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: Therianthropes :
: Strains : Reptilians :

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Species: Snake, Lizard

Subtype: Any variety

Contagion Rate: Born. Contraction from attack is less than 10%. The attack must be life-threatening. And more than likely, you will not be a strong snake. 

Age Range: 18 - 150, the older a therianthrope gets the more aged they will appear. For example, a Reptilian that’s 100 years old will not look like they are in their 20s.

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Weaknesses:  Secretive Nature: Reptilians have a secretive nature that makes them cautious and reserved, often keeping their true intentions and emotions hidden from others. This makes it difficult for them to form close relationships, as they rarely reveal personal details or let others get too close. Their paranoia about others' motives can lead to misunderstandings or unnecessary conflicts, and their lack of transparency may make them appear untrustworthy or deceptive.

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Inherent Reptilian 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.

 

Serpentine Flexibility: The Reptilian's body is naturally more flexible, allowing it to contort and bend in ways that seem painful.  This allows them to uncannily avoid most physical threats.  This does not mean they are impervious to attacks, but it is far more difficult to land physical attacks.​

  • Physical Attacks against the Reptilian are made at disadvantage.

  • When performing grappling maneuvers, or escaping from grapples the Reptilian does with Advantage.

 

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.

 

Hypnotic Trance:  Whether it is a series of movements, the sound of their voice, or a gaze, Reptilian is able to mildly hypnotize their targets, sowing chaos on the battlefield. [Roll: Charisma vs Target’s Willpower]

  • Civilian (1 EP):  The affected Target makes their next action at Disadvantage.

  • Moderate (2 EP):  The affected Target gains the Stunned Condition for one Round.

    • The target loses all actions for the duration of this condition.  

  • Master (3 EP):  The affected target gains the Paralyzed condition for one round.

    • Paralyzed targets are considered vulnerable to attacks. 

    • The Therian must maintain sight of the targets, otherwise the trance breaks.

    • Trance lasts until the Therian loses sight of the target, takes another action, or the target or therian falls incapacitated.

 

Spinal Tap: This ability comes in two phases, movement and action. Reptilians have greater control over their bodies, which allows them swiffer movement, and reactions to stimulus. At the cost of destructive power, the reptilian may impose other detrimental effects on their target.

  • Civilian (1 EP): This allows the Reptilian to exchange places with 1 target ally

    • No roll needed to perform this ability.

    • This ability may be performed from Stealth, but the target does not gain stealthed status in the process.

    • Target must be visible to perform this action.

  • Moderate (2 EP): The Reptilian appears behind the target enemy, and applies Crippled status to the target for 1 Round. [Roll: Physical Attack action vs Target’s Body] 

    • Reptilians must choose one Attribute to apply status to. The Target loses that action for 1 round.

      • Cripple Body: Lose Resistance.

      • Cripple Agility: Lose Movement Actions

      • Cripple Strength: Lose Attack actions

      • Cripple Willpower: Lose Spellcasting

      • Cripple Intelligence: Dull Senses, Lose detection-based actions

      • Cripple Charisma: Fogs Brain, Lose speech-based Actions

    • Multiple Uses of this power do not stack the same effects. 

    • On Success:  Apply Physical Damage as normal.

    • On Fail:  Nothing happens.

  • Master (3 EP): Mastery of this ability allows damage to be dealt to the target of this ability.  [Roll: Physical Attack Action vs Target’s Body]

    • At this level, Crippled Status lasts until the condition is removed.

    • On Success:  Damage Dealt +2 Physical Damage

    • On Fail:  Nothing Happens.

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Venomous Spray:  Venomous as they are, some serpents are able to spit their venom at their enemies in order to deter threats or weaken prey.  Reptilians with this ability are able to perform similar feats.  Venomous Spray applies Conditions to the enemy by spraying Venom onto a target. [Roll: Ranged Attack vs Target’s Body]

  • Civilian (1 EP):  At this level, a successful maneuver applies the Blinded Condition to the target.

    • The Condition lasts until it is removed from the target.

  • Moderate (2 EP):  At this level, a successful maneuver applies Poisoned condition to the Target.

    • This also applies the Civilian Level Conditions.

    • Conditions must be removed individually, unless a specific ability or Item allows the removal of all conditions at once.​

  • Master (3 EP):  At this level, a successful maneuver applies Corroded condition to the target.

    • This also applies the Conditions from the Novice and Veteran Levels.​

    • Conditions Last until they are removed. 

    • Conditions must be removed individually unless a specific ability or Item, allows the removal of all conditions at once.

Requiem by Night
An original chronicle set in the alternate Earth.  Proudly created with Wix.com.

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