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: Therianthropes :
: Strains : Canids :

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Species: Wolf, Fox, Coyote, Jackal, or any NON-MAGICAL, NON-DOMESTICATED Canine

Contagion Rate: 100%

Age Range:  18 - 250. The older a therianthrope gets, the more aged they will appear.  The ‘old age’ tops out at 500, but by then, a therianthrope is a literal old person at the end of their lifespan.  250 is middle aged.​​

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Inherent Canid Powers

These are the powers that everyone gets the moment they choose a type at the Civilian Rank. They are specific to a type, so no two types get the same abilities, though some may seem similar. Each one will scale up as you gain ranks. 

 

Spirit Resistance:  Unlike most Therianthropes, the Canid are unusually gifted at resisting magic.  This was likely the result of their constant clashes with Primals over territory in the wilder areas of the world.

  • Magical Attacks that deal Spiritual Damage versus the Canid are made with a disadvantage.

 

Active SubType Powers

The powers in this list are advanced powers that can begin to be chosen at the Civilian rank. They are also specific to each type of Therianthrope. If one of these powers is not chosen, there are alternatives on the Advanced Powers page that can be chosen from as well.

 

Phantom Veil: This ability allows the user to evade detection in any environment by manipulating their presence through stillness, scent masking, silent movement, and full-body camouflage. At lower levels, the user can disappear when motionless or suppress their scent to avoid being tracked. As their mastery grows, they gain the ability to move without making a sound and eventually blend seamlessly into their surroundings, even while in motion. At its highest level, a master of Phantom Veil can become virtually undetectable, no matter the terrain or conditions.

  • Civilian (1 EP):  Caster has an advantage on Agility Checks for stealth only.  Advantage does not apply to attack rolls or movement outside of sneak/stealth.

    • Success: Once the stealth succeeds, they are undetectable until they attempt to move or attack.

    • Failure: The user steps too heavily or disturbs the environment, causing noise.

    • Botch: The user makes an obvious sound, such as stepping on a loud surface or knocking something over, immediately alerting nearby individuals.

    • ​Caster may not attempt to stealth again for the encounter.

  • Moderate (2 EP): On successful stealth, Caster may make Sneak attack from stealth.  Upon attacking they must roll to re-enter stealth.

    • Success: Target takes +2 physical Damage. Caster gains +1 Edge to spend on Re-entering Stealth.  This edge point may not be pooled and is lost if not used..

    • Critical Success: Target takes +2 Physical Damage.

    • Failure: The Attack misses, and no Edge is gained.

    • Botch: The Attack misses and the â€‹Caster may not attempt to stealth again for the encounter.

  • Master (3 EP): Caster may make Sneak attack from stealth, and chain Stealth actions together.  This effectively allows the Caster to re-enter stealth after a successful attack. This applies ONLY to attacks made From Stealth.

    • Success: Target takes +2 physical Damage that ignores resistance. Caster gains +1 Edge to spend on Re-entering Stealth.  This edge point may not be pooled and is lost if not used..

    • Critical Success: Target takes +2 Physical Damage, and automatically returns to stealth.

    • Failure: The Attack misses, and no Edge is gained.

    • Botch: The Attack misses, and the caster may not return to stealth for the rest of the encounter..

 

Ferocious Rend: Using their raw physical power, the werewolf delivers a brutal claw or bite attack, capable of tearing through armor or thick hides. This skill would not only deal heavy damage but could also have a bleed effect, causing the target to take ongoing damage. [Attack Skill]

  • Civilian (1 EP): Successful Strike ignores resistances.

  • Moderate (2 EP): Successful Strikes deal +1 Physical Damage (Total 2 Damage) that ignores Resistance.

  • Master (3 EP): Successful strikes deal +2 Physical Damage (total 3 Damage) that ignores resistance, and applies Bleed Status.


 

Wyld Call: Let out a powerful, hypnotic howl or call that can summon allies, create fear, or disorient enemies.  The Caster must choose Intimidating Howl or Mesmerizing Howl upon using the ability. Only Usable Once per encounter. [Roll Charisma vs Target’s Willpower]

  • Civilian (1 EP): Intimidating Howl - Causes the target to be stricken with fear momentarily.

    • On Success: One Target suffers +1 Mental Damage. Target spends one turn moving away from the caster.

    • Critical Success: Target becomes Incapacitated due to Lvl.3 Emotional State. Target must make a Flee attempt.

    • Fail: Target is unaffected.

  • Moderate (2 EP):  Mesmerizing Howl - Enemies within range become mesmerized for a few seconds, inflicting Vulnerable Status.

    • On Success: One Target suffers +1 Mental Damage. Target takes double damage from any source until their next turn after initial mental damage.

    • Critical Success: Target becomes Paralyzed for one round of the encounter.

    • Fail: Target is unaffected.   

  • Master (3 EP): Wyld Call - At this level, Intimidating Howl and Mesmerizing Howl affect multiple targets. The call reaches into the ley lines and summons allies to the caster’s position. (Call for Backup Rules Apply) [Roll: Charisma vs 6 + # of Opponents (max. 4)]

    • Critical Success: Targets suffer +2 Mental Damage, and all other effects of Chosen's howl type.

    • On Success: One Target suffers +2 Mental Damage and all other Effects of Chosen Howl Type.

      • Caster Must Choose Intimidating Howl or Mesmerizing Howl.  Both have the added effect of summoning Allies.​​​

    • Fail: Targets are unaffected.

Requiem by Night
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