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: Therianthropes :
: Strains : Hyaenids :

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Species: Hyena

Subtype: Spotted Hyena, Brown Hyena, Striped Hyena, Aardwolf

Contagion Rate: Born. Contraction from attack is less than 10%. The attack must be life-threatening.

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.

 

Additional Disadvantage: 

  • Unnerving Presence: Their instinctive, creepy laughter and unpredictable behavior often leave others feeling on edge, whether in casual interactions or during tense moments. This aura of discomfort can provoke enemies into acting more aggressively or cause allies to second-guess their loyalty. Additionally, their instinctive taunting and teasing, often meant to provoke or disorient, can backfire, escalating situations unnecessarily and drawing unwanted attention. Their restless energy makes them hard to keep still, disrupting Agility or long-term focus and making them a chaotic force in social dynamics.

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Inherent Hyaenid 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. 

 

Survivor’s Resolve: Fueled by the primal tenacity of its hyena instincts, the Hyaenid can tap into an unyielding reserve of mental grit, allowing it to push through fear, pain, and psychological manipulation. This ability makes the creature exceptionally difficult to break, whether in combat, under duress, or in the face of supernatural mind-affecting powers. 

  • Gain Resistance to Mental Influences from Non-Consensual Sources. 

    • Hostile Mental Checks are made with disadvantages.

 

 

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.

 

Dust Cloud: Kick up a thick dust cloud, obscuring vision and making it difficult for enemies to attack or track. [Feat Roll: Agility Check vs 6 + Opponent’s Body score]

  • Civilian (1 EP):  Dust Veil - Create a small veil of dust in the immediate area that blurs vision and makes it harder for enemies to focus on their surroundings. 

    • The next action is made with disadvantage.

  • Moderate (2 EP): Dust Cyclone - Summon a swirling cyclone of dust that blocks vision and disorients those caught within it no taller than 10m. [Feat Roll: Agility vs Difficulty Check: 6 + # of Opponents (max. 4)]

    • AOE: All Enemies affected make their next action with disadvantage.

  • Master (3 EP): Sandstorm Fury - Create a massive sandstorm that not only blocks visibility but also weakens the enemies’ morale and sense of direction. [Feat Roll: Agility vs Difficulty Check: 6 + # of Opponents (max. 4)] 

    • Target Multiple Enemies.  Targets take 1 Physical Damage, and make their next rolls with Disadvantage.

 

Wounding Gaze: The Gaze of a Hyaenid is able to pierce the very soul of the target, lowering their ability to engage with the world. The Caster places their intent upon the target, and lets out a hideous laughter while maintaining eye contact. The affected target is Vulnerable until the effect wears off. [Roll: Charisma vs Target's Willpower] 

  • Civilian(1 EP): The Caster chooses 1 Attribute to be affected.

    • On Success: The Target suffers -3 Penalty to their next action.

    • On Fail: Nothing happens.

  • Moderate (2 EP): Same as Civilian.  Duration Lasts until effect is removed by Target, or Target’s Team made with an Edge Action.

  • Master (3 EP): Same as Civilian, but the Duration lasts for the entire encounter, and may not be removed during combat.

 

Savage Allure: The Hyaenid exudes a dark, predatory magnetism that makes it disturbingly captivating. Its presence carries a dangerous charm—part primal confidence, part feral unpredictability—that draws others in, whether through fascination, fear, or twisted admiration. This ability allows the Hyaenid to become more persuasive, intimidating, or manipulative in social encounters. There is a drawback to this power. This is only usable on those with the same rank or LOWER than the Hyaenid. While Savage Allure boosts charisma, it also carries a subtle menace. Those with sharp instincts or strong mental defenses may feel a deep-rooted unease, sensing the predator beneath the surface. 

  • Civilian (1 EP):  The Hyaenid’s Savage Allure becomes more pronounced. Its voice carries a subtle, disarming edge, making it harder for others to challenge or refuse. It can inspire unease or fascination in equal measure, making its words feel more compelling. This level also makes the Hyaenid slightly harder to read, giving it an advantage in deception or manipulation attempts. [Charisma Advantage roll]

  • Moderate (2 EP): At this level, Savage Allure grants the Hyaenid a potent and dangerous charm, making it more effective in leadership or negotiation scenarios. Its aura carries a faint, instinctual menace, causing weaker-willed individuals to second-guess themselves or become flustered in its presence. Does not stack with the Civilian level.

    • Choose between Intimidation or Charm against a target.  Roll Charisma vs Willpower with the following effects….

      • Success - unsettles or intrigues the opponent. [Opponent -3 to their next defense against any source combat or otherwise, and take 1 point of Mental Damage.]

      • Fail - no effect, leaving the target indifferent or unaffected. The opponent can roll against the failure score to detect. 

      • Botch - the attempt backfires, and the target automatically becomes aware of the attempt to manipulate. Their response is up to them.

  • Master: (3 EP): The Hyaenid’s charisma becomes a force of nature. Its voice, posture, and gaze become irresistibly commanding, making it capable of influencing strong-willed individuals and even larger groups. In social or combat encounters, it can use Savage Allure to impose hesitation, awe, or primal fear with nothing more than a glance or a low growl. Its presence alone can stir fascination or dread, making it an intimidating and compelling figure in any situation. [Feat Roll: Charisma vs Difficulty Check = 6 + # of affected Individuals (max.4)]

    • This power Level can only be used ONCE per Encounter and effects last for the duration of the encounter.​

      • Critical Success: overwhelming, predatory dominance, inspiring paralyzing dread or obsessive fascination, making even the resolute feel powerless or captivated. [Affected opponents gain Incapacitated status.]

      • On Success: creates a heavy, palpable tension, making even strong-willed individuals feel a flicker of unease or doubt.  [Rolls and checks vs Affected Opponents are made with Advantage, and targets gain +2 Mental damage.]

      • On Fail: no effect, leaving the group indifferent or unaffected. The opponent can roll vs the failure score to detect.

      • Botch: Allows a redirect action; only one affected individual may make the roll. â€‹

        • On Success - All Rolls and checks vs Caster are made with Advantage.

        • ​​On Fail - No effect.  Caster remains free to continue as normal.

Requiem by Night
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