends to have human eyes and, in some cases, no tail.
Advancement
Werewolves may purchase additional dots of Wolfblood for 5xp, and the following Aspects for 2xp per Dot:
Beast Numen (2): A werewolf may purchase any of the following Numina:
Awful Presence (Beaten Down), Beast Eyes (Canids only), Circle of Life, Pathfinder, Regenerate, Seek, StalwartDread Power (1+): Werewolves may purchase dots of the following Dread Powers:
Beastly Command (Canids only), Beastly Summons (Canids only), Dead Flesh, Enhanced Senses, Flicker and FlashExtraordinary Subject (1): The werewolf gains an additional dot of Size and Strength while in their wolf form.
Increased Essence (2)
Resilient Form (1+)
Rejuvenating Change (+2)
Sense of Self (2): Sometimes, a particular werewolf gains a certain amount of inner balance with regards to their condition; they do not suffer the penalty to Breaking Point rolls due to being in wolf form, and reduce the penalty to Breaking Point rolls due to acting out of character by 1.
Spiritual Den (2): Werewolves consider places that resonate with "Wolf" to be an appropriate Resonance for this Aspect.
Strong Instincts (1): Some werewolves give in to their animal side when they become a wolf; they replace all of their Attributes except Intelligence with those of a wolf, and replace their Athletics, Brawl, Intimidation, Stealth, and Survival ratings with those of a wolf (including the wolf's specialities). They may spend 1 Willpower reflexively to instead use the better of their own Attribute and Skill ratings and those of the wolf; doing so means they have access to both their normal specialities and those of a wolf for the duration of the change.
They cannot choose to spend Willpower on this Aspect on nights they are forced to change due to their Ban.
Lycanthropy: The Werewolf Disease
Lycanthropy functions as a normal disease; the number of successful rolls to beat Lycanthropy is equal to the Wolfblood of the werewolf that infected them (referred to as their infector). Failed rolls against Lycanthropy do not cause damage; instead, the victim gains the Bestial condition if they don't already have it (this can circumvent the normal limits on how often a character can gain the Bestial condition). If the victim is still suffering from the Bestial condition on the night of the full moon, they gain the werewolf template and are forced to change as per the werewolf Ban.
On this first night, a werewolf lacks dots in Wolfblood, and lacks a Beast Numen and their variable Aspect; once the night is over, and they've turned back into a human, they gain 1 dot of Wolfblood and their infector's variable Aspect. Within the next few nights, they develop one of their infector's Numina as their Beast Numen, and both of their forms develop their tells.
On this first night, a werewolf lacks dots in Wolfblood, and lacks a Beast Numen and their variable Aspect; once the night is over, and they've turned back into a human, they gain 1 dot of Wolfblood and their infector's variable Aspect. Within the next few nights, they develop one of their infector's Numina as their Beast Numen, and both of their forms develop their tells.
I felt like doing this, OK? I might do Vampires as Blood-Bathers next, I dunno.
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