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


Species: Brown, Black, Grizzly, Kodiak, Polar
Contagion Rate: 50% must survive a significant but not 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 Ursine 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.
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Ursa Minor: The Ursine are Hardy creatures even in their human form. Due to this fact, most attacks meant to stun seem to bounce off of them, leaving them unfazed. In their Human forms, Ursine receive immunity to the Stunned condition.
Ursa Major: In Beast form, the Ursine becomes a walking Tank. A juggernaut of physical force, that is nigh-on unstoppable, and immovable. In Beast form, Ursine gains Stunned and Knockdown Immunity.
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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.
Feral Rage: Of all Therianthropes, Ursine are known to be the most blood-thirsty. Far more than canids, Ursine rage is believed to be derived from Norse mythologies of Warrior Shamans, Berserkers. If all Therianthropes lose themselves to their beast when enraged, Ursine have managed to control the beast and draw upon this power to wield as a weapon. This power CANNOT be activated alongside Feral Aegis. [No Rolls necessary for Activation.]
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Civilian (1 EP): The Ursine roars ferociously at an enemy, channeling their inner beast to focus on their intended target, dealing more damage to the target. [Roll: Attack action].
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Mark 1 Enemy. Gain +1 Damage at activation of this ability against the target.
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Effect lasts for the counter or until Caster is Incapacitated, whichever comes first.
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Attacks against Un-Marked enemies are made at disadvantage.
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Allies do not benefit from this mark.
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Allies may not mark the same target, but may attack them.
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If the Ursine defeats the target, gain +1 Edge point to remove [Rage] condition.
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This Edge Point may not be pooled, and is lost at the end of turn if not used.
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If this Action is not taken, gain Frenzy condition.
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If the Marked target is defeated by anyone else, or incapacitated by something or someone other than the Ursine, then gain Frenzy condition.
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Moderate (2 EP): The Ursine’s rage is far more intimidating, and allows them enhanced focus, which causes them to identify vulnerabilities in defenses of their target. These vulnerabilities are shared with their allies, allowing them to benefit from the mark.
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Mark 1 Enemy, and make them Vulnerable. Damage from all Sources is doubled.
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Vulnerable Condition allows Therian’s allies to benefit from the mark.
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Effect lasts for the encounter or until Caster is Incapacitated, whichever comes first.
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Attacks against Un-Marked enemies are made at disadvantage.
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Allies do benefit from this mark.
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Allies may not mark the same target, but may attack them.
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If the Ursine defeats the target, gain +1 Edge point to remove [Rage] condition.
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This Edge Point may not be pooled, and is lost at the end of turn if not used.
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If this Action is not taken, gain Frenzy condition.
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If the Marked target is defeated by anyone else, or incapacitated by something or someone other than the Ursine, then gain Frenzy condition.
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Master (3 EP): The Ursine’s rage now affects all enemies within the Ursine’s field of view. This is the most powerful level of this ability, and most rarely ever achieve this.
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Mark is applied to All enemies in sight (any opponent not in Stealth).
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All Visible Enemies gain the Vulnerable Condition.
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Effect lasts for the encounter or until Caster is Incapacitated, whichever comes first.
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Attacks against Un-Marked enemies are made at disadvantage.
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Allies do benefit from this mark.
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Allies may not mark the same target, but may attack them.
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If the Ursine defeats the target, gain +1 Edge point to remove [Rage] condition.
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This Edge Point may not be pooled, and is lost at the end of turn if not used.
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If this Action is not taken, gain Frenzy condition.
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If the Marked target is defeated by anyone else, or incapacitated by something or someone other than the Ursine, then gain Frenzy condition.
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Feral Aegis: Bears are naturally sturdy creatures, doubly so with Ursine Therianthropes. If ursine can be described as unstoppable forces, this power makes them Immovable objects. Unlike, Feral Rage which focuses on the raw force of the Ursine, Feral Aegis focuses on all-ou- defense. This essentially makes the Ursine impervious to damage for a brief period of time. This ability CANNOT be activated alongside Rage. [No Roll Necessary for Activation].
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Civilian (1 EP): The Ursine concentrates on tightening their muscles.
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This grants the Therianthrope Immunity to Physical Damage for 1 Round.
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The Caster is unable to Move, or take any other action until effect wears off.
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Moderate (2 EP): At this level, the Ursine is able to control the hardening of their muscles with less effort than the previous level.
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The Therianthrope is granted Immunity to Physical damage for one round.
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Ursine is able to move, but unable to take attack actions until the effect wears off.
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Master (3 EP): Complete mastery over their own body, the Therian becomes a living weapon.
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Ursine is no longer restricted with this power, and may move and take actions normally.
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No other Powers may be used while this ability is activated.
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Effect lasts until Therian deactivates, or is incapacitated.
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Bear’s Quake: Utilizing raw physical destructive power, the very ground quakes beneath the Ursine. [Roll: Strength vs 6 + # of Enemies]
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Civilian (1 EP): The Ground Quake Imposes Stun condition on all enemies on the ground.
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This will also affect Stealthed targets.
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Moderate (2 EP): The Ground Quake imposes the Knockdown condition on all enemies on the ground.
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All affected targets must spend their turn to rise to their feet.
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Attack actions made from Knockdown conditions are made with disadvantage.
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This will also affect Stealthed targets.
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Master (3 EP): The quake delivers enough force to deal damage to the affected targets.
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The targets gain both Stun and knockdown conditions for all enemies on the ground in the encounter.
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The quake now deals +2 Physical Damage to all affected targets.
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Targets lose all actions for one round, including the action to stand up.
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Target must use their turn to stand on their second Turn.
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Attack actions made from Knockdown conditions are made with disadvantage.
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This will also affect Stealthed targets.
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