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


Species: lion, tiger, jaguar, cougar, leopard, snow leopard, clouded leopard, and Sunda clouded leopard
Contagion Rate: 20% (must be mauled, life-threatening attack)
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 Panthera 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.
Psychic Resistance: Throughout history, Panthera are known as mystical beings in some way, shape, or form. Legends tell of civilizations that worshipped Panthera as gods, others speak of Panthera being guardians of the underworld, or being capable of warding off evil spirits. Whatever the case, it is known that Panthera possess an innate resistance to spiritual influences, which makes them much more difficult to manipulate via magic or otherwise. This resistance is possibly one of the reasons so few have been known to succumb to influences of other races. [Panthera receives +2 to Willpower bonus.]
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.
Healing Touch: The Healing Touch allows the Pathera to heal others by channeling their own Essence into them. The effectiveness increases as the Pathera gains more control over the ability. This power requires skin contact and can be used during combat.
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Civilian (1 EP): The Panthera gains control over the power and can heal substantial injuries through touch. This power does NOT allow the Panthera to Self-Heal.
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Crit Success: Fully Heal Marks of Physical, Mental, or Spiritual damage from one target.
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On Success: The Panthera is able to heal 1 mark of Physical, Mental or Spiritual damage from a target.
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On Failure: Nothing Happens.
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On Botch: Take 1 mark to Physical Damage.
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Moderate (2 EP): The Panthera’s healing touch becomes more potent, now capable of healing even more severe injuries. The Healing can now remove negative Conditions from a target.
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This Power does +1 to the healing power of Civilian Level.
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Success: 1 Negative Condition is Removed.
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Failure: Negative condition remains.
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Master (3 EP): The Pantera has mastered their healing touch, now capable of more potent Healing. This essentially allows them to revive an incapacitated player.
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This Power does +2 point to the healing power of Civilian Level.
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Crit. Success: Completely heal ALL marks and conditions of the target.
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On Success: Heals up to 3 marks of Physical, Mental or Spiritual damage. Also removes 1 condition from the target player.
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On Failure: Nothing happens.
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On Botch: Take +1 Spiritual Damage.
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Razor Claws: Far more proficient with their natural weapons rather than conventional weapons, whenever the Panthera is engaged in Unarmed Combat, they gain +1 Edge to be used as a second attack against the same Target. This Edge may not be pooled, and if it is not used, it is lost upon ending Turn. [Roll: Attack Action]
NOTE: If the target is defeated when using this Action, Edge may be used on a second target within Range.
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Civilian (1 EP): Razor Claws are used as Unarmed Attacks.
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On Success: Gain +1 Edge to use as a second attack on the same target.
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This Edge may not be pooled and is lost at the end of turn if not used.​
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On Fail: Gain Nothing.
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Moderate (2 EP): Razor Claws may now be used with Melee Weapons.
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On Success: Gain +1 Edge to use as a second attack on the same target.
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This Edge may not be pooled and is lost at the end of turn if not used.​
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On Fail: Gain Nothing.
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Master (3 EP): Same as Veteran, however, if the Target is defeated using this Power, Gain +1 Edge that may be pooled for Later Use.
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NOTE: Only 1 Edge Action may be spent per turn.
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On Success: Gain +1 Edge to use as a second attack on the same target.
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This Edge may not be pooled and is lost at the end of turn if not used.​
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On Fail: Gain Nothing.
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Pounce: Natural Hunters, Panthera excel at immobilizing their prey in one fell swoop. With this ability, the attacks of the Panthera become debilitating, able to immobilize or knock down their prey, allowing them an opening to attack more ferociously than most. [Roll: Attack Action]
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Civilian (1 EP): Physical Attacks from the Panthera inflict the Grappled condition.
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Damage is taken as normal.
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Normal Grapple Rules Apply.
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Moderate (2 EP): Physical Attacks from the Panthera inflict both Grappled and Knockdown conditions.
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Damage is taken as normal.
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Normal Grapple and Knockdown Rules apply.
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To Stand back up, Target must:
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FIRST escape the Grapple.
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SECOND Spend their next turn Standing up.
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Master (3 EP): Physical Attacks now deal +1 Damage to the Target (Total 2 Physical Damage). Attacks will inflict both Grappled and Knockdown Conditions.
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Damage is taken as normal.​
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Normal Grapple and Knockdown Rules apply.
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To Stand back up, Target must:
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FIRST escape the Grapple.
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SECOND Spend their next turn Standing up.
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