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: Therianthropes :
: The Harmonies : General Therian Powers :

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Therianthrope: General Powers


Welcome Civilian! You have taken the first steps and are ready to work on your character in earnest. Here is where you will find the general powers that all Therianthropes can choose from. You can only select one power from this page OR your specific subtype page for power advancements. 


Beast Mode: This creates a Beast Form condition that adds bonuses to the Therianthropes' combat abilities when in a partial or fully shifted form. This condition can only work when the Therianthrope has shifted in some form and does not work if the Therianthrope is still in their Human form. 
NOTE:  In Beast Form is essentially a controlled form of Frenzy, which allows them to discern Friend from Foe. However, the Therian loses the ability to utilize conventional weaponry, armor, or other powers.  The form lasts until deactivated, unless during the Full Moon cycle.

  • Civilian (1 EP):  The therianthrope receives a +2 Agility

  • Moderate (2 EP): The therianthrope receives a +2 Strength.

  • Master (3 EP): The therianthrope receives a +1 Damage Output.


Predator’s Instinct: The Therian is a hunter by nature and can determine targets of opportunity. Whether the target is wounded, vulnerable, or otherwise in a compromised state, the Therian can deal extra damage to such targets when this ability is activated. 

  • Civilian (1 EP): The Therian deals +1 Additional Damage to any target suffering from the Bleed Status.

    • The condition is lost after a successful attack.

  • Moderate (2 EP): The Therian Deals +1 Additional Damage to any target suffering from any Detrimental Condition.

    • The condition is lost after a successful attack.

  • Master (3 EP): The therian deals +1 additional Damage to any target suffering from any detrimental condition.

    • The Condition Remains after successful attacks.


Intimidating Presence:  The therianthrope’s very presence can strike terror into others. Essentially, this causes those affected to hesitate in their aggression against the Therian. The effect can range from mild shock to severe fear. Those affected by the presence take +1 Mental Damage as a result. [Roll: Charisma vs Target’s Willpower.]

Note:  Due to the nature of this power, it may only be used once per encounter.

  • Civilian (1 EP):  The Target must spend one turn moving away from the Caster.  

    • They may not attack during this time.

  • Moderate (2 EP):  The target is stunned for one round.  

    • Target may not move or act during this time.

  • Master (3 EP):  The target is unable to continue battle, and must make a Flee attempt on their turn.

    • Target is considered incapacitated.

      • This means the target is unable to rejoin the combat encounter but they may remain in the scene.

      • Only on a Voluntary Flee Action, must a player leave the scene.


Blindsight:  Being Nocturnal creatures, the Therians have adapted their senses to fight in the darkness.  In a situation where they are unable to rely on sight, this ability allows them to hone in on threats with uncanny precision.  This effectively makes the Therian immune to the Blinded condition, but it comes at a cost. [No roll needed for activation.]

  • The Therian gains a vulnerability to light, which makes brighter areas more difficult to function in.

    • This means that well-lit areas will pose a disadvantage on actions that rely on sight while this power is active. (Consult a storyteller, as needed.)

    • This power cannot see through Magic-based Stealth, such as illusions or altered mental states.  This power applies to physical attempts to hide, or natural darkness only.

  • Civilian (1 EP):  The Therian becomes immune to the Blinded condition and may target Stealthed Enemies normally.

  • Moderate (2 EP):  The Therian becomes immune to the Blinded condition and gains Advantage when targeting stealthed enemies.

  • Master (3 EP):  Nothing escapes the Therian. Stealthed, hidden, or invisible enemies may no longer hide from the Therian.


Salt the Wound: The worst thing about getting into a fight is getting into a fight with someone who brags.  With this power, the Therian becomes the braggart, and the target becomes enraged.  It could be a gesture, an arrogant smile, or even a few choice words; the target of the taunt cannot help but focus on their antagonist.  [Roll: Charisma vs Target’s Willpower].

Note:  The Target takes +1 Mental Damage and gains the Taunted condition for one Round.

Note:  The target cannot take any actions vs any other opponent during this time.

  • Civilian (1 EP):  The Target must spend their turn attacking the Therian.

  • Moderate (2 EP):  The Target must spend their turn attacking the Therian.

    • ​The Target loses the ability to use any abilities during this time.

    • At this level, the Condition lasts until removed or the Therian is incapacitated.

  • Master (3 EP):  Taunt now induces the Frenzy condition on the target.

    • ​The Target must attack the closest thing to them, whether it is a friend or a Foe.

    • The Target loses the ability to use any abilities during this time.

    • The Condition lasts until it is removed or the Therian is incapacitated


Force of Will:  It is said that a cornered animal is most dangerous.  As such, Therians rarely ever go down without a fight.  Channeling their willpower at a state of near death, the therian relies on pure instinct to keep fighting for a certain amount of time.  However, given the state of exhaustion, the toll on their body leaves them unconscious. [No Roll necessary for activation.]

  • This power may only be activated when an action would render the Therian Incapacitated.

    • When this power is activated, the Therian is Taunted against the enemy that incapacitated them, and may target no others.

    • The Therian immediately falls unconscious after the State ends.

    • The Therian may not use any other powers while this state is activated.

    • Damage taken in this state ignores all resistances, but the max damage that can be inflicted from any source is +1.

  • Civilian (1 EP): The Therian gains the ability to continue fighting and may effectively perform movement and attack actions as normal.

    • ​If the Therian takes damage from any source, they immediately fall unconscious.

    • If the Marked Target is incapacitated, the effect ends, and the Therian falls unconscious.

  • Moderate (2 EP):  The Therian gains the ability to continue fighting and may effectively perform movement and attack actions as normal.

    • ​If the Therian takes damage from any source, they immediately fall unconscious.

    • If the Marked Target is incapacitated by the Therian, it gains +1 Edge Point to remove the Force of Will condition and regain normal functionality.

    • If the Marked Target is incapacitated in any other way, the effect ends, and the Therian falls unconscious.

  • Master (3 Ep):  The Therian gains 3 General HP and continues to fight as normal.

    • ​If the Therian takes 3 Hits from any source, the effect ends, and the Therian falls unconscious.

    • If the Marked Target is incapacitated by the Therian, it gains +1 Edge Point to remove the Force of Will condition and regain normal functionality.

    • If the Marked Target is incapacitated in any other way, the effect ends, and the Therian falls unconscious.

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

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