No announcement yet.

What's YOUR Custom Shifters?

  • Filter
  • Time
  • Show
Clear All
new posts

  • What's YOUR Custom Shifters?

    Okay, so there are books which explain how to create other types of shapeshifters besides Werewolves. Out of curiosity, I'd like to know what (if any) types of other shapeshifters some of the more experienced players have come up with.

    Not having access to War Against the Pure, I have not officially wrote up anything yet. but I'm personally interested in creating Giraffes, Frogs, Badgers, Moles, Seals, Walruses, and Skunks.

    And come on, who doesn't want to see Honey Badger in Gauru form taking on a Predator King?
    Last edited by Nyrufa; 05-14-2014, 01:28 PM.

  • #2
    People cursed to be snakes because they somehow violated the Karmic Wheel in a major way and are now tightly bound by the laws of Karma and Destiny; and ravens, who didn't die when they should, and now owe a huge debt to the dead.


    • #3
      Hmm, judging by your descriptions of them, it sounds like its possible for ordinary people to become shapeshifters instead of having to inherit it. If that's true, it gives me a great idea for a series of shifters who are based on the character Vices!


      • #4
        It's the World of Darkness. Anything is possible.


        • #5
          Alright, here's the idea I came up with. Not sure if its passable, but it could be considered a rough draft for what I had in mind.

          Beasts of Vice: In cultures which are less about honoring animals and more about fearing them, being a shapeshifter is considered more of a curse than a gift. The Beasts of Vice are not natural shapeshifters, it was not passed onto them through heredity. Instead, they were once ordinary people who were transformed into shifters by powerful spirits who represent one of the 7 Vices. Sometimes this change is willing, with spiritually enlightened humans forming a pact with dark forces they don't fully comprehend. However, it is also possible to force the change upon a mortal who has proven themselves incredibly devoted (although unwittingly) to the spirit in question.

          Regardless of how it happened, the Beasts of Vice are now bound to these malevolent spirits who take on the role of being their totem. These shifters are tasked with going out and fostering more dark spirits who their totem can then consume, dominate, or merge with in order to increase their own powers. This tactic has two different strategies to it. Either it draws attention away from any Bale Hounds (who are generally far more experienced at this line of work) in the area, or the Werewolves believe it is actually the work of a Bale Hound and turn against each other trying to find the traitor.

          The Beasts of Vice have no auspices in the traditional sense. Instead, their natures are derived from which of the 7 vices they represent. Lust, Sloth, Envy, Greed, Wrath, Gluttony, or Pride. Their Vice dictates the Totem they are meant to serve, and thus provides the guidance to their path in the spirit world as opposed it some preordained destiny.

          The accounts of how the first Beasts of Vice were created is sketchy and based on hearsay. Some claim that the spirits were desperate for a way to retaliate against the Werewolves who are gaining dominance over the territory. Others claim it was an act of spite, a way to insult both the Uratha and their cultural heritage. In truth, it is actually both, as the darker spirits came to realize that as long as the Werewolves were able to form pacts with enemy spirits, they were at a constant disadvantage. The Bale Hounds were useful allies, but in truth, the wolves were already on the look out for traitors in their midst. The spirits needed allies the Uratha would never see coming, and so they began to create their own shifters! At first, the plan worked like a charm, the Uratha were completely unprepared for ordinary humans that could spontaneously become shapeshifters. But eventually they discovered what was going on and were deeply troubled by the realization that spirits had such power.

          Fortunately (for the Uratha) only high ranking spirits of Vice seemed to manifest this ability. Weaker spirits were not able to infuse the essence of the beast with that of humans, but it was still considered to be a serious threat. Today, when a Beast of Vice is found operating in the territory, it's considered a warning signal that they have a powerful spirit who has gone rogue. If multiple species begin appearing, it means the Uratha are severely lacking in their ability to fulfill their duty!


          Lust: Werebunnies - Based on a type of animal who is infamous for its reproductive speed, the Werebunnies are sexual deviants. Their rampant promiscuity in the physical world creates large numbers of weaker lust spirits for their Totem to draw power from. Much like ordinary bunnies, they often become prey to the wolves once they're spotted. Many wolves mistake the bunnies for being easy prey, however, and forget just how fast they can move when scared, and how hard they can kick when they fight back! Werebunnies are often in service to spirits of perversion, euphoria, and even rape.

          Pride: Werebadgers - With the Honey Badger ranked as the most fearless animal on earth, Werebadgers are extremely arrogant and willing to take on all challengers. Fearless daredevils, the Werebadgers are protected from attacks on their mind and spirit by their own pride. Often at times, they are so arrogant, that those around them feel driven to knock them down a peg, attempting feats of greater bravery, and producing spirits of pride for their Totem to harvest from. Werebadgers are often in service to spirits of vanity, arrogance, and bravado

          Sloth: Wereslugs - Some might call them mellow, others lethargic, but to put it more bluntly, they are lazy and unmotivated. Wereslugs tend to sit around and avoid any strenuous activity unless it becomes necessary to survival. This wouldn't present such a problem to the Werewolves, if their totems hadn't granted them the power to instil this laziness in others as well! When a Wereslug uses their powers, nobody seems motivated to do anything, and fall into a state of depression and hopelessness. Most Wereslugs can effect humans in such a manner, but those of considerable power are even capable of inflicting this state into the Uratha themselves, compelling them to ignore their oaths and their duty to Mother Luna! Wereslugs are often in service to spirits of lethargy, weakness, and doubt.

          Greed: Weresquirrels - Hoarding essences like they were acorns, the Weresquirrels gravitate towards Loci and begin scavenging whatever power they can from the place. When they are finally hunted down by the People, their Totems often have a nice stockpile of power to throw against them. Weresquirrels are often in service to spirits of thievery, avarice, and selfishness

          Envy: Werevulture - Like the scavengers they resemble, the Werevulture seeks a moment of weakness so that they can swoop in and claim the prize for themselves. This prize can be anything the Werevulture might covet, whether it be a previously claimed lover, a promotion at work, a wealthy inheritance from a family member they never speak to, and so on. Although initially their Totems feed off spirits produced by the Werevulture itself, they eventually grow to a point in society where others become envious of them, thus providing a feast for their Totem! Werevultures are often in service to spirits of desire, betrayal, and suffering.

          Wrath: Werewolverine - Ordinary Wolverines are so violent, they have chased off much larger predators including bears and even wolves. Thinking that a Werewolverine can accomplish the same feat, they are often dispatched by their totems to engage the Werewolf population when they start becoming a problem. Werewolverines are often in service to spirits of violence, hatred, and destruction.

          Gluttony: Werelocusts - Ordinary locusts are capable of devouring great expanses of land when working as a swarm. A Werelocust is worse, possessed by a voracious appetite, they burn through essence at an accelerated rate (all related abilities cost x3) and so they are constantly hungry for more! This hunger keeps them firmly in the spirit's control rather than out of it. They wave essence in front of them in the same way one would a treat for their pets. After they perform whatever trick their masters demand of them, they are rewarded, but quickly they are hungry for more, begging for a new task, and (more importantly) another treat! Werelocusts are often in service to spirits of famine, addiction, and industry.
          Last edited by Nyrufa; 11-25-2014, 07:04 PM.


          • #6
            Aww, I was hoping to read more creations than just what we have up now. ):


            • #7
              My favorite was a remake of the snake-shifter, for a Wild West game. A rattle-snake (so very original, I know) sheriff. I don't recall the specifics, because this was awhile ago, but I know it had a nasty bite.


              • #8
                Best lawman ever.


                • #9
                  Weremoose + Werebeavers: Two breeds of shapeshifters found in the regions of Canada. Having formed an alliance with each other, the Moose tend to spirits in the forest, while the Beavers tend to spirits near the water. While their relations with the Forsaken are mixed, they clearly dislike the Pure. Sometimes this mutual hatred leads to them forming allegiances with Forsaken packs if the Pure are becoming especially problematic.

                  Werefrogs: Amphibious shapeshifters who display a society that is similar to the Gauru themselves. They even have their own auspices, which involve various species of frogs! Their society has three different auspices in total. The Bight Skins are colorful tree frogs with vibrant personalities, who typically serve as the diplomats and leaders of their people. Their suction tipped digits make it easier to climb when in their beast forms. The Deadly Skins are poisonous frogs with grim personalities, who typically serve as the shamans and assassins of their people. By spending essence while in their beast forms, they can secrete a deadly poison from their pours! Finally there are the Thick Skins who are various species of bull frogs and have gruff and serious personalities. They typically serve as the warriors of their people, inflating themselves to great sizes before descending upon the enemy!

                  The Werefrogs are typically found in swamps and rainforests, where there is plenty of water to hide in.

                  Werechickens: A breed of shapeshifters who are laughing stocks in the eyes of the Gauru. They are very rarely seen in the city, mostly being encountered out in the countryside. Their purpose is largely unknown, and given how pissed they are at the wolves, its possible they won't be finding out anytime soon. They do seem to have a particular attraction to spirits that deal with farming and agriculture, however.

                  Werepiranha: Nightmarish shapeshifters who are native to the amazon and are extremely territorial. They didn't seem to get the memo that shapeshifters aren't supposed to eat people, and savagely devour anyone who comes within their watery domains. Their xenophobic rage has lead others to believe that they breed exclusively with their own kind, instead of taking humans as their mates. It is obvious they have taken evil spirits as their totems, but their barbaric displays make it near impossible to investigate further!
                  Last edited by Nyrufa; 05-18-2014, 06:45 PM.


                  • #10
                    I have Wereotters who weave loci.


                    • #11
                      New shifters are all well and good, but let's not forget Changing Breeds' lesson of the Were-Sugar Glider (one of the few positive things to come out of that book. Not that an occasional one-off is fine, but an entire breed of WereMoose? What would be the point?

                      That being said, the Vespa wasp-women exist in a grey space between Shifter and Host, breeding among humanity, but in a cruel mirror of nature, also capable of breeding by infecting Azlu with their own Essence; the resultant offspring (effectively, a pseudo- Wasp Host) act as powerful guardians/priests of the Hive, the mythic progenitor of all breeds of Swarming Ones.


                      • #12
                        Originally posted by shkspr1048 View Post
                        New shifters are all well and good, but let's not forget Changing Breeds' lesson of the Were-Sugar Glider (one of the few positive things to come out of that book. Not that an occasional one-off is fine, but an entire breed of WereMoose? What would be the point?

                        That being said, the Vespa wasp-women exist in a grey space between Shifter and Host, breeding among humanity, but in a cruel mirror of nature, also capable of breeding by infecting Azlu with their own Essence; the resultant offspring (effectively, a pseudo- Wasp Host) act as powerful guardians/priests of the Hive, the mythic progenitor of all breeds of Swarming Ones.

                        What is a Sugar Glider? @_@

                        And I now have a sudden urge to make a Werenarwhal.

                        I don't understand what the problem is with a breed of Wheremoose. They've teamed up with the Werebeavers to patrol both the forest and the rivers and occasionally they clash or ally themselves with the wolves.


                        • #13
                          For my own game, my players and I have created Selkies (Were-seals), Children of Anansi (were-spiders) and Water-Horses (were-horse/fish/monster-y things, think kelpies and the like). You can find all three through my signature.

                          GM of the Walking Shadow Campaigns
                          New System and Setting Material


                          • #14
                            I was actually thinking of some way to do a incorporate a Selkie, but wasn't sure if it would fit more with Werewolf or Changelings. :P


                            • #15
                              I had a sudden onset of IDEA a few days ago that won't go away.


                              A first-generation werehorse is born to an ordinary horse and lives as such until maturity, when they undergo their first change and a period of rapid intellectual development. Fate seems to conspire that this process goes without interference. In fact, any visions or spirit-visitations that occur will go towards their human owners, to encourage them to help the werehorse adjust to his new existence. As a species they have no claim to any one mystical progenitor, and often adopt whatever religious beliefs of whatever humans raised them. In fact, they seem almost drawn to religion, and atheistic were-horses are almost unheard-of.

                              Because of this, were-horses identify themselves according to their own religious and cultural beliefs, and a Herd may include an hindu Ashvin alongside a chinese Kirin and scottish kelpie. Philosophical differences usually prevent such diverse Herds from forming, however, though werehorses are quick to set aside differences and band together when something truly evil rears it head.

                              Werehorses are acutely aware of unnatural disturbances in the shadow, and focus their efforts on repairing damage to the function of the spirit-world, such as fighting the Hosts and repairing wounds. They do not uphold a specific agenda in regards to spirits, and individual werehorses will help clear woodland to build new homes just as quickly as they would sabotage an illegal logging operation.

                              (insert blurb on common spirit gifts)

                              A final oddity of werehorses is this - while their transformed shapes do inflict a form of lunacy upon onlookers, the effect is dependent upon the werehorse's and the viewer's humanity score. High-humanity (8+) humans are filled with instinctive respect and trust when viewing a transformed werehorse with an equally high harmony score, though they will grow suspicious, fearful, or even enraged at the same sight as the werehorse's harmony score diminishes. Likewise, a low-humanity (3-) viewer seeing a high-harmony werehorse is filled with instinctive terror and guilt, as if the creature they see 'knows' that they have done something wrong, and seeks to punish them.

                              So, basically horse-angel things with a patron that works in mysterious ways.