Chronicles of the Dark Metropolis
: Therianthropes :
: Strains : Murids :


Species: Rodent types that are considered omnivores to carnivores ONLY.
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 Murid 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.
Plague Carrier: Because of the Murid’s ability to survive in deeply diseased and poisoned areas, they have grown their own tolerance of such above that of normal Therianthropes. The Murid are immune to the Poison Condition themselves, making them more durable in chemical based warfare. This includes both poisons and toxins, as both will apply a Poisoned Condition. However, all other conditions will work as normal, regardless of if they are made with a Poisoned Condition or not.
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.
Plague’s Tale: Rodents are historically carriers of plagues throughout the world. This trait translated over to the Murids, with evolution making their claws and fangs, and sometimes even their blood, poisonous to others. As such, the poisons carried by them are highly effective in repelling would-be predators, and when used as a tool to coat weapons, highly effective.
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Civilian (1 EP): Murids Unarmed Attacks apply [Poisoned] conditions to the target on a Successful Hit.
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On Success: Apply Poisoned Condition. Deal Damage as Normal.
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On Fail: Nothing happens.
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Moderate (2 EP): Murid may coat Melee weapons with their blood. They take +1 Physical Damage, to make their Weapon a [Poisoned Weapon].
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If the Murid is suffering from [Bleed] condition, do -not- take Damage to coat weapon.
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Poison MUST be applied during combat scenarios. Poisoned Weapon status is lost once combat Ends.
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On Success: Poisoned Weapon deals +2 Physical Damage on a successful strike. Poison remains on the weapon until the poison is lost. This attack does NOT ignore Resistance.
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On Fail: Poison is Lost.
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Master (3 EP): Murid becomes a living bio-weapon. Poison becomes strong enough to create new Murids, as well as incapacitate others. Their Saliva becomes poisonous and will no longer suffer Damage to create a Poisoned Weapon.
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If the target is Mortal and is incapacitated by this attack, the Mortal will become Infected and must visit a medical Facility for proper treatment.
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On Success: Poisoned Weapon incapacitates the Target. Poison is not lost after this attack. This attack ignores Resistance.
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On Fail: Poison is Lost.
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Veil of Deception: The Murid is very fluent in masking their intentions. In combat, this manifests in the form of a Feint Attack, where it seems that action does not match the perceived intention. This attack tends to find the gaps in an opponent’s defenses to deal more damage than usual to the target. [Roll: Attack Roll vs opponent’s Intelligence.]
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Civilian (1 EP): The Feint attack may attack a single target, dealing +2 Physical Damage to the target.
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On Success: The Attack Lands and the damage is dealt.
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On Fail: Nothing happens as the attack misses.
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Note: This attack may apply the poisoned condition from Plague’s Tale. (Melee Attacks Only)
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Moderate (2 EP): At this Level, Veil of Deception allows the Murid to attack an Adjacent target with their Feint. The Target must be within the Attack Range of the Murid and visible. Feint deals +2 Physical Damage to the target.
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On Success: The Attack Lands and the damage is dealt.
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On Fail: Nothing happens as the attack misses.
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Note: This attack may apply the poisoned condition from Plague’s Tale. (Melee Attacks Only)
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Master (3 EP): The Murid is a Master of Deception at this point. The Feint attack now ignores Resistance.
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Crit. Success: Target is incapacitated.
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On Success: The Attack Lands and the damage is dealt.
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On Fail: Nothing happens as the attack misses.
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Note: This attack may apply the poisoned condition from Plague’s Tale. (Melee Attacks Only)
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Cunning Counter: Ability to turn an enemy’s attack against them by using their strength, momentum, or focus against them in combat. On a missed attack, the Therian gains +1 Edge point to use on a specialized action of their choice. This Edge may not be pooled and is lost at the end of the turn if not used. [Roll: Specialized Edge Action]
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Civilian (1 EP): The Edge Point Gained may be used to Counter-Attack. [Roll a Melee or Unarmed Attack.]
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Attack follows normal Attack Action rules and deals damage normally.
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Therian may not use counterattack to use another Skill.
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Moderate (2 EP): The Edge point gain can be used as a Disarming Attack. [Roll a Melee or Unarmed attack]
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Attack action follows normal attack rules, and deals damage normally.
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Therian may not use disarming attacks to use another skill.
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On Success: Weapon is Dropped, imposing -3 Penalty to Attack Actions until condition is removed.
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Disarmed Condition may only be removed by spending a full turn to pick up the dropped weapon.
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While disarmed, Target may -only- make Unarmed Attacks.
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Master (3 EP): Edge Action be used to Redirect Damage completely from the Attack. The Redirected Damage Ignores Resistances, on a successful attack. [Roll a Melee or Unarmed Attack].
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Attack Action follows normal attack Rules, and deals +2 Physical Damage to the Target.
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Therian may not use this action to perform another skill.
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Crit. Success: Target is Incapacitated.
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On Success: Target takes +2 Physical Damage that ignores resistance.
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On Fail: Attack Fails.
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