Ability Index 1

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The Silver & Bone Ability Index

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Here you will find a listing of all the Abilities available in SnB. Abilities are organized in two Indexes.

Index 1 (You are here) contains Human, then Mystic/Magic, and Form - including were form - Abilities.

Index 2 contains Clan and Order, Pack and Alpha, and Elder Abilities.





:bulletred:Note that you cannot purchase Abilities from a Clan you do not belong to or for a Form you do not have.

:bulletred:Please pay particular attention to Cost and Prerequisites of each Abilities.

:bulletred:Cost denotes how much Silver one needs in order to purchase it.

:bulletred:While, Prerequisites are what is required, sometimes in addition to the monetary cost of the Ability.

:bulletred:Some Abilities are free. Such as At-Will Shifting and Regeneration. If you do not have these in our ref sheet, fear not; you'll simply be assumed to have the bare minimum of control over your shifting abilities as well as your regeneration, which will only be slightly faster than that of a human's, unless otherwise noted. Some characters may have issues with regeneration or shifting when they want to, if that is within their design.

:bulletred:If you are using Abilities in a roleplay, and you attempt to use an Ability you do not have, please check with your fellow RPers before continuing. However, it is best that you do not use any Abilities you do not have. This is especially important with the use of using Forms as this could be considered a form of God-modding. If a disagreement arises over this, please use the Fate System to determine the outcome and avoid conflict.

:bulletred:When you first start in SnB, you will only have 8 Silvers to spend on Abilities for your character.



Had a Form before moving to Chambury?

Spend 2 Silvers out of your starting 8, plus an explanation on how and why your character has this form when you submit your character sheet to the group. You may include the explanation in the Background portion of your character ref sheet as well.




Joined a Clan before moving to Chambury?

Spend 1 Silver out of your starting 8, plus an explanation on how you joined the Clan when you submit your character sheet to the group. You may include the explanation in the Background portion of your character ref sheet as well.

Please note that you will still have to complete a Chambury Clan Entry Challenge upon submitting your character to the group.





Human Abilities

These abilities are the ones most associated with the human world and human form.  Obviously, human characters may have them and werewolves used to living in the human world will likely have many as well.



Arms (Rank 1)
Prerequisite: none
Cost: 1
Being trained in the art of weaponry may seem like a useless skill when armed with tooth and claw at will, but human weaponry can still injure, or even kill the most powerful were, and knowledge of how to use that weaponry can be very handy.  Pick a weapon type to be familiar with and when using that weapon in combat, every bone spent with an attack with it, is worth +2 Fragments.

Arms (Rank 2)
Prerequisite: Arms (Rank 1)
Cost: 1
Augmenting once allows for a broader knowledge of weaponry, and more focused use of a singular weapon, increasing the Fragments of Bones spent with any weapon they are familiar with to +3 Fragments.

Arms (Rank 3)
Prerequisite: Arms (Rank 2)
Cost: 1
Augmenting again allows for mastery over a single weapon and familiarity of arms of all types, even ones they may have not ever handled before, the mastery of the single weapon means all actions using the weapon gain +1 Fragment.


Tact (Rank 1)
Prerequisite: none
Cost: 1

Uncouth people may still be able to function, but the skill to make others see one's perspective is one that brings many people far.  Even wolves respect those who are thoughtful and tactful more, and far more likely to lead.  One expects at least a modicum of tact available to become a leader because intimidation can only go so far.  This allows for the character to convince an enemy to listen to them at least one time during an event, though it does not guarantee they will agree or let the character have their way.  Will not work on those who have given into their inner were.

Tact (Rank 2)
Prerequisite: Tact (Rank 1)
Cost: 1
Augmenting allows the tact effect to also apply to a character who has let instinct ride and is in were or animal form.

Tact (Rank 3)
Prerequisite: Tact (Rank 2)
Cost: 1
Augmenting a second time allows the character to possibly even get the attention of one who has lost their mind entirely to the Berserker.


Martial Arts (Rank 1)
Prerequisite: none
Cost: 1
Training the body like a weapon, martial arts masters practice using their hands, feet, and entire body to disarm opponents, and defend themselves.  Most cultures teach to avoid violence and mix discipline of the mind and body into the art.  Those who follow the path of martial arts, gain +2 Fragments for bones spent on actions to defend themselves using their body.

Martial Arts (Rank 2)
Prerequisite: Martial Arts (Rank 1)
Cost: 1
Augmenting allows the character to turn an enemy’s force into an offensive attack, negating all bones spent by an enemy on an attack after it is declared, though the player does not lose the expended bones.

Martial Arts (Rank 3)
Prerequisite: Martial Arts (Rank 2)
Cost: 1
Augmenting again Allows the character a unique sense of their body, able to identify toxins and other unnatural things before they take effect, and additionally when attacking with their bare hands (natural weapons are not included), or other body parts they gain +1 Fragment.


Savvy (Rank 1)
Prerequisite: none
Cost: 1
Navigating the mortal world is hardly easy, and adding on top of that the changes that come when infected may throw many off.  However, street smarts can get you pretty far in life.  Being able to read others’ intent, or even just make common sense decisions can save one's ass.  Allows a character to discover intent of another through reading body language and guessing their behavior.

Savvy (Rank 2)
Prerequisite: Savvy (Rank 1)
Cost: 1
Augmenting allows the character to use their savvy to read a group of people.

Savvy (Rank 3)
Prerequisite: Savvy (Rank 2)
Cost: 1
Augmenting again allows the character to discover hidden motivations of someone once per scene.


Awareness
Prerequisite: none
Cost: 1
Some characters are simply more aware of the world around them than others.  Humans in particular must have eyes in the back of their head to survive in a world with many creatures that want to eat them.  Awareness is simply a measure of how likely they are to notice those around them.  When making any perception check of the senses, the character may add Fragments to the tests equal to the rank in this ability.


Willful (Rank 1)
Prerequisite: none
Cost: 1
The character is extremely strong of will, and because of that alone may overcome odds simply through force of will.  The character gains +1 bone per scene over whatever their current total is.

Willful (Rank 2)
Prerequisite: Willful (Rank 1)
Cost: 1
Augmenting increases this Fragment to +2 bones per scene.

Willful (Rank 3)
Prerequisite: Willful (Rank 2)
Cost: 1
Augmenting again increases this to +3 bones per scene.


First Aid (Rank 1)
Prerequisite: none
Cost: 1
The character has received basic medical training at some point in their lives, whether it was through the community association or self-taught, they know how to dress and stitch a wound, perform CPR and the Heimlich maneuver, treat someone experiencing shock, or reset bones.

First Aid (Rank 2)
Prerequisite: First Aid (Rank 1)
Cost: 1
Augmenting indicates that they have the capability to provide more complex treatments such as measuring and administering injections or medications, safely amputating limbs, treating burns and acid wounds.

First Aid (Rank 3)
Prerequisite: First Aid (Rank 2)
Cost: 1
A second augmentation indicate that the character has received advanced medical training and has ample experience.  While they may or may not hold a formal doctorate of medicine, they might as well.  They may be a few entries shy of a walking medical dictionary.




Mystic Abilities

These abilities are magical in nature and may be learned by werewolves and other sentient supernatural species as well as humans.  However, garden variety humans may find magical abilities very difficult to use and can put their lives in jeopardy as they lack the physical and spiritual durability of the supernatural.


Tainted Blood (Rank 1)
Prerequisite: none
Cost: 1
Succubi and Incubi are known for sleeping with mortals, and occasionally having offspring.  The blood remembers their ancestry, and demonic heritage may be present in anyone and drawn out by interactions with creatures.  The taint may or may not be visible initially, but will run in their veins and be recognized instantly by any demon who observes them.  It may make the demon less likely to harm them, but there are definitely downsides to associating with the demons.  The character when tapping into their heritage may make use of the Demon's Tongue, which when they spend a bone on a social situation its worth +2 Fragments, but may make their demonic heritage more pronounced.

Tainted Blood (Rank 2)
Prerequisite: Tainted Blood (Rank 1)
Cost: 1
Augmenting happens when making pacts or bargains, or simply giving in to one's demonic heritage, and it starts to actually become visible in their shape.  Add some sort of visible taint that will need to be covered up, but in exchange the character may impose their will on another character once per scene.

Tainted Blood (Rank 3)
Prerequisite: Tainted Blood (Rank 2)
Cost: 1
Augmenting further increases the taint, adding significant and difficult to hide demonic features, but allows the character to influence a group once per scene.


Person of Interest (Rank 1)
Prerequisite: none
Cost: 1
Sometimes spirits take interest in mortals. Some even may refer to them as gods playing with mortal men.  Lycanthropes in particular seem to draw interests from the spirits, though the characters are rarely aware of it.  Taking this places a mark associated with the spirit on the character, and at certain times the spirit may put their force or will in play to influence the outcomes of events.  Not always a positive experience however for the marked character.  The Spirit rolls a D6 and inputs their will onto the outcome of a roll, and while generally they favor the PC, there are times where they decide the PC should lose for whatever mysterious goal.  They show up at their own whims, and may only appear on occasion, or may get involved for multiple actions in a row.

Person of Interest (Rank 2)
Prerequisite: Person of Interest (Rank 1)
Cost: 1
Augmenting this increases the frequency of the spirit's effect and the degree in which they care, increasing the input to two six sided die.

Person of Interest (Rank 3)
Prerequisite: Person of Interest (Rank 2)
Cost: 1
Augmenting a second time makes the character a possible host for the spirit in times of need and additionally they may call upon the God's name once per scene for help and the spirit will listen to the player's will.


Awakened (Rank 1)
Prerequisite: none
Cost: 1
The character is naturally in tune with the astral plane and magical forces.  This allows for the character to see some spirits and powerful magic, though gives no access to using it or communicating with.

Awakened (Rank 2)
Prerequisite: Awakened (Rank 1)
Cost: 1
Augmenting allows for the character to see less powerful sources of magic and spirits.

Awakened (Rank 3)
Prerequisite: Awakened (Rank 2)
Cost: 1
Augmenting a second time allows the character to see spirits that want to remain hidden, and see through magical subterfuge and glamours.  This does not actually allow the character to enter Astral space, or see the astral plane as it is, but rather just the spirits inhabiting it.  They appear as if they are in physical space, but the character can obviously differentiate between the living and ethereal.


Let Flow (Rank 1)
Prerequisite: none
Cost: 1
This ability speaks most specifically to those of Fae heritage. Blood is connected to life energy for most and provides a path to drawing from that source.  However, some characters have a heritage to them that is supernatural in nature, and their blood itself is magical. When the character bleeds, their blood will draw spirits or may be used for magical purposes as a source of power. However this effect will apply whether the character chooses to draw their blood or not.  Almost any magical effect that uses a source of power may use the character's blood.

Let Flow (Rank 2)
Prerequisite: Let Flow (Rank 1)
Cost: 1
Augmenting increases the power found within their blood and the likelihood of drawing spirit attention, but also empowers abilities that use blood as a component, increasing their rank of effect by one when using the character's blood as a source of power.

Let Flow (Rank 3)
Prerequisite: Let Flow (Rank 2), Living Battery (Rank 2)
Cost: 1
Augmenting a second time will drastically increase the magical power of their blood and they or others may use their body as a catalyst for magical effects without drawing blood from their body directly.  Note that this still will weaken the character and may even desiccate them if enough energy is drawn.


Familiar (Rank 1)
Prerequisite: Let Flow (Rank 2)
Cost: 1
After hunting down and finding a specific spirit, the character may bind that spirit as a form of familiar, though the spirit may be bargained with or forced into bondage. The character may order the spirit to do whatever they wish, either forcing their will upon it or making requests of them depending on their relationship.  If the spirit should be destroyed or the bond broken, the character must start this process again and may find it more difficult.  Familiars must be associated with a living creature. The larger the mortal form, the more powerful the spirit was.  Weaker spirits are most commonly those of rodents or birds or small reptiles.  More powerful spirits may be the shape of a powerful mountain lion or a brown bear or even a human being.

Familiar (Rank 2)
Prerequisite: Familiar (Rank 1)
Cost: 1
Augmenting this allows the bound spirit to take possession of a non-sapient body or a suitable replica (homunculus) that reflects the spirit's shape.  The creature must be brought to an inch of its life and be ready to enter the next world when the spirit takes its shape.  Should the spirit exit the body for over an hour of time the creature will regain control.

Familiar (Rank 3)
Prerequisite: Familiar (Rank 2)
Cost: 1
Augmenting again allows the spirit to create a temporary body of their own to inhabit for any period they wish though it may take some time to form.  When they exit the body, it turns to ash and a new one must be created.


Living Battery (Rank 1)
Prerequisite: none
Cost: 1
(This ability technically qualifies as an innate talent that some individuals may possess. Like any talent, it must be honed if it's to have any kind of usefulness (see Rank 2). Those with Fae heritage may take this ability as well as Let Flow if they so desire.) Humans make poor conductors when it comes to channeling or even storing magical energy produced by rituals or drawing on a source of magical power such as a sacrifice. But werewolves are much better. This ability allows the individual to store a small amount of power generated by such acts inside themselves. Some individuals store this power automatically whenever they are close to a source of magic, others must concentrate to draw it into themselves, but without proper knowledge, any attempt to release back into the environment could prove chaotic. The energy can be released at inopportune times even manifesting as paranormal or poltergeist-like activity (uncontrolable telekinesis, the appearance of apparitions, random teleportation of objects, etc.) Please note that this a very small amount of power, only good for one or two small magical actions, or one large one. If the player wishes to store more energy for a later time, they must have an Artifact designed for this purpose.)

Living Battery (Rank 2)
Prerequisite: Living Battery (Rank 1), Magecraft (Rank 1)
Cost: 1
The individual now has full knowledge on how to tap into and control their stored magical power. As outlined in the Magic Errata section, however, they must always have a target or purpose for releasing such energy otherwise the results could be chaotic. The individual will know to concentrate, to reach deep inside themselves, and will know how to direct such power outward to an intended target or to help fuel a ritual, hex, or spell of some kind. The individual can also use this power to boost an already existing speciality such as druid magic, blood magic, etc.


Hunter (Rank 1)
Prerequisite: none
Cost: 1
The character is an enemy of one specific type of supernatural creature, whether it be lycanthropes, demons, elementals, spirits, vampires, or any other kind of unnatural creature.  When in combat with the chosen creature type, every bone spent whether on defense, offense, or even more subtle and manipulative actions has a value of 2 bones.  This type of fighting style will immediately be recognizable when using it, as it's something learned and common to hunter groups.  This means that simply using this advantage will tip one's hand, and can be quite dangerous when surrounded by enemies.

Hunter (Rank 2)
Prerequisite: Hunter (Rank 1)
Cost: 1
Augmenting this ability allows for silver, cold iron, or other weakness protections in enemies to be reduced.  Enemies who have worked up tolerance to their weakness, are more vulnerable to the hunter's knife.  Reduces augments or training of any bonuses against the weakness by 1 rank.  Additionally the fighting style increases to +3 Fragments for bones spent against their target creature type.  If they are only trained, it's treated as untrained.

Hunter (Rank 3)
Prerequisite: Hunter (Rank 2)
Cost: 1
Augmenting again allows the character to temporarily enchant an item with the property of the enemies chosen weakness for one hour by cutting into their flesh with it and letting it feed on their blood.  It gains the property of silver, cold iron, or any other weakness (Such as cold for a fire elemental) for the duration.  If the character themselves is weak to the property, be warned as they will be harmed by it as well.  If the character does not have an internal power source to use for this it will drain a bit from their Life energy.


Magecraft (Rank 1)
Prerequisite: none
Cost: 1
The character gains access to magical knowledge enough to be able to read and interpret spells, though casting them requires a power source and the path itself does not provide such a thing.  The character may know as many spells as they can realistically write down, but unless they carry around a spell book, they are only going to be able to memorize at most 2 spells per scene which must be declared beforehand.  They may use their own life energy to cast a spell or their supernatural heritage.  Note that using spells from a spell book may take a significant period of time.

Magecraft (Rank 2)
Prerequisite: Magecraft (Rank 1)
Cost: 1
Augmenting allows the character to use another willing person's life energy or another person's supernatural heritage.  The character may also memorize up to 4 spells per scene.

Magecraft (Rank 3)
Prerequisite: Magecraft (Rank 2)
Cost: 1
Augmenting again allows for the character to use a broader range of power sources for the craft, but only if they have access to them or are made aware of them by another ability.  Additionally the character may memorize up to 6 spells per scene.


Alchemy (Rank 1)
Prerequisite: none
Cost: 1
This ability allows the character to read and use alchemical recipes of either Potions or Charms.  Note that once chosen, this is permanent.  There is no direct limit to how many recipes a character may know, but it is notoriously difficult to pry recipes from other alchemists and characters should have a reasonable, realistic number befitting their status.  Even with a recipe, however, creating alchemical items takes a significant amount of time.  They are far more likely to be created off-scene than spontaneously created during one.

Alchemy (Rank 2)
Prerequisite: Alchemy (Rank 1)
Cost: 1
Augmenting allows the alchemist to create their own recipes though the process of creating new recipes should take months of experimentation and story to back it up.

Alchemy (Rank 3)
Prerequisite: Alchemy (Rank 2)
Cost: 1
Augmenting again allows the character to learn to read the other type of alchemical recipes than what they chose originally (Potions or Charms) and to craft these items.  However, they may not create new recipes for the second type.




Were/Gestalt Form Abilities

Although the standard form of werewolves may not be as strong as a Berserker or as fast as an animal, it carries with it a number of advantages unique to the werewolf species.  Whether through strenuous training or hard-earned experience, werewolves are capable of a great many feats.



At-Will-Shifting (Rank 1)
Prerequisite: none
Cost: 0
Allows the character control over shifting into their shape drawing out their inner aspects.

At-Will-Shifting (Rank 2)
Prerequisite: At-Will-Shifting (Rank 1)
Cost: 1
Augmenting allows for much faster shifting into Were shape from human.  Note that this does not reduce the negative effects of a change and may in fact increase the pain if the shifter changes too quickly.

At-Will-Shifting (Rank 3)
Prerequisite: At-Will-Shifting (Rank 2), Animal Form
Cost: 1
Augmenting a second time allows for near instantaneous changes from any shape to another.  This ability does not help in resisting a forced change such as from the call of the Full Moon or one induced by Eclipsing or a Berserker trigger.


Redirection (Rank 1) (This ability and all its ranks are applicable only to Animal, Were, Human, and Dog Head though in the case of the Animal Form Ability, Stray, only one or the other may be used at one time and one cannot be used directly after the other has faded. Redirection does not affect Berserker or Spirit forms.)
Prerequisite: none
Cost: 0
In order to maintain the veil of secrecy that enshrouds the world of the supernatural, werewolves and those beings like them are capable of generating an aura of distortion in which any human looking at them will be fooled into seeing something else. This would explain Chambury's rather grim reputation of being the Bear Attack Capital of Canada.

This "aura" of a sort is activated by sheer force of will and its potency as well as its longevity largely depends on the opposing will of the human. Those who are at all in doubt that the supernatural - particularly werewolves - exist, may only see a large bear or dog standing before them (or in the case of werecats, a cougar or lynx). Others who are more open-minded may struggle with whatever they witnessed for the rest of their lives. Still others who are fully aware, will not be affected at all and will see the beast for what it is. Children below the age of 12, will almost always see the werewolf, though they may begin to question what they saw as they age.

When viewed in human form, a witness will not be able to recall specific details about the person beyond maybe sex and skin color. Even if the human interacts with the werewolf directly, they may not even remember what they talked about.

The only real downside to this ability in its Rank 1 form, is that it is not long-lasting and the duration is literally only a few seconds. If a werewolf remains within view, even in human form, the witness will begin to see them more clearly and remember more things about their encounter. However, most times a few seconds is all that's needed for a lycanthrope to make a quick exit.

When the Fate System is in effect, the player MUST announce that this ability is in effect. They may then roll 1d6 for effectiveness, with 1 being they are seen in their entirety, and 6 being that they are practically invisible or that the human fully believes them to be a bear and/or large dog. Like always, Bones, if any are used, must be announced before rolling. This ability is only active for one round.

Redirection (Rank 2)
Prerequisite: Redirection (Rank 1), Willful (Rank 1)
Cost: 1
The effect of the aura lasts longer and can also affect nearby companions. Additionally, witnesses recalling what the werewolf was actually doing at the time of being seen will become distorted in their memory and details will be forever lost.

When the Fate System is in effect, players get +1 Fragment for every dice roll related to this ability when it is active. This ability remains in effect for up to 3 rounds.

Redirection (Rank 3)
Prerequisite: Redirection (Rank 2), Willful (Rank 2), Magecraft (Rank 1)
Cost: 1
This rank is for shapeshifters who have mastered the art of blending in. The aura is active for the duration of their encounter with any witnesses, though the effectiveness is still largely dependant on the state of the onlooker's mind. Additionally, it can affect any companions in the vacinity, and blur the details of their activity in the human's memory.

Those proficient in magic (Magecraft Rank 1) can channel this with up to 2 others who have Rank 1 or better to create an area-of-effect for a short time. Spaces of up to 100 feet will be distorted, practically unviewable, to any unaware onlooker. This area of effect can increase with more participants. A large enough group can cloak a whole city block.

Shapeshifters can also use this ability to distort any recorded data of their presence as long as the character is aware they are being monitored in some way. Any video or audio recordings of the character while this ability is active will appear to have malfunctioned in the process.

When the Fate System is in effect, players with this Rank 3 ability get +2 Fragments for every dice roll related to this ability while it's active. Furthermore, this ability can remain in effect for an entire session once invoked.


Regeneration (Rank 1)
Prerequisite: none
Cost: 0
Regeneration allows the character to heal over time, their flesh knitting and repairing itself toward the shape they took when they first where infected.  This ability will slowly remove things like tattoos, fat, and other effects that aren't direct damage.  This does not fully repair limbs, nerves or other major damage and it can take a few days for significant injuries to heal.  The effect is increased one rank in Berserker Form, and reduced partially in Human form.  Regeneration also requires magical energy to be present in the Lycanthrope and if all of their magical energy is drained the effect will no longer occur.

Regeneration (Rank 2)
Prerequisite: Regeneration (Rank 1)
Cost: 1
Augmenting allows for some nerve damage and limb regeneration, and slightly speeds up the effect of regeneration.

Regeneration (Rank 3)
Prerequisite: Regeneration (Rank 2), Invincibility (Rank 1)
Cost: 1
Augmenting again will increase the speed so that preliminary healing (first few layers of skin, some muscle tissue) will actually be visible, much like in the Berserker shape.  This still will not repair severe nervous damage, but may make it possible to regrow a limb like a lost finger or possibly as much as a leg.  Like other severe wounds, limbs and organs will not regrow spontaneously, but will take months or even years of recovery time, depending on the severity.  Even so, the tissue affected may not be perfect.  Nerve damage, chronic pain, scarring, and imperfect functioning, are all possible repercussions.

Special Note: There is an unofficial “Fourth Rank” of regeneration gained by characters with Regeneration (Rank 3) who are in Berserker form.  In this case, flesh knits extremely quickly, pulling together moments after being cut by non-silvered weapons.  Even severe injuries can heal very quickly.   For example, a cut-off finger will regrow in minutes.


Trade-Off (Rank 1)
Prerequisite: none
Cost: 0
Most lycanthropes have increased speed, endurance and strength over their once-human capabilities, further enhanced by their lycanthropic shapes. However, some weres are less enhanced naturally in some areas more than others.  The three general attributes are Speed, Strength and Stamina. Lycanthropes who select this Ability much choose one to sacrifice for an increase another.  They first pick which attribute is weaker, which will remain at human levels or perhaps even weaker than average. Then they pick another to enhance. Once this is chosen it influences all their shapes and is permanent and character defining.  They add one fragment to all actions governed by their enhanced attribute and have a fragment penalty added to all situations governed by the weakened attribute.

Trade-Off (Rank 2)
Prerequisite: Trade-Off (Rank 1)
Cost: 1
Augmenting this ability allows for a players enhanced attribute to really shine. It adds an additional option for spending bones depending on what the attribute they chose to enhance.  For those governed by speed, they may spend a bone to take an extra action on a single turn.  For those governed by strength, they may spend a bone to take an action with double the strength, lifting twice as much or hitting twice as hard.  For those governed by stamina they may spend a bone any time they are about to be knocked unconcious to not only shrug off the effect whether it be a toxin or blows to the head but to also return to half health.

Trade-Off (Rank 3)
Prerequisite: Trade-Off (Rank 2)
Cost: 1
Augmenting again grants a permanent boost, allowing them a choice.  They may choose one of the following: enhancing their chosen attribute even more, granting them an additional fragment for actions governed by their chosen attribute.  Or they may choose to remove the penalized stat, making it more average. Or they may enhance the third stat allowing them to spend a bone to access the effect of the other attribute, but fragment bonuses and penalties remain the same.


Tongue of the Beast (Rank 1)
Prerequisite: none
Cost: 1
The character is able to communicate with their natural species.  Able to understand their vocalizations and read their body language, they understand the animal’s meaning and can even communicate back, though it may be difficult if they lack the necessary body parts in a form.  Regardless, it makes limited communication possible and the animals are more likely to treat the character as a relative or pack member than an enemy or at least give them the chance of proving themselves.

Tongue of the Beast (Rank 2)
Prerequisite: Tongue of the Beast (Rank 1), Spirit Form
Cost: 1
By augmenting this ability and tapping into one's spirit form, the character can enter and possess the animal’s body for a limited period of time.

Tongue of the Beast (Rank 3)
Prerequisite: Tongue of the Beast (Rank 2)
Cost: 1
Augmenting again allows the character to place a portion of their spirit in the animal for limited control while remaining in full control of their own body.  However, should the animal die while the character is in control, they can suffer severe psychological and spiritual damage.


Tough Hide (Rank 1)
Prerequisite: none
Cost: 1
The character's hide is much thicker than other weres, allowing them to resist damage, extreme temperatures and other outside physical forces better than most.  While it may not stop bones from breaking, it's much harder for tooth and claw to penetrate skin and draw blood and thicker fur gives protection against the extreme cold.

Tough Hide (Rank 2)
Prerequisite: Tough Hide (Rank 1), Berserker Form
Cost: 1
Augmenting makes the character's bones as durable in were form as they are in Berserker, making it harder for them to be broken or disabled from extreme blows.  This ability also adds +1 Fragments to rolls involving physical damage resistance.

Tough Hide (Rank 3)
Prerequisite: Tough Hide (Rank 2)
Cost: 1
Augmenting again gives limited resistance to silvered weapons.  The silver will still burn their flesh, but it does not penetrate any easier than other weapons.


Silver Tongued (Rank 1)
Prerequisite: none
Cost: 1
Allows for the character to survive significantly more silver poisoning, though contact with silver will still burn, inhibit regeneration and the character might die of wounds that would not otherwise kill them while recovering.  The body processes the silver and excretes it over the next week instead of requiring the power of the moon to cleanse.  Some weres may use intentional silver poisoning to weaken their wolf, prevent transformation on a full moon, or other foolhardy decisions.  While dangerous, this may increase their silver tolerance over time from exposure. Lowers typical silver poisoning by one stage for the amount of poison normally encountered.
Silver Tongued (Rank 2)
Prerequisite: Silver Tongued (Rank 1)
Cost: 1
Augmenting allows for temporary contact with silver without visible burning, making it possible to handle silver for short periods of time.  Additionally, this lowers silver poisoning by another stage for the same quantities.

Silver Tongued (Rank 3)
Prerequisite: Silver Tongued (Rank 2)
Cost: 1
Augmenting again allows for a larger dose of silver to not kill the character, though they will be weakened for a significant period of time due to it.  It also lowers the stage for silver poisoning again and in addition protects a quarter of the character's lunar energy from the silver's wrath, giving the character an 'out' when taking a fatal dose.

Call It Back (Rank 1)
Prerequisite: None
Cost: 1
A triggered change, whether forced by Eclipsing or the full moon, can be held back for a short period of time, giving one time to exit the situation.  While At-Will Shifting allows a character to access their other side whenever they like, all wolves still must heed the call of the moon.  Strong anger can trigger a change into wereform though fear and pain can cause transformation into animal form.  These changes may come in places where it is not convenient.  Using Call It Back, once per scene the character may delay the change for up to twenty minutes.

Call It Back (Rank 2)
Prerequisite: Call It Back (Rank 1)
Cost: 1
Augmenting allows transformation to be held back for up to an hour.  Once per scene, it may also be used halt a Berserker rage or Eclipse.


Survival Instincts (Rank 1)
Prerequisite: none
Cost: 1
The character is able to channel the animal's natural instincts better and think like them.  It gives advantages towards survival without human means in areas native to the species, allowing them to survive without tools and other aspects of civilization in harsh or natural environments they aren't familiar with.

Survival Instincts (Rank 2)
Prerequisite: Survival Instincts (Rank 1), Animal Form
Cost: 1
Augmenting taps further into their animal mind, allowing it to drive them while they are in their animal's shape.  In animal form, they can run faster, fly better, or use whatever natural movement abilities they have more swiftly.

Survival Instincts (Rank 3)
Prerequisite: Survival Instincts (Rank 2), Grimm Persistence (Rank 1)
Cost: 1
Augmenting again allows the character to make full use of their instincts and their natural weapons, giving them +2 Fragments when attacking in animal form and +1 Fragment when using their fangs, claws, talons or other natural weapons in other forms.


Through Scent Alone (Rank 1)
Prerequisite: none
Cost: 1
Lycanthropes often have a significantly increased sense of smell.  Many approach smells like a human would, but some learn how to master the more subtle aspects of scent.  A character with this ability can identify the presence of other wolves and even humans who have been in a location within the last few days, barring sterilization or heavy scent masking.  They can also identify fellow wolves' clan and rank by scent when nearby.

Through Scent Alone (Rank 2)
Prerequisite: Through Scent Alone (Rank 1)
Cost: 1
Augmenting allows for the character to detect the presence of silver through smell alone, giving them warning of dangerous weapons and ammunition nearby.

Through Scent Alone (Rank 3)
Prerequisite: Through Scent Alone (Rank 2)
Cost: 1
Augmenting again allows for subtle reading of another's emotions such as detecting a lie through use of scent.  The character can also smell through glamours and identify supernatural creatures wearing the skin of a mortal. However, using this power in human form may be awkward and suspicious.


Partial Shift (Rank 1)
Prerequisite: At-Will Shifting (Rank 2)
Cost: 1
This ability enables the shapeshifter to temporarily shift a single part of their body, such as their arm, leg, or even head.  The effects can only last up to three minutes as it causes great stress on the body to do so and the part that transforms will be incomplete when compared to how it looks in the werecreature's fully altered form. As a result, only experienced shapeshifters can take on this ability.  This may only be used once per scene.

Partial Shift (Rank 2)
Prerequisite: Partial Shift (Rank 1)
Cost: 1
Augmenting allows for two body parts to be shifted at the same time, such as a pair of claws, and additionally the character may access a power associated with the body part from a particular form.

Partial Shift (Rank 3)
Prerequisite: Partial Shift (Rank 2)
Cost: 1
Augmenting again allows the character to use this ability up to two times during a scene.


Learned Eloquence (Rank 1)
Prerequisite: none
Cost: 1
The were learns to speak more carefully using what they've got: sharp teeth, elongated snout, flatter tongue, and altered larynx. It's not perfect, by any means, but it's certainly more coherent than bestial grunts and growls.  This allows for minor communications in a human language through an animalistic muzzle.

Learned Eloquence (Rank 2)
Prerequisite: Learned Eloquence (Rank 1)
Cost: 1
Augmenting gives them more mastery over their own vocalizations.  What used to be a sound associated only with emotions can now convey more complex messages over long distances that can be understood by other weres.  Your howls carry farther than any normal wolf's, but it also has an unusual, bassy undercurrent to it that may alert suspicious enemies. Be careful where you use this.


Controlled Instincts (Rank 1)
Prerequisite: none
Cost: 1
Through natural and intimate familiarity with the Animal mind, the character has found a way to control their inner rage at least a little better than others.  When spending a bone to resist an Eclipse effect, the bone is worth +2 Fragments and they may find their Eclipse state shortened, allowing them to leave the state sooner than other lycanthropes.

Controlled Instincts (Rank 2)
Prerequisite: Controlled Instincts (Rank 1)
Cost: 1
Augmenting increases the point at which an Eclipse is considered full.  Also, once per scene, the character may use any ability while within an Eclipsed state, even those that require significant human thought.

Controlled Instincts (Rank 3)
Prerequisite: Controlled Instincts (Rank 2)
Cost: 1
Augmenting again grants the character +1 Fragment on any Eclipse resistance roll.


Flash of Insight (Rank 1)
Prerequisite: Must be in an Eclipsed state
Cost: 1
The character must be fully Eclipsed in order to use this ability. Once in the grips of a Total Eclipse of the animal mind, the individual may appeal to its human half for advice or insight into a situation once per scene, but only if the human half is willing and able to give it. (Human half is conscious and willing to help.)

Flash of Insight (Rank 2)
Prerequisite: Flash of Insight (Rank 1)
Cost: 1
The character must be fully Eclipsed in order to use this ability. The individual may now draw upon information from their human half if they are willing and able to give it twice in the same scene. (Human half must be conscious and willing to help.)

Flash of Insight (Rank 3)
Prerequisite: Flash of Insight (Rank 2)
Cost: 1
The character must be fully Eclipsed in order to uset his ability. The individual may not draw upon information from their human half if they are willing and able to give it three times in the same scene.




Animal Form Abilities

These abilities are made available for characters upon unlocking Animal Form.



Stray (Rank 1)
Prerequisite: Animal Form
Cost: 1
Allows the character to beguile humans, making them appear as a dog or other mundane creature.  This effect will last for only a few minutes and only affects a small group of onlookers.

If the Fate System is in effect, the character can fool onlookers for only 1 round in a session. Similar to Redirection, the player must roll for effectiveness, with 1 being not at all effective and 6 meaning the witness is completely fooled. The player cannot activate Redirection as a backup after Stray fades. Players must choose to use either their Redirection ability OR Stray.

Stray (Rank 2)
Prerequisite: Stray (Rank 1), Animal Form
Cost: 1
Augmenting allows the character to walk among humans while in animal form and seem little more than a stray or otherwise normal animal for extended periods of time, up to an hour.  It also affects up to two others who are also in Animal Form.  However, the character must remain non-threatening or the glamour will be broken. This rank also has a larger area of effect and can fool a large number of people. However, if the character chooses to attack, thus breaking the illusion, they may receive a +1 to any damage inflicted upon the victim.

Again, players must roll for effectiveness. The illusion at Rank 2 can last for the duration of a scene. Meaning when the group either reconvenes after an absence or the backdrop in the RP changes, the illusion will have ended.

Stray (Rank 3)
Prerequisite: Stray (Rank 2), Animal Form, Redirection (Rank 1)
Cost: 1
Augmenting this skill again permits the character to walk among humans completely cloaked from their awareness unless physically touched, made threatening, or deliberately does something to draw attention to oneself. Additionally, the duration is extended to four hours. However, if the character chooses to attack they may get +2 Fragment to any damage inflicted upon the victim, keeping in mind that this will break the illusion.

At this Rank, the illusion can possibly last for the duration of the RP if in-game time is equal to roughly that of four hours. If it is agreed that four hours has passed, then the illusion is faded.


Larger Load (Rank 1)
Prerequisite: Animal Form
Cost: 1
Allows the character to carry a much larger load for a longer period of time.  In animal form they may push or carry on their back things far heavier than they are, up to three times their weight. In human shape they may also access this, though at a reduced two times their weight.

Larger Load (Rank 2)
Prerequisite: Larger Load (Rank 1), Animal Form
Cost: 1
Augmenting it allows this effect to apply in their were form, allowing them to carry increased loads and use larger bursts of strength to lift and carry impressive loads.

Larger Load (Rank 3)
Prerequisite: Larger Load (Rank 2), Animal Form, Berserker Form
Cost: 1
Augmenting again allows them to apply this ability to the massive Berserker form, allowing for some incredible feats of strength.


Grimm Persistence (Rank 1)
Prerequisite: Animal Form
Cost: 1
In the Old Days, there were stories of wolves, haunting tales of the beasts breaking through cabin walls, digging up from under floor boards, chewing through steel cages, and outrunning the fastest of Horses. The truth is that they aren't just stories, rather they were just werewolves caught in animal form.  The limitations of the natural wolf may cause some to shy from this form in a fight, but there are some who tap into the inner strength of the beast and can do great things while under the guise of a wolf.  This ability allows a character in animal form to do one great feat of strength per scene.  They may use any other ability they know from another shape while in animal form.

Grimm Persistence (Rank 2)
Prerequisite: Grimm Persistence (Rank 1), Animal Form
Cost: 1
Augmenting it allows the character to increase the effects, enhancing another power and applying it at the second augmentation even if they don't have the augmented version of the power.

Grimm Persistence (Rank 3)
Prerequisite: Grimm Persistence (Rank 2), Animal Form
Cost: 1
Augmenting it again allows the character in animal form even to escape death.  As long as their head remains intact they will return from death within 24 hours. They may only use this power once per Full Moon.  Regenerating from near death leaves the character drained completely of magic until the next Full Moon.



Berserker Form Abilities

These abilities are made available for characters upon unlocking Berserker Form.



Invincibility (Rank 1)
Prerequisite: Berserker Form
Cost: 1
A Berserker's regeneration is normally enhanced while in Berserker form, but some may tap directly into it.  Their bones grow harder and stronger and flesh knits tight.  However, those who train this path may tap into that even further, their bones becoming like metal and preventing normal physical damage from tooth, claw or bullet.  For a brief moment no mortal blow will penetrate their flesh outside the damage of another Berserker, silver, or supernatural. This lasts 3 rounds of combat.

When the Fate System is active, any attacks made on the Berserking character in this state will receive -2 Fragments to their attack rolls.

Invincibility (Rank 2)
Prerequisite: Invincibility (Rank 1), Berserker Form
Cost: 1
Augmenting allows the character's regeneration process to go into overdrive at will once per scene, regrowing removed limbs and healing gashes at an intense rate and preventing damage from all but silver and the supernatural, even overcoming the tooth and claw of fellow Berserkers.  This lasts for 5 rounds of combat.

Under the Fate System, any attacks made on the Berserking character while this ability is active will receive -3 Fragments to their attack rolls.

Invincibility (Rank 3)
Prerequisite: Invincibility (Rank 2), Berserker Form
Cost: 1
Augmenting again allows the Berserker to even shrug off supernatural blows and regenerate when struck with silver.  This lasts 7 rounds of combat.

Any attacks made to the Berserker while this ability is active will receive a -4 Fragments to any attack rolls.


Protect Me (Rank 1)
Prerequisite: Berserker Form
Cost: 1
The Berserker's mind is usually the first thing to go when they shift, the trigger overwhelming any sense of reason.  But there are those who are in tune with the Berserker enough that they can at least direct the terrible force of the Berserker.  The character may pick two close friends or pack members that they will never harm while within Berserker form unless they were the source of the trigger.

Protect Me (Rank 2)
Prerequisite: Protect Me (Rank 1), Berserker Form
Cost: 1
Augmenting this allows even more of their mind to remain and they may designate targets during their triggering phase that they will ignore unless they get between them and the one that triggered the Berserker rage.

Protect Me (Rank 3)
Prerequisite: Protect Me (Rank 2), Berserker Form
Cost: 1
Augmenting again puts them so in tune with Berserker that they will hunt their trigger above all else, and even be able to reason and may even be able to calm their inner wolf enough to shift back before the duration of the Berserker rage is up.


The Taste of Flesh (Rank 1)
Prerequisite: Berserker Form
Cost: 1
A character who has been triggered into the unstoppable Berserker is in itself a very scary thing, but they have a weakness.  They are generally mindless beasts, running entirely on instinct, fueled by rage that burns like an intense candle before long.  But somewhere in that mixture of teeth and stomach, the Berserker can find a fuel source.  Flesh.  This can extend the duration of the Berserker rage, while sating the beast.  For each mouthful of flesh they get, they gain a little more of their mind back.

The Berserker receives +1 Fragments to their attacks and reflex saves. for the duration of this ability which can last until the Berserker rage has subsided.

The Taste of Flesh (Rank 2)
Prerequisite: The Taste of Flesh (Rank 1), Berserker Form
Cost: 1
Augmenting allows them to devour a freshly made corpse in order to extend the duration of the rage by double, though they must spend the time to eat it.

The Berserker is, in effect, removed for one round of combat while it eats, but will gain +2 to their attacks and reflex saves for one round after returning to combat. This does not stack with Rank 1. (Think of the additional Fragment as adding onto the one gained in Rank 1 but for only one round of combat.)

The Taste of Flesh (Rank 3)
Prerequisite: The Taste of Flesh (Rank 2), Berserker Form
Cost: 1
Augmenting again allows for an extreme burst of speed after devouring their victims.  Normally a lumbering creature, they might be taken down by a pack of wolves or outrun, but should they devour their victim they may act and move without the shape's speed penalties for the remaining duration of their Berserker rage.

When the Fate System is active, any reflex saves used against the Berserker (such as rolling to avoid the Berserker's attack) will receive -2 Fragments to their rolls while this ability is in effect.



Spirit Form Abilities

These abilities are made available for characters upon unlocking Spirit Form.



Blessed by Those (Rank 1)
Prerequisite: Spirit Form
Cost: 1
You are blessed by the element with which you mostly identify. This blessing allows you to manipulate this element while in Spirit Form. Elements: water, earth, fire, air, metal, wood, thunder, light/life, shadow/death without requiring the power of an elemental associated.

Blessed by Those (Rank 2)
Prerequisite: Blessed by Those (Rank 1), Spirit Form
Cost: 1
Augmenting allows you to see any elementals of your affinity in your other forms, and you may communicate with them, although you do not have any authority over them.

Blessed by Those (Rank 3)
Prerequisite: Blessed by Those (Rank 2), Spirit Form
Cost: 1
Augmenting again allows you to change an element not of your affinity to the one chosen once per event.  Any elemental associated with it will change as well.


Astral Password (Rank 1)
Prerequisite: Spirit Form
Cost: 1
Once per scene, you may whisper into the Astral plane and command spirits, elementals, or even nature itself to shape in a way you wish.  You may open a locked door, for example, simply by uttering the right word or bring a spark of flame to life within a candle's wick.  Other living beings or powerful spirits may resist the word of command.  The character may know up to 3 words at a time.

Astral Password (Rank 2)
Prerequisite: Astral Password (Rank 1), Spirit Form
Cost: 1
Augmenting allows the character to know up to 6 words at a time and 2 True Names.  Knowing the True Name of a spirit makes it possible to command them to do the character’s bidding.  However, discovery of that true name can be very difficult and strong willed creatures may resist the command.

Astral Password (Rank 3)
Prerequisite: Astral Password (Rank 2), Spirit Form
Cost: 1
Augmenting again allows the character to know up to 10 words and 5 True Names while also allowing the character to learn the True Names of living beings and use them in the same way as with Spirits, though they may be even more difficult to control.  The words do not need to be true words and may be sounds uttered in were or animal form, though each word learned needs to be associated with a tongue capable of using it.  The words known must be selected before an event and shown to the GM and have back story associated or may be learned during the scene and replace an existing one.


Savage Pack (Rank 1)
Prerequisite: Spirit Form
Cost: 1
While in Spirit Form, you may summon two ghosts of your animal kin to hunt your prey/enemy. This ability only works on enemies found in the Spirit Realm, however, as they have little effect on the physical world. Areas in both dimensions, protected from spiritual entry may hinder their advance as well. Once the target is caught in their jaws, they will envelope him, every bite sinking into their spirit, draining their energy, and sending it to you.  This strength can be used to either finish the ghost pack's job or run while they have your enemy distracted.  This Ability can only be used once per scene.

Savage Pack (Rank 2)
Prerequisite: Savage Pack (Rank 1), Spirit Form
Cost: 1
Augmenting allows you to add a third member to your ghostly pack, thus increasing your power over your enemy as well as the amount of energy you may receive when they attack them. Your pack may also assault enemies in the physical world, but their effect is greatly reduced. The most they can do is disorient, instill fear or uncertainty, and cause some bruising or lacerations.

Savage Pack (Rank 3)
Prerequisite: Savage Pack (Rank 2), Spirit Form
Cost: 1
A second augment allows the character to summon one member of the astral pack to protect them in Human, Animal, Were or Dog Head forms.



Dog Head Form Abilities

These abilities are made available for characters upon unlocking Dog Head Form.



Aura Guardian (Rank 1)
Prerequisite: Dog Head Form
Cost: 1
The dangers of the spirit realm are numerous and a powerful seer may draw enemies from that realm.  Most who practice regularly will build an aura guardian for themselves, a separate creature made of their own life energy.  It could be something like an animal or mythical creature or an animated weapon or shield or even something innocuous like a teacup.  An Aura Guardian allows for limited interaction with objects within the spirit realm and minor protection from hostile entities. While summoned, the creature feeds off its creator, making wounds heal slower, drawing blood from their wounds to sate its hunger.

Aura Guardian (Rank 2)
Prerequisite: Aura Guardian (Rank 1), Dog Head Form
Cost: 1
Augmenting allows the creature to remain present at all times, even while the caster is not actively interacting with the spirit realm, providing increased magical protection.  However wounds will bleed longer and regeneration will be slower regardless of the shape they are in.

Aura Guardian (Rank 3)
Prerequisite: Aura Guardian (Rank 2), Dog Head Form
Cost: 1
Augmenting again allows the character to use the aura guardian to extend the time they are seeing, by making their wounds remain open as long as they are willing.


Equal Parts (Rank 1)
Prerequisite: Dog Head Form
Cost: 1
This ability allows the character to choose a single ability of another werewolf, taking all the augments with it.  It does not deny the target their power, but allows its use while the character remains in Dog Head form.  May be used one time per scene and lasts up to an hour.

Equal Parts (Rank 2)
Prerequisite: Equal Parts (Rank 1), Dog Head Form
Cost: 1
Augmenting allows a second power to be chosen, though it must come from the same chosen Werewolf.

Equal Parts (Rank 3)
Prerequisite: Equal Parts (Rank 2), Dog Head Form
Cost: 1
Augmenting again allows for the character to choose two different wolves to take the power from and extends the duration an additional hour.


Unified Mind (Rank 1)
Prerequisite: Dog Head Form
Cost: 1
The seer state leaves a character bewildered and disjointed as their mind has to cope with seeing two worlds at once.  However, through frequent exposure, the character may start to see it as more natural.  They find things less disorienting, reducing the penalty for acting on the physical plane while in this state by half.

Unified Mind (Rank 2)
Prerequisite: Unified Mind (Rank 1), Dog Head Form
Cost: 1
Augmenting allows the character's mind to finally overcome the disorientation, allowing them to speak coherently and suffer fewer memory problems.

Unified Mind (Rank 3)
Prerequisite: Unified Mind (Rank 2), Dog Head Form
Cost: 1
Augmenting again removes the penalty for seeing and interacting with the physical plane, though the character will still have to deal with the other downsides to seeing, like having a bleeding open wound.


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